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Ra_tm

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Everything posted by Ra_tm

  1. Incorrect, sir. This is my pov, and I'm prolly the best mara on my server atm. With dmg red nerfed fights are way shorter. This means we get to fight almost always with our defenses on, for the entirety of the fight. Couple that with the multitude of defenses at our disposal ( blame the devs for making us a 100 skills class) and with the relatively high burst we do now and you get a tank hitting you for proper damage that also has a lot of tools to make your life miserable. Basically all we need to do is use our available abilities. The classes against which the usual rotation changes are few and far between and I cannot name any right now other than the tankassins with dps mods. So atm we are like sorcerers used to be, the only difference being that instead of aiding others we can only aid ourselves. I don't like being overpowered but I also don't like getting nerfed. They should recalibrate dmg reduction in pvp. And fix those damn assassins. I think the reason they did this is to stop people from being immortal ( see juggs carrying the ball, guarded healers, tankassins) but a linear nerf is too much. They should just put DR on every defensive skill (armor, absorbtion, defense, etc). This way you wont instagib ppl and you won't stroll past 5 ppl hittting you with the ball on you.
  2. Well, on my server the republic never ever has less than 3 shadows in a warzone. And they're all tank hybrids. They are OP. Deal with it. And deal with the incoming nerf, hopefully.
  3. Please, take a look at tankassins before siding with noobs rerolling fotm classes.
  4. My favourite thing yesterday whas when I was trying to stop 2 players from scoring in huttbal. I was alone with them on a platform, had one targeted but needed to switch targets fast as they were running towards me and the other one had the ball. The carrier also had low life so one charge and an Annihilate would've brought him down in 2 seconds. I hit Tab then Charge swiftly! Only to leap somewhere to my right where another opposing player was going about his business. I didn't even see him as he wasn't in my cone of view and it was a split second action that needed to be done at that very moment. Needless to say they went on and scored. TAB targeting ftw.
  5. Best damage? Too much CC? Second damage immunity CD? What have you been smoking? You are clearly just a biased stubborn person so please, do us all a favour and ****. Ah and yes. It wouldn't be me if I didn't add insult to injury so please know it gives me great pleasure to wish you good luck getting owned by OP maras with their OP UR because by your posts your are clearly an incompetent player who knows nothing about defeating even a decent mara player. More power to you.
  6. Since the valor changes I found myself dying a lot quicker so basically I think any class with good gear can take marauders on. The only two problems in pvp atm are sorcs and tankassins ruling Huttball. But that's just a warzone. The second one would be healer premades making voidstar look like a picnic fest. The only way they would consider nerfing us is if we somehow are unstoppable in ranked. But let's be serious, sorcs are way better because they can do all kinds of stuff that we can't. Pretty obvious I know, but since maras are a pure dps class if they nerf us they would just take away the only thing we can do in warzones. Carrying the ball is also ok but a tankassin buffed by our predation is ten times more efficient.
  7. Why would this be needed? Why would you want them to just die after 5 seconds? If he has other players healing him then more power to him. The same applies to any other class. Does that assassin cloak consume half of their hp pool? You have to understand that a marauder can use his UR only just before dying. Not a moment sooner. EDIT: on an unrelated note with the thread. I just saw that the OP plays an assassin and I just wanted to say that in my humble opinion tankassins are the most OP class atm in the game. So if you want to look for things to nerf, start with your own class, sir.
  8. I'm a marauder and I think you are mistaking Undying Rage for something it isn't. First off, it's not a free cast. It eats up half of my life when I use it. Secondly, it doesn't last a long time. Only 5 seconds. Thirdly, it only mitigates 99% of player induced dmg. I can still die if thrown off a ledge from a measly 1k falling dmg. It is indeed a handy tool to have but try and get a bit of perspective before calling a nerf on it. I really doubt it is on the list of the most OP things in this game.
  9. I'm a marauder. I win games by myself. Especially huttball. Your entire elitist post is proven wrong in one sentence. WHERE IS YOUR GOD NOW!?
  10. Because some people actually have a life outside of this game... Jesus.
  11. And the wiser amongst them will realise that they enjoyed the TV a day eariler than their friends. Such is the price of being ahead of the competition.
