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Grishnaak

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Posts posted by Grishnaak

  1. http://www.youtube.com/watch?v=wZZ7oFKsKzY

     

    einfach die gesamte Dauer überstehen, dann sind die Server wieder da^^

     

    Falls jemand sich nach Schreien fühlt:

    http://www.youtube.com/watch?v=3AqHtBLUjgo&feature=related

    Einfach durchhalten!

    Fang einfach alle an "mitzusingen", vielleicht sind wir irgendwann so laut, dass es auch die Admins in den Serverräumen hören und zu zittern beginnen... :>

     

    Oder aber:

    http://www.youtube.com/watch?v=RmtRju2FfiI&feature=relmfu

     

    Das könnte gegen einen Koller helfen....und die Server sollten bis Ende auch wieder da sein :D

  2. Do you know anything about marauders/sentinels first hand?

     

    I have a lvl 50 sentinel for a few months now and I'm facerolling people in pvp. As said before, if played well we're almost op.

    Even without healer there's rarely a match where I don't hit 300K+ dmg & 75K+ healing.

     

    On topic: You seriously want more KB's than there are already? if you want kb and swing with a glowstick go jugg/guardian.

    Our thing in huttball isnt pushbacks, it's leaps & killing stuff quickly

     

    If bioware gives every class everything they might as well remove classes and let everyone be the same

     

    Yeah, pls breathe in and take your time to read my first post in its full length.

    Then tell me where I wrote something about KB.

     

    Oh man....and where did I complain about our dmg? Oh, nowhere...I see...

     

    Just try to understand, pls.

  3. This thread just goes to show some people will never be happy

     

    Marauders want more utility like juggs, juggs want more dps and cool downs like marauder

     

    hell I saw a sage healer the other day and I was just thinking "damn i wish i could do that"

     

    every class has to make sacrafices for something or another, thats the idea behind a "balanced" game

     

    No, this thread shows only a major flaw in strategic pvp.

     

    And I will not reply to the 0815 same and same again statements which some seem to like so much that they use them in every thread where the word Marauders appears (like: op, good marauders don´t need, op again and some more...).

     

    Just try for once to at least argue on my arguments, and spare me the generalized ** statements you just might have up your sleeve ready to appear in every marauder thread.

     

    Thank you very much.

  4. [...]Our role is raw and mean damage dealing. Leave the CC to other classes, we're good enough as such.

     

    You are not 100% right. We already got a CC, it´s the said Force Choke. But we ain´t got a a displacement. As I mentioned in my first post, there are various circumstances on the battlefield which make a displacement of enemies mandatory.

     

    AND, above all else, this displacement is not a 100% thing like the displacements of the other classes (like PT, Jug, Assa, Scoundrel (with K.O.)) for it can be countered by either:

     

    1) the victims "break free" skill

    2) the victims buddy´s interrupt skill used on the Marauder

     

    So this addition to the force choke is no 100% guaranty for a displacement, but at least a Marauder would get the opportunity to do any displacement at all, if the "break free" skill of the victim is on CD AND the buddy of the vic is not interrupting.

     

    It´s way softer than any displacement skill of all the other classes.

  5. You're not the only ones, Scoundrels don't have one either unless you want to try and count K.O. which would really be stretching the point (it moves you slightly as well as knocking you down buuut...)

     

    But this slight move may be enough to drop one down something. At least you got the opportunity to displace an enemy.

     

    I can tell of nice baths in an acid pit following a K.O., or a decent drop down some ledges.

     

    As I said, we Marauders got nothing to move an enemy even one inch so far.

  6. Hello,

     

    The problem we Marauders have right now is:

     

    We are the only ones who can not displace anyone in pvp!

     

    That´s espescially hurting when playing Huttenball, for once an enemy is near your homezone, you cant get him down the ledge.

    Or away from a door.

     

    Or on Civil War, down of Turret Control. (Yes, there are still ppl who park themselves on top of a Turret Control so you got real trouble attacking them, pls fix this BW).

