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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

Dartagon's Avatar


Dartagon
04.26.2012 , 10:20 AM | #141
Quote: Originally Posted by MonsAlpha View Post
If **** isn't going down in your warzone, you're probably doing it wrong and should just leave.
I'll wave next time you're sitting their training me, then blowing all your CDs to train me some more. We play on the same server and your premade that you queue with for obvious reasons, stack melee.
Arkiels Quickfinger
BAMF
Iron Citadel

islander's Avatar


islander
04.26.2012 , 10:23 AM | #142
Good post OP.

Weakness #1 is the primary reason I give to QQers who cry about marauders. Want us to stop damaging you? Keep us away. It's not that hard.

Weakness #4 is completely true as well. Some opponent groups have 3 snipers, and I'm just wrecked. I can't walk anywhere without being ganked by one.
In a one on one situation I can manage OK IF I have force camo available to close the distance prefight. It's still no guarantee though, as they have that knockback out of cover. A good sniper will handle a similarly skilled marauder most of the time (assuming both are full health, and the sniper has the early start from cover).
We can't fire off obfuscate until we're effectively in melee range (ok, 10meters, thats barely what I'd call 'ranged').

I honestly find harassing healers (strenght #3) the most fun in PvP. Not killing them, mind you. Just interrupting 3 out of every 4 heal spells they try to get off. I can keep one occupied for minutes but eventually someone on his team figures out what's happening and the fun's over then
Gėllies Erimosi, Imperial Deadeye
<Hex> Prophecy of the Five

fungihoujo's Avatar


fungihoujo
04.26.2012 , 10:26 AM | #143
Quote: Originally Posted by Dartagon View Post
Did you not just say that you play a PT Pyro. If I need to explain it to you....

I play an alt PT Pyro and they dominate everything...it has something to do with I dunno, everything being instant cast.

Hence mobility, snare/stun removals, constant snare.

I think you know what I'm talking about and you're a bit scared that letting your bag a tricks in to the open, people would realize how OP Pyros are. Don't worry, from playin in low level wz, there will be a huge influx of PT Pyros to hit the PVP scene so its only a matter of time before PT Pyro has a few adjustments.
Uh, you do know that the only a PT pyro gets is a snare removal off of energy shield on a 2 min CD- and it's not even the most popular one to take, mostly because it's limited in what it does. It doesn't remove stuns.

Their gap closer is on a 45 second CD, and doesn't work against resolve and several movement buffs. Other than that- you have a snare (not unlike marauders), no roots (unlike marauders), no mez (unlike marauders), no escape (unlike marauders), no speed buff in all specs (unlike marauders), no group wide buffs, no trauma debuff- ironic you mention instant cast when PTs have two cast abilities- like marauders- but unlike marauders both can be interrupted by the person you're casting it on.

Add to that marauders do more damage, have far superior defensive CDs, and rather than running high in heat when bursting- only grow stronger- it's pretty clear marauders are far superior.


Superior to a class that is indeed fine where it is- PT is a pretty good, balanced class- there's just too many classes that are very weak- and then marauders which are godlike in power.

islander's Avatar


islander
04.26.2012 , 10:27 AM | #144
Quote: Originally Posted by Richoshist View Post
The answer is no. Marauder/Sents are too strong atm. They need to have their damage brought back in line with other classes. Same goes for Pyrotech.

Bringing them back in line =/= nerfing them to the ground. It means the average players will play them averagely and the good ones will still be good, but not unbeatable.
Why should they be brought back in line with ranged DPS, again?

Ranged DPS = easy mode.
Sentinel/Marauder = harder mode.

In fact, I've become a much better healer through my marauder 'training'. Because I use about 40% more keybinds on my marauder then I ever did on my sorc healer.
Gėllies Erimosi, Imperial Deadeye
<Hex> Prophecy of the Five

Dartagon's Avatar


Dartagon
04.26.2012 , 10:29 AM | #145
Quote: Originally Posted by fungihoujo View Post
Uh, you do know that the only a PT pyro gets is a snare removal off of energy shield on a 2 min CD- and it's not even the most popular one to take, mostly because it's limited in what it does. It doesn't remove stuns.

