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#1 |
General
Join Date: Nov 2004
Posts: 180
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![]() Introduction I was very bored during a raid and I decided to start making a new swashbuckler guide/overview for new players. This post will outline information important to the swashbuckler class to help new players. I cannot cover all things so if anyone has suggestions feel free to add them. A terminology reference: DPS = Damage Per SecondBuff = A spell/ability that increases ones power or strengthDebuff = A spell/ability that cripples your targets ability to cause damage or resist damage.NPC = Non Player CharactersAgro = Aggression or hate towards you/another by an NPCStats = This covers things like strength, agility, intelligence, anything that boost your abilities.Avoidance = the ability to avoid income attacks: defense, parry and riposte skills fall in this category.Mitigation = the ability to mitigate melee damage dealt to you by your attacker.Raid = More then 1 group of players get together in order to take on a boss mob who's consider shows Epic.Proc = A triggered effect that is triggered by the execution of a combat attack (for us). Things to know about the Swashbuckler class: We are a rogue class, we are a Tier 2 DPS class equipped with a variety of offensive debuffs to cripple our targets damage capability. As we progress in levels we gain more Area of Effect damage abilities making us a strong AE damage class. Our primary concern is DPS in groups and raids. With the aforementioned we have a respectable amount of utility we bring to groups, raids and that make our soloing life easier. Swashbucklers are proficient soloers as long as you know how to play the class. Gear, poisons and AA choices play a powerful role in our solo ability and of course our group ability for DPS. We have a few stun abilities, a mesmerize and evac (teleport away) ability all of which make soloing easier and safer. Our utility: Hate: We have the ability to manipulate a targets hate to us and others by use of agro transfers and agro reducers. We also have taunts which increase our agro to our target (or target encounter depending on the taunt).
Debuffs: We have some crippling offensive debuff abilities at our disposal. These abilities will decrease our target's ability to cause damage to whoever they are engaged in combat with.
We have a decent amount of defense debuffing capability. We can decrease our targets defense, parry and mitigation as well as several stat debuffs (wisdom, intelligence, strength (later)). We are granted one of the most know Alternate Achievement abilities, Traumatic Swipe, from our rogue AA line.
Scout abilities: We have stealth which makes us invisible to many NPCs and other players (if on PVP), if the NPC is KOS (kill on sight, hostile) to you they will have a red border around their name when you target them. If this border goes away when you stealth they cannot see you.
We have the Tracking ability as a scout. This ability allows you to locate any person or NPC within your area and will lead you to them.
We have the Escape ability which is granted at level 25. This ability will teleport you and your group (if grouped) to the nearest designated safe point within your current zone. Understanding your Stats. Stats: Overview of what the basic stats do for swashbucklers (strength, agility, stamina, intelligence , wisdom). All these stats can be viewed in your Persona window (press 'P' in game to see)
An order of importance for these stats is: AGI>STA. You will end up with more AGI/STA easily then most by default because the majority of the gear we can wear gives those stats. To determine soft cap (point where it gives less benefit after reached) for our primary stat (AGI) is 1200. Once you reach the soft cap the stat gives less benefit beyond that point. Overview of what the advanced melee stats do for swashbucklers (DPS mod, haste, critical hit, damage amount, double attack, melee AE, accuracy, hate mod). These can be viewed in the persona window and change the drop down list under 'Stats' to 'Melee Stats'.
