Fencer Archive

Thread: The 3 questions for Fencer...

ARC_Casper
Thu May 05, 2005 4:48 am
#1

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?

*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




Casper Idej ~ Eclipse ~ Mos Quito Hills Alliance ~ Cazperz Trippin'
Gunit ~ Test Center ~ Unity


Former Correspondent.

~
Homer Simpson: Holocron Grinder
ARC_Casper
Sat May 07, 2005 8:36 pm
#2

no one else has Fencer related questions about the CU? =)




Casper Idej ~ Eclipse ~ Mos Quito Hills Alliance ~ Cazperz Trippin'
Gunit ~ Test Center ~ Unity


Former Correspondent.

~
Homer Simpson: Holocron Grinder
TheFightingCorcoran
Sat May 07, 2005 9:22 pm
#3







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?




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The Imperial Machine

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Vupos
Sun May 08, 2005 5:38 am
#4






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.





___________________________________________

"There are some who would consider these M&Ms to be...Unnatural."
MaxPhoenix
Sun May 08, 2005 7:43 am
#5

Will Fencer bleeds be made Viable for PvP and PvE content?

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?



MAXAMUS PHOENIX
First Master Brawler on Eclipse
First Master Fencer in Retail
Kerinn
Sun May 08, 2005 8:12 am
#6

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.




Vupos
Tue May 10, 2005 9:52 am
#7






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)



___________________________________________

"There are some who would consider these M&Ms to be...Unnatural."
BraccusD
Wed May 11, 2005 8:21 am
#8


I like the following 3 questions from the previous posts:


1) Will bleed do more damage since it's supposed to be our special damage attack?


2) Will cripple be either more effective or will we have terrain negotiation pluses to allow for hit-and-run?


3) Will we be getting AoE attackslike the docs seemed to indicate?



- Drachus (of Kettemoor and Starsider)

CH/Fence and BE/CH
_Vicious_
Wed May 11, 2005 1:35 pm
#9

One of my biggest question would be about Dual Wield. It help makes us the damage dealer we are supposed to be and its ahs been talked about for almost as long as the cu has
KyyaTynnyn
Thu May 12, 2005 9:43 am
#10

Can't remember what the attack is called (area, scatter, whatever) but it is supposed to hit multiple targets andit seems to have no effect on any other target than the one I am currently attacking. Does this have anything to do with the new 'can hit only what you target' change or is it justanother bug to be endured?
adamantine765
Thu May 12, 2005 1:53 pm
#11

ya, really only one question, we are supposed to be DOT/area specialists.... our DOT sucks and I may be wrong but WE DON'T HAVE AN ARE ATTACK!!! will this be fixed?



ADAMANTINE | TITANIUM
Adamantine ~ Officer | Titanium ~ AS
~ Double Ace REBEL Pilot ~
~ Founder of /equip Hawtpantz /does the nasty dance ~
SoUL
"A positive attitude may not solve all your problems, but it will annoy enough people
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_Vicious_
Thu May 12, 2005 8:55 pm
#12


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 05-12-2005 08:56 PM

Vupos
Fri May 13, 2005 5:29 am
#13






_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






Yeah I don't understand scatter hit since there are is only one attackable pool, so what does it do thats special???



___________________________________________

"There are some who would consider these M&Ms to be...Unnatural."
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