Teras Kasi Archive

Thread: TKM vs Fencer

Laeren
Thu Feb 05, 2004 6:33 am
#1

There's a Fencer vs TKM thread in the Fencer forums, and I posted this in it. I only thought it was fair to post here too, regarding comparative defenses and skill mods when facing a Fencer:


(pure) TKM Skill Mods:


Combat Equilibrium +55
Defense vs Blind +10
Defense vs Dizzy +5
Defense vs Intimidate +0
Defense vs Knockdown +20
Defense vs Posture Change +30
Defense vs Stun +15
Melee Defense +57
Ranged Defense +45
Unarmed Accuracy +205
Unarmed Damage +245
Unarmed Speed +115
Unarmed Toughness +57
Unarmed Center of being duration +30
Defense Acuity +81
Unarmed Center of being efficacy +90


(pure) Master Fencer Skill Mods:


Combat Equilibrium +30
Defense vs Blind +40
Defense vs Dizzy +40
Defense vs Intimidate +20
Defense vs Knockdown +50
Defense vs Posture Change +50
Defense vs Stun +0
Dodge +105
Melee Defense +74
One-handed Melee Toughness +32
One-handed Weapon Accuracy +170
One-handed Weapon Speed +90
Ranged Defense +69
One-handed Weapon Center of being duration +31
One-handed weapon Center of being efficacy +115


Given the above stats, you can see how your defense stack up against a Fencer. Hopefully this will show you want advantages you have vs someone you know to be a Fencer. Whether or not they have stacked other defenses on top of this (and how that will continue or not continue to work in the next patch) is something you can't anticipate. But, this may give you a starter in understanding the strengths and weaknesses associated with the 2 classes by themselves.


So, when you're facing a Fencer, you should try for their main weakspot - the D vsStun. This means UAStun1 them and keep it on them. Also means Warcry as often as you can. You should also, without a doubt, CoB, as this will even out your miss rate vs theirs.You can also try intimidation as the Fencer has a lower modifier in that. If you manage to land a dizzy and manage to get them on the ground, try to keep them there, as their Combat Equilibrium is relatively low.





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TakeelahSunrise
Thu Feb 05, 2004 7:06 am
#2


Informative post. Thank you!



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FelixDarque1
Thu Feb 05, 2004 7:18 am
#3

5 stars for you my friend


Darque
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Darque
ITK5
Thu Feb 05, 2004 7:57 am
#4

*Hits print Key*
dam great Info thank you.

/bow4



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XBlue
Thu Feb 05, 2004 4:01 pm
#5

All the more reason to be a TKM and a fencer.



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Naele
Thu Feb 05, 2004 4:17 pm
#6

it seems you have some numbers off, at least the ones that I know of.


TKM gets 96 Defense Acuity, 57 Unarmed Toughness, and 250 Unarmed Damage.


If i'm wrong, then i apologize.
Laeren
Fri Feb 06, 2004 6:33 am
#7





Sitssosk wrote:

"without a doubt, CoB, as this will even out your miss rate vs theirs."


I thought Center of Being was broken for TKA? Ordid they fix it while I wasn't looking? Other than thatthough, very informative.





Seems to bea mixed bag as far as "is it" or "isn't it". I figure it can't hurt, except for the cost.


Oh, and I got these #'s from: http://swgcb.yogn.net/


The char bulider there is really nice.

Message Edited by Laeren on 02-06-2004 07:38 AM




Aes Sedai Industries
::::
Swarriorx Irow: Mayor of Rauha (Naboo), Starsider (www.rauha.com)
::::::Laeren Misha: Teras Kasi Master, Master Rifleman, Master Journalist, Master Interior Decorator
:::::::::Apprentice Filmmaker
Visit my movie page: Triquetra Pictures AIM: LegalMinn
lurch277
Fri Feb 06, 2004 9:29 am
#8

Unarmed Combo 2 works great against fencers in duels
PikemanAreRarerThanJedi
Fri Feb 06, 2004 12:51 pm
#9

tkm need more definsive acuity. I block once in a blue moon. ive never seen a counter attack. ive dodged once.



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PikemanAreRarerThanJedi
Fri Feb 06, 2004 12:52 pm
#10

Note ive been tkm/doctor for a month and a hafl



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Sitssosk
Fri Feb 06, 2004 1:57 pm
#11

Very good post, although...


"without a doubt, CoB, as this will even out your miss rate vs theirs."



I thought Center of Being was broken for TKA? Ordid they fix it while I wasn't looking? Other than thatthough, very informative.






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