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Usire

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  1. So the moral of this is take biochem or you're ****ed? You have 98K in healing and reusable stims/medpacks on your hotbars, which would effectively double your life expectancy.
  2. If a healer is guarded, it doesn't matter how many interrupts you have, eventually they will all be on CD and they'll just knock you back, run away, and heal all the damage you did to them with 1 ability.
  3. I've had it where I force choke someone that's channeling a heal and they continue channeling it while up in the air, kills the point of cc if they can just ignore it.
  4. Still not fixed....how hard is it to change an item's index reference?
  5. They would probably win, it might take a while, but the vanguard could just focus on your healer, as they don't have a guard on them they would be taking full damage instead of half, which is why healers are usually so hard to kill. Unless you have several people pounding on a guarded healer, you're probably not going to kill them, unless you can force them to use up all their energy, which in a 2v2 match would probably not happen unless they're attacking also. You might be able to gain an advantage if you could get the other healer to use his break out of CC skill, then have your merc use concussion rocket to take him out of the battle for a bit, but you would have to burst the vanguard down pretty fast to stop his healer from undoing all the damage you do.
  6. To which I would ask, "Why didn't you just shield/heal yourself?", but it is kinda sad that an AOE crit can hit harder than a 100% armor penetrating critical scream.
  7. Use unleash and break the CC, other than that you're relying on teammates. It's annoying to get killed like that, but when you think about how squishy operatives are and the fact that that's their highest damaging attack, it's not that bad. I don't know all the details, but they probably have to wait at least a minute or two for all the CD they pop to be back up. If you catch an operative while those abilities are on CD it's a free kill, the only reason they hit you so hard is that they usually pick off people away from the group, if you had a healer or anyone with CC nearby at the time, they could either heal you, or CC them and break the combo. If that combo gets broken so does their dps, they're relying on you to be in the CC long enough to use all their abilities and run away before your teammates horribly **** them.
  8. 1. We do have a gap closer, it's called Charge, and if you know you're about to be thrown into a trap pop undying rage, you can literally walk through the fire with it on and take almost no damage, losing half your health is better than all your health. 2. Half the talents on the tree give you things to help with rage or reduce rage costs, not to mention battering assault that gives you 6 rage 3. Besides our hour buff we have 3 buffs Berserk - should be used when trying to burst someone down or if you're alone Predation - use in team fights, or when trying to get somewhere fast The last one is on a 5 min cooldown and should also be used in teamfights, great for taking out healers fast and clearing the area.
  9. Point and click is nice, but using key bindings can more than double your damage. If you rely want an edge, I highly reccomend picking up a Razer Naga: http://store.razerzone.com/store/razerusa/en_US/pd/productID.169418900 they also have a special wireless swtor version: http://www.razerzone.com/swtor/mouse The Naga is designed for MMO's and gives you the advantage of key bindings without ever having to take your hands off the movement keys, also works great in FPS and any other PC game you could think of.
  10. Marauders get good dps, but it doesn't seem like they gave us enough with our lack of cc, it's getting to the point where it seems pointless to try to kill their healers as every time I go after them, I get stunned, they run away, I charge, pop all cd and get 1/3 of their health if I'm lucky, then they heal it all and the cycle starts again. By the time they run out of energy their team is all over me. Also for whoever would suggest that I interrupt their heal, I am, the cd on our interrupt is 1 sec longer than the basic heal, so they get it off no matter what.
  11. 400 synthweaving and not a single hood, I do have something that makes it look like my guy has headgear tho. How that helm got though quality control is a mystery to me, same with the inquisitor's vacuum tube helm.
  12. I'm lvl 50 with synthweaving maxed, and I can't say I've ever seen a marauder chest piece with a hood, they all look like combat vests, I think they decided to give us capes instead of hoods lol.
  13. Savage kick is actually a decent pve skill, charging to a weak mob and using savage kick the moment you get there gives you a lot of damage for no rage, can also be used in combat by crippling them, it's a great skill to reduce the number of mobs you're fighting. Ravage's channel time is also rather useful in pvp if you go carnage, you can spec into immobilizing them for the full duration, works great against healers trying to run away. I do agree that they give us way too many skills, and most of the cooldowns don't match up, so it's almost impossible to actually have a rotation besides "spam this until this is up" Marauders aren't that hard to play, you just have to be staring at your cooldowns 90% of the time. Also it helps if you go into your options and turn that ability q timer to 0, otherwise your character will be constantly resetting whatever ability it is you're spamming.
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