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harrisonxxi

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Everything posted by harrisonxxi

  1. The only good tank in the game right now is a ptech. Assassins are good for aoe pulls, juggs are just useless in the current enviro except as armor debuff's.
  2. 1. We're a Melee DPS only class who does less damage then DPS then other RANGED classes that have hybrid options and potential builds. Isn't the whole point of Melee DPS suppose to be that it is THE highest damage? so sub-par damage Im pretty sure marauders in raid setup/gear outdps everything else in 100% tot fights. Also we never run out of our resource, whereas other classes can in longer fights. 2. We have the survivability of a wet blanket and no major utility moves. Ok we have saber ward, a 12 second ability on a 3 minute CD (should be more like 1 minute), Cloak of pain that requires we be under attack, the direct opposite of what we should be (stupid requirement), and a few others that have some kinda equally stupid things on them. We actually may have the worst survivability of ANY class in the game, from what I'm seeing I wouldn't be surprised by it. I know quite a few tanks that would kill for cloak of pain. 20% damage reduction with 50% uptime that does damage back when hit, yes pls. Also we have the MOST survival moves of any class in this game, and I would suggest l2p. 3. Force Camo, seriously a 4 seconds cloak on a 45 second cool down, it's really meant to be our way to lose threat, but we never have all that much threat to begin with... for it's "camouflage" ability 4 seconds isn't enough to do much at all there is a small chance to escape a difficulty fight in PvP or to avoid a single group of mobs but that's about all. should either have a smaller CD or a longer effect. Considering I can pull regularly from my guilds non-powertech raid tank even smashing Force Camo every damn time its up, I think the skill is perfectly fine as it is, its not intended to be a get out of jail free card. If it had a shorter cd, it would be too strong, especially since you can cast predation while camo'd which allows you to put huge distance b/t you and the target. Also, if you not having problems with aggro gen {and the tank isnt a powertech}, your doing it wrong. 4. Fury, why are our best buffs all limited fury? Predation, Berserk and Bloodthirst, while Bloodthirst the best also has an additional 5 minute CD anyway? Ok at 50 we can generate a full stack of fury every 3 minutes (or 2 minutes 30 seconds annihilation) but in PvP it can be difficult to build fury and live long enough to use it else wise... Seriously, bioware even acknowledges that Marauder has too much going on... drop fury! Also why does rage spec regenerate only 10 fury for predation... when annihilation gets double fury for each rage attack? it'd take annihilation 8 attacks to get back to 30 fury compared to 10 attacks for rage... fury is just broken and ill-conceived Shorter cd to bloodthrist? Are you serious? You want people to not even have to try on content? Rage spec is bad...dont use it. Anhil is supposed to have more fury available to it, its the way the spec is designed. 5. overly complex... I know some insane people out there are capable of doing this, but seriously how big are some of the rotations for marauder... and how easily is each rotation broken in PvP? but without these complex and long rotations we are almost entirely useless. So you want to smash as rage? ok you have to have used force charge or obliterate recently to get your crit and have used force choke or crush to boost the base damage... or you'll do feck all. how about carnage? well force scream is your best move, but you'll wanna gore so it ignores armor and does really damage and will require an unpredictable buff called blood frenzy being up (massacre ensures blood frenzy so long as it is not already up). for all this you need to have rotations in PvP you need to adapt your rotations to fit the conditions going on while dealing with being CCed and having to keep a close range. You want easy sorc is that way ------> 6. to easily controlled, tell me a CC that isn't useful against marauder? now tell me a CC that we have that is actually really useful? Being melee ranged, we kinda are the most vulnerable class to CCs... and the only useful CCs we get seem to have pitiful duration or just very easily counter-CCed. This must be your first mmo as a melee toon. Welcome to the melee club. Heres your hankie. So yeah... I think Marauder does have some serious issues... I think a couple of ways to fix marauder by changing just Marauder). A. increase marauder's HP, not armor. HP would increase survivability but not make us particularly effective at tanking since we'd still lose far more HP a hit so harder to heal effectively still. Yes b/c with our already stupidly large amount of defensive cd's, more hp wouldnt make us virtually impossible to kill............ C. increase evasion against ranged attacks at close range, so that when we get close range, we actually can out-damage ranged DPS classes.. Once again, if your getting out dps'd by ranged classes your doing it wrong. D. Drop fury completely, make berserk a 1 minute cool down, merge predation and cloak of pain for a 15 second effect @ 15% defense & 50% movement speed on a 1 minute cool down. Bloodthirst also should be on a 3 minute cool down... not a 5 minute one. Sure this needs some re-balancing of the skill trees but right now fury makes no sense... As for the two moves that open up, perhaps giving us force pull as a rage builder on a 2 minute cool-down where predation previously went and a heavy hitting move that consumes 12 rage instead of Frenzy at 50. Completely worthless suggestion. So now i can give my raid a mega buff 4-5 times per enrage instead of 2-3. Wonderful. Sign me up, but then next content is gonna suck *** once they factor it in. And i like pred and berserk being on seperate cds, and if you think cop sucks you need to really stop playing mmo's. E. Decrease Saber Wards cool down to 100 seconds and make undying rage heal 5% of taken damage for 5 seconds after dropping half HP, It'd make the move a little bit more then just a last dying breath move. Yes because 50% dmg reduction on half the cd makes sense. Also making undying rage, which is already an amazing survival tool even better makes sense...... F. allow us to actually get strength via skill tree... kinda seems an obvious one that what should be the highest DPS class should be able to boost it's primary damaging stat... Once again, pretty sure were the top dps class with 100% tot. Dunno why they would want us to do even more damage. G. Make disable droid, disable target removing the droid only requirement and allow it to be used in PvP as a short duration stun... What you want us to be the new op? People complain about ops rolling them in one stun, you want us to get beat with the nerf stick because you clearly cant play this class? TBH This post can be summed up, I dont know how to play, I suck, QQ.
