[Marauder] Thunderous blows cool downs
Posted: Tue Jan 17, 2017 11:45 pm
So i am posting this in response to this patch update that happened some time ago viewtopic.php?f=42&t=17985. Specifically the increase to thunderous blows cool down. The reason I'm bringing this up now is because A. I wanted to get a long play time with the new cool down and allow my play of the toon to adjust and B. to talk to other marauders and see how they feel about it.
The long and short of it is the updated cool down seriously affected the marauders ability to deal sustained dps past the 5/6 gcd point,they have plenty of ap but no skills off cool down that provide decent damage. Before the change marauder was reliant on TB to act as a filler in between other abilities this allowed it to maintain high sustained dps (something all mdps should be able to achieve). The problem is that now we lack that filler and our damage drops off a fair bit while we wait for other abilities to come off cool down.
While the marauders dps was reduced its ability to debuff was harmed significantly less and i still see near 100% up time on TB and certainly 2nd rotation Tb's are never cleansed so very little has changed in this regard.
It was mentioned in the brief that Tb is a 5 point skill and that its cool down is much shorter then comparable effects. To answer these well made points I would like to say that even in its current form TB could be at the top of savagery or brutality and marauders would still spec it, Its just that important to the tool kit. To address the second point about its comparability i would say the only debuff that compares to it is devastate for the slayer, that is the only debuff that is the same size. Now while devastate has always been a skill with a 10 second cool down, slayer has never in its two handed build been reliant on it for damage the slayer has good spamables potentially 3 good spamables in 2hander build, that's something the marauder doesn't have it at most has one spamable that is only good when you are positioned behind the target.
In short the marauder needs to rotate and playing with the cool downs may have harmed the class in ways that where initially unintended.
Solutions
1. A total reversal of the Experimental change
2. Change the cool down to 5 seconds and half the debuff duration.
3. A reversal and boosting it higher in the tree
4. A combo of the above
The long and short of it is the updated cool down seriously affected the marauders ability to deal sustained dps past the 5/6 gcd point,they have plenty of ap but no skills off cool down that provide decent damage. Before the change marauder was reliant on TB to act as a filler in between other abilities this allowed it to maintain high sustained dps (something all mdps should be able to achieve). The problem is that now we lack that filler and our damage drops off a fair bit while we wait for other abilities to come off cool down.
While the marauders dps was reduced its ability to debuff was harmed significantly less and i still see near 100% up time on TB and certainly 2nd rotation Tb's are never cleansed so very little has changed in this regard.
It was mentioned in the brief that Tb is a 5 point skill and that its cool down is much shorter then comparable effects. To answer these well made points I would like to say that even in its current form TB could be at the top of savagery or brutality and marauders would still spec it, Its just that important to the tool kit. To address the second point about its comparability i would say the only debuff that compares to it is devastate for the slayer, that is the only debuff that is the same size. Now while devastate has always been a skill with a 10 second cool down, slayer has never in its two handed build been reliant on it for damage the slayer has good spamables potentially 3 good spamables in 2hander build, that's something the marauder doesn't have it at most has one spamable that is only good when you are positioned behind the target.
In short the marauder needs to rotate and playing with the cool downs may have harmed the class in ways that where initially unintended.
Solutions
1. A total reversal of the Experimental change
2. Change the cool down to 5 seconds and half the debuff duration.
3. A reversal and boosting it higher in the tree
4. A combo of the above