Hi! We're presenting some updates for Swashbuckler, and our current ideas for Single-Weapon Fighting Feats.
We've tried to balance these feats against THF and TWF. We feel these will scale well into higher levels, as these bonuses from Single Weapon Fighting are multiplied by higher +(W) weapons. Our current plan allows these feats to work alongside Two-Handed Fighting if you are using a Bastard Sword or Dwarven Axe. Due to both balance and technical concerns, these feats don't function with weapons that have multiple dice (as part of the base die, such as the 2d4 dagger "Agony, the Knife in the Dark"). Regular one-handed weapons and nearly all named one-handed items only have one die, but there are a few named items that won't function with Single Weapon Fighting.
Seriously, why? Can you explain to me in one sentence convincingly why you would make one more way of calculating weapon base damage that is different from how you can do it today? Including why this is so good that it's acceptable to not have it work with current end-game, raid loot like Agony. To me, this seems unconscionable.
Internally, we're discussing longer-range possibilities to address some issues with shield builds and thrown builds, which aren't covered by Single Weapon Fighting (except for Swashbuckler's exception where they can use bucklers with SWF).
So, just to clarify because I'm unsure, you're saying that these feats do nothing for Thrown builds? As in, Thrown weapons won't get the dice increase? Or they will, but you're acknowledging that this does not fill the whole for Throwing some were hoping for left by the absence of an equivalent to either Shuriken Expertise or Monk Ninja Spy Core 2 for chances of extra missiles when throwing? Without some sort of boost form these feats, the will still be no logical alternative to Shuriken for a thrower build with 3-6 Monk levels at a minimum. Am I missing something or do you disagree?
Single Weapon Fighting
While Single-Weapon Fighting, your weapon die gains an additional +2 sides.
Single Weapon Fighting: Requires fighting with a single one-handed melee weapon, and wielding only an orb, runearm, or nothing in your offhand.
Ok so this is where you make it more clear that Throwers are totally unaffected by this line of feats. Which I have to just weigh in on and say this is really really disappointing. Throwing is just as one handed as wave around a rapier.
For instance, a 1d8 weapon instead deals 1d10 damage. This only functions for weapons with a single base weapon die (Example: This wouldn't function for weapons that do 2d4 base damage.)
Feat Requirement: 2 ranks of Balance
Improved Single Weapon Fighting
Your bonus for Single Weapon Fighting increases to +4 sides.
For instance, a 1d8 weapon instead deals 1d12 damage. This only functions for weapons with a single base weapon die (aka: This wouldn't function for weapons that do 2d4 base damage.)
Feat Requirement: 4 ranks of Balance, Base Attack Bonus +6
Greater Single Weapon Fighting
Your bonus for Improved Single Weapon Fighting increases to +6 sides.
For instance, a 1d8 weapon instead deals 1d14 damage. This only functions for weapons with a single base weapon die (aka: This wouldn't function for weapons that do 2d4 base damage.)
Feat Requirement: 7 ranks of Balance, Base Attack Bonus +11
Changes in the Tree
Some of the more prominent changes to the tree include allowing Single-Weapon Fighting with a Buckler, putting more into the first core ability, adding in CHA / DEX / INT to-damage enhancements (while Single Weapon Fighting), and adding max-dex bonus to armor and reflex saving throws to both core abilities and Tier 5. Some abilities have also been renamed or had tentative numbers put in for various costs or cooldowns. All names and numbers still subject to further feedback, revision, and balancing.
CHA DEX INT to damage is EXCELLENT. It opens up way more Multiclass possibilities. GOOD change.
Core Abilities
- 1 AP, class level 1: Confidence: Passive: +1% Dodge, +1 Reflex Save, and +1 to the Max Dex Bonus of your Armor per Swashbuckler Core Ability you have.
- 5 AP, class level 3: Swashbuckling: Defensive Stance: You gain 1% Doublestrike and Doubleshot as well as +1 to the Enhancement Bonus of the weapon in your main hand. Swashbuckling requires wielding a Finesseable or Thrown weapon in your main hand, wielding a Buckler or nothing in your off hand, and wearing Light Armor or no armor. (Druids cannot Swashbuckle while in animal forms.)
- Passive: While Swashbuckling, the following weapons receive Competence bonuses to their critical profiles:
Dagger, Shortsword, Throwing Dagger: +1 Critical Threat Range, +1 Critical Damage Multiplier
Light Mace, Sickle, Dart, Shuriken, Throwing Axe, Throwing Hammer: +2 Critical Threat Range, +1 Critical Damage Multiplier
Kukri, Rapier: +1 Critical Damage Multiplier
Handaxe: +2 Critical Threat Range
Light Pick: +1 Critical Threat Range
Million Dollar Question: Have you actually fixed Critical Threat/Muliplier with this update? If so, does that include Halfing Enhancements, and Kensei? I understand competence bonuses don't stack, but what about Improved Critical feats and Epic Destiny abilities that aren't labeled Competence? Also, please consider adding Scimitars and Quarterstaves to this list they can be finessed and used with Dex based on Class Enhancements.
