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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.

Crunchyblack's Avatar


Crunchyblack
03.12.2012 , 09:35 AM | #61
Its so comical how a short time ago marauders were laughed at for being so underpowerd and weak in pvp.

RWCFlorida's Avatar


RWCFlorida
03.12.2012 , 09:52 AM | #62
Quote: Originally Posted by Smashbrother View Post
I do fine as a focus guardian in pvp, but yea mara/sents need a nerfbat to their survivability.
Im sorry that made me lol, we already have to manage around 24 different abilities in any given fight to be remotely effective. Also since we are MDPS (which is already at a disadvantage because we are melee). We have 1 hard CC ability which is channeled (anything interupts this easily), and several interupt style abilities, and our AoE mezz, which in my experience is broken easily by friendlies firing off AoE randomly to pad damage numbers. In a 1v1 fight, Marauders and Sentinels are good, in any warzone if you end up in a warzone 1v1, the other team is bad.

And as far as survivability goes, fight any non-anni marauder or their mirror, I play carnage, defenses are like a wet paper bag, my cooldown management keeps me alive barely long enough to kill someone who is halfway competent and make it away to run off to a heal node/pickup/healer.
Georg <The Harbinger> Level 46 Marauder Carnage Spec

Chaosmagistrate's Avatar


Chaosmagistrate
03.12.2012 , 09:57 AM | #63
Has anyone considered that Jugg Smash hits harder than Mara Smash??

Juggs have better situational utility than Maras, with Force Push to peel, GLeap to play Huttball or get to a friendly to peel, taunt and guard, and higher armor(while plenty worthless against most classes, but still worth against some-thus still counts)

Yes, Juggs are definitely squishier than Maras when comparing Maras situational cooldowns(Force camo-eh, but still counts, Rebuke, and UR), and Maras do can squeeze out a touch more sustained DPS with two sabers(still counts), and some team mobility with Trans(Inspiration can count, but its once ever 5minutes)

Do NOT isolate abilities unless you are willng to talk about other things.

I'll trade you Rebuke for Force Push + the added Smash damage. Not giving up UR though.
"This is an innovative MMO, if you want your quests to count, if you want to abandon quests, if you want to force leap a force speed sorceror and not get "Out of Range" messages, go back to 2004. "

Digtahk's Avatar


Digtahk
03.12.2012 , 10:06 AM | #64
Quote: Originally Posted by Solracius View Post
All i saw was a guy complaining about the OPness of every class (the QQ about vanguard vanguard commando heal for ex), giving advice to everyone, whitout even be able to notice after 20+ days of playing that there is an ingame clock right under your minimap.

How are we suppose to take your statements seriously ?
You sir deserve a medal of honour.....
Cry, 'Havoc!' and let slip the dogs of war.

BrutalPain's Avatar


BrutalPain
03.12.2012 , 10:29 AM | #65
Quote: Originally Posted by RWCFlorida View Post
Im sorry that made me lol, we already have to manage around 24 different abilities in any given fight to be remotely effective. Also since we are MDPS (which is already at a disadvantage because we are melee). We have 1 hard CC ability which is channeled (anything interupts this easily), and several interupt style abilities, and our AoE mezz, which in my experience is broken easily by friendlies firing off AoE randomly to pad damage numbers. In a 1v1 fight, Marauders and Sentinels are good, in any warzone if you end up in a warzone 1v1, the other team is bad.

And as far as survivability goes, fight any non-anni marauder or their mirror, I play carnage, defenses are like a wet paper bag, my cooldown management keeps me alive barely long enough to kill someone who is halfway competent and make it away to run off to a heal node/pickup/healer.
As a rage juggernaut I use 28abilities and it not includes stances/guard so i dont see ur point with that. WE are meele too and i have 1 hard cc ability too what is channeled for me too.

RWCFlorida's Avatar


RWCFlorida
03.12.2012 , 10:38 AM | #66
While you may not consider it this but it really is, Force Push or whatever its called, is a form of CC, you get to send me hurdling away from a battlefield, reset Force Charge for use to isolate me, and I cant even CC break the stand back up animation (takes 3-4 seconds). Juggernauts are fine, yes you do more AoE if you spec Rage even vs a Rage Marauder, you can outdamage them >.>. 24 buttons btw was what I primarily use, there are other abilities as well I should be using that I just simply dont have the extra space to use. 3 bars full of things useful and only utilizing 2. Juggernauts are great for PvP I have grouped and played against several and their mirrors, 2 Juggernauts/Guardians can guard each other >.> essentailly giving them a huge advantage in 2v2, only made better by a healer.

It's mentioned constantly you cannot balance PvP 1v1 unless every class is exactly the same, and let's be honest, thats just boring anyways if they were.
Georg <The Harbinger> Level 46 Marauder Carnage Spec

da_krall's Avatar


da_krall
03.12.2012 , 10:42 AM | #67
ignore people typing **** like "this game isnt balanced 1v1" if a game isnt balanced 1v1 then it cant be balanced groupwise.

If one class needs four people to beat on it to kill it, then four of those classes are going to require more than a WZ will hold.

This game has pretty horrible 1v1 balance, but they will try the 'its balanced for groups' which is BS because it means nothing.

da_krall's Avatar


da_krall
03.12.2012 , 10:44 AM | #68
Quote: Originally Posted by Crunchyblack View Post
Its so comical how a short time ago marauders were laughed at for being so underpowerd and weak in pvp.
They never where, anyone with half a brain saw it. Just ******* who come on the forums typing "Nerf OP sorc "Nerf OP merc"

Hoepfully bioware never pay any attention to these forums as it will ruin the game, unfotunately that also means people with good ideas will get ignored again. There we go, the stupid spoiling it for the rest of us again.

Vember's Avatar


Vember
03.12.2012 , 10:44 AM | #69
Quote: Originally Posted by da_krall View Post
ignore people typing **** like "this game isnt balanced 1v1" if a game isnt balanced 1v1 then it cant be balanced groupwise.

If one class needs four people to beat on it to kill it, then four of those classes are going to require more than a WZ will hold.

This game has pretty horrible 1v1 balance, but they will try the 'its balanced for groups' which is BS because it means nothing.
This thread isn't about commandos.

BrutalPain's Avatar


BrutalPain
03.12.2012 , 10:46 AM | #70
Quote: Originally Posted by RWCFlorida View Post
2 Juggernauts/Guardians can guard each other >.> essentailly giving them a huge advantage in 2v2, only made better by a healer.
Didn't know that, maybe I use another client or something but it dont let me to do that. I should be bad.
You speak about rage juggernauts but they rarely use guard.