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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.

Xerain's Avatar


Xerain
04.09.2012 , 12:27 PM | #141
Quote: Originally Posted by BDutch View Post
Unfortunately, when you are using a DPS spec, filling a DPS role in a DPS stance, you are the one that will get burned down. It would be like DPS deliberately taunting in a raid.

2/3 stances and 2/3 trees for Juggs/Guardians are DPS.
3/3 stances and 3/3 trees for Marauder are dps. By your logic then Marauders should do more dps because we are more dps.

SinnedWill's Avatar


SinnedWill
04.09.2012 , 12:49 PM | #142
So this has become QQ about Undying Rage instead of overall survivability? I don't get the QQ about Undying when tank-sins' force shroud is 5s IMMUNITY to damage+debuffs without sacrificing half their remaining health. Yes, for the duration of undying rage, a Marauder will out-tank a Jugg - obviously. But DPS jugg survivability will mostly come from proper application/execution of CC abilities (and this is CERTAINLY true). Furthermore, if you're a jugg fighting a marauder that has used Undying Rage, all you have to do is force choke (unless the marauder has stun-break, in which case you push) since by the time you've realised the marauder popped undying rage, they will likely only have 3s remaining. Then the marauder is a free kill.

How to counter undying rage: Use DoT's (which will persist after it expires), apply debuffs (slows/roots/armor breaks), use Stuns, Pushes, Pulls, etc. (unless they're at max resolve, in which case just use DoT's/Debuffs), save your big damage attacks for it to expire, and upon undying rage expiring, finish the guy off with smash/force scream/vicious throw if you're a jugg (unless you foolishly attempted all three while undying rage was active, in which case you're to blame for not DoT'ing/debuffing and wasting your window of opportunity, so you might as well just switch targets since the marauder is likely to force camo before they're ready again).
Mains: TheSinner - Madness Sorc; Scornful - Carnage Marauder
Minis: Scorned - Deception Assassin; Sinbane - Pyro Powertech; Sinborn - Marksman Sniper
Guild: Physics
Server: The Shadowlands by way of Dreshdae Cantina.

TheNotorius's Avatar


TheNotorius
04.09.2012 , 12:56 PM | #143
ITT: Marauders defending their class
Adlez - Operative
Notorioùs - Sith Marauder (50) (not used)
Adlezz - Jedi Sage (50) (not used)
Notorius - Jedi Guardian (50) (not used)

Blloodbane's Avatar


Blloodbane
04.09.2012 , 12:58 PM | #144
Quote: Originally Posted by SinnedWill View Post
So this has become QQ about Undying Rage instead of overall survivability? I don't get the QQ about Undying when tank-sins' force shroud is 5s IMMUNITY to damage+debuffs without sacrificing half their remaining health. Yes, for the duration of undying rage, a Marauder will out-tank a Jugg - obviously. But DPS jugg survivability will mostly come from proper application/execution of CC abilities (and this is CERTAINLY true). Furthermore, if you're a jugg fighting a marauder that has used Undying Rage, all you have to do is force choke (unless the marauder has stun-break, in which case you push) since by the time you've realised the marauder popped undying rage, they will likely only have 3s remaining. Then the marauder is a free kill.

How to counter undying rage: Use DoT's (which will persist after it expires), apply debuffs (slows/roots/armor breaks), use Stuns, Pushes, Pulls, etc. (unless they're at max resolve, in which case just use DoT's/Debuffs), save your big damage attacks for it to expire, and upon undying rage expiring, finish the guy off with smash/force scream/vicious throw if you're a jugg (unless you foolishly attempted all three while undying rage was active, in which case you're to blame for not DoT'ing/debuffing and wasting your window of opportunity, so you might as well just switch targets since the marauder is likely to force camo before they're ready again).
^^^ This!

