Bio Engineer Archive
Thread: Getting to know you and your profession!
Oooo... Hmmm, perhaps a signature edit is in order, now that I've gota "Forum Badge".
Tiggs wrote:
And you all get my official ...
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Paw of approval
for being an understanding bunch =)
1) DO NOT change the stun baton to AP1, I feel that it will become overpowered, but the gaffi stick DOES need AP1 to be brought to par. People say that without AP1 on teh stun baton we suck in pvp since the invention of the PSG, however after about 20seconds of scatter hit2's i can actually SEE the moment the PSG breaks and damage is once again normal. The gaffi stick on the other hand should be what all fencers need touse in teh rare occassion we are forced into PvE. an AP0 weapon as our frontline is USELESS, i find myself running if i dont have any powerhammers or scythes handy, against any more than a huurton because the lack of PvE damage is pitiful.
2) MIND COST! this will never be changed cause large scale changes like these only come with publishes and next publish will [hopefully] be the combat revamp and all ham costs will be different, however, 31 Mind cost on an acklay stun baton is ATROCIOUS. WIth 2 brandy, (wookiee) chest plate and lags, music buffs I am still killing my self, i need to use a muon to lower these as I use vercupti instead of canape. THis is my MAIN problem with fencer so far and i truly feel these are the only ones that need to be addressed
But...
Past a certain level of difficulty the reality of fencing is somewhat different from the vision. High level bad guys don't miss, which takes away the advantage of our dodging ability and leaves us with our low toughness to get by on. Furthermore any Swordsman with enough money to buy skill tapes can speed cap himself. If we are no faster than our melee brethren, if we can't do as much damage and if we can't tank as well, what's the point?
Also with the defences...
To get full use of our dodge abilities we need to run a looping CoB macro. It seems a little silly to have people constantly running macros just to the benefit of what is supposed to be an integral part of the profession. In any event, intimidate - a novice brawler skill - renders CoB useless. We should have much better defence against states and we shouldn't have to run macros to get it. Imbalance is bad and we don't want to be overpowered so I'm not suggesting that we be any less gimped if stun and intimidate do stick. We just shouldn't be hit by these states as often as we are.
And again with state attacks...
It's cool that we get the bleed, dizzy and blind attacks but ideally we would be able to lay more states. In keeping with the precision strikes idea I see us busting out a stun attack, some kind of debilitating attack and whatever funky stuff the combat revamp people might come up with. Right now we have several redundant attacks so it wouldn't be hard to give us more states.
The names! Blademaster was a cool title. Fencer was a cool title. It wasn't broke and it didn't need fixing.
Weapons! Laser rapier. Light foil. Vibrosword. Something swordish. Anything.
Scabbards! Would be cool.
Dual wield! I know it's not coming any time soon but I should mention that a lot of us are looking forward to it. Personally I hope it will be like KOTOR, where you can equip any two weapons, rather than some ugly hack with a schematic for "a sword and dagger" or other silliness. That's for the future though.
In brief I'd rather see our defences and speed work properly than push for more damage.
Also...
Raphayl's Blade. Nuff said.
furrycat wrote:
I like the focus on defence for Fencers. I don't mind having low damage output if I'm next to impossible to hit. I see us as the guys who dance around avoiding contact and using precision strikes to wear our opponents down.
[....]
High level bad guys don't miss, which takes away the advantage of our dodging ability and leaves us with our low toughness to get by on. Furthermore any Swordsman with enough money to buy skill tapes can speed cap himself. If we are no faster than our melee brethren, if we can't do as much damage and if we can't tank as well, what's the point?
Also with the defences...
To get full use of our dodge abilities we need to run a looping CoB macro. It seems a little silly to have people constantly running macros just to the benefit of what is supposed to be an integral part of the profession. In any event, intimidate - a novice brawler skill - renders CoB useless. We should have much better defence against states and we shouldn't have to run macros to get it. Imbalance is bad and we don't want to be overpowered so I'm not suggesting that we be any less gimped if stun and intimidate do stick. We just shouldn't be hit by these states as often as we are.
And again with state attacks...
It's cool that we get the bleed, dizzy and blind attacks but ideally we would be able to lay more states. In keeping with the precision strikes idea I see us busting out a stun attack, some kind of debilitating attack and whatever funky stuff the combat revamp people might come up with. Right now we have several redundant attacks so it wouldn't be hard to give us more states.
The names! Blademaster was a cool title. Fencer was a cool title. It wasn't broke and it didn't need fixing.
Weapons! Laser rapier. Light foil. Vibrosword. Something swordish. Anything.
Scabbards! Would be cool.
Dual wield![...] Personally I hope it will be like KOTOR, where you can equip any two weapons, rather than some ugly hack with a schematic for "a sword and dagger" or other silliness.
In brief I'd rather see our defences and speed work properly than push for more damage.
Also...
Raphayl's Blade. Nuff said.