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[Split] Marauder discussion

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Coryphaus
Posts: 2230

Re: [Split] Marauder discussion

Post#151 » Thu Oct 08, 2015 9:13 pm

Gravord wrote:
Ungrin wrote: Marauder's Cookie cutter build:
http://waronlinebuilder.org/#career=mar ... 7:;0:0:0:0:
Wrong spec, wrong tactics.
No deadly clutch in an age where bugged DC let them leech every heal

wtf
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foof
Posts: 142

Re: [Split] Marauder discussion

Post#152 » Thu Oct 08, 2015 9:15 pm

Sera wrote:Marauders are a bit overbuffed with tools, it's an awesome class, that still takes skills to be good at it.
At this level the class is kind of OP, cause the curernt amount of stats and debuff amounts, Ie, they can remove all armor from a clothie and almost all armor from a medium armored class and they can take away 20-25% of your full Health. In terms of DPS their wounds debuff pretty much does 1400-1500 damage if the target wasn't debuffed already. This is pretty OP from a melee class at this point.
In T4 their damage will be relatively low, compared to other melee DPS, their debuffs will be still very strong, but not as much as they are now.

Conclusion is I'd be very careful to touch marauders, or in fact any class. And if I was to nerf, or boost any skills, or stats on a class, I'd do it by very small increments, and give it time to test it.
No reason to nerf classes anyway, if there is no game-breaking stuff, rather just buff the ones underpowered.
I can easily agree with this post 100%.

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sansaraeternal
Posts: 19

Re: [Split] Marauder discussion

Post#153 » Thu Oct 08, 2015 9:15 pm

Well Ive been in this game since 2008. someOrder players allways cry on forums about destro being OP.some Destro players do the same thing on the other hand. About mara OPness - mara cant solo - kotbs - am - wp - bw -eng- ib- rp - sm - wh (t4) if they are skilled players. So stop crying.

nb - the only spec for mara is monstro def spec (plus if u dont have 4 TOWL jewels and a cape - u sux anyway ), cuz mara is a gimp (so as wl)
Last edited by sansaraeternal on Thu Oct 08, 2015 9:26 pm, edited 1 time in total.
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Gravord
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Re: [Split] Marauder discussion

Post#154 » Thu Oct 08, 2015 9:19 pm

Ungrin wrote:
Gravord wrote:
Ungrin wrote: Marauder's Cookie cutter build:
http://waronlinebuilder.org/#career=mar ... 7:;0:0:0:0:
Wrong spec, wrong tactics.
Go ahead and post your own and explain why I am wrong. I put about 10 minutes into that post, I assume you can spend the same amount to argue against it.

http://waronlinebuilder.org/#career=mar ... 7:;0:0:0:0:

Reasons:
- good luck fighting any decent enemies with 25% heal debuff instead 50%
- draining swipe each hit prevents 50% ap regen, so if not blocked/parried its 100% debuff (both hits stack)

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Euan
Posts: 416

Re: [Split] Marauder discussion

Post#155 » Thu Oct 08, 2015 9:21 pm

foof wrote:
Gravord wrote:
Ungrin wrote: Marauder's Cookie cutter build:
http://waronlinebuilder.org/#career=mar ... 7:;0:0:0:0:
Wrong spec, wrong tactics.
Yea, having a 25% heal debuff is not going to work in any kind of organized end game environment. That is actually a spec I don't think I've ever seen anyone take.

There are three basic Marauder specs.

Sav/Brut: You go up to deadly clutch and you most definitely use it if you ever want to kill anything. You go up to Mutated Aggressor in Brut. Do what you want with the rest of your points (obviously taking the abilities and good tactics like GI). This is the most aggressive Mara spec.

Sav/Monstro: Go up to deadly clutch, go up to knockdown in Monstro. Put the rest of your points where you want. The most defensive Mara spec.

