Fencer Archive

Thread: More Useful Dabble for a Master Fencer?

Nyk8o
Sun Feb 01, 2004 12:29 am
#1

Precision Striking 3:

Ranged Defense +30

Melee Defense +45

Defensive Acuity +41


Balance Conditioning 3:

Combat Equallibrium +30

Defense vs Posture Change +30

Defense vs Knockdown +20

Defense vs Stun +15

Defense vs Blind +10

Defense vs Dizzy +5


..and yeah, I plan on PVP.
Nyk8o
Sun Feb 01, 2004 11:11 am
#2

so go with balance conditioning?
Irtimed
Sun Feb 01, 2004 12:52 pm
#3

yea... IF those still stack... you never know.



Demitri Traties
-Dark Jedi Padawan
-Padawan of None
-Lover of His Kil-Heart
-Historian of The Troll Order
Irtimed
Sun Feb 01, 2004 1:18 pm
#4







Nyk8o wrote:

Precision Striking 3:

Ranged Defense +30

Melee Defense +45

Defensive Acuity +41


Balance Conditioning 3:

Combat Equallibrium +30

Defense vs Posture Change +30

Defense vs Knockdown +20

Defense vs Stun +15

Defense vs Blind +10

Defense vs Dizzy +5


..and yeah, I plan on PVP.






yea... the tka DA wont help you at all when using a 1h sword... just so you know... and the stacking of the defences are getting nerfed to hell soon... so *shrugs* just thought i would throw that in...



Demitri Traties
-Dark Jedi Padawan
-Padawan of None
-Lover of His Kil-Heart
-Historian of The Troll Order
Nyk8o
Sun Feb 01, 2004 6:39 pm
#5

I have no interest in weapon toggling, pistols, or unarmed combat... I just want a complimentary dabble
Shadusdarkmour
Sun Feb 01, 2004 8:04 pm
#6

take master doctor or combat medic then .Probably easier grinds plus gives you great other moves besides one hand stuff plus you wont have to worry about being nerf when they unstack the defenses.



Master Brawler
Master Fencer
Master Swordsman

Why wasnt i supposed to bring a knife to this gun fight again?
Dooms-Day
Mon Feb 02, 2004 1:49 am
#7

Master Fencer/Pistoleer


TK 4004


Smuggler 0030


Makes a great PvP template


210 dodge


90 KD def


181 melee def


121 ranged def


forget TK's acuity but it helps alot with the dodge


and Smuggler's low blow and panic shot for ranged KDs and delays



Jade


Eclips


Nyk8o
Mon Feb 02, 2004 2:07 am
#8

Precision Striking 3:

Ranged Defense +30

Melee Defense +45

Defensive Acuity +41


OR


Balance Conditioning 3:

Combat Equallibrium +30

Defense vs Posture Change +30

Defense vs Knockdown +20

Defense vs Stun +15

Defense vs Blind +10

Defense vs Dizzy +5





I dont wanna weild a pistol or be a doctor... and in my build these are the only options id have left. 3 little boxes. Please dont offer alternatives... just which of the two is better?

Ki_GonAmedda
Tue Feb 03, 2004 1:33 am
#9


Message Edited by Ki_GonAmedda on 08-12-2004 12:54 AM



NUKA
Garva Hated


Awon
Tue Feb 03, 2004 11:34 pm
#10

Neither one is good they are gorrible choices. Anyways defence wont stack after the next patch so both are useless. Plus there will be a food that adds to kd resist.
asmo247
Thu Feb 05, 2004 12:51 pm
#11

All the babbling about defencer stacking or not after the next patch!

Does anyone actually have a link to confirm their claims?

I.e. will ranged/melee still stack?

What about defence vs. states?


Aziz TSA @Chimaera



Aziz TSA @ Chimaera
Zzelkin
Thu Feb 05, 2004 4:12 pm
#12





A post from Thunderheart in the commando forum reveals all. He has some follow up posts there too, worth the read. Dont know if it is posted somewhere else.


http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=42627#M42627







Thats a good question. The versatility of the SWG combat system is so that you can mix and match.

The commando is one of the most powerful (if not the most powerful) stand alone professions at the moment. There are a range of heavy weapons, but the flamethrower is probably the meanest weapon in the game right now.

Beyond that, it gets tricky. We are in the middle of doing a combat rebalance so the choices of what hybrid professions you are thinking about will effect your defense modifiers. Under the hood, SWG works very much like a PnP game. People choose professions, weapons, species and a bunch of other choices, and combat calculates all of those details during combat. You go into combat and the system makes your "to hit" rolls, your defense and "saving throw" rolls and counts it all up.

The tricky part is that currently, defense mods stack. This will change because there are some min-maxers out there who have really learned how to stack these defenses well and it confuses the issue. For instance, you might be fighting a guy who has "pistoleer" in his permatage who is also a commando and maybe something else. Depending on how a player stacks each profession defence mod will effect how easily you hit and do damage, and how much damage as well. Its not to clear cut when you are in game in a running battle.

So give some thought to which hybrid combo you want to go with. Ask around and see what works well. Just remember that defence mods won't stack like this when the balance is done (because its caused a lot of unfair combat situations.)

For all the rest of the folks who will come by this thread:

Yes there will be a fire suppression tool for Fire DoTs. It only makes sense that if you have a weapon, you have a counter measure. Currently, you need water to put out a fire DoT and there are none, which is why many players have asked that there be one.

No combat DoTs will stack anymore because some players were using them in PvP exploits and Combat Experience exploits. Players would run up, stack 3 or 4 fire dots on a MOB or another player and run away while the fire burned - - because there is no way to extinguish the fire. Then they would run back and fire a quick shot from a blaster and finish the kill. It was never intended to work that way.






Message Edited by Zzelkin on 02-05-2004 03:16 PM

xthiefx
Fri Feb 06, 2004 6:45 am
#13

depends want range to own u or melee =P



Leisroo the "Poo chucking hippie"
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