Fencer Archive

Thread: Fencer Template: Fencer/Medical

Drensevensix
Wed Aug 18, 2004 12:24 am
#14

Master fencer tka 0304 doc 4040


High defences and the ability too stay alive on the battle field so i can heal my team by getting right in on the action in PvPnot so good in PvE tho



Drenneh - Master lazy git
hrmpf2
Wed Aug 18, 2004 1:55 am
#15

Isn't there an edit function?
Make the short version: Your recommended "best" PvE group oriented medical support/killer fencer.



- Ondal (on Infinity)
Master Smuggler - Looking for Weapon and/or Armor smith connection.
donnysabertooth
Wed Aug 18, 2004 2:35 am
#16

you'll get the edit function in like 6 motnhs when ur community veteran, as for PURE PVE, fencer is not the answer sorry there, but due to lack of AP and lack of damage types we cannot kil lanything, i usggest u try pikeman or heavy swordsmen for PVE


u could be a nice 3030 scout, msater pike or master heavy swrods, 4440 doc


full heals, good terraing negotion, good damage, good harvest






aivut
The UnTouchAbles
FantasticPlastic
Wed Aug 18, 2004 3:36 am
#17



donnysabertooth wrote:
well in most the groups i fight in, about 80% of us are doc, doctor is just so 1337 for pvp





Precisely my point. As Doctor 3040, I was able to drop Cure Disease in exchange for a higher Cure Poison (and now, for Point Blank Area Cure Poison B, which Doctor 4030 cannot use), because I work with a Master Doctor.

Odeko Resci



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Fremen_Feyadkin
Wed Aug 18, 2004 9:59 am
#18


My template fits in 3 of the new categories, so i'll copy+paste this to all of them.


Fencer: Master

TKA: Master

Pistoleer: 1040

Medic: 3000

Marksman: 0401

Brawler: 4400


This is great for most things in pve and is godly in pvp. Max dodge, max melee defense, max ranged defense, 90-120+ defense to all states except intimidate which is 30+, melee mitigation 3, ranged mitigation 2 and theability to heal a good chunk of damage.


I also have 2 aakunan rings, a lightweight military backpack, 17+ defense vs stun shirt and AAs that give +25 bleed resist, +5 disease resist, +4 fire resist, +5 poison resist. (The rings and backpack push my melee and ranged defesnses past 125.) I wear 38% stun, 66-84% base armor, 50%+ PSG. I eat 2x 400+ brandy, 1x 700+ canape, 1x 50% pikata (the dodge food), 1x 40+ trim (fire resist food) and take a muon only if i need a quick boost. With all that plus buffs I only worry about jedis and pikemen with uber weapons (not many rebels on sunrunner fall into those categories). CMs are much less fearsome with 220+ resist buff Bs (Cs havent been made on sunrunner yet), ranged weapons can barely hit me, and with my weapons i can outrace dam near any rebel melee out there. (210-270 damage stun baton, 223 max damage VK, 110 stregth mindpoison knife, 125 strength mindfire knife, looking for a good geno pistol).


-fremen



Fremen - Dark Elder Jedi
Shisno - Imperial Smuggler
Remlic - Upcoming Armorsmith
DoogieHozer
Wed Aug 18, 2004 2:48 pm
#19

I assume pure combat templates are what is meant, since few of the templates suggested could support themselves over the long term (i.e. after your mind enhances wear out).

Since I prefer self-supporting skill sets (i.e. crafting in addition to combat) I've always loved Master Fencer / Master Doctor, and I pick up the various Novice skills when I need them. This works well with my TK tank friends since I can scrub them of states and heal damage/cure more efficiently than they can by themselves if they were Doctors or hybrids (usually non-combat second professions), by keeping them from having to burn up their Mind at the same time they are getting hit.

In my opinion Fremen_Feyadkin's template is an example of where the system of stacking modifiers breaks down, in that it has no significant weaknesses short of DoTs. Maybe Lunge2/Intimidate2 and friends from Master Brawler? + MPike or MSwords, MTK, Fencer 2040 and pray?

Comments?

--doogie
FantasticPlastic
Wed Aug 18, 2004 5:12 pm
#20

DOTs and states will be the only weaknesses of the basically pure Melee template Fremen_Feyadkin describes. Intimidated and stunned by a TKM, it would do roughly 25% of its overall damage. If the TKM was a Master Brawler too, that intimidate would last a while. A simple poison janta knife or especially mind fire would make things tough. If he's dizzy and falls down, he can basically hope that his Combat Equilibrium lets him stand up or that's it.

I've had a similar pure Melee template, and I agree it's a lot of fun.

As far as "pure combat" templates, a Master Fencer with Pistoleer 0040 and Doctor 3040 is quite an effective combat template, in my experience. Some others mix it with Master Brawler instead of Pistoleer 0040, but I prefer to keep my KD Defenses high. I have a stand/cure dizzy macro that usually does the trick, but that's not an issue if they can't get me dizzy and knocked-down.

