If you have TMI (Too Many Items) you can make a Shapness 10, Knockback 10 Fire Aspect 10, (ect) Sword that will kill ALL Non-Boss Boss mobs in 2 hits. But if you are looking for a more ligit sword, that one sounds pretty nice.
Now that we can combine enchanted gear with the anvil, the best sword for single player is Smite V, Knockback II, Fire Aspect II and Looting III(not really required in PvP), and for PvP the best sword is the same with the only difference being the Sharpness V instead of the Smite V, because Sharpness does extra damage to everything including players by 0.5 to 1.5 hearts, but the Smite only does extra damage to zombies, pigmen, withers and skelletons but its more with 0.5 to 2.0 hearts. Since you dont meet other players for PvP in singleplayer, you would want the Smite sword to defend yourself better againts the mobs + the Looting III for more drops.
What about Bane of Arthropods?
Rollback Post to RevisionRollBack
Looking for a small SMP-style server? Look no further! Everforge is a small, unique SMP server that has no whitelist, so you can join whenever! IP: 220.127.116.11:25606
I always make a sword with Sharpness V, Knockback II, Unbreaking III, which kills almost all mobs in two hits or less (three for Endermen, one for cave spiders and silverfish and (critical) regular spiders and large slimes; so much for Bane of Arthropods); appropriately enough, I name it the "Monster Slayer".
As for enchantments like Fire Aspect and Looting, the former is bad for melee combat because burning zombies set you on fire (don't really want it on my bow either; shooting another arrow, even uncharged, is much faster as fire only deals 1 damage per second) and the latter is useless for me; why do I want more rotten flesh (which I never pick up) or a slightly higher chance of iron ingots (as I mine thousands of iron ore, which I don't really need either aside from the occasional anvil and shears), or arrows (Infinity, anyone)? Plus they make it more expensive to repair; the sword I use can be repaired with two diamonds for 35 levels; Looting III would make it too expensive to repair at all, even with one diamond; as it is, each repair gives me back 780 durability, which, combined with Unbreaking III, is good for another 1,560 mob kills, returning 6.5 times more XP than required to repair it again (that is, I don't use mob farms or anything other than XP from mining and killing mobs to repair stuff, which is very easy if you don't use unnecessary enchantments).
Of course, Fire Aspect and Looting can be useful on a sword used to kill cows for meat, but I don't eat cows, leaving Looting for special uses like getting Wither skulls, and I've never had the incentive to want a beacon so that Looting III book I got from enchanting is just laying around unused.
Also, MrBlueSoda, do note that this thread was last posted in 2013 and your reply adds no value to the thread.
I think the best enchantment is the sharpness 5 knockback 2 fire aspect 2 unbreaking3 and looting 3 but in survival i think it's better to enchant books first.
There is a very big problem with such a sword though:
(even just placing it in the anvil without a diamond says "too expensive" - deservedly so!)
Here's the repair cost shown in Creative - yes, that is correct - SIXTY levels!
(repair cost = 5 for Sharpness V, 8 for Fire Aspect II, 4 for Knockback II, 12 for Looting III, 6 for Unbreaking III, 15 for 5 enchantmnets, 2 for prior work penalty (always 2 if renamed), and 8 for one diamond (3 + number of enchantments); even the base cost (50 levels, excluding prior work and repair costs) is over 39 levels, which is why the anvil absolutely refuses it from the start, even before trying to do anything with it)
Yeah, anything that does that is totally useless IMO, and in any case Looting is useless for common mob drops, Fire Aspect only slowly kills (7 damage over 7 seconds, compared to 14.25 damage per hit, up to two hits per second (limited by temporary damage immunity) with Sharpness V), although fire damage from burning does ignore armor (only reduced with Fire Protection/Resistance); such a sword is useful in PvP but I'm talking about general Survival. That is, if I ever had the inclination to want a beacon (which arn't useful for me so I've never bothered) I'd enchant a sword with Looting III (I have a book lying around from enchanting) but otherwise I only use Sharpness V, Knockback II, Unbreaking III on my everyday sword, which costs only 35 levels to repair with two diamonds (good for another 1,560 mob kills, returning over six times the XP required to repair it again, so extremely affordable; even the sword I used from my amethyst tools mod, which costs 47 levels (increased anvil cap for amethyst items only to 49) still has a big return on investment).
Similarly, the best bow you can make has every bow enchantment except for Punch, which isn't very useful for ranged attacks and can still be repaired with a new bow for 39 levels (I prefer just Power V, Infinity I, and Unbreaking III though, which costs 31 levels to repair). Tools can be maxed out though and still be repairable; the most expensive pickaxe/shovel/axe has Efficiency V, Fortune III, Unbreaking III and costs 37 levels to repair with a diamond (33 levels with Silk Touch instead, which can also be repaired with two for 39 levels; of course, you'd only use Fortune/Silk Touch on pickaxes).
Fireasp II, Sharp V, Unbreaking III and Knockback II.
Sharp V - base damage of your sword, pretty obvious why it should be maxed
Fire Asp II - adds damage over time effect to your blade, and slows enemy down if they are running away. Plus fire can hit through armor more effectively
Unbreaking III - your blade will last longer in combat
Knockback II - You can sprint and knockup enemy into air especially when hes jumping. Extremely useful both on close quarters and open pvp as it knocks up enemy into air, causing the enemy to take additional fall damage when used correctly. Another option is sword-bow-sword-bow semi-melee fighting. You knock enemy out of melee range, preventing hits(especially criticals) and use semi-charged bow to do damage, then rush again. So it determines sequence of hits because if you intiate attack the enemy cant hit back as long as knocked up, giving you free time to strafe, lock on and take down.