Disclaimer: This is a TENTATIVE to fix the balance issues that affect negatively the [Swordsman Base] class and, as a consequence, the entire swordsman class tree. Please note that you are not obliged to agree with those suggestions. Discuss healthily about this topic and avoid to exit it territory. *CC =Crowd Control ( stun, knock back)
The text will be a little long, so be prepared. Know critical issues related to the swordsmans:
[1] Lack of competitive damage on the ""late game “”(Lv.230+) due to low scalings comparing with others classes, like pure damage clerics, archers and wizards.
[2] Abscense of effective ways to fight and defend yourself from attacks (including Crowd Control effects). While archers can kite and use their range, wizards can use their CC and range, clerics can heal and use their invunerabilities, swordsman either need have high defensive stats and constantly dodge from heavy attacks or have a support ally to be able to deal consist damage and survive.
[3] Swordsman doesn’t have a true and pure strenght compared to other classes. Clerics have the top support and defensive abilities (Safety wall, heal, diev. and druid invencibility, paladin’s barrier), Archers have the highest single target DPS and the second strongest AoE damage (multi-shot, oblique shot, fletcher skills, cannoner skills) and mages have the highest AoE damage and some useful CC (Quick cast, sleep, magic missile, frost cloud, psyko pressure, linker’s skills); just think what swordsman have that make them a must in party; shield buckling, jolley rogers and… that’s it? Why you make a swordsman (beside personal preference)? For it tankiness? Why i need tankiness when i can make my whole party immune to damage for 20 seconds and after that, for 12 seconds and repeat it 10 seconds later? Even if something goes bad, heal will cover the problem. Why i choose a swordsman? for it damage? Just look to fletcher, cannoners, psykos+cryos, C3 elementalist and you will easily know the answer. Why i create a swordsman? for it support? Shield buckling? Linkers do this job (mob group) 2x better and faster. And even considerating SB a good utility skill (which is), it’s the only good thing that swords have to offer to the team.
Those issues makes swordsman one of the most devaluated classes in the game and results in the lack of necessity of the swordsmans in the teamwork scenary, at least. The further consequences makes the players avoid to playing with this class and make it become underrated and obsolete, also creating a preconception and discrimination against it; those negative effects can already be see in-game and even in the forums.
Knowing this, I propose a series of changes in the base swordsman skill tree in order to TRY to correct SOME of those issues (at least the ones related to the base class):
Skills removed: Concentrate, Thrust, Restrain, Pommel Beat and Double Slash.
Unique Class Mechanics Added:
[All Cicles] [Class Base Attribute: Adrenaline Handling]: [Lv.Max: 1]
Use high level combat technique to control the effects of adrenaline in your body, earning advantages. For every successful skill cast on enemies, basic attack, attack skill or/and debuff applied, you gain 1 Adrenaline stack. Those stacks grant bonus base attack, stamina buff and change some skills, at the cost of decreasing the natural SP recovery. The maximum number of stacks is 3 and be affected by Crowd Control effects, such as knock down or slow, decreases the number of stacks by 1. If you don’t keep attacking, the stacks will drop as well.
- Each stack gain have a internal cooldown of 5 seconds; if you lost or gain a stack, you can’t lose or gain another one in the next 5 seconds. Each stack lasts 8 seconds; this duration overlap the internal cooldown, meaning that if you gain a stack, it will be lost after 8 seconds if you not attack after 5 seconds. You can turn on or off the effects of this attribute on the attribute section of your skill window, but you will lose all stacks and their effects; sit will also make you lose all stacks. After reach the maximum amount of stacks, any other attack will refresh the duration of the stacks. The stacks are not counted as buffs and each one represent a level of adrenaline:
1 Stack: Low Adrenaline level: Grant +15% character’s Base Physical attack; modify some skills.
2 Stacks: Moderate Adrenaline level: Grant +30% character’s Base Physical attack; while your stamina is below 11, -35% Stamina recovery time; +50% SP recovery time; modify some skills.
3 Stacks: High Adrenaline level: Grant +45% character’s Base Physical attack; while your stamina is below 11, -70% Stamina recovery time and normal movement don’t consume stamina; +40% resistance to status ailment while running; +100% SP recovery time; -15% SP recovery from all sources; -40% damage receive by your equipment from enemy attack; modify some skills.
