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Undying Rage: The Final Word

STAR WARS: The Old Republic > English > PvP
Undying Rage: The Final Word

Derian's Avatar


Derian
05.03.2012 , 01:54 PM | #151
I'm starting to think people that hve a huge issue with UR just play on servers with bad PVPer, and are bad themselves. I PVP'd on another server for the first time and was blown away by how terrible it is.

Almost every time I pop UR on my server and I'm being attacked by two people, I get CC'd almost immediately after they realize it's up.

Bad pvpers blow their CCs for anything. My force stasis and awe are almost always up (Unless it's Voidstar where I use it a lot for capping objectives). When I need to stop a trooper healer's uninterrupable bubble, when I need to stop a Tanksin from killing my healer (oops nevermind they have force shroud lol but that's fine apparently).

It just blows my mind how people claim to be good at SWTOR, and yet put such a heavy epmhasis on DPS. DPS is important, but no more or no less than tanking and healing. The only way to stop a trooper healer that properly uses their uninterruptable bubble is with, you guessed it, CC. Where is the complaining about that? They can cast for 12 seconds freely, obviously they ain't dying, except for the smart players who CC them during this time, becfause it's predictable. Barrier? You best believe they are spec'd to have it uninterruptable.

Meanwhile, that DPS PT that can do 400-500k damage in a WZ is taunting and AOE taunting people attacking his healer, and then turns to burst down the enemy healer. 3 DPS have their damage reduced by 30%, and another for an extra six seconds via single target taunt (Let's face it, most people don't notices this. IF THEY NOTICE THIS THEY NOTICE A SENTINEL IN GBTF.). That's fine.

For the record, I have no problem with the above abilities. I adapt, because I'm not a whiner. I didn't have a problem with healers pre 1.2, I killed them all the time. I thought the problem was bad DPS. The only healer that was OP IMO was a Commando/Merc healer with the uninterruptable bubble, and even then I could still overcome it unless they were really good.

Other classes have AOE that is ranged, and extremely useful for defending objectives, and forcing players to move in a manner you want to. (Dropping it on a healer). That's ok.

However, the sentinel/marauder gets a buff that takes 50% of their life, and lasts for 5 seconds. This buff is applied at a time not of the sent's choosing because a sentinel can not control how much damage they are taking. Therefore, it's not always popped during a time where you can deal much damage. Sometimes I just spam slash during GBTF because I have no focus, and stuff is on CD. You complain that your CC may be on CD? Ok. We have no activated abilities. The only abilities that don't have a CD is Strike and Slash. Where is the argument tht when we pop GBTF, an ability we cannot control when we use it (if we want to use it effectively and properly) that we may not be a killing machine 100% of the time?

None of you can even tell me what abilities a Marauder/Sentinel will use during this five seconds that will deal this massive damage I keep hearing about. I did my homework on other classes to properly exploiit them, yet you don't do your homework on mine and expect to not be at a disadvantage. Who's fault is that?

Force Fade and Transendence buff were two very very good skills for watchman, we lost them both. IMO it was a nerf because those two abilities WIN WARZONES.

If you are low on focus and zealous strike is down, as well as master strike, well, you aren't going to be doing much damage. Focus for a Sentinel isn't like a Jugg where it's coming out their eyeballs, the timing between your CDs and Focus generation has to be tight for maximum potency. We need rage/focus to do damage. The chances that I pop GBTF/UR AND have my best CDs up, AND the focus to use them, after already doing battle for some time is slim.

Real tanks, not tanks that wear DPS gear, tear us up because our attacks are mitigated by their tank stuff. However, nobody wants to play a tank in PVP, they just WANT DU DAMAGE.

Good Sentinel/Marauders will still tear you up with a nerf, I'm sorry to say. You people can't even go ten seconds without blowing all your cooldowns and CCs if they are available, just to kill one person. Force Stasis is a TOOL. Awe is a TOOL. I do NOT use them just to kill Sammy the Sorc, and I rarely even use them if it means to save my own life, unless that life is to defend an objective, or cap one. If it's just some random big battle, I will save it when I need it, like when a trooper healer pops their bubble.

tl;dr rant rant rant ;D
Synion
Shards of Alderaan/Republic Justice

Jedi Sentinel-Watchman
Jedi Conqueror

Dacer's Avatar


Dacer
05.03.2012 , 01:54 PM | #152
Quote: Originally Posted by L-RANDLE View Post
But your claim that all these DCDs are needed is pretty imaginary too. UD is your "oh shiat button". Everyone else don't have one. Most classes spend the CC/DCD trying to keep you at bay since your damage is excellent. Then you hit your buttom and we die, no question. If you removed it, we still would die because........YOUR DAMAGE IS EXCELLENT..

You are medium armor and about half of your attacks have DoTs attached and are 10m... considered well out of traditional melee range, throw in a Force charge and Obliterate to close gaps when created, now add in slight damage buff, and expertise buff, pop your UD pill every minute, get a pocket healer or hit a medpak....GODMODE... I see this every night.. I make it a point to focus them and TRY to keep them busy. I have no doubt that since I have been playing the squishiest class in the game since launch, I would RARELY (if ever )die.

