Hi everyone! I have been making revamps of bad trees, just to see what they might look like if they weren't terrible, and this time I took a stab at Swashbuckler. I take some time to discuss what is good and bad about the tree, and then below show the new tree that I came up with. I would love to hear your thoughts on it!
Pros:
- Theme is there. Nimble Pirate-y guy who is good at making people miss and exploiting weaknesses (aka crits)
- Swashbuckling up to level 3 is very good. Dashing scoundrel and the swashbuckling stance is fantastic with 3 levels of bard.
- Very multiclass friendly
Cons:
- t4 and t5 majorly suck. Improved destruction and Exploit Weaknesses is fine, but nothing else holds water to today's standards
- Cores 4, 5, and 6 are mediocre. Don't need to be completely overhauled, but made just a bit better.
- Horrendous thrower support. You can see a tiny amount of effort into making this for throwers, but its just bad. Compare this to VKF and its laughable.
Needs:
- Better t4s and t5s (and interesting t5s)
- Better thrower support (This also includes throwing hammers and throwing axes, which may just be the worst weapon types in the game. Since they do not have a 10k stars/Simple weapon expertise equivalent, I created one)
- Retooled cores
- AoE. While thematically, this is more of a 1v1 duelist sort of guy, in today's DDO it is nearly impossible to compete without some AoE. Don't need to have a lot, but just a little bit, since this tree forces you into SWF
- Making SWF with a rune arm/orb actually useful. Both offhand versatility and the swashbuckler enhancements for these are terrible. This revamp attempts to fix both.
New Idea:
Basically the same as the old one: Crits and evasiveness. Just added some flashy new tools in the box (and made evasiveness a little more prevalent) to make it a viable tree for focusing in (and not just a multiclass tree)
Here is my proposed revamp! (Changes in Blue)
Cores:
Other related changes:
Just a note, of the revamps I have done, this one is the most volatile in terms of strength. It could be mediocre, it could be completely broken. Its kinda hard to tell without playtesting. But, like with the other revamps, this is more about the though process and possible abilities that could be included, rather than the numbers as I wrote them (since I didn't think too hard about the numbers anyways).
Pros:
- Theme is there. Nimble Pirate-y guy who is good at making people miss and exploiting weaknesses (aka crits)
- Swashbuckling up to level 3 is very good. Dashing scoundrel and the swashbuckling stance is fantastic with 3 levels of bard.
- Very multiclass friendly
Cons:
- t4 and t5 majorly suck. Improved destruction and Exploit Weaknesses is fine, but nothing else holds water to today's standards
- Cores 4, 5, and 6 are mediocre. Don't need to be completely overhauled, but made just a bit better.
- Horrendous thrower support. You can see a tiny amount of effort into making this for throwers, but its just bad. Compare this to VKF and its laughable.
Needs:
- Better t4s and t5s (and interesting t5s)
- Better thrower support (This also includes throwing hammers and throwing axes, which may just be the worst weapon types in the game. Since they do not have a 10k stars/Simple weapon expertise equivalent, I created one)
- Retooled cores
- AoE. While thematically, this is more of a 1v1 duelist sort of guy, in today's DDO it is nearly impossible to compete without some AoE. Don't need to have a lot, but just a little bit, since this tree forces you into SWF
- Making SWF with a rune arm/orb actually useful. Both offhand versatility and the swashbuckler enhancements for these are terrible. This revamp attempts to fix both.
New Idea:
Basically the same as the old one: Crits and evasiveness. Just added some flashy new tools in the box (and made evasiveness a little more prevalent) to make it a viable tree for focusing in (and not just a multiclass tree)
Here is my proposed revamp! (Changes in Blue)
Cores:
- Confidence: Passive: +1% Dodge, +1 Reflex Save, and +1 to the Max Dex Bonus of your Armor per Swashbuckler Core Ability you have.
- Swashbuckling: Stance: You gain 1% Doublestrike, Doubleshot, and +1 to the Enhancement Bonus of the weapon in your main hand for this core and every additional core taken. 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 a robe) or no armor. Increase crit range and multiplier based on the weapon you wield **I'm not listing all the weapons here, but they aren't changing**
- Uncanny Dodge: You gain the Uncanny Dodge feat.
- Panache: +3 to all saves, +15% fortification bypass.
