Fencer Archive
Thread: Unofficial fencer FAQ ver 1.0! Made by me with help from others you might know!
Intro
Many of us wonder what fencing is about these days, PvP, being a FOTM, or maybe just to fit in…. Well in the days of Raphayl it was about being a unique fencer. There used to be more Pikeman than fencer but unfortunately that’s changed.
We will miss you FURY_Chaser!!!!
What fencer really is…..
Fencer is just all the one handed weapons from the Star Wars movies stuck together with a name to draw attention. It is the same with Swordsman and Pikeman. The only melee profession that really is a galaxies thing Is the Teris Kasi.
Specials info
This was made by Raphayl but is still in use today……
Attack: Standard Melee Attack
Macro Name: /attack
Chat Name: “swings at”
Damage Multiplier: Listed weapon damage x 1.86 (Standard Fencer Multiplier, and is applied to ALL Fencer attacks in addition to the listed multiplier.)
Info: This is the damage done when not performing any specials. It is the damage that will appear in the combat chat box, and does not include any reductions due to the target’s defenses. It will randomly target any HAM pool, but appears to have a slight preference towards the Health Pool (about 40-50% of the attacks hit Health, 20-30% Action, and 20-30% Mind.)
Attack: BlindHit1
Macro Name: /melee1hBlindHit1
Chat Name: “Blinding Stab”
Damage Multiplier: x 2.0
Target: Single
Effect: Blind (White “eye” icon on the target.)
Info: Blind status significantly reduces the target’s accuracy, melee defense, and ranged defense. Duration is a 5 second minimum, but is random and varies based upon the target’s Defense Vs. Blind.
Attack: BlindHit2
Macro Name: /melee1hBlindHit2
Chat Name: “Blinding Slash”
Damage Multiplier: x 2.5
Target: All in range
Effect: Blind (White “eye” icon on the target.)
Info: This is the same effect as bestowed in BlindHit1, and is no more potent. The only difference is that this is a multiple target area attack. All targets in weapon range will be attacked, however a valid target must be chosen for the attack to work at all.
Attack: BodyHit1
Macro Name: /melee1hBodyHit1
Chat Name: “Sai Mai”
Damage Multiplier: x 1.5
Target: Single
Effect: Targets Health Pool
Info: This is an efficiency attack. All of the damage is applied directly to the Health Pool every time, rather than randomly across the 3 HAM bars.
Attack: BodyHit2
Macro Name: /melee1hBodyHit2
Chat Name: “Sai Sun”
Damage Multiplier: x 2.5
Target: Single
Effect: Targets Health Pool
Info: Same as BodyHit1.
Attack: BodyHit3
Macro Name: /melee1hBodyHit3
Chat Name: “Sai Tok”
Damage Multiplier: x 3.5
Target: Single
Effect: Targets Health Pool
Info: Same as BodyHit1.
Attack: DizzyHit1
Macro Name: /melee1hDizzyHit1
Chat Name: “Skull Stab”
Damage Multiplier: x 2.0
Target: Single
Effect: Dizzy (White “whirlwind” icon on target.)
Info: By itself this effect does nothing. However, if the target attempts an upward posture change while Dizzy, they can potentially suffer a “Fall Down”. The effects of a “Fall Down” are identical to those of a Knockdown, except that it doesn’t count against the delay timer as a Knockdown. Duration of Dizzy is a 5 second minimum, but is random and varies based upon the target’s Defense Vs. Dizzy.
Special Info: This is designed to be combined with the Novice Brawler “Lunge1” attack to force a posture down (which usually inspires the target to attempt to “get back up”), or a regular Knockdown.
Attack: DizzyHit2
Macro Name: /melee1hDizzyHit2
Chat Name: “Skull Slash”
Damage Multiplier: x 3.5
Target: All in range
Effect: Dizzy (White “whirlwind” icon on target.)
Info: This is the same effect as bestowed in DizzyHit1, and is no more potent. The only difference is that this is a multiple target area attack. All targets in weapon range will be attacked, however a valid target must be chosen for the attack to work at all.
