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The Pros and Cons of a Marauder

STAR WARS: The Old Republic > English > PvP
The Pros and Cons of a Marauder

exphryl's Avatar


exphryl
04.25.2012 , 10:03 PM | #11
Quote:
3. Nearly no utility outside of pure damage. In an objective based game this is a huge weakness,
I see very little use in chaining Predations for Objectives, such as carrying the huttball or while snaring the other team in Voidstar (from another class) using it to get to the next door/console quickly. Nor do I see this in Novare in opening up an assault on the opposing teams Northern point.

I see very little use in chaining Berserk for helping to break a turtle or take a point.

Totally agree with you sir and your assessment of cons on how Marauders can have no effect on objectives.

/sarcasmoff
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SamuraBob_Fl's Avatar


SamuraBob_Fl
04.25.2012 , 10:06 PM | #12
Quote: Originally Posted by V-Serp View Post
You are very confused, I think you meant the opposite of most of what you wrote.

Marauders are not focused, and even if they were, they can just disappear and lose target. Or pop Undying Rage.

My main is a Sage, I spend virtually every game getting picked out and attacked, and usually in various forms of stun. Usually by my Mara fan club. Doesn't matter how many people are around me.

A range that is rooted will die pretty quickly. You tell people to kite, and then you say (I think you're trying to say this actually) that ranged isn't effected by rooting or snares. How are you going to kite when you are a sitting duck exactly? How do you kite a charge, while being stuck in place especially?

OP complains about needing Rage, and I list ways to get Rage and moves to use without Rage. Since Ravage is uninterruptable, and if you spec it roots, it's a great, high damage move without rage. If you have teammates they can stun or root in place, or you can use a snare.

I don't know why some people can't be effective with this class. It's complete easy mode. Do you just not use most of the abilities or what?
What are you talking about Marauders are not focused? Now I see what your problem is... if you let them alone they are very, very dangerous. Don't let them alone.

Also, undying rage is a joke. Yes it's a six second immunity, but then they're immediately dead. D E D dead. It's not hard to survive through six seconds of that.

I never told people to kite. I made the point that being rooted or snared is much, much worse for melee classes than it is for ranged. Ranged can at least duke it out if they're stuck, melee just has to sit there and get beat up.

You make it sound like those rage-less abilities are much easier than they are. Ravage is on a 30 second CD, and you can't get all those free vicious slashes without first spending a bunch of rage.

Basically, marauders are not really as dangerous as people make them out to be, people just need to L2P against them.
...they'd never come to see me in this dive, where bikers stare at cowboys, who are laughing at the hippies, who are praying they'll get out of here alive...

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buffdudeJL's Avatar


buffdudeJL
04.25.2012 , 10:10 PM | #13
I play a Sentinel and this sums it up perfectly.

Interesting thing I've noticed, in a large number of my WZs, I'm the one with the most damage received on the team. Not entirely sure what effect that has.

iiell's Avatar


iiell
04.25.2012 , 10:10 PM | #14
Quote: Originally Posted by V-Serp View Post

Or you can use Ravage which doesn't have a Rage cost at all.
No, just a 30 second cooldown that takes roughly 3 seconds to perform...
"Monsters are real and ghosts are too. They live inside us, and sometimes, they win." - Stephen King

Derian's Avatar


Derian
04.25.2012 , 10:11 PM | #15
Quote: Originally Posted by Laforet View Post
then explain to me how i will kite a guy who can charge at you at any distance (if hes watchman/mirror, he has no dead zone from close quarters), has a snare with no cooldown, 2 10m ranged attacks that hit fairly well (force scream and saber throw), a mid range channeled stun (choke) and even an odd cooldown to give a minor speed buff to himself (transcendence)

oh and if hes not a watchman i heard they run quite fast in ataru form.
LOL Watchman/Annihilation don't use force scream "Saber throw"? hits for like 500 and is the heal dbuff. We can't just bust transendence when we want to and even then I'd much rather use Zen. This is just a stupid comment.
Synion
Shards of Alderaan/Republic Justice

Jedi Sentinel-Watchman
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Gadra's Avatar


Gadra
04.25.2012 , 10:12 PM | #16
Yes, my brother tell them all the truth.

Laforet's Avatar


Laforet
04.25.2012 , 10:14 PM | #17
Quote: Originally Posted by Derian View Post
LOL Watchman/Annihilation don't use force scream "Saber throw"? hits for like 500 and is the heal dbuff. We can't just bust transendence when we want to and even then I'd much rather use Zen. This is just a stupid comment.
"Saber throw"? hits for like 500 and is the heal dbuff

heal

dbuff

ok then

and yeah force scream/blade rush arent part of a normal rotation of a marauder but good marauders will throw it and it can hit fairly well, especially if the target is already suffering from the aforementioned "useless" heal debuff

ive seen countless situations where i leave a marauder behind all bleeding and all and he finishes me off with a lucky force scream crit.