Their gap closer is on a 45 second CD, and doesn't work against resolve and several movement buffs. Other than that- you have a snare (not unlike marauders), no roots (unlike marauders), no mez (unlike marauders), no escape (unlike marauders), no speed buff in all specs (unlike marauders), no group wide buffs, no trauma debuff- ironic you mention instant cast when PTs have two cast abilities- like marauders- but unlike marauders both can be interrupted by the person you're casting it on.

Add to that marauders do more damage, have far superior defensive CDs, and rather than running high in heat when bursting- only grow stronger- it's pretty clear marauders are far superior.


Superior to a class that is indeed fine where it is- PT is a pretty good, balanced class- there's just too many classes that are very weak- and then marauders which are godlike in power.
I don't disagree that Marauders are far superior because of their survivability and CDs. I do disagree that someone thinks PT Pyro is not a mobile spec.

You can choose to spec however you want as a Pyro PT. I prefer to spec for sustainability and survivability. Depends what role you are filling in your premade I guess.
Arkiels Quickfinger
BAMF
Iron Citadel

therouterninja's Avatar


therouterninja
04.26.2012 , 10:32 AM | #146
I find marauders challenging, but not unbeatable. Luckily there's only 1 or 2 marauders on our server that will constantly hand me my lunch, but really that's only in certain circumstances. Usually i'm worrying about objectives and will just be as annoying as hell to get within range of.

As someone who played all the AC classes at this point, I can tell you I've never felt that I lost to a class that was OP. Sure I may get frustrated when I get hit by a ravage and have none of my cooldowns up, but that's really the luck of the draw when it comes to the game, and kind of my fault for blowing them with marauders out on the loose.

My approach to marauder/sent is knockback/stun/force stealth/kite/run(as a shadow removes -movement effects), if they case rebuke/cloak of pain, just stun/avoid hitting them for 6 seconds. If they cast undying rage/guarded by force, just vanish/stun/run/kite/knockback/snare, etc... they will be dying soon after. And for the love of god, purge your dots, especially if they cast zen.

Really there are so many options for neutralizing DPS melee in this game it's insane. Against a good player, it becomes more of a toss-up, and sure you may die if they manage their cooldowns and interrupts correctly, but isn't that why we pvp? To evolve the chessgame?

Sure they're one of the strongest 1v1 class, but they really have no utility. In premade groups, it's really easy to neutralize them through coordinated cc and snares. It's always fun to knock one into the pit, and run away so they can't leap. Everyone should target the flimsy DPS characters first. In pugs, yeah, they can be a challenge since everyone's out to save their own skin. They're meant to be a good solo class since they don't have guard or dependable heals, so this is expected.

To be clear, I won't cry if they get nerfed, but I don't feel like they need one. To me, all melee deserve some sort of advantage over ranged because a.) you get focused down really fast when you leap in, b.) you lose some of the environmental awareness when the action is all happening 2 feet away from you, c.) melee are way harder to play effectively than most of the ranged classes(operatives/gunslingers being an exception).

Not a complete list obviously, but here's how I view melee and their strengths:
Shadows(stealth, guard, self heals)
Scoundrels(stealth, spam heals, lots of cc)
Guardians(3 leaps, guard, good mitigation)
Marauder(3x defensive cooldowns, self heals, DPS)
50 Scoundrel | 50 Guardian | 50 Vanguard | 50 Shadow | 50 Sentinel | All other classes lv 20 and above.
Namadii Corridor - It's A Trap guild.

Sevvy's Avatar


Sevvy
04.26.2012 , 10:41 AM | #147
Quote: Originally Posted by Wrestle View Post
Sig says it all FOTM player. lol
And what do you play? Do tell.

I've been playing Marauders/Powertechs since last July. Neither of those were FOTM in beta. Sorc was. And now that it sucks, there is 10x the amount of crying on the forums. I WONDER WHY??????
Lag *** Powertech *** Helm of Graush
Sevv *** Sentinel *** Helm of Graush
<Hutts Don't Have Feet>

Dartagon's Avatar


Dartagon
04.26.2012 , 10:42 AM | #148
Quote: Originally Posted by Sevvy View Post
And what do you play? Do tell.

I've been playing Marauders/Powertechs since last July. Neither of those were FOTM in beta. Sorc was. And now that it sucks, there is 10x the amount of crying on the forums. I WONDER WHY??????
Nah they all rolled Marauders

Nobody is blaming you for playing a Marauder or a PT. But, to disagree that they need to be tweaked slighty is just...

