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darkusnite

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  1. Think "X" class is overpowered? Become the thing you hate and gain some perspective. Marauders do not need a nerf in objective based gameplay where CC wins games. Warzones are not team deathmatch. Players are suppose to utilize their class to their strengths while fellow teammates/classes make up where utility is weak. Marauders are hardly game changers because of their dps or defensive cooldowns. Its the Marauder that times his limited CC or team buffs objectively that one has to worry about.
  2. Do away with UR and give us a true universal CC. In objective based gameplay, CC wins games. In rated Warzones, Marauders are valued for their group buffs, particularly in the carnage tree. UR may be useful for running through fires in huttball, but other classes have stuns with the means to prolong their life well beyond the survivability of a Marauder. I would be satisfied with a consolidation of defensive clowns. One less of the 20+ abilities we have to mmanage.
  3. When people pay to play a game they feel entitled to gripe. As for the pvp "community"on this forum, it sounds more like a rivalry neighborhood where the grass is always greener on the other side.
  4. Most MMO games are redundant by nature, so any "skill" involved is mostly learning repetitive actions. The only way to evolve or get better at pvp is to focus on team based objectives. Sure, you may play your class well and be able to lay waste to your opponent in the corner of a WZ, but if your: 1. not timing your CC to support or stop the ball carrier in Huttball, 2. not watching/defending nodes/doors, 3. not positioning yourself to help your team objectively in general, etc etc ....then what are you bringing to the table? Granted, I have had my rookie days of mistakes like running the huttball backwards or letting a Jugg jump to me to score in my team's inzone. I have also got caught up in vendetta 1 on 1 fights and use to be all about boosting my end match stats. It is just trial and error, and any "skill" involved depends on maximizing the utility your class has to offer for the benefit of your team, PUG or Premade.
  5. "YOU can't HANDLE the truth! "
  6. So I just throw in a Battering Assault for a rage builder when needed?
  7. So I'm bored with annihilation and I'm trying to master Carnage now. With annihilation, I can pretty much top 300k dmg, average 30-50 kills, and usually top 5 in objectives on a winning team in WZs. With Carnage, I feel like a glass cannon that dies often before I can kill more than one opponent. I enjoy the fast paced play style but I am not sure what the best rotation is. The guides that I have seen lay out the rotation for PVE stationary targets that have ravage in the middle of the rotation, which I've always used towards the end in annihilation. any tips would appreciated.
  8. And knowing is half the battle!
  9. One of his suggestions, "Reduce Damage Done by 50% for it's duration," directly affects dps. Lets clear this up. 1. If a healer decides to do his job and tops off a Marauders during UR, then that is an outside influence that has nothing to do with the mechanics of the ability and everything to do with classes doing their job. 2. An Annihilation Marauder that sets up his rotation correctly, self-heals, and pops a medpac during UR is playing this ONE spec correctly. The trade off with an Annihilation rotation(as opposed to the other two burst specs), is that it takes a combination of 6+ abilities with situational abilities, and takes time to get rolling and get dots ticking. So in between stuns, knockbacks, push/pulls, and snares....yes we need UR as is to maintain our rotation and peak our dps. The other two specs, Rage and Carnage, probably need UR more than Annihilation. 3. So why are Marauders in the limelight now? A. Pre 1.2, Marauders trying to gear up in WZ were underdogs. Being very gear dependent, we fruitlessly swatted our glow sticks at Sorcs and other ranged classes that could bubble, walk through the fires in huttball, or knock back our stun us while laughing in their PVE gear. - A well geared Marauder could be a beast granted, but only the Founders that started a Marauder as a main( like me since launch) would actually stick with it. I will admit I had major class envy seeing Sorcs and BHs topping the charts and being game changers in Warzones. I even rolled alts and could tell a huge difference in survivability/utility with minimal gear starting out. B. Post 1.2, the changes to expertise and the melee buff have created a schism. Once faithful players that use to wipe the floor have unsubbed or rerolled. The hype of Marauders actually having 3 viable specs to choose from instead of Annihilation being the standard(which got nerfed/adjusted), also may have caused some people to switch to an alt or reroll all together. Bottom line is, there are more Marauders to deal with so more people are noticing them. We had UR before 1.2 and yes, the same suggested nerfs were thrown out then too. Conclusion: In objective-based gameplay, UR is fine. In death-match or arena battles it would be a different story and may require an adjustment. There is also a contrast between PUGs and Premades that could make any one class look OP with pocket healers.
  10. If UR is nerfed then Marauders will have to be thrown a bone elsewhere. Other classes with the utility to stun, push/pull, and/or snare melee can survive longer than our 5 seconds of "godmode." Im failing to see the upsides of the suggested nerfs by the OP.
  11. Nicely put. It sounds like I need to make friends, join a premade, and respec Carnage. If anyone has merit in countering classes its the people that actually play them.
  12. I tend to agree with you reiterating my post.
  13. More like Bizarro superman, or Bizarro Stormy for that matter ..
  14. All other members of JLA have super powers(i.e. Stuns, knock-backs, etc.), while Batman is only human. Yet, Batman obtains the knowledge and resources to take down each member of JLA individually(1vs1 but possibly the whole team because Batman is a ******), exploiting any heroes "Achilles heel." This is not to say Marauders can/should be able to take down any class 1 on 1, but it should be pretty damn close with equal gear. Minus the terrible analogy that I am sure some fanboy will slyly counter, the point I am trying to make is...YEAH, Marauders are not like any other class with the exception of the similar/shared abilities Juggernauts have. "They have major burst dps and the BEST defensive cooldowns, they need an adjustment" -that guy Undying rage may be overpowered in a premade with dedicated healers, but for us that often solo queue , its basically our compensation for any true form of CC, Stun, Push, Pull or Knockback. Now, in OBJECTIVE based game play, these abilities can increase survival against melee classes far past the 5 seconds we get with 99% damage reduction. Being knocked off ledges, stunned in fires, chain stunned to death when ********ed etc. Additionally, having UR is the only way Marauders can get through the fires in Huttball. As Annihilation spec, its a sweet deal when I get a second wind and come back from near death from self heals. This rarely happens however, since I either get stunned locked through it mostly or a combination of range FFs me and I get burned down. I think all the difference in perception will be cleared up when we get Rated WZ and cross-realm queues. For instance, a current perception of mine is the different challenges I face when playing against an Empire team or Republic team in WZ. It seems to me, when playing against the Republic, I get chain stunlocked to death more than I do when I face Empire. It also seems to me, that the Republic healers can kite me easier. They seem to have that whole "I can run circles around you while occasionally stopping you from getting an objective while channeling rocks, AND if I am close to dieing my buddy healer will top me off." Again, this is the perception from my server and as a solo queue pvper. My whole guild chose PVE so I am a bit of an outsider. I have played a marauder since launch, so save your WoW speak and assumptions. If UR gets nerfed, there WILL need to be some sort of compensation, or else Batman will be broken and Bane will win. :*(
  15. Undying Rage seems to be what everyone's complaining about. It helps me get through the fires in huttball and, if my my dot heals kick in, I can usually get a second wind. However, it is far from the "godmode" its made out to be. Most of the time I get stunlocked before I can camo away. In a premade with pocket heals I imagine it could be annoying.
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