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Stayfrawsty

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  1. Except that we can't heal the damage coming in now because healing output was nerfed and dps output was raised dramatically. SO you can befriend us, but we wont be able to help after a couple gcd's and god forbid we get CC'd
  2. You have no right to decide who has a right to complain. See what I did there?
  3. I really dont agree. I have a healer (agent) and a DPS (marauder) and I can tell you - prior to this patch, I only pulled off heroic feats if I played like a champ and used every cd and perfect LoS (as a healer). My marauder felt tough, but I was able to be good at it by once again, playing the class and using all the tools in my kit. Now as an agent, I sit there and watch people die because my heals dont heal for a fraction of the DPS coming in and as a marauder, I simply bind all my keys to charge, battering assault, ravage and crippling slash and bang my face against the keyboard (an exaggeration, but I feel like playing my marauder is not fair). 1.1.5 was so much better than this patch. Why did they have to change so much so fast?
  4. They took their shared tree and buffed the living crap out of it (essentially). They also took a hard hitting ability and made it hit harder, then let them talent it to hit even harder. Think tracer missile, but 3/4x in a row with armor penetration (20 or 100% depending on spec and what you have going on at the time). In b4 253 warriors hop on the thread and say "we're fine, go about your business" then the sin tanks and PT's hop in to back their god-like bretheren up. (yes, I play a marauder and I think the changes are garbage - way too much power and control in rage with no drawbacks).
  5. It's out of control simply because of how much inherent control rage had and now how much burst it now has thanks to ravage + ravager + slams (with frenzy stacks, it gets even worse). Burst is king in pvp and rage has it in spades + tons of control.
  6. Gear dependency isnt what it was though, what with decent pvp gear purchasable with credits. I was doing my PvP in a mix of the purchased gear and champion gear and felt absolutely stupid - to the point where I had a healer follow me around for some 2v4 or 2v5 action for sng's. I will agree that good marauders and bad marauders are seperated a lot by skill, but such a large buff to ravage lessened that gap by a large amount, by allowing 6-7k damage to go off a single button. If you coordinate 2 marauders ravaging a stunned target, it's GG...you won't heal through that.
  7. I haven't got a chance to try carnage, but I think that the gore/ravage/scream combo has to be absolutely devastating now, especially if you have the rage to massacre before hand to get blood frenzy up.
  8. The problem with kiting rage marauders (for instance) is that a good marauder wont lead in with charge, then battering strike you, then crippling slash you. You knockback, they charge. You root, they use obliterate (which is basically a 2nd charge). You stun, they pop their breaker and charge again or use force crush to slow you to a stop, at which point they unload ravage and a crit boosted smash...there goes half your health bar and you're out of tools.
  9. I could get behind some love to ataru form and carnage in general. That was necessary. The rage changes were not necessary. Buffing ravage's baseline and then making ravager buff it more? Not necessary. Maybe if they moved ravager it would make a little more sense...
  10. you fight bad marauders then...like ones who frantically mash charge to hit you while they are in cover. for me, GS are usually a free kill unless they are entrenched, in which case I just pop a CD and run out of LoS. That's the other thing people overlook when analyzing marauders - they have jaw dropping dps and about 8 different ways to stay alive + a group move speed buff. Combine that with the recent change to short fuse, they almost always have the fury now to drop group buffs while doing awesome damage AND staying alive. PT's are great 1v1, but they cant drop group buffs like a mara can (plus with the nerf to PPA, I think that we'll see a lot less PT dominance as most of them will have to go pyro to really capitalize on burst unless they're running IF builds, in which case, just ignore them and go kill a sage/gs/whatever) . GS do great damage, but lack the utility of a mara as well.
  11. I cant help but feel that the extra time was more like "here's some free time while we try to sort out the mess we made with the last patch." On a side note, WoW used to compensate players with free time in the early days of WoW. As they got better at posting patches, they stopped doing this.
  12. You know I play a marauder because I know sin tanks have always done well against marauders. Some might argue that sin tanks are also a bit over the top, in fact, many people have already made that arguement for me. Honestly, I dont even worry about sin tanks now as their mitigation and self heals still wont matter when I drop a 4k slam on top of a 6k-7k ravage and a 2k scream.
  13. See, but I should not be able to drop a heavy armor class 75% in 3 gcd's (well one of those channeled)...and right now I can.
  14. I think you can blame the flawed PTS selection process for this...only transferring guilds led to a lopsided emphasis on PvE and once that was right, they went live with the changes. Until they allow transfers of level 50 characters to the PTS (individual toons) they're shooting themselves in the foot by not testing content. Please, dont try to tell me these changes were tested, because they weren't. I read the 1.2 PTS notes day 1 and told everyone I play with "marauders are going to be ridiculous post 1.2." I've yet to be proven wrong.
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