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[Marauder] Flames of Fate

Discuss Chosen, Magus, Marauder, and Zealot.
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bloodi
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Posts: 1725

Re: [Marauder] Flames of Fate

Post#21 » Mon Jan 18, 2016 9:03 pm

Ziliya wrote:You aren't insulting anything but your own intelligence. Not wasting my time with this.
Thats right, you need all the time you have to explain us how having ranged skills on a mdps completely dodges the concept of a mpds,

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Ziliya
Posts: 36

Re: [Marauder] Flames of Fate

Post#22 » Mon Jan 18, 2016 9:08 pm

bloodi wrote:
Ziliya wrote:You aren't insulting anything but your own intelligence. Not wasting my time with this.
Thats right, you need all the time you have to explain us how having ranged skills on a mdps completely dodges the concept of a mpds,
Are you actually serious? You really think that a ranged ability on a class that is inherently focused on close combat doesn't dodge the concept of a melee dps? I'm embarrassed for you.

bloodi
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Re: [Marauder] Flames of Fate

Post#23 » Mon Jan 18, 2016 9:14 pm

Ziliya wrote:Are you actually serious? You really think that a ranged ability on a class that is inherently focused on close combat doesn't dodge the concept of a melee dps? I'm embarrassed for you.
Imagine how embarrased you will be when you find out every melee class hass ranged tools and skills and every ranged class has melee range skills.

Ziliya
Posts: 36

Re: [Marauder] Flames of Fate

Post#24 » Mon Jan 18, 2016 9:20 pm

bloodi wrote:
Ziliya wrote:Are you actually serious? You really think that a ranged ability on a class that is inherently focused on close combat doesn't dodge the concept of a melee dps? I'm embarrassed for you.
Imagine how embarrased you will be when you find out every melee class hass ranged tools and skills and every ranged class has melee range skills.
I knew you'd cite this, because its the only defense that you have.

First of all, yes, there are some ranged skills on melee dps. Though this does not make them correct just because they exist. Most, are fairly balanced and are actually viable. This ability in particular, is an issue because it is a ranged root that also does damage. Its a cheap ability and does not belong on a mdps. Healers and ranged dps alike have no possible way to escape from it, and it lasts around 8 seconds. Its a cheap ability, theres no denying that. Also, I'm not sure if you are aware but ranged abilities can also be used at a melee distance regardless of the fact that they are ranged abilities. Ever notice that there isn't a lower bound on range for most ranged abilities?

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Morf
Posts: 1247

Re: [Marauder] Flames of Fate

Post#25 » Mon Jan 18, 2016 9:31 pm

TenTonHammer wrote:
Mara has snare that cant be cleansed

WL has double snares between the player and pet


If you make their morale snares 5ft then there is no point to taking them over sever nerve and the burst it gives

Its a root not a snare and all snares are cleansable apart from morale snares and dok covenant ?

They are skills that even with great positioning you can still be punished, it may not seem as bad when playing a mdps or tank but for the other 12 classes you have to hope you have focus mind which being a morale 2 and wl/mara root being m1 it seems a bit unjust.
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder

bloodi
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Posts: 1725

Re: [Marauder] Flames of Fate

Post#26 » Mon Jan 18, 2016 9:37 pm

Ziliya wrote: I knew you'd cite this, because its the only defense that you have.

First of all, yes, there are some ranged skills on melee dps. Though this does not make them correct just because they exist. Most, are fairly balanced and are actually viable. This ability in particular, is an issue because it is a ranged root that also does damage. Its a cheap ability and does not belong on a mdps. Healers and ranged dps alike have no possible way to escape from it, and it lasts around 8 seconds. Its a cheap ability, theres no denying that.
Here we go, now you are at least trying, you are wrong but hey, you are trying.

You did not even get the duration value right, its 5 seconds and the 2 archetypes you cited are precisely, the ones who can counter it, Focused mind both makes you immune to it durings its duration and cleanses it on use, healers and rpds both have access to it.

So its in fact not cheap and there is plenty of ways to deny it
Ziliya wrote: Also, I'm not sure if you are aware but ranged abilities can also be used at a melee distance regardless of the fact that they are ranged abilities. Ever notice that there isn't a lower bound on range for most ranged abilities?
And i am sure you are not aware but Engineer, Shadow warrior and BW, all have close range, 30 for Bw, 45 for enginner and straight up melee for Sw abilities, you are just so sure about the "mdps concept" being only melee that you fail to see that such concept only exists on your mind.

