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Marauders need to be balanced to Juggernauts.

STAR WARS: The Old Republic > English > PvP
Marauders need to be balanced to Juggernauts.

fadingdimension's Avatar


fadingdimension
03.12.2012 , 01:13 AM | #51
Guard, Taunt, AoE Taunt, Intercede (Mobility and Protection). Also Force Push which resets charge for more mobility. AoE/Ranged slow with Chilling Scream.

I have a 50 Jugg and I'm leveling a Marauder now. The Jugg has most definitely superior mobility and really cannot be kited at all.

Taunting may not feel like much. But it's HUGE HUGE HUGE. 30% damage reduction is HUGE. On a short cooldown. In large battles AoE taunt is insane. There really is no immediate feedback when you use these abilities unfortunately though. A lot of the time I'll pop my AoE taunt and get 10k defense in 1 life medal within a couple seconds. 10k damage reduction in a couple seconds is a ton of damage your healers don't have to deal with.

Taunt an enemy attacking your friend then Intercede them for 20% more DR. That falls off then Force Push them away.

The Juggernaut is not going to be the single minded damage dealer that Marauder is. They are designed to deal good damage while protection their team and withering enemies into wet noodles.

Marauders get better personal damage reduction, but Juggernauts can give their whole team damage reduction constantly off global cooldown all day long.

warkat's Avatar


warkat
03.12.2012 , 01:16 AM | #52
I can't think of a game where i didn't break 500k -force guardian. maybe when we win fast but thats about it.
Rendz - 50 Jedi Sentinel
<Jedi Academy>
DWC PvP East

Xerain's Avatar


Xerain
03.12.2012 , 01:19 AM | #53
Quote: Originally Posted by freddanis View Post
Arguments are invalid, A dps jugg should have more defensive cds than a Marauder while Marauders should have more offensive cds than a jugg it's common sense.

Juggs have like 1 (not counting Endure pain which is horrible) while Marauders have 5 or more defensive cds.
Oh btw heavy armor means hardly nothing if you are not playing as immortal spec.
i have 3 defensive CD's and one leaves me at like no hp, one gives me heavy armor for up to 30 seconds pretty much which you have ALL the time, and the other we share.

Badlander's Avatar


Badlander
03.12.2012 , 01:20 AM | #54
Quote: Originally Posted by freddanis View Post
Currently there is no reason at all to go DPS Juggernaut in pvp, I say the taunts simply does not make up for the insane survivabilty and dmg the Marauders have.

In short, How can Marauders have both better survivability and dmg than dps talented Juggernauts? It's beyond lame.
Down Fred, down Fred, bad Jugg, bad Jugg...
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AGoldCrayon's Avatar


AGoldCrayon
03.12.2012 , 01:22 AM | #55
Quote: Originally Posted by fadingdimension View Post
Guard, Taunt, AoE Taunt, Intercede (Mobility and Protection). Also Force Push which resets charge for more mobility. AoE/Ranged slow with Chilling Scream.

I have a 50 Jugg and I'm leveling a Marauder now. The Jugg has most definitely superior mobility and really cannot be kited at all.

Taunting may not feel like much. But it's HUGE HUGE HUGE. 30% damage reduction is HUGE. On a short cooldown. In large battles AoE taunt is insane. There really is no immediate feedback when you use these abilities unfortunately though. A lot of the time I'll pop my AoE taunt and get 10k defense in 1 life medal within a couple seconds. 10k damage reduction in a couple seconds is a ton of damage your healers don't have to deal with.

Taunt an enemy attacking your friend then Intercede them for 20% more DR. That falls off then Force Push them away.

The Juggernaut is not going to be the single minded damage dealer that Marauder is. They are designed to deal good damage while protection their team and withering enemies into wet noodles.

Marauders get better personal damage reduction, but Juggernauts can give their whole team damage reduction constantly off global cooldown all day long.
An excellent post, many dps juggs seem to forget the group utility they bring to the table and simply focus on personal survivability and dps compared to a marauders.

