Fencer Archive

Thread: Reason for being Fencer is being removed with CU

Esiho
Fri Apr 01, 2005 8:45 am
#1

I have been a M.Fencer for 5 months now and the draw and enjoyment for me has been the Fencer's ability in defense. It appears as if that roll is now being shifted to TK and Fencers are going to become a hybrid class. That makes me very dissappointed as there defense was the reason for being a Fencer. We are not going to be in the defense category, instead we are being moved to being one of the weakest defense builds. I don't understand how taking the strongest point of a profession and making it the achilles heal is balancing anything or even mildly acceptable to the players whoare currently in that class. Below is the copies description from SWG.



Fencer
Primary Role: Close Range DoT Specialist (Damage-Over-Time via Bleeds)
Secondary Role: Close Range Crowd Control (Position Control)
Offense: Strong(4)
Defense: Weak(2)
Crowd Control: Moderate(3)


The Fencer is a lighting fast attacker who specializes in hit and run combat. While Fencers have fairly weak defenses making them less than ideal for standing toe to toe with their opponent, they will employ many abilities that help them reduce their need to stay within range of their target.


As a primary Damage Dealing profession Fencers will have damage output second only Rifleman and Swordsman, however their attack style is very different and unique. Their defensive abilities will end up being very weak ensuring they must rely on hit and run tactics. Basic Crowd Control abilities support their role as hit and run combatants making them a very potent damage dealer in combat.


Profession Mixing Tip: Because of their weak defensive skills Fencers will benefit greatly from additional defensive skills from Teras Kasi or Pikeman or a player could choose to widen their offensive arsenal by adding Swordsman abilities.


I have spent my entire time in game playing a defensive healer and with the CU I am going to have to regrind professions in order to maintain that play style. That sucks.


Esiho




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VegitoX
Fri Apr 01, 2005 8:53 am
#2

1) There is no regrind, you will be able to respec.

2) this is perhaps the best thing that could have happened-Fencers aren't Defensive, they are Offensive.



TKAwere given the role of the "dodger", and rightfully so. Dont get me wrong, I will miss dodge but this does away with the rediculous stacking templates.


Just my opinioin though.




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PoppaBear
Fri Apr 01, 2005 8:56 am
#3

I'll miss Dodge as well, since I never wore armor for ANYTHING! But you can't have it all, right?




Bilos Ode-a
Soldier of the Rebellion
Rimy
Fri Apr 01, 2005 10:52 am
#4



VegitoX wrote:
1) There is no regrind, you will be able to respec.
2) this is perhaps the best thing that could have happened-Fencers aren't Defensive, they are Offensive.
TKA were given the role of the "dodger", and rightfully so. Dont get me wrong, I will miss dodge but this does away with the rediculous stacking templates.
Just my opinioin though.





On the contrary, you'll still be able to stack. As a matter of fact, it will be encouraged. And, if you want a toon that's all combat, you'll have enough SP to master two profs and get quite a few boxes in another.

What this essentially does is nerf the idea of combat/non-combat hybrid toons. I'm not sure wether that's by design or not, but (and of course, only reading through the docs) it would seem only combat/combat or combat/doc or cm toons would be viable in combat... kissing combat/artisan or combat/entertainer goodbye.

But as far as the respec comment goes, you've just agreed with the OP, if you look at the title anyway. You would apparently get more damage and better defenses with a TK/Swordsman toon, and the main reason to add fencer to your combat template is for the bleed dots and crippleHit.

Again, I could be wrong, but really,how much does it matter? Most of the fencers I know fell in love with the defenses. With the CU being more like SWG 2.0, I would think a number of folks are going to respec out of fencer, and other toons that weren't will respec in. And you're bound to see a lot of pikemen/fencer swaps. Other fencers will learn to love their new role.

One final though, though... I still think the CU changes to fencer are way more than anyone ever asked for. Of course, that's other than those that liked the defenses AND wanted more damage.



Would the real Rimy please stand up please stand up!

-Rimy Impersonator (Mei)
Combat_Medic_to_be
Fri Apr 01, 2005 11:00 am
#5






Rimy wrote:

What this essentially does is nerf the idea of combat/non-combat hybrid toons. I'm not sure wether that's by design or not, but (and of course, only reading through the docs) it would seem only combat/combat or combat/doc or cm toons would be viable in combat... kissing combat/artisan or combat/entertainer goodbye.






That is what I'm concerned about. Mostly the 3k health thing. Hopefully you will be able to get 3k health with a single elite combat mastery. That way, you should still be able to compete with a single combat mastery, you just wont have the variety in specials or defenses.


Those who put all their Sp into combat should have an advantage, but giving them extra HAM doesnt seem fair to me, the extra specials and certs should be enough of an advantage imo.



