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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.

wingfang's Avatar


wingfang
04.09.2012 , 06:00 AM | #91
indeed , i feel marauder's survivability is too good compared to juggernauts. i have both a marauder and a jug to 50 , and marauder was my first toon, i rolled jug thinking jugs would have way better survivability and it definately wasnt the case , i dare say jug's surviability is simply **** , if u have no healer . Even with a healer , you only have 1 defensive cooldown which is reliable on such a long cooldown , 3minutes. Really bioware , i wanted to play juggernaut to have really good survivability and i'm sure most people thought that as well. Either buff juggernaut's survivability , or nerf marauders.

Shredbull's Avatar


Shredbull
04.09.2012 , 06:15 AM | #92
May I just point something out towards the marauders saying juggernauts do good damage :

Juggernauts damage mostly consists of AoE damage and NOT single target damage. This AND the bad survivability juggernauts have combines into a bad class overall.

Don't get me wrong, juggernauts are great in huttball, but apart from that.. lol.

The big damage you see coming from marauders IS SINGLE TARGET DAMAGE. This is the damage that people complained about coming from operatives.

A marauder is basically an operative with insane survivability and no bursting opener, but with better damage.

Marauders aren't the easiest class to play but that is NO EXCUSE for the strenght of their class. Marauders have no problem at all owning two or more people solo, they can pop their godmode and heal up with medpacks, and slay another person with ease. Even a bad marauder can do this.

Sure, they aren't a problem in 10-49 warzones, but after that, they become godlike.

I don't want them to get a nerf, because the class is good as it is right now, I just want other classes to be 'adjusted' to similiar power levels. Not every class takes skill to play but that doesn't mean they should be weak at end game PvP.

Can't believe bioware isn't seeing this.

Zbus's Avatar


Zbus
04.09.2012 , 06:38 AM | #93
It's not just juggs and guardians mara's need to be compared to vanguards and merc's as well. And yes mara's have way to much surviabilty in my view self healing via dots, vanish,and 99% bubbles are way to much for a class that is number one on the single target dps chart. Heck if GS/snipers had that many tools maybe we might see more than 1 or 2 in a pvp match once in a blue moon.

Xerain's Avatar


Xerain
04.09.2012 , 06:40 AM | #94
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.

Dont make use the wz dmg chart as a measure of op dmg or not. I scored high while playing healing spec on my Operative, I simply focused on being in combat all the time and constantly hitting stuff "poof" top dmg on the chart.
Oh because endure pain is horrible it doesn't count? No not how it works.

Juggs having heavy armor hardly means anything too? Then what does that make medium armor?

Jugg has better passive mitigation straight up and has the ability to put out as much damage as a marauder. Marauders offensive CD's are now exactly what? 15% damage and healing that hits the whole party we're in? You know how many times I wished i had Enrage back and could instantly get 6 Rage every minute? Sigh juggs have no room to complain at all.

Exilim's Avatar


Exilim
04.09.2012 , 06:45 AM | #95
Quote: Originally Posted by Darth_Ricky View Post
ppl who know wth they talkin in pvp, known whats up w/ maruaders from 1st month the games out

its just theres so many baddys still to farm that we havent made big deal of it lol

but to be clear maruader & asassin (+ mirrors) got more pvp juice then all other classes.. what some ppl call 'op'
Yep, even during beta the smart players knew this while the bad players complained that they were a gimp class. Most of the attention was on the very over-played classes because that's just what people saw kicking their *** the most. That one maurader that's tearing people apart was getting much less attention than the 5 sorcerers spamming lightning at everyone.

Same for shadows and assassins actually. The smart players all recognized how very strong these classes were in competent hands from the beginning.
I believe in people bombing
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DarkSideTOR's Avatar


DarkSideTOR
04.09.2012 , 06:48 AM | #96
I agree. I have a commando and guardian lvl 50 toons, and like the poster above me said, I wanted to play a guardian in pvp for increased survivability and to help the team. Sadly the only thing I'm good at is putting guard on a healer and shadowing him/her keeping taunt on attackers. While useful that's not what I envisioned playing a tank.

I know, I know "you're a tank! so tank!" problem is I can't do that when my defenses mean jack in PVP. I take a TON of elemental/tech damage that isn't mitigated by armor. Then I see Marauders destroying other classes, ok I say, they're a dps class they should be able to do that, but combined that with all the damage mitigation tools they have and I feel like they took abilities that should belong to guardians and gave them to sentinels to go along with their already over the top burst.

As they say "the best defense is a good offense" sentinels can fight and destroy two people at the same time, seen it done, and not scrubs wearing greens in pvp. They simply have way too much burst and, stuns, interrupts, force cloak, to go along with that damage...

