Fencer Archive

Thread: what other prof. do you have with master fencer?

Weasel5090
Sun Apr 25, 2004 3:37 am
#27

Im a Fencer / Ranger.
Impetuousyouth
Sun Apr 25, 2004 3:56 am
#28

good for pve great for pvp


master fencer, master swordsmen(+7speed +17 accuracy), master brawler, tk0103 (atm but probably going to change to include some of meditation), novice medic.


intimidate2, dizzy/blind, lunge2, head hit 3 till dead. /cheer





Cronhour - REJEK

'If you can't get their respect make damn sure you have their fear'
Warmaker01
Sun Apr 25, 2004 3:55 pm
#29

This is the template I'm working on for my 2nd character.


Medic 0230


Brawler 0400


Marksman 4400


Master Fencer


Master Rifleman


Pistoleer 1040


Like I said, I'm still working on the guy and he hasn't hit any elite professions yet. From the character builder I was using my strengths hopefully will be: 1) Rifleman to engage targets at long range (long range is a very relative term in SWG). 2) Great defenses from Fencer, Rifleman (Ranged defenses), and Pistoleer. High defenses vs Knockdown+100, Dizzy+90, Posture Change (Down)+100, Blind+90, and of course Dodge at 130. Melee Def. is 114 & Ranged Def. is 143. Just as importantly, I have all 3 Mitigations for Ranged & Melee. 3) Having a tad bit of Medic helps during the fight.


As you can see, I'm quite concerned with defenses. Rifleman should provide punch at long ranges while Fencer/Pistoleer's abilities will sustain me in the melee.


Some weaknesses I see: 1) No scout skills! Very dependant on speeders for travel. Hills/Mountains will significantly slow this character down. Places like Dathomir would be a pain to walk. I must choose my battleground appropriately. Also, I can't produce my own camps. 2) Mediocre Medic skills: Cannot manufacture my own stimpacks. Can't use the top of the line stimpacks. 3) Since this template doesn't produce neither Master Marksman or Brawler, neither of my ranged & melee professions aren't as the best as they could be with the proper focus.



Taidashan
Sun Apr 25, 2004 8:07 pm
#30

One quick question, does pistoleer dodge stack with fencer dodge? so if i am holding a stun bation, will master pistol/fencer make my total dodge 185? Thnx



"Only a fool does not fear. However, the brave are the ones who act despite that fear"
Warmaker01
Sun Apr 25, 2004 9:50 pm
#31

Currently, as far as I understand it, numerous defenses are hard-capped at 125. The capped stats are Ranged/Melee Defense, Dodge, Counterattack, and Block. And yes, you can stack defenses from differing professions. But to take advantage of certain defensive abilities you need to have equipped a "similiar" item. It sounds weird but it goes like this:


Having a one handed weapon uses your dodge stats (Pistoleer/Fencer).


Carbines & Swordsmen use the Counterattack stat.


Riflemen & Pikemen compliment each other with the Block stat.


Your Melee & Ranged Defense stats are your first line of defense! If that fails, stats like Dodge, Block, etc. are your next line of defense. Mitigations are your last line of defense, if you can call it that. They just make it hurt less.



vonbraat
Sun Apr 25, 2004 10:43 pm
#32

fencer/doc - you are invincible in PvP, except against good riflemen



and there was much rejoicing...
WookieOgre
Mon Apr 26, 2004 10:13 am
#33

When I was holo grinding, at one point I think I had this buildand I was pretty dam good:


Master Fencer / Master Brawler / Pistoleer 1/0/4/2 / Teras 4/3/0/4


Of course I dont have that build any longer but at the time I was pretty dam good....specially with enchanced weapons and using a COB macro for Fencer.
Fian_LeeFey
Mon Apr 26, 2004 10:14 am
#34

The current build I am using is Master Fencer/Master Swordsman/Master Brawler/ 0304 TK/Novice medic



Fian Lee'Fey [Ghost Squadron]
Master Fencer/Master Swordsman/Master Brawler
Tarquinas server
TheGreatOne00
Mon Apr 26, 2004 12:25 pm
#35

Agreed with fencer/doc being able to take out any other fencer combo *easily*. Fencer has two weaknesses in pvp, poison and intimidate. Doctor takes care of both.



Ovonn Ig'A
Master Doctor
Master Fencer
Azzurri15
Mon Apr 26, 2004 3:34 pm
#36

I've PvP'ed aginst Fencer/Doc. ANd I've killed them under 15 secs. The thing with Doc I don't like is that you hve to Master Medic which takes up lots of skill points, and it leaves you no other combat skills. SO a master Fencer has 105 dodge and like mid 60 melee. and some D-fence v.s Dizzy and kd. It's not really that high. So once I DIzzy Lunge them there done for. I hit more times then they can heal, pluse in PvP Healing is delayed bad.
Rchuno
Mon Apr 26, 2004 3:55 pm
#37

So I eat some stuff that ups my Defense vs dizzy and KD then I work in a heal of myself every 4 attacks. Sometimes I throw in a stand once in a while.


