Fencer Archive

Thread: The Future of Fencer: Your thoughts?

Barsabbas
Tue Feb 10, 2004 2:46 am
#118

forgot to add, i really hope the devs don't cap defenses too low and completely obliterate the point of COB making this a worthless skill that just covers the small difference b/w the potential cap and normal non COB defenses.
MaiqEskan
Thu Feb 12, 2004 3:55 pm
#119

I only have one thing to speak my mind about:

Master Fencer cert Dual Curved Swords, allows just what you think it does, the dual curved swords would be great for damage but would be low in accuracy and have moderately high HAM cost



______________________________________________________________________
Bloodfin: M'aiq Eskan Rebel Master Doc/Rifleman/Combat Prowress 4/0/4/4
Chilastra: Aikam Rymeetego Imperial eventually master swordsman/doctor
AlaManQ5
Sun Feb 29, 2004 3:58 pm
#120

Yes...definitely...Dual-wielding Blades are a must.


Fencer, as well as the other brawler classes should have a meditate command as well, although maybe without the cool special meditations in TKA. I mean many warriors meditate, why just the karate men? LOL


Dual pistols would be nice too...but i'm no pistoleer, i don't know if thats a wanted addition.




\\\ Sethrak Felbovv ///
\\\ Master Carbineer - Rifleman - Master Bounty Hunter ///
\\\ Corbantis Mercenary and Freelance Pilot ///

The_Real_Watty
Sat Mar 20, 2004 2:34 pm
#121





I think they should make fencers have low ham costs on weapons so they dont get killed because a special drained there health. In pvp they should last for ages slowly wirking at the opponant who can touch him because he has done center of being .he is smiling at the enemys attempts to fit him.fencers should have to most defence out of all proffesions but weak attack.They should havespecials which make the enemy fall down and things like that.Aswell as dodging they should block close combat strikes , just like a jedi.they should use samaria swords and curved daggers. I love the look of the vibro blade its a pitty that its no good.

i think master fencers should have a confuse attack which make the next attack on there combat queue should do damage on them selfs so it would stop heavy swords men doing there stongest attack in case you confuse them and they take the damage


if you like my stuff say if you dont dont say i am only a small lad



Bokro Setorch-Chilastra-Master BH//Master Pistoleer/Combat Medic 4000
Darkside_Isawa
Sun Mar 21, 2004 7:53 am
#122


I think it would be nice if fencers should beable to use dual weapons... Also please NO more gaderffi baton, fencers should use gracefull weapons like rapiers or sabers.. not sticks of Brutes (Tuskens), and maybe some 1 handed weapons with a futuristic look, and also a Special weapon(With a Blade... no sticks !) for the use of A BladeMaster(its important that this weapon will look really really Cool :lightsaber. There should be more dodge bonuses. We are fencers ! high and mighty ! although not good on damage we should be able to walk through a battlefield without taking much hits because we focus on speed and agility. I dont think that fencer should be a Crowdcontrol profession, fencers should go in quick kill the victim and go out, like assassins. They should also have better animations... To fight in a dramatic way, showing off our speed and skill, and making fun of the enemy ( Flipping and spinning all around the victim... did I mention we like to Show Off ? Acrobatics rule!). They should have other specials instead of Bodyhit2 wich is kinda useless, Healthhit doesnt do a good bleed,Blindhit is useless once u get spinattack2 and 1H hit 3 or at least it should damage the Mind pool, Scatterhit should have some hindering affect to it like Delay or KD because fencers dont focus on raw power but on percise hits to specific areas to make it hurt and hurt BAD !. Also.. the stun baton just isnt a good weapon.. yes i know it does Stun damage but it does so little damage that if you get a good gaderffi baton or curved sword ,even with all the % of kinetic defense you'll still do more damge. I DONT think fencers should play the "tank" role...i think it should be left to the heavier melee professions like Heavy swordsman or Pikeman( wich has alot of AoE attacks) fencers should run into a battlefield searching a specific target and taking it out as fast as possible and than get to safety before every one near by attack it. HAM costs should be lower and focus more on the action bar. Fencers should have more weapon speed bonuses and its weapons faster because they dont do much damage, or instead make the spaecial multiplierhigher like x5, so that they will stand out from the other melee classes. Maybe a special crippling attack that prevents the enemy from using its specials for 10 seconds or so... Ummm i hope i wrote every thing i wanted to say...


