As I've said in the previous posts. I agree. Slayer trains are just as strong, ( stronger in wb vs wb application ) as marauders and both need a slight nerf. There's OP stuff on both sides, which tend to get mirrored in one way or another, the problem comes when all the best stuff a DPS could ask for is put directly onto one toon with no drawbacks.Tesq wrote: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.
It's a good thing that no-one including me cares what you think. But yes, considering I run the heal debuff on my SW, I know, and I'd hope, most of the people here know what it takes to kill someone in a group. Thanks for opening up that post with a personal attack. uuuuuuuuuuuh buh byeBretin wrote: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.Ungrin wrote:I don't play solo nearly as much, so heal debuff's like that for mara were never a priority for me.
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
Agreed.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.