Teras Kasi Archive
Thread: Whatch out for fencers with CoB
Facts
Master Fencer combined with Master Pistoleer = very very very hard to land a hit, land knockdowns, dizzies, or much of anything.
That is the combo TKM's are being owned by. In the pistoleer treeare several different types of defensive mods none of which being related to weapons at all... Like "Dodge" for instance is cumulative and stackable and is not concerned with what weapon you are using. There are also defense vs dizzy, vs knockdown, posture change. The best defensive bonuses in the game.... can be found heavily in these 2 trees. From what I can see there are no mods in the pistoleer tree that are weapon specific. All of them are generic cross profession mods useable by anyone regardless of weapon.
Fencers DO NOT DO Kinetic dmg... which is what TKA's unarmed are resistant too. Some of they're weapons might... but the "Stun Baton" is NOTa kinetic dmg dealing weapon. It does stun damage. Which is another reason why tka's get owned. Incidentally composite armor cannot be made to resist stun damage either. Us TKA's have no choice but to do kinetic dmg, and provided they have they're one handed weapon equipped they get toughness resists like we do against it. You end up in a situation where they can hurt you alot more than you can hurt them. Made even worse by the fact you have a hard time hitting them, they have an easy time hitting you. (atst's happen to have 100% resist to stun)
With all that being said... if I can land a knockdown they will probably die... But that's the point of difficulty here your unlikely to land a knockdown by the time they kill you. Meanwhile they can dizzy just like us, and if they switch quickly to a pistol they have a knockdown too... or they could just lunge and posture change us and get the same effect.
Secondly TKA's actually have little to non-existant defensive mods like fencers and pistoleers do. Meaning that it's unlikely a fencer/pistoleer would miss us. So they are much more likely to knock me down than I am to knock them down... And as many of you know once a knockdown occurs 9 out of 10 times the battle is just a 1 - 3 seconds from being over ![]()
We can go on about tactics, and strategies and **edit** waving. But the reality is the odds are entirely stacked against us when taking on this fencer/pistoleer combo.
They won't own every TKA everytime outright..... but they should on the numbers alone.
No one jump the bandwagon on me... I'm in no way calling for a nerf, fix, balancing, oreven so much as an SOE officials attention. Just pointing out the facts.
With a name like Marth Daul I don't hold much hope in his heresay being fact.
Be cool if it a blademaster/gunslinger hybrid COULD take down a TKM though. Proof speed is the key. ![]()
Fencers DO NOT DO Kinetic dmg... which is what TKA's unarmed are resistant too. Some of they're weapons might... but the "Stun Baton" is NOTa kinetic dmg dealing weapon. It does stun damage. Which is another reason why tka's get owned. Incidentally composite armor cannot be made to resist stun damage either.
Unarmed toughness works to reduce anydamage type as long as it's delivered viamelee attack. Also, composite armor can be stun layered to remove the vulnerability.
Gadnar wrote:
This post is the biggest load of bull ever, with 220 accuracy against fencer cob you'll hit ATLEAST every second swing
The issue is about dodge,not hits or miss. We may win a "hit" at least every second swing, but how many of those "hits" will be dodged? The dodge check is a second roll after we've won the hit.
So what is it then?
1) Pistoleer defence mods ARE stackable with TKA or......
2) Pistoleer defence mods ARENOT stackable, and only apply when weilding a pistol
i'm a lil confused on this, i play a BH from time to time (when im not busy being pissed off at the BH profession as a whole) and am going to compliment MBH with the two left hand branches of the skill tree, if the later is true will the mods apply to a scatter pistol or........not
im so confused.
anybody got any documentation on this, or can confirm this with any sort of testing
~Nerik~ Tempest / ~Vayger~ Bria
Any mod with a single name is stackable: melee/ranged defense, defense vs (state), Dodge etc.
Any mod with a weapon in the title does not stack: unarmed toughness etc.
Also, recent test in various posts seem to indicate that, for example, dodge only works if you have either a pistol or 1H weapon equipped, block for rifle/pike, and counter for carbine/sword. This is not a fact, just the way these test indocate.
Also at the moment, TK Defense Acuity is still broken. COB does not work for us because the skill it modifies (DA) is broken.