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Marauder Paper Doll


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We also have a glass jaw that is arguably worse than a sages, but apparently, it's only second to DPS operatives (lie). Cloak of pain can be countered by just waiting out the six seconds. Undying rage is the same, or put us in a 6s mez. Saberward isn't that great, even Annihilation's improved Saberward will barely tip the scales. Force Camo we're pretty much forced to use immediately as soon as we're focused because we go down in about 3 seconds. So what happens when you manage to still not kill your target between all your CD? you die. then you respawn with your Defensive CD's on CD and your stun break is also on CD for another, idk 1m30s?

 

Come on dude, there is more wrong with us than just L2P. L2P is a throwaway answer when you have no real reasons to say WHY we're wrong.

 

this much of that post is truth, anyone who has a different opinion is false.

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Marauders only have 5 defensive cds, one of the highest burst in game (carnage), highest cleave damage (smash) and soon very very high sustain (annihilation) paired with high group utility.

It's a L2P issue. Baddies gonna bad...

 

KTHXBYE

 

 

He's right about survivability with this class, and not all of these posts on Sentinels and Marauders are wrong, so take your smart comment and stick it up your ***.

Edited by Tonev
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this much of that post is truth, anyone who has a different opinion is false.

 

Dude really?

 

"I'm right becuz everyone else is wrong."

 

That's not an argument, and no you are not even right. Sentinels are a amazing class with amazing abilities. The thing is Sentinels have a slightly higher skillcap since unlike most other classes abilities, none of the sentinel's cooldowns are fire-and-forget. You can to pay close attention to when you are popping what.

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Dude really?

 

"I'm right becuz everyone else is wrong."

 

That's not an argument, and no you are not even right. Sentinels are a amazing class with amazing abilities. The thing is Sentinels have a slightly higher skillcap since unlike most other classes abilities, none of the sentinel's cooldowns are fire-and-forget. You can to pay close attention to when you are popping what.

 

Too many people want a "Ron Popeil Rotisserie" style class. This game is borderline mindnumbingly ez. At least this class is actually challenging.

 

Maybe we should remind them that Maras have comparable survivability as tanks, and the best anti-kite tools in the game?

Edited by L-RANDLE
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tl;dr

smash got nerfed,

jugs got a cd buffed to mad lvls...

80% of sent/mara populace think the class is bad and has the worse cds in the game just cause jugs/guardians got a better one :p

Edited by AngusFTW
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I'm getting sick and tired of reading these threads about marauders being "paper dolls" or "can't kill in pvp".

Smash was nerfed then all these silly threads come out, coincidence?

L2P

 

No the coincidence is that most of the people writing these threads are sentinels that also play a veng jug.

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Change UR/GbtF so that it consumes health on use (rather than at the end of duration), and make it so that Force Sweep/Smash isn't considered an AoE to its primary target. The AC would be in the perfect place in PvP then.

 

that would change... almost absolutely nothing, except give guardians/juggs another damage buff, minor, but a buff no less.

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that would change... almost absolutely nothing, except give guardians/juggs another damage buff, minor, but a buff no less.

 

It'd give Sent/Mara a little more survivability, as GbtF would now be useful for surviving. The bit about Smash is just to make Smash/Focus at least viable for PvP, as I can't, for the life of me, figure out why anyone would play that spec over Combat/Carnage right now. If the 30% AoE reducers didn't affect Smash if you were the primary target, then the spec could at least compete a little.

 

As for giving guardians/juggs a damage buff...do people play anything other than Vigilance/Vengeance for dps in PvP? Smash just seems bad.

Edited by waterboytkd
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It'd give Sent/Mara a little more survivability, as GbtF would now be useful for surviving. The bit about Smash is just to make Smash/Focus at least viable for PvP, as I can't, for the life of me, figure out why anyone would play that spec over Combat/Carnage right now. If the 30% AoE reducers didn't affect Smash if you were the primary target, then the spec could at least compete a little.

 

As for giving guardians/juggs a damage buff...do people play anything other than Vigilance/Vengeance for dps in PvP? Smash just seems bad.

 

its give sent/maras nothing, putting the hp loss 4 seconds sooner as opposed to later would not change anything about the ability except technically make it worse since you're losing more hp overall, the hp loss is in place make to force you to use it when you're nearly dead. they don't need more damage reduction abilities as they have about 5 already, they need speed + movement and root/stun freeing defensives and a small pushback or pull.

 

Focus right now for both guardians and sent is a pve spec now, the changes made in 2.8 made that clear enough, you can still 11K crit 5 targets at once, just not on players.

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its give sent/maras nothing, putting the hp loss 4 seconds sooner as opposed to later would not change anything about the ability except technically make it worse since you're losing more hp overall, the hp loss is in place make to force you to use it when you're nearly dead.

 

Are you serious? Do you have no idea how it works? Did you not play Sent/Mara prior to the GbtF/UR nerf? Current implementation makes healing you during GbtF pointless. With hp loss at the beginning, you can self heal (Annihilation/med pac), and receive healing from teammates. Moving the hp loss to the end was a NERF, so reversing that certainly isn't going to make the ability worse.

 

Do you even play the AC?

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