Brawler Archive

Thread: hello everybody, whats the best brawler class in your opinion?

MarshalCreed
Fri Dec 12, 2003 1:45 pm
#1

Well, I am bored.


I also made some changes to my stats. I used stat migration to minimize all my secondary stats and put it into willpower. My willpower is now at 700. I want this as it will get targeted and cant be healed (no CM friends, boo hoo). I dont like taking muon gold unless I need to to put on my helmet, lol. But after the first downer I wont use it again until my pool is very low and my enemy verry happy. Then Bam, I have muon gold loaded in my tool bar or whatever it is called. I have instant 500 mind pool points and to foucs and willpower. YAY. Good for me, bad for them.


I am tired now but dont want to sleep. I want to rant more.


So,you must take everything into consideration. I know if I go PvP it is gonna be in Moneia to kill rebels. I know rebels love to have learn the flamethrower branch of commando. I know they like BH and they love to fight dirty (dirty = smart, I just dont want to admit it). So, I know for a fact that as I beat my helpless victim as they lay prone on the ground unable to defend themself that a flamethrowing rebel will torch me. But I am buffed and got my buffs with 0 bf so they are all over 2k each. I can take a few rounds of Flame 2. I have novice medic and one box of first aid, if need be, I will toss a heal on myself and once my foe on the ground is now laying in a puddle of his own piss and blood I will run into the swamp and put out the fire. I will have about 700 points worth of wounds but eady enough. I still have close to 2k worth of Health. I then kill whoever is left in the same fashion. I like to go for BH first as they will spam eye. In the chaos of the opening moves I am able to get close enought to land dizzy and then lunge 2. (Make sure you have an Acid layered composite helmet at a minimum, should give you 80% resist to acid which is the damage type of the BH scatter pistol).


Have food and drink and constantly take them, that means you will have to go click on your bar to eat or drink but it is needed. The foods/drinks I like are for the mind. I need to keep my mind high as it is the weakest link. I can heal health and action with ease but not mind. Remember I have 700 willpower and am using the mind buffing food/drinks. Then the muon gold as a last resort ( have the dancer buff as a min. too, if luck I have a muscian buff too).


Remember if you are in your home town and it gets raided. Those raiders are buffed silly and are on spice and eating and drinking. THey did come there to die. So remember that when you decide to declare and "prutge" the invader. Get a quick doc buff at least and take your food/drink buffs and have the muon ready.


I better stop as I dont think I am making sense. Nighty nite




Roboute Guilliman
Imperial Major
Northern Storm Command
WolfDroid
Sat Dec 13, 2003 6:10 am
#2

Hmm, I've only mastered TKM and brawler so far for melee, but just looking at the skills and mod. I think the fencer has a advantage more in pvp or atleast should be if all mod are working. Good dodge, ok melee and range defense... great kd, dizzy, blind defense etc. A TKM isnt easy to hit but would imagine fencer is harder to hit (plus hearing others comment on fencer being hard to hit) plus with a higher kd and dizzydef mod then a tkm, who do you think going to end up on there back quicker with trouble getting upeven though fencer would have to use 2 moves. I'm sure some fencers have owned tkm and some tkm's have owed fencers. I'm myself have only owned swordmans and pikemen. Fencers seem to be more rare so I havent had a chance to duel one or cared to duel at the time. Swordman's missed (ones with hammer)or just didnt get enough damage in before theyended on the back from kd or just incapped (Most fights I did without useing kd). As far a pikemen... I didnt even use any specials so that was a good laugh, but I have seen master pikeman do nasty damage in pvp. (I'm sure they going to fix the pikemen's aim atleast alittlebetter or some are just useing some weapons with bad aim.).



Mastered TKA, Commando, Marksman, Medic, Scout, Brawler, Image Designer, Combat Medic, Fencer....,
How many skills mastered for a holo? 1 : Image designer... then all was silent
How many skills will be done for FS now? Zero (Just to lazy to grind only for a chance it might be the fifth one)
Currently: Bladesmaster, Master Scout
*MELEE FOR LIFE*
IVIafioso
Sat Dec 13, 2003 5:21 pm
#3






ka12345 wrote:
TKA is completely overrated in PvP. Pistoleer/Rogues w/ TKM for defense are powerful, but they don't even use their hands.

Those who actually use their hands claim that TKA is great for the dizzy/KD and the huge damage output. With Master Brawler, Fencer and Swordsman can dizzy/KD too (takes 2 moves but that's no sweat), so that's no big selling point. The biggest falsehood, though, is the claim of amazing damage output. TK gets 1 damage type, with no more than AP Light, and no bleeds. Against someone in a good suit of armor, you can hack all day and not make a dent.

The other melee professions offer much better alternatives. Fencer has the stun baton, Swordsman has massive mind bleeds, and Pikeman...uh....has Nightsister DOT Lances (poor pikemen).

The only real strong points of TK are meditation and defensive mods, which are really only good for dabbling. You have to have another combat prof to make TKA good. Go for Fencer or Swordsman.





i am sorry but it appears that you have been playing a different SWG than the rest of us.


