Fencer Archive

Thread: Fencer Template: Melee/Ranged

Roustabout
Wed Sep 08, 2004 11:58 pm
#40

On the new Testcenter 2 I was working on templates and found this pretty effective:


Master Fencer

Master Brawler

0-0-4-0 Pistoleer

4-0-0-3 Teras Kasi

0-0-4-0 Medic


Normally I'd grab some more state defenses but you need the meditate line in TK for the wound healing on TC2. I haven't lost a fight yet (though a stalemate or two with other defenders).
VaMage
Sun Sep 12, 2004 1:35 am
#41

I'm trying to make up my mind between Fencer and Sword to go with Rifle. All I'm really interested in at this point is PvE, but beause I play at odd times the better I can solo the better I'll like it.


Suggestions?


THANKS!



Johnny-Umah
Weaponsmith
Kaadara, Nabbo, Chilastra 3717,5920
American by Birth but Southern by the Grace of God
Roustabout
Sun Sep 12, 2004 8:20 pm
#42

Swords for pve. PH's can cut through high end mobs fairly easily.
Anyndel
Sun Sep 12, 2004 10:41 pm
#43

Hey, guys.


I'm currently working towards TK 4000, M Fencer, M Rifleman, with some Scout and Medic 4004 thrown in. I was wondering if I should carry on towards rifleman or switch to pistols? I was thinking of making my character an 'Eroll Flynn' type of lovable rogue. The quick but untouchable combat type. Is the lack of damage from Pistols worth the defensive trade-off, or should I stick with rifles? I'm only interested in PVE and don't believe in buffs for RP reasons (making dodge crucial to my character's survival).


Someone suggested I might be better off dropping Fencer for TKM and sticking with rifles as a PVE 'plate. However, I enjoy Fencer and don't want to give it up yet.


So, back to my question... Any advice, folks?



Tathar Oronra

Infinity




If stupidity got us into this mess then why can't it get us out of it?

I don't need to hate people on the basis of race, color, creed, religion, nationality, or any of those other things. 30 seconds of conversation usually does the trick.


capzyL
Tue Sep 14, 2004 6:04 am
#44





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Roustabout
Tue Sep 14, 2004 7:58 am
#45






Anyndel wrote:

Hey, guys.


I'm currently working towards TK 4000, M Fencer, M Rifleman, with some Scout and Medic 4004 thrown in. I was wondering if I should carry on towards rifleman or switch to pistols? I was thinking of making my character an 'Eroll Flynn' type of lovable rogue. The quick but untouchable combat type. Is the lack of damage from Pistols worth the defensive trade-off, or should I stick with rifles? I'm only interested in PVE and don't believe in buffs for RP reasons (making dodge crucial to my character's survival).


Someone suggested I might be better off dropping Fencer for TKM and sticking with rifles as a PVE 'plate. However, I enjoy Fencer and don't want to give it up yet.


So, back to my question... Any advice, folks?



Tathar Oronra

Infinity





Keep rifleman. Without the pistol speed increases (plus good specials) from BH or smuggler it's not worth it. Also, why 4004 medic? I'd say more like 2040 maximum. With 0040 and an experimented stim E you can basically one shot heal yourself fully damn near every time.


And more on the pistols/rifleman issues. Since you're not using buffs you'll definitely want rifles since you can fire 1/sec with a much higher damage than with a pistol. Even if you used pistol specials vs rifle normal attack it's still not even a question as far as i'm concerned.


I'd only even consider a pistol if you're getting hit too much (since the dodge doesn't go with rifles) since you're not using buffs. I guarantee that you'll kill stuff much faster with a rifle than with a pistol(master of both at one point or another and it's a light year difference)


gildrian
Tue Sep 14, 2004 11:51 am
#46

I'm a brand new Master Fencer &was very happy to find this thread...


Master Pistoleer

Master Fencer

Marksman 0400

Scout 4000

Com Prowess - 2400

Enh Reflexes - 4000



I NEEDADVICE ON SETTLINGON A PVP TEMPLATE...


Im tanking any PVE challenges..really with no problems. I know that Scout 4000and Brawler 4000 areexpendable - opening up to 41 pts...and obviously more pts will keep falling into FS branches and as it stands.


Do I go more TKM or do I go Smuggler (dirt line)? Would you fencer elite's recommend one way or the other or something I havent thought of...should a fencer concentrate on being a melee fighter or hybrid with the defensively powerful pistoleer lines???


I only want to have the "template confidence" to walk into a fight with anyone and know I have a REAL fighting chance...ANY SUGGESTIONS APPRECIATED!!!!



Its a great forum you guys/gals & learning alot from all of you...THANKS for reading and/or replying to this post!!!!


Akuma-enshi
Tue Sep 14, 2004 1:14 pm
#47

Hi. I'm pretty new to the game but here's what I am working toward:


Master Fencer

TKA: 0/4/0/4

Pistoleer: 0/0/4/4

Rifleman: 0/0/4/3


Someone told me that I should drop the rifleman trees and take up Novice Medic 0/0/1/0 and Scout 4/0/0/0. What do you think?


I also heard Fencer is the weakest Melee prof. Really? I know we can use the stun baton and I have yet to see a creature with stun prot. Then again I haven't seen that many creatures.


Any insight is appreciated.



Akuma-enshi
DTM
Back from the dead
Please make offers to my vendor at -4734, 79, 7118
In the Great City of PRAXIUS, Rori.
Anyndel
Tue Sep 14, 2004 4:13 pm
#48






Roustabout wrote:

Keep rifleman. Without the pistol speed increases (plus good specials) from BH or smuggler it's not worth it. Also, why 4004 medic? I'd say more like 2040 maximum. With 0040 and an experimented stim E you can basically one shot heal yourself fully damn near every time.


