Fencer Archive
Thread: What is the best Melee weapon kit for fencers?
I am trying to determine which stats each of the melee professions love most in "Melee weapon kits" so I can build good ones for my vendor. From making a few dozen last night and reading on the artisian board, I have come toseveral conclusions.
First off, a question. Do melee weapons even have a "Point Blank", "Ideal", and "Max Range" like ranged weapons do? I hope not, but then why am I able to make melee buffs that boost these?
Melee weapon kits have possible Major buffs (which reach up to 33%) and minor buffs (which can reach 16%).
Major Buffs - There is only one of these on a single kit
1 - Health Cost
2 - Action Cost (it is called "Pup wpn attack cost action")
3 - Mind Cost
4- Ideal Range (what does this do for a melee weapon?)
5 - Point Blank Attack Mod
6 - Ideal Range Attack Mod
7 - Max Range Attack Mod
Minor Buffs - There is usually only one, but can be as many as three of these on a single kit, one is 16%, the other two canrange from 3-10%.
A - Minimum Damage
B- Maximum Damage
C- Weapon Speed
D- Wound Chance
E- Ideal Range Attack Mod
F- Max Range Attack Mod
G- Point Blank Attack Mod (might not be possible as a minor buff)
When you use a weapon special, what pool does it draw from?
Could some of you Fencers please rank these in order of preference, only ranking the one's you'd like? Something like (I am going to pretend you use action since I don't know) - 2,6,4 and B, E
Thank you, Propolis.
lol if youre on Radiant (which it says you are) you can buy them on my vendor in Aegis Thais on Dantooine. i have about 70 crates there for 1500 each. the waypoint is -3107, 6427
P.S. dont come if youre an overt imperial, and if covert, be very, very careful.
I was experimenting with the powerups the other day. Here's what I found won't work.
On your major buffs, only the first 3 are useful (mind, health, action). The ones to range don't matter for fencers (maybe for pikeman, dunno). The reason is, you're dealing with such small numbers that even 35% isn't enough to make a change. So, with the first 3, health reduction would be best for anyone using a gadriffti baton (forgot spelling).
On the minor buffs, A-C would be good depending on weapon used, though min damage probably isn't as useful as max dam, again, depends on weapon. Vibroblades have such a low min damage to begin with that +15% only amounts to a few points. Wound chance doesn't matter in PvE really, I've always seen it as a PvP thing. Weapon speed isn't too much of an issue with 1-handed weapons, though 15% of 3.6 can shave off almost a half-second, otherwise, the number is too small to really matter.
That said, I like to use health and max dam myself. I use the gad. baton, that has like 60+ health cost. I've tried the others, but they don't give as much bonus as the health/max dam powerups.
Once I get my speed mods, I'll be going mind/max damage. I haven't yet gotten a feel for how many NPCs have damage mitigation. If it is very common, I may end up with mind/min damage - I'll have to crunch the numbers.
I would expect there to be a decent market for both of these types. I think the market for health/action would be less, but probabl;y health more than action, since tat sunburns are so easy to come by. Many melee fighters find buffs critical for tanking, and with buffs I never run into trouble with action or health. Mind buffs, however, are generally harder to come by - so I use mind reducers for everything, even my gaffi.
I will be a regular customer on Tarq. If you send out a customer email, please add me to your list.
Mind+Max are my favorites. If you are on Taquinas and shopping on Naboo come on over to ShadowRealm City and check out my vendor at -747, 931.
All powerups are 99% quality:
- MWK's
- Mind+Max
- Health+Max
- Action+Max
- PB+Max
- IR+Max
- PB+Speed
- Ranged Powerups
- Min+Max
- Mind+Max (good for Riflemen)
Note some are still baking in the factory so may not be on vendor