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Ekryth

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  1. Ok, so the turning gore into a charge based buff abilities that last a certain amount of attacks is favored, check.
  2. Not sure if this has been mentioned before, but what if they reworked gore so that it would apply the 100% armor debuff on the next 4 abilities used(say you have 10sec to use all the hits)? Even if you were CC'd immediately, gore wouldn't be wasted. And since gore is very important for carnage, this seems like a big upgrade for carnage.
  3. Don't be a tool dude.... Yes, I use carnage spec. But who's to say all mara's use anni anyway? PLUS, If you re-read the tips I was giving him, I also told him to use chilling scream first as soon as the mara uses camo. Chilling scream's snare effect should work on the mara even if it doesn't do damage. If the mara is snared by 50% he will NOT get far enough away from the guardian to not be able to attack once 4 sec is over with. Also, learn what the mara buffs look like. If you know what the different form buffs loo like: Juyo, Ataru, Shii-Cho - then you will know what ways to counter them will work and won't.
  4. Well, the force camo ability only last 4 seconds and in a 1v1 situation it should be easy to counter. As soon as the mara uses force camo: you should hit chilling scream and then an AoE ability, like smash - he won't get far. Also, keeping shatter up on your target with it's long DoT duration would be a good way to counter any stealthing.
  5. Juggs just got a way to double force charge last patch by using force push.
  6. lol I'm happier to see this change! -If Sprint was active when a player died, it now remains active when the player is revived. Oh hell yes, hahaha
  7. *sigh* My knowledge of the mara class is rotten to the core? Sure, ok bud... Obfuscate Instant Cooldown: 60s Range: 4 m Obscures the target's vision, reducing its melee and ranged accuracy by 90% for 6 seconds. ^ What I am saying is that I have used this vs. other mara, juggs, sins, ops, as well as snipers and bh's and their accuracy does not seem to be reduced at all. By reducing their accuracy they shouldn't be able to hit me with attacks, right? Yes, of course, you can use Undying rage > force camo > predation > then what? Run frantically to a heal spawn? If it's not up, you die anyway, and that was my point. Undying rage is a LAST resort move..at least in a situation where you do not know whether you will be getting any type of healing after using it. Yea, AOE fear is powerful, but what I said was that others get AOE CC abilities as well -and it is not some mara exclusive ability - that was my point. Sure saber ward protects you from force and tech attacks by 25% but the sin version does not, but it's cooldown is 1min shorter ... which is a trade-off, either way this type of ability is not mara exclusive - which was my point. I know how to play the mara class very well. I honestly don't know how players like you can come on here and make such vauge statements of superiority of gameplay. For all you know, I could be a much better mara player than you.
  8. Force Camo is such a situational ability I almost wouldn't count it.. Anyone with half a brain or a sorc/sin will be able to catch and kill you so easily right after your 4sec stealth breaks anyway. It's a poor excuse of an escape tactic. You HAVE to use the environment to actually get away while using it - and then you HAVE to be able to use the heal spawns within the WZ maps.. Sure, Saber ward is nice - I know juggs also get this and I think sins get something very similar with a shorter cooldown. AOE fear - many classes get aoe CC, so don't kid yourself on that one.. I swear to God, Obfuscate just seems straight broken.... This is one reason why I need a f"n combat log Bioware!! IDK how many times I've hit this ability and it seems like the targets accuracy isn't reduced at all - their very next attack hits me... lol? Undying rage is a LAST resort move. It's useful at one exact moment in the fight and that's it. By using this ability, you are either planning on killing the player you're attacking while it's up or just delaying death. I know it can be used for huttball capping - grats. The problem I'm finding is that once your cooldowns are up: you are dead, period. I'm mainly having an issue with stealthers though. Their ability to somehow not die while I am attacking them with almost all of my defensive abilities used is mind boggling to me... what's worse is that they can simply stealth > quickly heal where I can't see them and re-attack me within a minute. Now, I most likely no cooldowns and he gets a fresh start at killing me.