Attack: HealthHit1
Macro Name: /melee1hHealthHit1
Chat Name: “Shiim”
Damage Multiplier: x 1.5
Target: Single
Effect: Bleeding and Wounding (Red “droplets” icon on target.), Target’s Health Pool
Info: This is an efficiency attack. This attack produces two consequences. The first, but least significant, is the high probability of infliction of Wounds in the target’s Health Pool. The primary effect is that of Bleeding, which drains the Health Pool over time. The damage listed in chat is the amount of the Bleed established, but the attack itself does NO immediate damage. 15 seconds after the attack, the indicated damage is automatically deducted from the target’s Health pool, and again every 15 seconds after. This will continue whether you are fighting, incapacitated, or dead. The Bleeding will stop on its own after 10 cycles. First Aid and Meditation can remedy Bleeding sooner.
Special Info: bleeds do not stack
Attack: HealthHit2
Macro Name: /melee1hHealthHit2
Chat Name: “Shiim Shiak”
Damage Multiplier: x 3.0
Target: Single
Effect: Bleeding and Wounding (Red “droplets” icon on target.), Target’s Health Pool
Info: Same as HealthHit1.
Attack: Hit1
Macro Name: /melee1hHit1
Chat Name: “Cho Mai”
Damage Multiplier: x 2.5
Target: Single
Effect: None
Info: This is the standard special attack, designed to simply boost damage output.
Attack: Hit2
Macro Name: /melee1hHit2
Chat Name: “Cho Sun”
Damage Multiplier: x 3.5
Target: Single
Effect: None
Info: Same as Hit1.
Attack: Hit3
Macro Name: /melee1hHit3
Chat Name: “Cho Mok”
Damage Multiplier: x 5.0
Target: Single
Effect: Special, see below.
Info: Same as Hit1, except that there is the added possibility (around 30-40%) of inflicting Blind on the target.
Attack: ScatterHit1
Macro Name: /melee1hScatterHit1
Chat Name: “Scatter Stab”
Damage Multiplier: x 3.0
Target: Single
Effect: Targets Multiple Simultaneous HAM Pools
Info: This attack spreads its damage across 2 - 3 HAM Pools. The targeted HAM Pools are randomly chosen, as is the damage distribution.
Attack: ScatterHit2
Macro Name: /melee1hScatterHit2
Chat Name: “Scatter Shiak”
Damage Multiplier: x 4.0
Target: Single
Effect: Targets Multiple Simultaneous HAM Pools
Info: Same as ScatterHit1.
Attack: SpinAttack1
Macro Name: /melee1hSpinAttack1
Chat Name: “Slash Spin”
Damage Multiplier: x 2.0
Target: All in range
Effect: None
Info: This is the basic Area Attack. All targets in weapon range will be attacked, however a valid target must be chosen for the attack to work at all.
Attack: SpinAttack2
Macro Name: /melee1hSpinAttack2
Chat Name: “Blind Spin”
Damage Multiplier: x 3.0 Target: Single
Effect: Bleeding and Wounding (Red “droplets” icon on target.), Target’s Health Pool
Info: Same as HealthHit1.
***Additional Attack Note: All of the above Fencer Special Attacks impart an Accuracy bonus of approximately 20-30%.
Weapons….
The fencer’s weapon variety is great but the usefulness is doubting. Unfortunately our best weapons are sticks not swords.
AP 0
Stun Baton: This weapon is stun damage and be enhanced with acklay bones.
Gadderafi Baton: can be looted off tusken raiders or made by a weapon smith. This is our most damaging weapon and can be acklay bone enhanced.
Ryyk Blade: weapon of the Wookies which happens to have low damage and low accuracy.
Curved Sword: a low speed weapon high medium damage. Favored for grinding.
Sword: a low level onehanded weapon that is useless against high level mobs.
Rantok Sword: You steal this from Jabba the Hutt on the last mission. One of our worse weapons.
Dagger, Survival knife, Stone knife: low damage low speed low ham. Perfect for blinding and dizzy/lunging un-buffed.
AP 1
Vibroblade: our only ap1 weapon. Low damage low ham low speed. Also good for dizzy and lunge un-buffed.
