Fencer Archive
Thread: Fencer's Role ( Future of Fencer )
Naele wrote:
if we're supposed to be 1v1 why do we have so many AoE attacks?
Naele wrote:
In terms of PvP, all melee fighters have no place in a battlefield - they get taken down too fast while trying to catch up to a target. However, strategically they could wait inside a base until members of the opposing faction try to shut down the base.
Obviously someone who's never PvP'd seriously.
The Fencer role should be the same as the TKM role, the main force that is used to move the enemy force from a position and destroy anyone who stands still. Front line on base raids etc.
As for PvE, Fencer is melee, obviously it should be a tank.
Naele wrote:
if we're supposed to be 1v1 why do we have so many AoE attacks?
Defensive tank and crowd control. A fencer should be able to hold most things up indefinately by dodging, parrying and riposting attacks. Keep our dodge and melee/ranged defence as they are but add a new passive defence called riposte, functionality would be similar to the counterattack ability except no other profession gets it so stacking wont be an issue. For crowd control we should also get delay attacks, similar to the current Warcry1 ability, also a snare status attack which reduces the movement of the target significantly.
I think they are tanks. But not tanks who take damage. I see them as fast and agile warriors who can dodge targets very well. 2/4 attacks in a row should succesfully get dodged IMO!
But I think they should be fast, but not as fast as TKA - instead they should deal more damage than TKA. A guy trying to swing his arms on a targets should be faster than swinging a sword.. but using sword should deal more damage IMO!
Hard question. I would say some kind of flanking support. Imagine the rebs and imps at war, laying prone on some hills, and taking cover on the backside of does hills. There Meleers should be able to hide until called(maybe in squad leader revamp) for attacking from the sides! On an open battlefield they should not live long! Let them use the terrain to their advantage! Give them the abillity to hide!
For group role...
We work very well as tanks. With our dodge bonus and CoB I can charge a decent sized mob go +centered+ and take very little damage. I think we should be mainly 1on1 combatants, but still able to stay alive if flanked by 3-4 enemies. For me when I tank say a group of 3-4 Tuskens, I'm dealing with them one at a time, not taking too much damage from the other ones. Finish up with #1, move on to #2 ect..
For PvP...
I sorta see us in the same light. The quick, precision killers that are a pain to hit. If my buddy is being attacked by 3-4 people standing around him, I should be able to run in there and help him out and stay alive. Or if I'm just fighting someone 1on1 and 3 ranged classes are shooting at me, I should be able to quickly dispose of my target without taking too much damage from the ranged professions.
The assassin Role is good. I love burst running down intoa base and just laying waste to the few people at the bottom and even picking some of the others off as they swarm down at me. Always a glorious fight .. Even to the end.
In PvE I personaly think we tank just as well as a Teras Kasi if not alittle better CoB.