Kodokai Posted January 13, 2012 Share Posted January 13, 2012 Juggernaut Endure Pain: This ability’s cooldown has been reduced to 1.5 minutes. Force Push: Now finishes the cooldown on Force Charge. So i see Jiggahs are getting a buff yet Marauders have the same issue of being kited in pvp if not worse at times. Link to comment Share on other sites More sharing options...
wraithghost Posted January 13, 2012 Share Posted January 13, 2012 So i see Jiggahs are getting a buff yet Marauders have the same issue of being kited in pvp if not worse at times. yet u cant use them while being stunned to death so it really doesn`t change much at all. Link to comment Share on other sites More sharing options...
Soonerjohn Posted January 13, 2012 Share Posted January 13, 2012 Wait, don't marauders have a shorter cooldown charge, ranged snare, and the ability to cloak and remove debuffs? Link to comment Share on other sites More sharing options...
Kodokai Posted January 13, 2012 Author Share Posted January 13, 2012 Wait, don't marauders have a shorter cooldown charge, ranged snare, and the ability to cloak and remove debuffs? Ranged snare? I dont call deadly throws 10 meter(if you spec into it) a ranged snare Waste of the two points with this current ability delay. Link to comment Share on other sites More sharing options...
Soonerjohn Posted January 13, 2012 Share Posted January 13, 2012 Ranged snare? I dont call deadly throws 10 meter(if you spec into it) a ranged snare Waste of the two points with this current ability delay. The point is, marauders have more anti kiting tools than juggs currently. Thus juggs are getting buffs, even if they are terrible buffs that don't actually increase target uptime. Seriously, their solution to being kited is to have them push the player out of range? lulz. Link to comment Share on other sites More sharing options...
Rynak Posted January 14, 2012 Share Posted January 14, 2012 I'm still waiting for PVE AOE threat buffs. PVP is nice, but it's only part of the game. Since I'm almost 50, I was waiting until that magic moment so I don't get owned right out of the gate. Link to comment Share on other sites More sharing options...
mastersloup Posted January 14, 2012 Share Posted January 14, 2012 The point is, marauders have more anti kiting tools than juggs currently. Thus juggs are getting buffs, even if they are terrible buffs that don't actually increase target uptime. Seriously, their solution to being kited is to have them push the player out of range? lulz. the marauder "Ranged snare" is 10 yard range and you must be carnage. the worst pvp tree of the marauder. The juggernaut also happen to live longer than the marauder when kited. Link to comment Share on other sites More sharing options...
HBninjaX Posted January 14, 2012 Share Posted January 14, 2012 thank goodness jugs got buffed and not marauders. I wouldn't want to think the devs are playing their own game or anything Link to comment Share on other sites More sharing options...
mastersloup Posted January 14, 2012 Share Posted January 14, 2012 devs are playing their own game or anything OH YOU! don't be silly! Link to comment Share on other sites More sharing options...
MorgonKara Posted January 14, 2012 Share Posted January 14, 2012 (edited) The point is, marauders have more anti kiting tools than juggs currently. Thus juggs are getting buffs, even if they are terrible buffs that don't actually increase target uptime. Seriously, their solution to being kited is to have them push the player out of range? lulz. Isn't the idea that Force Push resets the cooldown on Charge? In other words, you push them out of range -knocking them down and then immediately leap right on top of them. Edited January 14, 2012 by MorgonKara Link to comment Share on other sites More sharing options...
Moosestick Posted January 14, 2012 Share Posted January 14, 2012 ^ would love to have this on my mara Link to comment Share on other sites More sharing options...
Kodokai Posted January 14, 2012 Author Share Posted January 14, 2012 (edited) ^ would love to have this on my mara I think Marauders are the bottom of the Sith-classroom list that hasnt mastered anything but choke & heres me thinking im the Emperors Wrath or a Darth. Silly me Edited January 14, 2012 by Kodokai Link to comment Share on other sites More sharing options...
