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Varatho

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Posts posted by Varatho

  1. Stuff I would actually use:

     

    1: Sage PvE

    2: Trouper PvP

     

    The worse stuff hands down:

     

    1: Knight PvP (Is that a speeder someone cut up and glued to the armor?)

    2: Sorcerer PvE (random metal curves?)

    3: Sorcerer PvP (It's a giant enemy crustacean!)

     

    The sets suffer from too much glued on bits.

    The warrior stuff is also terribly generic looking outside of the helmet (which I would turn off), and suffers from a bad color pallet.

    The agent stuff suffers from looking more like a trash heap than a person.

    What is the smuggler supposed to be, a samurai cowboy or something?

  2. Really? All other classes have 5s immnunity to damage?

     

    Sentinels/marauders are far from bad for huttball, they are right up there with Mercs/Commandos, PTs/Vanguards, Sage/Sorcs...

     

    Really? You need undying rage when you have healers and tanks supporting you? Given the huge number of Assassin ball carriers my server has, they clearly didn't get that memo.

     

    But more importantly, pushes and pulls are the kings of huttball, anything else is just second class. Hence why I hate teams with more than one sentinel/marauder. Even a guardian/juggernaut with their friendly leap and guard options is far better than adding a second sentinel/marauder.

  3. Leap, predation, aoe stun, cammo through fire, saber ward + CoP = tank 5 people, 4 seconds of UR 99% dmg reduction, self heals.

     

    Yeah, marauders are terrible for huttball.

     

    Yeah, you can carry the ball for about 15 seconds without support. However, In order to get the ball where you need it to be (the other teams goal) you are going to need need more than 15 seconds or some serious team support. And with team support nearly any class can carry the ball for as long as it takes to get to the goal.

     

    But don't try to cammo with the ball, that will make you drop it.

  4. I leveled up to 50 as Carnage, imo it fits more of what a marauder should be: A walking blender.

     

    Unfortunately, it doesn't have the defensive or jousting options of the other trees, making it strictly inferior (sometimes painfully so) for soloing and pvp. Ironically, lore wise, Ataru form is supposed to be the one where you do all the flips and stuff like Yoda, so you would think the tree would have some kind of dodge bonus and be optimized for mobile jousting.

     

    It's also bugged for pve use against bigger mobs. Now I play as Annihilation, simply because it works better.

  5. They are good for 1v1 (or even 2v1 sometimes) and killing in general, but they suck at doing the things that win warzones.

     

    I.e. pushes and pulls in huttball, or laying down rapid fire AoE in voidstar.

     

    In fact, I hate it when I have multiple marauders on my team. Just too much necessary utility lost for people who are only really good at not dying long enough to stab things with two lightsabers.

     

    Maybe when an arena comes out it will be different.

  6. It's an MMO. Why aren't you playing with other people? I can't wait till another game comes out that you can't solo your way to level cap. I miss when MMOs we're actually a challenge and you needed other players for content besides the raids.

     

    Pfft, level-grinding grouping isn't challenging in MMO's. That why multi-boxers existed in older games.

     

    As a matter of fact, you could say it was the exact opposite of challenging, because you could sit around and only do a fraction of the total work required to kill something.

  7. I've recently figured out that when people say learn your rotation, they aren't talking about an offensive one (because that's not a rotation).

     

    So, what is the most effective defensive rotation? I'm playing Carnage if that makes a difference.

     

    For soloing I have started to favor going in with Saber Ward, then switching to Cloak of Pain, followed up by Obfuscate, and finally Force Camouflage (to make the companion tank for the rest of the fight). Which leaves Force Choke as an interrupt and Undying Rage as an emergency button.

     

    As a side note: Such an extensive rotation seems like the kind of thing they should give to a tanking class, do the tanking classes have rotations like this? I haven't played them yet, so I don't know. And to be honest, I kind of wish Cloak of Pain was a passive so I wouldn't have to bother with a rotation, but that just might be my laziness kicking in.

  8. You are a heroic character, who can dispatch lesser enemies with ease...using only a kick or a pommel strike.

     

    Your more potent moves are best saved for the real threats, you know. They guys your pommel strike and Savage Kick don't work on.

     

    Heroic? Only if you are using the Ancient Greek interpretation of the word. I suppose they work fine for a Jedi Knight (although I doubt all of them like it). A quick stab in the heart (do a little behind the back stab for style), or a force neck-snap would be more appropriate for a Sith Warrior to use when slaughtering fodder. A kick or a pommel strike just seem more like sudden weak attacks to throw your opponent off-balance so that you can swoop in for the kill.

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