Jump to content

cokn

Members
  • Posts

    34
  • Joined

Reputation

10 Good
  1. I see it as a pretty damn big buff to Rage. - 30% More Smash Damage with moving decimate into the Rage tree. - Berserk Creates stacks of Shockwave coupled with the increase in fury generation - Nerf to force choke (no more Force Alacrity Talent, Ravager no longer affects Choke) results in 13sec additional CD on Choke. Will this help in PVE? Maybe a little but not enough to push it up to Anni or Carnage but this could be huge in PVP.
  2. Decimate (the new Marauder talent/moved Jugger talent) reduces the CD of Smash as well as increasing the damage by 30%. Its a neutral change for CD and an increase in damage. In 1.2 smashes become even easier. Frenzy > Berserk > Charge > Smash > Battering Assault > Force Crush > VS > Smash, etc. We will have a higher damage, shorter build up burst in 1.2.
  3. Devs responded to that thread and said Ataru is doing less damage and is not intended/will be fixed before 1.2 goes live.
  4. I honestly think we are headed for a Rage nerf after 1.2 jacks rage damage way up. That is, if Decimate is the same decimate that juggs get (10/20/30% extra smash damage) currently. I already can push 5k medals regularly and they are making it easier for me AND adding damage? If that is just added to the game in its current state, that is pretty OP. Now, if they are changing DRs on stats (say Power for instance) then it may balance things out. On the other hand, it may make Rage more attractive in Ops but I don't think even these changes will make it more attractive then Annihilation or Carnage in PVE. Basically, I think this will bring up the level of play for the sub-par marauders but may push the really good marauders over the top.
  5. Actually, it makes more sense to break the first stun for shadow/assassins and sorcs. Shadow/Assassin so they can either vanish (in DPS case) or cast their shield in tanks case. Sorcs/Sages would be good to throw a bubble up and then have the bubble absorb some of your second stun. For every other class though, it makes more sense to break the second stun.
  6. I prefer this (I am a Marauder so the mirror of my spec would be this). http://www.torhead.com/skill-calc#501bZhMMZGbRbddMdGR.1 It has a floater point which you can use to boost transcendence to 2/2. I do not use Slash enough in PVP to warrant the 2 Talent Points. For those that do not know, you gain 5/10 Centering PER PERSON AFFECTED by Transcendence when it expires. This means you can keep it up pretty much all the time. Defensive Roll is a pretty beastly talent and allows you to eat a)Other people's smashes b) Sorc AEs c) DFA from BH/Troopers.
  7. I would like to see the data and what are your determining factors for the class being weak? *Note: I have a Mix of Champ/Rakata and Columi Gear - Damage: I consistently am either the top damage or second to top damage (we have a merc that usually beats me out). Other Marauders I have been in WZs with are either middle of the pack or the upper half of damage. - Medals: I average 7 Medals a game and have gotten 10 at the highest. From the Marauders I have seen, they are in the 5-8 range for medals per game. - Games won: Should not be a determining factor honestly because this relies on more factors then one player. - Duels: Have had no issues in duels *IF* you know how to play your class. Only class that gives me trouble is Assassin Tanks but they are beatable. I would love to see how you have come up with the fact that marauders are "95% Weaker" which is a statement dripping with Hyperbole. You do understand that 95% weaker would mean for every 100k damage, a marauder would do 5k right?
  8. My highest is a 5.6k Smash Crit with Bloodthirst+Power Adrenal+Power Relic+Might Stim against a Light Armor wearer. That high is not normal but I would say I get a 5k medal in about 90% of the WZs I play.
  9. I don't like that spec. Also, I am Rage spec and have no problems in PVP. I out damage Anni/Carnage Marauders regularly. That evidence is a bit anecdotal but still, to say something is "crap" I think is hyperbole. http://www.torhead.com/skill-calc#100bZhMZGrRbzdMdGR.1 The above build has three floater points (I personally go for AOE reduction). - Brutality is a Waste - You do not use VS enough to make the 2 points necessary. - Interceptor is VERY nice for a quick speed burst on a runner, which happens a lot. - Relentless fury is another really nice talent as I use predation quite a bit and a quick 5 rage is always useful.
  10. @WhiteKnightOmega - Several times in the video you charged, crushed and then Obliterated. You have 15 secs after Charge to use a Smash so, hold that Oblit unless they are running from you for your second smash. Typical rotation for me is: Charge Crush Battering Assault Ravage (if they are standing still) Crippling Slash if they are moving then hit your smash That leaves you with the ability to Choke and Oblit for your next burst.
  11. I am Rage Spec and I love it. It's not *just* about the Crit Smashes though I average at least 300-350k a game. You also get better mitigation and the mobility. I have played all three Specs and I prefer Rage for PVP. Not knocking Annihilation because it is a good spec but, I prefer the playstyle behind rage.
  12. Yeah, I went Biochem @ 50 after being Synthweave (got my Rakata Bracer and Belt though) and I say it is pretty powerful. You do not need Diplomacy so I would keep your mission skill. You can always just make Medpacks to max level.
  13. I saw give them a ranged (15m) Snare ala Force Slow. That solves the issue.
  14. Guys, this thread was started BEFORE the Op nerf. Way to thread Necro.
  15. I leveled as Rage from about 34-50. Could only use Quinn as I didn't want to use my heal after every fight. Only tough quests for me were the very end quests of the Warrior line (the last two) and I got guild help. Otherwise, I didn't really have an issue.
×
×
  • Create New...