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[Split] Marauder discussion

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Tesq
Posts: 5713

Re: [Split] Marauder discussion

Post#561 » Sat Oct 17, 2015 11:02 am

i would rather like to see racial traits-->really racial, that would require a re balance but would make use of some usless tactic like resistences / wounds that have no plance when you need to choose what slot. It will also help balance some isses with h.Elf classes (20% + heal to them)
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thullonse
Posts: 182

Re: [Split] Marauder discussion

Post#562 » Sat Oct 17, 2015 11:06 am

Tesq wrote:i would rather like to see racial traits-->really racial, that would require a re balance but would make use of some usless tactic like resistences / wounds that have no plance when you need to choose what slot. It will also help balance some isses with h.Elf classes (20% + heal to them)
isnt it just 10%?
*** you leatherman

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Tesq
Posts: 5713

Re: [Split] Marauder discussion

Post#563 » Sat Oct 17, 2015 11:26 am

thullonse wrote:
Tesq wrote:i would rather like to see racial traits-->really racial, that would require a re balance but would make use of some usless tactic like resistences / wounds that have no plance when you need to choose what slot. It will also help balance some isses with h.Elf classes (20% + heal to them)
isnt it just 10%?
told with some re balance...
Sm have a 20% heal more tactic, mirror that to am would make it more comparable to Shammy run tactic make him able to kite better i hope, anyway just a whis idea. ( i know the 20% heal tactic is not the racial one but d-elf have a 10% and imo they shoudl get both mirrored to 20% so that both dok would be better in pair with wp and AM better in pair with shammy; centurys of training is a joke as racial tactic compared to absorb tactic of emp/chaos).

would end as

squig/shammy--> run tactic
am/sw-->20% more heals

choppa/Bo--> wounds tactic
sm/wl--> centurys of training

anyway swaps like this one can be done with out make occur major changes to tactics number.
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Bozzax
Posts: 2650

Re: [Split] Marauder discussion

Post#564 » Sat Oct 17, 2015 11:49 am

Never thought I'd see a 4K fester in combat log in T2 :?
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Tesq
Posts: 5713

Re: [Split] Marauder discussion

Post#565 » Sat Oct 17, 2015 12:05 pm

Bozzax wrote:Never thought I'd see a 4K fester in combat log in T2 :?
this can oneshoot my dok seriusly....i have 3400 wounds...
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Greatwarden
Posts: 80

Re: [Split] Marauder discussion

Post#566 » Sat Oct 17, 2015 12:33 pm

Tesq wrote:
thullonse wrote:
Tesq wrote:
would end as

squig/shammy--> run tactic
am/sw-->20% more heals

choppa/Bo--> wounds tactic
sm/wl--> centurys of training

anyway swaps like this one can be done with out make occur major changes to tactics number.
I'm having difficulty seeing how 'more heals' is similar to 'harder to slow, knock-down, debuff' ect or how 'another DOT' is similar to '160 wounds'.

If anything 'more heals' MIGHT be a less-passive equivalent to the SH/Sham 'auto-detaunt' tactic.

The run tactic isn't only about damage taken, it's also about how easy it is to shut down or debuff a target AND some measure of resistance against snares.

Group play is all about the ability for teams to put pressure on the right targets at the right time. Whereas the AM is often the FIRST no-brainer target of a Destro melee-train, in 6 v 6, the Shammie has decent odds of being the LAST survivor kiting their way back to the warcamp (at level 40).

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Coryphaus
Posts: 2230

Re: [Split] Marauder discussion

Post#567 » Sat Oct 17, 2015 12:37 pm

Before you start complaing of TE vs fetch let us see how the 2 abilites are implemented here in RoR

granted i feel that this game can work just fine with out pulls and both could just be removed

monstro is a god dam joke in the grand scheme of things you go into that stance and all your dmg is gone, sure it could be cheese in a 1v1 but its just a weak HoT that cant really help you down the line, your trying to act like switching to mosntro makes maras suddenly into tank or something

if it werent for stab you gooder choppas wouldnt even be on the periphery of strenght in relation to slayers and blorcs would be even more garbage and Da Biggest is all but forgotten later in the game

crippling strikes dosnt stack on top of challange, sure you can have the ability just give chosen 20% grp crit and 15% grp healing, runefang and shatter confindence so that they can wreck ams

super punt requires close to max hate,down the line kotbs get superpunt tactic which doesnt require a secondary factor to affect distance

Yes destined for victory is good but you stated it your self no mara gets crushing blow, no mara goes up monstro tree unless their susing the class for pve farming
Tesq wrote:
Bozzax wrote:Never thought I'd see a 4K fester in combat log in T2 :?
this can oneshoot my dok seriusly....i have 3400 wounds...
1 shots are fair and balanced guysz :roll:
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Tesq
Posts: 5713

Re: [Split] Marauder discussion

Post#568 » Sat Oct 17, 2015 12:45 pm

Greatwarden wrote:
I'm having difficulty seeing how 'more heals' is similar to 'harder to slow, knock-down, debuff' ect or how 'another DOT' is similar to '160 wounds'.

If anything 'more heals' MIGHT be a less-passive equivalent to the SH/Sham 'auto-detaunt' tactic.

The run tactic isn't only about damage taken, it's also about how easy it is to shut down or debuff a target AND some measure of resistance against snares.

Group play is all about the ability for teams to put pressure on the right targets at the right time. Whereas the AM is often the FIRST no-brainer target of a Destro melee-train, in 6 v 6, the Shammie has decent odds of being the LAST survivor kiting their way back to the warcamp (at level 40).
20% heal more from all source mean as group play you won't going down, problem are WE and not pre kite. Some that can shut you down in few sec so grant a 20% heal more from all source mean your hot will heal yourself a lot more (as for others hots, being 1 vs 2 of squig mean you can slot another 1 so that you can slot desperation and get on yourself +60% heal counter the WE heal debuff when low life. ( it also make you heal better others..)

also funnel esence cast while moving, easy...
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tomato
Posts: 403

Re: [Split] Marauder discussion

Post#569 » Sat Oct 17, 2015 12:51 pm

@coryphaus
1. Switching to monstro makes marauders unkillable for physical dps dealers.
2. Stab you goooder on choppa is extremly good, so you should run flanking/syg right know (no wild gambit needed, but lets cry first)
3. Interesting how your knight has 5 tactic slots. And btw you missed one of his best tactics. (but rather take runefang, what)
4.ktobs superpunt is same as chosen superpunt, both don't cover much distance, only vertical and you won't even use it on knight. Bg punt=best punt.

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Bozzax
Posts: 2650

Re: [Split] Marauder discussion

Post#570 » Sat Oct 17, 2015 12:57 pm

Bozzax wrote:Never thought I'd see a 4K fester in combat log in T2 :?
Another one at 3120 / 531 migrated
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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