Fencer Archive

Thread: Fencer and geo cave

OutForFame
Thu May 06, 2004 4:22 am
#14

enhanced kwi also use an intimidate attack alot



aukum

Buying
+10 def vs dizzy AA/CA
+12 def vs blind AA
+15 dodge AA/CA
psycocat
Thu May 06, 2004 9:29 am
#15

I've been able to walk past all the animals with mask scent (I'm a CH as well), clothes with mask scent and a Jawa beer. Makes it really hard for them to smell you. And the best thing about the campers up front is that they have a tendancey to kill the worst of the Geonosians for you, so all you have to worry about from the entrance to the first door are the kwis and the occasional droideka. If you have a ton of mask scent, you don't even have to worry about the kwis very often.



Shala-renn Xibotepotl. MCH/MFencer/Dancer. Bria.
Zigie. Musician. Ahazi.
Yhissh. (Slave Trader) Businessman/BH/Rifle. Bria. [Alt]

"Time for our own benchmark. The entertainment we offer."
-Rabenschwinge
jwtallguy
Thu May 06, 2004 9:48 am
#16

You can solo if you can get Master TK and Master Fencer and then they wont be able to touch you. and try to get rifleman as well and then your as good as a God.
sanca
Thu May 06, 2004 1:08 pm
#17

No chance a fencer could take the acklay without exceptional equipment imo. The kwis are the biggest pain - one time i went there and was just tanking for the group - i kept things taunted and kept the aggro mostly but in that last big room all hell broke loose and the rest of the people with me - about 5 got killed. So i was left with 2-4 klikniks, 2-3 enc kwis and some silly little spiders making scratches on me.

I could survive fine - but I couldn't kill them. The only way i managed to get out of there alive was by running past the other spawns in the room before the last. Managed to lose all but an enc kwi which i ran with to a non-spawn part and started work on it...lets just say i could have left a macro on and gone over to the shops for some food. The kwis are just a pain to take out with the pathetic fencer damage in pve.

Along with swordsman its the funnest prof i've tried though so I ain't gonna dump it too soon.







Q Naawo - Wookiee Master Ranger - Teras Kasi Master I
N Narc Ska'sro - Master Carbineer - Combat Doctor h
Fd3sBass
Thu May 06, 2004 6:03 pm
#18

Me as a MDOC/MSWORD and a buddy as MFENCE/TKM we handle it nicely, just watch each othrs back and we are fine. I do all the healing so mind drains a bit, but nothing we cant handle as a team.



Tyy'che / Oew

CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell

Si hoc signum legere potes, operis boni in rebus Latinis alacribus et fructuosis potiri potes!
Dafim
Thu May 06, 2004 9:03 pm
#19

i got down to the acklay room by myself as a master carb/master fencer/tkm 0003 easily

now im master fencer tkm 0003 doc 4440 and it should be even easier

but the problem isnt getting down to the bottom, the acklay spawns once every 2 hours or something like that, so u can only get 1 acklay with your buffs.
when i went down there i waited an hour, and it spawned when 2 swordsmen came. If someone else comes while ur waiting down there you can pretty much kiss the loot goodbye if ur a fencer.



OH YEAH

Dafim
Jedi Warrior
Can't you see you can't win! I have the high ground!
Pthdora
Fri May 07, 2004 3:01 am
#20






swish18jjf wrote:

Hey,


I'm 1/4/1/2 and tried the geo caves today with 6-7 people... I was fully buffed, doc and dancer/musician...and had 2 brandys and a muon in me....and we never made it past the initial spawn of the geonesians...


Those geo pistols they use are stun damage though right? and I don't have stun armor....so i got wasted basically...Argh my swashbuckler couldn't take it...


Oh well...one day I will get my ACKLAY!








just to fill you in about the geo cave and their stun pistols, if you get aggroed in there, close the distance as quicly as possible, and execute an AOE attack, even a low level, they switch to mellee, and your set, they wont hit u nearly as hard

Message Edited by Pthdora on 05-07-2004 03:03 AM



- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Straker_Atrella
Fri May 07, 2004 3:39 pm
#21

Pretty much agreeing with what everybody else said so far, but there is a huge variable...... how many other people are there.


If the place is camped, I could probably take my Musician / DE through, but if it's a full spawn, pretty much anybody will have trouble.


I'm a fencer / rifleman, and when I am in Fencer mode as others have said, i'm pretty hard to kill, especially with mind buffs. I took 3 Kiwis myself, but it took freaking forever. I would blind and intimidate them in Fencer mode, then break out the T21 (heavy AP) blast away, once my health was low, switch back to fencer, heal up, blind and intimidate again, then repeat.


Even mixing in the Rifle, it took a long time.


A group of 4 to 5 is optimal.





-------------------------------------------------------------------------------------------------------------------------
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*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
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