     

    and so on,

    and so on...

     

    As PT, I can rope them to me.

    As Sorc, I can kick all around me

    And so forth...

     

    Displacement of enemies is a vital part of strategic pvp.

     

    As far as the strategic element of displacement goes, we Marauders are pretty useless.

     

    Edit:

     

    Some thoughts:

     

    As of now, Marauders, though charged with an offensive role, are only able to react to the situations on the battlefield.

     

    Reaction would surly befit a more defensive role, whereas action would befit an offensive role. But to take action and force an enemy to react to the actions of an offensive class, this offensive class has to have the proper tools to impose the pressure and create a situation on the battlefield, which forces the enemy to react.

     

    Right now, just ignoring the onslaught of a Marauder and/or walking/running onwards is a common way to drive a Marauder mad and showing him his helplessness.

     

    You scored...

    You are still standing atop the Turret Control

    You are still at the door...

    and so on...

     

     

    /End of Edit

     

     

    Here´s an idea:

     

    Please just give the foce choke a 360 degree rotation ability, so I can pick up an enemy, force choking him, while turning me around my axis and thereby "moving" him over the the ridge, so he drops when force choke ends (by whatever circumstances). That would be cool and some intelligent CC with given skill.

     

    Radius = Distance to Target when skill was used.

     

    So you got to calculate the right distance for getting a victim down/away from something. If you are too near, victim will not drop, if you are too far, victim will eventually not fall. This is the advanced play we are used to playing a Marauder.

     

     

    Just make the choked victim moveable around my axis. That would be a great and much needed addition to our Force Choke CC, for then we would not only be damned to react to the enemies standing here or there, but being able to shape the locations of battles on the battlefield like it would befit an offensive role.

  7. I wouldn´t trade anything for such a silly skill like Force Push on a Marauder. Why would I push my enemy away? Hillarious!

     

    Just give the foce choke a 360 degree rotation ability, so I can pick up an enemy, force choking him, while turning me around my axis and thereby "moving" him over the the ridge, so he drops when force choke ends (by whatever circumstances). That would be cool and some intelligent CC with given skill.

     

    Just make the choked victim moveable around my axis. That would be a great and much needed addition to our Force Choke CC!

     

    The problem we Marauders have right now is:

     

    We are the only ones who can not displace anyone in pvp!

     

    That´s espescially hurting when playing Huttenball, for once an enemy is near your homezone, you cant get him down the ledge.

    Or away from a door.

     

    Or on Civil War, down of Turret Control. (Yes, there are still ppl who park themselves on top of a Turret Control so you got real trouble attacking them, pls fix this BW).

     

    and so on,

    and so on...

     

    As PT, I can rope them to me.

    As Sorc, I can kick all around me

    And so forth...

     

    Displacement of enemies is a vital part of strategic pvp.

     

    As far as the strategic element of displacement goes, we Marauders are pretty useless.

  8. Some other Online RPGs add a description to the different classes available, like:

     

    Good for beginners

    medium complexity

    very complex, for seasoned players

     

    For me, it´s a good thing that there are different classes of different complexity to play. If you want to play something that is more demanding than another class available in a particular game, such ratings as above help you to choose the right ( or avoid the wrong) class for your game skill.

     

    To make things clearer:

    In LOTRO they did that with their classes. Hunter is pretty beginner style friendly, but Warden is a very complex beast. Between those two, there are other classes in various complexity. So there is a class for every gamer´s skill. And they labled them as such.

     

    I really like to see such classes in SWTOR, too. Beginner style friendly and those very complex to play/master and the broad variety between. And the difference is not about the power of a class, but of the amount of skills and skill combinations available to a class. Beginner style classes are pretty much straight forward, what you push is what you get, not much to think about any bonus effects of right skill combinations. Normally have fewer skills in their bars. Those complex classes are not stronger than a beginner class either, but those playing them normally got to think about right skill combinations, rotations, bonus effects which may or may not apply and memorize or use more skills, to get to full potential. They got a lot more skills to juggle around.

