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What Sent/Mar spec and change has contributed to them becoming op?

STAR WARS: The Old Republic > English > PvP
What Sent/Mar spec and change has contributed to them becoming op?

HurricaneXXIV's Avatar


HurricaneXXIV
04.30.2012 , 10:16 AM | #161
Quote: Originally Posted by IronFirewind View Post
CC. Learn to use it. The only defensive CC that Sent/Mara has that lasts longer than 5 seconds is Saber Ward which is only really useful against weapon damage since it doesn't give the Defence bonus to force or tech damage (just some mitigation).

Rebuke/Cloak of Pain is there to punish people who hit them. If you see it go up CC the Sent/Mar and then just don't hit them for a couple of seconds. Only bad players let them get the full 30 seconds of 20% damage mitigation from it.

Guarded by The Force/Undying Rage is actually hard countered by the following classes: Gunslinger, Sniper, Jedi Knight, Sith Warrior, Shadow and Assassin. Why? Execute abilities. The additional burst can potentially kill an unguarded Sent/Mara before the CD goes off and the threat alone of those execute abilities will make a Sent/Mara fire it off too soon if you panic them. Also Gunslinger and Sniper have the insane burst necessary to bring down a Sent/Mara from 100% before they get close so they are worth a mention.

Bad players that throw around CC like candy and refuse to work as a team make the class seem OP when it really isn't.
Sents are tied as the squishiest class in the game without their CD's up, ops have a right to ***** about being squishy out of stealth. They need CD's because snipers, mercs and sages all get to stand 35 yards back and bomb away at them. In a group setting if a sent is on your healer your team should be smart enough to a) have a tank peel or b) the range focus him. It's a team game, that's what it's balanced around.

unicornfive's Avatar


unicornfive
04.30.2012 , 10:17 AM | #162
Maras arent OP and they dont need nerf...
I quit 2 valor rank 60+ chars and rerolled a mara...and i assure u its balanced like every other class!!

Zoiks's Avatar


Zoiks
04.30.2012 , 10:20 AM | #163
Quote: Originally Posted by IronFirewind View Post
CC. Learn to use it. The only defensive CC that Sent/Mara has that lasts longer than 5 seconds is Saber Ward which is only really useful against weapon damage since it doesn't give the Defence bonus to force or tech damage (just some mitigation).

Rebuke/Cloak of Pain is there to punish people who hit them. If you see it go up CC the Sent/Mar and then just don't hit them for a couple of seconds. Only bad players let them get the full 30 seconds of 20% damage mitigation from it.

Guarded by The Force/Undying Rage is actually hard countered by the following classes: Gunslinger, Sniper, Jedi Knight, Sith Warrior, Shadow and Assassin. Why? Execute abilities. The additional burst can potentially kill an unguarded Sent/Mara before the CD goes off and the threat alone of those execute abilities will make a Sent/Mara fire it off too soon if you panic them. Also Gunslinger and Sniper have the insane burst necessary to bring down a Sent/Mara from 100% before they get close so they are worth a mention.

Bad players that throw around CC like candy and refuse to work as a team make the class seem OP when it really isn't.
Where does this bizarre logic come from? Using cc on someone under the effect of a defensive cd has no additional impact beyond using a cc on someone NOT under the effect of a defensive cd.

Would you consider using cc on a player because they're recieving healing an effective use of cc? As I'm not entirely sure there aren't some people out there going, "derp, yep!", no, no it is not a good use of cc. And there is no meaningful difference between ccing the guy being healed and the guy who used a defensive cc.

Use cc on the guy HEALING him, or in the case of a defensive cd, using the cc just BEFORE he has a chance to use the cd and bursting them down is your only real hope.


As a side note, there are no cc's that last longer than 4 seconds and are useful against someone in the middle of a melee. The 6-8 second ccs are all "sleeps", ie they are cancelled by damage, and it's ridiculous to consider them even effective as a delay tactic against someone who is in combat. Maybe if they cancelled all dots and were obvious enough that even dim players couldn't help but notice the graphical effect, but they don't and they aren't.

DestyOwn's Avatar


DestyOwn
04.30.2012 , 10:39 AM | #164
Quote: Originally Posted by unicornfive View Post
maras arent op and they dont need nerf...
I quit 2 valor rank 60+ chars and rerolled a mara...and i assure u its balanced like every other class!!
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-Eternal-'s Avatar


-Eternal-
04.30.2012 , 10:43 AM | #165
Quote: Originally Posted by Thordomr View Post
I keep hearing how sent/mar are op. Which spec? What is exactly op. I heard all the speculation on how the focus/rage spec would be op and it does do a lot of damage. I would like to hear what new thing that has changed that has caused sentinels to become op. Please list the spec and the change that has caused them to become op.
The real problem with Marauder is Expertise. Expertise jacked up damage to an all time high which makes EVERYONE do ridiculous damage. However, everyone are glass cannons currently except for Marauders...this is what makes Marauders OP. These can dish prime damage but stay alive 5 times longer than everyone else. This equals severe OP.
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GypsyMagik's Avatar