And more on the pistols/rifleman issues. Since you're not using buffs you'll definitely want rifles since you can fire 1/sec with a much higher damage than with a pistol. Even if you used pistol specials vs rifle normal attack it's still not even a question as far as i'm concerned.


I'd only even consider a pistol if you're getting hit too much (since the dodge doesn't go with rifles) since you're not using buffs. I guarantee that you'll kill stuff much faster with a rifle than with a pistol(master of both at one point or another and it's a light year difference)








Thanks for that, I'll definitely hold onto rifleman after your advice. The reason I thought of getting medic 4004 is so I can make and use my own stimpacks. There are far too many greedy rip off merchants in this game (6k on the bazaar for a cdef, anyone?), so I try to be as self sufficient as possible.


Anyway, thanks for the advice.



Tathar Oronra

Infinity




If stupidity got us into this mess then why can't it get us out of it?

I don't need to hate people on the basis of race, color, creed, religion, nationality, or any of those other things. 30 seconds of conversation usually does the trick.


Kakeemono
Tue Sep 14, 2004 10:57 pm
#49


Master Fencer

3-0-0-0 BH

Pistoleer 1-0-4-2 (capped dodge)or 0-0-4-4(+20 melee defense)


Hunt the jedi with 3-0-0-0 BH.

Whip out your 450dmg Gaffi Stick.


---------Get mind buffs and good buffs from a med city---------

I eat PvP Optimized Synsteak (more hits but less reduction) about40 minutes before hunting

I eat Ahrisa (55minute duration) about 30 minutes prior also

::::This leaves your stomach 30 minutes to empty so you wont get empty::::

I eat Pikatta About 10 minutes prior.

::::Leaves me about 1/2 full when fight time comes::::

Pop your Canape to help mind regen rate or a +1000 vercupti to boost stats to about 4000.

<<<<>>>


Run your CoB macro

use intimidate

warcry1

switch to your mind poison janta knife to apply mind poison

blind2

dizzy2

lunge1

Bodyhit3 about 4-5 times then dizzy2 again... bodyhit3 4-5 times then dizzy2....



only problem is no self-healing...


Dont try to fight a high level jedi with this template though, youll get raped. Stick to pulling missions on lower level jedi and chew them apart. (I like to send a buddy down in the geo caves to tell me which jedi are grinding and pull thier missions since if they run, theres a good chance a kwi will agro them, and those kwis hurt low level jedi)

Message Edited by Kakeemono on 09-14-200410:58 PM <<typos>>

Message Edited by Kakeemono on 09-14-2004 10:58 PM



Thwk + MSwordsmen / MRanger [] Bria
Julie- Anefi + MCarbineer / MCMedic / MMarksmen / Pistoleer xxx3 [] Bloodfin
VaMage
Wed Sep 15, 2004 4:03 am
#50

Thanks!


I'm hearing that a lot but to see it in Fencer tells me alot, and that fact that no one jumped on you to disagree even more. <smile>





Johnny-Umah
Weaponsmith
Kaadara, Nabbo, Chilastra 3717,5920
American by Birth but Southern by the Grace of God
RabidMS
Wed Sep 15, 2004 8:00 am
#51

After a week's worth of testing every possible spec I could muster this is what I came up with. My primary focus was on PVE with options to PVP and I have a Doc, Chef, Weaponsmith, Armorsmith Alts for support. I tried Swordsman in there and it did great damage, but not enough to overcome the cool factor of TKA moves and meditate imo. Fencer is awesome and pistol is a good close fighting range weapon that has great Health pool attacks. I may switch my scout harvesting to Explore for terrain negotiation. Most of the time I was running around Lok fighting Giant Dune Kimo's (85k HAM) and with composite armor and full buffs I was fine except for that nasty plauge thing they have lol yay for meditate


Brawler: 4400
Marksman: 0400
Scout: 0030
Fencer: 4440
Pistoleer: 2044
TKA: Master


Camping +5
Carbine Accuracy +10
Carbine Speed +5
Combat Equilibrium +55
Creature Harvesting +35
Creature Knowledge +30
Creature To-Hit Bonus +10
Defense Acuity +96
Defense vs Blind +90
Defense vs Dizzy +85
Defense vs Intimidate +20
Defense vs Knockdown +120
Defense vs Posture Change +100
Defense vs Stun +55
Dodge +130
Meditate +100
Melee Defense +171
Melee Mitigation +5
One-handed Melee Toughness +32
One-handed Weapon Accuracy +70
One-handed Weapon Center of being duration +26
One-handed weapon Center of being efficacy +100
One-handed Weapon Speed +80
Pistol Accuracy +55
Pistol Accuracy While Standing +15
Pistol Speed +54
Polearm Accuracy +10
Polearm Center of being duration +5
Polearm Center of being efficacy +10
Polearm Speed +5
Ranged Defense +116
Ranged Mitigation +2
Rifle Accuracy +10
Rifle Speed +5
Taunt +10
Trapping +5
Two-handed Melee Accuracy +10
Two-handed Melee Center of being +5
Two-handed melee Center of being efficacy +10
Two-handed Melee Speed +5
Unarmed Accuracy +205
Unarmed Center of being duration +30
Unarmed Center of being efficacy +90
Unarmed Damage +245
Unarmed Speed +115
Unarmed Toughness +57



Rabid Mountainsquirrel
Kauri
MBH - MC - ?
Synderesis
Wed Sep 15, 2004 8:15 am
#52

Master Fencer

BH 3/0/4/0

Medic 1/0/0/0


(Thinking of going Master Fencer, BH 3/0/4/0 and Pistoleer 0/0/2/0. To be able to use the Geo Pistol)
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