- 10 AP, class level 6: Uncanny Dodge: You gain the Uncanny Dodge feat. Passive: Swashbuckling grants an additional 1% Doublestrike, 1% Doubleshot, and +1 Attack Damage.
- 20 AP, class level 12: Panache: While Swashbuckling, you have an additional 1% Doublestrike, 1% Doubleshot, +1 Attack Damage, +1 Reflex Saving Throw, and the weapon in your main hand gains an additional +1 to its Enhancement bonus.
- 30 AP, class level 18: Roll with the Punches: While Swashbuckling, you gain +5 Insight Bonus to Character Dodge Cap, the Slippery Mind feat, +1% Doublestrike, 1% Doubleshot, and +1 Attack Damage.
- 41 AP, class level 20: Evasive Maneuvers: +2 CHA, +2 DEX.While Swashbuckling, you gain the Evasion feat, +1% Doublestrike, 1% Doubleshot, +1 Attack Damage, and the weapon in your main hand gains an additional +1 to its Enhancement bonus.
Tier One
- On Your Toes: +1/2/3 Dodge
- Blow By Blow (multiselector)
- Melee or Thrown Attack: Make an attack with +(1/2/3) critical threat range that deals (+1/+2/+3)d6 extra Sonic damage, and reduces your threat with nearby enemies by (100/200/300). Sonic damage scales with Spell Power.
- Insults (multiselector)
- Scathing Words: Activate to reduce the Fortitude saves of nearby enemies by 3. (Costs 16/12/8 Spell Points, 20/15/10 Second Cooldown)
- Cutting Jibes: Activate to reduce the Will saves of nearby enemies by 3. (Costs 16/12/8 Spell Points, 20/15/10 Second Cooldown)
- Appalling Diatribe: Activate to reduce the Reflex saves of nearby enemies by 3. (Costs 16/12/8 Spell Points, 20/15/10 Second Cooldown)
Super underwhelming. Make this more like Shadows Upon you, where you cast and it's say -2, after each successive hit or spell cast against it it can go up with a max stack of something like 5 or 6. Much more useful and not OP. Remember, you're buffing bards here, the worst class in the game when it comes to anything but buffing other people, which they aren't even that good at anymore.
- Tavern Shanties: +1/2/3 Bard Songs.
- Limber Up: +(1/2/3) to Balance, Jump, Swim, Haggle, and Tumble. 3rd Rank: When you Tumble, you gain +3 to saves against traps for 6 seconds. 12 second cooldown.
OMG I love this. But I love tumbling just for the animation. Having a number of Max Tumble toons I have to say it isn't very fast since it doesn't take things like Monk and Barbarian move speed into account. You should consider making Tumbling faster at higher skill levels if possible. It's been the same since lvl 10 cap, but you're making it useful. So make it more useful. Remember, offensively, Tumbling reduces your DPS to ZERO. It's the equivilent of shield blocking. Right not it's totally not worth it to almost ever tumble in combat. Consider buffing this or making it scale higher at each tier for the tumble portion. Sheild blocking is way better then tumbling currently, and they both effectively make you to 0 damage during their duration. That needs to give a BIG defensive trade off.
Tier Two
- En Pointe: Melee Attack: Make two attacks with +4/8/12 critical threat range, but -1 Critical Multiplier. Costs 10 Spell Points to activate.
Is this an instantaneous, non attack chain breaking active? If so, that's cool. Whats the cooldown? if the cool down is low, 10SP is a lot on a low SP class when you a wizard get's Chain Missles at lvl 6 for like 3 SP which is their primary tool at end game for killing EE mobs. Fair and Balanced?
- Deflect Arrows: You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6/4/2 seconds. (Antireq Tempest Deflect Arrows)
- Fast Movement: You gain +1% Bardic Music bonus to movement for every Bard level you possess.
Wow. Awesome.
- Sword Dance: While Swashbuckling, when enemies miss you in combat, you deal 1d10/1d12/1d20 Sonic Damage. Scales with Spell Power.
Make AC matter more and this will be awesome. Does this include Deflected Arrows/Projectiles and Dodge misses?
- Action Boost Multiselector
- Action Boost: Doublestrike: You gain +10/20/30% Action Boost bonus to Doublestrike for 20 seconds. Usable 5 times per rest.
- Action Boost: Doubleshot: You gain +10/20/30% Action Boost bonus to Doubleshot for 20 seconds. Usable 5 times per rest.
Tier Three
- Elegant Footwork: When enemies miss you while Swashbuckling, they have a chance to be knocked down with no save. Cooldown: 12 seconds.
Have you ever seen the speed and quantity at which damage comes in on EE in quests like What Goes Up? Eliminate the cooldown completely. It's already a percentage based change making it unreliable and inconsistent at best. 12 second cool-down makes this totally underwhelming.