(Your friendly neighborhood Bitter BladeMaster :smileywink




Tomoe Isawa,


Master Bounty Hunter/ Master Pistoleer

~Pink haired Cutie~
Cawti
Wed Mar 31, 2004 6:31 pm
#123

I would like to see an increase of damage for the vibroblade to make it more useful. I would also like to see a higher wound damage on the weapons, since we stab and slice. Is it possible to make our Dizzy 2 similar to a TKA knockdown,and make knocking us down harder then any other profession since we are the dancers of the melee professions?? Maybe even a bleeding hit that effects action pool instead of just bleeding the health pool, since the wounds we cause should slow an opponent down. I also think a disarm hit would be really cool.


Cawti


Valcyn


rickkhunter
Fri Apr 30, 2004 5:32 am
#124


Ive seen the hintbook and in the hintbook pic the fencer has a lightsabre. I think in the novels they have light whips and light axes i dont think it would be too bad to give fencers lightsabres but not as powerful as jedi, dont want to step on any toes.That would be a nice weapon and make it a master fencer weapon.
Imprintis
Fri May 28, 2004 9:34 am
#125




Hi Raphayl,


I would like to offer my thoughts on the fencer profession based on unofficial Star Wars expanded universe (EU) literature. I might be helpful considering that the devs definitely used information from the EU to model the look of our weapons, although, they were remiss when adding certain characteristics from the EU to the weapons.


Number One: The Devs need to fix some of the animations that aren't working correctly. Sometimes when I use certain specials, I might be hitting for damage, but it sounds like I'm just slicing through the air. I want to hear it when I hit something. I play this game with the volume up!!!


Number Two: Let's be true to the storyline. In the expanded universe, Ryyk blades are from the Wookie planet Kaskyyyk and come in two varieties: the regular ryyk blade of SWG and the Kerarthorr Ryyk Blade, which is shaped like a sickle with a small handle. Those who have seen the traditional martial art "kama" weapon will have a mental picture. The Kerarthorr should be incorporated into the game and made usable for fencers.


Number Three: Be true to the stun baton of SW EU fame as well. In EU, the Merr-Sonn Stun Baton is used to quell angry mobs. It looks EXACTLY like the one in SWG now, so it's obvious where the developers derived their inspiration. Why they didn't include it's powerful effects is a mystery however. From the Star Wars Essential Guide to Weapons and Technology (1997):


"The
Imprintis
Fri May 28, 2004 9:38 am
#126





Hi Raphayl,


I would like to offer my thoughts on the fencer profession based on unofficial Star Wars expanded universe (EU) literature. I might be helpful considering that the devs definitely used information from the EU to model the look of our weapons, although, they were remiss when adding certain characteristics from the EU to the weapons.


Number One: The Devs need to fix some of the animations that aren't working correctly. Sometimes when I use certain specials, I might be hitting for damage, but it sounds like I'm just slicing through the air. I want to hear it when I hit something. I play this game with the volume up!!!


Number Two: Let's be true to the storyline. In the expanded universe, Ryyk blades are from the Wookie planet Kaskyyyk and come in two varieties: the regular ryyk blade of SWG and the Kerarthorr Ryyk Blade, which is shaped like a sickle with a small handle. Those who have seen the traditional martial art "kama" weapon will have a mental picture. The Kerarthorr should be incorporated into the game and made usable for fencers.


