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Roomanchu

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  1. I found it quite funny that you were called a FOTM by that commando. Someone doesn't know much about who the famous Shadow/Assassin players are. Good video, keep em coming.
  2. Great reply Majs =D I guess I got caught up on only considering the PVE aspect as I usually run Deception in PVP. But yes, Maul just seems like such a distinctive Assassin ability that it should somehow be incorporated into the Madness tree. Some new ability, or talent that incorporates Maul needs to be added, something that changes Madness from thrash spam.
  3. Ok, I can accept that. These ideas are pure whimsy. May I ask then for an explanation as to why they are bad, simply so I can better understand and contemplate reasonable fixes for Madness. I have read yours and while I like some, and applaud your knowledge of the class, I feel they may not be the best fixes. But you may be more knowledgeable then me on the subject, and so perhaps don't understand your ideas as well as I should. Constructive criticism is always welcome.
  4. This is a fix Madness thread, I know a ton have been made but I wanted to make my own So I'm going to list some ideas that would make Madness fun again (at least in my opinion). Some of these will be separate ideas, they are not all meant to go together. My first and favorite is to reintroduce Maul to the Madness spec, but in a new form. Make a talent turn maul into a channel (similar to Ravage). This new maul, lets call it Mad Maul would be a flurry of stabs (try blocking that ). Of course there would still need to be a positional requirement. This channel would not only do a decent amount of damage (and be a nice change from thrash spam) but would also give us time to regen force. Making it automatically proc raze would also be nice. Of course if this were to exist it would need to have a cooldown, maybe 15 seconds or so? Our force regen is quite annoying at the moment, unfortunately without the idea above (tying regen into time, or perhaps the actual mad maul strikes) I don't have any good ideas to fix this other than to just return to the original system. My last idea is that if they want to continue with this lacerate lightning burn business for our aoe (which I'm fine with since deceptions aoe is horrid) we need a way to put our discharge on multiple targets quickly. I say lets have recklessness (a good dps cd that is unappreciated in the Madness spec) turn our lightning discharge into an aoe. This would keep the ability from being an op dot spreader in warzones, while making the lacerate talent actually useful. Feel free to add more suggestions or make your own threads, some of my ideas are stupid I'm sure, but we need to keep speaking so they fix a dps tree that has so much potential. Thank you for reading
  5. Correct me if I'm wrong, but I do believe you must also count in the expertise bonus to the heals as well as surge for the crits., Also watch if bloodthirst is popped along with the berserk, i do believe all of these can increase your "baby" heals.
  6. I will actually concede to you on the point that mercs/commandos could use a lil lovin in some areas. But I dont know many Marauders (or any good melee dps for that matter) who can easily take down heals without using their array of interrupts and stuns efficiently. There are times where i get a nice array of crits, but there are also times where i see healers spam themselves up faster then i can hit. I guess the only real answer to this is that no class should be able to 1v1 every class. MMO's are a game of counters. Taking out player skill and gear, each class has one or two their incredibly good at killing, and one or two who they have an incredibly hard time killing. 8v8 pvp relies on team effort, if you as a healer are getting focused by a marauder, perhaps you may need help killing it. Personally I hate gunslingers/snipers, they are the perfect counters to marauders. On a decent team if your getting focused by just one dps and your a healer, they should be throwing enough stuns to keep him off of you. You wont survive every class every time, but its not like healers are helpless, they still can do incredibly well if played right, hence an all out buff would make some players gods.
  7. In the situation described it is possible to end it in a draw, being there is equal skill, gear, and amount of cds available at the time. You just cant assume that standing still and button spamming is equal on both characters because classes work differently. A healer has many ways to escape a marauders big hitters, saying you should be able to outheal him by just standing in them is a horrible idea, it would require 2 dps to kill every healer, on teams of 8 this would give a guarded healer a god mode like standing. A draw in a 1v1 fight dps V. heals is basically a loss for the dps, since his mission was to kill you and yours was to stay alive. You must also take into account that if you've popped 1 cd, and he's popped 2, he has countered yours and then some, essentially making the fight no longer the equivalent of 2 people just spamming buttons. To work efficiently as a healer you cant just heal to save your target, use ccs and slows. Same as a tank cant just taunt the whole game and a dps cant just blindly hit everything around him.
