Swashbuckler Guide Index

Swashbuckler Main Page & Credits

1.0 - Swashbuckler Basics

2.0 - Complete Spell List & Training Spells

3.0 - Methods & Techniques

4.0 - Where to Hunt

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TTH forum!

3.0 - Methods & Techniques

Upgrading Your Combat Arts

Spells come ranked by quality. You will always start with an apprentice I spell. I recommend upgrading to adept I as you go along. If you can find the rare, pay a scholar or jewler to make you adept IIIs for some of your most important spells or follow the path of the jewler yourself and make your own! Buying rare stones can be very expensive and you might not have the money for this but check out the broker for what you need, you can sometimes find a good deal.

Keep your harvesting skills up to date with your characters level. This can be very helpful for upgrading your combat arts to Adept III quality if you can find the rare stone required. Check out the TTH Harvesting Rares guide for details.

Swashbuckler Combat Art Outline & Combat Art Progression

The following charts illustrate how your spells progress as you level up. Each is broken down roughly by the category of the combat art, and combat art "lines" are presented in ascending level order. Study these charts to get a good feel for you spells at your given level.

General Damage Attacks

A quick attack that lowers the target's combat attack damage.
Swipe (1)
Steel Swipe (8)
Edged Swipe (15)
Playful Swipe (29)
Flash of Steel (43)
Dazzling Steel (57)
Two precise quick attacks. If one of these attacks misses, the successive ones will miss automatically
Quick Flurry (12)
Snap of the Wrist (26)
Uncanny Speed (40)
Uncanny Reflexes (54)
Uncanny Response (68)
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An offensive attack that causes increased hate towards the swashbuckler. If it strikes, the swashbuckler cripples target's intelligence
Flamboyant Strike (44)
Gaudy Strike (58)
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Deals damage and snares target on a successful hit.
Undercut (22)
Hamstring (36)
Disable (50)
Impair (64)
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Three quick attacks. If one of these attacks misses, the successive ones will miss automatically. If all attacks hit, target's physical damage resistance is decreased
Flurry of Arms (28)
Flurry of Blades (42)
Fury of Blades (56)
Whirl of Blades (70)
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A quick attack that deals crushing damage and lowers the target's attack speed.
Bludgeon (15)
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Damage Attacks - Positional

An attack from behind that deals great damage and decreases the target's agility.
Spine Attack (2)
Viscerate (10)
Backstab (10)
Unfriendly Reminder (24)
Cat's Paw (38)
Pillage (52)
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Plunder (66)
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A melee attack from beind that puncture's the target's lungs, causing severe impairment to their offensive melee and casting skills
Lung Puncture (58)
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An attack made from the side that deals moderate damage and decreases Trauma (crushing, slashing, and piercing) mitigation on the target
Slice (6)
Gut Slice (19)
Kidney Blow (33)
Disheartening Guile (47)
Guile (61)
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An attack from the side or front that deals medium damage. If it hits, it cripples target's ability to parry
Poke (15)
Nimble Cut (29)
Razor Edge (43)
Razor Point (57)
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An attack made from the side that deals moderate damage and interrupts the target.
Distracting Blade (19)
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A stealth attack that deals great damage and knocks the target down.
Pincer (2)
Route (9)
Shanghai (21)
Ambuscade (35)
Brazen Thrust (49)
Brazening (63)

Area of Effect (AoE) Attacks

An attack that strikes all enemies surrounding the rogue. Anyone hit by this attack gets interrupted.
Circle Attack (4)
Circle Blade (14)
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An attack that strikes all enemies surrounding the swashbuckler.
Deft Rush (28)
Lucky Gambit (42)
Lucky Ruse (56)
Lucky Ploy (70)
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A powerful attack that strikes all enemies surrounding the swashbuckler. Anyone struck by this attack will be knocked down for a short time.
Flamboyant Swathe (20)
Rakish Swathe (34)
Brilliant Swathe (48)
Dashing Swathe(62)
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Ranged Attacks

