Fencer Archive

Thread: A template submitted for review

Azvic
Wed Dec 17, 2003 10:02 am
#1

Please let me know what you think of this template and if you would make any changes.


Master Fencer


Melee mitigation 3, CoB, melee/ranged def, dodge mod, health bleeds, defense vs. status


Pistoleer 4/0/4/4


Ranged mtigation 2, stacked dodge mods, more health bleeds, ranged/melee def, defense vs. status


Swordsman 0/2/4/4


Stacked mind bleeds, ap2 weapon, more melee/ranged defense, more defense vs. status, head hit 2


Medic 0/0/4/0


Level 40 med use



I want to build a great tank around fencer who can also deal out big damage in bleeds, can PvP well, andhave decent mitigation on both ends. I plan on setting my willpower to 1100 and having all stats constantly buffed in effectiveness sliced composite. I figure I can get my mind regen up to around 4k so nothing can take out my mind and I can use it to heal my other buffed pools endlessly.


Any ideas?




Azvic Izost

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http://intrepid.galaxyforums.com
wickedHangover
Wed Dec 17, 2003 10:12 am
#2

i'm not sure you have the skill points to do all that, maybe i'm wrong but it seems pretty good, the skill points i think you're missing are the 2 trees in brawler you need and the tree in marksman





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MalformedURLException
Wed Dec 17, 2003 10:25 am
#3

By my calculation, you could get all of that except 0-0-3-0 in medic instead of 0-0-4-0.
Azvic
Wed Dec 17, 2003 11:32 am
#4

Ah, yes, I am over a bit. I think I would change swordsman to 0/1/4/4 and medic to 0/0/3/0.



Azvic Izost

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Sephia
Wed Dec 17, 2003 12:50 pm
#5

Your over by 6 points, and your pistoleer will never hit anything, so take out the healthshot 1 and 2, as they mostly wont hit.


Marksman is very important!




Sephia Therifoh
Cerberus, Dantooine
Master Bounty Hunter
Master Squad Leader
Carbineer xxx4
Novice Medic
Sephia
Wed Dec 17, 2003 2:08 pm
#6

Idont disagree, i do it to gurks.I get buffed, bleed as many as i see, i tap the nest, to get more, bleed them, and by this time, im stunned, blinded, and dizzy so I start missing. I then swith to my vibro blade, and systematically bleed them again with health hit 1. I also pick them off, as some bleed faster than others. Somewhere I pop a moun and if i need to feign death.


The thing is alot of stronger mobs, will engulf you before u get a chance to bleed too many of them. I know some mobs are faster than others, but marksman IMHO is more important than grips. Because somtimes you may just want to shoot something.




Sephia Therifoh
Cerberus, Dantooine
Master Bounty Hunter
Master Squad Leader
Carbineer xxx4
Novice Medic
GaryNgCodeFour
Wed Dec 17, 2003 3:38 pm
#7

i don't think the swordman defense tree is that useful either does the bleeds, you already have 4 bleeds on health pool, why bother bleeding one of the other 2? for defense mod wise, TKA got way better melee and range defense mod.



GaryNg CodeFour

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MilkToast
Wed Dec 17, 2003 3:41 pm
#8

If I we're going to invest all those points in pistoleer I would just become a master to get ranged damage mitigation 3.


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Azvic
Thu Dec 18, 2003 1:57 am
#9

I plan to open with pistol bleeds in PvE from a prone position, they hit over 75% of the time, I have them right now with novice pistoleer and nothing else.



Azvic Izost

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Azvic
Thu Dec 18, 2003 5:16 am
#10

My thinking is that I'll use the health bleeds for PvE and the mind bleeds for PvP. I can use the power hammer for PvE too, just for the big damage, although I'll be giving up defense to do so. TK has the best melee defense, I believe, but their lack of dots is unappealing to me. I wanted to dabble in it to pick up some defenses, but ran out of skill points much too early.


Mastering pistoleer would be nice for me, but it means either giving up medic or the defense tree in swordsman. Do you think that finishing off pistoleer would be more powerful than having that tree? Medic is crucial to what I want to do.


Thanks for te input, everyone.




Azvic Izost

Free Shinjo

http://intrepid.galaxyforums.com
GaryNgCodeFour
Thu Dec 18, 2003 7:41 am
#11

btw, I just found out something interesting.


I was trying to make my character better at range defense as we still get kited from time to time. So i check all the professions, guess what TKA and Fencer has the best range defense mod. other professions such as Pikeman, swordman etc, only get +5 from here and there. and for Carbinerr, they only get +25 as master lvl. I think the DEV need to fixed the range defense for Pikeman and Swordman also.




GaryNg CodeFour

~= Freelance Imperial Blademaster=~
"Death is certain; Life is not."

Azvic
Thu Dec 18, 2003 8:36 am
#12

IMO fencer is the best profession defensively, which is why I picked it as a basis for the character. It has the best CoB, tied with TK for best pure defense mods, and itstacks with dodge from a useful marksman line (carbines and rifle ham cost is too high IMO). Once I saw what a master fencer got I was hooked. The rest of my skillpoints are to enhance the natural defensiveness of the fencer, keeping in mind that the last few points have to be spent on some offense with the powerhammer.




Azvic Izost

Free Shinjo

http://intrepid.galaxyforums.com
Minerunner
Thu Dec 18, 2003 8:52 pm
#13

Incidentally I'm


Master Fencer/Master Brawler/Master TK,Novice Medic 0000, Scout 4000


I'm kinda happy here... I'm nearly impervious to state changes, 50-90% resist in all but stun, stun 30% thanks to Bio Clothing, have Melee defense 141/152, Dodge 105/107, Ranged Defense 119, Damage Mitigation 3 in two different weapon types. Not to mention Master level COB effects.


I was thinking of...


Master Brawler / Master Fencer / TKA 4004 / Swordsman 004 / Pikeman 0040 / Medic 0000 / Scout 4000


But I'm kinda sick of grinding combat skills.... Having mastered 2 entire Elite Melee Professions I'm done for a while.




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