Fencer Archive
Thread: Fencer's new role?
Rimy wrote:
SDSadow wrote:
Rimy wrote:
So if we're not going to be the tanks we were, rather we'll be hit and run and higher damage dealers/dotmonkeys, what will our role be in group combat?
The reason I ask is this: in grouping now, I'm asked because I'm a tank/doc. I understand that with the way combat will work, you won't really be able to use both professions with a lot of effectiveness. But nobody in the groups that I typically hunt with seems to look for the tweeners, and I wonder if we'll now fit into that category.
We can still be tanks depending on what other skills we have and the opponent(s) we face. Granted, it will take time to figure out how to tank after the CU but it will be just like at launch when players were just trying to find the best way to play.
Merlus Van'tel, Rebel Captain - Human, BH/Commando/Medic - Bloodfin
Qwa'ten, Rebel Corporal - Twi'lek, Fencer - Sunrunner
Wyndam, RSF Pilot - Rodian, Swordsman/Medic - Naritus
I don't agree that we'll really be tanks anymore. The diagram clearly shows that we'll be outside of the traditional role of tank anyway. We'll be damage and dot dealers, with a nice area attack. It'll be interesting to see what that really means, but tanking seems to be relegated to almost nil for us.
This is the statement that makes all the difference really. Gunman made an excellent post in the pikeman forums in a similar thread to this. Basically saying that we still have 250 pt for a template, its what you do with those that makes your character, not what a single proffesion brings to your template.
The way everything the devs have said has been worded implies that skills from proffesions will be much more interchangeable than they currently are, encouraging diversity in templates but not just taking mods like current stacking.
The only time you would be limited to your proffesions defined role is if you spend your SP in non combat areas limiting you to just one combat proffesion with no dabbles.
The PS reduction in ID is kind to me, it allows me to master fencer, brawler and take two lines from any other melee proffesion so I hope I'll have quite a diverse template for a player with a mastery in a non combat proffesion. I'll probably take them from pikeman to aid my defense and increase my crowd control abilities, giving me a well rounded, versatile character who will hopefully be able to fulfil many roles to a certain extent.
Combat_Medic_to_be wrote:This is the statement that makes all the difference really. Gunman made an excellent post in the pikeman forums in a similar thread to this. Basically saying that we still have 250 pt for a template, its what you do with those that makes your character, not what a single proffesion brings to your template.
The way everything the devs have said has been worded implies that skills from proffesions will be much more interchangeable than they currently are, encouraging diversity in templates but not just taking mods like current stacking.
The only time you would be limited to your proffesions defined role is if you spend your SP in non combat areas limiting you to just one combat proffesion with no dabbles.
The PS reduction in ID is kind to me, it allows me to master fencer, brawler and take two lines from any other melee proffesion so I hope I'll have quite a diverse template for a player with a mastery in a non combat proffesion. I'll probably take them from pikeman to aid my defense and increase my crowd control abilities, giving me a well rounded, versatile character who will hopefully be able to fulfil many roles to a certain extent.
That's great for all combat templates, but I loved being able to tank and heal. If I want to continue to do both, I'll have to drop fencer for TK or pikes, and only count on being less effective on both. THAT will change my style of play...
Combat_Medic_to_be wrote:You never know though, now that doctor will only take 2 lines of medic you will have an extra 24sp to spend in combat, that might get you enough defense from another melee prof to tank a bit. It's impossible to say at this stage. You might find you don't require all of doc to fulfil the healing role you wish, which opens up even more chance for dabbling in TK or Pikes for defense.I get the feeling people wont have lots of masters anymore, just one main combat one with dabbles in other proffesions to complement them and adapt them to fit more with the players preffered style in combat.
That could very well be. Maybe I can have a vendor now too
Combat_Medic_to_be wrote:See, the more you forget, the better the new system seems. You've just gotta think outside the triangle
Triangle?!? I thought it was a polygon!
The reason I ask is this: in grouping now, I'm asked because I'm a tank/doc. I understand that with the way combat will work, you won't really be able to use both professions with a lot of effectiveness. But nobody in the groups that I typically hunt with seems to look for the tweeners, and I wonder if we'll now fit into that category.
Rimy wrote:
So if we're not going to be the tanks we were, rather we'll be hit and run and higher damage dealers/dotmonkeys, what will our role be in group combat?
The reason I ask is this: in grouping now, I'm asked because I'm a tank/doc. I understand that with the way combat will work, you won't really be able to use both professions with a lot of effectiveness. But nobody in the groups that I typically hunt with seems to look for the tweeners, and I wonder if we'll now fit into that category.