Tesq wrote: ↑Sat Feb 17, 2018 12:24 pm
PROBLEMS (summary):
A-way too good def tool on a dps
B-actually double component (double the opness/skill economy/skill acccess economy)
C-no skill involved and basically critical choice compared to the other 2 "gifts of mutation" / aza nerf to chance to proc didnt solve the problem (idk if the chance proc reduction is Still in effect but seems so).
D-no or only one counter
Hi Tesq,
I play a marauder 40/69 myself. I want to share my experiences with you, regarding your analysis. I play my marauder with 4 dom 2 conq and full genesis off set.
A- Regarding PVE: First of all Warhammer Online is a game with focus on PvP/RvR so the balance should be focussing on this and not PvE. Second: When you switch to monstro stance you loose dps, you're not unkillable, and it is simply not true you negate the damage of for example a slayer completely. When you are focused and use everytime GoM you will not kill for example a slayer in GoM stance. Trust me, AoE slayer wielding around axes can put a very high pressure on you and your group. Regardless of RvR or Scenarios: In small scale fights a marauder who skilled monstro is in my opinion not very useful, the only viable way is savagery/brutality. Third: GoM is only useful against physical damage, BW, WH, even dots of a SW will hurt still. Of course the marauder is not easy to kill, but he is only a good melee class because of his armor type and his survivability. Trust me, every slayer, choppa, witch hunter and witch elf will out burst a marauder. The marauder is doing his damage in the long run.
B- I often go butchering with my mara (specced with sav/brut), of course I can tank some mobs in GoM, but I have to switch tactics to riposte and absorb bubble otherwise I will die. I think the marauder is as effective as farm char as for example a KotBS or a Chosen. Btw tanks that use life reg items and skilled full def are way more annoying and more hard to kill than a marauder that switches to GoM when he is at 25% health.
C- FIrst: Since when skill or critical choice is a core element of Warhammer Online? This is a tab based game you don't have a cross hair and have to aim. Second: The marauder is designed as a stance switching class. If you don't skill in the tree that does imply the tree must completely rubbish.
D- I played GoM on live server in Altdorf for example. It is viable when you spec it. But it is not viable when every mara in the warband is GoM specced. Because all you do is AoE that every warrior priest heals with a smile on his face. The only utility in the GoM tree is morale remove, the AoE knockdown and build up increase tactic.
I don't think GoM was intended as a "o ****" button, but is not as useful as you think. Of course (and I think every marauder use it this way) I try to use GoM when I am the main target of a melee group, but it is not as reliable as you think. I rely more on dominator set, heal/absorb pots, charge and so on. In relation to other melee dps for example slayer, marauders are not a burst class. They are a debuff-melee class in my opinion. Therefore they have to have tools like GoM, otherwise they can't support their group and fulfil their role as melee dps.
And last but not least: If you think GoM is too op, we should talk about shadow warriors melee stance. Isn't it the same? You don't have to skill the melee tree, but you get many goodies, just switching the stance ... I played a shadow warrior and it was exactly the same "o ****" reaction. I switched to melee stance when I was in focus by melees.
Shadow warriors and marauders are designed to switch stances, even when they are not skilling the tree they are switching in, the tree has to be useful in away.
I would recommend not to look at classes inidividually and pick specific advantages or misadvantages. It is better to look on both sides and to put it in relation to each other.