Its all about foods now baby.


Ohh and skill tapes are wonderfull things. Throw a couple in everything you own and it helps alot.


Now unenhanced I agree fencer/Doc is at a disadvantage. We just stun/blind/dizzy and hope you fall down.



****************************
* Niccaurra {} Master DOC / Aspiring Merchant
*Niqe {DRUNK} TKM/Pist
****************************
Taidashan
Mon Apr 26, 2004 4:24 pm
#38

Ok, I have been fooling around with the character builder trying to find the best combination for pvp. I believe that I have hit something good here, and would like some feedback. Here goes:


Master Fencer-This is good for a couple of reasons, first of all, it will be your major dmg dealer in pvp with the stun baton. Despite the no ap, a good ackley stun can do plenty dmg to finish someone quickly. Besides, you gotta master something!

Teras Kasi Artist 4/0/0/4-After being a Tka, I cannot give up all of this proff. The meditation line has three, in my oppinion, necessities. The first, power boost, easily adds 500 points to all pools and can be extreemly helpful in some occasions. The second, is Force of Will, I dont know how I could live without this skill. Having a chance to completely recover from incap has saved my life many times. The third is just an oppinion, I am WAY to lazy to go to a med center to heal my wounds, much easier to meditate them away!


Pistoleer 1/0/4/0-I mainly added this proff for the def. vs and the plus 10 on dodge to max dodge out. Not much else to this proff that is worth mentioning.


Smuggler 0/0/4/0-This tree lets one have some of the most powerful moves in the game. Had to include this, an added bonus is that once the smuggler revamp is out, you dont have long to go to try it out.


Rifleman 0/0/4/0-Another proff I chose for the defense. Also allows you to use the new geo rifle that came out.


Ok, there you have it, now let me give you the icing on the cake...


Melee defense-136! Just above the cap, this will only count as 125, but you arent really wasting any points by going over cap.


Range defense-133! Same as with melee, over the cap, but not wasting points.


Dodge-125! As this is the cap, I would be surprised if anyone hit you if you had a stun baton or pistol in your hand!


Defense vs. Blind-90! This high of a def. will make it almost impossible to blind you, add +25 from skill attachments, only 10 below cap.


Defense vs. Intimidate-20...Not to great here, but just get some skill tapes, you will be fine. With this combo, intim wont hurt to much since they still dead, prob before they even realise that you attacked them. Besides, if they cant hit you, what is the rush?


Defense vs. Posture Change-100! Almost to the cap, you can max it if you have the money, like to see anyone dizzy/posture down you with this defense!


Defense vs. Dizzy-90! If they do manage to knock down you, They wont be able to dizzy you! Combine this with food, those tka's wont be able to touch you.


Defense vs. Knockdown-100! Another stat that could be maxed, if you have the money, but, why? it is high enough as it is!


Def vs. Stun-50...Not to great, but if you grab some stun undershirts/bandoliers, you can get it to 75, which is great.



With this combo, you have the best of both worlds. Range, you will be able to Low Blow and move in for the kill if they kite you. With melee, you can just tank untill they are dead because of high dodge and defenses. The only weaknesses that I can see is no medic or scout. However, with tka, if you get poisoned, hop on your bike and drive away, then meditate, and hop right back. Dont need medic for wounds because of meditate too. Scout is null because of bikes and burst run, also, as i said before, if they kite you using their terrain nagotiation, just low blow and then rush in for the kill. So, now I need some feed back on how to make this better!


P.S. I have copyright on this, dont anyone steal my idea...if it is worth stealing!



"Only a fool does not fear. However, the brave are the ones who act despite that fear"
nimazor
Mon Apr 26, 2004 5:53 pm
#39

Well i did some thinking on making a char for UBER PvP and PvE.

This is what i came up with:

Master brawler

Master fencer

Master Pikeman

4002 TKA

Novice Medic


Im trying to make some calculations on it to see if i can drop 1 in tka for 1 in medic or more defence Vs xx but this is as of now


The Fencer is worthless without the master brawler, and with the powerboost, woundhealing ability, force of will very hardcore PvP


And then the pikeman as master is also very nice for PvE, and i got loads of defence etc from the other classes so im pretty much indestructable.


Get some good Fire dot pikes for PvP.


I made a swifty macro where i can DOT you in all ways you can have nightmares about and still if you kill me first you are a sore looser cause u get the 3 incap rule and have loads of wounds



Ingame name : TPD
FoD (Founders of Danevang) Huntmaster
Curent Master:
Fencer - Brawler - Pikeman
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