Fencer Archive
Thread: finally mastered fencer
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I8TheWorm
Mon Mar 07, 2005 10:52 am
#1
So yesterday, I was finally able to add the "Master Fencer" tag above the head of my toon (and I wear it proudly). That combat tree was ssllllooooowwww at the end, but of course, it was worth it.
One thing I will say to aspiring novice fencers... baz nitches. I got great xp from running baz nitch missions on Dathomir in the 8-11k range. One lair respawns pretty rapidly, and I was getting about 4k xp from each one.
One thing I will say to aspiring novice fencers... baz nitches. I got great xp from running baz nitch missions on Dathomir in the 8-11k range. One lair respawns pretty rapidly, and I was getting about 4k xp from each one.
K1k1nth3m0uff
Mon Mar 07, 2005 9:35 pm
#2
nice, congratulations 
ive been master fencer since somtime this last summer (was june i belive) and ive loved every bit of it ever since 
what made me even paiier was that i mastered it in 2 days at the squill caves 
ReinerdOne
Tue Mar 08, 2005 3:41 am
#3
mastered in 14 hours... wooooo easier cuz i had master brawler already
AndrewGoentzel
Tue Mar 08, 2005 7:31 am
#4
congratulations! I just mastered again a couple weeks ago myself.
I8TheWorm
Tue Mar 08, 2005 8:38 am
#5
AndrewGoentzel wrote:congratulations! I just mastered again a couple weeks ago myself.
It took me a while because I was also grinding doc, but I'm glad I stuck it out.
I was in Coronet this morning, unbuffed and no armor on, agro'd some reb guards.... they barely hit me
Congrats to you too.. it's a great profession. And given what's being said about the CU, I'm fairly certain it's the prof I'll be afterwards as well.
IKavic
Thu Mar 10, 2005 2:48 pm
#6
I8TheWorm wrote:
So yesterday, I was finally able to add the "Master Fencer" tag above the head of my toon (and I wear it proudly). That combat tree was ssllllooooowwww at the end, but of course, it was worth it.
One thing I will say to aspiring novice fencers... baz nitches. I got great xp from running baz nitch missions on Dathomir in the 8-11k range. One lair respawns pretty rapidly, and I was getting about 4k xp from each one.
Congratz, hope you enjoy it, i do.
I did my grinding on Huurton Stalkers. In a solo group 5k xpeachwith about 10-15 in a lair.
RofraAgra
Tue Mar 15, 2005 8:49 am
#7
I did my grinding on Huurton Stalkers. In a solo group 5k xpeachwith about 10-15 in a lair.
Ok I'm a noob going for fencer...what is a "solo group"??
I8TheWorm
Tue Mar 15, 2005 8:55 am
#8
RofraAgra wrote:I did my grinding on Huurton Stalkers. In a solo group 5k xp each with about 10-15 in a lair.
Ok I'm a noob going for fencer...what is a "solo group"??
It used to be a way to make more credits per mission, but it was nerfed. The larger your group, the higher pay missions you can take, which still exists. You could group with a dozen or more people, then go on your merry way on high paying missions. Now, people don't get paid if they're not within a certain range when the mission is completed, so you're back to earning a lower amount (you'd still only get a fraction of the payout even though the other folks in the group weren't around).
You can, however, still group a pet to get higher paying missions. It's very popular to group an AT-ST and take 27k missions out Dantoine.
furrycat
Tue Mar 15, 2005 9:44 am
#9
Reasons for solo grouping:
1) Only in a group can you get big payouts and since most combat templates can take them out quickly, there's money to be made.
2) Only in a group can you get lairs with a decent enough spawn to grind XP.
Reason number 1 has been eliminated now that the payout is split between the group members. This for some reason has led to a large number of people complaining that solo groups have been nerfed and that they no longer exist. Solo groups are alive and well. They are populated by people attracted to point 2 above and are actually quite fun to be in since groupchat is usually quite active.
The solo group is a funny concept. There would be no need for them if a) mission difficulty calculations actually worked or b) mobs weren't so easy to kill. One assumes the combat pass will solve at least one of these problems.
1) Only in a group can you get big payouts and since most combat templates can take them out quickly, there's money to be made.
2) Only in a group can you get lairs with a decent enough spawn to grind XP.
Reason number 1 has been eliminated now that the payout is split between the group members. This for some reason has led to a large number of people complaining that solo groups have been nerfed and that they no longer exist. Solo groups are alive and well. They are populated by people attracted to point 2 above and are actually quite fun to be in since groupchat is usually quite active.
The solo group is a funny concept. There would be no need for them if a) mission difficulty calculations actually worked or b) mobs weren't so easy to kill. One assumes the combat pass will solve at least one of these problems.
kAotiC_HeRo
Wed Mar 16, 2005 10:37 pm
#12
Congrats, I've been a fencer for about a year now, and I will never drop it EVAR! I might drop TK though... It's pretty useless when you start figuring out numbers.
I8TheWorm
Thu Mar 17, 2005 8:40 am
#13
kAotiC_HeRo wrote:Congrats, I've been a fencer for about a year now, and I will never drop it EVAR! I might drop TK though... It's pretty useless when you start figuring out numbers.
That's nice to know, because I'll have to drop the TK to finish out doc and have just a pinch of scout left for harvesting.
Fencer for life
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