Ability stats (viewable in the persona window under 'Stats' set the drop down list to 'Ability Stats'
You want to get as much DPS mod, Haste, Critical Hit, Damage Amount and Doubleattack as possible to their caps. All of these are important to our damage potential, that said Critical hit is the only one that affects both your combat arts and weapons auto attacks. A generally accepted order of importance is Critical Hit>Double Attack>DPS Mod>Potency>Damage Amount>Haste. We are granted Melee AE from one of our abilities (hurricane at lvl 52) and that stat is very hard to come by otherwise. Haste is low on the priority list because we get it from our Spurious Bravado line. Understanding your combat abilities: A list of swashbuckler abilities is available here Keep your abilities at least at Adept, it will make your life much easier when leveling up especially when soloing. I would recommend keeping your AoEs, Back stabs and double/triple attack abilities as high as possible in ranks. Once you get to max level make sure you are working to upgrade your abilities to Master. Positioning: Unlike other rogues we only have 4 abilities (6 if you count AAs) that have positional requirements to execute them. Beakdown: 2 (4 including AAs) of them are flanking or behind, 1 of them is flanking or front and 1 of them is behind only. This gives us more flexibility in encounters BUT you want to always be behind/flanking your target in combat to maximize your damage potential and prevent/lower your targets chance at avoiding your attacks. We have Cheap Shot, Walk the Plank (AA ability), AoE Stun, a Mesmerize and stun poisons at our disposale. These all make it easier to continue to use our positional attacks when soloing. Autoattack Timing AutoAttack timing can get complicated and takes time to get the hang of, it really comes into play at higher levels. What it is is timing your autoattack swings with your combat art executions. If you spam combat arts you are losing DPS because you are possible delaying your autoattack from triggering. Being able to time effectively comes down to: A) If you are using 2 weapons, B) The delay of the weapons, C) Your haste percentage, D) Your casting and recovery speed. If you are dual wielding your weapons delay is increased by 33%, so if you have 2 4.0 delay weapons equipped they have an actual delay of 5.33 without any haste. (to see actual delay you can type in /we, this will give you weapon information) At higher levels you will generally get 2 combat arts between auto attack swings when grouped and raiding (excluding slower CAs like Dashing Swathe). Advanced Combat Tracker (ACT) can be used to help with timing autoattacks, there are also custom UI's that you can install to help with this. See 'Useful tools and references' at the end of this guide. Combat Art Execution Order The generally accepted execution order for our combat arts is to use our abilities that debuff defense/avoidance first, followed by offense debuff abilities then everything else. By debuffing defense first you increase the chance your other abilities will hit. One thing some swashbucklers do is group their abilities by the above order and also by recast time. To be effective you need to understand and master auto attack timing. My CA execution order, this is mine others might vary. Once I get past #10 it not set in stone, this is what I generally do for DPS on raids:
Special Abilities Abilities in this category usually have a long recast timer or are not upgraded, they include:
Area of Effect Abilities Swashbucklers have 2 AoE abilities while leveling up and 1 more granted through Achievements at higher levels (shadow line). We also have the ability Hurricane which gives our primary weapons auto attack the ability to hit multiple targets we are facing (up to 4). Things to note about our AoEs.
Gear: Overview of what swashbucklers can wear and the weapons we can wield.
Keep your weapons and gear as current with your level as possible. Doing this will make your life easier as you level up especially when soloing. Keeping your weapons current is very important and you should always do this.
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#2 |
General
Join Date: Nov 2004
Posts: 180
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![]() Poisons: Swashbucklers are able to use poisons starting from level 1. Poisons coat your weapon and grant you a variate of added effects to your attacks. You can have 3 different poison types active at any given time, you cannot have 2 of the same poison types active. You have the ability to auto consume poisons, I would recommend this because poisons have a limit trigger number before they will fade away. Auto consuming poisons keeps them up all the time.
Poison types are:
Poisons to use:
Where to get Poisons:
Skills: As scouts swashbucklers get a number of skills that are very useful and should be worked on as much as possible. List below are the primary skills that you should maintain as much as possible. Combat skills:
The hardcap for all above skills is: 6.5 * Level; so at lvl 90 it is 585. Defensive skills:
Utility:
Swashbuckler Alternate Advancement Abilities: Notes about AAs:
Your AA builds can change as you level up, it all depends on your play style. I will offer an overview of the AA lines to help you choose what works best for you. I suggest searching the swashbuckler section for AA information, the builds I outline below are optimal DPS builds for higher levels and assume max AAs and Level. Rogue:
Optimal Spec (DPS and HP Spec)
Swashbuckler:
Below is the most optimal build options for increasing DPS for the Swashbuckler line (Order Style-->Reach-->Potency-->Debuff). This assumes max level and AAs
Shadows: Everything in the shadows tree is going to be geared towards improving your DPS, because of that I will just list the best choices in each tree. This assumes max level and AAs.
Sentinels Fate The Sentinels Fate line is pretty much geared to DPS, it should be pretty simple to determine the optimal spec for DPS. If you are having issues with agro substitue the DPS abilities for the agro reducing ones (Evading Awareness, Skilled Deception)
Useful references and tools
One final note: FORUM SEARCH IS YOUR FRIEND!!
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#3 |
General
Join Date: Nov 2004
Posts: 180
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![]() Place holder post.
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#4 |
General
Join Date: Nov 2004
Posts: 180
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![]() Place holder post.
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#5 |
Loremaster
Join Date: Nov 2006
Posts: 22
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![]() I think its a nice post for the beginners, but there are minor correction to make It would be good to spend 72 points into the Swashbuckler-line (or 61 Shadow-line), but i asume the game has something against it I disagree to the importance order of the stats, as it depends mostly of the level from the player and the point if he raids or not. Maybe you should refer the soft and hard caps of the stats too. Ps: Sorry for the worst english |
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#6 |
General
Join Date: Nov 2004
Posts: 180
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![]() Sarka wrote:
I made the corrections. What do you take issue with for the order of stat importance? The more viewpoints we can have the better it will be for new players I also added information on hardcaps and deminishing returns for the basic stats.
