Fencer Archive

Thread: Lots of combat related questions here.

MrSemi
Sat Jun 19, 2004 11:05 am
#1

Here's my current template.

Master Fencer

Doc 0440

Tka 0304


I'm pvp oriented so keep that in mind.


I've contemplated making the tka 4004 and changing doc to 0340 and Master Fencer.

This would allow me powerboost, and force of will if I I'm able to get the stun baton out of my hand in time, but I'll lose out on some defenses. This will also make it so I can't resuscitate people which doesn't matter a whole lot because in a large battle, peoples ham bars usually aren't worth getting them back on their feet I've found.


#3 possibility is Tka 0404 Doc 0340, Master Fencer, which would give me unarmed knockdown rather than just the posture change. Not sure if that's worthwhile, but I know the knockdown is alot more effective than the lunge1 which usually just puts them on their knees.


Anyway, as 0340 doc, I'm using 90 med use buffs. Since I go solo mostly, it's important to have access to doc buffs all the time.I will always have at least that much doc.I can also use stim D's that usually heal 1800 or so so health and action are always going to be taken care of.


I'm looking for suggestions. I considered zero tka and master brawler with my current template which would give me KD2 and Int 2, but I just don't think the sacrifice of defenses is worth those two skills. Maybe I'm wrong there.



I also am not sure exactly what the following skill mods do. I'd love it if someone could tell me what these do.


Melee Mitigation

Combat Equilibrium

Defense Acuity



Any input is greatly appreciated.



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

OslasAne
Sat Jun 19, 2004 10:33 pm
#2


I'd Go with the tka4,0,0,4. But if your looking for a knock down can you lose the tka altoghether and get Master brawler? Lung2 with dizzy is a nice combo and intem2 lasts alot longer then intem1 does. Plus it gives some added mods. With the new 3 second rule coming in might be a long time to switch from vk to stun baton. If you managed to get a knock down with no dizzy they will just get back up. IF you went master fencer brawler and doc 0,3,4,0 you's have 1 point left and wouldn't have to losetime by switching weapons.
Vincentarasin
Sun Jun 20, 2004 7:06 am
#3

Melee mit, cuts the max damage potention off by 20% per level (upto three it does not stack, Ie no melee mit 4)


Combat equilibrium and Defense acuity are broken(?) somewhat I belive.


Defense acuity is supose to help blocks/dodge/cA with tkas, which doesnt work properly.


Equili is supose to be a defense aginst dizzy standing I belive, not sure it seems to not work properly.



As for template, id go 4-0-0-3 TK.


That extra 4 melee def(def caps at 125 effectivness, you can have more, but only 125 counts) and extra 15 ranged wont matter.


Mstr fencer

doc 0-4-4-0

Tk 4-0-0-3


You can FoW with a baton in your hand.


Meditation is key


Powerboost is nice (is a 550 bonus for me)


KD is over-rated, everyone on (bria anyway) eats theaet def vs kd, so only posture works really.


Keep that in mind



Vincent' Arasin
______________________

First Master Fencer of Bria
______________________
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Straker_Atrella
Sun Jun 20, 2004 2:09 pm
#4

I am 4301 in TKA myself.


The meditation line is great.

The state changes are awesome, the 4th box in column 2 is a waste, all if gives you is knockdown/dizzy. All you need to do is Dizzy with your baton, then knockdown with your UA.

the 1 in the last column maxes my melee/ ranged def plus helps me hit more often with my UA knockdown.





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