Brut/Monstro: Go up to Mutated Aggressor, go up to Knockdown. Put the rest of your points where you want, this is the "I'd rather have a knockdown than an armor/heal debuff spec", and while its probably the weakest spec for group play, its alright for solo/ganking as you have a realible knockdown + burst damage.
I'd actually say its viable IN organized end game enviornment, where you're coordinated with your team and they can apply a better heal debuff on your focused target. Much less useful solo.
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Ungrin
Posts: 170

Re: [Split] Marauder discussion

Post#156 » Thu Oct 08, 2015 9:23 pm

Euan wrote: I'd actually say its viable IN organized end game enviornment, where you're coordinated with your team and they can apply a better heal debuff on your focused target. Much less useful solo.
I don't play solo nearly as much, so heal debuff's like that for mara were never a priority for me. I always ran as high of DPS as I could. Also, Piercing bite was bugged on live so it applied even to AA's. With RoR, the tactic (I hope) will be fixed so I might run something else.
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Tesq
Posts: 5713

Re: [Split] Marauder discussion

Post#157 » Thu Oct 08, 2015 9:30 pm

i'm sy that i didn't do any screen and you cannot just take my words as true but at that time keaven (last war dev ) test on dummys ( so no wounds debuff is relevant) all mdps damage (dummy had x armor)

Mara: 3.5k damage Single target in x seconds
slayer :3k damage AOE in x seconds
choppa: 3k damage single target in x seconds
wl: LESS than 3k damage ST in x seconds

all this taken in account:
- warpforged sets
- with out considering cleanse
- BP bug

I can agree on the fact that mara need to be touch ( dont know how but) seriusly slayer just play with a 5 skills combo and all their hits are undefitable. Mara attacks can be parried and are not aoe.
All this hate vs mara it just based on his OP pull rather than his actually combat strengh.

Also choppa/slayer in ST have still more burst cos everytime mara swap target it need everytime to re apply all his dot/rotation.

The way slayer deliver their damage is incredible strong due the fact that

-25 feet range
-it's aoe
-it's undefitable


nothing can be more strong that this combination atm.

Mara can win you the skirmish battle but when it cames to oRvR and aoe, slayers WBs wins hands down.

if both mara/wl would be able to do more damage due to a longer rotation but also being more durable while slayer/choppa could be more burst beast that would make both arch type fine.

The problem is that some op stuff were not mirrored, and the client is a mess to deal with.

I think the aim should be fix-nerf mara / nerf slayer / buff wl /fix choppa, rather that hate mara this way.
Last edited by Tesq on Thu Oct 08, 2015 9:43 pm, edited 5 times in total.
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Bretin
Posts: 929

Re: [Split] Marauder discussion

Post#158 » Thu Oct 08, 2015 9:38 pm

Ungrin wrote:I don't play solo nearly as much, so heal debuff's like that for mara were never a priority for me.
i was 100% sure that i wouldn't post again since this topic and all of your posts are 100% bullshit but this is srs cancer and i have to reply.

have you ever asked yourself what you need to kill a target which is guarded by a tank? and why ppl die in organized group pvp (6vs6)? it's because of debuffs and the best debuff you can have against any guarded target is a 50% ic hd. mara is not op bc of his dmg or his survivability he is op bc he can single handed pressure a whole group! those debuffs are also the best versions i.g. i.e. Tainted Claw, CC, TB

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Azuzu
Posts: 551

Re: [Split] Marauder discussion

Post#159 » Thu Oct 08, 2015 9:43 pm

I thinking around 6v6 oRvR is the way to go.

That being said, I don't think only those of us who run 6 man premades should have a voice in what we think balance should be.

Diehard 6v6 players, who tend to have really competitive personalities, may use their voice to try and give them an advantage on the battlefield.
Last edited by Azuzu on Thu Oct 08, 2015 9:48 pm, edited 1 time in total.
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Tesq
Posts: 5713

Re: [Split] Marauder discussion

Post#160 » Thu Oct 08, 2015 9:46 pm

Azuzu wrote:I thinking around 6v6 oRvR is the way to go.

That being said, I don't think only those of us who run 6 man premades should have a voice in what we think balance should be.
that way aoe beast like slayer would be totaly fine the way they are now cos taken 2x slayer in a 6 man do not a lot vs 2x mara but just make x8 slayer then here it cames a hell aoe

ST need to be balanced around 6v6/12vs12

aoe need to be balance around 24 vs 24.
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