Fencer Archive

Thread: fencer v. tkm

ChilastraBH
Wed Feb 04, 2004 3:12 pm
#1

The other day I was in a Starport got bored & ended up dueling a fencer. He wasn't quit master, but he really floored me.


I hit him with confusion shot, but fire knockdown missed. He came charging in, kd'd me & I was soon dizzy & bleeding.


I used to think fencer was ok, but nothing special - I now respect the class now.


Should the sad day come when I drop BH, I was thinking of a smuggler/pistoleer/fencer build.


How do fencers fare against tkms in PvP?
donnysabertooth
Wed Feb 04, 2004 3:18 pm
#2

fencers with mast brawler own i also have 4304 tka, im rarely KDed or even hit, i was voted the "best rebel pvper" on my server



aivut
The UnTouchAbles
SBOAdjudicator
Thu Feb 05, 2004 5:12 am
#3

in a straight up duel TKM vs Fencer, a tkm will win almost everytime, attackspeed is everything a tkm can hammer a person into the ground in a vry quick fassion. as tkm are the masters of the brawler professions,



however a Armoured TKM vs a Armoured Fencer in a staight up duel, the fencers have the advantage


gogo stun baton



Cheers






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EveLibertine
Thu Feb 05, 2004 5:16 am
#4

i dont know what yre takling about, im a master fencer master brawler and i drop TKMS all the time and i dont wear armor ever



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Laeren
Thu Feb 05, 2004 6:28 am
#5


Just wanted to post something:


(pure) TKM Skill Mods:


Combat Equilibrium +55
Defense vs Blind +10
Defense vs Dizzy +5
Defense vs Intimidate +0
Defense vs Knockdown +20
Defense vs Posture Change +30
Defense vs Stun +15
Melee Defense +57
Ranged Defense +45
Unarmed Accuracy +205
Unarmed Damage +245
Unarmed Speed +115
Unarmed Toughness +57
Unarmed Center of being duration +30
Defense Acuity +81
Unarmed Center of being efficacy +90


(pure) Master Fencer Skill Mods:


Combat Equilibrium +30
Defense vs Blind +40
Defense vs Dizzy +40
Defense vs Intimidate +20
Defense vs Knockdown +50
Defense vs Posture Change +50
Defense vs Stun +0
Dodge +105
Melee Defense +74
One-handed Melee Toughness +32
One-handed Weapon Accuracy +170
One-handed Weapon Speed +90
Ranged Defense +69
One-handed Weapon Center of being duration +31
One-handed weapon Center of being efficacy +115


Given the above stats, you can see how your defense stack up against a TKM. Hopefully this will show you want advantages you have vs someone you know to be a TKM. Whether or not they have stacked other defenses on top of this (and how that will continue or not continue to work in the next patch) is something you can't anticipate. But, this may give you a starter in understanding the strengths and weaknesses associated with the 2 classes by themselves.


So, when you're facing a TKM, you should try for their main weakspots - the D vs Dizzy and the D vs Posture Change. You should also, without a doubt, CoB, as your defenses are higher (Dodge vs. Defensive Acuity, Melee Defense), as it will even out their higher accuracy. You can also try intimidation as the TKM has no defense mods for that.





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::::::Laeren Misha: Teras Kasi Master, Master Rifleman, Master Journalist, Master Interior Decorator
:::::::::Apprentice Filmmaker
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Zzelkin
Thu Feb 05, 2004 7:42 am
#6

Good post Laeren!
Awon
Thu Feb 05, 2004 11:22 am
#7

I dont think those stats are right maybe you should redo them.
XingYuen
Thu Feb 05, 2004 12:47 pm
#8

I have little problem with TKM's. Granted there are a few fighters that are knowledgeable in their profession but the profession alone won't make you good in PvP.




Xing Yuen

Awon
Thu Feb 05, 2004 9:20 pm
#9

Laeren you really need to get a calculater those stats are way off.
Vincentarasin
Thu Feb 05, 2004 10:09 pm
#10

Fencer can beat a Tkm without much trouble, 2 ways.