- Roll with the Punches: While Swashbuckling, you gain +5 Insight Bonus to Character Dodge Cap and the Slippery Mind feat. You can now store up to two 'Jump into the rafters' stacks.
- Evasive Maneuvers: Choose one:
- +4 Cha, +10 MP/RP. You gain evasion. Whenever an enemy misses you in combat, Hearty Competition and Elusive Assault have their cooldowns reset.
- +4 Dex, +10 MP/RP. You gain evasion. Whenever an enemy misses you in combat, Hearty Competition and Elusive Assault have their cooldowns reset.
- +4 Int, +10 MP/RP. You gain evasion. Whenever an enemy misses you in combat, Hearty Competition and Elusive Assault have their cooldowns reset.
- (AP: 1, Ranks: 3): On Your Toes: +(1/2/3)% Dodge
- (AP: 1, Ranks: 3): Blow By Blow: Choose one:
- Blow By Blow (Melee): Make a Melee 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). This Sonic damage scales with spell power. Cooldown: 12 seconds.
- Blow By Blow (Ranged): Make a Ranged 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). This Sonic damage scales with spell power. Cooldown: 12 seconds.
- (AP: 1, Ranks: 3): Insults: Select an Insult to lower respective saves. Choose one:
- Appalling Diatribe: Activate to reduce the Reflex 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)
- Scathing Words: Activate to reduce the Fortitude saves of nearby enemies by 3. (Costs 16/12/8 Spell Points, 20/15/10 Second Cooldown)
- (AP: 1, Ranks: 3): Tavern Shanties: +(1/2/3) Bard Songs
- (AP: 1, Ranks: 3): Limber Up: +(1/2/3) to Balance, Swim, and Tumble. 3rd Rank: When you Tumble, you gain +3 to saves against traps for 6 seconds. 12 second cooldown.
- (AP: 2, Ranks: 1): Hearty Competition: Choose One:
- Melee Attack: +2W. Gain +3 MP per enemy hit. Stacks up to 10 times. All stacks disappear after 10 seconds. Cooldown: 15 seconds, cost: 12 spell points. Shares a cooldown with the cleave ability.
- Ranged Attack: +2W. Gain +1 RP per enemy hit. Stacks up to 30 times. All stacks disappear after 10 seconds. Cooldown: 15 seconds, cost: 12 spell points. Shares a cooldown with the cleave ability.
- (AP: 2, Ranks: 1): Deflect Arrows: You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6 seconds. (Antireq Tempest Deflect Arrows)
- (AP: 2, Ranks: 1): Fast Movement: you run 1% faster for each of your Bard levels.
- (AP: 2, Ranks: 1): Elegant Footwork: When enemies miss you while Swashbuckling, they have a 20% chance to be knocked down with no save. Cooldown: 12 seconds. (Moved from t3)
- (AP: 1, Ranks: 3): Choose One:
- Action Boost: Doublestrike: +10/20/30 doublestrike for 20 seconds
- Action Boost: Doubleshot: +10/20/30 doubleshot for 20 seconds
- (AP: 2, Ranks: 1): Different Tack:
- Smooth Flourishes: You get Charisma to Damage with weapon attacks while swashbuckling.
- Swift Strikes: You get Dexterity to Damage with weapon attacks while swashbuckling. Your Perform skill also uses the highest of your Charisma and Dexterity Modifiers
- Two Steps Ahead: You get Intelligence to Damage with weapon attacks while swashbuckling. Your Perform skill also uses the highest of your Charisma and Intelligence Modifiers
- (AP: 1, Ranks: 1): Swashbuckling Style:
- Arcane Marauder: Passive: You can now Swashbuckle with an Orb in your off hand. (Does not count as a Buckler for Buckler-specific abilities). While swashbuckling with an orb you gain +1 imbue die
- Cannoneer: Passive: You can now Swashbuckle with a Rune Arm in your off hand. (Does not count as a Buckler for Buckler-specific abilities). While swashbuckling with a rune arm you gain +1 Imbue die
- Dashing Scoundrel: Passive: While Swashbuckling with nothing in your off hand, you gain +1 Attack Damage per 5 Character levels and 10% Doublestrike/Doubleshot.
- Skirmisher: Passive: While Swashbuckling with a Buckler in your off hand, you gain 10% Dodge, and you may use a Buckler and still benefit from the Single Weapon Fighting line of feats.
