Fencer Archive

Thread: A couple of fencer notes regarding pvp. *Can be applied to pve

MrSemi
Tue May 03, 2005 11:38 pm
#1









Please note I didn't have a stopwatch for this, it was simply observation. If you find I'm mistaken let me know and post your test results with stats. I'm much too lazy for such work myself.



Bleed Attack:


First off I'm still of the conclusion that bleeds aren't useful at all. They do stack but the damage isn't that hot. If there were two bleed moves you could stack I can see them beingmore useful with their current damage.The only tactic I can see you using them on is with very precise timing. If you came across someone with only stims for healing you could stack a couple of bleeds and kite while they did their thing and wait for 1/3 of the health to be gone to go in for some fast hits. This is of course against a melee person. Against a ranged person you may want to stick it right away in case they stop you in your tracks. At least they're still taking some damage as they kite.




Advanced Blind Attack:


This is basically a less effective form of the old Intimidate. I don't know the duration but it seemed to lower the hits by 15 to 25% on average per damage strike. It doesn't sound like much but other than the basic center of being it's your damage reducer. I didn't play around with center of being because it's not an advanced skill and I'm guessing the duration will be too short to be worthwhile. I will play with it next time I do a duel check.



Advanced Lunge, Improved Body Hit, Melee Strike:


These are your bread and butter. These three will be your most used skills.


  • Melee hit. This is tied with Advanced Lunge as your secondary damage dealer. It's merely a damage dealer.



  • Advanced Lunge. Most important move. This move does a 10 meter knockdown in addition to tieing melee hit in damage output. This is just like the old lung but with damage and knockdown ability rather than posture change. It works within 10 meters of your opponent and even when it doesn't knock them down it deals damage. If you do get them on their back always follow with an Advanced Body hit. I've found that it rarely knocks them down more than once within a period of time. There seems to be an invisible timer on its effectiveness. If you really need to get them on their back a 2nd time I'd recommend swapping to Leg sweep assuming they're in range.



  • Advanced Body hit. This is your power move. It seems to do around25 to 40% more than Melee hit (Didn't do the math). When you get someone on their back, you definitely hit them with this first. When in melee range (5 meters) You hit them with this first.

*Edit. You'll notice SCATTER HIT is not listed in those three. Honestly I don't know what this move does. It used to target all three pools and had a random shot at doing more damage in one of the three. This is why it used to be used for finishing strikes when the victim was low on mind. Right now, I'd imagine their intent was for it to target all 3 pools but Most people aren't going to need their mind for anything. I didn't watch it that closely but if it is helpful in swiping some of the opponents action bar off I haven't noticed it yet. The move seems worthless as the damage is half that of the next twomost powerful hits. If you find this move does something useful let me know. I halfway think there was supposed to be a bleeding type move attached to this move that was missed.


General tips: With ranged you're going to be at a disadvantage as is the case with all professions. If they have terrain negotiation you need to hit them with Cripple Attack. That is your "Snare" and will slow them down enough that you can wail on em. When out of range of melee attacks and in situations where they cannot be tricked into coming into range(ie a building or harvester) This thing is your only hope. If you're in a field with no heals and flat ground you're out of luck unless you can find a way to close the gap. If you haveskills withstronger defense,drop your fencer weapon till you get close enough to induce your own damage. Luckily there's not too many places without hills or houses.


In large battles as a melee person most pvpers know your group members need to target and kill one person at a time. Your focus will be pure damage dealing and knockdowns. If someone calls a target 30 meters off and there's already ranged on him, forget him, he'll be dead before you get there. Tab to your next closest target, lay into him, and make sure to let people know he's next. No sense wasting time running 30 meters to find a corpse.



I'm certain there arecommon sense basics that I should post but I just edited this post a tiny bit before work.I'll try and provide more information at a later time.


Summary: Much like the skills we had before, there's a lot of redundancy in our specials. We've only got one real damage dealing move(Body Hit). 10 meters for lunge isn't enough range considering the seeming inability to Knock down more than once. Bleeds are not strong enough to warrant our lack of defense. I will stick with fencer as I always have but you should really have at least another melee profession or doc to compliment your skills. I wouldn't recommend this profession to a newer player.


P.S. I'd love to hear your findings.