  9. I thought the same thing until today I was fighting a shadow in Illum.. I used all my cooldowns and he was pretty much dead, he used his combat stealth and came back at me within minutes fully healed with me having no cooldowns = dead mara... lol Hell, if Bioware wants mara's to play like a stealth class, just give me full stealth like assassins/ops (4 second stealth in ALOT of cases is nothing but delaying death in a 1v1 open environment fight) and be done with it... If you have to use your force camo vs a stealth based class, you will die, period. The only time mara's aren't "squishy" is when they have all their cooldowns up. I've kept ranting on before on how force choke needs to either deal double damage than what it currently does now or be an instant stun ability.. Forget force push as a mara, but throw me a f;'n bone already...........
  10. Go play a mara with zero knockbacks haha, j/k... Well the jugg single knockback also knocks the target down for 2secs. Does that offer more single target control at least?
  11. Force choke damage sucks though. And it sucks as a channeled stun that can be interrupted. I would much rather have an instant 4sec stun so I can actually use higher damage abilities while my target is being incapacitated (like every other class with a stun has is able to do). Also, the inquisitor ability: electrocute, is an instant(non channeled) 30m stun that does damage. /shrugs.. Stuns are suppose to give defensive or offensive perks when used. A) you can stun your target to keep yourself from dying (stun your target and run away), B) you can stun your target to do dmg and try to kill them As it stands now, the target would have to be at below ~4k hp's(which would be a ridiculous amount of total damage for a force choke) to actually finish them off with a choke. Force choke doesn't even work as a defensive ability because you are rooting yourself in place while stunning your target.. If you don't like the idea of force choke being a normal instant stun ability then at least increase the damage to make it actually helpful.
  12. The overwhelm talent to make ravage root your target works fine for me... And the root talent with deadly throw is nice as well. I love the carnage tree. The only thing I can think of to make it slightly better is a longer duration on gore. The 6 second duration seems long enough, but if you happen to use gore and then get CC'd immediately after, it's a complete waste... which is damned frustrating..
  13. Every advanced class has a talent ability that either increases their main offensive stat by a certain % or the endurance stat by a % except mara/sent. So, to say the same talent type is not "needed" for one particular class is an ignorant statement... The same problem exist with mara/sents being stuck with a channeled stun ability while everyone else has a better version stun.
  14. Less stuns? That's sounds all and well, but to be honest the fact that mara's / non immortal spec juggs only stun is a channeled one is a huge flaw.. For people saying mara's are "sturdier" than other classes... ehhh, maybe ....but not really. I use a carnage spec and I could use all of my defensive abilities in a 1v1 fight vs. a shadow/sin and they can still pull off a victory. It all came down to me being stunned multiple times in the fight, yet I could only stun them once. I shouldn't have to even comment on how well operatives are doing with their instant stun ability.... Force choke stun damage just does not add up in comparison to other classes that can stun and then use one to two other abilities which hit harder each than my force choke can do IF all the ticks of damage hit. Force choke is just a joke atm, and I don't see a reason to really play the marauder over a shadow/sin. As far as dps 1v1. Which is important, just as well as group vs. group.
  15. I use a carnage spec and a non channeled stun is definitely the answer to my problems in pvp. It's so aggravating to see other players stun me and then pull off huge crits while I'm stunned. Then when I stun them with force choke my damage is like half or even a third of what they can do during their stun. That's telling me that a) force choke damage needs a buff or b) it needs to be like everyone else's stuns so that I can use a couple of abilities while they are stunned. Force choke just seems kind of pathetic when you match it up to everyone else's stuns.. Plus I can't even use my stun defensively like others can(stun and run away). If I need to stun someone in the fire in a huttball match, I have to stand their and channel(which can be interrupted easily). If it was non channeled, I could just pop it and be on my way like every other class. The only stun we have being a channeled ability is a horribly limiting in compassion to the other melee classes..
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