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urcoconuts

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Everything posted by urcoconuts

  1. self healing with bleeds, better damage output than juggs. caster class killer. marauders are lacking in the survivability department other than abilities with long cooldowns and/or higher dps and bleed healing ramp up times. two lightsabers
  2. Not sure if this is the right place to post this since it is off topic. https://docs.google.com/spreadsheet/viewform?formkey=dFlfdlhxLWpCS2ZkdUtQM1ZrMkdFVUE6MQ the link is to a survey that I created for a Data visualization college class. The survey is directed towards college students that own a laptop, desktop, netbook, or tablet. its only about 20 questions so it shouldn't take you more than 5 minutes. You're help is greatly appreciated. All contributions are completely confidential and no personal information will be recorded, only your answers. thanks again
  3. i wouldnt call it useless. just because our bleed crit chance got reduced it doesnt mean we need to dump all of our points into one stat. if you can upgrade go for it. it will increase your damage and expertise.
  4. around the same means : somewhat higher or lower but not a notable huge difference.
  5. Like I said in my original post is that the base damage is lower but the crit damage has been increased. If are specced right and utilize the Frenzy ability you shouldnt have a problem criting with bleeds.
  6. its different if people know how to play a class, other things come into play such as: gear priority and ability to implement their abilities to the fullest. he was complaining about damage and 100k is pathetic compared to what a half decent marauder can do.
  7. currently in class right now, but when I get the chance I will check those.
  8. So far in pvp I've been topping the charts and reaching the 300k mark pretty easily. even in a quick alderan i hit about 250k damage with not a lot of effort. the base damage has been around the same but the crits are about 300-400 extra damage stronger. anyone else enjoying this fix/buff to marauders?
  9. i am aware, i am specifically talking about the Ilum dailies. the reason why people farm the bases is for the valor and because the weekly is to get 150 kills. ill be honest that i sat in front of the pubs base for about an hour to get my weekly and daily done. if you reduce the amount you have to kill overall you get rid of the old Alterac valley syndrome. with the daily 30 kills you keep people wanting to kill each other with the 15 warzone efforts people are going from point to point trying to capture stuff actively
  10. come on people, give your opinions!
  11. Make the daily quest to kill or collect 30, and make the weekly the 15 warzone efforts. this way people are trying to kill each other, while also capturing the objectives, and it makes people go to different points on the map so they dont bunch up and just camp the bases and cause lag and chaos. thoughts and opinions?
  12. Instead of having to win 3/9 games change it to participating in 6/18 games. On a daily basis I go through about 10 games just to try and win 3. With constantly being matched up with terrible players i find it frustrating and taking extremely long to get pvp gear currently. thoughts?
  13. Wow that is incredibly broken. they need to fix this soon or people are gonna stop playing.
  14. when it comes to soloing content and survival, annihilation takes the cake. The bleed heals are pretty awesome when you use the berserk ability and make all your bleeds crit. using berserk it also heals your group members, so its a good group utility during rough fights. carnage = bursty, flat damage, high damage, low survival, gear dependent annihilation = damage over time, good survivability, damage gets high over time, not as gear dependent.
  15. well yes if you are good enough gear doesnt matter as much, but thats if you are REALLY good at the class. but sith warrior is very gear dependent since all of their abilities are based on gear and they are rage and melee dependent classes. so without endurance and the damage to back it up, they are killed very quickly. Plus the expertise in pvp helps a lot with survival.
  16. carnage is a lot of damage really fast, but the only down side that it is very gear dependent.
  17. Its not because you are bad, or that you need to L2P its gear dependency. all sith warrior AC's rely on gear to be good, just like warriors in WoW I just recently got 4 pieces of pvp gear (chest, legs, bracers, trinket) and i upgraded the hilt on my lightsabers to an epic might hilt and already im doing 10 times better. Survival is still difficult unless you are annihilation, however carnage is much more gear reliant so hang in there marauders its not all bad, just get some better gear and things will be good.
  18. Marauders aren't broken. They have a high skill cap and are harder to play since they are Melee glass cannons. I feel they are slightly underpowered because they are the only class without a stun or incapacitation. But other than that they dish out more damage than any other class except a smuggler/oper that can backstab you and kill you in three hits.
  19. Hell even if they removed the damage I'd be ok with it. We just need something to keep someone in one place while we shove our light sabers up their butts. Rather than get kited after charge is used
  20. Agreed 45sec to 1min sounds better. I just think that this normally useless skill that no one puts on their bar should have another use instead of implenting a whole new skill
  21. Make Pommel useable in pvp with slightly less damage or the same amount to strong units (since the health is comparable) remove the 'has to be stunned or incapacitated' thing and make it stun pvp enemies for about 3-4 seconds and make it cost like 3-4 rage and give it a 15-20 second cooldown. this makes it useable at least once per battle, increases our pvp damage output and gives us a CC since we are the only class besides sentinels that doesnt have CC. plus it doesnt make us retardedly OP either thoughts opinions?
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