- (AP: 1, Ranks: 1): Resonant Arms: While Swashbuckling, gain imbue: 1d6 Sonic damage that scales with spell power.
- (AP: 1, Ranks: 3): Taunt: Taunt an enemy. If they fail a will save (d20+perform skill), They will chase you until they attempt to hit you once (hit or miss), or until 6 seconds has elapsed. Cooldown: 25/20/12 seconds, costs 20/15/10 spell points
- (AP: 2, Ranks: 1): Charisma, Intelligence or Dexterity
- (AP: 1, Ranks: 3): Second Skin: +2/4/6 to reflex saves and +2/4/6 to your Maximum Dexterity bonus. (Moved from t5, competence hp bonus removed)
- (AP: 1, Ranks: 1): Swashbuckling Style 2 (Requires previous swashbuckling style):
- (Requires Arcane Marauder) Arcane Decay: +3W. On hit, the enemy loses 15 PRR and MRR for 10 seconds. Cooldown: 12 seconds. Passive: +25% imbue die
- (Requires Cannoneer) Active: Send a specialized shot out of your rune arm that stuns the opponent for 6 seconds on a failed fortitude save (d20+perform). Enemies near the stunned enemy are slowed by 50% for 3 seconds. Passive: +25% imbue die
- (Requires Dashing Scoundrel) Active: +1000 to hit, does not miss on a 1. On hit, the enemy becomes vulnerable to sneak attacks. Cooldown: 6 seconds, Cost: 5 spell points.
- (Requires Skirmisher) 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 three seconds (Perform + d20 saves for the Knockdown). 18 second cooldown. Costs 10 Spell Points. Passive: +3% maximum dodge.
- (AP: 2, Ranks: 2): While Swashbuckling, hits inflict Destruction/Improved Destruction.
- (AP: 2, Ranks: 1): Growing Ambition: Whenever an enemy misses you in combat, you gain +1 to hit and damage. Stacks up to 10 times, one stack fades every 12 seconds.
- (AP: 2, Ranks: 1): Charisma, Intelligence or Dexterity
- (AP: 2, Ranks: 1): Elusive Assault: Choose One:
- Melee Cleave: +3W, +2 crit range, +2 critical multiplier. If you critically hit an opponent with this skill, you gain a stack of 'Jump on the Rafters' (The next attack that would hit you misses instead, max 1 stack). Cooldown: 8 seconds, costs 15 spell points. Shares a cooldown with Great Cleave
- Ranged Attack: +3W, +2 crit range, +2 critical multiplier. If you critically hit an opponent with this skill, you gain a stack of 'Jump on the Rafters' (The next attack that would hit you misses instead, max 1 stack). Cooldown: 8 seconds, costs 15 spell points. Shares a cooldown with Great Cleave
- (AP: 1, Ranks: 1): Thread the Needle: While Swashbuckling, +1W while the Precision feat is active. If you are wielding a thrown weapon, this is increased to +3W.
- (AP: 2, Ranks: 1): Choose One:
- Hardy Duelist: While Swashbuckling, you gain a +20% Competence bonus to Hit Points.
- One Massive Comet: While Swashbuckling and wielding a thrown weapon, Gain +4 Ranged power per character level for 15 seconds. Cooldown: 1 minute
- (AP: 2, Ranks: 1): Show Off: After making an opponent miss in embarrassing fashion, nearby enemies become uneasy. When an enemy misses you in combat, all enemies in sight range of you gain 1-3 stacks of vulnerability.
- (AP: 2, Ranks: 1): 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 critically hit.
Other related changes:
- New Feat: Seek Weakness: Throwing hammers and throwing axes you wield gain +1 critical threat range and +2 critical threat multiplier. Requires: +4 BaB.
- Offhand Versatility: You gain special bonuses for fighting with specific things in your offhand while Single Weapon Fighting. If you have nothing in your offhand, your ability score modifier contributes 25% more to your melee damage. If you have an Orb in your Offhand, when you critically hit an enemy with your weapon, that enemy takes 10% more spell damage. If you have a rune arm in your Offhand, you gain +3 imbue die.
Just a note, of the revamps I have done, this one is the most volatile in terms of strength. It could be mediocre, it could be completely broken. Its kinda hard to tell without playtesting. But, like with the other revamps, this is more about the though process and possible abilities that could be included, rather than the numbers as I wrote them (since I didn't think too hard about the numbers anyways).
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