Fencer Archive

Thread: Roles for Fencer

VemaGara
Wed Dec 24, 2003 10:43 am
#1

What makes Fencers unique? What could make us more unique? What ideas are out there for this profession? How could we mesh with other melee professions? The developers are willing to listen.

I'll toss in a few. They're just ideas.

- Cavalry. Give Fencers the ability to do specials while riding a mount. (Kiting would not be much of a problem, as all melee specials only work in melee range. Bleeds are still a potential problem, but a Fencer can still bleed, then mount and ride.) Make sure that the AI can target the mount. Apply a Fencer's defenses to his mount.

- Heavy Tank. Give Fencers a great shield, but put some smart penalties on using it. Gain: the ability to tank a very long time. Loss: damage, accuracy, or specials.

- Deny Specials?
- Lower defenses of target?
- Slow down target?

For other classes, I'd consider:
- Swordsman - massive damage output. Good against vehicles and objects.
- Pikeman - massive damage output. Good against really big critters. Ability to motion-control a creature. (Push it back, to the side, etc.)
- TKA - Better against NPC's.

Opinions? Ideas? Useful comments?

Dr. Vema Gara, Valcyn



Dr. Vema Gara
Master Doctor, Master Fencer
Imperial Ace (solo), Imperial Inquisition
Valcyn
(Sophitia, Trinidad on Test)
KulenErion
Wed Dec 24, 2003 12:45 pm
#2

Hey, was wondering the forums, like I always do, and checking this particular one out. I'll admit I received fencer as my second holocron profession, but I wanted to become more of a combat type anyway. I think these ideas are really good and being a ranged profession, I'll tell you what we have unique at every profession. Perhaps Melee could be somewhere around there, or maybe something even more unique.


Anyway, Pistoleers are the close up attackers that don't do a lot of damage, but they are quick, have a kd, and good dodge skills. Pistoleers are the up close and personals, basically the pawns and front line of an attack.


Carbineers are supposed to be the crowd controlers (although I think they disabled area kd - kind of too uber for a ranged profession). Basically they bring down big crowds and keep them from charging the group.


Riflemen are the snipers. Long distance, lots of damage, really slow compared to the other classes. Basically they fire the initial volleys to soften up for the others. They are like artillery.


Since there are 4 melee classes and looking into the melee type roles, here are my thoughts in addition to yours.


TKA - the humanoid take out guys. Tons of attacks to disable and drop humanoids. I think it's like what you were talking about, but basically can kd, dizzy, all that stuff to take out humans.


Fencer - the group fighters, basically because of the speed of the attacks and the weapons given (a lot of clubs and swords) it would be like the infintry of the middle ages. Basically tear through people in groups that do more damage than an individual fencer can. Maybe have a hit stacker where the more times different fencers make contact, the more damage adds up (doesn't have to be huge, maybe 10-20 per) so if you get a group of 20 fencers making contack, you can do 200-400 more damage per hit.


Two handed Swordsman - the berserker, someone who can do a lot of damage but also takes a lot of damage themselves. Basically like berserk mode, but to the extreme. Have really high damage specials at high ham costs.


Pikeman - crowd control, the ability to slow down those around them and to keep people from charging. Sort of like what the carbineers were supposed to be. Basically slow, but with high accuracy and the ability to do slow down a rushing crowd. Something like a 1-2 second command pause. Almost like the smugglers have, but in shorter durations.


Sorry to invade your forum, but those are my thoughts on the melee profession. Please take it with a grain of salt, since I'm not a melee person yet.




Kulen Erion
Master Rifleman
Colonel of the Imperial Army

If it ain't broke, you just haven't used it enough.
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