Fencer Archive
Thread: My Last Ditch Effort for Fencer
I think this is the third time I've said this here, I DROPPED Master Brawler because it wasn't benefitting me. I had it for a couple of months so I know what it does and how effective it is and for me personally, the benefits were minimal.
Also, again as I said before, I won't drop Master Dancer. Besides, like most dancers, I'm hoping for the change where we are allowed to buff our own mind. That and curing my own wounds and battle fatigue, to me, is priceless. ![]()
I'm EXTREMELY sad that the Fencers, like myself, who love the profession for the profession and not for the added stacks from other professions, are getting pushed out by those who are using this stacking method. It's beginning to make me feel not only worthless as a player, but but it makes me want to give up the game altogether. The game, with this new defense stacking fad, is making the game unenjoyable and only worth paying a subscription for if you've either for boundless patience or you're a powergamer. ![]()
Darth_Llama wrote:
Vincentarasin wrote:
First, Medic, 4-2-4-0, definatly, More heals, Faster, and Meduse, increases the OVERALL RANGE of heals (5 med is say, 1-100, 50 meduse might be, 1-150, see what I mean? it ups ALL medicine potential)
I disagree. Meduse only dictates which stim you may use. The Injury Treatment mod is what increases the range of your heals. The only difference between 4-2-0-0 and 4-2-4-0 medic is the ability to use stim Cs.
Adding to that, you may want to invest inclothing with a+25 injury treatment mod.
So why do I heal for 20-30% more then a friend of mine that is only novice doc? (im 0-4-4-0 doc) With the same stims?
Anyway, yes purple, defense stackers are sad, none of them have any skill, but with dancer, you wont be able to compete with a 100% focused fighter, stacker or no.
I suppose so. Regarding what the devs said about the game when it was released, you're quite right.
My husband has been onto the test centre forums and read the Publish 7 notes, and it seems that so far, the general comment is that the cap for stacking will be +125, which eases my concern somewhat regarding my personal character. ![]()
With that, getting back on topic, I don't feel the need to drop my Master Dancer profession should the test centre gossip come to fruition. Thus, I'm still thinking about dropping some Medic for the meditation tree of TKA, Although, I am concerned by the ideas put forward here about needing certain Medic boxes to use Stim B's. Our guild Doc has said before that you need Pharma 1 to use Stim B's, which my husband remembered last night. With that in mind, I think I can still take the meditation tree of TKA and keep at least one box ih Pharmacology. So if I did that my new profession array would be...
Brawler 4400, TKA 4000, Master Fencer, Entertainer 0044, Master Dancer, Medic 0010 = 249 skill points used
What do you guys think? ![]()
I got a new batch of blue milk last night, I'm giving my muon to my husband to munch on as per the comment that drugs are bad (which like I say, I'm starting to notice too), and I'm going to get some of that Vesarian Brandy, that you guys keep mentioning. ![]()
As for armour, our third account is a Master AS, and we've been trawling the server for superhuman resources. I think, sincehe;s the AS among us, my husband can now make me some 50-60% something kinetic Ubese. He's working on a comp BP and helm with good kinetic resists so I can wear it with doctor's buffs. Erm, what other resists do you guys reckon a Fencers needs on a BP and helm?
I want to thank you ALL, each and every one of you, for your suggestions, even if I don't make use of them all, because for others reading this thread it's equally as helpful to them as it is to me. ![]()
Keep going guys, I'm learning a lot! ![]()
Puffy xxx
good luck with your template and have fun!
and you know..dancer does add ranged defense? it may not be much, but dancer may not be totally useless
if you want a really good helmet (it will be heavy, and expensive..) youd want a composite helmet with 90% all resists, and 30+% stun layer. or as close to that as you can get.
i know what you say about stackers, but in a way the game intended for it...if you read under tka's defensive acuity, it says it increases your chance to block, dodge, or counterattack...now tkas dont get any of that, so you could assume they intended for some tkas to be fencers? pistoleers? maybe rifleman too?, i myself am not a stacker, i am a master brawler, master fencer, master tka, and i love it!
though if they nerf warcry (and its comin next patch) i might drop master brawler and pickup some pistoleer, or dancer..who knows
Doctor Buffs/Entertainer Buffs/Brandy/Canape/Muon/Neutron. - Before you even start
Get some 80% kinetic composite, sliced for Encumbrance, use Center of Being contantly in any battle. If attack mutiples use Spin attack (blinds remember) If not 1Hand hit3 (also blinds)
In PvP I nearly always use my Stun baton, always /ex a person to see if they are wearing composite or not. If not, Gaffi! GL! hope this helps.
The biggest thing to remember about Fencer is that you can't expect to blow through a targets' HAM bar using specials (with a few exceptions). The weapons don't produce as much damage as in other professions. The art of Fencer, in my humble opinion, is finesse.
Obviously you need armor, particularly if you're going to combat the harder PvE... sure you can blow through stimpacks.. but why? With 68% KE resist ubese full kit there is little I fear as Master Fencer. When enhanced, Fencer is almost unstoppable in PvE, and I regularly harass kimos. Sure, TKs can do this too. So what? Fencer is more fun. You can idle attack your way through most creatures when unenhanced, taking the damage on your armor, throwing in an occasional spin or blind. When enhanced, spinattack and scatterhit are your friends. With these sorts of tools, state changes, food, and CoB, I find Fencer useful against most melee types even in duels.
When fighting against people (or Factional PvE, to some extent) you need to realize that Fencer simply isin't a big damage-producing profession. Fencer is not an Army of One. What you -do- have are good defences, some variety in weaponry, and state changes. I bet when your militia operates it's a bunch of random people running around willy-nilly. Get with your ranged guys, like rifles and carbines. Group with them, and work out plans. They can help you, and you can help them.
Use line-of-sight. Flank the enemy. Induce the enemy to shoot at you, to reduced effect, while your ranged guys get free shots in return. Draw the enemy to fight in areas where you have advantages, like within structures or in close clusters of buildings, where spins, blinds, and posture down can be used. Move around. Switch weapons occasionally to confuse armor-switchers. I find that these tactics (my god! tactics!) often confuse enemies who think only in terms of the moronic chivalry of 'mano-a-mano' combat.
I do these things with my guildies and it's a total blast, whether it's PvE/Factional or PvP (part of our Roleplaying, as a matter of fact). I hope that you can find here something that will inspire you to carry on the art that is Fencer.
--doogie
Vincentarasin wrote:
First, Medic, 4-2-4-0, definatly, More heals, Faster, and Meduse, increases the OVERALL RANGE of heals (5 med is say, 1-100, 50 meduse might be, 1-150, see what I mean? it ups ALL medicine potential)