Jendi Akasce - Nevaeh
A carebear tumbleweed

Rimy
Fri Apr 01, 2005 11:04 am
#6



Combat_Medic_to_be wrote:
That is what I'm concerned about. Mostly the 3k health thing. Hopefully you will be able to get 3k health with a single elite combat mastery. That way, you should still be able to compete with a single combat mastery, you just wont have the variety in specials or defenses.
Those who put all their Sp into combat should have an advantage, but giving them extra HAM doesnt seem fair to me, the extra specials and certs should be enough of an advantage imo.





Agreed. Someone in the doc forums suggested that doc will get combat xp, so possibly a combat/doc toon could reach the 3k ham. Hopefully you're right, though, or if not, maybe the devs will change the code. All combat vs. combat master/something else would seem to be back to _out_of_balance_ again. Of course, opinions will vary.

Someone argued yesterday that combat/combat toons SHOULD get more health than combat/something else because they trained for it. I don't see how a swordsman would know more about health than a doctor based on training though. Weird.



Would the real Rimy please stand up please stand up!

-Rimy Impersonator (Mei)
Combat_Medic_to_be
Fri Apr 01, 2005 11:09 am
#7

I just think that having less health by being combat/something else just destroys combat/something else completely, especially in PvP. The advantage of being combat/combat should be extra abilities, defenses and certs, not extra HAM imo. I like the idea of the 3k HAM for combat profs because it encourages everybody to get involved, I'm just worried I'll have to drop ID to be competitive.


I don't mind having less specials, defenses or weapon certs because im ID, but having less HAM means I'm as good as dead before I even start to fight in PvP.



Jendi Akasce - Nevaeh
A carebear tumbleweed

Rimy
Fri Apr 01, 2005 11:14 am
#8



Combat_Medic_to_be wrote:
I just think that having less health by being combat/something else just destroys combat/something else completely, especially in PvP. The advantage of being combat/combat should be extra abilities, defenses and certs, not extra HAM imo. I like the idea of the 3k HAM for combat profs because it encourages everybody to get involved, I'm just worried I'll have to drop ID to be competitive.
I don't mind having less specials, defenses or weapon certs because im ID, but having less HAM means I'm as good as dead before I even start to fight in PvP.





Agreed again If it's true about the 3k ham only going to all combat toons, then it would seem the game will be taking a sharp turn away from economy and toward loot oriented. Who wants to run around checking harvestors and getting incap'd by chubas?

Back to the topic at hand, I do see some interesting combinations. TK/doc/some pike would be an uber tank, swords/fencer would be an uber damage dealer. I can see a few profs linking up with doc. But again, I don't really see any linking up with DE, Musician, Tailor, etc.

I do hope you're right, though, in that the 3k ham will be attainable without having all of your SP in combat profs.



Would the real Rimy please stand up please stand up!

-Rimy Impersonator (Mei)
fritz300
Fri Apr 01, 2005 11:57 am
#9

I will miss our defense but I think the Fencer changes are a good thing because the main reason I wanted to be one was to wield swords and now we're finally getting that and we're finally going to get the damage output we should have gotten along time ago.




OH EM GEE...
I'm playing Guild Wars!
[ Fritz Xanthius R/Mo ]

Rimy
Fri Apr 01, 2005 12:24 pm
#10



fritz300 wrote:
I will miss our defense but I think the Fencer changes are a good thing because the main reason I wanted to be one was to wield swords and now we're finally getting that and we're finally going to get the damage output we should have gotten along time ago.




I've never been sure that fencers should do more damage. IRL, have you seen the weapons they use? They're about precision, not damage. But I do agree that it was lame to walk around with a stick and something that resembled a car axle.



Would the real Rimy please stand up please stand up!

-Rimy Impersonator (Mei)
Minerunner
Fri Apr 01, 2005 2:08 pm
#11

I did say that some people will be choseing other professions besides Fencer. Not because it's not a viable combat profession but because it won't suit their playstyle... however there will be people leaveing other professions for Fencer. Changes bring transition, transition isn't bad it's just different.



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VegitoX
Fri Apr 01, 2005 2:35 pm
#12

I agree, I seriously thought about leaving the profession, inpart because I didnt like where we were. In light of seeing theFencer documents, and actually reading the others, I found that Fencer will fit my play style just fine. Lol, like PoppaBear, I never wear armor <Ubese boots and pants were for fashion purposes only>


My chracter is shifty, and would prefer to only fight when he has the clear advantage so i'll be using my smuggler skills more for combat than anything else, though I can see me using Fencer skills for that intial attack...Ooo the possibilities.



Reo Grande* Mos Eisley Bred* Blue Milk Fed
--------------------------------------------------------------------------------
SoloMek
Fri Apr 01, 2005 2:55 pm
#13

I love my Fencer but I'm equally thrilled about the ability to respec.


I welcome this change with open arms.


I also notice that the CU notes invite us to stack combat professions, giving our now "uber" Fencer the ability to up its defenses a little by combining TK skills, etc. This is huge, possibly making Fencer one of the better all around combat professions. Can you spell "solo an Elder"



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