Fencer Archive
Thread: All Fencers, don't worry... Our time will come!!!
For those of you that specialize in Fencer (most ppl on this board), what do you pair it up with? For example, I noticed that someone above has Dancer/Fencer. Wouldn't it be nice if the game has special "complementary" abilities that went into effect when you mastered two professions. I imagine a Master Dancer + Master Fencer would get certain movement bonuses for combat because of the athletic abilities of a dancer, and a Dancer could also perform a sword dance, like many bellydancers do. Other combinations, like Master Weaponsmith + Master Carbineer (and others) could give bonuses to manufacturing the items because of the pratical use of them and better use of the items because of the intimate knowledge a Weaponsmith has with their crafted goods. Image Designer/Tailor could also get some cool craftables, and a Bio-engineer/Doctor could make really powerful medicines or bonus to sampling or something.
Myself? I would like to see a complentary pairing of Chef and Fencer. What better use of our fencing talents than to carve up delicious dishes. I should get a few special recipes and a special Japanese steakhouse attack.
MaK
Maknar wrote:
For those of you that specialize in Fencer (most ppl on this board), what do you pair it up with? For example, I noticed that someone above has Dancer/Fencer. Wouldn't it be nice if the game has special "complementary" abilities that went into effect when you mastered two professions. I imagine a Master Dancer + Master Fencer would get certain movement bonuses for combat because of the athletic abilities of a dancer, and a Dancer could also perform a sword dance, like many bellydancers do.Not abad idea actually. Ifdancers got bonuses to speed I could see something like that happening. combinations, like Master Weaponsmith + Master Carbineer (and others) could give bonuses to manufacturing the items because of the pratical use of them and better use of the items because of the intimate knowledge a Weaponsmith has with their crafted goods. Image Designer/Tailor could also get some cool craftables, and a Bio-engineer/Doctor could make really powerful medicines or bonus to sampling or something.
Myself? I would like to see a complentary pairing of Chef and Fencer. What better use of our fencing talents than to carve up delicious dishes. I should get a few special recipes and a special Japanese steakhouse attack. Dude thats one of the best ideas Ive heard of yet!
MaK
I nominate you as the new fencer correspondant! The ideas you mention would bring a whole new and wonderful perspective to the game.
As of now I am working on Fencer/Medic and have Novice Gunfighter, Master Scout and Novice Creature Handler. If something happended where some of the other non combatitve professions recieved other bonuses that would compliment my fencing abilities, I would probably change some things around.
I was actually going down the Chef line for a bit, a friend of mine was petitioning on the boards for them to add hybrid class titles. I have "Ginsu Artist" in my sig for my PA's boards. Would be nifty to have it over my head.
If they change the aggro system then I might do partial commando and master fencer....
naa once they are done nerfing all the ranged classes they'll nerf melee classes to make up for it.
This game is designed so that ranged combat has an advantage over melee. It's in the manual and it also makes sense. Man with gun beats man with sword 60 feet away. I've got one marksman character and one brawler character. I love them both but ranged has an advantage over melee.
I like the Fencer/Doctor route. With Survey IV and Eng IV I can gather my own resources to make my own meds and powerups for my trusty blades and still have enough points to work up toMaster Fencer plus a bit of doctor to make it interesting. I can spendmost of my time on an Imp killing spree. Oh yes, range definitely has an advantage over melee. Melee is more fun since it's harder IMHO. I recently paired up with a TK. Most fun I've had since I started last month. Much better than being with a shooter hiding behindhis pet bug. Bah! We don't need no stinking pistols!
Lenoc Creed - Sunrunner
Fencer/Doctor/Engineer/Surveyor
Awesome to hear a string of POSITIVE experiences/opinions!
I'm working through novice Fencer now, and I also love my char.
I have a question though, for anyone who has gone the Master Brawler route first- are the extra bonuses you get with this Profession worth it? Or are you better using the xp to get say... Carbineer or CH...
Thanks,
Seena Lonewalker
Daigoro202 wrote:
Things are looking good. I saw in the patch notes that damage was increased for 1h melee specials. I'm not sure if that meant all of them, I wasn't really paying close attention to the damage I was doing.
I think the knockdown damage bonus will also help.
The increase in cost for lunge was not apparent to me.
If weaponsmiths are now able to start producing weapons with lower HAM costs,we'll probably benefit the most out of the melee classes.
This, combined with a fix in the vibrolade components, I think we'll be doing pretty good for a while.
Ahh, well... yes, they *said* this. I urge you all to test it. I've posted my own thread and posted to 2 other threads on this subject and no response. I *have* tested this and ALL of my specials do LESS damage now. What is worse is that melee hit 2 does LESS damage than melee hit 1 on a regular basis. These values varied from just after patch, to the next night, now they have settled down in my opinion to lower values than ever. These were stealh nerfed during the "hot fixes".
Example... I melee hit 2 on the night of the patch for 1185 max. The next night, I melee hit 2 for 2100!!! Starting Friday and up until now, I have not seen a melee hit 2 for more than 800 and it is usually down around the 300-400 range. Meanwhile, melee hit 1 is hitting for 500-600 consistently.
You're right! It worked! The thread died!
Anyone? Anyone notice damage reduced? I haven't done anything scientific, but I seemed to hit softer.