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Evixy

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Posts posted by Evixy

  1. Marauders and Sentinels aren't really getting buffed to be fair. The only change you can call a real buff is the change to Seeping Wound/Inflammation which will cause Rupture/Cauterize to snare for 50% movement speed instead of 30. The rest are just fixes really that should have been in the game from the start. Some nerfs also but they were sort of needed.
  2. Four Defensive CD's (Not including Pacify during a 1v1), two escapes

     

    You are forgetting a major point here. Sentinels and Marauders have hardly any controlling abilities at all. We have Awe/Intimidating Roar and an absolutely awful 3 sec stun on what is to be a set 1 min cooldown.

     

    Look at Sages/Sorcerers, they don't have a ton of defensive cooldowns except for an imba 5k instant heal (when specced for at least) on a 17 sec effective cooldown. Instead they have a ton of CC to use, for example an instant 10 sec CC. However, sorcs and sages still QQ like hell that they are too squishy, although they just have no clue how to use any other ability than pebble throw and lol-lightning.

     

    and more burst damage than any other class in the game. Not slightly more burst. Much much more.

     

    Although this part tells me you don't play a Sentinel/Marauder. More burst then Scoundrels/Operatives? LOL! More burst than an unchecked Tracer Missile/Grav Round spammer? LOL! Although this is assuming they aren't gearing like tards and actually get Crit/Surge or Surge/Power instead of Accuracy which doesn't affect their abilities at all. Sentinels and Marauders have sustained damage, not burst. If we had burst, we wouldn't be forced to generate our resources manually.

  3. Overpowered class gets nerfed and people unsub.

     

     

    More 1.2 News at 6!

     

     

    Coming up: GUNSLINGER SIGHTING!

     

    The first level 50 Gunslinger to be sighted since February was seen in a Nar Shadaa cantina playing Russian Roulette with himself.

     

    I read that last part as a newsreporter and omg it made me lol xD

  4. strength willpower and endurance. No point to cunning or aim.

     

    Just gonna explain why we want Willpower datacrons and not Cunning/Aim.

     

    Force attacks such as Force Scream and Smash etc scales with Willpower since Willpower increases Force Power (which you have on your weapons). However, we don't use neither tech nor ranged weapons, hence Aim and Cunning are out of the question.

  5. If you want to have the option to tank, Marauder is out of the question. In that case most people would say Assassin is the best option because you have the option to stealth, and you got the super-awesome-and-OP Force Speed. Also Assassins have more or less the same utility for tanking as a Powertech, although I'd say they have more. Darkness specced Assassins are also the kings of 1v1 or even 1v2 in PvP at the moment (if a Darkness specced Assassin/Shadow can't kill you, he sucks big time and is probably just playing the class because its the FotM).
  6. ...However, the offhand damage should be reduced to not increase overall DPS, in order to remove the RNG of dual wielding. Far too often have I had my offhand parried during a burstphase in PvE, or when trying to kill an important healer in PvP. Everytime your offhand gets parried, you lose approximately 40% of your damage (offhand damage is about 66% of your weapons damage, 100+66=166% weapon damage for a DW attack. Having the OH avoided equals a 40% loss in damage). This is of course considering you have equal damage rating on MH and OH.

     

    By buffing base OH accuracy to 100% but lowering the damage modifier from the OH to offset the DPS increase, DW classes have to rely less on having RNG on their side during critical moments.

     

    I'm sure Gunslingers would liks this most of all, seeing as their mirror class also need accuracy but don't have to rely on RNG when using their major abilities like Ambush and Followthrough.

  7. Rarely do marauders/sentinels get above 250K on my server with full champion or even BM gear. Only those with BM have ever hit 300k but it's reeeally not that often. I have full champ and my highest was 238k. Honestly Im usually one of if not the top warriors in damage every WZ and still 150k-215k is only where I'm at. The numbers on my server are always so much different that what others always state on the forums for some reason.

