Fencer Archive

Thread: Makeing Fencer's unique ( Future of Fencer )

schreck
Sun Feb 29, 2004 10:16 am
#40

OK a lot has been said about dual wielding, I think that would an excellent idea to make us more unique. We use short swords as it is, they are small and versatile. Ever watch those Samurai movies where the Samurai wields 2 short swords? This would be a fun idea for us I think. The short sword does poor dmg as it is so adding another would balance that out for us.


What about more status changes? For instance the ability to stun an opponent thereby putting his terrain negotiation into the negatives for the length of the stun effect. He's going nowhere!


The chance for a vital hit while using melee hit 3. At master level anytime we use 1h3 include the chance for us to make a vital strike to an opponent. In doing so the dmg multiplier for that attack is upped a certain amount. This gives the effect that we are accurate and can deliver a precise hit to vital organs, like the heart for instance.



Deetz Bajakk



Katiff-Jebap
Wed Mar 03, 2004 8:46 am
#41

I want some new cool fencer weapon, a cool looking sword with light armor piercing and good damage. Pikeman get their NS Lances and energy lances,


Heavysword got their scyhtes, Fencer needs something now.


I think our defences and everything is perfect but we could do more damage output also with a gaffi if you dont have buffs you pretty much incap yourself in a duel, because the ham costs are a little high.





Katiffthe.stealer.of.wives
| Master Bounty Hunter | Husband of Hexa | Imperial Colonel | Dark Jedi - Maher Jebap | Kicked the emperor's ass

schreck
Wed Mar 03, 2004 9:50 am
#42

Good idea Katiff, new weapons would be a huge boost for us, so long as they make someting good that is


We have the vibroblade but geez, c'mon...it takes forever to take down an opponent with that even with light AP.


What about a cutlass styled blade, long and narrow, both effective at cutting and piercing. Could be given light AP and could look pretty cool as well with some sort of ornamental handguard.


Just an idea


Deetz Bajakk
Blademaster


RubiusBrasion
Thu Mar 04, 2004 5:34 am
#43

for the love of god please change the way we stand in battle. I do not know a fencer/bladesman in the world that would fight willingly with an open body to attacks. Our stance is all wrong, we should stand with our weapon in hand infont of us, ready to defend against incoming attacks as well as deal fast precise attacks. This is just my pet peive, would really like to see it changed. The way we stand now in combat just doesnt look right.



Rubius Brasion
Fallen Elder Jedi
Master Officer & Colonel of The Rebel Alliance
Ace Pilot of The Phoenix Squad
Exile of DSC and Revo
ksiazek7
Fri Mar 05, 2004 9:45 am
#44

Ok lets not get ridiculous and bring realism into the argument. For example all of the ranged weapons should have higher bonuses to hit at closer range reguardless of what weapon you are talking about. BTW a fencer would have a faster attack then a Martial Artist the difference is the length of the weapon vs the weight i.e. the fencers weapon doesn't weigh enough for it to be a detriment. The extra 2 feet of reach is accounted for as speed anyways though all us Fencers really need is:


1. Couple more weapons maybe a vibro sabre/scimitar with some ap1

2. Lower Ham costs (at least we don't have the ham cost of Carboneers though)

3. Increase in our defensive dodging

4. Some %chance for us to get a critical strike (eye shot, heart shot...) that does additional damage. Even a small percent chance that increses some as we progress into our profession.


These changes would make us more competitive in pvp and very likely the outcome vs a evenly skilled opponent would depend on a critical strike hitting the right pool.



Dashiva Baenre
Professional Jedi Knight
BH Kill count: 34
Drop off vendor Hyperion, Corellia 2099, -5418 on Dashiva's Loot Vendor.
"Its not easy being me I have no one to look up to, In fact I envy you, having me to envy."
BetaTesterGrand
Sat Mar 06, 2004 5:53 am
#45

Yeah, I think Fencers should get some better BLADE weapons.

Seriously, why have the title 'Blademaster' when all you do is fight with a long chunky spiked stick, and a gigantic electric dildo?





Lycc
DemionHuntarion
Sat Mar 06, 2004 3:55 pm
#46


I think that in making our profession unique, we should be looking at some exclusive abilities. New weapons and such are definatly touches I believe we need, an exclusive looted or earned schematic weapon that above novice fencer can use would be great. (such as the NS lance, Nyms Slug, Scythe, and I think that rifleman got a new one?) I also agree with the stance issue, we should be holding our weapons in front of us, instead of in the back hand.


While I think all these are good suggestions for improving Fencer, none of them make us unique. To me the professions that are more unique than others are Bounty Hunters, for Jedi Hunting, exclusive missions and ability to attack all HAM pools directly, TK's, for Force of Will, Power Boost and Meditation, and Rifleman for Sniper Shot. These are the kinds of things I look at when I think unique. Sure we're the only ones who use our types of weapons, but that goes for all professions. Carbineer, Pistoleer, Heavy Swordsman, Fencer, and Pikeman are all different in less ways than the previous three professions.


While I love the suggestion of dual weilding, I think I've read it isn't something that would ever be coded, due to the work it would take. Honestly after typing this I don't have any good ideas on what could make us unique and for that I feel bad,I guess it just seemed to me we were getting off topic. There's already a stickied thread about future Fencer weapons.

Message Edited by DemionHuntarion on 03-07-2004 08:04 AM



Eld- Master Heavy Swordsman, Master Pistoleer
Barhoar- Master Smuggler, Master Merchant, Weaponsmith in training
"Everyone here hates everyone here for doing the same things that they do." LTJ
Unwanted
Sat Mar 06, 2004 10:58 pm
#47


How abouta weapon that just looks like we're dual wielding. Maybe it has a bit higher damage cause it is too weapons. But that's it, ya know, you just equip your dual wielding weapon and no special mods really or anything, just for the pure aesthetic of coolness.

