Fencer Archive
Thread: master fencer + master pistoleer > everything
Aww.. pistoleer/fencers have more defense...
Can fencers/pistoleers deal 11k PvE dmg? (Pikemen)
Do fencers/pistoleers dmg an unhealable pool? (Swordsmen)
No. Fencer/Pistoleers dmg the health pool, the most useless pool to attack. If you hit action, the enemy is prevented from spamming attacks.
If you hit mind, its unhealable!
It is balanced, just look at the other things!
The best template for a serious fencer has and always will be the one with Master Fencer, some pistoleer (dodge and defense tree), TKA 4004, swordsman (whatever defense tree is) and pikemen (again defense tree).
Dodge is all well and good, but you barely miss out on any with this template, and you get about +60 or so extra ranged/melee defense, which makes a HUGE difference.
I think the Problem is Pistoleer and Fencer Stack Perfectly in every way....
-Both focus on Health damage
-Both are Dodge weapons
-Both have a Rediculously high amount of Defense Vs ***Stuff(in comparison)
While the Swordsman and Carbineer combo(for example)will focus Separatly of 2 differant pools, or the Swordsman and Rifleman combo will have Split modifiers to Counter and Block......anyhow their all nice ombo's either way ![]()
err 11k dmg with pikeman?
im sorry but i played as a master pikeman for quite a while, and the only thing to which i did massive dmg was myself. With HAM costs of 250 per special is hard to stay alive. The most dmg ive done was about 5k and that was a kded mob. And you cant kd a pistol/fencer so.
11K would b a lucky hit on a prone target holding a rifle, but what kinda person would would let that happen in pvp? pve is easy enough with any class.
dmging an unhealabe pool wont do any good once your dizzy and knockeddown, something to what fencers/pistol are immune. And fencers can do it pretty fast too.
btw, block is currently broken and still allows us to take the dmg from blocked attacks so rifle/pike wouldnt do any good at all ![]()
JediQuic - you're mismatching. Carbineer/pikemen can both target the action pool, and have stacking counterattack modifiers identical to dodge. Riflemen/Swordsmen can both target the mind pool, and have stacking block defenses identical to dodge.
Also don't forget that pistoleers do not have a dizzy/knockdown strike, which I hear so much complaining about. We have to land dizzyhit, then do lunge to force to kneeling and hope you fall or switch to a pistol and do pistolwhip. That can easily take 4-5 hits to pull off in PvP, the whole time a TKM is coming at you with both effects in one strike.
I think the stacking defensive mods are perfect. I can't envision any other way a character in this game could really build a defensive character. It's a very dedicated style of play, and can easily use all your skill points. We still don't have any HUGE damage dealing attacks and have to rely on defensive abilities, without picking up smuggler.
Face it, with that build, we're giving up a lot. No room for any CH abilities, so we have to tank everything ourselves, which is unnecessary for riflemen or carbineers, who can pick up CH and still have their attacks within their professions that deal out bigtime damage.
for those that dont know
bleeds and fire stick on dodge, so although you may have a insane dodge, you can still die
I'm a master pistoleer, and the dodges are as much of a curse as a blessing for me. They stop me from moving which negates one of my best defenses (motion, which makes the other person more likely to miss). So, each time I dodge one shot, I become far more likely to be hit by the next one. Frequent dodges also (because of the dreaded stoppage) also allow a TKA or fencer to catch up to me and get me into melee (death). Getting more dodges by mastering fencerwould mean just more of the same. I might dodge more shots but I would look like Joe Cocker trying to run anywhere, and I'd never be able to keep moving during a firefight. You don't even appear to attack during the dodge, so in a proffession that needs to hit a little bit a whole lotta times, that is bad. I'm thinking that when all is said and done, this might not unbalance anything. If you were in a PvP fight with both ranged and melee people, the ranged opponents would all but immobilize you by making you dodge, dodge, dodge... and the melee people would stroll up to you and carve you like a butterball turkey. Now if the stop and animate were removed from dodge, then the whole situation changes and you are completely right. I've lived the dodge thing for a while now, and I haven't been too crazy about it to be honest. Maybe it is a boon to a fencer though... I can' speak to that.
JediQuic wrote:
I think the Problem is Pistoleer and Fencer Stack Perfectly in every way....
-Both focus on Health damage
-Both are Dodge weapons
-Both have a Rediculously high amount of Defense Vs ***Stuff(in comparison)
While the Swordsman and Carbineer combo(for example)will focus Separatly of 2 differant pools, or the Swordsman and Rifleman combo will have Split modifiers to Counter and Block......anyhow their all nice ombo's either way
Perrish wrote:
Amen Kuro!
JediQuic - you're mismatching. Carbineer/pikemen can both target the action pool, and have stacking counterattack modifiers identical to dodge. Riflemen/Swordsmen can both target the mind pool, and have stacking block defenses identical to dodge.
Also don't forget that pistoleers do not have a dizzy/knockdown strike, which I hear so much complaining about. We have to land dizzyhit, then do lunge to force to kneeling and hope you fall or switch to a pistol and do pistolwhip. That can easily take 4-5 hits to pull off in PvP, the whole time a TKM is coming at you with both effects in one strike.
I think the stacking defensive mods are perfect. I can't envision any other way a character in this game could really build a defensive character. It's a very dedicated style of play, and can easily use all your skill points. We still don't have any HUGE damage dealing attacks and have to rely on defensive abilities, without picking up smuggler.
Face it, with that build, we're giving up a lot. No room for any CH abilities, so we have to tank everything ourselves, which is unnecessary for riflemen or carbineers, who can pick up CH and still have their attacks within their professions that deal out bigtime damage.
Uh, did you bother to check your info before posting..? Carbineers have counterattack Pikemen have block, HS have counterattack and Riflemen have block..
So if you want 4 stacking bleeds like a pistoleer/Fencer combo you would have to give up all those stacking defenses..My suggestion is get master bralwer ( with an elite ), its much cheaper and owns any of those combo's..