BrutalPain's Avatar


BrutalPain
03.12.2012 , 01:59 AM | #56
Juggernauts have bettter DMG done through AOE dmg and before you say its useless no its not it need to be overhealed or they die. I can get 400-500k DMG in almost every game if we dont roflstomp the enemy as a rage juggernaut, marauders cant reach that through single target dmg. I have better burst dmg then a marauder what is AOE. I have better utility as a rage juggernaut and i can spam taunt the whole game and use guard on healer if needed.
Marauders on the other hand designed to survive burst dmg and debuff the enemy team while buffing your team with a constant high dps.
1more thing what need to be noticed that as a juggernaut I have a nice tank build with countless cc and a tank/dps hybrid build with fair survavibility and fair single target rotation.

Adzzy's Avatar


Adzzy
03.12.2012 , 02:31 AM | #57
Quote: Originally Posted by StrikingInsanity View Post
It should be a known fact by now that marauders/sentinels have waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay too much survivability. Juggernauts/guardians are incredible though, and not weak at all compared to marauders/sentinels.
juggernauts/guardians have a much higher skill cap though, bad ones are pretty lol, push you for goals whilst the good ones can land things like the push from the middle platform to the side fire, patience and timing (oh how i hate thee) and their lower sirvivability options means they don't get the rambo alternative, smash is pretty amusing, but it often feels like catch up for the other 9 seconds where their damage completely blows even if they are hitting you.

Marauders have about the lowest skill cap around though, the notion that a class with zero utility (this is where the skill cap really shows, the goods and bads are really differentiated by their use of utility, see rogues in wow for example) and absurdly powerful defensive cds was a high skill cap was perhaps the most ridiculous thing i've ever heard, short of keyboard turners, it's almost impossible to tell the difference between a good one or bad one because their cycles are basically the same and they have no utility to actually change the fight from feeling much more than a mechanical beatdown (although i will grant that a good carnage marauder does need their timings down and can be a downright quality pain), how much they hurt seems to be 99% the colour of their light saber, and those red/blue black light sabers, really really hurt.
Keys are lame

Lightzzoutt's Avatar


Lightzzoutt
03.12.2012 , 02:48 AM | #58
Quote: Originally Posted by Adzzy View Post
juggernauts/guardians have a much higher skill cap though, bad ones are pretty lol, push you for goals whilst the good ones can land things like the push from the middle platform to the side fire, patience and timing (oh how i hate thee) and their lower sirvivability options means they don't get the rambo alternative, smash is pretty amusing, but it often feels like catch up for the other 9 seconds where their damage completely blows even if they are hitting you.

Marauders have about the lowest skill cap around though, the notion that a class with zero utility (this is where the skill cap really shows, the goods and bads are really differentiated by their use of utility, see rogues in wow for example) and absurdly powerful defensive cds was a high skill cap was perhaps the most ridiculous thing i've ever heard, short of keyboard turners, it's almost impossible to tell the difference between a good one or bad one because their cycles are basically the same and they have no utility to actually change the fight from feeling much more than a mechanical beatdown (although i will grant that a good carnage marauder does need their timings down and can be a downright quality pain), how much they hurt seems to be 99% the colour of their light saber, and those red/blue black light sabers, really really hurt.
lol low skill cap to play mara/sent?

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BeeSiK's Avatar


BeeSiK
03.12.2012 , 02:52 AM | #59
Quote: Originally Posted by Assaultrooper View Post
They even have more survivability than a Jugg tank..... Talking lame and stupid... Only thing that makes them bareable is that they pretty much only have a single gap closer (I am not counting force camoflauge) But by any extent of the word they are OP if played well...

What do I mean OP?? a Good Player Pyretech Specced vs a Good Mara player mara will win -30% of the time. A Good Player with a dps Jugg vs a Good Mara, will probably never win. Sure this game isnt balanced in the 1v1. But when a mara is able to 1) shut down a healer, 2) put enough presure into the healer as to murder the tank (the tank is using taunts), it gets stupid...

PS: that last is what I just did, 2 BMs vs 1 Mara (me) I killed tank! and Ill admit I am not by far a "Good" player...
Well **** if were op because we play well..my bad..ill just hold the s key all day and still do 400k like a sorc..please **** ..find a different class to ***** about ...because there are many ones that are vastly more op than a marauder

BrutalPain's Avatar


BrutalPain
03.12.2012 , 09:16 AM | #60
Quote: Originally Posted by Assaultrooper View Post
They even have more survivability than a Jugg tank..... Talking lame and stupid... Only thing that makes them bareable is that they pretty much only have a single gap closer (I am not counting force camoflauge) But by any extent of the word they are OP if played well...
No. Jugg tanks have more survivability than marauders