Fencer Archive
Thread: Fencer vs. Jedi, Your Thoughts?
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KraytDragonMan
Sat Aug 07, 2004 9:16 am
#14
Planetstalker wrote:
Yes is all about outlasting. U need a good weapon (aklay gaffi) and your damage ouput will be fine. Hit health exlusivly (bodyhit3 is same damage as hit3 so u lose no dps). Keep jedi intimdated at all times! Keep them blind and dizzyed to! A dot weapon does help (only got a health fire 100 dot myself) warcry can take 10secs away from the delay betwen kd pd. Fought a Lightsabermaster yesterday and I lost some and won some, very much fun it was anywayIf he gets u dizzy/kd and is not intitmdate u are dead simpple as that.I have only 76 melee def, and will try to stack that later to see if it helps.
Veiroi
Just have to correct a couple things hehe.
First off Body hit 3 has a 3.5 damage modifier, not like hit3 which has a 4.0 damage modifier.
Also Master Fencer has 79 melee defence not 76... so unless your not a Master Fencer but you got another melee profession or something..
> Oh nvm about MF having 79 melee defence, it has 74. I just looked at my template and thats what I got right now. 
Message Edited by KraytDragonMan on 08-07-2004 09:18 AM
Planetstalker
Sun Aug 08, 2004 4:45 am
#15
yes sorry aout the defence part I got bh 4040 also (guess there is a bi df in the marksman tre), not that the 5 points put the weight un my favor.
Usure about that damage mod?
I use
http://killyourpc.org/swg/swg_dps.php?weapon_min=124&weapon_max=560&weapon_speed=1&pc_speed=36&class=Fencer
and it states them both as 4.0 damage mode (if its wrong it should be corrected Ill try test it myself). Pikeman has same with hit3 and leghit3 vs swordsman has bigger hit3 mod.
Ill prob try to stack up whatever points I have left in pistoleer to see what happens (0044 or something).
Fought a mas saber 4444 enchanse and and some healer (did not have clear states wich of course crippled him) and it went same as last fight. He could have ran to
Usure about that damage mod?
I use
http://killyourpc.org/swg/swg_dps.php?weapon_min=124&weapon_max=560&weapon_speed=1&pc_speed=36&class=Fencer
and it states them both as 4.0 damage mode (if its wrong it should be corrected Ill try test it myself). Pikeman has same with hit3 and leghit3 vs swordsman has bigger hit3 mod.
Ill prob try to stack up whatever points I have left in pistoleer to see what happens (0044 or something).
Fought a mas saber 4444 enchanse and and some healer (did not have clear states wich of course crippled him) and it went same as last fight. He could have ran to
Message Edited by Planetstalker on 08-08-2004 04:48 AM
CivicBountyHunter
Sun Aug 08, 2004 9:00 am
#16
Fencer is effective vs. jedi IMO. Padawans go down quick if paired with BH4440/Mfencer. If they dont have enough saber acc you can dodge alot of thier attacks. (CoB + air cake) As you fight higher level jedi you're best bet is to apply as many states to them as possible as often as you can and hope you out last their force pool with does happen.
RebelKangaroo
Sun Aug 08, 2004 3:41 pm
#17
CivicBountyHunter wrote:Fencer is effective vs. jedi IMO. Padawans go down quick if paired with BH4440/Mfencer. If they dont have enough saber acc you can dodge alot of thier attacks. (CoB + air cake) As you fight higher level jedi you're best bet is to apply as many states to them as possible as often as you can and hope you out last their force pool with does happen.
I'd love to know more about your experiences with higher level jedi if you care to share.
Thanks for all the advice so far. I hope to be trying this out very soon. Grinding money to get an Acklay gaffi is a pain...
CivicBountyHunter
Mon Aug 09, 2004 11:17 am
#18
Sure I can share. I put high level jedi as Msaber/some enhance/some heal in my book. They can put up the force shield and heal all states.
Standard food rotation:Brandy every 22min, ahrisa every 45min. Shortly before encounter synsteak. Right before encounter Air cake and citros snow. Maybe a canape. This also leaves room to pop a 3rd brandy if needed during the fight but ruins the rotation of having 2 in you and only 1/2 full on drink at all times. Spice on hand as needed during the fight.
Gear - Melee D/stun D and warcy/intimi BE clothes. Various enhanced weapons (krayt, stock, scope, pup, etc)to match my template and some decent looted weaps w/dot on them both ranged and melee. SEA enhanced clothes for ranged bonuses mostly to help w/speed and acc.
Opening fighting sequence - Hopefully I manage to find my mark busy and get a suprise attack. If not I sometimes move on and wait for the right time. Once I move in, Warcy, intimi, blind, dizzy with fencer, try a couple posture changes, when one lands, run, switch to Carbines and land a stun. If the jedi failed to stand and fell down I switch to pistol and start laying on a good fire with torso shot, if the jedi stands up Ishoot offa KD and apply the fire.
Now I just try to keep as many states on the jedi as possible and my distance. Once I have chewed at the jedi for a few I will go in and go toe to toe melee for a few. This strings along the jedi, knowing that this is prob their best chance at taking me down, and usually helps prevent them from runing.After I manage another KD I mayrun again and repeat the above tactic or stand there and beat on them melee, depends on the exact situation.
Not saying this a sure win, but when done properly you wear them down/manage to string them along long enough that they dont realize how low on FP they are geting and manage a good 10min fight and a completed mission. If nothing else you put up a good fight and get a /salute from you're mark.
RebelKangaroo
Mon Aug 09, 2004 9:47 pm
#19
Thanks a lot guys, this is some excellent information so far. Any more personal encounters would be great and help everyone deal with the jedi threat.