  12. I've always wondered if Phantom is useful but make no mistake, Improved Predation is really good as well. In any given huttball match I will score 80 to 100 percent of the goals. The only way I won't get the ball at the start if some enemy sorc uses force speed after another marauder's predation wore off. And then you pop defensive cooldowns one at a time and take WZ stims and hit people/spam vicious slash until you get back to 30 fury. In that moment if your resolve is full it's pretty much over. You sprint over enemy lines and between charge, intimidating roar, unleash and undying rage they literally have no way to stop you. On alderaan I always get to interrupt the fast cappers on the right turret. Only place I don't usually use it is on Voidstar but it can come in handy even there with a fast sprint from one door to the other. And you also give it to your party members so you can help them even if you're not in the same part of the map with them. TLDR: Improved Predation is really good for pvp.
  13. You should definitely still have it as an option somewhere. It's sometimes useful. Especially if it crits.
  14. I noticed you listed force scream in your rotation. I very rarely use it. Untalented it uses up so much rage... I only use it as a finisher if the target is fleeing and my vicious throw is on cd or bonus dmg if I'm not in range and I have extra rage and annihilation on cd. In short, it is a poor investment of your rage if you are anni specced and vicious strike is the better skill in which to dump extra rage. It does more dmg per rage spent and can reset the cd on Rupture so you can DOT another target. I hope this helps.
  15. I liked the comparison with your football team vs hobby players but what I do not understand is this. If you guys made BM before the Ilum zergs, why on earth are you still grinding dailies for bags? Aren't you all supposed to be quadruply decked in BM gear by now?
  16. Oh that's cool. Why didn't I think of that. Just bring two dps for every healer on the other team. Next time when we're up against a 4 sages premade we will just play with 16 guys on our team and own them. Good strat. /thumbsup
  17. If you are going to call it official information the least you could do is quote or link the source.
  18. Dude I'm telling you. There's a republic guild on Trayus Academy that always fields premades of at least 3 Sages. They're prolly rolling in tier 3 gear but they are absolutely unkillable. You need twice the number of ppl as them to take them out, and even then it's a drag and they will surely delay you enough for their buddies to come and stop any capping. It's not my playskill. I can assure you I maintain DPS in the thousands and use interrupts and snares but that class is just too good at everything. If they focus fire your *** just once with that hail thing by the time you get to them you're toast. (gap closers on CD ofc) I have 16.6k HP atm. One on one I slowly but surely get them down to 2k hp then they pop a stun and cast one heal and they're at half health again. And let me tell you, burning through 20K+ hp (with bubble) is no easy task, whilst after the heal they can continue DPSing me even if it's slower. I will admit that they always come with premades and that's the reason why they're hard to kill. But come on, face to face, 3 tier 3 sages vs 6 tier 1 or lower whatevers will wipe the floor with the latter. I may be biased because I've started to hate them by now but what I'm saying is true. They can do too many things at once. I'm not sure how this game is designed but to me it doesn't seem fair that the guy with the 2.5k dmg medal also has the 5k healing medal. One final thing. When I dinged 50 I respecced to Carnage from Rage and yesterday in frustration I specced back to rage. My burst is definitely bigger now. I will have to see over the next days how I fare against them.
  19. Good to know. Thank you for enlightening my life kind sir. I am certain that after all of your years of experience you can definitely judge situations just by reading a small description. And in all your wisdom you must surely know that if you see it with your own eyes than it must be that every other instance of the fact is precisely as you saw it. Please enlighten us more. We, and especially me, am all ears.
  20. Well. I just know I cannot possibly kill a geared Sage. I'm full champ marauder btw. You know, the DPS melee class.... They have too many tools at their disposal. Kickass armor in the bubble, DPS very comparable to mine, can heal and A LOT more CC. Wish I rolled a caster. But truth be told, we needn't balance the game around 1v1s. I just thought that as a clothier the caster would have less survivability than a freaking tank when I'm in his face. When it's actually the other way around...
  21. What I'm trying to piece together is whether Malice is needed on the Carnage spec. Since we're already getting 100% crit on our only important force attack, the scream, wouldn't those 3 points be better spent elsewhere?
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