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KammerTime

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  1. http://www.torhead.com/ability/161ZtwX#comments not as much as you could think, and inquisitors can have a 2hander and an off hand relic to boost stats, idk for me seems lack luster a bit
  2. for me they arent "broken" but they could use some tweaks and balancing like the range on some things leaves more to be desired, smash in particular, inquisitors have a similar abil that is like twice the range so why is our AoE only 1 yard large than our swing range and as one of two DPS only classes, and the only melee, i just dont feel our dmg is anything amazing. we have no real cc (talking pve only). Survivability is fine with me, end game we shouldnt be pulling aggro from bosses anyways, but i just dont feel people are going tro gladly take a marauder over say a sniper for our dmg alone. Other classes do what we do, better, AND they bring more to the table
  3. since the lockouts happen at light/dark level one, i think true neutral can have say one blue and one red if they choose
  4. just some extra colors would be cool, i havent gotten to 50 so i dont know yet, but like the black center light saber from the pre order was cool how about that in other colors, black purple=amazing
  5. really my main complaint is the weapon choice. maras are supposed to melee experts, an acrobatic assault with sabers. but we have one choice on what to use. and again we are a dps only class but right now i feel no reason to be picked for a group, anything we can do someone else can do it better, why take a marauder. if we are going to be a damage class then we need to hit like nukes, have a reason to be picked over a sorc/sniper/assassin. like in wow, why take a rouge? well they had a sap, ok, but their single target dps was if not the best then very close to it. this is what we need to be, if not top dps (we should be top because melee gets crapped on by boss lvl AoE) then very close to it, plain and simple. and my point with the dual wield came from the comments in this link: http://www.torhead.com/ability/161ZtwX#comments but we have no auto attacks so no real offhand dmg, and the dmg scaling seems again odd to me, it seems to go more by buying the upgraded ability than gear, bleeds in particular. i guess if i had a better understanding where our numbers came from this would be an easier (but still complex) problem to attack. WoW basically said, or you could get an add-on *cough cough* that would let you know what stat did what in the calculations of that ability edit: I also would like to fly around the screen with a double-sided saber, just the option for looks only would be nice to have
  6. I have been reading, and agreeing, with a lot of the thoughts on the Marauder at launch. It is a fun class, but it just feels a bit lacking in a few ways. I feel we should have a buff in a few areas, but how they are going to accomplish this without destroying the lvling play like WoW did i am not sure about. Anyways this is my list of things that I personaly would like to see, soon if possible. Before we start, i am not 50, i am no "expert" at MMOs, i have played Aion and WoW always melee dps because i just love the class idea as a whole. --First thing is what makes a marauder unique, the dual wield. It looks cool and you think it would be amazing The idea here is to increase dps in a dps class, right give the hand doing nothing something to do. And we are 1 of 2 dps ONLY classes, the sniper is the other, so if we have dual wield then the two weapons combined should be the equivalent of a 2haned weapon, what makes it unique is having abils that say need "offhand to work". But after looking at the offhand stats, dual wield is just bad. Abilities are not locked out for dual wielding, they just say can hit with both sabers. The off hand has next to no accuracy, it hits for like 3 or 4 times less than main hand, which is fine you need a limiter here, but this is just straight up dumb. And as a DPS only class i feel that the master of melee combat would be able to wield all types of lightsabers, why not, no lore lost by the choice. And i feel a 2hander would blow my crappy 2 light sabers to bit in dps. THE DUAL WIELD RATIOS NEED TO BE BUFFED. --Next on my list is the no auto attack/all global CDs. The no auto attack is nice, its different, its refreshing, but our rage builder/would be auto is on the same global CD as all other abils, and i do mean all. There are very very few rage spenders not on GCD. In WoW a warrior could rage dump because as he was at/using excess rage he would be in the process of building it up as well, so he could dump but not starve. We have few "dumps" and we have to pick to build or spend, we cant do both. I feel this needs to change. At least assault should come off GCD, give it a 2-3 second cd to keep it from being spammed but this would help. And please make it do some kind of dmg. back to warriors from WoW, in dps their auto-attacks were usually in the top 3 of their dmg