CrackIsWak
Tue Aug 10, 2004 9:29 pm
#20
I like to pride myself on my jedi killing techniques being a Master Fencer, Pistoleer 0040, BH 3000.Fyi, this is what i do:
Intimidate > Dizzy1 > Lunge> Scatterhit2, rinse and repeat, it will be a long fight. Scatter purely because itcosts them more force power to heal, and in a long fight this CAN be handy. If the jedi has force run 1 you will be able to catch them easy with a burst, and then they should be an easy fight. Force run 3 i usually just give up unless you can catch them before they run, once they hit the sprint and cross a server boundary you lose the TEF you have against them. You will need to keep reapplying intimidate and dizzy as they cure it way to quickly. Warcry is your friend aswell =]
To what some guy said earlier about dizzy2, forget that, being an area attack it will open up a whole can of TEF troubles with there groupies, providing they have them (90% of the time) + dizzy1 does the same job and ensures you wont getaccidently attack someone thats healing them for a TEF.
Weapon of choice is an acklay baton, purely because of its min-max range, 240-280, with scatter i do more damage than with a 180-320gaffi. Flame DOT weapons are a must, a fight can be swayed by a nice flame tick seeing as they cant heal it. Poison/disease is good but can be healed with a few clicks, and unless its a strong tick it will rarely make a dent if the jedi is an efficient fighter.
As for taking damage, wear the req. armour parts for the AP, and get a crate of LS PSGs, beware that once they have been pulled from the crate you have until server reset before the PSG loses its LS resist. Intimidate and fight away.
Being a fencer it also means you can put up quite well if you do get ganked. Where as if you were a Swordsman/TK fighting the groupies aswell as the jedi just wouldnt allow you to live for very long =]
BTW a doc/cm alt does help for heals just incase things get a little sticky
but thats just for emergencys =]
Just my 2c..
EdieBauer
Wed Aug 11, 2004 9:27 am
#21
So I heard the other day that TKM and MFencer were the two best against Jedi. My fault for not doing the research first, but since I don't really enjoy TK, I started up the 1H line. Now I start reading the Fencer forum and don't see a lot of Jedi fighting mentioned until I read this thread. Now I am a bit worried... I guess everyone has their opinion and some have better tactics, but I am still wondering... is Fencer effective against Jedi? I am not looking for an "I win" button, but I am looking for something that is more viable then ranged until the rebalance. So between Fencer, Swordsman and Pikeman which is more viable than the others? Or is it simply tactis at that point? My current template idea is BH 3.0.4.0 MFencer (with some points left to decide yet). Would it be better to master Swords or Pike instead, or is TK the only real viable option?
Calhen
Wed Aug 11, 2004 10:24 am
#22
Swordsman is sorely lacking defenses, and witha BH template, you cant stack from other profs. Either you whack him with that extremely good hammer right away, or you go down. Fast.
Pikeman is dependant on a looted, badass dot pike. Block, low toughness, low defenses and low accuracy simply dont cut it very well, without a dot pike you will fight an uphill battle.
Fencer is low on damage output, so the trick is to wear the jedi down, AND keep him from running away. The second part of that fight is won in the players minds, as in, you have to trick him into fighting a fight thats bad for him.
TKM is the easiest, relatively, to kill SINGLE jedi with. However, once the jedi has buddies, Fencer is probably your best bet.
EdieBauer
Wed Aug 11, 2004 10:42 am
#23
Thanks for that explanation. I think I will stick with Fencer for now and see how it goes. I am not a solo hunter anyway so it could be helpful in a group.
ITK5
Thu Aug 12, 2004 8:50 am
#24
Fencers can beat Jedi..Ive seen it.
You need a really good DOT..and take some Pikatte(mispell) Dodge food.
of course its not the Jedi you have to worry about..its their supporting cast.
If your on Bloodfin send a tell to Chongo or Alifia.
They can tell you what you have to do to beat a Jedi.
You need a really good DOT..and take some Pikatte(mispell) Dodge food.
of course its not the Jedi you have to worry about..its their supporting cast.
If your on Bloodfin send a tell to Chongo or Alifia.
They can tell you what you have to do to beat a Jedi.
Xarn_Gorlucas
Fri Aug 13, 2004 3:47 am
#25
My template is Master Fencer, Master Brawler, TKM, with the defense tree of Pikemen, and novice medic with some boxes. One on one, I can hold my own against any jedi I have fought so far. I have forced more then one of them to retreat. Including Sentinels, and higher ranking dark jedi. Typically, they catch me alone, and think I am an easy catch. As long as I am buffed, and fooded up, they go down quick. Lunge 2 is a must, as they will run from you all day. Sythsteak is very important. Keep a pixie spice hotkeyed if they are using the polerarm saber, a Muon, Kanapes and Brandy if they are using a single saber. The only thing we lack as a fencer is a large damage output, which is pretty much dependant on your equipment (Just like most everything else in PVP). I can keep them off of me, and force them to leave, but rarely do I kill them before they run. In a team effort PVP, spam all the lunge and lunge 2 you can. You wont score all the time, as no jedi is without thatkillo, but in many cases, particularly when they are running for the water, that one knockdown might be all your team needs to finish them off, dizzy or not. Incapped a jedi in the water once with lunge 2 thanks to it's awesome range.
Xarn_Gorlucas
Fri Aug 13, 2004 3:49 am
#26
Also,
A Gaffi is the first choice. A really good Acklay Gaffi. No point in doing stun damage to an unarmored opponent. And if it is only a jedi you are facing, take off your armor. No point in wearing it against someone who's damage will punch right through it anwyay.
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