     

    BH, IA or even SI always top the charts upwards of 300-400k (plus).

     

    *shrugs* Maybe it's because it's not about damage and a lot of us are too busy with objective rather then constantly dealing DPS to everything that moves and gets close to you. Maybe we just take the games more seriously. Who knows.

     

    Wow, you sure got some ****** sentinels and marauders on your server. We got a couple of good ones who left unchecked will destroy the other team. I'm full BM with Rakata weapons and I'm hated by most healers on my servers (the rest just haven't met me yet).

  8. Compared to other classes that are not Juggernaut, Marauders:

     

    1. Have a two-stage primary resource pool (builders and spenders). Other classes have a 1-way resource pool. At least BioWare implemented variable regeneration for some classes.

     

    2. Have a secondary resource pool to manage.

     

    3. Have cooldowns on all the relevant primary damage abilities. Note: about half the classes share this feature, so it is not unique to Marauders. However, the prevalence of two mainstays of "LOL I PRESS TEH BUTTON" (TRACERLOL and FORCELIGHTNINGLOL) makes the comparison relevant for this game.

     

    4. Are melee and are therefore closer to the line of sight and attack range of more enemies by default (PvP consideration).

     

    5. Are melee and therefore have a more difficult time LOS'ing or kiting (both PvE and PvP).

     

    6. Have a relatively low amount of CC. This is made up for by a good array of defensive cooldowns, however CCs are more reactive. Defensive cooldowns require the player to predict their damage intake. This is hard for poor players.

     

    7. Have few, if any, replaceable abilities. As a result, a Marauder uses almost every ability they ever get.

     

    Due to these reasons, Marauders are more difficult to play than other ACs. Except the Juggernaut because the Juggernaut shares the majority of these constraints.

     

     

    Also, as a general note, Juggernaut Rage generation is more stable: Sundering Assault provides 3 rage in a DPS spec, up from Strike's 2. Marauders get "burst rage" every Battering Assault, but that is more bursty and less stable -- makes it more difficult for poor players to manage their rage.

     

    Couldn't have said it better myself :)

  9. One thing that isn't actually mentioned in the patch notes, is that Quick Recovery is actually gone (since Short Fuse was moved to the place of Quick Recovery and Decimate was introduced in T1 of Rage). This means that Smash and Sweeping Slash will always cost 3 Rage, meaning you can't spam Smash/Sweeping Slash for 8 or less Rage to get a full stack of Fury.

     

    Don't know why they didn't mention this, seeing as it is a fairly big nerf for PvP. Being able to start a fight with a full stack of Fury while having Frenzy ready is a major advantage in 1v1s.

  10. Sentinel/Marauder is a very, so to say "top-heavy" class. Sentinels and Marauders get their best skills and survivability cooldowns at the higher levels. Also, none of the 3 specs truly shine before lvl 40. I'd say get to lvl 40 or 50 as fast as possible and then start to PvP.
  11. They actually buffed it, and moved it to a dif tree, now it also increases smash dmg by 30%

     

    What was so good about Quick Recovery, was that with a full Focus/Rage bar after a battle in PvP, you could basically get a full stack of Zen/Fury using Cyclone Slash/Sweeping Slash, provided you specced for Valor/Short Fuse.

     

    This change is actually a nerf and I'm surprised they did not mention it.

  12. I've never understood the defensive rolls - reduce area effects damage. In pvp, what are some situations where I receive aoe damage?

     

    Basically, If you are standing in an AoE in PvP, you are either: lagging; have just gone AFK; or you really have no clue how to move out of bad stuff. Defensive Roll will only really help you against Focus/Rage specced Juggernauts/Guardians or Marauders/Sentinels. By speccing Defensive Roll, you negate 15-30% on their Smash/Force Sweep.