I want guardians to be hard to kill dammit! You should pause and think twice about focusing a guardian 'cause it'll take more time and effort for you to kill one. As it is our pvp set has WAY less hp than PVE set, and the expertise you gain is simply not enough. There are way too many elemental/tech damage attacks that we have very little to no defenses against.

Here's some ideas, buff Blade Barrier to absorb a larger chunk of elemental and tech damage. Allow Blade Barrier to return a portion of damage back to attackers or to return some small heal to ourselves, give us a heal debuff to actually stand a chance against healers. Sure don't nerf sentinels but at least give us something other than being a guard bot.

Xerain's Avatar


Xerain
04.09.2012 , 06:50 AM | #97
Quote: Originally Posted by Shredbull View Post
May I just point something out towards the marauders saying juggernauts do good damage :

Juggernauts damage mostly consists of AoE damage and NOT single target damage. This AND the bad survivability juggernauts have combines into a bad class overall.

Don't get me wrong, juggernauts are great in huttball, but apart from that.. lol.

Yeah the damage is so bad in voidstar where everyone is clumped around a door. Oh and the damage is terrible in ACW where everyone is clumped around a node.

The big damage you see coming from marauders IS SINGLE TARGET DAMAGE. This is the damage that people complained about coming from operatives.

A marauder is basically an operative with insane survivability and no bursting opener, but with better damage.

Lol insane survivbility? What survivability is that?

Marauders aren't the easiest class to play but that is NO EXCUSE for the strenght of their class. Marauders have no problem at all owning two or more people solo, they can pop their godmode and heal up with medpacks, and slay another person with ease. Even a bad marauder can do this.

You act like i can use multiple medpacks in less than a 90 second time span. Usually you pop it low to survive killing the person you've targeted in the 50 seconds. It's not pop it and lololol i'm killing everyone here in 5 seconds!

Sure, they aren't a problem in 10-49 warzones, but after that, they become godlike.

I don't want them to get a nerf, because the class is good as it is right now, I just want other classes to be 'adjusted' to similiar power levels. Not every class takes skill to play but that doesn't mean they should be weak at end game PvP.

Can't believe bioware isn't seeing this.

Can't believe you people are crying about marauders now because when the game first came out everyone was like "oh whats the point of a marauder in pvp? they don't do any good damage and they get wrecked so easily" it's sad, so sad i've been the only 50 marauder in my pvp guild since I joined with them on like december 27th.

Dee-Jay's Avatar


Dee-Jay
04.09.2012 , 06:57 AM | #98
Marauders have much better cooldowns,

about ~1000 more HP in BM gear compared to DPS Juggers

and Rebuke is more effective than Heavy Armor.


They are better in almost every way except for their lack of Taunts which are actually fairly valuable in PvP.

Zbus's Avatar


Zbus
04.09.2012 , 07:06 AM | #99
Quote: Originally Posted by Xerain View Post
Can't believe you people are crying about marauders now because when the game first came out everyone was like "oh whats the point of a marauder in pvp? they don't do any good damage and they get wrecked so easily" it's sad, so sad i've been the only 50 marauder in my pvp guild since I joined with them on like december 27th.
Pre 50 pvp as a bench mark is a bad way to make a judgement call on a class. But with that being said I think most people are haveing a issue with the anni spec which every Mara and brother runs it seems. And most will tell you they run the spec not for the DPS so much but the ability to last longer in pvp. Thats the problem in a nut shell mara/sent are dps class they should not have defensive abilities that make them outperform a tank class be it a guardian/jugg or vanguard/merc in so far as mitgateing damage.

Now if you want to make that claim that tanks can dps and shouldnt be able to then request that the tank trees be fixed so that thier defensive stats mean something in pvp till then maras/sent surviabilty is way to much and needs to be toned down.

KonohaFlash's Avatar


KonohaFlash
04.09.2012 , 07:36 AM | #100
Quote: Originally Posted by Turn-XGundam View Post
lol its hilarious how a dps class like marauder can outlive a pure tank class like jugg.
juggs only do damage with there rage spec.
Is this a joke? If you want to call yourself a tank, then spec tank. Don't sit here and cry when you spec dps and die the same way any other dps class would. Absolutely ridiculous things i'm seeing here.

If you're a juggernaut in tank spec and you die quicker than a marauder, then you shouldn't be playing a Juggernaut or any tank character for that matter.

How can someone possibly want to have the benefits of both Tank, Shield chance, absorption and damage output on the same level of a pure dps class? If you want that reroll a Sin/shadow tank with dps gear.