Crazy talk. Look at it from an open perspective and tell us honestly. Should there not be some tweaking??
Arkiels Quickfinger
BAMF
Iron Citadel

Sevvy's Avatar


Sevvy
04.26.2012 , 10:44 AM | #149
Quote: Originally Posted by Dartagon View Post
Did you not just say that you play a PT Pyro. If I need to explain it to you....

I play an alt PT Pyro and they dominate everything...it has something to do with I dunno, everything being instant cast.

Hence mobility, snare/stun removals, constant snare.

I think you know what I'm talking about and you're a bit scared that letting your bag a tricks in to the open, people would realize how OP Pyros are. Don't worry, from playin in low level wz, there will be a huge influx of PT Pyros to hit the PVP scene so its only a matter of time before PT Pyro has a few adjustments.
Don't confuse control with mobility and act all uppity about it like you know what you're talking about. Advanced Prototype is a mobility spec, not Pyrotech.
Lag *** Powertech *** Helm of Graush
Sevv *** Sentinel *** Helm of Graush
<Hutts Don't Have Feet>

Serrowherrow's Avatar


Serrowherrow
04.26.2012 , 10:44 AM | #150
Quote: Originally Posted by fungihoujo View Post
Uh, you do know that the only a PT pyro gets is a snare removal off of energy shield on a 2 min CD- and it's not even the most popular one to take, mostly because it's limited in what it does. It doesn't remove stuns.

Their gap closer is on a 45 second CD, and doesn't work against resolve and several movement buffs. Other than that- you have a snare (not unlike marauders) Powertechs have a ranged snare that they can keep on indefinitely. Would prefer to be able to permanently snare someone from 30 meters away tbh.


, no roots (unlike marauders), Only one spec gets actual roots outside of force-charge. An untalented force-charge needs a short root duration to actually work though, what would be the point of a gap closer if people just kept running out of range regardless?


no mez (unlike marauders), It's called carbonize. Yes it's shorter duration, but you can still DPS during it. I'd rather have an AOE 1.5 second mezz during which I could still attack people than a 6 second mezz where I can't poke anyone without waking them up.

no escape (unlike marauders), Hydraulic overriders, 8 seconds of no-CC and 30% speed boost.

no speed buff in all specs (unlike marauders), Hydraulic over-rides to the rescue once more.

no group wide buffs, Ok? Marauders get one 15% damage/heals boost that has a 5 minute cooldown. It can be used a maximum of twice during a match.


no trauma debuff- Not sure what the point of this is. Sure other classes could get a healing debuff ability too, but I don't think PTs need it.


ironic you mention instant cast when PTs have two cast abilities- like marauders- but unlike marauders both can be interrupted by the person you're casting it on. -- Which two marauder abilities are you referring to? Only ravage can not be interrupted, and flamethrower, if I recall correctly, can be talented to not be able to be interrupted.

Add to that marauders do more damage, -- Objective. Tell that to my guild powertech that does 600k on a bad day.

have far superior defensive CDs, -- You have a 25% flat reduction shield on a 2 min cooldown. We have a 20% reduction shield on a 1min cooldown. Saber ward can be used a maximum of 3-4 times in an entire warzone, and undying rage is easily countered.

and rather than running high in heat when bursting- only grow stronger- it's pretty clear marauders are far superior. -- The burst of a powertech far outmatches that of any of the marauder specs, sorry to 'burst' (hurr) your bubble. If you disagree, you probably just haven't tapped the full potential of the pyro/AP specs yet. Just because powertechs lack the longevity of a marauder doesn't mean they're inherently worse - how many fights last longer than thirty seconds with 1.2? I'd rather be able to kill someone in 10 seconds and not be able to do so again for 5 then take 15 seconds to kill the same person.


Superior to a class that is indeed fine where it is- PT is a pretty good, balanced class- there's just too many classes that are very weak- and then marauders which are godlike in power.

Small rant here, can we please stop with the word GODLIKE? I'm seriously confused as to when marauder translated to god-mode, considering I still get killed in warzones on mine. Contrary to the stupid belief on this forums, being a marauder does not mean you have 666k hp and 99% damage reduction at all times. They can be countered. They can be killed. Just like everyone else.
Just my thoughts.