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Svarthrafn

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Everything posted by Svarthrafn

  1. Does nobody miss having an ability to knockback/push the enemy? Being a marauder blows when the enemy forms up into a tight ball and starts dropping AoE damage and heals on themselves. We're not as disruptive to things like this as we should be.
  2. Svarthrafn

    Eye opener

    Haha seriously. Compare that to something like four juggs, or four assassins. Hell, just about four of anything in this game is brutal to come up against. Not marauders though...and I can't figure out why for the life of me. Apparently the devs can't either.
  3. I agree with the OP. I've seen this arms race in other games. Games I don't play anymore. Bring this crap under control please.
  4. I respecced to give the new Fury specialization a try recently. I played mostly PVP, but did some of the world quests on Ziost too. Here were my thoughts as an average (not good, but not quite bad) player: Utilities: -Ravage root, defensive forms, rage on knockback/stun -AoE damage reduction, phantom -Unbound, healing sabre ward 1. In normal PvE quests, you are absolutely starved of rage. Like breaking out the basic attack from level 1 starved. You *must* use berzerk (shii cho form), and at the right times to maintain any sort of output. In PvP it wasn't quite so bad if you have the utility that generates rage on stuns, knockbacks, etc, but this issue still reared it's head in smaller fights, though not so bad. 2. In PvE, Force Crush wasn't really ever needed. In PvP though, using Force Crush was a huge pain in the ***. First it is a pain to find a place to use the ability. Between building resource, trying to lock down/stay on a target, and actually do damage, it is clunky to use. You'd think it would help with the locking down the target part, but the targets you slow often use their own movement purging effects (and occasionally have immunity anyways..hard to tell in big scrums sometimes), and for many classes this makes them very fast, so you have to be using predation to stay on target. If you're using berserk to deal with the rage-starving issue, you're out of luck. 3. The six-second movement impairing effects immunity granted by Force Crush is completely unnoticable. I wasn't even sure if it was working properly. 4. Between building and starving for resource, trying to work Force Crush in, and dealing with constantly chasing down targets (as described earlier), I actually get better applied (not warzone dummy damage) burst *and* sustain with Carnage (which has it's own mobility problems). 5. In PvE, and in those PvP instances where I could beat on a target for a little while (purges on cooldown, stunned), I actually got really good burst. Much better than either of the other two specs. Outside of PvE, that didn't happen often unless I ran up on a class that was less mobile than me. All in all, the spec just felt really clunky and disjointed to play. If you could get a target locked down it was alright, but a lot of the time it felt as if I was chasing my tail. Apparently others agreed, because after seeing lots of Fury marauders shortly after the patch went live, I saw that a lot of those same players (that I see regularly) had switched back to their old specs. Anyways as I said, I am not a great player. I am not a bad player either, and consider myself thoroughly average. This was my impression of the spec, and I hope this can be used to improve the play experience of this spec for your largest group of players (the average joes!).
  5. Sorry bro, best you can do is spread out your defensive cooldowns and try to pick the best one based on your opponent. Once those are on cooldown though, you're basically made of toilet paper. Not the good stuff either. I'm talking about the one-ply porta-potty stuff.
  6. When I end up in games like that, I just find my nearest ally and stick to him, or find a friendly gunship and provide cover for him. Together we can at least rack up some kills, even if we can't win the match.
  7. I actually agree, Nemarus. Bombers are...something which give me mixed feelings about GSF.
  8. Can you please explain what you believe the "strike playstyle" to be then? It certainly isn't what the descriptions of the ships say, so what do you say it is?
  9. @Verain: I'm not bad in the scouts at all. I've done the 25-30 kills/match dance, and it *is* a different flying style. This is the same problem people have had since GSF launched, which is hopping into a strike and expecting it to perform like a scout. Close-in dogfighting is the scout's thing. If you hop into a strike, you're not likely out-duel a scout in a situation like that. I still kill plenty of scouts, but not in knife fights. In fact if I end up in knife fight with a scout, I've already screwed up and am probably screwed if it's a good pilot. It helps to think of the strike as a bridge between the scout and the gunship. Think like a gunship.
  10. I don't know man. Being a mara trying to take on a jugg with their three lives is pretty fricking difficult.
  11. This is the setup I've been running almost since GSF came out. I don't top the killboard, but I'm usually near the top. With a wingman scout or gunship you can really control a lot of space, and shields are almost useless against you. The psychological effect of constant missiles locking onto you gets overlooked too. It's easy to defend nodes, or provide fire support for taking over enemy nodes. Also, your huge range helps to prevent from becoming overextended. Most of the people saying the T2 strikes are worthless just have a different flying style. It´s less like TIE Fighter, and more like Falcon 4.0.
  12. I primarily use my built up fury for predation whenever possible. I used to use the ability that builds 30 stacks on demand in order to use berserk, but these days I use it for predation when I need to cross the map in a hurry, in warzones at least.
  13. Don't delete him. Maras might be good again one day. I did roll a jugg in the meantime however.
  14. Should have been a utility to put Berserk on a cooldown. Not Predation. *sigh* At least they're doing something.
  15. Less uptime on Predation, without fury, but at the cost of a heroic utility is not worth it.
  16. Oh my god, the gear snobbery. I think they're looking for you over near the Operations terminal, bro. I'd rather have more pops. I really don't care because for every undergeared player on my team, there is probably one on the other team too. You just deal with it and have fun anyways.
  17. Hatred Sins feel like maras now. LOL. Good one.
  18. Juggs are ridiculously survivable right now. Your best bet with mara seems to be using your single target prowess and downing individual targets as fast as possible. Cloak of Pain is the first thing I put up when I engage, then I cycle through cooldowns as needed. Use a healing companion and if you have one, a toon that can craft blue medpacks can help a lot. Personally I don't even bother with heroics on my mara. Too much headache.
  19. I'd really appreciate Force Push. It feels like marauders lack situational ability. I especially miss Force Push in huttball and every fricking arena that has elevated platforms/surfaces. Marauders don't feel disruptive at all like (all of) the juggernaut specs can be.
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