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How to completely counter a Marauder

STAR WARS: The Old Republic > English > PvP
How to completely counter a Marauder

SinnedWill's Avatar


SinnedWill
05.16.2012 , 01:33 PM | #61
Quote: Originally Posted by V-Serp View Post
The easiest solution is to just roll a Marauder yourself and then see what other people do to counter you.

When i tried that, all that happened was that my Marauder just wrecked everyone. So my conclusion so far is nobody can actually counter this class reliably. In which case you don't really have a problem, since you can just play your Marauder.

The bigger issue is I guess people that don't want to play a Marauder for whatever reason. All 3 specs are viable and most people play Anni, but I personally am leaning towards Carnage these days. You can just switch out every week and it makes it more fun honestly that way.

The problem for opponents is they don't know what spec you have, and what counters there are, are different depending on the spec. It's kind of funny, Marauder is like 3 different classes in itself while many classes only have 1 viable spec at best.
Some classes counter marauders more easily than others. All classes counter marauders more easily if they also have one (play it to 50, mind you, and just get familiar with your own rotations/tactics for every situation - don't bother replicating what others attempt to counter you if it's failing, lol). And please don't bother telling us how you dominate sub-50 pvp as class 'x' when you're level 'y'. All classes scale differently in sub-50 pvp (which can further be made obvious if you always keep your character in full purple gear for their level) and many classes are immensely dependendant upon abilities/talents unavailable early on. Yes, marauders perform well in sub-50 (particularly before obtaining undying rage), but over all the characters I have, I'll honestly say that lv. 10 sniper gets the most significant scaling. I had 6.7k ambushes (and I wasn't even geared up mind you). By lv. 19, I'm lucky to get ambush crits to break 4k (unless it's an unbubbled sorc/sage lv. 38+) and it continues to decrease as you progress until you get to 50 and significant expertise from gear. From what I recall as maraduer in sub-50 pvp, you'll notice significant loss of survivability around the same time you actually obtain undying rage (38).
Lastly, sub-50 pvp brackets are mostly composed of either PuGs that are either bad, yet to fully learn their class, happen to be at a level where they (and/or gear) happen to be between keystone levels (levels that grant improved ranks of abilities and/or grant a new ability or talented skill that might have a significant impact), or... as many sub-50 matches have become: groups of lv. 50's on alts that want a more relaxing break from lv. 50 objective-based pvp playstyles whose only goal in a match happens to be to maximize damage/killing without any significant concern for contributing towards victory and requires as little effort on their behalf (thus, don't bother to actually use tactics to counter since a death could usually mean less downtime). Sure, you might get some players that play sub-50 brackets like they would ranked 50 WZ's, but good luck getting an entire team composed of people like this. Hence, sub-50 pvp is rarely a good meter upon which to gauge how a class performs overall.
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.

Varicite's Avatar


Varicite
05.16.2012 , 01:34 PM | #62
Quote: Originally Posted by SinnedWill View Post
How to completely counter virtually everything:
1.) Roll a Tankasin.
2.) Hope you don't go against an enemy Tankasin.
3.) Win (yes, some player skill will be required against certain players of certain classes/specs and some luck plays a factor - i.e. chance-based procs - but for the most part, Tankasin is quite easy to play and its only vulnerabilities are easily countered).
For the most part, every class is easy to play in this game, period.

Tankasin is pretty middle of the road, as far as "skill" goes for classes in this game.

My Marauder, Sniper, Powertech, and Sorc certainly aren't any harder to play.

PS) A good Sniper will tear a Tankasin apart w/ decent positioning, as will a Powertech if the Tankasin's Shroud is on cd. : )
Quote: Originally Posted by JayPres View Post
Strap your digital dog to your digital roof and take your ideologies, lovely wife, and sweet little 8yr old girl to a PVE server where you fit best.

Serpieri's Avatar


Serpieri
05.16.2012 , 01:42 PM | #63
People posted stuff like this for sorcs and ops - and we all know what happened to them.

