Fencer Archive
Thread: Fencer Template.
Hi guys, this is the first time i've posted on the fencing forums but i figured i would give you guys the template that is really working great for me. I've heard a lot of people complain about fencers but i've found that a master fencer that uses the rest of their skills wisely can be one of the toughest characters around. Below is a list of the skills i use and why I have chosen them.
Brawler:
1. One handed 1-4 (obviously) this line gives you one of your staple skills Dizzy. You will get a better version of this but for most of your young career this will be your attack.
2. Unarmed 1-4 These are really hard to lvl now because you can't use knuckles anymore and for the most part these only give you unarmed abilities. thats ok because the lead in to TK will be worth it, and you get +2 melee defense
Marksman:
1. Pistol 1-4 Versatility is the name of the game here. this gives you the ability to hit things from a distance when needed. this is almost necissary at the moment as melee characters can not hit moving targets for crap. This also gives you +2 ranged defense.
2. Range Support 1-4 +6 Ranged Defense +2 Melee, and 2 awesome skills Suppression Fire and Warning Shot. Is that pesky PC running from you? swap to pistol and hit him with Suppression and then smack him with dizzy.
Medic:
1. First Aide 1-4 This allows you to use uber stim b's to heal yourself for nearly 500 damage to your action and health. now all you have to worry about is your mind.
Scout:
1. Explore 1 This is just plain necissary if you are ever going to run.... anywhere.
=Elite Classes=
Fencing:
Master (duh!) these are your main skills. if you can't figure out how to use them you are in some serious trouble. High points to mention here are a total of +25 Dodge, +14 melee/ranged defense, and a lot of specific defenses.
TKA:
Balance Conditioning 1-4 Adds to your Specific defenses and gives you a knockdown attack. Also gives you combat equilibrium
Precision Striking 1-4 +30 Ranged/Melee Defense. Nuff said.
-you also gain the ability to meditate with TK novice this is really helpfull to rapidly fill your mind back up.
Pistoleer:
Pistol Tactics 1-4 +20 Dodge And Body shot 3. great for finishing off those fleeing opponents.
-Pistol Novice also gives you Health shot 2.
Now that it is all laid out lets look at the totals:
Melee Defense: 59
Ranged Defense: 60
Dodge: 45
Combat Equilibrium: 60
Defense vs KD: 60 / Def vs PC: 70
I won't go into how i personally play this, but it has a lot of room for changes depending on the person playing. The main focus is to take the skills that can boost up your defensive capabilities. With that in mind you can easily swap skills out to grab other defensive skills that fit your style of play better.
if anyone else plays a fencer like this let me know how you like it. feel free to nitpick if ive missed anything anywhere.
Unfortuantely that's not how stats stack.. Either by flaw or design I'm not sure.
Any Melee Toughness I gain in TKA is lost the moment I switch to pistol. I'm TKA/Pistoleer on lowca thinking of going Fencer on a new server I'm playing on.
I've tested this a million times and that's definately the case. I'll pull something with my pistol and it will reach me.. Hitting me for the 100's. Then I'll switch to my vibroknuckles and my damage intake drops like a rock.
hmm i forgot all about that, maybe mastering TKA isnt the way to go. But i will still go up the meditate line and probably get the 1st KD then master carbiner and fencer.
Also do things like Counter attack and dodge work using any weapon(i.e. Dodge is fencer skill will it work holding a carbine?)
Correct me if I'm wrong, but dont you automatically take a 1.5x damage increase from holding your pistol and thats why you notice the sizable drop in damage the second you switch to knuckles? The only definate way to test to see if melee/ranged defense stack *and i'm sure they do, its a static number unlike toughness which only works with the weapon equipped* would be to use a skill such as one handed for a medium.. then gain a lvl or two with the defensive bonuses and then see if the damage you receive has changed when you switch back to a one hander and fight the exact same creature/player. I for one believe that all dodge, block, counter attack, and melee/ranged defense bonuses carry from one weapon to another. I could be wrong... but Ive yet to see anything to prove otherwise.
Right now, I am debating to go all the way to master fencer or just max out one or two of the skill lines.
I am presently:
Medic 3-2-0-3
Scout 4-4-4-3
Brawler 0-4-0-0
Marksman 4-4-0-4 (dropping rifle once I need to sacrafice some skill points)
Fencer 0-1-1-1
Pistoleer 0-0-0-0
Creature Handler 2-2-1-0
As you can see I cant figure out where I want to go, but I love fencing and being able to finish a mob off when they come in close.
I will prob drop trapping and get survival down to only 1 so I can still make camps and such. I am keeping my medical skills for healing and I have made my willpower fairly high for the quick mond regen.
Pistoleer skills really compliment fencing skills with the body shots and bleeds you can do before they even get close, then hit the health pools some more with the blind, body shots and bleeds of the fencing tree.
I like the CH just because it is fun and I have an extra damage dealer with me when soloing.