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#7 |
Server: Befallen
Guild: The Council
Rank: High Council
Loremaster
Join Date: Feb 2006
Location: UK
Posts: 429
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![]() Very nice. |
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#8 |
Server: Nagafen
Guild: Hyperion
Rank: Raider
Hero
Join Date: Dec 2008
Posts: 1
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![]() hi, good job on the great guide, but would be possible to get a little deeper into the actual CA casting order, like which CAs would you link together to cast and best practice for TSO group vs Raid situation. If there are any Swash on PvP server that can throw in some casting order of what you use normally when PvPing that would be nice too. thanks. |
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#9 |
Loremaster
Join Date: Nov 2005
Posts: 13
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![]() Is it really conventional wisdom that Agi. is better than int.? At 69 I solo some but group as much and neither survivability, aggro or power has ever been an issue. Add to that every parse Ive seen has poison damage doing about 20'ish percent of my total damage and I just don't see it. For me Str.>Int>Everything else (except wis)>Wis. |
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#10 |
General
Join Date: Jun 2005
Posts: 1,286
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![]() Hoaboseim wrote:
Agi, early on, I think is a wise choice. But as you level, focus more on int, sacrificing agi for int when decent items come along. Reasoning on this: As you level, you're more likely to group, and eventually explore raiding. Agi's usefulness in these situations is less than the damage boost to 'red' poisons from a higher int. While soloing, the additional damage you can do from upgrading spells, and AA abilities, and buffs, shortens fights considerably. Again, the additional damage is nice to have. On really tough fights, use a defensive stance, if survivability is an issue. |
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#11 |
General
Join Date: Nov 2004
Posts: 180
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![]() Hoaboseim wrote:
For a raider AGI is pretty important these days since it boosts avoidance, power and innate critical mitigation (increasing survivability). For someone who groups a lot its less important and in reality you will end up with more of it by default anyway. You can focus on INT more then AGI in that case, it really does come down to what you see that improves your DPS for your situation. I added more to explain this in the thread. Thats my opinion though, from what I have seen our raid gear gives a lot of INT now adays so you dont have to try as hard to get it.
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#12 |
Server: Valor
Guild: Vivere militare est
Rank: Prätorianer [VME-RF]
Lord
Join Date: Oct 2007
Posts: 42
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![]() I personally wouldn't spend 4 points on Pirate Swipe since the usefulness of Traumatic Swipe has decreased with TSO and the damage has always been craptastic. Too many raid mobs now have AoE that can't be modified, others constantly dispell debuffs. I'd rather spend those points on the Offstance since I'm not always grouped with a dirge, but that's a matter of preference. |
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#13 |
General
Join Date: Nov 2004
Posts: 180
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![]() Morinehtar@Valor wrote:
As much as I hate the position we are put into with having so much to boost TS, it is still useful to have it. While a good number of raid mobs have AEs that arent modifiable there are more that can be modified. Even for your average soloer being able to decrease a targets chance to reuse any ability is useful. The other thing to keep in mind is the skill cap for offensive skills is 520 at lvl 80, most raiders can really hit that (or close) solo with just swindlers luck. A soloer can get to around 500 with minimal +skill gear at lvl 80 with swindlers luck. I would probably take Battle Endurance if I didnt take Pirate Swipe personally, get around 200HP from the STA increase it gives.
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#14 |
Server: Valor
Guild: Vivere militare est
Rank: Prätorianer [VME-RF]
Lord
Join Date: Oct 2007
Posts: 42
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![]() Odeius@Guk wrote:
True, but some of the more difficult mobs have AEs that can't be modified, and for the easy mobs it's not really that important since you just ignore the AEs. Odeius@Guk wrote:
I don't necessarily agree with that, but for the lack of better options in the rogue AA even soloers might just as well take TS. Odeius@Guk wrote:
Got that as well, but then I skipped the Master strike. I think this really comes down to preference. |
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#15 |
Loremaster
Join Date: Feb 2006
Location: California/England/Indonesia
Posts: 225
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![]() Nice Post Odeius!! .....but ya forgot to tell'em about the really cooool hat! |
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#16 |
Server: Blackburrow
Guild: Constantine
Rank: Officer
Loremaster
Join Date: Nov 2006
Location: Tempe, AZ
Posts: 7
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![]() Odeius@Guk wrote: that debuff defense/avoidance first, followed by offense debuff abilities then everything else. Can you help me name the list of attacks that i need to set up a chain? |
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#17 |
Loremaster
Join Date: Jan 2005
Posts: 1,448
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![]() This was an amazing post when I swapped mains to Swashbuckler 3 months ago, but it does need to be updated with the new expansion's mechanics changes at least as far as stats and caps go, since it's agility agility and more agility, super-sized with a large side of agility and a bucket of agilitycola. |
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#18 |
General
Join Date: Nov 2004
Posts: 180
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![]() Cisteros@Lucan DLere wrote:
Yeah, I was going to start making the update when I got off work today but then I found out I couldnt post or edit my existing posts in the swashbuckler section On that note, updates to come soon!
