Recent Topics

Ads

2 queries about marauder

Chat about everything else - ask questions, share stories, or just hang out.
Luth
Posts: 2840

Re: 2 queries about marauder

Post#21 » Thu Jun 04, 2015 10:50 am

Ototo wrote:
I dont get why people like Sav that much.
You need the armor- and healdebuff in any decent fight. Additionally, if you spec higher in the path, the not-percentage abilities debuff for a higher value (armor, wounds, thoughness, etc.).

Ads
User avatar
Bozzax
Posts: 2635

Re: 2 queries about marauder

Post#22 » Thu Jun 04, 2015 11:25 am

Luth wrote: Imo the real problem with the marauder is, that he has every important debuff to put a target under pressure and most of the debuffs have a very high uptime:
In most cases a proper group has multiple of each you've listed cept the 1600 armor and shouldn't need 20s duration to drop a focused target. That said Maras is the most complete dest MDPS and Slayer is on Order as long as WL has kitty problems
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

User avatar
Xaun
Posts: 230

Re: 2 queries about marauder

Post#23 » Thu Jun 04, 2015 11:34 am

Luth wrote:How to win every 1vs1 against a melee class as a marauder:

1. start in monstro stance until the enemy has blown most of his AP into your monstro proc
2. switch to savagery to debuff
3. switch to brutality to kill

Step 2 is optional, depends on how much HP the target has after step 1 is done. :lol:
Not true, and suffers the same issues all mdps (except WL) have against ranged dps - it's not the conquer-all, win-if-we-have-one-in-the-group class people make it out to be

The game isn't based on 1v1, although it happens often enough to be a viable metric (and speaking with regards to end-game)

If WL (and pet) can keep the Mara snared and get the front loaded burst in whilst kiting a little it can be difficult for the Mara to get into melee range of the WL

If Slayer, axe throw to start rage -> Rampage -> ID -> Shatter Limbs (affects 2nd rotation and beyond), will still hurt the Mara regardless of stance

If WH starts in stealth there are different rotations (depending if you're specced Exit Wound or Burn Away Lies), but I forget all the skills as it's been a while since I played T4 WH. Ask TKLees - he was an excellent WH and took out plenty of top Maras comfortably

User avatar
Xaun
Posts: 230

Re: 2 queries about marauder

Post#24 » Thu Jun 04, 2015 11:37 am

Bozzax wrote:
Luth wrote: Imo the real problem with the marauder is, that he has every important debuff to put a target under pressure and most of the debuffs have a very high uptime:
In most cases a proper group has multiple of each you've listed cept the 1600 armor and shouldn't need 20s duration to drop a focused target. That said Maras is the most complete dest MDPS and Slayer is on Order as long as WL has kitty problems
Have you seen Azarael's "homing-Aslan-on-steroids" version of the pet since the patch?
(albeit if the pet stats/armor etc doesn't scale with level as they are in T1, it should even itself out by T4)

Luth
Posts: 2840

Re: 2 queries about marauder

Post#25 » Thu Jun 04, 2015 11:53 am

Yes true, no 20 seconds needed. What i meant was, even if one of the debuffs is removed, you can reapply it very fast because of the short cooldowns.
Also i really think, if there would be one or two debuffs removed, it would create more demand for other destro classes in groups.

e.g. on order side:
If you want a wounds debuff, you have to recruit a 2h knight or 2h slayer. If you want the best armor debuff, you need a WL. If you want a mdps with an incoming healdebuff, you can't take a WL.

Edit: not saying that order has no imbalances.
But putting all the important debuffs on a class, that has already many special tools, was not the best decision from a game design perspective. :|
For the same reason i think, that all knight+chosen auras should only debuff 50% of their buff value (like it was done with the resistance aura in a patch).
Why using your thoughness debuffs, when a knight/chosen can debuff about the same value "on the fly" by simply running through the enemies?

User avatar
Azarael
Posts: 5332

Re: 2 queries about marauder

Post#26 » Thu Jun 04, 2015 11:56 am

Luth wrote:For the same reason i think, that all knight+chosen auras should only debuff 50% of their buff value (like it was done with the resistance aura in a patch).
Why using your thoughness debuffs, when a knight/chosen can debuff about the same value "on the fly" by simply running through the enemies?
Pretty much. Passive debuffs should never eliminate the need to use active ones.

User avatar
Bozzax
Posts: 2635

Re: 2 queries about marauder

Post#27 » Thu Jun 04, 2015 11:57 am

Xaun wrote: Have you seen Azarael's "homing-Aslan-on-steroids" version of the pet since the patch?
(albeit if the pet stats/armor etc doesn't scale with level as they are in T1, it should even itself out by T4)
Yep love it finally WL problems are being dealt with
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

User avatar
Bozzax
Posts: 2635

Re: 2 queries about marauder

Post#28 » Thu Jun 04, 2015 12:11 pm

Luth wrote:Yes true, no 20 seconds needed. What i meant was, even if one of the debuffs is removed, you can reapply it very fast because of the short cooldowns.
Also i really think, if there would be one or two debuffs removed, it would create more demand for other destro classes in groups.

e.g. on order side:
If you want a wounds debuff, you have to recruit a 2h knight or 2h slayer. If you want the best armor debuff, you need a WL. If you want a mdps with an incoming healdebuff, you can't take a WL.

Edit: not saying that order has no imbalances.
But putting all the important debuffs on a class, that has already many special tools, was not the best decision from a game design perspective. :|
For the same reason i think, that all knight+chosen auras should only debuff 50% of their buff value (like it was done with the resistance aura in a patch).
Why using your thoughness debuffs, when a knight/chosen can debuff about the same value "on the fly" by simply running through the enemies?
AOE passive should be less effective ye

Regarding buffs/debuffs I still maintain the standpoint multiple weaker buffs should be allowed to stack up to the current max value of that type (yep even passive AOE auras). The fact that they don't is a much bigger flaw then Maras having one or two extra buffs/debuffs
Last edited by Bozzax on Thu Jun 04, 2015 12:40 pm, edited 1 time in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

Ads
User avatar
Coryphaus
Posts: 2230

Re: 2 queries about marauder

Post#29 » Thu Jun 04, 2015 12:53 pm

Bozzax wrote: In most cases a proper group has multiple of each you've listed cept the 1600 armor and shouldn't need 20s duration to drop a focused target. That said Maras is the most complete dest MDPS and Slayer is on Order as long as WL has kitty problems
Yes because mara has pretty much no downsides to the class and slayer has much better abilities and is better than choppa in many aspects
Image

User avatar
Bozzax
Posts: 2635

Re: 2 queries about marauder

Post#30 » Thu Jun 04, 2015 5:48 pm

Also in all fairness I think most stackable (usually x3) debuffs should be remade to full x3 at one hit. Slayer toughness debuff is one example or BG Mind killer
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

Who is online

Users browsing this forum: Google [Bot], onegoodapollo, sullemunk and 6 guests