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[Split] Marauder discussion

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tomato
Posts: 403

Re: [Split] Marauder discussion

Post#201 » Sat Oct 10, 2015 11:48 am

Everyone still complains about slayer, so I don't think complains about amra will stop.

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Joan
Posts: 671

Re: [Split] Marauder discussion

Post#202 » Sat Oct 10, 2015 12:04 pm

Meanwhile, why don't we discuss nerfing Shatter Limbs to the ground? :>)
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Coryphaus
Posts: 2230

Re: [Split] Marauder discussion

Post#203 » Sat Oct 10, 2015 12:31 pm

Joan wrote:Meanwhile, why don't we discuss nerfing Shatter Limbs to the ground? :>)
tomato wrote:Everyone still complains about slayer, so I don't think complains about amra will stop.
Thats because az has already said that ID will be made clenseable here in RoR like it was supposed to be on live and further more az already said that they plan on nerfing shatter limbs by giving it a much larger CD or something

this means that x2 will slayers will no longer be as effective and will simultaneously make running wl or wh much more viable

also nerfs to slayer aoe tree will make 2h tree more viable
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tomato
Posts: 403

Re: [Split] Marauder discussion

Post#204 » Sat Oct 10, 2015 12:54 pm

The 2h tree won't be viable. Nerfing aoe tree too much will just make slayer way weaker than marauder.

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Euan
Posts: 416

Re: [Split] Marauder discussion

Post#205 » Sat Oct 10, 2015 4:02 pm

tomato wrote:The 2h tree won't be viable. Nerfing aoe tree too much will just make slayer way weaker than marauder.

It's already viable... what are you talking about. Viable =/= optimal. It just might go from being viable to optimal but I doubt it because shatter limbs will still be really strong and 2x slayer might still be the best choice.
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tomato
Posts: 403

Re: [Split] Marauder discussion

Post#206 » Sat Oct 10, 2015 4:09 pm

I'm talking about high lvl of play, and there it clearly isn't viable.
Sure you can farm randoms and bad players with the 2hand build, but you will die against good groups.

Edit: My main point was the comparison to marauder btw. And 2hand slayer is way way worse than marauder.

Landaren
Posts: 226

Re: [Split] Marauder discussion

Post#207 » Sat Oct 10, 2015 4:40 pm

For all cooldown abilities could we make it new ability only?

or next X based on spec points?
1-3 based on how many points in the tree you go?


I think thats reasonably fair, or 5 second duration 20 second cooldown?

IvanP7
Posts: 35

Re: [Split] Marauder discussion

Post#208 » Sat Oct 10, 2015 5:11 pm

Still playing Mara takes some skill.

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Xaun
Posts: 230

Re: [Split] Marauder discussion

Post#209 » Sat Oct 10, 2015 7:33 pm

Jaycub wrote:>deadly clutch overrated for survivability

If you are focusing the right targets and assisting/being assisted either you are going to kill the target, or you are going to be leeching a **** of heals and with a guard and 2 healers behind you... you are much harder if not impossible to pressure off.

Also everyone knows the dmg in monstro is garbage, but it's just the fact they have a get out of jail free card against physical dps. It's a great defensive tool when you need it. Yes I know the hot is garbage, its the ignoring armor pen that makes it amazing.
I've been following this discussion intently and Foof is making all the correct arguments

(And Jay, this isn't specifically towards you, yours was just a short post to quote a reply to)

The only reasons Deadly Clutch (on Live) was worth taking was because it leeched all heals (including pots) and Order had things like Exalted Defences and Focused Mending, otherwise the quantity of Inc healing from it would be trash and pale in comparison to the amount of heals going to the target

By taking it, Maras are wasting a dps tactic slot to get the baseline 50% heal debut that all other mdps get without having to use a tactic slot.

Not to mention
1) ALL order mdps have access to +50% AA haste tactics which is a significant boost to sustained dps (WL can DW now too)
2) running a knight in group can give ALL dps the equivalent of Feeding on Fear with no downside and without using a tactic slot
3) running a knight in group can give all healers +10% crit heal and +15% healing
4) Endgame T4 Mara has the lowest sustained and (more importantly) burst dps of any of the mdps (but the highest debuff utility) - with WL having highest burst (and the ability to GTFO once the payload is delivered) and Slayer highest sustained - and this is before being amplified by a knight and/or Leading Shots

** a knight can provide (2) & (3) simultaneously

There is nothing wrong with WL damage potential -if the pet is on the same target-

There was a period in RoR when we were T1 only where the WL pet mobility was buffed (perhaps even too strongly and/or the pet was on hp/armor steroids) and WLs were extremely viable as the were consistently delivering their full payload. This was since reversed for some reason. I would be in favor of reimplementing something like this (although the pet shouldn't be quite so strong/hard to kill) and that would be a strong buff to WLs - perhaps then we can look at nerfing/mirroring Pounce (to Choppa)

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Coryphaus
Posts: 2230

Re: [Split] Marauder discussion

Post#210 » Sat Oct 10, 2015 7:43 pm

that sounds like problem with KOTBS
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