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Kalcombo

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  1. Sorry I have a marauder in Bm and WH and when I run smash spec that hardest I've ever hit (with relic and adrenal popped) is 6.9k on a full PVE geared sorc, to say people crit 5-6k without anything is a little too much, I usually do around 4k. Also it's very easy to kite a rage marauder, even with obliterate, smash isn't too hard to avoid, plus rage has no self heals like anni or roots like carnage. Anyways about the thread, the ravage increase I think is fine, especially because unless the marauder is carnage you can run out of it. If they are carnage, well either stun/kb or take it, think you have to weigh the cost and benefits of doing so. I do love it when I get sorcs in my ravage, this won't help but I've pulled a 6.7k ravage, again popped everything and a full PVE sorc, most smart players will hit me out of my third hit, or knock me back when I use gore. Most of it is mainly the expertise change and how instead of 11% inc dmg and 11% dmg reduction its around 21% inc dmg and 17% reduction (guessing not 100% sure), so like people said before, TTK is shorter. Also anyone who complains that our vicious throw got changed to 30%, I'm pretty sure sniper's takedown was at 30% since launch, I never understood why it was at 20%. And if I really wanted to be a stickler, mara's got nerfed in fury generation, force camo and our 80% pred (all if you were anni) and that wasn't too bad just sayin.
  2. there i separated it into paragraphs, not sure if you'll read it anyways oh well thanks for the suggestion
  3. Kalcombo

    Confused Marauder

    As I search the pvp forums, I run into 5 marauder threads, either for or against marauders (I guess this will be the 6th today oh well). What I don't understand is why all this marauder talk has started now. The only thing that affected most marauders, is the ravage change. For people to complain about ravage means either, they are too lazy to run out of ravage, though I will say it has a really big hit range, or they can't move out of it due to it's root in the carnage tree. For those saying I can't run out of ravage because I'm in the middle of a spell cast, well I guess it's a smart, or lucky, marauder to hit you while you spell cast, you can't blame it on the marauder for doing a damage move that you're going to stand in. For the ravage that roots you, well tbh carnage spec wasn't very good to pre 1.2, and post 1.2 it has gained a lot of utility and I don't see many people complaining about carnage anyways. I guess I'm just really confused on why this is all happening now, I'm sure there are some that talked about how Undying Rage and Cloak of Pain or the self heals from bleeds that only happen as an anni mara, or big smashes that happen in rage spec, but now everyone is just talking about it after 1.2, like it changed a whole lot to the class. Yes I agree undying rage is overpowered, but that just means it needs to be adjusted, not taken out. Sorcs were unhappy when innervate giving a free consumption was taken away and now a lot of people are complaining they aren't very good healers anymore. Taking something completely away is not the answer, and unfortunately from what I've been reading nobody has offered a solution, maybe a longer cooldown or shorter duration, but all I read is complaining without solutions. A lot of people want marauders nerfed to the ground, but what good would that accomplish? I am sad that I see a lot of marauders being carried by 1.2, but I don't think it's any magical buff we were given. It is expertise that favors damage over healing and tanking. With pure dps classes being able to put out more damage, it is likely that a marauder, which is a pure dps class would be able to benefit. There are many things to stop a marauder, there are a lot of people out there who can be kited, just because there are 3-4 marauders on your server that can't be kited just means they're good. My sorc friend on Rakata Mind Prison, will beat 90% of marauders on my server, and he can kite like a beast. Creeper terror root, slow, force speed, knockback, we have 12 second cooldown on charge, force speed while slowed is still faster than me being slowed. Anyways, if you guys can answer my questions, I'll answer your's about my take on the marauder. If your question is what does feel like to faceroll people? My answer is it feels great, you only get to be OP for once, and when you get nerfed and still do well is when it feels amazing, especially running carnage when nobody else does, they just dont understand rooting ppl twice over a fire is just too much fun. TL;DR you dont have to read, just my thoughts
  4. So I play a marauder, carnage post 1.2 mostly anni pre 1.2, and to be honest, a lot of these things were present pre 1.2, but are now being posted about after 1.2 has come out. I think a lot has to do with expertise changes and how damage is being more favored than tanking and healing, making pure damage classes better. As for a marauder, like someone said above me a lot of people are using marauder utility as if every marauder was 31/31/31. Most anni marauders will not use predation now that the 80% buff is in carnage, ravage's real boost to damage is when used with gore in carnage spec as it roots the person in place with 100% armor pen. If you stand in the ravage, I don't think it's the mara's fault. As to the comment with marauder's having no utility, as a carnage marauder I think I have tons. With the deadly throw root and ravage root it helps slowing people down, although carnage doesn't put up great numbers it provides more utility. A lot of people are basing their pvp experiences on how much damage one class puts out, which is fair. But as far as my server, Rakata Mind Prison, goes I've seen every dps class (except maybe lightning sorc and conceal ops now) put out of 300k, but it's not really the damage that wins games. People saying how 4 marauders will be unkillable in warzones aren't thinking about utility other classes possess. I will agree that this game has become sort of a damage based game, but when you're stunned on a fire you want that pull from a sorc, or grapples from a PT, or intercede from juggs, or aoe dmg abilities like grenades for when you're stopping people from capping. Marauders can't do everything, and people make it seem like they can, I'm not saying we're not OP, I personally think we were pre 1.2, and not much has changed post 1.2 except for expertise changes and ravage, people are just dying a lot faster and pure dmg classes are on top right now. TL;DR Sorry you dont really have to read it just my 2 cents
  5. Just got my WH MH lightsaber today, does it bother anyone else that it's just a red lightsaber? I know I can change out the crystal, but just for aesthetic reasons and the fact its the WH lightsaber.
  6. In pvp, should I use matrix cube and the pvp relic, or are the daily comm relics better?
  7. In pvp do you guys often attack the tank who is guarding the healer or attack the healer first? I know marauders can be very effective in taking a healer out of a game (and its always fun to see healers spit on you etc. for ffing them) but would be more optimal to attack the tank would throwing interrupts on the healer every now and then or just attack the healer? And I would be trying to take them on 1vs2, this would be in like a voidstar or civil war match where there's a lot of fighting going at a door or a turret.
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