Skills added:
[CICLE (1)] [Provoke]: [Lv.Max: 15]
Taunt a certain amount of enemies around the screen, earning provocation points and making them immediately attack you. In order to keep their focus on you, attacks needs to be used on them, and the amount of provocations points will be maintain or increased, based on the amount of damage or CC inflicted by you; Damage have higher priority and adds more provocation then CC effects. Static Cooldown: 22 segs
Provoke Lv.1: Taunts 5 enemies | Provocation points: 5 (low) | SP cost: 6
Provoke Lv.15: Taunts 12 | Provocation points: 20 (high) | SP cost: 25
CICLE 1 ATTRIBUTE: ENHANCE: Increases the number of taunted enemies by [Provoke] by 1 per attr.Lv… +4 SP cost | Lv.max: 3
CICLE 3 ATTRIBUTE: DAMAGE REDUCTION: You gain 5% of damage reduction per attr.Lv. against the next damage hit, physical or magical, of the taunted enemies by [Provoke] for 15 seconds. +2 CD | Lv.max: 4
[CICLE (1)] [Explosive Strength]: [Max.Lv: 15] - [Physical] - [Pierce/Slash/Strike] - [Switch] - [Not counted as a buff]
Casting this skill will activate or deactivate it effects. After every successful third basic attack or/and attack skill, your next basic attack can be empowered by pressing the basic attack key. The empowered basic attack have base attack multiplier and high bonus speed, also can be canceled by a skill cast right after it hits. The base attack multiplier is affected by your Adrenaline level. This empowered basic attack cannot be used in mid air and consume Stamina per use.
Static Cooldown: 1
Explosive Strenght Lv.1: Zero, Low and Moderate Adrenaline level Bonus Base attack multiplier: x 1,39 | High Adrenaline level Bonus Base attack multiplier: x 1,77 | SP cost: 0 | Stamina cost: 2
Explosive Strenght Lv.15: Zero, Low and Moderate Adrenaline level Base attack multiplier: x 1,95 | High Adrenaline level Bonus Base attack multiplier: x 2,75 | SP cost: 0 | Stamina cost: 2
CICLE 1 ATTRIBUTE: ENHANCE: Increases the damage dealt on an enemy with [Explosive Strenght] 's empowered basic attack by 1% per attribute level. Lv.Max: 100
[CICLE (2)] [Tactical Roll]: [Lv.Max: 10] - [Mobility/Dash] - [Buff] - [Cannot be used while mounted]
Execute a tactical dodge roll, dashing in a direction for 1/2 second. The next physical attack skill cast will inflict more damage. The Cooldown of this skill is affected by your Adrenaline level. This skill consume stamina per cast and you can bypass enemies during the dash.
No Adrenaline Cooldown: 26 seconds | Low Adrenaline Cooldown: 20 seconds | Moderate Adrenaline Cooldown: 14 | High Adrenaline Cooldown: 8
Tactical Roll Lv.1: Roll’s Mov.Spd: 128% of the current Mov.Spd | +13% Damage with the next Physical Attack skill cast | SP cost: 0 | Stamina cost: 3
Tactical Roll Lv.10: Roll’s Mov.Spd: 200% of the current Mov.Spd | +40% Damage with the next Physical Attack skill cast | SP cost: 0 | Stamina cost: 3
CICLE 2 ATTRIBUTE: ABSORPTION: When [Tactical Roll] is used, you gain a shield that absorb (200 + 6 * Base Level) magic or physical damage. If [Gung Ho] is active, the shield absorption increases between +22% and +50% depending on the [Gung Ho] 's level. +1 Stamina cost | Max.Lv: 1
[CICLE (3)] [Sonic Strike]: [Lv.Max: 5] - [Physical] - [Slash/Pierce/Strike]
Utilize your weapon to perform a high level speed and precision attack against a single target; the bigger the enemy, the high the priority to get hit by this skill. This attack have bonus accuracy and it type depends on the current equiped weapon. The number of hits inflicted by this attack increases depending on your Adrenaline level.
Static Cooldown: 9 | Bonus Accuracy: 25%
Sonic Strike Lv.1: No Adrenaline level: 2 hits | Low Adrenaline level: 3 hits | Moderate Adrenaline level level: 6 hits | High Adrenaline level: 9 hits | Attack: 75% +104 per hit | 20 SP cost
Sonic Strike Lv.5: No Adrenaline level: 2 hits | Low Adrenaline level: 3 hits | Moderate Adrenaline level: 6 hits | High Adrenaline level: 9 hits | Attack: 175% +166 per hit | 48 SP cost
CICLE 3 ATTRIBUTE: ENHANCE: Increases the damage dealt on an enemy with [Sonic Strike] by 1% per attribute level. Lv.Max: 100
Skills reworked/modified:
[CICLE (1)] [Bash]: [Lv.Max: 15] - [Physical] - [Slash] - [3 Overcharge]
Inflict damage on an enemy with a powerful cut, stunning enemies for 1,5 seconds. All actions possible while casting this skill is normal moviment.
