Re: Jump on embrace
Posted: Fri May 27, 2016 4:01 pm
a simple solution seems to be to have to be stationary for the spell to cast.
In smaller scale engagements(6v6) you might have the luxury of the enemy being spread out enough to actually target the marauder in that two second time-frame and taunt him. Anything beyond that you're not going to have much luck.Shadowgurke wrote:People act like TE is a free kill every time you pull.
If you are fighting vs a zerg then Rift/Magnet are worse by a large margin.
The pull can be seen for 2 seconds. Enough time for your team to react. Enough time to taunt or CC the marauder (RKD is convenient, isn't it?) That is not even factoring in that it never works against SWs with selfpunt up or healers. If I had to guess I would say it works on healers 25% of the time due to disrupt.
I know the ability is cancer when it comes to chasing people but don't we at least want the ability to be useful in actual combat?
while i would have agreed on that during the live time of WAR i dont agree with you within ROR. marauder is definitely not the best melee class. for sure he is strong but whether op or the best mdps in the game. and before my stubborn friends think i'd troll i clearly dont!Scrilian wrote: on the best melee class in the game
Would you be so kind as saying which mdps is superior to a marauder? Do you mean in a specific group-setup or by default?Bretin wrote:while i would have agreed on that during the live time of WAR i dont agree with you within ROR. marauder is definitely not the best melee class. for sure he is strong but whether op or the best mdps in the game. and before my stubborn friends think i'd troll i clearly dont!Scrilian wrote: on the best melee class in the game
It actually is a magical Disrupt.Azarael wrote:To the people who are talking about disrupt on jump: can we use the term "break" instead of "Disrupt" if it's not actually a magical Disrupt?