TKA has been the best brawler classs in every aspect since day one they have been and still are the fastest, they have been until recently the most accurate (the last big patch nudged fencer past them but they are still a close second), they have the highest dps (their vibro knuck are like 2.1 spd (with speed mods they can hit the 1 sec speed cap on every special though) 70-170ish with a good dmg slice and they also get like +250 unarmed damage mods, they can target any HAM pool, they have a straight knockdown (fencers can knockdown also but it takes two moves that both have to 'stick', which also means that they take 2 seconds to KD someone where TKA can do it in half the time. need i go on?


if you check the fencer borads there are a ton of posts asking "how to beat those pesky TKA's that are always kicking my a**."


or sometimes you see a post 'YAY! I BEAT MY FIRST TKM TODAY!!...(after weeks of trying)'




Lenoc wrote: Behold my awesome might as I fearlessly chase you across Talus with my stick and butterknife, deftly catching every bolt of energy you kindly toss into my face!!! I will remove all of my clothes to hit you better! Nudity saves!! Armor and Clothes kills!! I will laugh as you kite me, since you do not know the glory of the naked butterknife/stick wielder! Your pets will whine and cringe, licking at my unshod feet just before they DB me and still I will laugh! Why?! They are naked and do not wield a butterknife or carry a stick! Only a fool does not fully follow the true path of the Fencer! Long live nudity, sticks and butterknives!!!
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CorporateDan
Tue Dec 16, 2003 2:46 am
#4

I am pretty sure kd, dizzy or any of those defenses only work when the weapon is equiped. I am not 100% sure, but it was something the pistoleer corespondant said. Fencer gets the most melee and ranged defense, and I think they get the same amount of dodge as does swordsmen get counter attack.

I am a master rifleman and swordsmen, I can say I have never seen block work on my character, counter attack works about half the time on a tkm when using CoB, and about 90% of the time on anyone with poor acurracy. With about 70 melee defense a TKM still never misses me. After about 5 or so TKM duels they are countered about half the time, but never miss. Well swordsmen don't reach the speed cap with specials on all there weapons, with about a 3 speed weapon we get to hit about every 2 seconds with our hardest hitting specials. Our attacks are not varied, we do AoE posture down attacks. We do have one dizzy attack which is two-handed area attack 3, it says blind, but it is dizzy. Also two-handed hit 3 does dizzy. We do some nice damage, takes about 2 hits with a good hammer in the same HAM pool to drop someone that is non buffed not wearing composite. Composite can be a slight problem, but we are one of the classes that does not have to worry much about it. That is what I have seen using my character.



Shamoke=Godzilla
Godzuki=Asexual offspring ridden by Godzilla
atimes
Wed Dec 17, 2003 2:18 pm
#5

if you check the fencer borads there are a ton of posts asking "how to beat those pesky TKA's that are always kicking my a**."


or sometimes you see a post 'YAY! I BEAT MY FIRST TKM TODAY!!...(after weeks of trying)'


Like I said. For every one person complaining about a TKA I see a TKA complaining about a fencer.


Fencers have the highest defenses out of all melee classes. Add up the numbers. I'm not making this up. If you refute me you refute facts. It's simple math. Take all the numbers from all the defensive boxes and add them up. Fencers will come out ahead in nearly every category.


A fencer with COB and their high dodge is a force to be reckoned with. Oh and the fencer who beat 5 TKA's. . . I read that in the fencer forums.


Here is a link done by the brawler correspondant about the new skill mods.


http://www.cs.indiana.edu/~stgabrie/melee_trees.html

StGabriel
Wed Dec 17, 2003 4:11 pm
#6

Right now I'm playing a fencer/TKA. I think that both classes have their ups and downs, which is how things should be.

However because I'm a stickler for numbers I have to to comment on this:

Fencers have the highest defenses out of all melee classes. Add up the numbers. I'm not making this up.

It depends on what numbers you are comparing.

TKM Toughness: 57 (62)
Master Fencer Toughness: 32 (37)

The numbers in parens are the numbers with master brawler. The fencer will take 58% (65%) more damage from a melee hit.

Melee defense prevents hits. The basic formula for attacking accuracy is:

chance_to_hit = 66% + (accuracy - defense) / 2 + situational_modifiers

A master fencer has a 79 melee defense and a 150 accuracy. A TKM has a a 60 melee defense and a 205 accuracy. That means that without situational modifiers, a TKM has a 129% chance to hit a Master Fencer . The fencer has a 111% chance of hitting the TKM. Melee defense unfortunately is not that useful unless you stack multiple classes to obtain a very high value, especially against the very high accuracy of TKM's and Fencers (other classes go as low as 110 accuracy).

Where Fencers do have a large advantage is with dodge. However we can't really be sure what the status of TKA defense acuity is. Right now it is either not working or is very poor. If this were made to work and were in close to as useful as Dodge/CoB is for a fencer, then defensively I think that a fencer wouldn't be so hot comparatively.

StGabe.

Message Edited by StGabriel on 12-17-2003 03:12 PM



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

atimes
Thu Dec 18, 2003 10:06 am
#7

I'm speaking about defense.


Ranged defense/melee defense/defense vs knockdown etc etc etc


stuff like that.


Yeah TKA has the higest toughness of all.

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