Fencer Archive
Thread: Has anyone tried Melee + Range combo..and what were your thoughts?
VegitoX wrote:
Hmm..ok, so you didnt feel handicapped in any way , other than not being able to use other special's of course.?
Not really, no. But in the fact that you can't use specials from the 2 types is a big handicap. Even if you could use your Center it would help alot or even beeing able to bleed with a rifle if your with in melee range and use the bleed attack it is possible for you to cut someone with a weapon and make them bleed with say a pistol whip or a rifle with a banet on the tip.
ARC_Casper wrote:
VegitoX wrote:
Hmm..ok, so you didnt feel handicapped in any way , other than not being able to use other special's of course.?
Not really, no. But in the fact that you can't use specials from the 2 types is a big handicap. Even if you could use your Center it would help alot or even beeing able to bleed with a rifle if your with in melee range and use the bleed attack it is possible for you to cut someone with a weapon and make them bleed with say a pistol whip or a rifle with a banet on the tip.
Hmm...gotcha, alright-i'll give it a try. see what happens. I have to say though, i've gotten really spoiled, so I know this is going to be a big adjustment.
PoppaBear wrote:
Currently, I'm Fencer/Carbineer, and I love it. I try to use as much Ranged as possible up until the target gets close, then I switch to Fencer to beat'em down.
Crippling Strike + Binding Strike=complete stop
I've tested this several times, and if you've tried CM's Paralyze, that's the equivalent of that. I've wanted to try Pistoleer/Fencer, as I've heard that's a good combo as well.
Well...I gave Fencer/Smuggler a go in one of the instances on Kashykk. I didnt recieve any real benifits from thattemplate due to the 'tightness' of the cave. We had to be careful to not go back too far, as we didnt want to aggro the re-spawns. Hmm...I mean, I did descent damage- 750-958 with my best attack, however, I dont know, something was missing. I will try it out again in the open to see if it works any better.
I know that it may work well with other professions, im just not willing to give up Smuggler.
VegitoX wrote:
PoppaBear wrote:
Currently, I'm Fencer/Carbineer, and I love it. I try to use as much Ranged as possible up until the target gets close, then I switch to Fencer to beat'em down.
Crippling Strike + Binding Strike=complete stop
I've tested this several times, and if you've tried CM's Paralyze, that's the equivalent of that. I've wanted to try Pistoleer/Fencer, as I've heard that's a good combo as well.
Well...I gave Fencer/Smuggler a go in one of the instances on Kashykk. I didnt recieve any real benifits from thattemplate due to the 'tightness' of the cave. We had to be careful to not go back too far, as we didnt want to aggro the re-spawns. Hmm...I mean, I did descent damage- 750-958 with my best attack, however, I dont know, something was missing. I will try it out again in the open to see if it works any better.
I know that it may work well with other professions, im just not willing to give up Smuggler.
I tried Smuggler/Fencer, as well, and enjoyed it alot. Good specials and spices are useful again. Been thinking of picking that back up, now that the Smuggler Revamp is in the "In Development" thread, and should make for some fun interaction with folks.
With the current system I believe it is difficult to mix ranged and melee... simply because ranged class add ranged skills and melee classes add melee skills.
In other words: You may have a level 80 displayed, but your accuracy / speed / ranged defense /melee defense will always be within the range of a single master (if I am not mistaken and smuggler adds indeed general boni; please correct me if that is the case).
You are more versitale than anyone else, but the price you pay is so high that a level 60 pure close combatant would probably defeat you in close combat.
I am not exactly sure what skills pikesman offers but I believe they have some nice crowd control abilities too... and even though the use of criple attack is limited I wouldn't call it completely useless. If you want to break an attack against an enemy it is usually enough.
Rabenschwinge wrote:
hmmm...
With the current system I believe it is difficult to mix ranged and melee... simply because ranged class add ranged skills and melee classes add melee skills.
In other words: You may have a level 80 displayed, but your accuracy / speed / ranged defense /melee defense will always be within the range of a single master (if I am not mistaken and smuggler adds indeed general boni; please correct me if that is the case).
You are more versitale than anyone else, but the price you pay is so high that a level 60 pure close combatant would probably defeat you in close combat.
I am not exactly sure what skills pikesman offers but I believe they have some nice crowd control abilities too... and even though the use of criple attack is limited I wouldn't call it completely useless. If you want to break an attack against an enemy it is usually enough.
Yes, this is exactly what I found. I will say, in an open field it worked a whole lot better...however, most instances dont seem to have these spacious levels. Also, I found that I could not kill a mob my own level as quickly as I had to. Smugglerdoes no where near the damage of Fencer....and Fencer no where near that of say, a Swordsman,and as you stated, you just dont get any added bonuses, I struggleda bit-even after finding a rythm.
Even groups of level 30's gave me fits...in Fencer mode, the two rooting moves ( I forgot what they were) didnt really seem to 'stop' them, I couldnt employ hit and run tactics, because,well *laughing* I couldnt get away. I hate that its come down to this, but I think my time as a Fencer is up. I was the 3rd Master Fencer on my server, so its been a great run.