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Marauder/Sentinel Cooldowns need to be longer

STAR WARS: The Old Republic > English > PvP
Marauder/Sentinel Cooldowns need to be longer

xxIncubixx's Avatar


xxIncubixx
04.03.2012 , 03:17 PM | #71
the 99% immunity is just out of place, it should also decreased outgoing dmg by atleast 50%... it should be a tool to survive and escape not to do dmg, this is a skill where they give u the cake and eat it, which u shouldnt

Turn-XGundam's Avatar


Turn-XGundam
04.03.2012 , 03:23 PM | #72
Quote: Originally Posted by RoyFokker View Post
There's nothing god class about Sent/Mara, you just don't understand the class therefore can't see it's weaknesses. I have a gunslinger, I can counter Marauders quite effectively.
anyone can counter terribads, same excuse the op/mercs used and they got nerfed.
we're not OP, stun and kill us and l2p.

dschlan's Avatar


dschlan
04.03.2012 , 03:27 PM | #73
Quote: Originally Posted by xxIncubixx View Post
the 99% immunity is just out of place, it should also decreased outgoing dmg by atleast 50%... it should be a tool to survive and escape not to do dmg, this is a skill where they give u the cake and eat it, which u shouldnt
CC for 4 seconds, wait 1 more second, he's at like 5-10% HP after using it, GG. Seriously, it's not hard.

SWImara's Avatar


SWImara
04.03.2012 , 03:31 PM | #74
Quote: Originally Posted by dschlan View Post
CC for 4 seconds, wait 1 more second, he's at like 5-10% HP after using it, GG. Seriously, it's not hard.
Except that PvP is not designed for 1v1 in SWTOR nor should it be. Immunity is a poor idea in PvP mmos, particularly when it is illogically added to a DPS class/build rather than a tank build. Perhaps were it coupled with a 99% reduction in healing this would make some sort of sense. As is it doesn't function as a "last gasp" type of ability to beat your opponent.

Finnyous's Avatar


Finnyous
04.03.2012 , 03:32 PM | #75
Quote: Originally Posted by xxIncubixx View Post
the 99% immunity is just out of place, it should also decreased outgoing dmg by atleast 50%... it should be a tool to survive and escape not to do dmg, this is a skill where they give u the cake and eat it, which u shouldnt
No it shouldn't

Our invis+this are far to short to survive and "escape" in any meaningful way in pvp (in most situations), they are being used as intended, to out live our opponent in those last few seconds and win the fight so we can die shorty after when the next guy comes along (unless healed which like I said earlier in the thread won't happen as much in 1.2). Maur are supposed to be good at 1v1. If you changed the move in this way it serves no purpose in pvp.

xxIncubixx's Avatar


xxIncubixx
04.03.2012 , 03:48 PM | #76
Quote: Originally Posted by Finnyous View Post
No it shouldn't

Our invis+this are far to short to survive and "escape" in any meaningful way in pvp (in most situations), they are being used as intended, to out live our opponent in those last few seconds and win the fight so we can die shorty after when the next guy comes along (unless healed which like I said earlier in the thread won't happen as much in 1.2). Maur are supposed to be good at 1v1. If you changed the move in this way it serves no purpose in pvp.
dude, PvP immunities are terrible, doesnt matter, if it would decrease incoming heals by 99% also, ok i guess, or decrease out going dmg it would make sense. immunity to dmg... on a dps class... just seems like its Witch Hickman all over again.

and this is a group pvp game, dont bring the 1vs1 ******** here because no one cares about 1vs1 oke? thanks

TheRelic's Avatar


TheRelic
04.03.2012 , 04:01 PM | #77
CD of Undying Rage: 75 sec (2x pvp gear needed for that)
CD of force camouflage 45 sec

I am a marauder, this ability keeps you alive for 5 secs after that your death. This ability is usable 1 time per fight. After you poped it you cannot use it a second time in 1fight for the simple reason that you will be cut to 50% hp. Not something you want to pop in the beginning of the fight.

So a marauder will use it at the end of every battle. 1 simple trick to make sure he dies, pushback, knockback, CC, snare root.

Be smart about using your abilities, dont be the guy that has a premature nerdgasm with his CC/root/stun....... just saying

Finnyous's Avatar


Finnyous
04.03.2012 , 04:12 PM | #78
Quote: Originally Posted by xxIncubixx View Post
dude, PvP immunities are terrible, doesnt matter, if it would decrease incoming heals by 99% also, ok i guess, or decrease out going dmg it would make sense. immunity to dmg... on a dps class... just seems like its Witch Hickman all over again.

and this is a group pvp game, dont bring the 1vs1 ******** here because no one cares about 1vs1 oke? thanks
First of all (a minor thing) but it's not immunity, it's 99% damage reduction.

Second, this immunity functions just like stuns in this game. The only real problem with this move was that in the right circumstances (like I outlined earlier) you could stay alive forever. This move+Rakata medpac+ invis+OP heals+beserk all the time meant you couldn't die. When you take that stuff away (like they have) the move will work as intended.

And you took my 1v1 point the wrong way. My point was that in a group pvp setting the Maur job IS to be great at 1v1 especially against healers, and occasionally (though less often now as well for the reasons I outlined earlier) to run a huttball. That's what the class was designed to do.

Marthror's Avatar


Marthror
04.03.2012 , 08:59 PM | #79
Quote: Originally Posted by Maxipad View Post
Aye reach for the moon pal, you clearly need the whole features of pala bubble, I was talking purely about damage output toning down while its up so you can't solo a mass of people with it up if you are decent, what a melt.
Posts full of crap calls for answers full of crap, but you're right I never realised how OP it was when I solo an 8 man team during my 5s damage imunity

Oh wait.....

Quote:
I'm all for sprints, damage immunities etc making the FC drop the ball in Huttball too!
You must like slow and boring games
IT'S A TRAP!

Neamocoob's Avatar


Neamocoob
04.03.2012 , 09:13 PM | #80
I found this post funny, anyone who is a senti/mara. will till you. It's a hard class to play if you don't know what you are doing. I would very gladly give up my 99% and stealth to have a rapid heal any day. as for 20s cd, i think you should time stop it to actually count to when it is fired and wears off. Our armor is weak, no heals and a lot more buttons to push than the heal/stun modes other classes seem to enjoy so much.
missing the old days or perhaps i am getting to old.