Fencer Archive
Thread: We need dual weilding!
What we need is dual weilding, that would surely even things out against those darn two handed swordsman. And while we are at it, we should get dodge, and parry, and riposite, and disarm. And after we get to master fencer, we should be able to work on alternate advancement skills like max damage for 5 seconds, and critical... er extra damage on every hit for 10 seconds. These would be on like a 30 minute timer for reuse. And while we are at we could work on increasing our fire, cold, poison, and disease resist... for krayts you know? Oh and of course we will need an increase run speed skill, an increase regen, increase base stat. Also some core abilities like AOE taunt would be nice. And what about those darn rangers! They almost get the same base attack bonus as us! They need to increase our base attack bonus to make up for it, or at least give us a skill to increase our attack to make up for it. Rangers are supposed to suck... we don't want that to change. Okay well thats all I could think of for now, but I'm sure there are a few more things we could use... like expanding the availble races to included Trolls.
-Not Drunk
Two vibroblades would make things even if it doubled the damage and speed output, but kept the costs the same: )
We have zeal. It's called 'spin attack' ![]()
I've successfully hit up to 5 oponents at once with it, hehe.
Although I suppose it doesnt do the repeated hits for a single target... but you can do that easily enough by not doing specials at all.
I love the dual wielding idea. I think that fencers and pistoleers should be able to dual wield. Perhaps add a weapon that uses dual wielding, but has a max dmg/dly mod to it.
*thinks about the best way to explain it*
the picture has 2 blades on it, when you equip it, you use two blades, but both blades have a dmg/dly, so basically it would be looks? /sigh I can't do it lol!