dealers, thats huge. i feel out rage builder is just that, rage and next to no dmg, like using a cheese stick to attack. --The cooldown system needs some attention as well. In the last paragraph i mentioned the GCD a bit. And thats the thing we have very very few things not linked on the GCD, one maybe two. and not defensive shields but things like retaliation. Why??? yes we have timed cooldowns but i feel force abils and melee abils would be able to separate on different CDs. like use viscous strike with force scream at the same time, keep in mind it seems OP but thats a huge rage dump and would not be able to be pulled off every 12 seconds unless planned. but would be nice to have that burst option since again we are DPS only so we should be able to do some dmg that makes you go wow. --The range on some abilities needs to be buffed, nothing huge but something. I forget if they use meters or yards so i just going to call them units. Smash is an amazing ability, and really our only real AoE, but its range in only 5 units. Keep in mind that our melee range is 4 units, no in order to do AoE they have to be able to hit you anyways. There have been many times where i use smash and people that seem to be right there arent hit by it. A small buff to 7 units would make soooo much of a difference, i would be able to charge in hit smash and hit the entire circle of mobs keeping them from running to my companion, healing or dmg they always pull off. And the saber throw would be nice to go to say 12-15 units too and maybe add something like a daze so they channel spells slower or something. --The Fury system needs an overhaul. I just dont get it, its ramp up is terrible, the benefits simply dont seem worth it for the time it takes to build. I mostly forget its there, if it left i wouldnt miss it, honestly. --a bit more mobility. in pvp, or pve lvling, we get kited like its the cool thing to do. we have one major gap closer and like i said above our range is something to be desired. In pvp i charge and instantly get locked up and they run away while slowing me, cool. ok but pve cant be that bad right. Most mobs have more npcs using blasters than melee, and most abils again slow. just one or MAYBE two decent mid ranged closers, like 15-20 yard type things just to stay at least in the fight. --We also have a lot of abils that look amazing on paper and then realize they do nothing to real mobs. i call silvers real mobs cause you dont really worry about "weak" npcs, they have weak in the name. But we have a few abilities that do dmg, lots of it, to stunned or incapacitated enemies. cool, silvers and up cant be in that state, and it they are not for long. It like have an ability in WoW that does 10,000% weapon dmg to critters, cool but in the end it doesnt mean a thing in a real fight. if these abilities did high dmg to weak enemies and regular to anything else, that would be fine. Anyways those are my feelings our the state of the marauders at the time of this post. I really didnt mean to complain/write this much but i just started and moved to new points when they came to mind, hopefully its a bit helpful to hear whats a bit off and some minor ideas on how to improve them. And i would love to hear anyones thoughts on these things if you managed to read this all too
  7. try increasing your ability Queue time in your preferences, that helps alot with attacks not going through since the animation has to happen for the ability to go off. This system is much like Aion and less like WoW and if you just have class envy then play another class, its a game so have fun with it
  8. The Gore armor pen is only for a short time, it costs rage to use, and has a CD with it, 100% is nice but it has restrictions. The ArmorPen in the Rage tree is all the time on all physical abils, no CD, no rage price tag, so over the course of a fight its going to do more sustained dmg. One of the things i keep seeing is that carnage has burst and annihilation has bleeds. while those are nice they both require procs, and imo the bleeds really dont really scale well. Some other very nice rage tree abils/passives are reduced incoming dmg and global CD reduction on all force abils. The top of the tree offers more dmg reduction and for marauders this is amazing since and ranged silver mod gives us trouble.
  9. I feel the same way, mostly i forget about berserk until i misclick and i start glowing. The fury seems odd, it kinda builds slow, nice it seems to last long, but the things you can do with it dont seem worth the trouble. Yes extra dmg but for a short time, no like regen with it, no extra rage when abils are used, you just hit hard for a brief second and glow then poof done.
  10. i really love my marauder, its fun and the story is amazing. But the class as a whole does feel a bit weaker than most. You are not going to just run through mobs, you'll use your heal a bit and have potions handy for quick mob re-spawns. Even though some of the skills and abils are just odd, its a fun class to play
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