Couldnt say it better.... *tips hat*

another option is run if they have force speed or something, after 5 seconds get back to it...
*The Sith Code* Peace is a lie ~ There is only passion~ Through passion I gain strength ~ Through strength I gain power ~ Through power I gain victory ~ Through victory my chains are broken ~ The Force shall set me free

SinnedWill's Avatar


SinnedWill
04.09.2012 , 01:02 PM | #145
Quote: Originally Posted by Xerain View Post
Jugg healer > Mara healer.
I'll assume you mean Jugg + Healer > Mara + Healer. In which case I'll both agree and disagree. Rage Jugg + Healer IS > Rage Mara + Healer simply because Rage Jugg > Rage Mara. But other Jugg specs + Healer being greater than any Mara Spec + Healer depends on the situation and types of enemies you're facing. I have a carnage marauder and although I'm difficult for most healers to keep up with, let alone keep alive due to my squishyness, a mobile Operative healer is very effective as my partner. In many situations, the simple fact that I can kill enemies so quickly can arguably be more effective at keeping the healer alive (in addition to the fact that I have lots of roots to keep melees and close-ranged enemies off of the healer and I'm still likely to be targeted even with a healer present due to the burst-dps and root-capability). So... again, Jugg + Healer isn't always > Mara + Healer.
Mains: TheSinner - Madness Sorc; Scornful - Carnage Marauder
Minis: Scorned - Deception Assassin; Sinbane - Pyro Powertech; Sinborn - Marksman Sniper
Guild: Physics
Server: The Shadowlands by way of Dreshdae Cantina.

Anbokr's Avatar


Anbokr
04.09.2012 , 01:02 PM | #146
Give me tank stance and the ability to spam taunt while DPSing. Then we'll talk.

The best juggs on my server just sit in tank stance as rage; they get a lot more mitigation and protect our healers while still dropping the occasional smash bombs. People completely forget that hybrid DPS can spam/chain taunts which will be INVALUABLE for rateds.

Trauglodyte's Avatar


Trauglodyte
04.09.2012 , 01:05 PM | #147
I'm going to ask the quite obvious question to everyone, regardless of their position on the fence:

Why do Marauders/Sentinels "need" that much defense?
To die is simply to end the cycle of pain!

AstralProjection's Avatar


AstralProjection
04.09.2012 , 01:15 PM | #148
Quote: Originally Posted by Trauglodyte View Post
I'm going to ask the quite obvious question to everyone, regardless of their position on the fence:

Why do Marauders/Sentinels "need" that much defense?
Again, because they're a MDPS class with no Stealth in Medium Armor that drops like a fly with their cooldowns down.
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SinnedWill's Avatar


SinnedWill
04.09.2012 , 01:15 PM | #149
Quote: Originally Posted by TheNotorius View Post
ITT: Marauders defending their class
I play Madness Sorc (main), Carnage Mara, Parakeet P-Tech, Marksmanship Sniper, Tank-Sin, and can honestly say that I'm stating things objectively. All of my classes can counter Marauders; 1v1 against a Marauder, I'm about 50-60% at winning as Sorc./Sniper (on even ground and against a GOOD player). And 90-99% as P-Tech/Sniper (on perch)/Tank-Sin. I won't bother with stating mara vs. mara win % since it usually comes down to who has more cooldowns ready.

Knowing how to counter a marauder (and this certainly varies between the 3 specs) is all that it takes to beat one (regardless of whether or not it's a 1v1). All I can say is that roots are marauder's biggest vulnerability.
Mains: TheSinner - Madness Sorc; Scornful - Carnage Marauder
Minis: Scorned - Deception Assassin; Sinbane - Pyro Powertech; Sinborn - Marksman Sniper
Guild: Physics
Server: The Shadowlands by way of Dreshdae Cantina.

Cruxe's Avatar


Cruxe
04.09.2012 , 01:16 PM | #150
Quote: Originally Posted by Trauglodyte View Post
I'm going to ask the quite obvious question to everyone, regardless of their position on the fence:

Why do Marauders/Sentinels "need" that much defense?
1.) Medium Armor
2.) Melee
3.) No true self heals
4.) Shortage of CC
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