Rifleman Archive
Thread: How to hit fencers?
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Amped_Iceman
Fri Jul 09, 2004 9:11 pm
#1
So im running around with fully powered up weapons chasing after this fencer...i shoot him with master headshots, with perfect line of sight, citris snowcake, and standing still,.. yet i only hit him 1 out of 14 times. What am i doing wrong? Are fencer supposed to be able to dodge bullets & lasers with such precision?
Message Edited by Amped_Iceman on 07-09-2004 09:15 PM
customx
Fri Jul 09, 2004 9:16 pm
#2
sadly yes fencers have insane dodge skills i dont know if its so much as to only hit them 1 out of 14 but i no they are VERY high
Ackehece
Fri Jul 09, 2004 9:40 pm
#3
Fencers can be hit, it is the fencer pistoleer tk combos that are hard to hit
when they have the pistolleer dodges stacking on those of fencer to the cap of 125 + what ever sea's and food they have eaten they can dodge like superman.
I suggest to hit them you need
1) a high accuracy rifle
2) accuracy food
3) damage resistance food
4) master rifle
EDIT* OOOPS 5) USE /aim!!!!!
(if you notice something here... accuracy is your friend... raise it up up up!!!)
(alsoresistancefoodcause you will spend lots of time being hit very fast)
at least scatter hit no longer ignores armor and defences...
Also use stun (the state not the damage type)- stun lowers the defences by x amount
which can make it so that they do not dodge as much (great point guys... forgot about that (shows how much I PVP anymore))
Message Edited by Ackehece on 07-11-2004 12:20 AM
customx
Fri Jul 09, 2004 10:51 pm
#4
sadly yes fencers have insane dodge skills i dont know if its so much as to only hit them 1 out of 14 but i no they are VERY high
Mangiacapra
Sat Jul 10, 2004 1:03 am
#5
When dueling a fully buffed, food drink fencer withs some dodge tapes to go beyond his cap, and using a nasty stun baton, you will find it v hard to win, as said before stat effects do wonders to reduce effectiveness, one of the most effective ways I've found to gain an edge over fencers is by levelling novice pikeman, why? because this enables you to use the array of nightsister lances that drop in their thousands. Yes your accuracy and speed with these will be minimal. But as long as the potency of the DOT is above say 60% you should be able to land the DOT within 4-6 hits.
ok during this time the fencer is hitting you with his baton, but if you intimidate, stun and if possible warcry/peace (lets you switch to lance without him hitting you) (also remember pikeman has block stat on 0040 (im 0030) so when u equip lance your block is still in effect (can be maxed with master rifleman and pikes 0030). Now what DOT works best, well with a fencer you are in for a fairly long fight if you can withstand his stun baton long enough....so what you need is ideally a MIND FIRE DOT, this will eat into his mind bar causing nice wounds and sizable battle fatigue, but a fire dot to health and action is ok too. This will weaken your opponent for the duration of your duel.
If you have any melee skills keep targeting the mind pool and intimidating, and re-applying the dot after it lapses, after a couple of dot durations (usually 4-5 mins) you can start to open up with your jawa rifle hitting his mind which should be already weakened.
BadDawGe
Sat Jul 10, 2004 3:33 am
#6
Accuracy isn't your friend when it comes to dodge. As you notice, block being of the same defense type as dodge, block allows 50% of the damage to go through. SO that means that there IS damage application right?
A successful block/dodge/counterattack is only applied after a successful hit. Its really a problem when someone has 125 ranged defense and 125 block under a center of being, not only do you miss them because of their ranged defense but when you do land a hit it reverts it into a dodge move.
But yes, the stun/intimidate REALLY HELPS!!
A successful block/dodge/counterattack is only applied after a successful hit. Its really a problem when someone has 125 ranged defense and 125 block under a center of being, not only do you miss them because of their ranged defense but when you do land a hit it reverts it into a dodge move.
But yes, the stun/intimidate REALLY HELPS!!
Amped_Iceman
Sat Jul 10, 2004 3:40 am
#7
I've definately been using my state attacks while training against jedi, but as far as fencer goes you need to 1) land a hit to apply a state 2) break thru state defenses. The odds are stacked against us to do both. Pikatta pie is now applying bonuses to dodge as high as 50%, couple that with pistoleer dodge stacking and you've got an unbeatable template that rivals even the best jedi.
Donobot
Sat Jul 10, 2004 3:53 am
#8
Dab a little poison on them, that stuff is pretty hard to dodge. 
I hate fencers, and have a terrible time with them, but I do know what works against them.
Cauil
Sat Jul 10, 2004 3:55 am
#9
Against a fencer, first things first stay out of his range but keep him in yours. You can use aim if you need to, but land a stun on him which will help. Then land a dizzy. The purpose of the dizzy is that he can't burst run if he is kep dizzy so it makes it much easier for you to kite. Keep a good distance between the two of you, hit him with stun and dizzy, using aim if you need to (knowing that aim makes you stand there, so think about the distance between you two early). Then if by chance he gets to close you use burst run and if he is still dizzy he won't be able to burst run to follow, and you're back to kiting.
Accuracy foods, the defense versus dizzy drink and a good rifle help also. And really, you should have an IMP PSG and a full stun suit if you like to PvP, so all of the above can take a lot of the bite out of a fencer's attack. Good luck.
sthealth
Sat Jul 10, 2004 4:44 am
#10
well its a complex question, with one simple soultion i guess... if you cant beat them, join them.
napoleon
rifleman/fencer
Naruk_The_Wookiee
Sat Jul 10, 2004 4:58 am
#11
*well its a complex question, with one simple soultion i guess... if you cant beat them, join them.
napoleon
rifleman/fencer*
Same i did...lol...first 2 or 3 shots using aim-cmdwith mymax. 688dmg T21 and than switching to my stunbaton/gafi if they come in meele range...
Mangiacapra
Sat Jul 10, 2004 5:20 am
#12
I went down the route of master rifle, tkm, pistoleer 0040, pikes 0030 for maxed block, ranged and melee mitigation, tkm is usefull in the simple use of dizzy lunge or dizzy kd, headhit1 comes in handy when using an enhanced vk aswell. The above combination gives great balance in ranged and melee, with pikes for sticking on the dot's and maxing block. Pistoleer giving a nice stat def boost. You effectivly have 3 ways to attack the mind pool:
headhit1 (200 dam vk does the trick)
headshot3 (krayt jawa round the 400 dmg mark)
mind poison/fire/disease dot's (poisons over 200 str 60% pot, fire over 150 str 60% pot)
I've found now i've completed my template I can fairly reliably outlast fencers and swordsmen (unless they have uber baton's or scythes), usually a long duel though.
It's nice not to be part of the FOTM bunch, the above is also great for soloing everything including ns elders in PVE, theres only really a couple of profs better for this CM and swordsman and i was tempted to do swordsman instead of tkm, but i like not having to rely on doc's/medics too much or waste 15+ skill points on novice medic skills. (not been in a med center in 5 months).
Message Edited by Mangiacapra on 07-10-2004 05:24 AM
Amped_Iceman
Sat Jul 10, 2004 12:08 pm
#13
Naw, something aint right...ima have to drop rifleman and pick up melee if dodge is so unstoppable...i'm pretty much forced to pick up melee just to stay pvp viable.
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