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Re: Mara trees and the everything in 1 spec problem

Posted: Thu Aug 10, 2017 6:01 pm
by Toldavf
No Mara in a 6 man is swaping his dps tactics for ap drain for anything but the lols.

Re: Mara trees and the everything in 1 spec problem

Posted: Thu Aug 10, 2017 6:07 pm
by Panzerkasper
TenTonHammer wrote:
Panzerkasper wrote: go for the really really ugly ap drain builds.
Maras would always he ap drain in the end though?


Yeah it's 40/80 build but they always get it
In the end and so in the grand scheme really nothing changed
Yes correct, it wont change anything in the long run.
The switch of the armor debuff values BG<>Mara will be a good step imho, but i wouldn't touch the mara any further, it is such a well thought through Character. He just shines out, because the other two mdps destro has are so bad.

Re: Mara trees and the everything in 1 spec problem

Posted: Thu Aug 10, 2017 6:11 pm
by Jaycub
AP drain is pretty powerful in smaller scale fights and 6v6, if you really wanted to be autistic about it you could have a tactic swap macro and use it based on engagements. With shaman AP drain and both mara ones (maybe BO too?) you can cripple one of the DPS.

Also all the groups I have been playing in recently mara doesn't even run healdebuff, since everyone is running SH in party now. You can pick up more dmg/def for mara or extra 10% crit for group on a target, usually more def or the 160 ini/ws tactic.

Re: Mara trees and the everything in 1 spec problem

Posted: Thu Aug 10, 2017 6:13 pm
by Penril
I love SHs <3

Re: Mara trees and the everything in 1 spec problem

Posted: Tue Aug 15, 2017 9:55 am
by Dajciekrwi
Jaycub wrote: Also all the groups I have been playing in recently mara doesn't even run healdebuff, since everyone is running SH in party now. You can pick up more dmg/def for mara or extra 10% crit for group on a target, usually more def or the 160 ini/ws tactic.
Honestly, i can confirm that, Mara healdebuff in group with SH/Choppa is not important.

Re: Mara trees and the everything in 1 spec problem

Posted: Tue Aug 15, 2017 11:59 am
by peterthepan3
Dajciekrwi wrote:
Jaycub wrote: Also all the groups I have been playing in recently mara doesn't even run healdebuff, since everyone is running SH in party now. You can pick up more dmg/def for mara or extra 10% crit for group on a target, usually more def or the 160 ini/ws tactic.
Honestly, i can confirm that, Mara healdebuff in group with SH/Choppa is not important.

It actually helps with your survivability due to its vampiric mechanic, too. Having access to another healdebuff with 100% uptime is huge.

Re: Mara trees and the everything in 1 spec problem

Posted: Tue Aug 15, 2017 12:04 pm
by Toldavf
peterthepan3 wrote:
Dajciekrwi wrote:
Jaycub wrote: Also all the groups I have been playing in recently mara doesn't even run healdebuff, since everyone is running SH in party now. You can pick up more dmg/def for mara or extra 10% crit for group on a target, usually more def or the 160 ini/ws tactic.
Honestly, i can confirm that, Mara healdebuff in group with SH/Choppa is not important.

It actually helps with your survivability due to its vampiric mechanic, too. Having access to another healdebuff with 100% uptime is huge.
But you have to admit that 4th slot has some pretty hot contention. There's no real 100% consensus on the BIS 4th tactic which I actually see as a positive thing.

Re: Mara trees and the everything in 1 spec problem

Posted: Wed Aug 16, 2017 6:46 am
by Dajciekrwi
Toldavf wrote: But you have to admit that 4th slot has some pretty hot contention. There's no real 100% consensus on the BIS 4th tactic which I actually see as a positive thing.
Ofc, one thing really good on marauder as a type of character his flexibility. Its not true that you Feeding on Fear, Piercing Bite or Deadly Clutch are "must have", to do mara work in wb, party or even solo.

Re: Mara trees and the everything in 1 spec problem

Posted: Wed Aug 16, 2017 7:44 am
by Bozzax
No maras more or less is fine. Lets talk about the elephant in the room.

1600 armor debuffs is mandatory in every build and in every serious party w 2 tanks and 2 pdps.

The 600-ish extra armor debuff is roughly a 13% damage increase for all pdps in your team. (Except on overcapped def tanks)
Spoiler:
To put it in context op non icd procs in proc meta was about 16-17% of your dps (if I remember it correctly).
As long as this is left untouched maras and wls are mandatory in all setups and remain the ones you build groups arround.
Spoiler:
The wounds debuff or heal debuff are fluff compared to those extra 13% pdps for your team.

Re: Mara trees and the everything in 1 spec problem

Posted: Wed Aug 16, 2017 8:26 am
by Scrilian
Elephant in the room is everyone and their grandma stacking up on those sweet 150+ armor talismans in every slot, since armor is the most effective mitigation by a huge margin, (unless you plan to bomb then you'd probably stack wounds), all while weapon skill provides mediocre penetration at best.

Debuff itself is like 1200-1440 in most builds anyway, I don't see any problem with it being better than tank/rdps variant since you need to be in melee to apply it and aren't as tanky.
Armor values will increase with higher gear like Warlord or Sov, debuff will stay the same.