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Valeruh

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Everything posted by Valeruh

  1. If i understand you correctly, you are wondering why you don't get fury at certain times. Fury is not build while one of the buffs(pred, bers, bt) is active. I'm pretty sure that's intentional, otherwise you could probably keep predation up for 24/7.
  2. I don't want to make this too easy, so here are some clues: 1. Not marauder native 2. no drop 3.http://imgur.com/oCWtu
  3. Rakata, tho the coloring is matched to the chestpiece.
  4. This is my PvE set, PvP is somewhat similar but with green/black sabers and a brown coloring Decus Ple <Exterminatus> ToFN http://i.imgur.com/FqcRR.jpg
  5. Why do you even bother posting then? If you don't want to contribute to the topic, don't write. btt: I don't think marauders really need a change, every tree is viable in certain situations. That said, marauders are very useful in pve and pvp! pve-Very short cd on interrupt, high dps, group buffs (burst potential), situational off tanking. Its the same in pvp. Marauders are the kings of huttball
  6. Hmm i don't think that would be a good idea, considering that you sit on 25-35% crit chance and don't forget that a smash without shockwave, dark resonance and shii-cho mastery hits like a weet noodle Being able to walk through fire is much better
  7. A guildmate of mine once got a ticket saying something along these lines: Greetings/known Issue/thank customer/close ticket They have their lines according to the situation, the answer often seems to be able to adress a varity of issues...
  8. 9/10 Not bad, read a lot of those books (like 30) Mine War Hero Decus Ple or my alt Rome Ple....
  9. I want a surrender vote option after a set amount of time (e.g. 7min) AND a votekick option (afk, flame) AND a punishment for leaving a wz early.... I feel like this way everyone gets the most out of it!
  10. Instead of making this a balance discussion can someone please just state the strength and weaknesses of the healing classes? :>
  11. I usually tank sorno on my maruader (hm) and force charge does interrupt his channeling abilities, however he will cast it again but it bought you a few second to get the interrupt of cd. I have only one point in qc since he won't move away, so you can just strife away and interrupt his heal if your fellow ops member fails to interrupt it. Tbh i rather have someone interrupt the healing ability for me, so i can solely focus on dps and interrupting his dmg spell.
  12. Yea, thats what i started with, however assault dishes out a little bit more dmg but grants one rage less than charge... I think it comes down to preference here. I can use it more situational since i don't rely on it as a rage builder, imagine you just used it to build up rage, but now your target sprinted away... bummer I still use it as a secondary interrupt but when a caster is healing, you easily have enough time to strife away and interrupt with charge, 5m is nothing. If he stand in that range while healing he is doomed anyway since it's melee range. And with a 6sec cd on our interrupt we rarely need a second one
  13. This is what i'm currently using, i don't feel like the reduced cd of charge is necessary, i still seem to manage to stay on target most of the time... http://www.torhead.com/skill-calc#100bIrRbRdrGzZhMZh.1 1 point in close quarters is enough since you can just strife to the side and use it. DMW seems to be worth it, IMO Malice is a must due to the increase in dot dmg which is our key mechanic... I really like defensive forms for the fury gain and the reduced dmg is also pretty nice. Feel free to point out flaws
  14. Tbh, we have quite a few Hardcore players on ToFN, there were a few Battlemasters before ilum....
  15. Its in the third tier of the annihilation talent tree (the left one), and therefor you can gain it with level 20.
  16. It does, however as the tooltip states, it breaks on damage, so one aoe can make it useless :> still situtionally useful
  17. Instead of hating, you could give him some feedback.. And ofc won't he hit as hard as possible, hence he hasn't reached 50 yet^^ Make a longer video and get to 50 asap to show off some real pvp
  18. Here is my view on the mara/sent class, from my long lost thread: With this post i want to express my feelings & thoughts concerning the Sith marauder. I hit 50 a few days a ago and my valor rank is 30 (just to say that i played a bit of pvp) I use ~25 keybinds, and was always speccd anni (it seems to be the most viable talent tree, i'm not sure about rage but carnage is pretty weak according to a few guild mates) PvE: If we are good at something this is it, single target dps. Since we don't run out of resources we are naturally able to apply constant damage for an infinitive amount of time, the bleed effects really hit hard if you get them on the target, combine with our other attacks we can really make an impact. The only weak spot we have is aoe (may be better with rage spec), smash and sweeping slash just don't cut it, while this may not be an issue in end game content since most mobs are elite anyway, it is an issue while leveling. It often felt like a gamble when taking on a group of stronger mobs since we are also missing a long cc (we can disable droids yay!) PvP: This is where i have my concerns and can feel the pain of fellow marauders, complaining about their class The isuess i have: 1)too many abilities! Not because i can't handle them all on a usefull ratation, but simply because it takes me WAY too many global cds to start hurting my enemy. Force charge, deadly saber, battering assault rupture,annihilate- there comes my first burst. Using it earlier will leave me without enough rage since there aren't any empowerment proccs. I don't think it would be as bad with auto attack, but the way it is we cannot burst properly, no auto attack obviously hurts melee classes way more than ranged classes. Therefor the close range abilities should make significantly more damage (a good example would be the soundrel, although i consider his burst to be too strong) 2) Force Charge, i love the ability, it looks awesome and is our key skill for pvp. Without it we would never ever reach an enemy before we die (ofc im exaggerating). The problem i have with it is, that it's like a big red arrow over our head. such a flashy animation attracts any range class in sight. It is obvious that you are not supposed to jump into a group of enemys, however i feel like i'm often getting focus fired even if i'm somewhere on the edge of the battle, maybe they just see an easy kill... 3) CC's, too many, too long, no useful counters except one on a long cd. We need to be in front of the target to inflict any damage, yet most have stronger&more cc's than we do. This is not too bad if you run with a decent team, and happen not to get huttball (which is for obvious reasons a marauders nightmare land). Quick tip: if you jump up on huttball, position yourself between a lamppost and your enemy, you might neglect the knockback effect. (You will still get cc'd tho) Unfortunately resolve is kinda pointless since it only applies to stuns, and takes too long to fill up for squishy classes (we are one, because medium armor doesn't make a difference at all) 4) Skillcap. I agree with people saying to be good with the marauder you have to try really hard, but the point is, even if you do your best, you most likely won't top an equally skilled player on a different class To be clear here, i enjoy playing my marauder and i'm not asking for giant buffs, but some of the game mechanics are flawed and put close combat classes on a disadvantage. I'll appreciate any feedback & tips and ask you not to troll. Oh, and I'm sure most of you know these issues and have seen countless threads like this one, i only wrote my own to increase awareness.
  19. I agree that something needs to be done, but other classes should b able to voice their opinion on us as well, i urge you to check out my thread on the class subforum:)
  20. This is a forum for constructiv discussions and yet there is so much hate... but tbh your post is kinda useless^^
  21. Jump in with force charge, while flying activate deadly saber, smash on landing, follow up with a battering assault and then rupture/ravage/retaliation/vicious slash, whatever floats your boat, if you face a strong group activate cloack of pain while jumping if you face stronger single mobs use obfuscate/disruption/force choke after you jump annihilate is rather useless for pve since it dmg/rage cost ratio is bad but if u are overfilled with rage use it^^ But to be honest, you shouldn't think of a rotation at level 14, as you say mobs go down very easily, just spam abilities Later on you will discover that it takes a lot longer to down mobs and that you will have to use assault every now and then.
  22. IT doesn't matter on which day you pre ordered, what matters is the date you entered your pre order code!
  23. SWTOR Twitter: "If you were not invited during today's invites, don't worry! We will continue to invite more people as Early Game Access continues."
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