- Swashbuckling Style (Multiselector)
- Dashing Scoundrel: Passive: While Swashbuckling with nothing in your off hand, you gain +1 Attack Damage per 5 Character levels and 7% Doublestrike/Doubleshot.
- Skirmisher: Passive: While Swashbuckling with a Buckler in your off hand, you gain 7% Dodge, and you may use a Buckler and still benefit from the Single Weapon Fighting line of feats.
- Arcane Marauder: Passive: You can now Swashbuckle with an Orb in your off hand. (Does not count as a Buckler for Buckler-specific abilities). Requires Magical Training (or the Spellsinger enhancement equivalent).
- Cannoneer: (Requires Runearm Proficiency feat): Passive: You can now Swashbuckle with a Rune Arm in your off hand. (Does not count as a Buckler for Buckler-specific abilities).
- Resonant Arms: While Swashbuckling, the Finesseable or Thrown weapon in your main hand deals an additional 2d6/4d6/6d6 Sonic Damage on critical hits.
I'd like to recommend that in the absence of any other improvements to Throwing weapons that aren't shuriken, that this scale HEAVILY with crit Multiplier. Like 4 or 5x if you use a throwing Axe or Hammer. I mean, Shuriken are like 120% than any other throwing weapon at 60 Dex if have 3 monk levels. There's no comparison with other Throwing weapons. You have excluded Throwers from the 1 handed weapon fighting Feats. As of today, you have excluded ALL throwing weapons that are not Shuriken from play for anything but favor or ranged backup on a melee character. This is one place you could improve the power of other throwers, though they will still pale in comparison to shuriken as of now.
- Different Tack (Multiselector, Requires Single Weapon Fighting feat)
- Swift Strikes: You get Dexterity to Damage with weapon attacks while Single Weapon Fighting.
- Two Steps Ahead: You get Intelligence to Damage with weapon attacks Single Weapon Fighting.
- Smooth Flourishes: You get Charisma to Damage with weapon attacks Single Weapon Fighting.
Excellent
- CHA/DEX
Tier Four
- On the Mark: Passive +1/2/3 to attack rolls to confirm critical hits and damage on critical hits (before weapon multipliers)
- Swashbuckling Style II (Multiselector)
- Slap in the Face: While Swashbuckling and wielding nothing in your off hand, activate to deal 1 Bludgeon damage. Damaged enemies can't cast spells for 3/6/9 seconds and are stunned for one second (Perform + d20 saves for the Stun). 18 second cooldown. Costs 10 Spell Points.
Cooldown will prevent peopel from using this with any regularity. Length of stun means this is only for use against casters. Will it work on Red and Purple names? If not, it's really really really meh for Tier 4.
- Low Blow: While Swashbuckling and wielding a Buckler in your off hand, activate to perform a shield bash with +2 Critical Threat Range and Multiplier. On hit, knock down affected enemy for one second (Perform + d20 saves for the Knockdown). Costs 10 Spell Points.
One second? What is with these new abilities that are effective for as long as they take to do? This isn't useful. Also, bucklers have terrible damage, you could double or even triple the buckler strike and this would still be terrible at end game.
- Loud & Clear:Passive: While Swashbuckling with an Orb in your off hand, +20 Sonic Spell Power.
How about +20 Sonic, +20 Postive, and +5% stacking Crit for both? Is that really going to make a bard OP? It's Tier 4 so it's a deep splash for a Shiradi caster anyway, so still good there.
- Tune Arm/Music Box: Passive: While Swashbuckling with a Rune Arm in your off hand, your Rune Arm Weapon Imbue deals an additional 1d6 Sonic damage.
Scale this with character levels. Every 5 CL up the W. 1-5:d6. 5-10:d8 10-15:d10 16-20:d12 20-25:d14 26-30:d16. There's a use for your new and confusing damage dice system outlined for the 1 Handed Fighting Feats above. I still don't agree with it though.
- Battering Barrage: (2 AP, 2 ranks) While Swashbuckling, critical hits inflict Destruction/Improved Destruction.
- Wind at my Back: +1 to the Enhancement Bonus of your equipped Throwing Weapons, plus an additional +1 for every five Bard levels.
If you really want deep bard levels (12-20 Bard levels) to be compelling, make this +1 at lvl 1 Bard, +2 at Bard 5, +3 at Bard 10, +5 at Bard 15, and +6 at Bard 20.
- CHA/DEX
Tier Five
- Thread the Needle: While Swashbuckling, +5 Attack Damage while the Precision feat is active.
- Second Skin: While Swashbuckling, +3/6/12 to your Reflex Saves and +2/4/6 to the Max Dex Bonus of your Armor. Add Max Dodge Cap to these Tiers as well. These guys are supposed to be unhittable. And this is Tier 5, it better be awesome.
- Exploit Weaknesses:While Swashbuckling, every time you damage an enemy but do not critically hit, you gain a stacking +1 Insight Bonus to Critical Threat Range until you successfully crit.