Moosestick Posted January 14, 2012 Share Posted January 14, 2012 I think Marauders are the bottom of the Sith-classroom list that hasnt mastered anything but choke & heres me thinking im the Emperors Wrath or a Darth. Silly me Of course, id also love to be able to have a spammable ability that hits for 2-3k while having heavy armor like troopers. Or a 3-4k hitting spammable ability with vanish and 2-3 cc abilities. Yes, annoyed at pvp atm Link to comment Share on other sites More sharing options...
Kodokai Posted January 14, 2012 Author Share Posted January 14, 2012 Of course, id also love to be able to have a spammable ability that hits for 2-3k while having heavy armor like troopers. Or a 3-4k hitting spammable ability with vanish and 2-3 cc abilities. Yes, annoyed at pvp atm Wish i had a 2k hitting ability that isnt in rage tree. Link to comment Share on other sites More sharing options...
Soonerjohn Posted January 14, 2012 Share Posted January 14, 2012 Isn't the idea that Force Push resets the cooldown on Charge? In other words, you push them out of range -knocking them down and then immediately leap right on top of them. The idea was to buff jugg anti-kiting. Knocking them out of range to reset charge is basically a wash. Link to comment Share on other sites More sharing options...
Munx Posted January 14, 2012 Share Posted January 14, 2012 Wait, don't marauders have a shorter cooldown charge, ranged snare, and the ability to cloak and remove debuffs? 1: No. 2: Ranged 3 sec root, not snare, and it costs 3 rage, and yeah requires you to specificly spec into it. 4: 4 second vanish big woopty doo. 5: Remove debuff, What'cho talkin about willis? Link to comment Share on other sites More sharing options...
Soonerjohn Posted January 14, 2012 Share Posted January 14, 2012 the marauder "Ranged snare" is 10 yard range and you must be carnage. the worst pvp tree of the marauder. The juggernaut also happen to live longer than the marauder when kited. How do you figure that? Because we run slower and don't have the defensive cooldowns that you do? Link to comment Share on other sites More sharing options...
Barzarel Posted January 14, 2012 Share Posted January 14, 2012 So i see Jiggahs are getting a buff yet Marauders have the same issue of being kited in pvp if not worse at times. Rather they actually fixed how our pvp defensive sets migitate damage, but maybe thats just me. Link to comment Share on other sites More sharing options...
Soonerjohn Posted January 14, 2012 Share Posted January 14, 2012 1: No. 2: Ranged 3 sec root, not snare, and it costs 3 rage, and yeah requires you to specificly spec into it. 4: 4 second vanish big woopty doo. 5: Remove debuff, What'cho talkin about willis? 1. I thought you could get it to 13 seconds, or so I was told, was I misinformed? 2. A snare is a root. 4. If you don't like the vanish, please don't use it. It isn't worth the global after all. 5. I'm talking you can spec your vanish to remove debuffs. Link to comment Share on other sites More sharing options...
PjPablo Posted January 14, 2012 Share Posted January 14, 2012 So i see Jiggahs are getting a buff yet Marauders have the same issue of being kited in pvp if not worse at times. Jiggah what? Jiggah who? Link to comment Share on other sites More sharing options...
Kodokai Posted January 14, 2012 Author Share Posted January 14, 2012 Jiggah what? Jiggah who? Wahahaha, i see what you did thurrr Link to comment Share on other sites More sharing options...
Moosestick Posted January 14, 2012 Share Posted January 14, 2012 1. I thought you could get it to 13 seconds, or so I was told, was I misinformed? 2. A snare is a root. 4. If you don't like the vanish, please don't use it. It isn't worth the global after all. 5. I'm talking you can spec your vanish to remove debuffs. you can spec it to remove snares, or to prevent damage. nothing takes dots off. l2google Link to comment Share on other sites More sharing options...
omninull Posted January 14, 2012 Share Posted January 14, 2012 I like how they think this even fixes anything. Link to comment Share on other sites More sharing options...
Kodokai Posted January 14, 2012 Author Share Posted January 14, 2012 I like how they think this even fixes anything. Push someone closer then charge the other guy? xD It would work on the odd occasion Link to comment Share on other sites More sharing options...
Sivn Posted January 14, 2012 Share Posted January 14, 2012 I wouldnt even call them buffs, those changes are just pathetic tbh. Link to comment Share on other sites More sharing options...
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