Darccone Posted April 13, 2012 Share Posted April 13, 2012 So I leveled a Maurader to 45, then switched to Sorcerer. Found out today (1.2) that my sorc is a wet noodle. So picked up Maurader where I left off and immediately thought "why did I drop this as my main"? I was loving the PvE on Belsavis. Then I played about 10 WZ matches. First off, there are about >20% of players are straight up melee classes. What that means is most peeps stay at range in clumps and I get destroyed as soon as I engage. Second, I can not influence the battleground as I could with the Sorc. I can pick 1-2 targets then go in and maybe get a kill if I'm lucky. So what tacticts am I missing? I was valor rank 40 when I left for my sorc, but things have really changed in the last few months. Link to comment Share on other sites More sharing options...
Sparcrypt Posted April 13, 2012 Share Posted April 13, 2012 Figure out your advantages and use them . For instance, in huttball, grab the ball, run right into the pit, hit your defensive CDs then leap up and at the morons on the other team lined up on the ramps/goal line for an easy score. Or if you spot a low HP enemy on a ramp you can leap up and kill him, putting you in a prime position for a pass. You also have insane AoE spike damage, use it. Seeing someone capping/planting and an enemy spots them? Your leap stuns people, then you can go right into a force choke and give them time to finish. One of my main PvP buddies does all of the above and more, he's an excellent guy to have in the WZ with you. Link to comment Share on other sites More sharing options...
Nmaharg Posted April 13, 2012 Share Posted April 13, 2012 Man this game is extremely melee friendly. All I can realy say is L2P. Maruders completely crush everything they touch(well almost everything). Link to comment Share on other sites More sharing options...
shirayuki Posted April 13, 2012 Share Posted April 13, 2012 Figure out your advantages and use them . For instance, in huttball, grab the ball, run right into the pit, hit your defensive CDs then leap up and at the morons on the other team lined up on the ramps/goal line for an easy score. Or if you spot a low HP enemy on a ramp you can leap up and kill him, putting you in a prime position for a pass. to bad those morons are normally on my team Link to comment Share on other sites More sharing options...
Sollon Posted April 13, 2012 Share Posted April 13, 2012 Man this game is extremely melee friendly. All I can realy say is L2P. Maruders completely crush everything they touch(well almost everything). shure is not Link to comment Share on other sites More sharing options...
Nmaharg Posted April 13, 2012 Share Posted April 13, 2012 shure is not It really is. Range are at a complete disadvantage. Every single melee class can close the gap on a ranged player easy, and keep em close even easier. Link to comment Share on other sites More sharing options...
Sparcrypt Posted April 13, 2012 Share Posted April 13, 2012 It really is. Range are at a complete disadvantage. Every single melee class can close the gap on a ranged player easy, and keep em close even easier. Yes, but that doesn't mean they have a disadvantage. A ranged DPS can stand on a ramp in huttball and both help kill the enemy and be there to take a pass at the same time. When I'm set up for a pass I pretty much have to take myself out the fight. And in voidstar, ranged can burn the melee down on the doors.. melee can either stand there and die thus leaving the door unguarded or go out to meet them... leaving the door unguarded. Personally I think SWTOR is just fine for both melee and ranged. If you try and compare classes 1v1 in an open empty room the result may be different, but thats not how you PvP. Link to comment Share on other sites More sharing options...
TurokDarkstar Posted April 13, 2012 Share Posted April 13, 2012 Ranged and Melee characters are properly balanced. Both have abilities to escape from and close on each other. I'd say that the exception would be Ops/Scoun because their closer (stealth) isn't always accessible. Link to comment Share on other sites More sharing options...
Arzoo Posted April 13, 2012 Share Posted April 13, 2012 Ranged and Melee characters are properly balanced. Both have abilities to escape from and close on each other. I'd say that the exception would be Ops/Scoun because their closer (stealth) isn't always accessible. Commandos/Mercs have no escapes at all. Link to comment Share on other sites More sharing options...
Assaultrooper Posted April 13, 2012 Share Posted April 13, 2012 What has been said before Marauders were fine (even a Tiny bit OP) before 1.2, now the OPness comes in 3 different flavours. Link to comment Share on other sites More sharing options...
TurokDarkstar Posted April 13, 2012 Share Posted April 13, 2012 Commandos/Mercs have no escapes at all. Commando's have no CC at all? Link to comment Share on other sites More sharing options...
Elmuerto Posted April 13, 2012 Share Posted April 13, 2012 There are many posts about marauders tearing people apart, has something changed? Link to comment Share on other sites More sharing options...
Niconogood Posted April 13, 2012 Share Posted April 13, 2012 Commando's have no CC at all? You really consider a 4 sec stun every 1 min as an "escape ability"? Link to comment Share on other sites More sharing options...
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