Feed back on the mara changes.
Posted: Sat Nov 05, 2016 6:20 am
So over the past week i have been trying out the experimental changes to the marauder so i thought i'd be useful for a change and give some feed back.
I think i will start with the positives, after doing a bit of testing with wrecking ball I think the skill is in a good place now that the melee bombing issues have been resolved. The damage is i would judge at an acceptable level not to high as to be op and not to low to be useless. It hits twice a second which is a large bonus on procs and the monstro spec its self is very high in crit due to WOM so all in all the ability now preforms adequately.
On to the TB changes. I can report that initial burst is unharmed so any target that would die fast will continue to do so. On the matter of up time for the debuff, again it was generally unaffected I was still seeing a large amount of up time the cool down increase doesn't do anything to reduce the debuffing power. The cool down increase has had 2 negative affects on the marauder firstly its sustained dps is reduced TB is a big part of the rotation and its used every cool down whether the debuff was cleansed or not. Now after 5 skills in a rotation TB,CC,TC,Deb,DS you will find several "dead" gcd's this dead gcd is actually quite harmful to the maras sustained dps. The problem is exasperated further when cool down increasers are applied secondary rotations become highly unformulated, disjointed and low in dps due to filler skills like rend. I have had moment where i kited off simply because i had no worth wile abilities to use which feels kinda meh.
In closing id say the changes are a partial success and it was fun solo wiping a warband while wrecking ball was bugged XD i look forward to testing other changes in the future.
I think i will start with the positives, after doing a bit of testing with wrecking ball I think the skill is in a good place now that the melee bombing issues have been resolved. The damage is i would judge at an acceptable level not to high as to be op and not to low to be useless. It hits twice a second which is a large bonus on procs and the monstro spec its self is very high in crit due to WOM so all in all the ability now preforms adequately.
On to the TB changes. I can report that initial burst is unharmed so any target that would die fast will continue to do so. On the matter of up time for the debuff, again it was generally unaffected I was still seeing a large amount of up time the cool down increase doesn't do anything to reduce the debuffing power. The cool down increase has had 2 negative affects on the marauder firstly its sustained dps is reduced TB is a big part of the rotation and its used every cool down whether the debuff was cleansed or not. Now after 5 skills in a rotation TB,CC,TC,Deb,DS you will find several "dead" gcd's this dead gcd is actually quite harmful to the maras sustained dps. The problem is exasperated further when cool down increasers are applied secondary rotations become highly unformulated, disjointed and low in dps due to filler skills like rend. I have had moment where i kited off simply because i had no worth wile abilities to use which feels kinda meh.
In closing id say the changes are a partial success and it was fun solo wiping a warband while wrecking ball was bugged XD i look forward to testing other changes in the future.