Static Cooldown: 12 seconds
Slash Lv.1: Attack: 100% +62 | Cast time: 1 second | Stun chance: 86% | SP cost: 12
Slash Lv.15: Attack: 100% +300 | Cast time: 0,3 second | Stun chance: 100% | SP cost: 42
CICLE 1 ATTRIBUTE: ENHANCE: Increases the damage dealt on an enemy with [Bash] by 1% per attribute level. Lv.Max: 100
CICLE 2 ATTRIBUTE: SPLASH: Increases the AoE Attack Ratio of [Bash] by 1 per attribute level. +6 SP cost | Lv.Max: 3
[CICLE (1)] [Gung Ho]: [Lv.Max: 15] - [Switch] - [Not counted as a Buff]
Enters in attack mode, decreasing massively defense strength and increasing massively attack strength. Can be turned ON or OFF, but requires 2 seconds of cast time to switch; if you get hit by any attack, including non-damage hit and CC effect while casting, the cast will fail and half of it cooldown will be applied. The health lost by the Max.HP cap will not be recovered by reactivating the skill. The Attack buff granted by this skill doesn’t increase the base attack from other attack skills.
Turn on and off Static Cooldown: 14 seconds
Gung Ho Lv.1: -12% Total Physical Defense, -5% Max.HP, -5% Block rate, -2% evasion, -2% Critical Resistence | +10% Total Physical Attack, +4% Critical Rate, +5% Critical Damage | SP cost: 25
Gung Ho Lv.15: -26% Total Physical Defense, -47% Max.HP, -47% Block rate, -16% evasion, -16% Critical Resistence | +94% Total Physical Attack, +20% Critical Rate, +16% Critical Damage | SP cost: 70
CICLE 2 ATTRIBUTE: FIGHTER: When you are below 25% of your current Max.HP, decrease the negative effects, except Max.HP penalty, and increases the positive effects of [Gung Ho] multiplicatively by 1% per Attr.Lv… Max.Lv: 20
CICLE 2 ATTRIBUTE: AURA BLADE: While [Gung Ho] is active, all of your melee attacks will cast a cutting circular aura around you that have a radius equal to 120% of your attack range and works as a AoE extension for all melee type attacks, including skills and basic attacks. Max.Lv: 1 | +8 SP cost
CICLE 3 ATTRIBUTE: RECOVERY: If a part of your HP is cut while activing [Gung Ho], you will gain Vitality for 5 seconds for the next time that you turn off the skill. While Vitality lasts, you recover 14% of the HP removed when [Gung Ho] activated over Vitality duration and gain +40% healing from heal skills. Max.Lv: 1. +2 CD.
[CICLE (1)] [Pain Barrier]: [Max.Lv: 15] - [Buff]
Temporarily grants a high resistance to being affected by knock back, knock down or staggered for a time period that depends on your Adrenaline level. Additionaly, you gain Tenacity for the duration of this skill; Tenacity grants time reduction on status ailment lv/rank 1 proportionaly to it’s value.
Static Cooldown: 38 seconds
Pain Barrier Lv.1: Tenacity: 2% | No Adrenaline level duration: 10 seconds | Low Adrenaline level duration: 12 seconds | Moderate Adrenaline level duration: 14 seconds | High Adrenaline level duration: 16 seconds | SP cost: 30
Pain Barrier Lv.15: Tenacity: 30% | No Adrenaline level duration: 10 seconds | Low Adrenaline level duration: 12 seconds | Moderate Adrenaline level duration: 14 seconds | High Adrenaline level duration: 16 seconds | SP cost: 86
CICLE 3 ATTRIBUTE: UNSTOPPABLE WILL: When you are under the effect of Crowd Control, will be possible to use [Pain Barrier] to break this effect. However, the cost and cooldown of this skill will increase to 18% of your max SP and 60 seconds respectively and the buff of this skill will not be activated.
Class Attributes added:
CICLE 1 ATTRIBUTE: DETERMINATION: Your HP recovery increases and your HP recovery time decreases by 1% per Attribute level. This effect is futher increased, when you are below 50% of your Max HP, based on your missing HP, up to 50% more effectiveness; minimum HP recovery time is 5 seconds per tick. Lv.Max: 25
Remember, this is only an suggestion, an idea. The numbers needs balancing, but the logic of the mechanics and sctructures are fixed or at most needing some tweeks.
Thanks for the attention.
Edit 05/05/2016: Advanced Roll CD decreased. Gung ho cicle 2 attribute added: AURA BLADE. Sonic strike hit count increased.
Edit 06/05/2016: Sonic strike cd increased and base damage scaling decreased. Bash now stuns instead of knock down.
Edit 21/05/2016: Advanced Roll’s name changed to Tactical Roll and it’s Cd has been decreased. Now it consumes stamina per cast and you ignore colision during the dash. New class attribute added: DETERMINATION. Bash stun time increased from 1,8 to 2.
Edit 28/05/2016: Tactical Roll changed. This skill no longer increases CD if you get hit by normal attacks, only when you get affect by CC. SP cost and Stamina cost increased; CD and dash time decreased. Tactical Roll’s Hit Threshold attribute exchanged for Tactical Roll attribute: Absorption. Provoke’s Damage reduction attribute max level decreased from 5 to 4.
Edit 04/06/2016: Adrenaline Mechanics added. Most of the skills have been modified to follow this mechanic. It consists in gather adrenaline stacks gained when you successfully attack someone and receiving advantages and desvantages accordingly with tha amount of stacks/adrenaline level.