  13. This is the spec I'm running at the moment:

     

    http://www.torhead.com/skill-calc#501bIbRrRzrGzZGbZh.1

     

    As a War Hero in full BM (except for some Rakata lvl PvE pieces since about 500 expertise is enough), these are the stats I'm getting out of the spec:

     

    http://imageshack.us/photo/my-images/829/screenshot2012031617091.jpg/

    (Yes, I know the crystals are only 31 Power, but 5 mill was just too much and white crystals+black BM armor looks amazing IMO)

     

    By speccing 2/3 Steadfast, I can get 2% accuracy from my spec and thus get more Surge/Power mods into my gear since that will buff my dmg more than any other points I can spend. I don't use Retaliation (or Riposte as the JK skill is called) because Anni/Watchman is just too heavy on Focus/Rage as it is (really hoping they'll lower the cost for it in 1.2). Using a Riposte/Retaliation instead of Deadly/Overload Saber is just dumb.

     

    In this spec and gear I frequently top dmg and kills among melee classes, especially other Marauders and Sentinels.

     

    I should add though that my Annihilate (or Merciless Slash) crits for 3-4.1k without adrenals/relic/Inspiration or Bloodthirst, provided my offhand doesn't get parried. Highest Annihilate I've got so far was a 5.9k on a very squishy sorcerer.

  14. For a while it was semi difficult to obtain the PvP sets but people complained about getting stomped on by people who play more and were able to get better gear at a quicker pace

     

    That made me lol considering all those who got BM early exploited Ilum when it was possible.

  15. I don't really get the BM set for Marauders and Sentinels. The majority of our DPS comes from weaponbased attacks such as Annihilate, Massacre, Vicious Slash, etc, which all require Accuracy in order to hit/not be fully avoided. In PvP, if you want to be able to hit everything that isn't a tank, you need 10% additional accuracy due to Inquisitors and Consulars having 10% base defense unlike the other classes that only have 5% defense. However, using the full BM set without speccing for Accuracy in Carnage/Combat wont get you to 10% additional accuracy. Seeing as about 50% of the Pvp community (at least on my server) is Inquisitors and Consulars, you kinda have no choice but to get the additional 10% accuracy unless you want strong abilities like Annihilate and Vicious Throw to be fully avoided by a sorc with 10k HP.

     

    Is this just bad design by BioWare or do they want us to spec Carnage/Combat (which for the record has a lot of potential in PvP, but is just so squishy unlike Annihilation) in order to be fully effective in PvP? Personally I have no intention of using full BM for the simple reason that I have PvE gear such as Rakata Weapons which are modable so that I can get 10% aditional Accuracy that way.

     

    However, not everyone has the possibility to do Hard Mode Operations for Rakata Gear like I do. Now I do realize that in 1.2 the PvP gear will be fully remoddable, weapons included, however I do not think they will put more Accuracy into the BM set, meaning that you'd have to remodify the gear with other Enhancements to get 10% accuracy without speccing for it.

     

    If any Dev might read this, how do you plan to do with Accuracy for Marauders and Sentinels following 1.2? Will the War Hero set be similar to the BM set as in that it is lacking Accuracy?

  16. Seriously, *** are you guys talking about?

    My ravage hits for a total of 7-8k (crit) for NO RAGE COST !!!!

     

    First hit 1,5k, second hit 2,5k and last hit 3,5k (all crit btw, but when I use ravage I have my crit relic up)

    Or 1st hit 1k, 2nd 1.5k and 3rd 2k = 4,5k in 3 seconds (still not bad if none of them crits)

     

    If you use an ability before the last hit, that's a huge dps loss imo.

     

    Just tested this cuz I wasn't sure about it and I was correct. The first and second hit are merged. So when you see 1.5k first then 2.5k, its actually 1.5k+1k. If what you are saying would be true, then Ravage would hit for 4k in 1 GCD (provided both hits crit), which is just absurd considering its a free skill. If you see 2 numbers appear on your screen, then both hits crit.

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