Teras Kasi Archive
Thread: TKM/master Fencer???
Erm... I thought the only way for those dodge modifiers to work was for the person to be holding a weapon that has the mods in the class using it..
Basically, that means if yer unarmed or have a VK equipped, dodge mods do NOT assist you. Only when using a 1 handed sword, or a pistol (I hate you sly pistoleer/fencer dodging folk :smileytongue
will you get the dodge mods.
I have not tested this; however, it is a stickied post in the fencer forum... go have a look if ye want ![]()
Other fencer mods are nice though... I especially like the x/0/0/0 tree... lots of melee and ranged defense ![]()
Hiya. I play a teras kasi/fencer melee hybrid with master brawler and a cherry on top. My race is trandoshan, so the defences that are have look something like this... 151 melee, 119 ranged, 70 vs knockdown, 80 vs posture change, 45 vs dizzy and 55 vs stun. Not to mention fencer has +30 combat equilibrium for a whopping 85 in that skill. ![]()
In PvE. My teras kasi damage with vibroknucklers is alot better than my fencer weapons. So I tend to use these offensive abilties vs armor opponents. However I do not forget my fencer training as I will stack bleeds with a gaffi, and switch back to VK's. Against no armor critters or NPC's I could use either my fencer skills or my TKA skills. Though Fencer 1h hit 3 has a higher damage multiplier. If the target has higher than light armor, plus high kinetic resists. I will use the stun baton. Though at times it is hard to see this as a good weapon. So for offense I can use either profession. It all depends on the target.
As for defense. When I was a novice fencer, master brawler, and master TKA. I had a 92 defense. I didn't get hit much vs melee stuff. Ranged NPC's miss quite a bit, but if they just continue to out run me. Then I am just taking damage anyway. This build makes it frustrating to be hit, but believe me. It's not impossible. Players can run and gun all day. It's only with an intellegent use of CoB, burst run, and lunge 2 that I might have luck vs a smart kiter. Two +5 ranged defense rings will bring you upto a 129 ranged defense. The more the merrier.
I don't really care for PvP much. However if I did I would probably use my fencer skills seeing as how the +dodge mods from fencer only work with a 1h weapon or pistol (everyone has like a 3% change to dodge, counter, or block). So with that. I would go with the more functional center of being from fencer over the broken defense acurity that I have as a TKM. With either profession. I have access to knockdown and dizzy.(The fencer knockdown is lunge 2, master brawler) So it's not like I will miss unarmed knockdown 2... Though I could still choose to use that with lower ham costs if I am not worried about damage.
If your willing to limit yourself to a lower combat range. I recommend picking up master brawler, and if you dig the martial arts theme. Another melee profession fits the bill. I'm primarily a defense player, and fencer fits my style. Though at times I would like to have the hard hitting PvE damage of the swordsman. Though I figure I can always pull out the heavy cleaver and use mind hit 1 if I want that. ![]()
Keep in mind that I could have roughly the same skill mods vs knockdown, dizzy, and stun if I were a pistoleer. Also my ranged, and melee defense would also be high if I were a rifleman. TKM/Fencer is a great defense combo, but then again there are ranged professions that would eliminate my kiting problem while giving high defenses.
This build for me is all about my play style, and that I enjoy the melee professions. Defense acurity, and dodge do not stack. So this isn't nearly as uber for PvP as Fencer/Pistol, TKM/Pistoleer/Smuggler, Rifleman/TKA, Commando, Chef, etc...