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Cjirucha

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Everything posted by Cjirucha

  1. Steady stream of stuns? Where the heck is that coming from? You mean force choke? The ability that we used to have to stand still for and channel? That ability does not have a super short cooldown unlike some other classes (30 sec debilitate operatives:rolleyes:) Intimidating roar is just a mezz that breaks on damage. I hope your theory about force classes is correct haha because right now we are not sitting pretty.
  2. Cjirucha

    Marauder 3.0

    Absolutely agree with this guy. I'm not one to QQ and complain but this class has literally gone from my favorite toon to being on the shelf. I've never liked rage (now fury) and the new play style is not that great for me. Annihilation and carnage have gone from the most fun specs to unbearable. New annihilation rotation is stagnant and way to long. The issues with carnage have all been highlighted. New abilities are lackluster (that's an understatement by the way). Class is just wrecked.
  3. I...you...uh.....I just have no idea what to say. You sir have left me speechless. I will just sit here in my chair and lol for another 5 minutes
  4. I also am still enjoying operative heals. Did a hm fp and Iet our sin tank die a few times As you said the burst healing isn't fantastic so i got caught off guard a few times. I learned to get those healing buffs up right away and made sure the HOTs were always rolling and we did fine after that. Just gotta anticipate the damage which can be tricky to do sometimes. In PVP I still feel unkillable lol so no change there really.
  5. Logged into my mara (which is my main) last night for the first time since 3.0. I could not believe the utilities. Absolutely terrible. You know they're bad when I'm struggling to decide which ones suck the least. Did some pvp...yeah I'll sign this. /signed
  6. You seem to be talking about annihilation spec so I'll address that. If you're playing the spec right you should be using berserk on cooldown. When ever you have 30 stacks of fury and if your target is dotted up, pop berserk. Honestly the periodic heal to your raid is a by product and in no way should be saved for some kind of defensive cooldown. Berserk is an ESSENTIAL element in order to output maximum dps. Predation can be useful for your raid to increase movement speed in any movement heavy fights. One fight that comes to mind is the transition phase for brontes when you have to destroy the droids. That said, predation should only be used in certain situations. Never use it on a regular basis in place of your berserk, especially as annihilation spec. Bloodthirst is a more important ability to use which increases raid wide damage. This is usually used at the end of a fight at your raid leader's command. It's ideal to pop bloodthirst at your raid leader's command then immediately pop frenzy (instant 30 fury stacks) and then hit berserk.
  7. Don't worry, everything is normal. I tested it today and I am still able to die quickly and in ample amounts
  8. Hi, unfortunately "cleansable effects" usually only refers to roots/slows. Force camo is by no means a purge (see operative "evasion" ability).
  9. I'm enjoying it as well! I love the new crippling slice ability. Haven't unlocked volatile substance yet but I'm sure I'll like it. I'm actually finding the baseline kolto probe to be really helpful too. Stack those up before a fight, roll away to refresh when needed. Also love how they tick through stealth. Granted, I talked with two other concealment ops today who said they were really lacking in burst, so not everyone is happy. I'm hoping the fact that I'm in full 55 pvp gear in the 30-59 bracket isn't the sole reason I've been having so much success lol. Guess we'll have to see at 60
  10. Bro come on, be a little creative. That ability will confuse the hell out of some people. It's a root that prevents turning. Sure you can use it to get a backstab off but honestly you shouldn't have trouble doing that anyway. It does decent damage as well for a control ability. Here's some ideas: Try to get inexperienced people to use a stunbreaker (CS is on a short cooldown anyway) , use it to prevent people from escaping (kind of obvious I know), someone hampering you? use it on them and roll away or LOS to heal up. So far I love the ability. It functions almost like a stun as I notice some people will simply stop casting abilities as they try to figure out how to react. Most of all use it for the intimidation factor lol! Stabbing a player repeatedly while they can't move or turn and then following up with a hard stun (and more stabby stab of course) will make many players dread operatives. Just my thoughts.
  11. Could you post any links to pictures of these sets? I'd love to see em.
  12. Overall, the changes to damage don't look like a nerf to me. The devs already acknowledged that damage had to be brought down some across ALL classes. I was playing concealment on my lvl 55 yesterday and I have to say I really enjoyed it. Even without volatile substance, when the crit gods took favor on me the burst was fine. I also really enjoyed having kolto probe as a baseline. I'd stack em up pre -fight and roll away to refresh if needed. Sure they're not going to heal you through any focusing but I did find them to be helpful. I also found TA generation to be quite easy and the rotation to be quite fluid. Granted there were two other conceal ops in my group complaining about lack of burst, but I personally don't see it. I will have to play more obviously to get a better idea but my first impression was promising.
  13. Hey where can I find this stealth assault suit? Is it the new endgame armor? Thanks
