[Mara] Deadly Clutch
Posted: Wed Nov 02, 2016 4:29 am
So the marauder has for a very long time enjoyed the best collection of debuffs available in the game. It has an excellent wounds debuff, the best armour debuff and the ability to use a tactic to gain the best incoming heal debuff also. Wounds, armour, and inc heal no other single class in the game can bring all of this to the table and that is something of a problem.
So why is it a problem for a class to bring all of this to the table?, well simply answered if the marauder brings everything why take any other class?. Back on live it wasn't uncommon to see double Mara premades because well they where just that powerful other mdps where much less common.
So looking at which of the three abilities should be for the chop so to speak I eventually decided that deadly clutch would be the correct move for several reasons.
Firstly the other 2 abilities Cutting Claw the armour debuff is an important part of the marauders ability to do damage without it the marauder would cease to do damage and become completely undesirable as a dps, while Thunderous Blows (while on its short cool down) provides a substantial amount of the marauders total dps generally being used every cool down whether it was cleansed or not(Im aware the debuff up time is to long but different discussion for a different day).
Secondly removing the tactic encourages a greater diversity of classes being played as i believe if it is desirable to have multiples of any one class in a group then perhaps that is over preforming, by reducing the number of roles a marauder can fill you are opening up more formats for group composition.
My solution is simple enough, the deadly clutch tactic should be removed for a trial period after which it can be reassessed. If it is found that marauder preforms adequately without it's 50% incoming heal debuff then deadly clutch can be ear marked for a rework once the new client is done.
So why is it a problem for a class to bring all of this to the table?, well simply answered if the marauder brings everything why take any other class?. Back on live it wasn't uncommon to see double Mara premades because well they where just that powerful other mdps where much less common.
So looking at which of the three abilities should be for the chop so to speak I eventually decided that deadly clutch would be the correct move for several reasons.
Firstly the other 2 abilities Cutting Claw the armour debuff is an important part of the marauders ability to do damage without it the marauder would cease to do damage and become completely undesirable as a dps, while Thunderous Blows (while on its short cool down) provides a substantial amount of the marauders total dps generally being used every cool down whether it was cleansed or not(Im aware the debuff up time is to long but different discussion for a different day).
Secondly removing the tactic encourages a greater diversity of classes being played as i believe if it is desirable to have multiples of any one class in a group then perhaps that is over preforming, by reducing the number of roles a marauder can fill you are opening up more formats for group composition.
My solution is simple enough, the deadly clutch tactic should be removed for a trial period after which it can be reassessed. If it is found that marauder preforms adequately without it's 50% incoming heal debuff then deadly clutch can be ear marked for a rework once the new client is done.