GypsyMagik
04.30.2012 , 10:53 AM | #166
Quote: Originally Posted by -Eternal- View Post
The real problem with Marauder is Expertise. Expertise jacked up damage to an all time high which makes EVERYONE do ridiculous damage. However, everyone are glass cannons currently except for Marauders...this is what makes Marauders OP. These can dish prime damage but stay alive 5 times longer than everyone else. This equals severe OP.
I have been a mara since release and the funniest thing about all of this is that not much of anything has changed. Granted I have done top dps in 90% of the warzones I play from then until now but we are no more durable than we ever had been and with healers doing less some may say we are more squishy so I am not quite sure where you get the 5 times more survivable than any class. I personally don't care if maras are nerfed because like I posted before not much has changed for me other than more rerolling wanna bes asking me questions about spec etc whether it stays as is or they nerf maras the people crying will still get just as owned as they always have been and will still have to accomplish what they have failed to do so far... quit crying and become a better player. If all this forum spamming about it has done anything it is given many maras a chance to tell you how to beat them

Baconmonster's Avatar


Baconmonster
04.30.2012 , 11:09 AM | #167
Quote: Originally Posted by Bnol View Post
I would not advocate for gutting of Marauders because it is not necessary. Only small changes need to be made in light of the existing TTK. Some suggestions:
  • Reduce the 99% reduction to a 4 second duration (down from 5)
  • Cloak of Pain duration is not refreshed by DoT effects (allowing people to actually stop attacking the Marauder to remove Cloak of Pain), and the maximum duration be 25 seconds (down from 30)
  • Reduce Trauma effect duration on Deadly Throw to 10 seconds (down from 15). This would allow a 2 second gap for full healing potential and would require more focus on the part of the Marauder to keep the healing debuff on a target.
While I agree with a the Undying/Guarded nerf and Trauma nerf I can't say I agree with Cloak of Pain. The fact that it lasts 30 seconds is mind boggling to me. Not only is it almost as strong as my strongest defensive cooldown it lasts over twice as long and has half the cooldown. Currently with full uptime he gets 50% uptime, I get 10% uptime with my BEST defensive cooldown. Nerf cloak of pain to 8 second uptime regardless of hit and buff the damage reduction to 30%. They can keep the 1 minute cooldown.

Sents and Rauders simply do too much damage for their survivability. I'd nerf Undying and Cloak to either have lower uptime or longer cooldowns. Then to compensate them for a large survivability hit I'd give them a legitimate CC (probably a stun).

GypsyMagik's Avatar


GypsyMagik
04.30.2012 , 11:19 AM | #168
lol taking away our defensive cd's would make us so squishy it wouldn't be funny EVERY complaint I have seen is based around survivability which is non existent without a healer. Like always it's a skewed view from all the complainers. all the classes are balanced and as Bioware said everything is how they wanted it to be so perhaps people should work on their wz tactics and focus fire.

GypsyMagik's Avatar


GypsyMagik
04.30.2012 , 11:21 AM | #169
Knowing how to play your class does not make that class OP it just makes it fairly obvious who knows what they are doing and who doesn't... a painful truth

rsomazzi's Avatar


rsomazzi
04.30.2012 , 11:29 AM | #170
Quote: Originally Posted by broganthomas View Post
There are a few factors...

Other DPS classes got nerfed, and are no where near as effective as mara/sents.(Hence balance issues)
They got a buff.
Great DPS + Best defensive CD's in the game.

I don't know why this is so hard to understand...
Wow, someone actually uses their @#$% brain and puts up something intelligent instead of "QQ more nubs". This is spot on, and as a Commando, I feel exactly this every day I log on. My Demo Round was reduced in dps a good 20% in 1.0.2c, noticing how Bioware intentionally neglects to put it in the patch notes, yet other Commandos parsing their combat logs have attested to and is pretty visible while in the game myself.

Second, Maras/Sents were pretty strong as it was before 1.2, and only more so now. So the gap widened with the true "dps" classes getting hit in their primary role. Commandos have @#$% for damage mitigation, as some would say is exactly the weakness a dps class SHOULD have. I am ok with that. But when an already strong melee class like the Marauder gets a bump in 1.2 to make them even stronger, I'd like someone to please point out FROM THE COMMANDO PERSPECTIVE what weakness do THEY have that I am to exploit? Anyone? I've fought many of them and come to the conclusion they are missing it on the same scale my class has its own weakness. Please explain to me how this melee tank specc'd class should be allowed the best damage output ALONG with some of the best damage mitigation? Really? And it's not just voicing many others' whines, it is truly what I have seen in many WZ matches, now VR 81.

Given similar skill and gear, tell me who you'd bet your actual money on - the Marauder or the Commando? Exactly.