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jitsuo

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  1. jitsuo

    Force camo

    How many Ranged attacks do Marauders have? How about Guard?
  2. jitsuo

    Force camo

    Because it's a damn good gap closer.
  3. I agree. Rage Juggies are incredibly amazing in Huttball. With 2 leaps, intercede, and Force Push, they're scary good ball carriers.
  4. Honestly, I have them picked as the next top class. They're beasts when played well and hard counter Marauders and PT's. Sorcerers get rolled up and tossed out by them and their interrupts wreck Mercs. If they get a way to counter stealth users, they'll be scary good.
  5. Singular battles in a group? A lot actually, there are quite a few times that a Merc and I can fight in a group with little interruption.
  6. A good Marauder wouldn't Charge up the ramps unless he must Rocket Punch barely works when a Marauder knows how to position himself. Predation allows you to LOS with only 1 Tracer stack in the worst case scenario. I doubt you'd do enough damage to cause a Mara to pop Undying in the time it takes to get up the ramp.
  7. I'll respectfully disagree. The only time I believe a Merc would easily destroy a Marauder is if 1. Every knockback launches the Marauder off the ramp (Highly unlikely if the Mara is competent) 2. The Undying Rage, Force Camo, and Frenzy is on CD (Only after a close fight) or 3. A knockback means certain death. Every other time, the hardyness+ability to get back to the target with Force Camo+Frenzy+Charge gives me enough tools to beat a Merc. Am I undefeated against them? Of course not, but I tend to engage them when I shouldn't. When I have all my CDs, a Merc is 100% dead.
  8. He's talking about the Merc
  9. Force Camo is a 45 second skill that I use to interrupt, counter KBs, or escape. If I'm tackling a Merc on the ramps, it's not on CD.
  10. If a Marauder and a Merc are both the same skill, the Marauder will win. You have to know this.
  11. Sounds about right to me, each side has l2p issues Good Mercs can pump out a LOT of damage, great ones can do it even with a class interrupting them, but if I let a great Merc freecast into a group, my team is dead. I'd rather be kept busy whilst keeping a Merc busy than just letting him melt my team.
  12. Well the first KB is difficult to avoid because it's a far knockback. The Rocket Punch knockback, on the other hand, is easy to avoid. The only time a Merc moves is when he's positioning himself to try that knockback. I can avoid it 1/2 of the time. Luckily, each time he succeeds, my Charge is usually up
  13. Merc still has to knock me off the ramp. He's not going to do it 100% of the time, it's pretty easy to walk back from the RP knockback. Either way, the Merc is as good as dead.
  14. Run up the ramp to the Merc. 1st KB is countered with a Charge. 2nd KB is countered with Force Camo. I will then either LOS until Charge is back up or walk back to them if they didn't knock me off the ramp. The Merc is then easy pickings. I LOVE killing mercs on the ramps.
  15. If you get popped off the bridge in Huttball you do one of two things 1. Charge back 2. Force Camo--->LOS--->Charge back If you lose to a TM merc as a Marauder, you're terrible
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