Fencer Archive
Thread: The 3 questions for Fencer...
Will Fencer bleeds be made more potent since it is suppost to be our primary attack?
Will we see a reason to pick up a less damaging (lower level) Fencer weapon or are we going to be in the composite scenario again but with weapons?
Is it going to take another year + to see any new Fencer specfic/quest weapons added to the game?
*Edit* So the top 3 seems to be
1. Will Fencer bleeds be more powerfull so we are a DoT specialized profession?
2. How will you improve Fencers to become more of a hit and run profession, changes to cripple?
3. Are we going to get our Area attack fixed or is it not suppost to be an area attack, Possibly turn Scatter hit into an Area attack since there is only 1 attackable pool?
Message Edited by ARC_Casper on 05-13-2005 05:20 PM
ARC_Casper wrote:
Well since we are still short of a correspondent and the DEV's just did a Q&A with them asking what 3 questions they wanted awnsered about their profession, I'm sure when ours gets chosen again we will have a chance to ask. I'll give a couple of questions I would like awnsered, add your own so we can get the top 3.
Will Fencer bleeds be made more potent since it is suppost to be our primary attack?
Will we see a reason to pick up a less damaging (lower level) Fencer weapon or are we going to be in the composite scenario again but with weapons?
Is it going to take another year + to see any new Fencer specfic/quest weapons added to the game?
I think your first question is dead on, but actually I have 4 weaps that are equally useful to me. Acid sword, kerritamba sword, my converted stunner, and the massassi sword.
3rd question, well there are tons of quests that reward onehand weaps now in ROTW (massassi sword, acid sword, junti mace, kerritamba sword, and marauder sword).
My 3 questions are:
TheFightingCorcoran wrote:
ARC_Casper wrote:
Well since we are still short of a correspondent and the DEV's just did a Q&A with them asking what 3 questions they wanted awnsered about their profession, I'm sure when ours gets chosen again we will have a chance to ask. I'll give a couple of questions I would like awnsered, add your own so we can get the top 3.
Will Fencer bleeds be made more potent since it is suppost to be our primary attack?
Will we see a reason to pick up a less damaging (lower level) Fencer weapon or are we going to be in the composite scenario again but with weapons?
Is it going to take another year + to see any new Fencer specfic/quest weapons added to the game?
I think your first question is dead on, but actually I have 4 weaps that are equally useful to me. Acid sword, kerritamba sword, my converted stunner, and the massassi sword.
3rd question, well there are tons of quests that reward onehand weaps now in ROTW (massassi sword, acid sword, junti mace, kerritamba sword, and marauder sword).
My 3 questions are:
Will Fencer bleeds be made more potent since it is suppost to be our primary attack?
(general melee question) Will there be a counter for the root command, as it does not break on damage?
Will more animations be added to our attacks?
I am so happy that we have 3 viable SWORDs now as master fencer, I have such a love hate relationship with my baton, it got the job done but damn it was so unsexy. I think we will get a better understanding of jsut how useful some of these weapons are when the resists start showing up again on the MOBs (said will be fixed soon) Who knows? Stun may still be the biggest weakness in which case the baton will again reign supreme.
As for root I don't think there is any middle ground for that special. As much as I hate it, It is what keeps a bunch of ranged professions balanced, but it makes us melee players very week in pvp with ranged players. On the other side if we were given a root resist or recovery a few ranged professions would become incrediblly gimped. It isa very hard issue to deal with since I can't see a good middle ground, maybe a root recovery special with a very high cooldown? Personally I would like an entertainer buff for root resistance, which would give ents a reason to play.
Bleeds are the big fencer question without a viable bleed attack we are kinda useless, we can't do defense or dmg very well, our role is DOTs except we don't have any good ones, except for blind attack.
As far as animations go devs said in a TKA thread that more were being added, wether that aplies for us to I don't know.
Will we see fencer recive more AoE attacks sense we are DoT/Area specialist?
Can you gice us a rough ETA on new fencer quest and weapons?
Well - I can only think of one question right now (though i'm sure i can think of more):
Fencer, according to the CU write-ups, is supposed to be better at the "hit-and-run" type of attacks.
I wonder why, then, Terrain Negotiation (available under Scout:Exploration I-IV) is not awarded to Fencers. (It increases speed upkills, etc).
I mean, if we're supposed to "run", then having the increased ability to doso would be nice. And since they've now made skills cross-profession'd, I don't see why they couldn't include TN under Fencer as well.
Kerinn wrote:
Well - I can only think of one question right now (though i'm sure i can think of more):
Fencer, according to the CU write-ups, is supposed to be better at the "hit-and-run" type of attacks.
I wonder why, then, Terrain Negotiation (available under Scout:Exploration I-IV) is not awarded to Fencers. (It increases speed upkills, etc).
I mean, if we're supposed to "run", then having the increased ability to doso would be nice. And since they've now made skills cross-profession'd, I don't see why they couldn't include TN under Fencer as well.
yeah good point without scout 4000 anymore I can't out run any MOB even when i cripple them (another lame ass move with no purpose)
Message Edited by _Vicious_ on 05-12-2005 08:56 PM
_Vicious_ wrote:
i think scatter hit should do three indivindual hits per attack each having a random roll. Lol now i havent used it yet so it might alreay do that but i dont think it does
Message Edited by _Vicious_ on 05-12-200508:56 PM