Class Swordsman - Zicerite/Gavania-Project GitHub Wiki

Quick Summery: Swordsman overall average stats makes this class the most balanced class, allowing them to take on any situation to some degree of success, but have to keep in mind what few flaws they have.


Swordsman has slightly above average:

  1. Melee Damage
  2. Skill damage
  3. Defense
  4. Support
  5. Elemental Variety

Swordsman has average:

  1. Healing
  2. Reach

Swordsman has slightly below average:

  1. Anti-Support
  2. Mobility

Combat Notes:

  • Summery:

An overall, all-around class with the tools to take on most situations. It has average damage, defense, and healing. Swordsman is overall a great teammate to have, due to their well-roundness in combat. Swordsman doesn't have any high advantages, nor disadvantages, which is both a good and a bad thing as a whole.

  • Their Advantages:

Swordsman is best at close to mid-range, as that is where the majority of their skills reach. They are best playing defense at close range. Their close ranged defensive skills far outweigh their long ranged defenses, as Swordsman has 2 defensive skills that mainly effect the caster. They have a good combo game, with primarily 2 combo starters, those being Sword Fury and Hilt Hit. Swordsman is the only class that has a skill that can break invincibility and the absorb statuses, via Hilt Hit.

  • Their flaws:

Swordsman can't really play defensively from a long distance, due to their moveset mainly focusing on close to mid range combat. They have a projectile, Sword Beam, which is where most of their Mana Regen comes from, as well as HP Regen, if they have the Yryn-1 rune active, however its only a medium ranged projectile. Their slightly below average speed also makes it difficult for them to close in on long ranged enemies.

  • Playing Offensively

The Skills: Swordsman has the standard number of damaging skills, being 6. 2 of which are damage/healing, and 2 of which are damage/support. First one is Sword Spin. This is an AOE attack that acts differently, depending on whether or not the caster is in the air, or on the ground. If casted on the ground, the skill will deal a single powerful hit around the caster, which knocks enemies back. If casted in the air, the caster goes upward, dealing repeated damage. Sword Fury deals repeated damage to enemies in front of the caster. This skill causes hitstun, allowing the swordsman to keep their targets in place. This skill should be mainly used to start combos, such as "Sword Fury -> Mid-air Sword Spin -> any other skill". It is recommended that Nrik-2 is equipped, since that will allow Sword Fury to hit 6 times rather than 3. Sword Beam doesn't deal too much damage, but what it lacks in damage, is the healing. Sword Beam is able to grant Mana Regen, Mana Degen, as well as HP Regen, but it grants HP Regen if Yryn-1 is set. This is also one of the shortest ranged projectiles, so its not useful in long ranged combat. Burning Blade is a skill that ignites enemies in front of the caster at mid-range, as well as a chance to cause a defense debuff to the targets. This skill is also has one of the longest lasting ignition durations, being 6 seconds. Blood Slash a mid-ranged attack that drains HP. Hp drained is increased per enemy hit. It is only recommended to use this skill when facing large groups of enemies, due to the 25 second cooldown it has. Gale Blade is able to launch a weak, medium ranged projectile forward that causes knockback, on top of the swinging hitbox it has in front of the caster. Casting in mid-air launches the caster in mid-air a somewhat small amount, while also granting speed 1 to the caster. This is the main way the caster can get around "quickly". Using Alby-1 allows this skill to also launch out 2 flaming projectiles, which adds to the damage, especially at point blank range.

  • Playing Defensively

Swordsman has 2 defensive skills, however they are some of the more optimal of the defensive skills on the server. Plate Up is one of the better overall defensive skills, since it has a base of +25.5% and a max of +75% damage reduction at max level. Lasting only 8 seconds, but has a cooldown of 20, allowing Swordsman to play a tank, and soak up all the damage. This however comes at the cost of causing slowness 3, making their already below average mobility, worst. Mega Guard is the other defensive skill. While not as strong as Plate Up, being 15.25% and a max of 40% damage reduction, it also affects nearby allies, while also gaining 3 tech per ally affected to the caster. Also lasts 20 seconds. This skill is debatably the better of the 2 skills, since it gives the caster tech, and affects allies. Swordsmans should bait in their targets, so that they can fight in close range, since swordsman is not capable of defending against long ranged targets.

