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Ingvar

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  • Location
    Isla Vista, CA.
  • Interests
    Gaming, MMA, reading, writing.
  • Occupation
    Student.
  1. The only thing wrong with Undying Rage (and a lot of other Marauder cooldowns) is that you can use it every 45 seconds. Increase the cooldown to 2 minutes and the problem is solved. Marauders should have to be smart about their cooldown usage and, as it currently stands, this is not the case. For some reason Marauders have incredibly short cooldowns compared to other classes, and this allows them to easily destroy anyone in a 1v1 situation. Make them think about when to use their strong defensive/offensive abilities, and Marauders become balanced.
  2. Your care for my feelings is flattering, but ill advised. You don't know me, as I do not know you, and I would never presume to. Maintenance knocks off 1/4 of my total playtime. A "few hours" could mean a lot more, in the right perspective.
  3. This, basically. I don't think any rational person would debate that downtime for maintenance is not necessary. The inequality, however, arises from it being done at a (fairly) arbitrary time. Sure, this is probably the time with the least amount of CCUs, but that doesn't mean we are less of customers. Some of us don't have the same schedules as the majority of North America. Some of us live outside of North America. Do we pay less money monthly than you? I think this would be less of an issue if the downtime wasn't multiple times a week (as it has been, recently). The game has been out for a few months now, there's no reason a better downtime schedule couldn't have been worked out by now.
  4. That's the most I've seen. I wish I had rolled a Powertech instead of Merc =/
  5. I rarely find it necessary to quote someone and tell them how wrong they are on the forums, but gems like this can't be passed by. This is a prime example of why BHs/Commandos were unjustifiably nerfed last patch (Whiners on the forums). That shield you're talking about? 2 minute cooldown (that only gives 20% damage reduction, the same as cloak of pain, which has half the cooldown, lasts longer, and reflects damage) Heavy Armor is about a 5% energy/kinetic damage reduction over medium. I've tested this with multiple characters. 5% damage reduction to half the damage types is hardly imbalancing. You also mentioned "absorbtion", "roots" and "additional knock backs". What absorption? Please, oh grand master of BHs, tell me what ability I have that puts an absorb shield on me. None? Right. The same can be said for roots. COMMANDOS/BHs HAVE NO ROOT. Just like they have no interrupt. What makes our knockback "additional"? It's our only way to get a melee off of us, period (and it got nerfed too). I already had good Marauders keeping up with me in warzones. Now they decimate me. They've become completely out of control, with way too much PvP cooldowns/utility. They are by far the more advanced class, in terms of amount of escape mechanics and options for handling situations. Marauders are what all the other advanced classes need to be brought on par with. Don't try to go pandering to the "I got shot by a BH/Commando" crowd. We do no more damage than Snipers, Marauders, Operatives, Sorcs, and just about every other class with a good player behind the keyboard.
  6. Due to the variable heat system, there isn't really an optimal rotation, but rather a few rules you should try to follow: Keep your heat under 40%. This is really crucial, as blowing all your heat quickly will lower the amount of specials you can do over time. To keep your heat down, you should make use of your low-heat abilities or Rapid Shots. Your low-heat abilities will differ depending on spec, but in general abilities with cast times/channels are going to be good for heat regen. Make use of Rail Shot as well, since that costs only 8 heat for both DPS specs. Don't forget to make use of Vent Heat, as well. The converse to this rule is that your heat should never reach 0%, at least while in combat. AoE when you see the opportunity Mercanary's have great ranged AoE, possibly the best in the game. The ability order is as follows: Death From Above > Fusion Missile > Explosive Dart > Sweeping Blasters. You should only be using these if there are more than 1 target, and don't use Sweeping unless you can hit three. As some have mentioned, at low levels, a single death from above can take out an entire pack of mobs. Use these when you can. There's a lot more to it than that, but they always vary by spec. Experiment to find out what abilities do the most damage for your spec/level and start your priorities from there. If you can weave your specials with auto attacks and keep your heat at a reasonable level, you will do good DPS.
  7. Being primarily a PvP player, this is the build I found to be most effective during beta (Rage): http://www.torhead.com/skill-calc#100bZhMbZGMRbdrMdGR.1 This build focuses on burst/upfront damage with a good amount of control. You're able to easily frontload of a ton of damage through Force Crush/Smash and the extra sprints help with mobility. I don't see it as a good DPS spec for PvE, however.
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