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Giladd

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Everything posted by Giladd

  1. Ya, 4 second invis on a 45 sec cooldown that doesn't drop you out of combat = totally OP and better than an actual stealth
  2. To be honest, what probably happened was that you had a 4 man premade that was going to join your queue and they declined it, making you 4 people short until they found replacements.
  3. Hold one for Ravage, one for Undying rage. Or you know, out range either ability. Really not hard to counter either.
  4. Yes, that is correct. I apparently cut myself off on my own post. Anyways, what I meant was the expertise change where damage is higher now due to expertise cancelling itself out as opposed to before, where damage reduction > damage increased. We don't have 45 second defensive cooldowns. If you're rage spec'd, you get UR every 45 seconds and all specs get 45 second cooldowns on force camo. Obfuscate = 1 minute cooldown Cloak of Pain = 1 minute cooldown Saberward = 3 minute cooldown Undying rage for carnage + annihilation w/ 4 set pvp bonus = 1 minute, 15 second cooldown iirc. May be 1 minute, but I'm fairly certain it's 1:15. If our defensive cooldowns were all longer durations, then we'd be operatives without the front loaded burst, stuns, and stealth that also could only attack from a 4 meter range to be remotely effective.
  5. The one where expertise no longer cancels itself it out. Damage out weighs damage reduction by ~5% and the healing by about 12-13%.
  6. We got a fairly significant nerf with Quick Recovery being gone which was a nerf across all trees. Ravage got a damage buff which makes it slightly better than VS spam that was the filler before it. The "buffs" were the other trees getting put in line with annihilation so that they're viable. We were pretty much left untouched, which I guess is the reason people are QQing because heals took a big hit, damage got substantially increased via expertise and marauders got a burst tree that is viable in pvp as well as annihilation getting a slight bit higher of a burst. So the "basis of mara buffs in 1.2" were to make all 3 trees viable instead of just annihilation. We're really not that much different than pre-patch. We have a very specific niche that we fill in warzones, which every class has. People just get mad because it's the same niche that operative dps filled before they got nerfed to the ground which was knocking out/harassing healers/high priority targets and being among the best 1v1ers.
  7. With these "mega" servers coming out, will you be implementing server merges or just hope for people to transfer to them? Can you please shed some more light on these "mega" servers in general? Would like to know if I need to prepare my guild for anything come 1.3.
  8. My favorite part about this entire thread. Maybe one day people will differentiate between Marauders and Juggernauts. Marauders have: Build Up damage Potential for good burst Defensive Cooldowns Group Utility Worst CC in the game outside of carnage spec. And even then that's not super amazing. A 4 second stealth ability that doesn't drop combat For anyone who thinks marauders are super tanks who can take on 3/4/8 people of an opposing team and win, then you're frankly delusional. The only possible way that can happen is if those people are exceedingly bad with the marauder being exceedingly good. And in that case all good 1v1 classes can pull that off. Marauders are one of 2, possibly 3 ACs in the game that require 4m range to be effective. The other 1(2) ACs in the game that require it: Juggernauts and possibly dps Operatives. I don't know dps operative abilities well enough to say if they require 4m or 10m for effective dps. For anyone who thinks marauders have too strong defensive cooldowns, this is a pretty good explanation of our survivability. We are as squishy as an operative out of stealth or a sniper out of cover without our defensive cooldowns. Without these defensive cooldowns, we're pretty much worthless. This is why: We require the shortest range out of any class to do effective damage. We are the class countered the hardest by CC abilities. We have the fewest CC abilities in the game out of any class and the only class that has a channeled stun. Juggernauts can spec to non-channeled, but I believe they can only do that if they're tank spec'd. Marauders are fine as they currently are. They're a strong class that can be countered pretty hard by competent players / organized team play. I'm sure people are going to quote this and say some false or exaggerated information because they were once beat by a marauder or they play a class that is infinitely better in group play and got killed by one of the strongest 1v1 classes in the game that excels in a very specific role and nothing more. But with that said, bads will be bad and will QQ about how marauders are OP and talk about juggernaut abilities and marauder abilities from all 6 potential specs and claim it is one spec and how OP that class is because of that spec. They will ignore logic at all costs to continue to beguile themselves into believing that they're not bad, the class(es) that killed their AC are OP because they should be able to 3 shot everybody they encounter and excel at all facets of the pvp game instead of niche individual roles that every class has.