  8. Ok, Marauder player here, lets dispell the myth that were 3 button players and examine the statement. You were bursted through the shield, our burst specs are rage and carnage (if you were bursted from an Anni, you werent cleansing) and they are meant to HURT but can be easily countered by a healer unless he has absolutely no CD's up. You see a Carnage marauder pop gore? CC him, full resolve, well thats on you or your team, no on the DPS. You see him popping a ravage knock back or again you have cc's. If your crying because you were killed while having skills on CD, he probably busted his cds, in which case he should kill you.. thats what burst specs are for. I understand you had your shield up, but you can't just rely on that to be your omg GODmode button. Rage spec, its all based on the derp smash, pay attention to it and your fine. Honestly you have in your ability list everything needed to counter a burst spec Marauder, you can't expect to win everytime. Maybe he was a better player then you? I'm not saying your bad, but you cant assume your the best goddamn player there is.. I will openly admit that Marauders as a class have a bit too much as defensive cds right now, but we need that damage output. We are a dps only class, its what were meant to do. Playing strategically means paying attention to what your opponent pops and when, as well as relying on heals and tanks and dps. Simply put, dont always assume just because your a healer you'll be able to keep yourself alive through any dps class that comes your way, your meant to be able to be countered if the other player plays more efficiently then you. Healing takes strategy, just the same as dps, or tanking. These warzones a group effort, heal the rest of the group while they hopefully properly cc and take out those who are killing you. No one should be a one man army. Ill say again, as a Marauder i do believe a few changes should be made to our defensive cds (particularly to undying rage) but nothing drastic. A dps only class is meant to kill fast, its all we got.
  9. I'm a little curious as to why we would want melee accurcy at 100% for Anni, since having it at 95% every special attack and force attack is already over 100%. Seems like it would be better to invest in more surge and power, since melee accuracy only effects your Assault (or so I've been told).
  10. Alright I know this question has been asked a million times but answers always seem to be cryptic, uninformed, or different in small ways, so I'm just going to ask for one specific and see what i get. What melee accuracy would you want to be at for Anni and Rage spec'd pvp. As in your base accuracy that starts at 90%. Currently i run at 96% and choose other stats over accuracy, and just wanted to make sure I wasnt screwing myself. Just an estimate of where I would want to be in full warhero gear.
  11. This pretty much explains everything. Some people hate the cc going around, but it can be completely necessary for the group play strategy and capping points. Without this cc the winner of warzones will be the one to cap things first in denova/civil war. It will take a lot of the strategy out of the game and make it a mindless zerg of who has more damage. Some minor changes can be made to cc, but you really cant do very much. Maybe decrease some cc times by 1 second but anything else will kill many ranged classes and prevent people from capping back some points (which can be huge in civil war and voidstar). Since this is based on group play i personally am fine with the many stuns. I try to bust defensives and do as much damage as I can once they've filled the resolve. You have to be strategic, if you cant survive the huge melee int he middle, try to take out a healer standing further back.
  12. Even if bleed ticks can miss, they use force accuracy, not melee accuracy. The actual cast of rupture may take melee accuracy, but all in all, 100% accuracy as annihilation is not necessary for PvP. PVE is another matter, but I myself run at about 97% melee accuracy for PvP, and do considerably well =).
  13. May i ask what stats your prioritize, or even better, a askmrrobot character page =D. I too would like to improve my game.
  14. I'd happily pay a mil myself for one, if someone would just put one up on the GTN .... Come on Ajunta Pall imps.... someone make a mil off me today....
  15. Im curious as to how well you think the 13/28 "Arika" build will be doing after patch 1.3. Its what i currently run and I love it, but am wondering if i should start gearing out for different stats for a different build with the changes to the relic/adrenal burst.
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