Fencer Archive
Thread: Need some fencing advice...
I'm making the leap of faith ![]()
Leaving the ranks of the pistoleer/smugglers for a life as a doctor/fencer.
Here are my questions...
1.) Does the fencer/doctor seem like a feasible combo for hunting/xping?
2.) Post patch are rebel/imperial missions still the best source of xp?
3.) How important is it to boost the regens when I adjust my stats?
4.) For clarification - Armor isn't so great for fencers?
5.) What kind of damage can I expect from a above average weapon (also sliced) both regular hit and special?
6.) How did the patch effect fencers?
7.) Tips are very welcome!!!
Disclaimer - I have read this board thouroughly and I know that some of these questions have been answered. The reason I'm re-asking is that the game has changed alot and the patch seems to have changed things a bit. I know that I'm walking away from a much easier weapon path but I want a bit more challenge and style and this seems like the route for me. Please don't flame..just looking for some info/tips/advice from the wiser folks than me.
Thanks!
wow lots answer so little room. ok here goes.
1. doctor / fencer interesting combo. Doctor on battlefield always good but since you combat is fencer yo will be playing more back field in battles. But since your a doctor healin downed guys in your territory would be great benefit to your team. I would advise in pvp you to hold a stratgic target in small quarters and to use that as a healing base for your men to fall to for healing. So you got a role on the field just learn how to best use it.
2. Rebel / imp mission give good xp per target killed but downtime from them can really slow the xp. As a brawler look for things that give good xp but go down in one to two hits with your current weapon for fastest xp. Doctor will help you with downtime but remeber your minds gotta heal too. Also dont just go on damage of a weapon. speed and effiency are big things for our class judge a weapon by these first.
3 Regens help alot.that all i can say. Tatooine sunburns can make all the difference on the field.
4 Depends. As so many pieces of armor have to be put on to stop every hit it gets expensive and cumbersome in my opinion. I dowear a helmet to pvp events to stop mind attacks from other players.
5. my vibroblade is 40-160damage 2.7 speed damage sliced HAM 16/28/16 one hand hit 2 (Fencer starting abilities ) does 400-1300 damage to a random pool. regular attack 200-300 i think. As i said beforewe arent big dps except againist rifle users or prone enemy's. most of our advantages comes from stat effects from moves. Lunge + dizzy will be god send to you. Other moves are equally as effective in right circumstances.
6 Mostly indirect stuff. Our vibroblades can be made with advanced parts. Our beginners moves got improved. We have more time to try to catch the marksmen before we die pvp
Hope that helps you.
2.) I think they are still some of the best for fencers. Our lunge dizzy combo makes easy work of em.. and I usually get 1000-2000 per kill. The only problem is they gang up, so you usually need a pet or some other people to help.
3.) I set them around 400 or so.. seems to work for me. You might wanna boost your willpower a bit more though if your gonna be healing. Maybe you could just play a zabrak.. they have a min 600 willpower.
4.) I hardly use a full set of armor. There are times when I think you should though. For the most part, I just wear a couple pieces of armor including a helmet so I don't get head shotted as bad.
5.) Depends on what weapon your using. I use a slice for speed vibroblade mostly.. one hand hit2 gives me around 600-1200 damage but hits random HAM pool. Body hit gives me around 400ish againist the health pool. Regular hit is looking at 100-300 againist any HAM pool. My curved sword seems to do around the same but faster and takes more HAM..
6.) I haven't noticed much of an impact. In fact, I think the patch lowered our action drain with special moves.
7.) Tips? Fight humanoids if you plan on getting sword experience. They are easy to lunge and dizzy. Try to fight yellow or below. Some reds you can take, but some are just waaay to tough. Get a pet to help, maybe a probot or something. Also, keep several weapons available for different situations. Get a nice pistol too (I picked carbine instead) for pulling. Also helpful for those stupid medics that you can't knockdown when they run....
Hey StileLockewood good questions.
And good answers Shadusdarkmour.
The only thing I would like to add onto is the Fencer/Doctorcombination.
That is my combination right now, i am neither a master in Fencing or as a Doctor, actually I just have the first row of levels after Novice Doctor, and I am having a blast. If I want to heal other members and not fight I can do this effectively. I lack the range and healing power of a combat medic but I do a well enough job to keep people alive. As a Doctor, if you were to only heal in PVP you would be able to keep people alive and make a difference. Although, I enjoy fencing more. In PVP, I plan to let everyone know that fencing is my priority at most times. However, this will depend a lot on the situation. But as a doctor I would try my best to win the battle and stay alive. I feel it is more important for the Doctor to live then anyone else. So the Doctor better be able to take care of himself in combat. But after the battle as a Doctor of proper skill you can Revive players and bring them back to life.
The best of both worlds in my opinion.
Ok, sorry for such a long post, didn't mean to go on a tangent there, hope it helps.
1) Well, I'm a Fencer/Master Medic with no real intentions of going Doctor. Doctor's really based on wound healing and that's generally not quite that useful mid-combat. You might consider taking a look at another profesion or dabbling in scout for exploration or something.
2) I'd say so. I still get around 800ish for taking down medics and sergeants solo (which Fencers can do no problem)
3) Regen is *godly*. Stopping to heal yourself mid-battle hurts your supplies, lessens the damage you do, and leaves you open. Mind regen is especially important if you plan to heal yourself midway, action regen's also important if you want to survey to find good resources to make medical supplies. For me, health regen wasn't *as* important, but I still keep it high.
4) Armor used to be okay with Fencers if you picked a Ryyk or a Rantok, threw on all your armor, tossed on a bleed, then went Beserk. Now, it's kinda mediocre. Fencers to best when they slap down lots and lots of specials and the only real way to survive doing that is sans armor. Leave you armor for when you're in a big group and they just need someone to tank or some equally boring task.
5) My Vibroblade's 31-116, 3.2, 17/29/17. On a regular attack, I can expect 125-225 damage, 250-800 off of MeleeHit2, and around 200-500 off of BodyHit2. This is unsliced and it's definitely not the best weapon I can find on my server.
6) Not at all. We were relatively untouched, aside from the Beserk nerf. In fact, the lower level Brawler 1H specials got what sounds to be a 30 damage increase. (Yay for being on the bottom with the Pikemen... -_-)
7) Hunt humanoids whenever possible. Play to your strengths. I used to be able to take mountain worrts and dewbacks in extended fights with armor and Beserk, but I'm not so sure now. *shrug* We'll see.
Haschel wrote:
4) Armor used to be okay with Fencers if you picked a Ryyk or a Rantok, threw on all your armor, tossed on a bleed, then went Beserk. Now, it's kinda mediocre. Fencers to best when they slap down lots and lots of specials and the only real way to survive doing that is sans armor. Leave you armor for when you're in a big group and they just need someone to tank or some equally boring task.
I agree with your post, but have you experimented without specials? Using a good ryyk and 27%kinetic chitin, i can actually tank pretty well using no specials... I last alot longer becaus im not killing myself with those hams- but i guess it depends on the mob your fighting.