     

     

    And no one in Lotro is complaining about the different player skill levels required to play/master the different classes. If one is not up to a class, so be it, there are players who are. Just take another class which better suits your style of gameplay. And know what? The players actually do!

  9. I have 500 expertise. A Jedi on our server, I assume in full BM, has killed me in what looked like 2 hits....for sure less than 2 seconds. He's a good player I'm sure, but everyone talks about him and how he alone will decimate our entire team in a matter of seconds. Someone usually cries that he's hacking in every WZ he shows up in. I doubt he is. The dude is good, don't get me wrong, but hits like a truck.

     

    Kelv on Kaiburr Crystal...he's a beast.

     

    With no combat log, you can´t really tell if not someone other attacked you, too, from range i.e.

     

    No way a JK/SW can kill you in 2-3 secs or with 2 attacks, if you got full health and are not afk.

     

    Maybe he´s got a good partner by his side and they focus their targets. Hmmm...maybe a sniper, some of their shots are hard to discern.

  10. Your anger exposes the fact that you know a nerf is inbound. ;)

     

    If you really think this is anger, it´s no wonder you crumble on the battlefield.

     

    I am as calm as a pond of shiny water, because I got faith in the devs not to listen to, uhm....ppl with no hard facts...like...uhm...would you pls help me on this? Who could I possibly mean? ;)

  11. I'll wait until 1.2, but right now Marauders do hit too hard IMO. It's obvious that they can do more burst damage than anyone else right now....and by Burst I mean two or three hits -dead- and then bounce to someone else and do the same.

     

    What level of WZ are you talking about? 1-49 or 50?

    What´s your gear?`

     

    There are some factors to be considered with your statement.

  12. I'd say 3 or is equivalent to the sorc bubble.

     

    And in those 3 secs. the Mara heals himself up. Yeah....right...

  13. well if they have like 500 health it makes sense...kinda like a last stand, should increase the health cost or maybe make it so they can't use it under...lets say 30% health.

     

    May I tell you how this skill is called? Ok, I do it anyway, it´s UNDYING RAGE. You notice something...look hard...harder...ok... I think you got it now. It´s supposed to be our last resort skill. It costs 50% of current health to activate, lasts 5 sec and has a CD suitable for a last resort skill.

     

    So no, your proposal is simply not logic.

  14. Were gonna be far from useless next patch. If you guys wanted straight faceroll damage and survivability then you should of picked a marauder and not a juggernaut. Obviously if you signed up for this class then you wanted to have more survivability, utility, and be able to hit hard every now and then. Yes, our survivability is a little lacking. No, I do not want a faceroll cooldown like undying rage. If you think we need better survivability, learn to play the class better or even go immortal or vengeance. I just played a premade WZ with a marauder and he did 600k to my 350k (neither of us used smash all game). But he did 120k healing of about 100-200 ticks a second while my 120k protection was super clutch that kept our healers alive. In the patch, our damage gets "nerfed" in pvp. Good, thats not what our class is about. We do too much as it is. Our utility goes up a little just based off the change to Single-Saber Mastery. Now you can go D-stance without a gigantic nerf to damage. Get to have guard up on people without losing everything. If you don't like these changes, level a marauder as a FotM or just as the class you really wanted to be the whole time.

     

    Yes. I am aware that while our utility and survivability is way less compared to certain other classes (hybrid sorcs and Shadow Tanks) but our viability is still intact and theyre just waiting for a nerf.

     

    However, yes it would be nice to be able to switch between major damage for trying to 1v1 healers because we don't really have much control and then major utility for helping healers survive when somebody's on them.

     

     

    Alas, at last, someone who seems to understand his classes role.

    You Jugs can do a lot of great, helpful, cool stuff.

     

    I would daresay that Jugs should be played foremost by teamplayers.

     

    It´s a great class to have by ones side. I am very happy every time a Juggs offering his help as a wingman in Huttenball or in Civil War.