Message Edited by Unwanted on 03-06-2004 09:59 PM



~Deesnik the Rodian~Lowca~Fencer~
Villain23
Tue Mar 09, 2004 7:56 pm
#48

i'm one for beleiving that all the melee classes should have some sort of power boost. we're all martial artists right? why is teras kasi the only one that can 'focus' 'chi' and what not. i mean come on, they can buff themselves and their mind, get a buff, take spice, get some food, and not to mention jump right back up after being incapped! come on devs! another thing. since when does someone who has mastered the art of the fist, do more damage then someone who has mastered the are of the sword. some kung fu master comes up and smacks you in face. ouch. some master swordsman come up and smacks you in the face. wonder what hurts more? you tell me. and no, you can't punch that fast and be effective where you can swing a light sword and be much more effective at high speed. thats all for now, sorry if i bored or enraged you
Thunderello
Wed Mar 10, 2004 8:59 am
#49

Your all wrong =) to talk to tuskenssuck- momentum you are talking about is more for a fencer? ever tried punching and kicking a punch bag for a coupe of mins that has the ability to keep you at swords length away from it? i think you are inacurrate. if im a fencer and i am standing in the defence stance with my rapier in front of me, how are you gonna punch and kick me without using much energy, im gonna keep backing off, and when you leg is up im gonna stab you in the nuts =), Also a meaningfull combo of punches and kicks would seriously take it out of you, a fencer only uses his upper torsoe to jab, he dont do no kicks ect, i thing a TKA would be badly handicapped against a fencer as he is at least a metre away from him trying to get close to hit...



Disagree??





"Thunderello" *Master Doctor *Master Rifleman*Vendor Located Behind Stellas In Mos Luna,
*Stocked With Buffs, Krayt Tissues, Holocrons, Skill tapes, And more..
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*let me Know*

TylaSraedie
Thu Mar 11, 2004 9:07 am
#50


Ktzero3 wrote:
...Either up the range of speeds in our weapons (like the graffi stick) and make them higher damage, or get rid of the cap... because the + to speed modifiers arn't DOING anything once we get it past a certain point. How bout some + to Damage instead? It would make sense since at higher levels we would be able to know where to strike to cause the most damage...




I agree. That would be a good solution that would not add an extra load to the server.



Tyla Sraedie
Master Artisan, Master Fencer
::Need Meat, Hide, Gas or Chem? Visit my shop at -1758, -6366 near the Medical Center in Helios, Tatooine!::
Freth
Mon Mar 15, 2004 12:47 am
#51


To get to the real idea of what Fencer should be as compared to TK, you should first look at the real-world fighting methods they're derived from:


Martial Arts - Watch any good martial arts material and you'll find that the martial arts master is conditioned for speed and stamina as well as the most amount of damage in the shortest period of time. One only has to look at Kenpo and you'll see that speed is very much superior in martial arts than it is with Fencer. Bruce Lee himself had to slow down his punches and kicks for the camera. The man was super quick and in peak condition. You're going to tell me a fence would win against him? Martial arts is all about training the mind to anticipate and react to your opponent, something that happens automatically during a fight, not something you have to think about. Some argue that martial arts shouldn't be high damage. In the case of fast movements and attacks they're meant to overwhelm the opponent, not do high damage. At the same time the martial artist should be able to end a fight quickly with a powerful kick or punch. If you measure the force from punches and kicks that land, you'll find the energy involved is staggering--enough to break bones many times over. Then there's the acrobatics of a martial artist, the flexibility, the toughness of the body. Far superior to a fencer in so many ways.


Fencers - Fencers rely on an optimal distance to be effective. Yes, they have speed, but all it takes is a martial arts master to get in close once and the fencer is laid out. The only way I can see a fencer defeating a martial artist is from hisreflexes while at an optimal distance from the target. A fencer wins by keeping his opponent within that optimal range and parrying attacks while seeking attacks of opportunity. Fencing swords aren't designed for hacking the opponent to pieces (ala a heavy swordsman) but rather quick jabs and slashes. A slash can cause bleeding, a jab can cause disabling or fatal wounds. A fencer excels when fighting another swordsman, but pit a fencer against a martial arts master or a pistol/rifle weilder and you've got someone out of their element. Therefore, I feel a fencer should be weaker than a TK hands down.


So where does this leave us? A fencer should shine as one of the hardest to hit, because they can dodge/parry attacks and come back quickly with a jab or slash. Fencers should have defenses against being hit, moreso than a TK. A dodge/parry special should be the first thing considered.Slash: Bleed should be higher than any other profession (except other swordsman classes). Jab: Specials that cause some sort of reduction in the opponent's ability to attack, due to a wound that's causing pain.


I'm neither a TK or a Fencer, but I am considering both professions. Hope I've helped with my perspective.

Message Edited by Freth on 03-15-2004 02:51 AM



Fah-Mmm · Wookiee · Gorath · Master Creature Handler · Master Rifleman


Ekryth
Tue Mar 16, 2004 1:49 am
#52


Why should a fencer be quicker than a TKA? I mean really, one has a weapon and one doesn't. Therefore, you would think the one without the weapon would be quicker.. Ah well, I don't like many of the topics from profession to profession just because everyone has their favorites. lol, I didn't even read the above post either but I do agree with him.


Ekryth Skyrunner

Message Edited by Ekryth on 03-15-2004 12:51 PM



+Ekryth Skyrunner+-Tank- Born on date: August 1st 03'
+Ekraneyth Skyrunner+-Sith- Born on date: December 26th 03'
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