Fires a steady stream of thrown weapons at a target. To maintain this effect, the swashbuckler forgoes normal ranged attacks and combat arts and must be rooted in place. This ability can be toggled to end early if needed
Hail of Steel (55)
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Two precise throwing attacks that deal cold damage. If one of these attacks misses, the successive ones will miss automatically. If all attacks hit, the target becomes snared. This requires a ranged throwing weapon
Cold Throw (16)
Chilling Throw (30)
Frigid Throw (44)
Arctic Blast (58)
Two precise throwing attacks. If one of these attacks misses, the successive ones will miss automatically. If all attacks hit, the target becomes snared. This requires a ranged throwing weapon
Strangling Throw (16)
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Self Buffs

Increases the agility and strength of the rogue.
Street smarts (3)
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Increases damage capability for a short time.
Ruthless Cunning (35)
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Increases the agility of the swashbuckler and increases the effectiveness of all combat arts used by the swashbuckler.
Flight of Foot (13)
Flight of Fancy (27)
Bladeweaver (41)
Battleweaver (55)
Stealweaver(69)
Grants the swashbuckler a chance to become overconfident with bravado when engaging in melee combat. While under the Bravado proc effect, the swashbuckler's attack rate and hate generated is increased. The Bravado proc effect can stack multiple times, inc
Feigned Bravado (32)
False Bravado (46)
Spurious Bravado (60)
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Increases the combat attack damage and speed of the swashbuckler.
Artful Finesse (40)
Ingenious Finesse (54)
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Inspired Daring grants the swashbuckler an opportunity to strike for additional piercing damage with every melee attack for 13 seconds.
Inspired Daring (50)
Inspiration (70)
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Almost every time an enemy parries, blocks, ripostes, or deflects the swashbuckler, the swashbuckler is granted another chance to attack.
En Garde (65)
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Debuffs

Decreases target's defense and wisdom.
Dirty Tricks (8)
Flashy Trick (22)
Tricky Display (36)
Deriding Chicanery (50)
Double Cross (64)
Severely decreases target's resistance to magic, divine and slows target's movement speed for a short time. The slow effect has a chance to break each time the target is attacked
Hold (7)
Neutralize (23)
Checkmate (37)
Hangman's Noose (51)
Constrain (65)

Hate Increasing Tactics

An offensive attack that causes increased hate towards the swashbuckler. If it strikes, the swashbuckler cripples target's intelligence
Flamboyant Strike (44)
Gaudy Strike (58)
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Infuriates the target towards the swashbuckler, increasing hate towards the swashbuckler, interrupting them, and dispelling magic and mental-based benefits on the target
Gibe (24)
Reproach (38)
Admonish (52)
Berate (66)

Hate Decreasing Tactics

Reduces the target's hate toward the scout.
Evade (6)
Divert (18)
Hideaway (61)
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The swashbuckler can transfer some of the blame taken for attacking enemies to an ally instead. This ability does not require any concentration.
Swarthy Distraction (21)
Swarthy Deception (34)
Swarthy Diversion (48)
Avoid Censure (59)
Swarthy Disorder (62)
Allows the swashbuckler to concentrate on not drawing attention from enemies, granting a chance to lower an enemy's hate towards the swashbuckler with each hit
Avoid Notice (17)
Avoid Attention (31)
Avoid Blame (45)
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An attack that enrages the target, causing the next person it attacks to generate much more hate for a short duration
False Blade (30)
Treacherous Blade (44)
Devious Blade (58)
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Stealth

Allows the swashbuckler's group to move slowly undetected.
Smuggle (11)
Freeboot (25)
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Allows the rogue to move undetected and detect stealthed creatures.
Sneak (1)
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Allows the rogue to move undetected and detect invisible creatures.
Snoop (17)
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Lowers the target's hate towards the rogue and places the rogue into stealth.
Stay Low (19)
Lie Low (33)
Shadow Slip (47)
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Stances

Increases defense, parry, and physical damage mitigation while reducing the offensive melee skills and combat attack damage of the swashbuckler. This is the swashbuckler's primary defensive stance
Fancy Footwork (18)
Smirking Defense (32)
Dexterous Slashing (46)
Agile Slashing (60)
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Increases offensive skills at the cost of the rogue's defense and parry skill. This ability also grants the rogue a chance to interrupt with additional piercing damage with each successful attack. This is the rogue's primary offensive stance.
Rash Advance (13)
Risky Advance (27)
Daring Advance (41)
Audacious Advance (55)
Dauntless Advance (69)

