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Vakyoom

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Everything posted by Vakyoom

  1. Can't use it on bosses and you can't use it on PvP so it's not keybound. If they decide to make these moves useful at all i'll bind them. Til then i haven't used them more than a few times, and certainly not on a regular basis.
  2. the problem is that you're playing as annihilation, a spec that is not only incredibly underpowered damage-wise but does not have the kind of control that is needed for PvP. You may think all that immobilizing helps but it's not as helpful as a 12 sec charge on somebody closer than 10 yds away. The DoT dmg adds up really fast and annihilate hits harrrd. Use this build (http://db.darthhater.com/skill_calc/sith_warrior/marauder/#::e8f2e3fe6f3ef8ef26) and all your problems will be solved. Carnage solves all your problems right now, it makes your rupture slows your target so you can get your deadly saber rolling plus that no-minimum-range charge is too sweet. Force camo makes you immune to damage, you interrupt people for 4 sec on a 6sec CD and you build fury faster than either of the other two trees (From the 2 fury from getting attacked in the annihilation tree and the T5 skill in annihilation, making your rage-using abilities build 4 fury). The carnage tree is win-win right now (although i admittedly want to play the double-strike tree) because you can PvP and go into PvE without changing more than a few talents (or none at all). Oh yea and they're adding 9% dmg to our bleeds in 1.1.2, which only makes it better. Try it out and see if playing a marauder isn't 10x more fun. Keeping people in range and staying right on someone is much easier and the damage/interrupts make casters/healers/troopers a joke. Plus you'll hit for more damage than you ever thought possible. Just dont forget to keep predation up like it's your best friend. gl.
  3. It's working as intended but "as intended" ends up being "real stupid". The guy with rakata gear automatically get columni gear and can't pass it off to the guys who are still in blues or other purples... nice design. either make it recognize guilds and let us master loot the 16 mans or let the guys who auto-recieve gear pass it to the less fortunate. kind of sucks when i'm not always main slot raider, marauders are popular lol.
  4. calling marauders force camoflauge a "reset" button is hilarious. Play the class, learn that it either doesn't work or it's only long enough for you to sneak up on someone, not run away. bads need to keep quiet.
  5. and you can also include yourself there too bro. Here's the only 1.1 patch notes for smug/op Smuggler General Flash Grenade: This ability now has a 60-second cooldown. Scoundrel Sawbones Accomplished Sawbones: The tooltip now reflects the actual healing bonus of 10/20/30%. Scrapper Underdog: The tooltip for this skill has been re-worded to clearly state which abilities are modified. Dirty Fighting (Shared Tree) Rough and Tumble: This skill now properly reduces the cooldown of Wounding Shots. Imperial Agent Bug Fixes Corrected an issue where activating cover, using Explosive Probe, and then using Snipe could cause Snipe to be interrupted. remember, we found out the nerfs only happened in ptr. or did you forget that too...
  6. http://www.swtor.com/community/showthread.php?p=1957455#edit1957455 well its PTR, guess that's what i was thinking. hope you're ready to read, no one appears to be jumping the gun just yet... silly trolls...
  7. you haven't been killed during the knockdown since 1.1 cuz that lowered the knockdown duration. You forget that they get to go invisible and knock you down again, and have other stuns. And this is coming from a marauder, who should be the boss melee class and is constantly overwhelmed by cc. If i have my CC break or i catch the stealthy off guard, it's gg for them. But it's not just the 2.5 sec you spend on your back, it's the 1.5 sec you spend standing up and the 4 sec stun and the 8 sec disable while they heal themselves lol. It's just too funny to see you guys think this will change anything. The ops will get nerfed and will have to learn to rotate their abilities or suffer, the super-high crit & free battlemaster days are coming to an end.
  8. or a pushback... why don't i get a push-back... or at least a knock down!! grrrr i'm a scary *** marauder, why am i not scarier?!!
  9. I like how you say for sent/mara that they have just a 6 sec cd. watchman/annihilation does not get a second interrupt, i'm not sure if you've played that class but you can't just say garbage like that uninformed. And our interrupt is only 6 sec if we got the burn tree, it's normally 8 sec. Now the reason marauder works for me is because i'm burn spec. 0yd minimum range charge on a 12 sec cd, the 2 sec reduction on my interrupt and the DoT dmg is just too much for people to handle currently. Much better than double-strike spec right now, though i like that spec more since it's more fun. Going the "PvP" spec for a marauder is worthless because obliterate/zealous leap lands you 4-5 yds behind your target (well out of melee range) and the speed boost only helps you catch up to the target you should've landed on in the first place. Those big smash crits really don't matter if you can't charge or lock people down like you can as burn tree. The twin-saber classes need a boost in one of the following areas. Either a way to become immune to CC for 5-6 seconds after using your unleash(also could just have the 99% dmg reduction make you immune to cc for the duration, i hate being locked down the entire time) OR give us some sort of hard stun because as of now we only have 1-3 immobilizes, a slow and a fear which is broken by minor dmg from absolutely everyone. Also as i said, dmg is sub par for carnage/combat spec. Oh or you could fix the resolve bar. Make it work. i shouldn't be locked down the entire time my white bar is ticking down. Hilarious sure, but it's getting old lol. So... TL:DR story goes like this... EAware needs to fix obliterate, give us either cc immunity or a hard cc, and make carnage/combat a viable spec for damage. Also fix resolve as a mechanic plz. And maybe swap some skill points around, why is the immobilize and the movement-impairing-effect breaker in the double-strike tree? which i would truly like to be the raiding tree.
  10. None of this matters because people are talking about the burst and the 1v1 knockdown/dead-while-i-get-up-off-the-ground ********... Just because you don't play with ops that do nothing but stack crit and surge doesnt mean that they don't exist. And keep thinking that hits for 6k+ don't happen with 10% expertise, again simply cuz you havent seen it. No, they nerf will take care of the insta-gib and force all those ops/scoundrels who got carried to battlemaster with that free kill scheme will have to learn how to actually "rogue" their class and learn to play cd's instead of just "omg my crits are so hard! i'm pro cuz i press two buttons" the real op's will step up and the ones who got free battlemaster will fall to the wayside, this is a good thing. It'll weed out the bads reeeeeeeeeeal quick.
  11. Funny that the armstech offhands don't work. I've seen purple offhands from the artifice crew skill. Not really fair, since like everyone saying, the vibroknife is my operatives main weapon (and its the reason a went armstech honestly) but this must be a bug... purplpe off hand frills and purple/orange offhand sabers/guns exist so why not vibro knifes? It seems so gimmicky, i'd really like to feel like i wasn't wasting my time with armstech. It's definitely time for important fixes like this and the rakata gear... we're all paying for the subscription now EAware, thanks.
  12. bump again, someone should acknowledge this
  13. It's not a really big deal but there's no bug section so i figured i'd post it here in hopes of a response. I play a sith rauder and i have some of the facial tentacles that hang down from his chin. I also now have a breathing mask that looks like the one the sith in the commercial wears. The problem is that the tentacles show out of the front and corners of the mask at inappropriate spots and make it look stupid and i end up hiding the visual for the helm slot. Any way to hide the tentacles while we wear a face-mask like that? i'd like to look awesome but it's only lamesauce right now. thanks bioware for the possibility of looking into this, and for this fantastic game that i'm enjoying very much.
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