So is UD OP'd, no, but the CD is WAY too short(as a comparision, all adrenals and most DCDs are on a 3min CD and are no way near as powerful, yeah they last longer, but there is no 99% reduction one for the given time frame..) and is another misappropriated talent for a DPS class.
you have no understanding of the marauder class at all by what you say. just so you know the class build you describe above would be a 31/31/31 build. which if im not mistaken - is impossible.

the we have 3 10m attack. that all marauders get:
our 'execute' which is only useable at 30%
our healing debuff throw about as much damage as a basic attack
our force scream - which unless you are a carnage build would hardly ever get used because of the rage cost.

if you are rage spec you get Obliterate - And a 31point 10m force attack.
if you are annhilation you get bleeds - 31 point attack is 4m range - deadly saber(the bleedbuff) causes the next 3 melee attacks to apply a bleed.
if carnage - 31 point ability is again a 4m range melee attack.

TLR - you don't know the class at all - at least look at a skill tree from a spec builder before you just make thing up

Ingvar's Avatar


Ingvar
05.03.2012 , 01:55 PM | #153
The only thing wrong with Undying Rage (and a lot of other Marauder cooldowns) is that you can use it every 45 seconds. Increase the cooldown to 2 minutes and the problem is solved. Marauders should have to be smart about their cooldown usage and, as it currently stands, this is not the case. For some reason Marauders have incredibly short cooldowns compared to other classes, and this allows them to easily destroy anyone in a 1v1 situation. Make them think about when to use their strong defensive/offensive abilities, and Marauders become balanced.
"... he screamed, a wordless scream that had something of a wolf's cry in it. Without thinking he leaped forward, still screaming. All thought was gone... the axe was a feather in his hands, one huge wolf's tooth of steel."
-Robert Jordan

criminalheretic's Avatar


criminalheretic
05.03.2012 , 01:56 PM | #154
Quote: Originally Posted by darknagashadow View Post
people really, really aren't getting it so I'll make an attempt to explain it, Marauder is the best 1v1 class in the game, with the possible exception of damage tankasin, if your any other class than another marauder or a sin, your chances of survival against a skilled marauder are very, very low, however the game is not balanced around 1v1 combat it is balanced around 3v3's and 4v'4's, the dynamics of those fights are completely different so I won't even discuss 1v1

if Marauders were so powerful why do they almost never get the top dps in the warzone? for top dps , I almost always see bounty hunters sometimes three or four of them at the top.

The most popular spec for marauder right now is annihilation so I'll base a lot of what I say on a battle-master annihilation marauder,

assassins and marauders have very good survivability cool-downs because they are not ranged, they have a gap closer but it doesn't work on enemies under cover and it has a 12 second CD, they can only break CC once every two minutes and can be kited easily. In PvE they take damage from AoE boss effects have much less ability to avoid damage in general since they have to be within melee, take Gharj for example, melee dps does about half of ranged dps in that fight since your either running to a new island or avoiding Gharj's pounce half the fight and not doing damage. while ranged dps just plug away. Same with flashpoints, ranged dps is almost always prefered for HM flashpoints and operations so they must not be too overpowered.

In PvP marauders have the worst CC's in the game bar none, winning the warzones isn't about doing a lot of damage or soloing people, its about objectives and CC is a huge part of that, well timed CC's in voidstar and huttball can be much more important than a kill. As for interrupts sure they have them on 6s cooldown but they won't use them nearly as much as ranged classes because they have to be in melee range to use them. There will necessarily be downtime in their ability to use them just because they won't be on target whenever its available, as an assassin I used Jolt in combat pretty much on cooldown since it had a good range, I probably use disrupt in combat around every 12 seconds against good playersif i'm lucky if they are good at kiting and CC it might be more like once every 15 seconds.

as for undying rage itself, i agree that it is a very powerful DCD but it's also the most predictable DCD in the game, you know for certain its going to be used at 15-20% health and not before, during this time you can either kited/rooted/KB'ed or you could blow your own defensive coolodowns. After Undying rage wears off the marauder will have around 5-8% health and can be killed with one attack.

juggernaut dps is currently very underpowered relative to other classes so I didn't include them in my analysis.

people roll marauders because they look really cool they dance around in combat have beautiful fluid motions and two lightsabers, which is why the are so common now that they are finally viable
Thank you for that objective assesment. I think people overestimate the power of Marauders because we are 1v1 fighters and losing 1v1 fights leaves a more lasting impression than being the victim of random AOE. I actually read a post in another thread where some guy said "Sure sorcs may drop 500k damage all day long in a WZ, but that doesn't really count, because they're not killing anyone". Um yeah dude, you are.

Marauders are designed to be the best 1v1 fighters in the game, and if played correctly we succeed in that endeavor. If/When 1v1 fighting becomes the most useful skill in a WZ, THEN we will be OP. Until then we are just annoying. You don't nerf someone for being annoying, you adapt.

Monterone's Avatar


Monterone
05.03.2012 , 01:57 PM | #155
I think both Undying Rage and Force Shroud should be purely defensive abilities. When either is popped the damage output should be at least HALVED.