One, damage (Almost all tkm's are naked)


Two, be the shield and take out all their mind. Get some uber composite and let em spam ya, Intim'd and with your COB on, you wont get hit much, let em spitting rawl, half of em wont hit, and the ones that do will do like 5% of their damage or whatever it works out to.



Unarmor'd, a tkm will go down in... hmm, probaly 5 hits from me unbuffed, buffed, no idea, its to random to tell.



I do about 300 base damage a scatterhit, 350 a cho-mok or so.. Upright, i cant ever really know a TKM down with the posture change, with a flatout Smack-Down-Knock-Down-Slap then you might be able to knock a tkm down for an actual duration of time





Vincent' Arasin
______________________

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Tithas
Thu Feb 05, 2004 11:19 pm
#11

I agree with everyone. I duel my friend who is a TK alot and we even out on wins basically whoever hits the other with the KD first is the winner but whoever said speed was a factor is a MORON they hit just as fast as us because of speed cap and for less damge I belive maybe about the same



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Greyhare
Fri Feb 06, 2004 12:43 am
#12






Laeren wrote:


Just wanted to post something:


(pure) TKM Skill Mods:


Combat Equilibrium +55
Defense vs Blind +10
Defense vs Dizzy +5
Defense vs Intimidate +0
Defense vs Knockdown +20
Defense vs Posture Change +30
Defense vs Stun +15
Melee Defense +57
Ranged Defense +45
Unarmed Accuracy +205
Unarmed Damage +245
Unarmed Speed +115
Unarmed Toughness +57
Unarmed Center of being duration +30
Defense Acuity +81
Unarmed Center of being efficacy +90


(pure) Master Fencer Skill Mods:


Combat Equilibrium +30
Defense vs Blind +40
Defense vs Dizzy +40
Defense vs Intimidate +20
Defense vs Knockdown +50
Defense vs Posture Change +50
Defense vs Stun +0
Dodge +105
Melee Defense +74
One-handed Melee Toughness +32
One-handed Weapon Accuracy +170
One-handed Weapon Speed +90
Ranged Defense +69
One-handed Weapon Center of being duration +31
One-handed weapon Center of being efficacy +115


Given the above stats, you can see how your defense stack up against a TKM. Hopefully this will show you want advantages you have vs someone you know to be a TKM. Whether or not they have stacked other defenses on top of this (and how that will continue or not continue to work in the next patch) is something you can't anticipate. But, this may give you a starter in understanding the strengths and weaknesses associated with the 2 classes by themselves.


So, when you're facing a TKM, you should try for their main weakspots - the D vs Dizzy and the D vs Posture Change. You should also, without a doubt, CoB, as your defenses are higher (Dodge vs. Defensive Acuity, Melee Defense), as it will even out their higher accuracy. You can also try intimidation as the TKM has no defense mods for that.








Ok, maybe you dont count me as a "pure" Fencer because I also have Master Brawler but my numbers are:



Combat Equilibrium +30 +30
Defense vs Blind +40 +40
Defense vs Dizzy +40 +40
Defense vs Intimidate +20 +20
Defense vs Knockdown +50 +50
Defense vs Posture Change +50 +50
Defense vs Stun +0
Dodge +105 +105
Melee Defense +74 +81
One-handed Melee Toughness +32 +37
One-handed Weapon Accuracy +170 +155
One-handed Weapon Speed +90 +95
Ranged Defense +69 +74 (note I have no ranged skills)
One-handed Weapon Center of being duration +31 +36
One-handed weapon Center of being efficacy +115 +125


So is it his TKA number that are so off, he seemed to hit these pretty close




"The force is within you. Force yourself." Harrison Ford
Laeren
Fri Feb 06, 2004 6:30 am
#13

I should give credit where credit is due:


Check out this site: http://swgcb.yogn.net/


That's where I got the #'s from.




Aes Sedai Industries
::::
Swarriorx Irow: Mayor of Rauha (Naboo), Starsider (www.rauha.com)
::::::Laeren Misha: Teras Kasi Master, Master Rifleman, Master Journalist, Master Interior Decorator
:::::::::Apprentice Filmmaker
Visit my movie page: Triquetra Pictures AIM: LegalMinn
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