Sword and Board Discussion

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Comments

  • Mizik said:
    So SNB can knock off focus. They're also top end aff stack.

    And Dazzle/Arc is a thing. 

    And Hellsight/Arc is a thing.

    And Force.

    And Demons.

    And Piety.

    And yesterday I saw a 2H Paladin, 2 dualcut Paladins, and 0 snb.

    Gg Targ
    Morthif is S&B Paladin, if I'm not mistaken.
    ~Kresslack's obsession~
  • edited January 2015
    edit: must minimize troll.

    Go Targ! :smiley: 
    image
  • We've got like eight more days to experiment with these changes, I don't see there being anything wrong with practicing a sub-optimal spec to understand how it works.

    Also being able to stick recurring lethargy/addiction/clumsiness is probably pretty neat for Damnation, though I don't know because I've never been Paladin.
    ~Kresslack's obsession~
  • Mizik said:
    edit: must minimize troll.

    Go Targ! :smiley: 
    -eye-
  • XerXer Langley
    edited January 2015
    Twohander's interesting. Am curious to see how it does in raids. If its 1v1 gets buffed in the way of fractures or too much, it feels like it would cause absolute havoc in more extended group melees with the way it functions. 

    EDIT: Too many Knight threads. SnB is stronk, yes.
    ----------------------------------------------------------------------
    e^(iπ) + 1 = 0
  • I like S&B, but really upset that I picked Infernal to go with it. Runewarden is ridiculously strong right now, and I can't vivisex as Infernal S&B :(

  • edited January 2015
    Antonius said:
    Nothing wrong with picking the spec you enjoy the most, even if it isn't the most viable/powerful for your class. Not everybody has the same approach to playing the game.

    Sword and shield is an absolute monster right now, but how long will that last? Seems like it's just begging to be nerfed at some point.
    This is my biggest concern about choosing a specialization (and committing to artifacts) right now.  Things that are maybe overpowered right now may be overnerfed, other specializations may get buffed, etc... I'm never an early adopter if I can avoid it, especially as I rely on the expertise of people who are still picking all this apart, and because "this" seems to have a really good chance of changing.  
  • Jules, ily, but any nerf or buff to any spec won't really affect you. You've never been involved in PK, and bashing is (supposed to be) balanced pretty much across the board with all classes.

    Not to say it isn't an issue, but for you personally it isn't.

  • I know :P  
  • Addama said:

    Also being able to stick recurring lethargy/addiction/clumsiness is probably pretty neat for Damnation, though I don't know because I've never been Paladin.
    Nope. Parry Head is already a staple against 2h... With no parry bypass I lol at any pally trying to get damnation off. You'll stick asthma but you'll never touch my head. Unless I'm completely misunderstand how Damnation works anyway. If you try limb break with warhammer/upset I'll just tumble on leg break and you'll get 1 hit to my head per every four-ish attacks with warhammer.
    Rise, and rise again, until lambs become lions.
  • My thoughts on S&B.

    As I see it, S&B is one of the most inventive class specialisation (and the combat choreography is nice). There are so many ways to combine attacks for offensive, defensive or 'get me out of here' purpose. The specialisation does not have a decisive kill method apart from disembowel, which means you are going to fight against a player (and his/her take on S&B) rather than a kill setup or curing priorities. Combinations of sword, shield, strike, ferocity, dedication grouped with class abilities (chivalry, necromancy, devotion, etc.) and secondary abilities (tattoos, riding, survival etc.), even race abilities (xorans still breathe fire, right?), create confusion regarding what will the knight do next and how? Due to lack of a spec. specific instakill (well, maybe not. we do have cleave), different knight players may come up with different strategies to compete. Seems like S&B combat will keep evolving constantly with increasing use of specialisation and player skill.

    Also, I have one question. My ferocity counts down to and stays at 1 after I reach 4 and do nothing to add more to it. If I use shieldstrike at 4, ferocity goes down to zero. But does it never go to zero if I do not use shieldstrike at full ferocity?
  • Calaurn said:

    Also, I have one question. My ferocity counts down to and stays at 1 after I reach 4 and do nothing to add more to it. If I use shieldstrike at 4, ferocity goes down to zero. But does it never go to zero if I do not use shieldstrike at full ferocity?
    I've seen the same behaviour of ferocity so far (going by the *k custom prompt information). Shieldstrike at four takes it down to zero, otherwise it counts down to 1 when ferocity ticks down, and stays at 1 after the initial shield hit (so 1->1->2->3->4 ).
  • Sounds like you need to file a BUG. When I was playing with sword and shield I'm pretty sure I was getting a message about ferocity dropping off when I stopped attacking, but I wasn't using the game prompt to track it to see what the corresponding value was.
  • I already bugged it, they said "will be live soon"
    ~Kresslack's obsession~
  • SnB is growing on me, though Cooper is right, it is a bit lacking for Infernals. due to the lack of salve stacking ability.

    It could become more viable if SnB Infernal had access to Stain, allowing for better softlocks to stack limb venoms in. Should only be for SnB though since Dual Cutting Infernal would be a bit crazy with Stain.

    Other than that, without a way to shrivel limbs with the shield, you do not have that threat of Vivisect, really.

  • Can you combine a shield attack with necromancy? Like shield;leprosy
  • Not that I have seen. Screech could always be combined with DSL bit I would have to test the others.


