Fencer Archive
Thread: Little dancer gal with a big question.
Im going to go master Dancer, not bothering with any other entertained skills guys. Im human and my action and mind pools are very nice due to my profession. However my red bar is a bit low . Im trying to figure out what combat skill I want to invest in, a girl has got to get out every now and then. Secondly I would really like to surprise the next little boy who asks for a lap dance then curses and /duels me when I say no.
With these things in mind. Im needing some info. From a roleplay Standpoint, a fencer or a Teras Kasi artist seem logical. After all dancers move with grace and fluidity. It just feels right to pick one of these two. Having said that I need advice on which way to go. Teras kasi dont really wear armor and with my low health 600 str and con of 400 Im concerned with an inability to wear armor. What do you vets think?
Next is the fencer, foot work, grace and being light one ones feet are the hallmark of a master fencer. And who better to study it then a master dancer right? First question here, can they wear armor of some kind? Im really concerned about my lower health, con and stam scores when picking a melee style class. Im told armor will help mitigate the punishment I will be takin a bit.
My plan is to master either fencer or Teras Kasi based on the replies I get. As well as master dancer. I was thinking of going master scout to get the movement bonus's. Id like an opinion on this too.
If there are any other ladies playing SWG, have you all run into problems in the entertainer buisness and the often lack of respect? How did you handle it, ignoring them is bad for buisness.
Thanks for your help gals and guys
-Liv-
1) the movement bonus from the scout tree is singnificant if you plan on playing outdoors alot. You get two boosts to Terrain Negotiation past Novice Scout, one at Explore I, and one at Explore III and the final points at Master Scout. If you have any spare points and are outdoors a bunch then that is a good spot to spend it. At explore III you can basically move up hill at the same speed as on the flat which can make a big difference getting away from things and just general running around.
2) for brawling. Unarmed/TKA fighters need a couple of things. Strength since that governs your damage with your fists, and Action since all the unarmed moves pretty much function off your action score. My Trandoshan who is a Master Unarmed almost Novice TKA has 1250 health, 800 str and around the 600 mark in action. He is very strong and handles whites and yellows , his biggest weakness is trandoshans aren't very quick so I tend to run out of Action quite quickly if I can't drop my target fast. I will actually drop my health some to boost quickness and stamina to get around this since most fights I lose I still have tons of Health but no Action. ( creature damage tends to often be on Action points also which is another problem for beginning brawlers ).
You are basically half as tough and half as strong as me so I am not sure how you will go though I suspect you have more Action and Quickness than I do. I don't use any armour at all since I don't fight humans mostly and there isn't anyone who makes good kinetic padded armour yet for fighting animals on my server. Bone Armour is useless against animals.
3) Fencing is similar to Unarmed for the same reasons. It uses a similar set of stats and action costs and has the same issues with armour and so on.
Overall I would think you might find it a little hard going at the start with your low health and strength, you might have to bump those up a little through Stat Migration, or just fight things a little below your level as you skill up which will make EXP slower but safer.
When you finally reach TKA you get a substantial boost to your defence skills and damage , so it might be ok once you got to that level. I would say pick up Novice Brawler for 100cr, and go have a go, you can always sell the skill back if you don't like it.
The only thing that governs damage as a tka is your skill, race, and if your armed. I would personaly go fencer they have alot of moves that can help from taking damage. But honestly in one on one comabt the two classes are very similar. In large combat, fencers get more area effect attacks.
and do you really want to be a meditating dancer? get a sword ![]()
Consider the scouting tree as it complements what brawlers need to do to level up in their tree. When you are out in the wild, you can skin and harvest the creatures you kill for additional experience (plus credits from resale of the resource to artisans). You can build traps which further adds attack bonuses against creatures... one of the first traps you get as a scout is the "Wire Mesh Trap" which lowers the creature's defense against melee attacks. At higher levels, you can complement this trap attack with other goodies such as "Bone Spur" (blinds the target and lowers their mind and action bars) and "Noise Maker" which has a stun effect and also lowers the creature's mind bar. When the going gets tough, don't forget the usefulness of the Exploration tree which allows you to burst run uphill at a full sprint (great for getaways when you're mobbed or overwhelmed).
Mask Scent at higher levels (also a part of the exploration tree) allows you to sneak around hostile creatures (although some complain that this ability is somewhat nerfed now...) And you get more xp if you do it successfully.
You can build camps where you can heal in the wild. That is pretty valuable. At last check the heal rate is like 10 wounds in all categories per 5 minutes you sit around in camp...
Foraging allows you to find native foods with amazingly good buffs to your abilities.
In general, the Scout tree seems really well designed as a skill that improves your chances of survival.
A combat specialty (brawling) will toughen you up as there are inherent bonuses such as melee "toughness" that acts as a natural armor when determining the effectiveness of your opponents attacks... of course if the opponent draws a blaster, that's another story...
Don't depend on armor. I hear a lot of complaints because there is a cost to using it. You lose some health and action points depending on the item whenever you don your suit. Think of an analogy to the medeival knights. Sure you could hit em with a sledge hammer, but you could also dance around them in circles in combat. Calvary knights were useless once knocked off their mounts and made easy game for pikemen who fought on foot...
I'm a brawler on the fencing track, so I am a bit biased at this point. I have no complaints about the track. I have never picked up a pistol or ranged weapon and am satisfied with being the guy that rushes to the front and starts hacking away. Availability of decent weapons is really scarce these days but I expect that to change with time as the game and the players begin to mature.
Hand-to-Hand specialty? I suppose it is a question of style at this point.Do you envision yourself as the mistress of kung-fuor perhaps a swash-buckling adventurer?
I am not sure how much of your natural abilities dictate the damage a TKA deals out. With a weapon, at least you are guaranteed a certain range of damage is possible with each hit.
I guess I've rambled on long enough. Best of luck to you on your chosen path.
Asvirz
Outdoorsman/Scout
Bria:Corelia
I am walking the the same way like you plan JediClone and I enjoy it to be unique. And It works well!
By this with formal you can performe a sworddance, looks fine ![]()
And often people want to safe your life If you stand toe on toe with a foe wearing danceroutfits and the letters dancer over your head. Sometimes they applaud astonished about the lunge dizzy effect, sometimes I am very happy a marksmen starts to shoot
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Aniella (Gorath) Dancer/Fencer