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#19 |
Server: Crushbone
Guild: The Shire
Rank: Village Elder
Loremaster
Join Date: Jan 2006
Posts: 178
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![]() Odeius@Guk wrote:
I very much look forward to reading your updates!
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Gohzar 92 Troll Inquisitor Perrigrin Tinkertock 92 Gnome Swashbuckler Taeryyn Laethelyyn 92 High Elf Illusionist |
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#20 |
General
Join Date: Nov 2004
Posts: 180
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![]() Updated the information on basic stats; added information on new advanced stats; added my combat art execution order; updated the information on the Rogue tree AA changes; added information on the sentinels fate AAs; fixed an error on the Swashbuckler AAs spec.
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#21 |
Loremaster
Join Date: Jan 2005
Posts: 1,448
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![]() Thank you! |
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#22 |
Server: Crushbone
Guild: The Shire
Rank: Village Elder
Loremaster
Join Date: Jan 2006
Posts: 178
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![]() Just read through the changes made, I think this is going to be very helpful, and I plan on trying your casting order as well, thank you!
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Gohzar 92 Troll Inquisitor Perrigrin Tinkertock 92 Gnome Swashbuckler Taeryyn Laethelyyn 92 High Elf Illusionist |
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#23 |
Loremaster
Join Date: Dec 2004
Posts: 1
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![]() Hello all. First I would like to say thank you for your guide. I am just starting EQ2 as "the other game" has me quite bored. I chose the half-elf swashy and am having a bit of a time thinking of what tradeskill to choose. I am thinking Alchemy so that I can make my own poisons, any advice to a very big noob would be helpful. Thanks in advance! |
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#24 |
General
Join Date: Nov 2004
Posts: 180
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![]() stvnbrs wrote:
Alchemy is going to be the best bet for you in the long run because of poison costs. Jeweler gives you the ability to make your Expert CAs but those are generally going to be an annual cost vs poisons which are an on going cost. Also you can make pretty good money selling poisons/potions because they are things that are always in demand. That said your choice in tradeskill class wont hurt you in anyway, I personally dont tradeskill and just adventure for my cash and buy the items I require from tradeskillers.
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#25 |
Server: Antonia Bayle
Loremaster
Join Date: Feb 2007
Posts: 146
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![]() Having just rolled a swashy today, what God would you recommend to follow? I keep hearing Anashti but I don't want to betray lol I'm not sure if I'm going to keep this character, but it's good to know just incase |
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#26 |
General
Join Date: Nov 2004
Posts: 180
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![]() Bristlebane is one of the better choices for gods for us.
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#27 |
Loremaster
Join Date: Jan 2005
Posts: 32
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![]() Great Guide! Just wanted to say thanks |
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#28 |
Historian
Join Date: Apr 2010
Posts: 6
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![]() Am I doing something wrong? When I input these numbers into the AA calculator I get 105/100 for the "Rogue" tree and cant place the last points. What am I missing? Optimal Spec (DPS and HP Spec)
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#29 |
Loremaster
Join Date: Jan 2005
Posts: 1,448
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![]() Farroo wrote:
So there are where four of the points went, the other seems to just be one extra spent. Mine looks almost identical to that aside from having only 9 in the first ability in str and agi and 3 in the Int one. ( I can't remember why that is now). My SF stuff just leaves out the Riposte but the rest is the same. |
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#30 |
Historian
Join Date: Apr 2010
Posts: 6
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![]() Even taking one out of the first STR and AGI lines and dropping those into INT line puts you well over 100/100. Something isn't adding up. Does something (quest, achievement, etc.) give you bonus points to allocate? Or is it just a typo? If so where do the points need taken out of to keep the best optimal DPS spec? If you open the calculator and drop in the points as stated above you fall short at 8/8/5/7/0 for SF allocation unable to make it 8/8/5/8/2 because you need 5 more points to do so putting you at 105/100 which obviously isn't possible. And even so if you take the points out of other Rogue skills to allow for the 8/8/5/8/2 SF ones that still puts you at a total of 247/250 across all trees. |
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