Fencer Archive
Thread: Fencer Tactics
Okay...one of the largest reasons I ditched the pistol to become melee was to be a bit more unique. One of the biggest reasons I chose fencer was because of you guys, the fencer community. Now its time for payback!!! ![]()
You guys are some of the more intelligent folk playing the game, so lets start building a list of solid fencer tactics/techniques. Starting from Novice Brawler, all the way up thru Master Fencer.
Allow me to start...
Currently at Expert One Hand closing quickly on One Hand Specialist. (Box 3 almost to 4).
First, as stated many times before, enemy NPCs are your friends. In general terms of relative strength, I can take MUCH harder enemy NPCs than I can monsters or animals because of the lunge/dizzy combo. Aside from that, if I'm killing smaller skittish things in bulk, I tend to use a faster/harder hitting curved sword. If I'm going after big game, I use the low HAM vibroblade and spam OneHandHit1. As far as specials, I'm not seeing much use for anything aside from lunge/dizzy and onehandhit1 with the exception of the onehandbodyhit1, but only to finish something.
I apologize that there isn't a great deal more to add, at this point my bag of tricks is somewhat limited.
A few other observations, pistolwhip is a great compliment to the fencer (For now, see the KD/PC nerf posts). Traps make a world of difference. Berserk+armor can work out nicely if you have multiple targets around you. Good healing seems imperative to running a fencer effectively.
My typical hunting ground is rebel missions in Moenia with occasional stints to the Narglatch caves. I'm too weak to do much on Endor at this point, and I'm contemplating trying a battlefield tonight to see if it offers much xp.
So, to the fencing veterans...
Where do you go, what do you kill, how do you kill it, whats your secret...
The biggest asset this class has right now isn't a button on your hotbar, its this forum. Lets put our heads together!
Stile
Not bad. Beserk + armor is pretty fearsome against creatures, not just against smaller game. I use it alot against Mountain worrts and dewbacks East of Mos Eisley.
As for exp, yeah, pretty much those mobs. Now that Rebel missions don't really spawn humanoids that I can beat up for exp, it's justh oping for an imperial camp to spawn in the wild or hunting those creatures. Though, I'm about to move to Corellia with the PA, so I'll let you know if there's anything good there. Last I remember, the Rogue Corsec base wasn't that bad...
Heres some things that work well for me.
Do a lunge before you do a dizzy hit, then follow it through with another lunge. This is mostly only good for duels. Before i found this out, I alwaysmade the mistake of doing a dizzy hitbefore I lungedand I ended up on the ground for half of the time.
If you need to retreat, lunge before you run away fromyour enemy and try to heal as you run (if you have enough mind points).
Traps make a nice compliment to fencing.
I don't know about this one yet because I've never tried it, but I think you might be able to recover faster from a KD or a dizzy, lunge combo by using the roll to standing skill found in the ranged support tree.
with new posture change timer... you're going to make sure target is dizzy before you lunge.
Also...though it might be the curved sword I'm using, but lunge costs with it are horribly high now.
Been trying a fencer out on TC today while waiting to see what's going to happen with the stat migration stuff.
Yeah on live I switch to a vibroblade for lunge, but I mean even when I occasionally don't... I don't remember killing myself that bad using it.
Once I find out if it's safe to log in without screwing up my stats on live, I'll double check ham costs on my curved sword and compare.