Really, you are making such a deal out of this, i guess when you discover what Terrible Embrace does you will have some form of aneurysm.

Ziliya
Posts: 36

Re: [Marauder] Flames of Fate

Post#27 » Mon Jan 18, 2016 9:43 pm

bloodi wrote:
Ziliya wrote: I knew you'd cite this, because its the only defense that you have.

First of all, yes, there are some ranged skills on melee dps. Though this does not make them correct just because they exist. Most, are fairly balanced and are actually viable. This ability in particular, is an issue because it is a ranged root that also does damage. Its a cheap ability and does not belong on a mdps. Healers and ranged dps alike have no possible way to escape from it, and it lasts around 8 seconds. Its a cheap ability, theres no denying that.
Here we go, now you are at least trying, you are wrong but hey, you are trying.

You did not even get the duration value right, its 5 seconds and the 2 archetypes you cited are precisely, the ones who can counter it, Focused mind both makes you immune to it durings its duration and cleanses it on use, healers and rpds both have access to it.

So its in fact not cheap and there is plenty of ways to deny it
Ziliya wrote: Also, I'm not sure if you are aware but ranged abilities can also be used at a melee distance regardless of the fact that they are ranged abilities. Ever notice that there isn't a lower bound on range for most ranged abilities?
And i am sure you are not aware but Engineer, Shadow warrior and BW, all have close range, 30 for Bw, 45 for enginner and straight up melee for Sw abilities, you are just so sure about the "mdps concept" being only melee that you fail to see that such concept only exists on your mind.

Really, you are making such a deal out of this, i guess when you discover what Terrible Embrace does you will have some form of aneurysm.

I got the duration wrong? Right. I'm wrong in the sense that I was rooted for greater than 5s multiple times today by this ability. You have absolutely no idea what you're talking about. Yes, the link says 5s, but if you had any experience with this ability (which you don't) you'd know that the listing is incorrect.

Wow, so now its the RDPS fault because they can't predict when to use an M2 that has to be slotted to dodge this ability? This can't be a serious argument, lol.

Like I said, yes, there are crossovers between melee abilties on ranged classes and ranged abilities on melee classes. It doesn't really prove anything to your point. The point I'm making here, is that it is cheap in the sense that it is a cop-out to being able to completely stop a rdps or healer instead of having the skill to catch them.

I'm entirely aware of terrible embrace, I've played a mara on live. The difference that you fail to note, is that that ability has a cast time and is extremely easy to escape considering it doesn't root the player.

The reason that it is a big deal is because it is a cheap, pathetic cop out for players who can't figure out how to catch a ranged dps that is kiting them. Whats the point of having ranged dps if we can just root everybody and run up to them with a melee train? Pathetic.

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magter3001
Posts: 1284

Re: [Marauder] Flames of Fate

Post#28 » Mon Jan 18, 2016 9:44 pm

The morale root last 10 seconds and is 65 ft. Mdps and Tanks can use juggernaut or whatever their root/snare immunity abilities are named to break from it. Rdps and healers can use Focused Mind to break from it. ;)

After you use the morale root, you gotta wait 60 seconds to use it again. 8-)
Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands ;)

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Toldavf
Posts: 1586

Re: [Marauder] Flames of Fate

Post#29 » Mon Jan 18, 2016 9:46 pm

Morf wrote:
TenTonHammer wrote:
Mara has snare that cant be cleansed

WL has double snares between the player and pet


If you make their morale snares 5ft then there is no point to taking them over sever nerve and the burst it gives

Its a root not a snare and all snares are cleansable apart from morale snares and dok covenant ?

They are skills that even with great positioning you can still be punished, it may not seem as bad when playing a mdps or tank but for the other 12 classes you have to hope you have focus mind which being a morale 2 and wl/mara root being m1 it seems a bit unjust.
So does sw and sh hacing a one button no ap hop away button. One morale isn't really that game breaking in the big picture.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

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Bretin
Posts: 929

Re: [Marauder] Flames of Fate

Post#30 » Mon Jan 18, 2016 9:48 pm

Morf wrote: Its a root not a snare and all snares are cleansable apart from morale snares and dok covenant ?
how long do you play this game m8? you are supposed to know that marauder snare type is "damage" and can't be cleansed.

ps: this info was for free :^)

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