Number Three: Be true to the stun baton of SW EU fame as well. In EU, the Merr-Sonn Stun Baton is used to quell angry mobs. It looks EXACTLY like the one in SWG now, so it's obvious where the developers derived their inspiration. Why they didn't include it's powerful effects is a mystery however. From the Star Wars Essential Guide to Weapons and Technology (1997):


"The Merr-Sonn Stun Baton is a weighted club that has been coupled with a shock charge generator. While of an exceptionally simple design, it is quite effective, particularly against unarmed protesters. The club's ridges have scores of miniature shock projectors that deliver a stunning and painful charge that can PARALYZE a person for as much as several minutes; most victims slump into unconsciousness after just ONE blow."


This paragraph reveals the devastating effects delivered by a stun baton. So the question is this: Why haven't the developers enlisted a paralyze state effect to the stun baton's arsenal? It could and should work something like the knockdown used so frequently and effectively by TKAs.


Finally, in game, the stun baton should be able to immediately deliver a stun state effect and not just stun damage. If the very name of the weapon is indicative of what it does, this seems only sensible to me.


Thanks for listening,


Egog Imprintis.
Xikor
Sun May 30, 2004 9:41 am
#127

I think fencers should get "dual-weilding" weapon ability. And be the only ones who get it. To balance it out, make it decrease our accuracy, and we cant weild two gaffi sticks at the same time.

BUT! We get more bonuses to damage (ofcourse), it also would look preety awsome, I think we should get our own specials with them as well. As in, "Dual Slash Dizzy 1".

I'd realy like to see this added.



My other thing is, weapons, id like to see more of em, maybe a eletrical wep, or, a cold damage type.
Voodez
Sat Jun 05, 2004 5:53 pm
#128

i agree with many points, and would like to ask the devs for a new fencer weapon schematic to pop from the next dungeon - a more futaristic weapon which looked more starwarsy would be nice...





YYYYY
C O R N E R E D
..tTIGER
ZZZ.®
WORKSHOPS

Malrithen
Thu Jun 10, 2004 8:24 am
#129


  • What should be special or unique about Fencers that set them apart from the other 3 melee professions?



  • What should be the "basic flavor" of Fencer special attacks?
  • What kind or style of weapons would you like to see Fencers use?
  • Do you have ideas for how future certifications should be spread out?
  • What kind of group role should a Fencer typically serve?
  • What kind of battlefield (mass PvP) role should a Fencer hold?
  • What kind of HAM cost dispersal should a Fencer's weapon typically have?
  • What kind of utilities would you like to see Fencer's have?
Malrithen
Thu Jun 10, 2004 8:46 am
#130


Let me qualify my comments by stating that I have been back to SWG for about a month and have recently picked up the Fencer certification strickly out of interest. I have totally fallin in love with it and will keep it no matter what happens. So my perspective is going to be based on my last few weeks of playing as a fencer coming from the Bounty Hunter profession.



  • What should be special or unique about Fencers that set them apart from the other 3 melee professions?

First off I think the most important ability to allow the Fencer class to seperate itself from the other professions is the ability to Dual Wield. This would a big step in the right direction for uniqueness and style. Secondly I would like to see some more sword variety weapons. There are a great many variants of Straight blades and curves blades that would fit wonderfully into this profession.



  • What should be the "basic flavor" of Fencer special attacks?

This is hard for me to say I see we have knock downs, dizzys, health attacks, bleeds which all fit in my opinion. I like the idea of us to slowly wear the oppent down and be able to finish the fight with some style. Inshort I like the idea of posture changes and bleeding attacks whether they hit one or all pools works for me.



  • What kind or style of weapons would you like to see Fencers use?

I like all matter of swords - And I'm not affraid of any one handed blunt weapons. I do think that Varitey is the key here though.




  • What kind of group role should a Fencer typically serve?

I like what I have read so far on us having a Tanking/ crowdcontrol role, that works for me.



  • What kind of battlefield (mass PvP) role should a Fencer hold?

Base defense from intruding forces sounds fitting to me, but hunting parties for installation invations sounds fun too.



  • What kind of HAM cost dispersal should a Fencer's weapon typically have?

I see most of our stuff coming from Action and Health.



  • What kind of utilities would you like to see Fencer's have?

I'm really not sure and I have seen anyone really say much on this...I need a direction to go to contribute to this part.

Page 10 of 11