     

    Let the Maras do the DMG they´re supposed to do, for without a good Jug Wingman, we Maras fall too easily and cannot help conquer or make a decent touch down.

  15. A Rage spece Juggernaut is not a tank. :)

     

    If Bioware change that somehow then fair enough, but it's not a tank at the moment.

     

    Yeah, that´s true, and even a Mara does crappy DPS in Rage. So what? Both Classes do crappy dmg in Rage as of now, is that what you want to tell?

     

    Mara´s have 3 DPS trees, so what do you all want to express by writing Jugs have 2.

    Two, yeah, one less DPS tree than the Mara but 1 chance more for diversity. Mara´s can only do dmg, and at that, they have to excel over the other classes, which are able to take another role, or else there would be no need to take a Mara along for the good DPS.

  16. If sorcs are op then maras are more so. Fact!

     

    There´s no fact without any facts. Name some measureable hard facts, and maybe I start listening to you.

     

    Else it´s only your whining in my ears...

  17. Oh look more Sentinels trying to claim they are better players than other classes....the sent/mara class is OP your arent better than any other player.

     

    No, Mara is not OP.

     

    Mara beeing OP is a purly subjective point of view. And all I have been saying is, that a Mara needs to use a lot more skills on his bars than some other classes. And this will surly be something unexpected for some players trying out the oh so, subjectivly perceived OP, Marauder, which may cause them to quit their little adventure into Mara-Land.

  18. You have a very limited view in what 'romance' entails if you think that. No one is asking to have the exact same relationship as the Dark Path. Obviously such a relationship would be substantially different.

     

    The Light Side Sith Warrior isn't a Jedi. Taking a Light Sided Jaesa down their view of the universe could be an equally great, yet very different gaming experience. Not all passion is dark and corrupting.

     

    I'm a little neutral on the option myself, but its addition wouldn't diminish the Dark choice in the slightest. She's a completely different character at that point, and that player choice is reflected in every aspect of her, right down to her abilities.

     

    You got it 50% right.

    "The Light Side Sith Warrior isn't a Jedi." That´s absolutly true. No arguing.

    BUT you forget the other 50% of the equation, and that is Jaesa. LS Sith with LS Jaesa chose to let her stay on the LS, therefore she honors the teachings of the Jedi and will act accordingly.

     

    And as such, as a Jedi, not the LS-Sith, but Jaesa, romance isn`t. You may try and wish with a LS Sith for a romance as much as you like towards Jaesa, but if she stays true to the LS in which you let her so cruelly dwell in, she has to refuse. You should have been mercifull and led her to the dark path, without any imposed boundaries.

     

    Like I said before: Good Luck getting a nun into a romance.

     

     

    Out of romance....came a Vader

  19. I welcome all the baddie S-key turning marauder noobs who will get kited to death.

     

    Yeah, let those ex-three-to-four-key rotation gamers step on the WZ with a marauder and see them drown in a flood of oh-so-many-skills-to-use-and-have-use-where-the-hell-is-this-fix-kill-all-OP-rotation-i-think-i´ve-been-hearing-about...

     

    ...the majority will drown and never been seen as Mara again.

  20. When is it happening?

     

    When do you learn playing?

     

    Oh, and IF you would learn playing, the Nerv would have no need to come....so...you got the answer.

  21. Very strange.

     

    This thread is diametrically opposed to all those current whining threads like:

     

    "Marauder, best Melee DPS in the game. I want my Jug to do same DPS"

    "Marauder, insane survivability."

    "Marauder, I quit my other chars and make a Marauder myself."

     

    Sorry, but I really can´t take this thread serious.

     

    At the end of the Beta and right after start, the forum was full of:

     

    "Jugs do better DPS, don´t ever roll a Mara. Jugs can do more, don´t ever roll a Mara."

     

    After the Forum whipe, those threads are gone, naturally. But now, Mara seems to be the choice of choices for Melee.

     

    We don´t need heavy armor. Only thing a Mara could probably need is one CC more in his skills.

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