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 Second
Buff = A spell/ability that increases ones power or strength
Debuff = A spell/ability that cripples your targets ability to cause damage or resist damage.
NPC = Non Player Characters
Agro = Aggression or hate towards you/another by an NPC
Stats = 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).
There is a hate, or agro, meter in the game now that will tell you how far away you are from drawing your targets attention to you. Once you reach 100% your target will change his focus to you and begin attacking you.
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.
- This ability decreases our targets ability reuse speed by 50%, this means that each time they use an ability with this effect on them that ability will take 50% longer to refresh to reuse.
- This is used on raids to give more time in between a boss NPC's Area of Effect abilities, that said not all AoE abilities are affected by this ability anymore.
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.
- Engaging in combat and interacting with objects can drop your stealth and make you visible so use caution.
- In PVP if you get too close to a hostile player they will be able to see you to an extent so use caution. If the player has see stealth, granted from totems or spells, they can also see you.
- We are also able to stealth our entire group.
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)
- STR (strength) = this boosts our weapon(s) autoattack and combat art damage, increases our power pool (secondary power pool increasing stat) and also allows us to carry more weight. This is your most important basic stat.
- AGI (agility) = this boosts our avoidance, increases our power pool (our primary power pool increasing stat) and also determines our innate critical mitigation. This is our second most important basic stat.
- STA (stamina) = this boosts our maximum health.
- INT (intelligence) = this boosts our poison's damage.
- WIS (wisdom) = this boosts our resistance to spell damage, you wont get much of this.
An order of importance for these stats is: STR>AGI>STA>INT>WIS. AGI/STA/INT can be switched depending on personal preference or playstyle (solo, group, tank, etc). You will generally end up with more STR/AGI then most by default because the majority of the gear we can wear gives those stats (until the higher raid tiers when it shifts to STR/STA/INT). Since INT boosts poison damage it will help your DPS if you group a lot more then AGI or STA. AGI/STA boosts survivability so soloers or tankers would probably give focus to those.
To determine hardcap (maximum) for each of these stats its 15 * Level + 20, so at level 80 it would be 1220. Once you reach the hardcap the stat stops giving benefits. All the above stats are on a dimenishing returns system, as you increase them they will give less improvement until you reach the maximum. Once you get around 900 in any given stat your pretty well off.
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'.
- DPS mod = increases your weapon(s) damage potential.
- At 200 in this stat you will get a 125% increase to your weapons damage potential.
- Haste = lowers your weapon(s) swing delay.
- At 200 in this stat you will swing 125% faster with your weapons, just over twice as fast.
- Critical hit = gives you increased chances to perform a critical attack with either your weapon(s) or your combat arts.
- Since this stat affects both combat arts and weapon damage this is a very important advanced stat.
- If you get 100% in this stat it will only give you a 100% chance to perform a critical hit against of target that is the same level or lower then you. You will have to obtain higher then 100% to get 100% critical hit against mobs higher level then you.
- Damage amount = increases the maximum damage your combat arts can do.
- The maximum any combat art can be increased is by 50% of the base (unmodified) damage.
- Double Attack = grants you the chance to perform 2 attacks for each swing of your weapon(s), at 100% you will perform a double attack with each swing of your weapon(s).
- Right around 50% of our damage output comes from our weapon(s) so this stat is important.
- Melee AE = grants you the ability to hit multiple targets that you are facing with your weapon(s) auto attack.
- Accuracy = increases the chance that you will hit your target in combat with melee attacks.
- Hate mod = shows you what % increase or decrease you have to hate gained while in combat.
Spell stats (viewable in the persona window under 'Stats' set the drop down list to 'Spell Stats'
. The ones listed below apply to our combat arts as well.
- Casting = improves casting speed of your abilities
- Reuse = improves reuse speed of your abilities (how long before you can use them again)
- Recovery = improves recovery speed of your abilities (how long before you can execute another ability)
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>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.
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.
Special Abilities
Abilities in this category usually have a long recast timer or are not upgraded, they include:
- Ruthless Cunning: Increases your Damage Per Second, lvl 35 non-upgrade.
- Perfect Finesse: Increases your Damage Per Second and Haste, upgrades stop at lvl 67.
- En Garde: Gives you another attack if your attacker avoids your attack, if you avoid an attack from your attacker or a chance to perform another attack on successful execution of a combat art. First obtained at lvl 65.
- Inspired Daring: Gives you additional piercing damage on all successful attacks. First obtained at lvl 50.
- Hurricane: Gives you a percent chance to hit up to 4 targets you are facing with your primary weapons auto attack, lvl 52 non-upgrade.
- Disarming Grin: Single target Mesmerize ability, prevents a target from continuing to engage in combat. This ability is useful when soloing.
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.
- They cannot break Mesmerized effects unless we are targeting the mesmerized target directly.
- This includes our Hurricane ability.
- All our AoE abilities are classified as "Blue" AoEs, this means they are out of encounter so they can strike any attackable NPC (or hostile PC if on PVP) within their designated range.
- AoEs can be enhanced with our Achievement lines to increase range and damage potential.
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.