Fencer Archive
Thread: Template Input Requested
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A-barricade
Mon Aug 02, 2004 12:26 am
#1
I am kind of stumped as to what would best to spend them on in the Fencer tree. Currently my "toon's" template is TKM, MSword, MBrawler, Fencer 0003, Novice Medic... now I have 14 skill points left. At first it seemed that I should go up the stances and grips tree, however speed is usually a huge issue with any "elite" profession. It has been a good long time since I last mastered Fencer so my mind is more than rusty about the improvements per tree. Pretty positive that two points are going to be spent in no time toleave me at Fencer 0004 for the CE and accuracy boost, 12 points to spend.
Thanks for any input. Kinda confused here!
(I would prefer whatever I spend the points helps my other brawler professions as much as possible while helping me get more use out of fencer itself.)
TKzabby
Mon Aug 02, 2004 12:47 am
#2
I would suggest going up the footwork tree myself. that's what I did and it helps quite a bit
XaverriJade7
Mon Sep 06, 2004 2:33 am
#3
MR/MCH is nice for PvE. Master Marksman isn't needed, but does help quite a bit if you don't have access to those expensivespeed SEAs. As far as damage types, we are not everything I feel we have beenmade out to be, but with AP3 Energy and AP2 Acid, you don't usually need much more. Usually. 
Wabit
Mon Sep 06, 2004 2:58 am
#4
i loved the MCH/MRifle... add in ranger 0/0/3/0 and you can find and kill most anything PvE...
or you could go MMark/MRifle/MCH and have noice med... but keep in mind that you can have petstems... and i've found that for normal hunting you shouldn't need too many of those if you don't mind switching your pets once in awhile...
adagiogray
Mon Sep 06, 2004 12:48 pm
#5
Hello. I'm currently a master CH, with BH LLC4... not enough points to take BH much further. I came up with this template for (what I thought at the time) was great, unbeatable damage. Unfortunately, it seems to not be so accurate, and a lot of stuff resists electricity. Should I dump BH and my other scout/marksman skills and go master rifle?
I've primarily played TKM/Doc, but i'd really like something nice, versatile, and damaging to pair with master CH.
I could keep master marksman and master rifle, or i could drop some of marksman (the pistol/carbine bits) and pick up novice medic too....
Ideas?
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