Message Edited by MrSemi on 05-04-2005 02:26 PM



Temper Vale||Alizar||-DFR-||

MrSemi
Wed May 04, 2005 5:02 pm
#2



Side note. 0004 swords is a must have with Fencer in my opinion. Since One handed four is a prerequisite for swordsman you only need to fill two handed four to get to novice swords. Novice Swords gives you a head hit, which I haven't practiced on yet, but you also get 50 general melee accuracy and 10 more melee and rangeddefense in the last branch which is a huge benefit.


Then there's the specials Armor break & improved critical hit which does more damage than Fencers best move Body Hit. If you get 0014 you get improved armor break, which probably lasts longer and 0040 adds 25 ranged and 40 melee defense. Definitely pick up some swords with fencer. The accuracy of 0004 alone is worth it.

Message Edited by MrSemi on 05-06-2005 03:16 PM



Temper Vale||Alizar||-DFR-||

Fritter_and_Waste
Wed May 04, 2005 6:10 pm
#3


is there a reason to usea couple bleeds instead of a body hit and a headhit, say?...in my testing on tc, the total damage from a bleed after it dries up in 40 sec or so is less than the damage from one body hit, so you do LESS damage over time than you could do in an instant, but hey, it's over time so that's special
MrSemi
Wed May 04, 2005 6:29 pm
#4






Fritter_and_Waste wrote:


is there a reason to usea couple bleeds instead of a body hit and a headhit, say?...in my testing on tc, the total damage from a bleed after it dries up in 40 sec or so is less than the damage from one body hit, so you do LESS damage over time than you could do in an instant, but hey, it's over time so that's special






No, bleeds are not that useful. Their damage is too low in my opinion. Now mind you I haven't even done a ton of pvp yet, just duels and I need to do more. My original statements about bleeds were that they might be useful over time against someone who is kiting you.


Me personally I don't heal myselfuntil the heal will give the most benefit, but nowasted heal.


Basicly if I'm down 500 pointson my Health bar and I know I can heal for 650 I'm gonna go heal for 650 only after I get down 700 or more damage. If someone thought like me and a few sly ticks got in, by the time I caught up I might have enough power to knock em down as a bleed ticked and lay into them with some hits that wouldkill them. That's where the timing would come in. Sometimes 2 points of damage kills you and sometimes lack of 2 points saves your life.

Message Edited by MrSemi on 05-04-2005 06:31 PM



Temper Vale||Alizar||-DFR-||

BraccusD
Fri May 06, 2005 1:08 pm
#5


It's a good post. I agree with it all. Luckily not many posts in this forum so easy to keep near the top.


Oh, and besides having either doc or another melee, I just wanted to say CH doesn't seem to be a bad add either. It's like they are the added bleed/DoT attack we wish we had.

Message Edited by BraccusD on 05-06-2005 01:16 PM



- Drachus (of Kettemoor and Starsider)

CH/Fence and BE/CH
MrSemi
Sat May 07, 2005 1:44 am
#6






BraccusD wrote:


It's a good post. I agree with it all. Luckily not many posts in this forum so easy to keep near the top.


Oh, and besides having either doc or another melee, I just wanted to say CH doesn't seem to be a bad add either. It's like they are the added bleed/DoT attack we wish we had.

Message Edited by BraccusD on 05-06-2005 01:16 PM





Thanks for thebump BraccusD


I thought it was a good post but I was starting to wonder if Caps and theCU were the only thing that mattered in a header on the boards. /giggle


Only thing this post is missing is feedback from other pvp fencers or Pvpers period.

Message Edited by MrSemi on 05-07-2005 01:45 AM



Temper Vale||Alizar||-DFR-||

pearlshaunswg
Sat May 07, 2005 4:17 am
#7

I did a bit of messing around with fencer and I found that although Scatter Hit seems to do low damage from the numbers in combat spam, it actually does more damage than that. If you hover your mouse over a persons health bar then hit them with a scatter you will notice it takes off quite a bit more than is stated

If you can get an adrenal boost buff or whatever it is called which gives you combat speed, you will swing a lot faster. This applies to any profession really but its useful for us so that you can do enough damage before the ranged guy gets up and runs off again. These only last 15 minutes though, which is why I put doctor 0004 in my template.



Need to get me an acid sword to see what kind of damage we can knock out




Iridescence
Sat May 07, 2005 10:34 am
#8

Scatter hit, I think, still works as it always did. True that there's only one pool to hit now but individual areas of the target can still be hit. For instance, if your target is wearing a chestplate and arm armor but no helmet, a Headhit from swordsman would do better damage than Bodyhit, etc. Scatter hit will target only one pool, but it will cause more damage if the target isn't wearing full armor since it hits all hit zones.
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