Derian's Avatar


Derian
04.25.2012 , 10:19 PM | #18
Quote: Originally Posted by Laforet View Post
"Saber throw"? hits for like 500 and is the heal dbuff

heal

dbuff

ok then

and yeah force scream/blade rush arent part of a normal rotation of a marauder but good marauders will throw it and it can hit fairly well, especially if the target is already suffering from the aforementioned "useless" heal debuff

ive seen countless situations where i leave a marauder behind all bleeding and all and he finishes me off with a lucky force scream crit.
Force Scream costs too much focus/rage to use. It is a waste. Why would he use force scream? He could use his execue ability if you are near death. And yeah a heal debuff is fairly useless if you aren't going to be receiving any healing.
Synion
Shards of Alderaan/Republic Justice

Jedi Sentinel-Watchman
Jedi Conqueror

Laforet's Avatar


Laforet
04.25.2012 , 10:24 PM | #19
Quote: Originally Posted by Derian View Post
Force Scream costs too much focus/rage to use. It is a waste. Why would he use force scream? He could use his execue ability if you are near death. And yeah a heal debuff is fairly useless if you aren't going to be receiving any healing.
come on man rage managing is almost a joke.

so basically you are telling me that if you close down on a sorc and starts to slow bleed and train him, get him to sub 30% use ur VICIOUS throw then watch him run away with like 8% ure not going to hit his *** with a force scream?

and if the aforementioned sorc is smarter and runs faster leaving you standing there youre not going to pop transcendece to go after him? pop zen? are you bleeding him?

wow there deffo should be more marauders like you, would make my life easier!!!

and if a marauder doesnt charges victims it becomes even more deadly. thats why good marauders dont make the 1st contact with charge.

V-Serp's Avatar


V-Serp
04.25.2012 , 10:30 PM | #20
Quote: Originally Posted by SamuraBob_Fl View Post
What are you talking about Marauders are not focused? Now I see what your problem is... if you let them alone they are very, very dangerous. Don't let them alone.

Also, undying rage is a joke. Yes it's a six second immunity, but then they're immediately dead. D E D dead. It's not hard to survive through six seconds of that.

I never told people to kite. I made the point that being rooted or snared is much, much worse for melee classes than it is for ranged. Ranged can at least duke it out if they're stuck, melee just has to sit there and get beat up.

You make it sound like those rage-less abilities are much easier than they are. Ravage is on a 30 second CD, and you can't get all those free vicious slashes without first spending a bunch of rage.

Basically, marauders are not really as dangerous as people make them out to be, people just need to L2P against them.
Then you definitely need to L2P. They're the most dangerous class in the game when you know how to play them correctly.

Do you honestly think no other class has a 30 second CD on anything? Also 6 seconds is a lifetime in PVP. One of the reasons Mara is so effective in PVP is because they have all these ways of extending their uptime. If you are heavily outnumbered on a node in a WZ or a door in Voidstar, those precious seconds can be the difference between a cap and your team getting out of respawn. Remember for most of these WZs it's 8 seconds to plant/control a node, so constantly interrupting because you can't be killed with some defensive cooldown usage is absolutely huge. The opposing team knows it too, they can try to plant, and they probably will, but they'll get interrupted. That's huge, huge, huge utility.

I win most of my WZs and I usually PUG. Today was a bad day for me, not counting backfills (which obviously is stupid to count) I went 10-4, with at least 2 of those losses being to the best PVP premade on the server. I play 3 different toons, although as I mentioned I main my Sage, which has been gimped heavily but I can still be very effective with him. I only played PVP with the Sage today.

There is no doubt to me that Mara is the best class in the game right now. Sent is a little behind it due to various animation issues (good work on mirrors Bioware!). Tanksin/Shadows are also very effective, and I still think Ops are very solid still. But Mara is still a head above everyone else. I can't come close to the effectiveness I have with a Mara with my other toons (Sage and Vanguard right now).

You gear all the classes up in a WZ, and if they're all premades, with a high level of skill for everyone, the Maras are going to be the most effective. Not much changes with PUGs, highest skill, highest gear, the Maras will outperform everyone else.

Yes they can lose, due to greater skill by one party or better gear. But you have to take that out of the equation when measuring these things. You have to look at the toolset, the potential, the average performance over a large enough sample size. There is little reason to play other DPS classes, as the Mara just does everything better. If you like the other roles, which right now there is a debate if they really are needed, then fine bring another toon. But you're probably not going to out-damage/kill a skilled Mara.