Fencer Archive
Thread: fencer v. tkm
in a straight up duel TKM vs Fencer, a tkm will win almost everytime, attackspeed is everything a tkm can hammer a person into the ground in a vry quick fassion. as tkm are the masters of the brawler professions,
however a Armoured TKM vs a Armoured Fencer in a staight up duel, the fencers have the advantage ![]()
gogo stun baton ![]()
Cheers
Just wanted to post something:
(pure) TKM Skill Mods:
Combat Equilibrium +55
Defense vs Blind +10
Defense vs Dizzy +5
Defense vs Intimidate +0
Defense vs Knockdown +20
Defense vs Posture Change +30
Defense vs Stun +15
Melee Defense +57
Ranged Defense +45
Unarmed Accuracy +205
Unarmed Damage +245
Unarmed Speed +115
Unarmed Toughness +57
Unarmed Center of being duration +30
Defense Acuity +81
Unarmed Center of being efficacy +90
(pure) Master Fencer Skill Mods:
Combat Equilibrium +30
Defense vs Blind +40
Defense vs Dizzy +40
Defense vs Intimidate +20
Defense vs Knockdown +50
Defense vs Posture Change +50
Defense vs Stun +0
Dodge +105
Melee Defense +74
One-handed Melee Toughness +32
One-handed Weapon Accuracy +170
One-handed Weapon Speed +90
Ranged Defense +69
One-handed Weapon Center of being duration +31
One-handed weapon Center of being efficacy +115
Given the above stats, you can see how your defense stack up against a TKM. Hopefully this will show you want advantages you have vs someone you know to be a TKM. Whether or not they have stacked other defenses on top of this (and how that will continue or not continue to work in the next patch) is something you can't anticipate. But, this may give you a starter in understanding the strengths and weaknesses associated with the 2 classes by themselves.
So, when you're facing a TKM, you should try for their main weakspots - the D vs Dizzy and the D vs Posture Change. You should also, without a doubt, CoB, as your defenses are higher (Dodge vs. Defensive Acuity, Melee Defense), as it will even out their higher accuracy. You can also try intimidation as the TKM has no defense mods for that.
Fencer can beat a Tkm without much trouble, 2 ways.
One, damage (Almost all tkm's are naked)
Two, be the shield and take out all their mind. Get some uber composite and let em spam ya, Intim'd and with your COB on, you wont get hit much, let em spitting rawl, half of em wont hit, and the ones that do will do like 5% of their damage or whatever it works out to.
Unarmor'd, a tkm will go down in... hmm, probaly 5 hits from me unbuffed, buffed, no idea, its to random to tell.
I do about 300 base damage a scatterhit, 350 a cho-mok or so.. Upright, i cant ever really know a TKM down with the posture change, with a flatout Smack-Down-Knock-Down-Slap then you might be able to knock a tkm down for an actual duration of time
Laeren wrote:
Just wanted to post something:
(pure) TKM Skill Mods:
Combat Equilibrium +55
Defense vs Blind +10
Defense vs Dizzy +5
Defense vs Intimidate +0
Defense vs Knockdown +20
Defense vs Posture Change +30
Defense vs Stun +15
Melee Defense +57
Ranged Defense +45
Unarmed Accuracy +205
Unarmed Damage +245
Unarmed Speed +115
Unarmed Toughness +57
Unarmed Center of being duration +30
Defense Acuity +81
Unarmed Center of being efficacy +90
(pure) Master Fencer Skill Mods:
Combat Equilibrium +30
Defense vs Blind +40
Defense vs Dizzy +40
Defense vs Intimidate +20
Defense vs Knockdown +50
Defense vs Posture Change +50
Defense vs Stun +0
Dodge +105
Melee Defense +74
One-handed Melee Toughness +32
One-handed Weapon Accuracy +170
One-handed Weapon Speed +90
Ranged Defense +69
One-handed Weapon Center of being duration +31
One-handed weapon Center of being efficacy +115
Given the above stats, you can see how your defense stack up against a TKM. Hopefully this will show you want advantages you have vs someone you know to be a TKM. Whether or not they have stacked other defenses on top of this (and how that will continue or not continue to work in the next patch) is something you can't anticipate. But, this may give you a starter in understanding the strengths and weaknesses associated with the 2 classes by themselves.
So, when you're facing a TKM, you should try for their main weakspots - the D vs Dizzy and the D vs Posture Change. You should also, without a doubt, CoB, as your defenses are higher (Dodge vs. Defensive Acuity, Melee Defense), as it will even out their higher accuracy. You can also try intimidation as the TKM has no defense mods for that.
Ok, maybe you dont count me as a "pure" Fencer because I also have Master Brawler but my numbers are:
Combat Equilibrium +30 +30
Defense vs Blind +40 +40
Defense vs Dizzy +40 +40
Defense vs Intimidate +20 +20
Defense vs Knockdown +50 +50
Defense vs Posture Change +50 +50
Defense vs Stun +0
Dodge +105 +105
Melee Defense +74 +81
One-handed Melee Toughness +32 +37
One-handed Weapon Accuracy +170 +155
One-handed Weapon Speed +90 +95
Ranged Defense +69 +74 (note I have no ranged skills)
One-handed Weapon Center of being duration +31 +36
One-handed weapon Center of being efficacy +115 +125
So is it his TKA number that are so off, he seemed to hit these pretty close