Mesmerize / Stuns

Briefly stuns the target on a successful hit.
Cheap Shot (5)
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Mesmerizes a single target and removes them from being affected by area of effect spells for a short duration. Upgrades to this ability decrease the chance to resist the duration of this effect.
Disarming Grin (26)
Disarming Smirk (40)
Disarming Leer (54)
Disarming Sneer (68)

Special

Grants the swashbuckler a chance to attack all enemies in a frontal arc with every normal combat attack. Upgrades to this combat art increase the percentage.
Hurricane (52)
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4.3 - Tactics

Soloing:

The movement of the Swashbuckler can be fairly complex and you will want to practice using the keyboard to get used to it. Many of the swashbucklers attacks require you to be in a certain position facing the mob otherwise the attack will not work. At level 26 you should have a pretty good arsenal of spells that you will continue to use and see upgraded throughout your career. Here are a couple of tactics that you might want to use:

Starting with a single mob (do not pick on a ^^^ mob) invis yourself using sneek. Face the back of the mob and use shanghai which is a high power strike that can only be used when invisible. The creature will be stunned for a moment so you should be able to get a couple more back attacks in such as Unfriendly Reminder and Distracting blade. Once the mob turns around, continue hitting it with your auto attack and forward based attacks such as Quick Flurry, Bludgeon, Gouge (facing the front of the mob only), and Undercut.

Another tactic would be to start with an arrow or throwing weapon. If you have throwing weapons you can use one of your combat arts called strangling throw which will also slow the mob by 35%. Once the mob is in range, use your HO starter and initiate it with Flashy Trick (a defense debuff) and move on down the line of your forward based and standard attacks. I use Quick Flurry, Bludgeon, Gouge (facing the front of the mob only), and undercut. Now here is the tricky part. Cast one of your stuns. If you use Cheap Shot you will need to do this very quickly because of the limited 2 second stun, otherwise cast the longer mez called Disarming Grin (26). Once the mob is stunned, immediately stop your autoattack by clicking the ~ key. Attacking the creature when it's stunned can cause the stun to break. Run behind the mob and begin to use your back attacks. Use Unfriendly Reminder first since it is your most powerfull strike, then use Distracting Blade if the mob is still stunned. If you have an enemy mastery attack art like Gnoll Sinister Strike or Skeleton Sinister Strike and are attacking that type of creature, use this spell first when you get behind it. It should cause 500+ damage at this level. (This tip will probably be invalid for the higher level Swashies)

Another variation of using disarming grin, is to turn off auto attack, mez the mob, go into stealth and get off another shanghai attack. In addition to being a very high powered attack, this frequently stuns the mob allowing more attacks from behind.

Mix and match some of these tactics for single mobs.

If you are fighting groups of 2 or more by yourself, much of what is mentioned above stays the same, and you can concentrate on one mob at a time, or stun a mob to keep the hit count down. The difference here is the use of your AoE attack. These attacks hit all creatures within a certain radius of your character. Circular Strike is a low level AoE that will deal a little damage, but Flamboyant Swathe is your larger AoE attack. You will find it to do around 200-300 damage to all mobs within it's radius at Adept 1 quality. WARNING: Be very aware of the enemies or attackable NPC's around you. If you are too close you could pull in other mobs which may bring certain death to your door

Grouping:

Grouping is fairly simple if your group has a tank. As long as you are fairly conservative with your damage, the tank should be able to hold aggro while you stand behind mobs and attack them. Swing around to the front or the side to get a couple more shots in or stay safe by using your throwing weapon to damage the mobs.

If you are the strongest member in your group, you might be expected to play the tank. This is not easy for the swashbuckler. The swashbuckler has one single enemy taunt, and must rely on heavy DPS to keep aggro off of the other group members. This is not the recommended roll of the swashbuckler, but it can be done.

If your group is in really bad shape, you have the ability to use the Escape spell. This will take you and your group from the battle to the beginning of the zone that you are in.


Swashbuckler Guide Index

Swashbuckler Main Page & Credits

1.0 - Swashbuckler Basics

2.0 - Rogue/Swashbuckler Class Quests

3.0 - Complete Spell List & Training Spells

4.0 - Methods & Techniques

5.0 - Where to Hunt

Have something to add? Want to submit a change? Please email us or start a new thread in the

TTH forum!


To read the latest guides, news, and features you can visit our EverQuest II Game Page.

Last Updated: Mar 13, 2016

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