Fencer Archive
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Master Fencer
Melee mitigation 3, CoB, melee/ranged def, dodge mod, health bleeds, defense vs. status
Pistoleer 4/0/4/4
Ranged mtigation 2, stacked dodge mods, more health bleeds, ranged/melee def, defense vs. status
Swordsman 0/2/4/4
Stacked mind bleeds, ap2 weapon, more melee/ranged defense, more defense vs. status, head hit 2
Medic 0/0/4/0
Level 40 med use
I want to build a great tank around fencer who can also deal out big damage in bleeds, can PvP well, andhave decent mitigation on both ends. I plan on setting my willpower to 1100 and having all stats constantly buffed in effectiveness sliced composite. I figure I can get my mind regen up to around 4k so nothing can take out my mind and I can use it to heal my other buffed pools endlessly.
Any ideas?
Your over by 6 points, and your pistoleer will never hit anything, so take out the healthshot 1 and 2, as they mostly wont hit.
Marksman is very important!
Idont disagree, i do it to gurks.I get buffed, bleed as many as i see, i tap the nest, to get more, bleed them, and by this time, im stunned, blinded, and dizzy so I start missing. I then swith to my vibro blade, and systematically bleed them again with health hit 1. I also pick them off, as some bleed faster than others. Somewhere I pop a moun and if i need to feign death.
The thing is alot of stronger mobs, will engulf you before u get a chance to bleed too many of them. I know some mobs are faster than others, but marksman IMHO is more important than grips. Because somtimes you may just want to shoot something.
If I we're going to invest all those points in pistoleer I would just become a master to get ranged damage mitigation 3.
Isis
My thinking is that I'll use the health bleeds for PvE and the mind bleeds for PvP. I can use the power hammer for PvE too, just for the big damage, although I'll be giving up defense to do so. TK has the best melee defense, I believe, but their lack of dots is unappealing to me. I wanted to dabble in it to pick up some defenses, but ran out of skill points much too early.
Mastering pistoleer would be nice for me, but it means either giving up medic or the defense tree in swordsman. Do you think that finishing off pistoleer would be more powerful than having that tree? Medic is crucial to what I want to do.
Thanks for te input, everyone.
btw, I just found out something interesting.
I was trying to make my character better at range defense as we still get kited from time to time. So i check all the professions, guess what TKA and Fencer has the best range defense mod. other professions such as Pikeman, swordman etc, only get +5 from here and there. and for Carbinerr, they only get +25 as master lvl. I think the DEV need to fixed the range defense for Pikeman and Swordman also.
IMO fencer is the best profession defensively, which is why I picked it as a basis for the character. It has the best CoB, tied with TK for best pure defense mods, and itstacks with dodge from a useful marksman line (carbines and rifle ham cost is too high IMO). Once I saw what a master fencer got I was hooked. The rest of my skillpoints are to enhance the natural defensiveness of the fencer, keeping in mind that the last few points have to be spent on some offense with the powerhammer.
Incidentally I'm
Master Fencer/Master Brawler/Master TK,Novice Medic 0000, Scout 4000
I'm kinda happy here... I'm nearly impervious to state changes, 50-90% resist in all but stun, stun 30% thanks to Bio Clothing, have Melee defense 141/152, Dodge 105/107, Ranged Defense 119, Damage Mitigation 3 in two different weapon types. Not to mention Master level COB effects.
I was thinking of...
Master Brawler / Master Fencer / TKA 4004 / Swordsman 004 / Pikeman 0040 / Medic 0000 / Scout 4000
But I'm kinda sick of grinding combat skills.... Having mastered 2 entire Elite Melee Professions I'm done for a while.