  3. TBH its kind of a pointless argument. Anhilation brings party heals, while pulling as much dps as carnage, and thats enough reason never to roll anything else for raiding. Taking a little bit of effort off your healers is tremendously helpful, esp for fights where their is a lot of aoe dmg.
  4. Rage is crap in ops/hms. Ann rolls its in sustained dps, and so does carnage. Accuracy to 110%, crit to 30%, surge to 85%, then power.
  5. If you cant break 300k in a warzone with a marauder your definitely doing it wrong. Also we are the single best healer killer/disabler in the game. And have the best overall team buff for pvp (predation).
  6. if your rank 58 you should care less about champ gear and be grinding your *** to 60 for the battlemaster.
  7. Ill be streaming my anhil maruader doing pvp till about 1130am if anyone is interested and then again after I get off work at 10pm est. http://www.twitch.tv/harrisonxxi
  8. If i had a stun with my annhilate spec, I would be the new scoundrel everyone is complaining about. I can already kill someone in 3-5 seconds with annhilate.
  9. 1v1 I shred any class except a decked out sorc. Maybe if you learned to play and learned to use all of your skills you wouldnt suck so much.
  10. Damage done is not equivalent to dps. But it is atm the most accurate picture we have. Due to energy issues Im pretty sure we outperform snipers/operatives, as they are very much a blow your load and done class. Sorcs probably perform near our level as they virtually have no force issues. Assassin;s have force starvation issues in extended fights. Merc and Powertech have to manage heat.
  11. 1v1 I think im broken =). But thats because a marauder SHOULD win ANY 1v1 fight.
  12. Ive done 498k with a marauder with ANHIL. Im pretty sure our dps is fine. People just dont know how to play their classes, they dont know how to itemize. They dont know how to use their abilities. IN short, they dont know how to play the game. Another perfect example. I did 254k dmg, 84k heals, 10 medals, with 5 ball caps in huttball earlier today. Ive seen juggs do enormous dps. Ive seen every class do great dps. All the people who complain have a PBK issue.
  13. Considering I can get that high a smash crit on a mara, Im pretty sure your gear blows.
  14. We are fine. People like the op are the people that dont know how to play our class.
  15. Beserk heals for 1% on 6 procs as well. I personally prefer anhil for pvp. I burst as hard single target as a rage mara, and the 80% predation buff is probably the single best talent we have in warzones.
  16. Maras are perfectly fine. the only ones who think so are the noobs who dont know how to play. I would hate a buff, because it would only get us nerf immediately thereafter.
  17. Anhil and I regularly outperform rage mara's on my server. Also 1v1 i think an annhil mara can take anything. Also 3500+ crits on annhil + up to 2k crits on deadly saber, im pretty sure anhils burst is just as good as rage, just on a lower cd and more consistent. Also 80% pred run speed is the single best talent in our entire talent tree for warzones. PERIOD.
  18. Surviving fro longer than 5 seconds with someone focused on us. Snipers do great burst, but I roll through them.
  19. It feels a lot like a rogue without stealth. Same tissue paper armor, lots of damage, huge stun target.
  20. I get the same damage range with anhil, and unlike rage, all of mine is single target. Rage's damage numbers are overinflated by smash crits to multiple targets. Easy to get big numbers when you can smash 5 targets for 4-5k a piece.
  21. If i was going to do a hybrid build for pvp, it would look like this http://www.torhead.com/skill-calc#100bIroM0MZhGbbddb0MZ0M.1 Lots of roots, all of the charge talents. Saber + ataru burst.
  22. The rotation is weird but your primarily having to fill in 3 gcd uses with force moves (ie force smash, annhilate, deadly saber (<20%). Keeping you ticks up is worth missing a gcd for as well, or using a subpar move as the ticks are going to do more damage than almost any other move except annhilate. As soon as I hit 50 (which should be in the next 2 days, damn holiday work schedule), im gonna spreadsheet out all of the abilities, get coefficients and start working on a dps spreadsheet. Torheads numbers are off in a lot of ways, and GI=GO. Until we get good data on coefficients and other stuff we cant really do anything but guess on different damage outputs. I strongly suspect from personally playtesting that annhilation vastly outperforms rage, but until I have the actual math to prove it, its just a suspicion. Also smash might crit for 3600. But it has a 9 second cd. And you only get 4 of the enhanced crits per minute. Which means 4 of yours are going to 1800 crits. So your net damage is 7x2700 = 19k. DS if kept up for 60 seconds is 20 ticks, of which 18 of them are 3 stacked which normalizes roughly in the 19-20k range.
  23. Deadly saber can do FAR more than 16k dmg a minute. It is completely possible, with good cd management and using the right abilities at the right time, to keep deadly saber up 100% of the time. Its hard as crap to do, but if you can keep the 3x stack up for a minute, thats a hell of a lot more damage than 16k/min. Also internal/elemental is close to pure dmg, as there is very little reduction for the two types of damage. Also torhead's numbers are wrong.
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