  14. I main a mara, I just read the blog, and am slightly pissed off. So sorry if I come across as short. I do agree with you on some points. I agree guardians have a difficult time getting out of the fight. As you pointed out, with FD now they don't have to. Your comments on sentinel I completely disagree with. "All a Sentinel has to do is Camo and wait out the root and keep on wailing away." Really? Cause they somehow were able to heal to full while waiting out the root? Force camo is meant to mitigate large amounts of damage at strategic times. It is in no way, even remotely close to FD in terms of giving the player a second life. Keep in mind force camo only lasts 4 secs. I really appreciate that you didn't mention GBTF/UR. I'm thinking you already realize how useless that ability is.
  15. So far, I'm disappointed on so many levels When I saw the powertech changes I was really impressed. I thought "wow playing my powertech will be a lot of fun hopefully mara will be better :D". I main a marauder and was really looking forward to some positive changes. There is just nothing impressive in here so far. Undying rage is something that NEEDS to be addressed. The ability is next to useless. The only time I use it in PVE is to eat those orbs on brontes. Of course when I do this I have to yell at my healers to let them know I will be losing 50% of my *********** health in 4 seconds. I know for balance, one has to be careful with changing that ability, but there is a solution and the current iteration is not acceptable. Another thing - bloodthirst. I may be wrong on how this works so please correct me if I am. I used to enjoy this ability which was unique to marauders. Now however, sorcs, mercs, ect. will have similar abilities. I'm assuming their abilities will only cost some manageable amount of force/heat ect. So now I ask, how is it fair for marauders to convert 30 stacks of fury for bloodthirst which they rely upon for berserk to maintain dps? If we have to use fury, I think the ability should keep its current 15% damage/healing increase for 15 seconds. PVP: everyone has already addressed the concerns I have. Struggling class may become even worse TLDR: All in all I am holding my breath for the stream this evening. I love my mara and will continue to play it no matter what. However, thus far I haven't seen anything to get excited about like I saw in the powertech post. It also seems certain critical issues have simply been ignored.
  16. Just one comment: "Learn to move" is not a good answer to the people wanting jet charge as a baseline ability. It would be a great gap closer for dps and would serve as something "learning to move" simply can not cover. In corrupter zero if you get a pulse mine you literally have to walk over to the boss. This could easily wipe your raid if he happens to knock back a tank and jump to him. Jet charge solves that problem. Learning to move does not. Again its not absolutely needed but I personally would love that change.
  17. Jar-Kai is THE duel wield style and would fit mara/sent much better than Niman. As someone else mentioned Niman is a diplomatic stance. Decent for every situation but master of none (although this form was absolutely deadly in the hands of Exar Kun).
  18. Hey now, take heart and chin up. In my opinion, marauder is the most fun class to play in PVE. All 3 specs are a kick to play and the benefits you bring to the ops group are fantastic (not to mention the DPS is insane). Survivability in PVE is just fine in my opinion. You need to be careful not to pull threat from the tank but it shouldn't be that big of an issue. Make sure you are popping your cooldowns. They are powerful and will help you survive. In PVE you can use force camo as a defensive cooldown since it offers damage reduction. Now, concerning pvp, yes you will have a hard time at first. It takes a while to really learn the play style. I recently switched from carnage to annihilation and am really enjoying it in pvp even with its issues with kiting. I like the different play style and it is, in my opinion, easier to play. For gearing, you of course always want strength followed by power/surge. In pvp, you want as much power as possible with no accuracy or crit in your gear. I also use overkill augments. In pve, I put enough accuracy in my gear to get 100% (the number of pieces with accuracy will change depending on the spec). I also use a small amount of crit in the form of the earpiece although this is more due to the fact that I have no other choice rather than an active decision. I also use might augments in this case. Keep playing and gear up. Experiment with the different specs to see which one you really enjoy and work on perfecting that spec.
  19. I think your problem is a difficult one to solve. As you pointed out I was answering from a purely pvp perspective. This is because usually when you change a spec for pve it affects the spec in pvp or vice versa. So although some of those ideas were great to make juggs more pve viable, they simply can not be implemented due to the drastic effects they would have on pvp. As far as the devs not caring about vengeance, a few other specs were worse off for operations by a fairly large margin before a few recent patches. It's only fair to try to make all ACs have at least 1 dps viable spec. Furthermore, you make up a small percentage of the pve population. The majority of players are not attempting NiM content and dps juggs are perfectly fine in the sm/hm ops most people are running. All of that said, I do think your claim is justified. The problem will just have to be solved with a little more tact since there is not an easy solution. Someone mentioned this earlier, but I think the approach is to increase the sustained while sacrificing some burst.
  20. Sure damage wise watchman is fine. No qualms there. I just think it is extremely susceptible to roots and slows and has no reliable way to combat that (pun intended). The rest, I pretty much agree with. I'm thinking we will see a 're work of focus in 3.0 as right now it really has no place in pvp.
  21. You and me both. I feel like all the issues have already been beaten to death so now the only thing to do is wait for a response from the devs.
  22. All these suggestions would make the juggernaut way to OP. I mean any of these will too drastically affect pvp. They are already the current FOTM. The one suggestion I could possibly agree with is the 30% AOE damage reduction.
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