Page 2 of 8
Re: 2 queries about marauder
Posted: Tue Jun 02, 2015 11:13 pm
by Rizzrack
Sav brut is all you need tbt no need to go up monstro unless you want a second kd the problem with Mara is that it is simply 2good for the damage that we's and chops can do they sacrafice survive ablity Mara is a class with almost no downsides strong utility good damage and the survivability of an off class tank
Re: 2 queries about marauder
Posted: Wed Jun 03, 2015 4:01 am
by Moeroes
Marauder starts to get REALLY good in late t2 when you can spec for guillotine (lvl 25 it was I think).
Re: 2 queries about marauder
Posted: Wed Jun 03, 2015 4:27 am
by Adell
Azarael wrote:Armor penetration defense for Monstrosity is not implemented (mostly because I get lazy when I know I'm implementing OP.)
Having both
Vengeance of Nagarythe and
Unshakable Focus on my SW is causing a total devastation of my opponents every 30 seconds.
Could you find a way to shut those two abilities off (by mistake)?
Re: 2 queries about marauder
Posted: Wed Jun 03, 2015 6:45 am
by Bozzax
xaunik wrote:what you gain from Monstro pales into what you lose by not being in Sav
It is sort of similar to slotting def armor, armor tactic and stun/KD def tactic on a slayer and never go in to red.
Re: 2 queries about marauder
Posted: Thu Jun 04, 2015 9:13 am
by Xaun
Bozzax wrote:xaunik wrote:what you gain from Monstro pales into what you lose by not being in Sav
It is sort of similar to slotting def armor, armor tactic and stun/KD def tactic on a slayer and never go in to red.
Or alternatively the flip side of that (that you conveniently forgot to mention) is
-not having a yellow or red to go into to boost damage
-not having access to: AP drain, Armor Debuff, Heal Debuff, Guillotine (high dmg finisher), Impale, Melee-barb, Gut-Ripper, Rend
-Piercing Bite, when in Monstro, and arguably the Mara's biggest dmg boost would then affect which skills? Demo? Touch of Rot? Mouth of Tzeentch? - sorry but this isn't going to dps down a healed or guarded target
Sorry - but it's a weak argument. Monstro Maras hit like wet noodles.
Yes they are more robust, but the healing component is weak (albeit it is a heal) and won't outheal an equivalent rank dps's damage by _any_ stretch of the imagination, and although the armor pen reduction due to WS is a solid benefit, it won't stop armor-ignore skills or armor-debuffs
But if your argument is that they have this immense level of defence (which it isn't, it's just decent) without a monumental nerf to their damage output/utility/effectiveness, the facts suggest otherwise.
Re: 2 queries about marauder
Posted: Thu Jun 04, 2015 9:45 am
by Luth
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.

Re: 2 queries about marauder
Posted: Thu Jun 04, 2015 10:18 am
by Bozzax
Game sure is based on 1-1
Re: 2 queries about marauder
Posted: Thu Jun 04, 2015 10:32 am
by Rizzrack
Mara has more than enough utility to be useful in grps like that bull **** pull
Re: 2 queries about marauder
Posted: Thu Jun 04, 2015 10:37 am
by Ototo
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.

This is basically true. I dont get why people like Sav that much. I feel it a weak mutation out of over-healing enviroment. If u reached the point whr a Mara is over-healed in Brut, u can pretty much go with Gift of Release and still score the kills, cause u are a twink.
Re: 2 queries about marauder
Posted: Thu Jun 04, 2015 10:45 am
by Luth
Bozzax wrote:Game sure is based on 1-1
I never wrote this.
There are just a lot of "marauder got wrecked" videos, with marauders switching to monstro on 10%-20% HP.
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:
armor debuff: length 10 sec / cooldown 10 sec. = 100% uptime
wounds debuff: length 20 sec. / cooldown 5 sec. = 400% uptime
thoughness debuff: length 20 sec. / no cooldown = infinite uptime
healdebuff: length 10 seconds* / cooldown 5 sec. = 200% uptime
There is no need to take any other dps class over a marauder to get a missing debuff for the group. I think as mythic buffed the marauders damage output, they missed the chance to remove one or two important debuffs that are redundant on other destro classes (maybe wounds and/or thoughness).
There would be still many tools left, that are unique in the game (or particulary unique on a melee class).
*requires the target to be ailing, but no real problem with every debuff being an ailment.
