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CellPerfect

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  1. I honestly love the fact that tanks are useful in PvP in ToR. In most games PvP tanks are really only good for not dying. In addition to this, in ToR they generally have good control and can help to keep people alive as well which is a play style that some love. Just the fact that classes can taunt and it's useful in PvP is pretty cool and original. Taking that away seems rather silly. Are there some fixes needed? Sure, but killing certain specs so that they have no viability in PvP at all just doesn't seem like a good call.
  2. This is pretty much exclusively for Carnage because that is what I have played the most of in 4.0 (and as a marauder / sentinel in general) but I run with: T1: Brazen, Overwhelm, Inexorable T2: Relentless, Defensive roll T3: Unbound, Brooding I feel like relentless and unbound are almost needed seeing as the speed is great and it's a root breaker on a 30 second CD. Brooding I always liked for the AoE stun and It gives you a great opener with blood thirst and berserk. In addition to that it can lower the CD on frenzy because of the alacrity boost from berserk so that is always nice. Most of the utilities I feel are quite down to personal preference.
  3. But they totally did, we now have a "dynamic" rotation with a 6 second rupture . All sarcasm aside, I'm going to be rerolling to carnage now. This new "quality of life buff" that they gave us is terrible. The spec got nerfed into the ground and is no fun to play at all. The funny thing is Bioware thinks they made the spec better when all they did was cause every to hate the spec. Even after all of the mountains of feed back and mathematically support to show them the error of their ways, they have still been to pig headed to see they were and are wrong. Oh well, at least there are some other fun classes and specs to play still, before bioware kills them too.
  4. I think we all know who is going to be the number 2 in this tournament as well
  5. Yes, and I have played it since launch although I would say I didn't main it until about June of 2012. The 2.10 version was best I would say because it flowed very well, was more dynamic of a spec and rotation was all around fun to play. I don't really feel that I have a favorite or least favorite ability, but I must admit that I love seeing big crits off of annihilate I actually really like the spec the way it is now. It's not as fun as it was I would say, but I'm pretty much satisfied with it as it is. I suppose the first one just because the resource management was better than this current build. No. The 3.2.1 changes are horrible. Pretty much the standard: pure DPS do more damage than other ACs or they have more utility, Melee parse slightly higher than ranged, sustained / DoT specs parse higher than burst spec, etc. Nope. Hence why I haven't posted feedback in a very long time. I don't feel like wasting my time with a group of devs who either don't care and don't read our feedback, or they think they are better than us and know more about what the class needs than us. Their metrics are terrible and they are totally blind to a number of issues (or, again, they just don't care). And it's not just with our class either. The only reason I am posting here is because I like and respect people like you (and others in the sentinel / marauder community) who have taken the time to come up with viable changes to the spec and tried to tell the devs how to make the best changes. Honestly I'm quite satisfied with the current build that is on live (especially compared to the 3.2.1 changes...). I don't think there's just one thing that could be changed to make the spec a whole lot better. Although on the 3.2.1 changes I would say to either shorten or lengthen the DoT duration of force rend so that it does not fall off of the target at the same time other DoTs falling off or other abilities coming off CD. Keeping the current build that is on live would keep me playing the spec. If the changes go through I will be switching to carnage.
  6. Taelord - Marauder - Annihilation - 5187 dps (or 5202 by parsely)
  7. Oh I have heard of that game. The graphics are great but the story sucks :/
  8. Posting on behalf of Sibek Korin - Sniper- Engineering - 5235.6 DPS
  9. Taelord - Marauder - Annihilation - 5092.5 DPS
  10. I would go with carnage over fury, however I think fury would do fine if you prefer it. Carnage has the better sustained dps and I believe it would be easier to line up the burst as carnage compared to fury. The main problems with carnage are that you could shut it down easier and it's less mobile than fury. With a good grouped team that has good coordination of CCs, etc. I think you can overcome these issues quite easily. This is not to say that fury would be bad, because it too has some great burst, but I always have preferred carnage for the group ranked situations. On another note, I think it also depends on what you are going up against. If you go against classes that have a lot of boosts to defense or lower your accuracy (examples being PT tanks, anyone with a saber ward / deflection, etc.) carnage is going to do much worse because of its heavy reliance on white damage. Fury has a lot more force attacks compared to carnage, so those accuracy reductions don't hurt fury nearly as bad as they do to carnage.
  11. Marauders do fine in PvE assuming you know how to use your defensives properly. I'm currently 9 of 10 in current HM content as a marauder and I have had no difficulties on any bosses that other classes couldn't also possibly have. Revan may be a different story (haven't really gotten to pull him too much yet due to being busy and doing ranked now that the season has started) because I hear he is a massive pain but I guess we will see. As for PvP, ya we need help. A lot of help. The changes coming are a great start but they won't be enough. Hopefully Bioware will see that but I'm not going to get my hopes up.
  12. Taelord - Marauder - Annihilation - 5077 DPS Note: If you calculate the dps by the amount of damage done / the ttk rather than 1 million / ttk it's technically 5101 but seeing as we don't calculate it that way for this thread oh well
  13. This statement is not entirely true, specifically the bolded part. I will agree that marauders need a lot of help in PvP, specifically with survivability and the ability to stay on a target. In PvE however, Marauders are fine. I'm currently 9/10 on my marauder for hard mode content (haven't gotten to try Revan yet so I will see how that goes) so marauders, by definition, are viable for the content. Maybe not optimal but in terms of PvE content they can do fine. @OP: For pvp content marauders, even after the buffs, will be behind other classes for solo ranked. For regs you will be fine to play anything you want, although if you are playing by yourself I would say an assassin would be easier to do. Really just play what you want, but in the end the sin will probably be better and stronger.
  14. Did 2912 as an anni mara on that same pull (Where we waited around for a little while between phases for the buffs). The dps in each phase was a little nicer though with 4181 on Coratanni and 3879 on Ruugar.
  15. I also haven't been parsing hard core for the last few days (or ever since 3.0 came out) Congratz though!! Great parse there.
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