Fencer Archive
Thread: Fencer Profession Summary
Profession title.
Summary of skill points and path.
List of abilities and what they do in the world.
Combat Role Summary
Grouping Summary.
Message Edited by LuapLink on 06-09-2004 09:04 PM
Combat Equilibrium +30
Defense vs Blind +40
Defense vs Dizzy +40
Defense vs Intimidate +20
Defense vs Knockdown +50
Defense vs Posture Change +50
Dodge +105
Melee Defense +74
Melee Mitigation +3
One-handed Melee Toughness +32
One-handed Weapon Accuracy +170
One-handed Weapon Center of being duration +31
One-handed weapon Center of being efficacy +115
One-handed Weapon Speed +90
Ranged Defense +69
Taunt +10
Ill try to help out as much as i can but I dunno how much time i have to work with
2 A slew of different dmg type weapons to make the low hitting proff of fencer more versitile
Message Edited by FURY_Chaser on 06-09-2004 09:14 AM
[email protected]
Message Edited by FURY_Chaser on 06-09-2004 10:31 AM
Whoa now.... lets not get off focus here, yea we want more/better arsenal... we know that, whoever becomes the new correspondant knows that... lets set in and discuss the initial issues.
List of abilities and what they do in the world.
What is fun / unfun, useful and not useful for each one.
Anything that is labelled unfun or not useful must have an objective reason.
Combat Role Summary
- Where other professions use the brute force of their weapons to tackle a foe a fencer is agile and is able to survive longer and with use of defensive abilitys defeat said foe over a longer peroid of time but walk away nearly unharmed
Grouping Summary.
- Tank. Not the "i'm so tough i can get shot by 1000000 blaster bolts and walk away" type tank that would be a classical image but a tank that avoids damage and occupies an opponent's attention allowing the group to take him down.
Top 5 recommendations to make the profession more fun (and WHY each will make it more fun)
- More SWORDS
- Variety in Damage Type
- Profession Specific Armor
- Wider variety in specials (we have 2 blinding attacks and it makes one worthless)
- Ability to even DAMAGE some of the High End MOB's (100% kinetic or 95% kinetic w/AR 3 is silly)
Top 5 things you would like to see in the Combat Balance
- Ability to do damage in combat again.
- Improved Speed Cap
- SWORDS!
- High End content geared towards Fencers
- Hot Pants armor (ok ok ok so maybe we don't want that but the tailor in me can't resist that one)
Top 5 things you would like to see in the GCW (what GCW Fencer perk would make you interested in taking part in the GCW)
- Dodge skill taken into account with landmines
- LoS become more effective so that we clear the hallways better than the rest (thats Line of Sight for those not in the 'know')
- Perhaps a factional perk that we could purchase with FP that is an enhancement to Stun Batons.
Unfun
Fencers are balanced based around high defence to low damage, we are supposed to survive longer in battle, wearing our target over time. But as mob levels increase they have higher HAM, higher armour/defences and higher accuracy. As a result our defences don't work because of the accuracy and we do less damage because we are trying to damage AR1-2 target with AP0 weapons. As a result Fencers have no place in groups against high end PvE. Why take a Fencer when you could have a Swordsman, the defences are effectively the same.
Message Edited by LuapLink on 06-09-2004 04:38 PM
Fun
Great defences, what i always liked about fencer was that I could successfully use my wookiee in tough fights without the need for armour. On TC2 the other day some QAs spawned about 8 STs and I beat them unarmoured and unbuffed, I juststoodin the middle of the pack and kept CoB going. Came out with hardly a scratch. ![]()
Also Fencer has always been a profession that is more about tactics than power, you have to think about what you are doing more with fencer. It was even fun before we got CoB and dodge was fixed.
Message Edited by LuapLink on 06-09-2004 05:58 PM
Message Edited by LuapLink on 06-10-2004 06:11 PM