  9. Bleeding(physical) is what the bleed damage comes up as in the parsers which are directly reading the combat logs that bioware implemented in the game. Feel free to explain that how you will. Like I said, I could very well be wrong about malice and yes, I am very well aware of how bleeds show up, what mitigates them, etc... I am aware that by most indicators, they are indeed a force attack. However, the reason why I'm doubting that they are effected my malice is the wording used in talents for bleeds as well as how they appear damage wise on parsers.
  10. ... You do realize that dual wield mastery is a pretty significant increase to our damage, right? @Quante The thing that makes me skeptical is that according to the parser, this is how bleeds are listed: Bleeding(Physical) So that makes me believe that they are considered an armor pen physical damage dealer rather than force. And I do realize that normally yellow damage = force/tech damage and white damage = weapon damage as well as just getting a feel for how it affects damage is a bad idea. However the feel was pre-1.2 so there was no parser and post 1.2 I haven't played anni enough to test it out. The only new info I have on anni since 1.2 in regards to bleeds is that according to the parser they're listed as a source of physical damage rather than force.
  11. Sorry for the late replies, I've been busy this weekend. Anyways: @Smear: I know I discussed briefly about your questions with you ingame the other day, however here is a more descriptive answer: From my personal experience, which could be wrong and I probably shouldn't have said that it was completely worthless in case I was, I never noticed bleed crits increasing with Malice and after testing on a parser, they're considered physical damage dealer. Based off of that information, I would have to say that they are not considered force damage, but not considered weapon damage entirely. I think they're just considered weapon damage that ignores armor, which would be internal damage. I've been rolling Carnage for the most part since 1.2 and am absolutely loving it. From a PvE perspective, I have not tested Anni in 1.2 although I probably will this upcoming week. Carnage performs at a very nice level now and at least imo based off of boss encounters, it quite possibly will outperform anni since the two are fairly close on a training dummy, but I want to say depending on the fight, carnage will be better due to the burst on demand aspect compared to annihilation. My current spec for carnage is: http://swtor.askmrrobot.com/skills/marauder#3c-1kdee88e8j-2 But that is incorporating both PvP and PvE into one spec since I do PvP a decent amount. For PvE alone, it would look something like this: http://swtor.askmrrobot.com/skills/marauder#3c-1kdce882ki-28 The 3 points between malice and decimate you can really put anywhere you'd like, I just didn't really know what to take there with those points since there really wasn't much to grab that would help me out in PvE. The sole reason I even have points in Unbound is so that I can get the top tier carnage talent. I would move 2 points from your spec into the disruption talent, probably take it away from seeping wounds because that talent is simply amazing. However, if you could find a way to get defensive roll, you would be golden since that ability is amazing for both PvE and PvP. @Quantemoq - I believe I answered your question in my first paragraph responding to Smear.
  12. Really, any of the 3 specs will do well at end game. Rage is probably the best one to level up with since it's AoE damage and 99% of the content is AoE damage. However, anni will do better in boss fights and at least in my experience of leveling, was better for the 40-50 grind as well. My perspective at least via experience: 10-20 as Anni 20-46 as rage 46-50 as Anni And obviously this was all pre 1.2. Carnage from what I've heard at least is terrible pre 40, so may just want to stay away from it until higher levels. At 50 PvE: Anni - sustained damage Carnage - single target burst damage Rage - AoE burst damage At 50 PvP: Anni - Sustained Damage, good survivability, at least pre 1.2 - one of the best 1v1 specs in the game Carnage - Post 1.2 - The definition of a glass cannon. You make fields of blood, but you are pretty squishy compared to annihilatior Rage - I don't have any experience with it post 1.2, so you'll need to look elsewhere for this info.