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Loot-able enhancements for our weapons are found off night sisters, Nym’s Elites and Acklays.
Fastest way to grind….
I found the fastest way to do fencer is to get Ubese armor (around 70% kinetic) and master doc buffs ( 2300 to all health and action related stats). Then go to Dantooine and kill quenkers until you become x4xx. At this point you no longer need armor except on the occasion that you are surrounded by creatures. Now you have the option of continually killing quenkers or traveling to Lok to kill gurks (10k missions) or getting in a large group and doing giant Baz Nitches solo (11k missions) on Dathomir until master fencer.
Stat migration…..
With the new idea of Image designers stat migration this will be a little bit harder to get done but will help a lot.
If you plan on going every where buffed first max your mind related stats unless human I find that 800/800/800 is enough for mind. Then put the rest accordingly like I have mine so I may still wear my armor un-buffed for emergencies (in some situation your armor has too high of HAM costs so this cannot be done, then just put point into health and action). If you like going un-buffed I suggest still maxing mind then going for health and action and picking up novice medic so you may heal in battle.
CoB answers by ruehs….
Q: What is Center of Being?
A: Center of Being(CoB for the remainder of this post) is any melee professions ability to boost their Dodge/Counter Attack/Block/Defensive Accuity, depending on which melee profession you choose. Though out each respective skill tree you recieve bonuses for Efficiency and Duration. Efficiency is how well of a boost you get while Duration is how long it lasts.
Q: What is the CoB macro and how far into Fencing should I be before I use it?
A: The CoB macro is as follows:
Name this macro CoB or what ever suits you.
/ui action clearCombatQueue; - Used to clear all queued special attacks
/CenterofBeing; - Used to activate CoB
/pause 32; - Used so you don't constantly get "you are already focusing on that" message. This number comes from your CoB duration plus 1. Pause 32 for master fencer, Pause 37 for master fencer w/ master brawler.
/macro CoB; - Or what ever you named the macro.
Now as far as how far into fencer you should be before you use it, that is all preference. I would suggest not using this until you get at least a CoB Duration of 20. I also suggest not using this macro if you don't have mind buffs(well all buffed) or Vasarian Brandy/Muon, as it will continually run and run your HAM down. To stop the macro you can make a macro/or type /dump.
Well after much searching I found the toggle macro for CoB. It is as follows:
CoB Macro
/ui action clearCombatQueue;
/centerOfBeing;
/pause 32;
/macro CoB;
Starting Macro for CoB
/alias ToggleCoB /macro COBOff;
/macro COBLoop
Stopping the CoB Macro
/alias ToggleCoB /macro COBOn;
/dump
The Toggle Switch
/ToggleCoB
After assigning all these macros, type "/alias ToggleCoB /macro COBOn" and then drag the COB macro to your toolbar. The first time you press it it will turn your CoB loop on, the second time you press it it'll turn the CoB loop off.
PvP advice
First of all if your opponent is in stun armor and has a PSG you are pretty screwed but can still fight.
I normally start by hitting my CoB macro and dizzy/lounge intimidate. Then if we are using DoT’s I poison them with my knife and try to go for there mind or health depending on the circumstances.
As it is a rumor is floating around saying that scatter hit 2, our best special, is bugged since it always hits. I’m not sure if that’s truebut I thought I never missed because I was “Uber” ![]()
That is all the PvP advice I will give as I do not want all my secrets getting out.
Conclusion
If you have any more questions for me I play on eclipse and my name is Milton. You can g-mail me or message me as /tell eclipse.Milton and you can email me with the same name. Furthermore I did not do all of this igave credit to whatI did not do to the people that did.
Great FAQ ![]()
Just a small correction, I think you have HealthHit2 and SpinAttack2 descriptions a bit mixed up.
raldurrm wrote:
ooh well i used Raphayl info to do that i would change ti but would that mess up the colors?
Yep, you did but you copied it incorrectly. Is the colour really more important than the information?
http://forums.station.sony.com/swg/board/message?board.id=fencer&message.id=29714
raldurrm wrote:
fixed it! ver 1.1 is at......
http://forums.station.sony.com/swg/board/message?board.id=fencer&message.id=29714