Fencer Archive
Thread: AR and Fencer Weapons
Do many fencer weapons have solid AR on them? I perused these boards, and I don't find a lot of comments on this. In fact, most are arguing that the AR of fencer weapons in zero.
The primary reason I ask is that the AR of many swordsman weapons is 2. This would be a big advantage to swordsman, and a big disadvantage to fencers, if fencer weapons have no or little AR.
Any info on this would be appeciciated.
Thanks,
Pig
Tarquinas
Armor Piercing Definition:
- None(0), Light (1), Medium(2), Heavy(3)
Swords
One-Handed:
Sword: None
Curved Sword: None
Ryyk Blade: None
Vibroblade: Light
Two-Handed:
Two-Handed Curved Sword: Medium
Two-Handed Cleaver: Medium
Rantok Sword: None
- Xaine, Sensei at the Dojo no Hiten Mitsurugi Ryu
Swordsmith/Fencer -- Naboo, Kettemoor
If we haveweapons with no or little AR,what is the advantage to playing a fencer?
The HAM costs of using both fencer and swordsman techniques are about the same (I've just done a lot of comparing, so I know firsthand).
The damage on swordsman weapons is better, even without the AR factored in.
The speed of swordsman weapons is about the same (I have a 2.1 spd 2h curved sword now).
Is there something I'm missing? Or are fencers troubled compared to swordsmen?
Pig
Swordsmen do more damage, but you guys get better defense bonuses and more useful attacks (dizzy, blind, etc). Our weapons basically hit hard, but all we do is damage. Swordsmen don't get any sort of knockdown, not sure if you guys do?
Basically of the 3 real melee classes (ignoring TKAs who don't count due to being so lame):
Sword: Highest Damage, least status attacks (blind, dizzy, etc), mind damage, only posture down.
Pikemen: Second Highest Damage, Sweep and Stun moves, least defensive bonuses, action damage.
Fencer: Highest bonuses, dizzy and blind moves (not sure if you get a knockdown?), health damage.
The thing is your health damage is actually a pretty big bonus, IMO (although mind is also good for different reasons). The reason being, if you start fighting you can mix styles with unstyled attacks and still hit health to bring the thing down. Meanwhile if we head hit or mind bleed, we're stuck doing styles even if we start to get low on health, because we'll never hit the mind pool again otherwise. So, that's kind of a downside.
Also, I tend to disagree about the HAM costs. Swords and Pikes have such high HAM costs that we basically can't use styles at all. Right now they are really, really high.
My regular hunting partner is a swordsman, i am a fencer. The only way i can spam special moves is using a vibroblade. If i use my curved sword, i kill my mind pool extremely fast. but on the other hand my friend can spam his mind hit moves and he barely touches his mind pool.
I think an error with our class is that very commonly the base speed of 2Handed weapons are as fast or faster than our 1H weapons, which makes NO sense. My friend can out damage me against any MOB we attack. period. I mean with 2Handed weapons having higher damage, same or close to the same speed as 1H, armor peircing weapons, and it also seems to me that the mind costs are lower, this severly unbalances this class.
Yea look at a vibroblade, it's what, 10/20/10 for ham? Our power hammers are 110/30/20 and our 2handed curved swords are 40/70/40 so really, when you factor in the ham cost for weapons and specials, we're literally killing ourselves doing specals.