  13. http://swtor.askmrrobot.com/skills/marauder#9f18e8elc-22i-2 imo for pvp. Ravage is a pretty awesome ability for anni now, it will eclipse your Annihilate damage w/o the annihilator buffs. At least for PvE. In PvP it's an awesome burst ability that you should be able to fit into a rotation pretty easily. Enraged Charge is awesome post-patch like it was pre-patch (didn't spec into it pre-patch, but concept still applies). Charge (4 rage) DS (1 Rage) BA (7 Rage) Rupture (5 Rage) Annihilate (1 Rage) It allows you to get that combo off w/o having to rely on a 30% chance for a bleed to proc a rage for you and not having to assault. As for the phantom change... it was a good gap closer beforehand, it still is now. I have yet to try it, so I could be wrong, but it does not come across as being good enough to spend 2 points in now compared to what else you could spend it in. I think this is the right thread for this, but not 100% positive, so if it's replying to someone in a different thread, my apologies. But to the person who asked about Anni v Carnage in PvE now... Annihilation beats Carnage in 1, possibly 2 fights: Bonethrasher anni wins because anni is able to stay on the target the entire duration. Anni loses to Carnage w/o the annihilator buffs. Carnage's burst on demand is amazing for most raid encounters and really shines over anni now imo. Other possible fight would be: Jarg + Sorno if you leap to Sorno when he goes into phase 3, it'll probably outshine carnage for that fight. Oh, and putting points in Malice is a complete waste of points as an anni marauder. Anni bleeds aren't considered a force ability.
  14. You still have an extra point to place somewhere.
  15. Pyros have an extremely limited priority based rotation class. People thinking that they have a lot of buttons to press is normally the difference between a good pyro and a bad pyro. Good pyros know there are very few buttons to press and that you're losing damage by pushing more abilities then needed. They're not remotely similar to a marauder. Unless it's a rage spec'd marauder, then probably would be very similar.
  16. If I remember correctly, the Red Reaper flashpoint drops moddable gear for that appearance. Never got it myself, but I believe that is where a marauder friend of mine said he got it from.
  17. DoTs can be cleansed now, but it's not super common. The major gripe is for ranked warzones where there will be competent healers who will be cleansing your DoTs. Personally, I'm probably going to go Carnage since it's getting boosted up in performance and suits my playstyle better than Anni for PvP. However, Rage seems like a good way to go as well, so it's really just a matter of preference / play style: Anni: Still going to be awesome for solo queuing as well as dueling. DoTs will be cured if you're on a healer the entire time in ranked most likely, but a higher possibility of them staying on if you're not on the healer the entire time or a class that can cure. Carnage: Will be alright for solo queuing, not the same survivability as Anni, but not nearly as bad as some people make it out to be. Will be the spec that will be focused on taking out key enemy targets in a fast manner. Dueling probably won't be as strong as Anni's, but we'll have to see how the changes have effected its burst. Rage: Alright / Good for solo queuing. Lacking the survivability of anni, but has a bit better survivability than Carnage. Will be the spec that will be dropping smash bombs that will make the healer(s) choose between what they want to heal and will make the enemy team lose members due to healers having to pick and choose. Someone else that thinks they know better or have more feedback, feel free to correct me if I'm wrong in an area. I've played all 3 specs on live, although Anni a lot more than rage and carnage.
  18. 80% Predation = Good for huttball running Good for turret rushing as well as greater mobility to attack / defend turrets throughout the game Good for rushing consoles after doors get blown and for moving between doors for defense/offense. But ya sure, 80% predation obviously is only useful for huttball.
  19. Personally I think the main reason it was removed was because of the basically free fury generation every tree would get. But I could see it getting removed to make sure the rage tree isn't OP in 1.2
  20. From what I heard, you can exchange them for credit boxes.
  21. Sorcs suck in 1v1, everyone knows that. However it's balanced around teamplay where sorcs are in fact overpowered in due to all of the utility that they get via hybrid specs that is getting nerfed in 1.2. Anyways, as people have stated, there isn't just one class that I am fearful of, it's based on the players playing said class. However, assuming well-played in a 1v1 scenario... 1. Dps Operatives 2. Deception and Tank Assassins 3. Lethality Snipers and somewhat their turret spec'd burst version. Lethality snipers > whatever their turret spec is because I can't completely mitigate their damage for 6 seconds with 90% accuracy reduction while they're lethality spec'd.
  22. Good warzones are far and few between, more like 50-70k healing per warzone tbh. You must not be playing Carnage right if you can't burst on it. Popping adrenal + Bloodthrist + Power relic was netting me around 15k burst over 6 seconds, was messing around in PvP with it the past couple of days and the 12k burst windows were pretty nice w/o popping anything. Carnage is receiving more than a shift in Utility as well. Ravage is getting a damage buff and becoming uninterruptable as well as getting short fuse for more berserks for more burst windows. Let alone the fact that it's getting raidwide 80% predation and 50% dmg reduct to force camo, that tree is getting a lot bigger buff then you think.
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