@for the rest lets make some exemple my mara have 50% (armor ) dmg reduction and guardragafury wrote: ↑Thu May 10, 2018 1:53 pm WB shenanigans
for wb gameplay you are not forced to run mdrain, and it only makes sense if you have more than 1 mara.
you can also replace Crushing Blows with Feeding on Fear + Growing Instability to do decent enough bomb dmg and contribute in killing stuff, how ever as mentioned, if you run 2 maras, go drain.
GF M2 adds a lot of desired burst to stop recovery and bury ppl.
one of the main reasons mara is kinda undesired is it's mdps nature which makes him less valuable in certain situations for wb gameplay like: funnels, counter funnels, bridge and chokepoint pushes, range engagements, fighting bigger numbers cause you are forced to push to not fall behind in the morale game or have to retreat and so on.
one of the natural counters in wb gameplay is running IBs and distributing oathbound on keytargets, though I think we don't have to talk about how underused IBs are in general by order warbands comps and what's the average gameplay level for IBs is (Oathfriend is a fire and forget tool by most IB vods I saw when I saw some and buffs don't get distributed in a meaningfull way but rather stacked on one party member) in WBs.
the monstro stance itself, if we discuss now bomb wb v bomb is quite neglectable.
most of orders WB composition consists of AoE BW. other viable OR semi viable classes which act as a supplement and not main dmg are slayer, engie and as the bottom of the foodchain SW. The rest is straight not viable (WL; WH) for bombing purposes, if you build a ST party into your bomb WB things change again, though you still wouldn't start to focus down maras and work on soft targets how it's the intention of such a party.
means majority of classes do some kind of pure magical (BW) or composite dmg (engie).
usually you run 1x or 2x slayer, cause of there more fluffy aoe nature, matched or targeting a marauder they also fall even more off cause of the natural parry a physical DPS has via WS gain and value / overflow points that go towards it.
so overall, the physical DPS and MDPS dilemna goes for both sides and is deeper buried than maras monstro stance imo in wb gameplay.
call it "deep", mara GoM and slayer rampage (due synergy), wl/choppa bad aoe build and wh/we absence of aoe problem so: because of course unkillable melee vs physical dmg , undefiuatble cd increase 100% of time which require unkillable mara to be withstand and 2 mediocre melee and 2 not even buildable for aoe melee are hard to spot right? i dont think we should just circle around the problem ...first ppl admit that rampage and GoM are countering each other and the faster more physical DD problems will be solved in orvr.
why it's necessary to not explode
the class than even has by design low initiative, which somewhat got not properly highlighted in the whole discussion and has to make up for it with slotting a passive tactic / using RF set / RR investment or living on with a crucial weakness and ignoring that defensive stat and go balls to the wall.
exept the fact this is false as mara is the class with higer ini via tactic (corrupoted edge) which also give brute force for free in mid mastery and any small scalee mara can use it for profit and dont require swap mostro so that at some extent this make mostro in small scale balance not even relevant, and in before any claim about corrupted edge requrie GoB, yes it does and it's even better this way for small scale where double order ini debuff is a thing because GoS and all mastery sav skills are used to dot or debuff and all dmg came from savagery stuff so the synergy is over 9k.
mostro is a thing for orvr it is NOT relevant for small scale, it is not relevant for gank (lol seriusly then on what kind of balance you suppose to balance gank!? 3v1, 6 vs 3, 18vs 6etc lol), and is able to negate 1050 point of wep skill.
to add even more the armor pen reduction scale even bette in orvr as all aoe stuff get half contribution from the primary stat so when the armor pen is negated the final aoe damge is half in comparison to what would happen to a st skill.
enemy slayer/sw have 50% armor pen (ignore by GoM) and raw dmg is 1k critted.
1k /2 (by guard) =500
500/ 2 (by armor rduction ) = 250
now lets assume GoM would not be present thus slayer would ingore 50% of my 50% (so end results is 25%)
instead it would be
500/0.75=375
mara GoM in this case have removed 125 raw dmg insane let's translate this in toughness = 125 x5 = 625
625 point of stat is negating atm 100% OF THE TIME on all physical dps. This is in line with negating a full wep skill value as half the wep skill value also contribuite to raise parry, so mara can negate all the offensive side of the wep skill of any phy dps.
At this i still didnt had added the 300 points o toughness any mara +ch will have. to add toughness post armor calc to seee its effectiveness simply cut it by armor value (so by half); in the first case it would had been 30 more dmg reduced in the second case 45
so in the above case 100% or 50% armor pen was equal to 25% dmg reduction which is active all the time vs all pshyical dps, so lets see how tank do this, kobs have 50% over 30 sec so is 16.6 x sec for every 10 sec; so
mara: 25%
kobs= 16.6%
SO mara core skill is BETTER than a 13 pt tank skill (GZ we have a winner of the overpowered lottery here), even taking into accoun that it only work vs physical dmg and you could divide the skill in helf it would be 12.5 and we still have to add the heal component of the skill for a value of 1k!!!!. So overall with out spec, mara have a core worth of 13pt+ skill from a TANK...
i also want to debunk the point that go from 100% to 10% being too much. you are not going from 100 to 10 you are goign most likely from 50 to 10 because i still have to see anymore break the barrier of the 55% penetration on a DD. Even if that was the case itiems give armor pen reduction so is still around 50%. so have wrote 100% or 50% is the same thing.
The proposal in reality want to make move GoM from 50% to 10%(or 20% as i wrote previously)