  • Jovolo said:
    Can you combine a shield attack with necromancy? Like shield;leprosy
    Other than Shieldstrike no you can't chain any of the necromancy abilities, since shieldstrike takes no balance.  Just tested it out.
    Rise, and rise again, until lambs become lions.
  • slice/rend gecko drive, disfigure, shieldstrike high.
  • Trey said:
    I was thinking of keeping a buckler on me for fighting affliction classes/people I can easily soak the damage on for the speed boost, then swapping to SoA if I'm against someone with loldamage/group fights in raid defense.

    I have an SoA and pretty much always use a buckler.  If I'm getting hit hard enough that I need to take a speed loss on my combinations by switching to SoA, then in almost all situations, something has gone seriously wrong.  I don't really see SoA as being good for S&B, either for PVP or bashing - however it does ramp up knight damage resistance to even more whimsically large percentages.
  • I've noticed that rend in SnB has a longer balance time then slice yet only adds slightly more limb damage, not enough to hide torso damage with if prepping consecutively with slice(damn you SLC).

    For reference, against a target with 4900-ish health, it takes 11 slices to break and 10 rends to break. Alternatively, I could rend with a broadsword/double leg prep/buy a wand of illusions to get around SLC but I'd rather walk the path of least resistance.

    Just wondering, would buffing the limb damage from rend be "fair" to make the skill more useful?

    [ SnB PvP Guide | Link ]

    [ Runewarden Sparring Videos | Link ]
  • Rend is the parry bypass fat hit. That's all it is. Not going to be changed according to classlead #5.
  • Are you sure on those numbers Exelethril? From my limited testing, rend was somewhere between 60 and 80% more limb damage, very roughly.

  • Yeah, I'm quite sure on those numbers. It was 10/11 hits to break with pure rends/slices

    [ SnB PvP Guide | Link ]

    [ Runewarden Sparring Videos | Link ]
  • AerekAerek East Tennessee, USA
    That flies in the face of my experience. Someone who took 10 slices to break generally took 7 rends. 14 slices would take generally 10 rends. It wasn't exactly 150% of a slice, but that was the approximation I've been using since the release. (Which Vadimuses seems to agree with, if the recent Svo update is any indication)
    -- Grounded in but one perspective, what we perceive is an exaggeration of the truth.
  • edited January 2015
    Aerek said:
    That flies in the face of my experience. Someone who took 10 slices to break generally took 7 rends. 14 slices would take generally 10 rends. It wasn't exactly 150% of a slice, but that was the approximation I've been using since the release. (Which Vadimuses seems to agree with, if the recent Svo update is any indication)
    Oh wait, you guys are right. Svo's limbcounter counted each rend as 1.5, my bad. Disregard everything :no_mouth: 

    [ SnB PvP Guide | Link ]

    [ Runewarden Sparring Videos | Link ]
  • edited January 2015
    I've noticed that rend in SnB has a longer balance time then slice yet only adds slightly more limb damage, not enough to hide torso damage with if prepping consecutively with slice(damn you SLC).

    For reference, against a target with 4900-ish health, it takes 11 slices to break and 10 rends to break. Alternatively, I could rend with a broadsword/double leg prep/buy a wand of illusions to get around SLC but I'd rather walk the path of least resistance.

    Just wondering, would buffing the limb damage from rend be "fair" to make the skill more useful?

    SLC (assuming you mean my SLC here) doesn't support S&B yet (going live soon, assuming I don't abandon the whole limb damage thing out of forum-induced frustration).

    While it's open-sourced, I doubt people are going to be able to get accurate enough thumbrules to make it effective against SnB prior to the knight update.

    As for 11 slices, 10 rends, I can say with 100% certainty that that is not correct, unless you're switching weapons (which would kind defeat the purpose of using Rend at all).  Just saw your last post.

    As for your recommendation, I strongly agree with the notion that Rend should have some kind of buff, and a boost in limb damage would probably be the most logical.

    As it stands, Slice and Rend do almost exactly the same amount of limb damage DPS (and to a lesser extent, actual DPS), making the only difference between them affliction rate (making Rend almost entirely pointless other than for "burst" uses, like playing whack-a-naga-mole with people who are using things like Evade, hangedman, reflection/rebounding, etc, to disrupt prep).

    Rend is also kindof useful for "burst damage" but only in the way that old Knights used double battleaxes (basically, for last hits if you think it will kill your target).  In most cases, it's still better to just use a normal speed combo and have time for a second one, though, particularly since all three knights have some variation of Piety.

    Another note regarding SLC, it doesn't fall for attacks that don't do damage, so wand of illusion won't work (but blackout will).  Changing weapon types can also "hide" breaks against SLC, but only against people who don't use it's API to adjust things on the fly, which is prettye easy to do (but I'm guessing people don't bother doing).

    Oh wait, you guys are right. Svo's limbcounter counted each rend as 1.5, my bad. Disregard everything :no_mouth: 
    The ratio is not 1.5.  If you're going to use a thumbrule, it should be 1.6.
  • @Ernam‌ : There's a modified version of your SLC with SnB lines going around(hi @Darkender). Also, there's an illusion or two that I know of that messes up SLC.

    [ SnB PvP Guide | Link ]

    [ Runewarden Sparring Videos | Link ]
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