  • Playing Support

Swordsman has 2 support skills, being Hilt Hit, and Battle Preparations. Hilt Hit simply stuns a single target in front of the caster for 1 second. Hilt Hit however, has a unique property that breaks the Absorb and Invincibility of their target. If this happens, the target will get stunned for 3 seconds. For a skill that only has a 10 second cooldown, that is pretty good. Battle Preparations is one of the best "ultimate" support skills, as it grants a Damage and Defense buff, as well as healing HP, Mana, and Tech to the caster and nearby allies. Hilt Hit is best as a combo starter, as well as, well, the only anti-invincibility skill. It is also a decent source of HP Regen 2 if Yryn-2 is on.

  • The Passives

Swordsman's passives are all HP conditioned passives, meaning they only activate when withing certain HP percent parameters. With 2 of the passives only being active above 90% and 100% HP, it is advised to stay defensive when at very high HP.

  • Just a Scratch gives HP Regen 2 when above 90% HP.
  • Glancing Hit grants the caster a 50% damage reduction at 100% HP.
  • Injured Boost makes the caster deal 10% more damage, and take 10% less damage when below 30% HP.

Base Stats:

Formula: x + (y), where x = base, and y = amount gained per level up

  • Health: 20
  • Mana: 20
  • Mana Regen: 1.1/s
  • Base Speed: +7%
  • Vitality: 6.1 + (1.1)
  • Spirit: 6.1 + (1.1)
  • Aquatia: 0 + (0)
  • Strength: 10.125 + (1.125)
  • Intelligence: 10.125 + (1.125)
  • Endurance: 15 + (0)
  • Willpower: 15 + (0)
  • Agility: 0 + (0)
  • Dice: 10 + (0)

Skills

  • N/A. Will add once finalized...

Runes:

Alby:

  • Alby 1: Burning Winds: Fires off 2x projectiles that ignite targets. Ignition: 2 seconds.
  • Alby 2: Adds piercing damage to Hilt hit.
  • Alby 3: Adds fire damage to Sword Spin (Both mid-air and grounded).

Xync:

  • Xync 1: Adds a 1 second invincibility to Sword Fury.
  • Xync 2: Adds a 1 second invincibility to Sword Beam and Gale Blade.
  • Xync 3: Adds a 2 second invincibility to Plate Up.

Yryn:

  • Yryn 1: Sword Beam grants HP Regen 2 for 8 seconds.
  • Yryn 2: Hilt Hit grants HP Regen 2 for 6 seconds.
  • Yryn 3: Fixed 10% chance of healing a percent of max mana when dealing damage. Mana healed is 10% of the Dice attribute stat. (ie: 10 Dice heals 1% Mana).

Nrik:

  • Nrik 1: When below 25% HP, caster gains +40 Agility, as well as deal 15% more damage.
  • Nrik 2: Causes Sword Fury to hit 6 times rather than 3.
  • Nrik 3: Gain 15% damage resistance when the caster is at 100 Tech.

Araw:

  • N/A

Notes from Server Owner, and Combat Designer, Vgmusz:

Swordsman was built to be a beginner class, but with elements that pros can utilize. Swordsman is not too difficult to use due to how basic the class is overall. Long term however, it is a class you can have a lot of fun with if you can get good at it. I suppose all classes are like that, but with swordsman, you can take basic attacks, and do some interesting things with them; more specifically, when it comes to fighting in the air. I wanted to make a class to set the standard for the rest of the classes, so I just went straight in the middle for most of swordsman stats, but with more positives than negatives, so that it was more viable to use. This class seems to be good at combos, as well as escaping combos, that is, if you are skilled enough to pull either off ;)

I recommend you play Swordsman more defensively than offensively, as I feel like that's how swordsman should be played.

Here is my Rune Build: Alby-1, Xync-2, Yryn-1, Nrik-2