This would do many things to help bring some balance.

1. People would stop complaining about marauders because marauders would not go into their blending, god mode, where you can't do $#!^ to them but they wreak havoc across the battlefield.

2. It would help balance Tankassins, so people would stop complaining about them. Force Shroud also lasts 5 seconds, and allows for some damage to be put out during the period, although not nearly as much as a marauder can in the same time.

Both abilities would be used defensively, as probably intended -- marauders as an escape tool, and sins as a tanking tool for carrying the ball etc... I'm sure both these changes could be coded to affect PvP only if necessary.

3. Deception sins remain largely unaffected as the FS is only 3 seconds long and mostly used in conjunction with vanish every couple of minutes.
Saminette
Star Forge

Derian's Avatar


Derian
05.03.2012 , 01:59 PM | #156
Quote: Originally Posted by Dacer View Post
80% of all undying rage QQ is from this happening
the other 20% is probably from seeing a marauder in a premade fighting pugs have his friend heal him while in UR with only 5% heal and see him get healed to 80% when there are 4 -5 ppl targeting him instead of attacking the healer- which should be your primary target anyway.
Yup. I sucker people into this. Being a Watchman you almost always start off a 1v1 encounter playing catch up. Dots need to stack, Juyo needs to build stacks etc. Our class forces us to stay calm and let our damage build, someone called it a wrecking ball and that's a perfect analogy.

And exactly. Why are you targeting a marauder anyway if a healer is around? Someone actually had the nerve to say focusing a marauder before a healer makes sense. So they can...pop GBTF and just ge thealed?

Bad players are bad.
Synion
Shards of Alderaan/Republic Justice

Jedi Sentinel-Watchman
Jedi Conqueror

Derian's Avatar


Derian
05.03.2012 , 02:00 PM | #157
Quote: Originally Posted by Ingvar View Post
The only thing wrong with Undying Rage (and a lot of other Marauder cooldowns) is that you can use it every 45 seconds. Increase the cooldown to 2 minutes and the problem is solved. Marauders should have to be smart about their cooldown usage and, as it currently stands, this is not the case. For some reason Marauders have incredibly short cooldowns compared to other classes, and this allows them to easily destroy anyone in a 1v1 situation. Make them think about when to use their strong defensive/offensive abilities, and Marauders become balanced.
Again, why should marauders have to be smart about cooldown usage, when smart cooldown usage with CCs completely nullifies GBTF? Hmm?
Synion
Shards of Alderaan/Republic Justice

Jedi Sentinel-Watchman
Jedi Conqueror

Astarica's Avatar


Astarica
05.03.2012 , 02:03 PM | #158
The only reason Tankasins and Marauders don't always top DPS chart is because both classes represents immense threat so they're never ignored. I mean it's a given that most other candidates for best DPS have far worse survivality than either of those two classes, so if those guys are really that dangerous, how are they even alive in the first place? Even if they are indeed better DPS, they should do worse by the fact that they are dead and the dead does no DPS. Yet you'll see people ignore PT, Snipers, whatever and hunt down that Marauder/Tankasin. Maybe this isn't the smartest thing to do but it illustrates the relative power of the classes.

It's kind of like how in pro basketball you always hear people say, "Don't let the star of the other team beat you". In SWTOR you want to make the PT, the Sniper, or whoever else beat you, but not the Marauder or the Tankasin, because if you give an opportunity for either class to beat you, they definitely will.

vsalcedo's Avatar


vsalcedo
05.03.2012 , 02:06 PM | #159
Quote: Originally Posted by anticept View Post
And you still have a ccbreaker that you can use for that 4sec stun and you have an interrupt for the mez that would follow so stop defending the ability already. Yes it can be countered so can the counter be countered and stil at that 5 seconds that you are undying even if you´re rolling on the floor or electrocuted or whatever you can be healed to full without the possibility of you dying no other class can do that...
L2CC better yet if your pugging you can't complain. I bet you those premades understand how to deal with all sorts of classes like mauraders. I personally do okay against them and my bubble makes me immune for 3 seconds as a sniper along with shield probe. Mauraders are really squishie if taken care of correctly and wisely. Teamwork people is all about teamwork.

vsalcedo's Avatar


vsalcedo
05.03.2012 , 02:08 PM | #160
Quote: Originally Posted by Astarica View Post
The only reason Tankasins and Marauders don't always top DPS chart is because both classes represents immense threat so they're never ignored. I mean it's a given that most other candidates for best DPS have far worse survivality than either of those two classes, so if those guys are really that dangerous, how are they even alive in the first place? Even if they are indeed better DPS, they should do worse by the fact that they are dead and the dead does no DPS. Yet you'll see people ignore PT, Snipers, whatever and hunt down that Marauder/Tankasin. Maybe this isn't the smartest thing to do but it illustrates the relative power of the classes.

It's kind of like how in pro basketball you always hear people say, "Don't let the star of the other team beat you". In SWTOR you want to make the PT, the Sniper, or whoever else beat you, but not the Marauder or the Tankasin, because if you give an opportunity for either class to beat you, they definitely will.
Shhhh people will move onto snipers next......NERF snipers they dont die behind cover!