If you mean that the class can't buff itself, that's true of course, but the Doctor part was only taken to provide defense. I typically PVP with Master Doctors and Master Dancers around, so finding buffs isn't usually a problem. Master Musicians are more rare of course, but they definitely help tip the scale.

With a Musician buff I can cut down on ahrisa, to keep room in my stomach open for Parwan Nutricake. Being able to burstrun twice or three times in a row is an enormous benefit when chasing a rifleman.

Odeko Resci



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Copa_Veto
Wed Aug 18, 2004 5:52 pm
#21

Umm i have master brawler master fencer tka 0003 and master medic with 2000 doc...i have 121 dodge and +70 def to kd... thanks to AAs...also an arsenal of mind poison DOT vibroblades, a 437 max curved sword...320 max stun baton...251 eff. poison cures...and stim Ds...bring it on ...cant forget the COB macro + piketta pie



Rebel

Copa Veto
Tru Blademaster
Fremen_Feyadkin
Wed Aug 18, 2004 11:01 pm
#22





DOTs and states will be the only weaknesses of the basically pure Melee template Fremen_Feyadkin describes. Intimidated and stunned by a TKM, it would do roughly 25% of its overall damage. If the TKM was a Master Brawler too, that intimidate would last a while. A simple poison janta knife or especially mind fire would make things tough. If he's dizzy and falls down, he can basically hope that his Combat Equilibrium lets him stand up or that's it.




This template takes defensive stacking all the way to the max. States aren't much of a worry when all my defense vs. states are 90+. Intimidate lands on me fairly easily since def against that is only 30+. The new resist buffs practially negate poisons and diseases and with 40+ Trim (resist fire food) I don't get dotted too often. Dizzy is VERY hard to land on me and KD and posture down are even harder. I've dueled TKMs and high lvl jedis and they were unable to land a dizzy/KD the entire duel. I beat the TKMs and last a long time against the jedis (If their force runs out before i hit muon downer then i usually win.)


-fremen




Fremen - Dark Elder Jedi
Shisno - Imperial Smuggler
Remlic - Upcoming Armorsmith
roxxorboxxor
Thu Aug 19, 2004 2:15 am
#23






Fremen_Feyadkin wrote:





DOTs and states will be the only weaknesses of the basically pure Melee template Fremen_Feyadkin describes. Intimidated and stunned by a TKM, it would do roughly 25% of its overall damage. If the TKM was a Master Brawler too, that intimidate would last a while. A simple poison janta knife or especially mind fire would make things tough. If he's dizzy and falls down, he can basically hope that his Combat Equilibrium lets him stand up or that's it.




This template takes defensive stacking all the way to the max. States aren't much of a worry when all my defense vs. states are 90+. Intimidate lands on me fairly easily since def against that is only 30+. The new resist buffs practially negate poisons and diseases and with 40+ Trim (resist fire food) I don't get dotted too often. Dizzy is VERY hard to land on me and KD and posture down are even harder. I've dueled TKMs and high lvl jedis and they were unable to land a dizzy/KD the entire duel. I beat the TKMs and last a long time against the jedis (If their force runs out before i hit muon downer then i usually win.)


-fremen







fire owns you, my 218 mind fire knife with 48% potency would tear u apart...



LethalCobra |SKW|
|Fencer|Doctor|
Leader of Samurai Kitty Warriors


My 1337 Services


Fremen_Feyadkin
Thu Aug 19, 2004 11:57 am
#24

Your flaming isnt called for. Just 'cause you have an uber weapon doesnt mean you'll beat me. I wouldn't say fire "owns" my template. It'll put a dent in me, but if you cant back it up with something else then you'll have a tough time winning. I've fought jonpaul and been hit with his brutal 300+ mindfire, but he wasnt able to incap me 'cause he couldnt get past my other defenses.


-fremen



Fremen - Dark Elder Jedi
Shisno - Imperial Smuggler
Remlic - Upcoming Armorsmith
roxxorboxxor
Thu Aug 19, 2004 1:12 pm
#25

so your saying wounds and ddamage to the mind every 10 seconds of around 200 (no matter what unless u got doc), u will get a ton of mind wounds, not to mention regular damage constantly, listen buddy, ur template isnt that good, i was defense stackedl ike that for a while, but nothing tebeats healing states, healing anything anyone does.



LethalCobra |SKW|
|Fencer|Doctor|
Leader of Samurai Kitty Warriors


My 1337 Services


DoogieHozer
Thu Aug 19, 2004 2:23 pm
#26

I think the ultimate question to answer is:

Is it a Good Thing(tm) that the only way to defeat the template is to use a LOOTED DoT weapon (be it mind fire or whatever)?

What other ways could defeat this template? MTK Intimidate2/Stun was suggested? Is it viable?

The ranged guys are totally out of luck though, it seems.

--doogie
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