SinnedWill's Avatar


SinnedWill
05.16.2012 , 01:43 PM | #64
Quote: Originally Posted by Astarica View Post
Using the 4s stun to deal with an opening Ravage would put you way behind in the CC/resolve game that I didn't even consider it as an option. You'd stop the Ravage but pretty much have no meaningful CC to fall back on for the rest of the fight, since your next CC fills his resolve bar.
I agree - try to save resolve fillers if possible until you can burst a mara/sent to death before they can use their bubble (i.e. stun them ~30-35% HP, more for some classes, less for others, but this is usually a good average number that most classes can burst down before the stun expires - significantly shortens mara/sent lifetimes). If you have them, use roots, slows and knockbacks to counter their significant damage abilities. Also, if a Mara/Sent has full resolve early on, they're almost certain to get at least 1 easy kill. Class with the most difficult counter to maras/sents are merc/commandos, but it can be done - the only spec they have that is most vulnerable to maras/sents shouldn't ever be alone in the first place (needs group-mates to peel enemies from locking them down, debuffs apply to all damage from all sources - yeah, safe to say it's a goup-based spec).
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.

Uchoo's Avatar


Uchoo
05.16.2012 , 01:47 PM | #65
A nerf may be in line for Marauders. It won't be a very big one I'm sure, but we'll see how that plays out.
<Recurring Nightmare> formerly known as <Munshara> or <Shadows> from Warhammer. Crucible Pits
Substrate - Marauder Roughin - Juggernaught
Chromate - Sniper Phosphate - Assassin Uchoo - Bounty Hunter

Astarica's Avatar


Astarica
05.16.2012 , 01:49 PM | #66
Quote: Originally Posted by Varicite View Post
For the most part, every class is easy to play in this game, period.

Tankasin is pretty middle of the road, as far as "skill" goes for classes in this game.

My Marauder, Sniper, Powertech, and Sorc certainly aren't any harder to play.

PS) A good Sniper will tear a Tankasin apart w/ decent positioning, as will a Powertech if the Tankasin's Shroud is on cd. : )
The only problem I have with Snipers is that I can't figure out which of their 5 abilities that are synonyms for 'shoot stuff at you' has the KB effect built into it. I guess I'll actually have to roll one to figure out, since the text itself doesn't tell me anything. Basically you just have to reposition yourself when they do the attack that knocks you back (Ambush?) but it's hard to do that when you can't be sure which attacks is doing the KB.

anwg's Avatar


anwg
05.16.2012 , 01:51 PM | #67
Quote: Originally Posted by Uchoo View Post
I included a disclaimer towards the top of the guide that some parts of your success may rely on having friends.
This is a team game after all.
2 should win against 1, so you might as well just admit some classes cannot beat marauders.

Uchoo's Avatar


Uchoo
05.16.2012 , 01:52 PM | #68
Ambush has the knockback if you are close enough to them. They also have another close range knockback. I believe Ambush is a 12s cooldown. If you can cloak before they root you, you can close again, but they'll root you and move, then ambush will be off cd soon.
<Recurring Nightmare> formerly known as <Munshara> or <Shadows> from Warhammer. Crucible Pits
Substrate - Marauder Roughin - Juggernaught
Chromate - Sniper Phosphate - Assassin Uchoo - Bounty Hunter

Uchoo's Avatar


Uchoo
05.16.2012 , 01:53 PM | #69
Quote: Originally Posted by anwg View Post
2 should win against 1, so you might as well just admit some classes cannot beat marauders.
I'll let you try for yourself. I provided input on what to look for, you might just find that you win the next 1v1 against the Marauder that you fear the most on your server.
<Recurring Nightmare> formerly known as <Munshara> or <Shadows> from Warhammer. Crucible Pits
Substrate - Marauder Roughin - Juggernaught
Chromate - Sniper Phosphate - Assassin Uchoo - Bounty Hunter

Varicite's Avatar


Varicite
05.16.2012 , 01:56 PM | #70
Quote: Originally Posted by Uchoo View Post
Ambush has the knockback if you are close enough to them. They also have another close range knockback. I believe Ambush is a 12s cooldown. If you can cloak before they root you, you can close again, but they'll root you and move, then ambush will be off cd soon.
Pretty much exactly what I was going to say.

It's not an exact science, as they have 2 KBs, and it's really very easy to cycle them and the root so that by the time you can actually close on them again, you'll be trying to DPS through their full health and defensive cds while you're at ~30%.

Also, Sniper is a huge blast for me so far, you may like it, Astarica. : ) I rolled it mostly for the reasons you said (and because I heard the story was awesome), and found out that it's actually a really nice change of pace from my Tankasin, and seems a lot more effective for ranged dps than my Sorc ever was.

I do miss Force Sprint though (part of the reason why I have 2 lv50 Inquisitor ACs lol).
Quote: Originally Posted by JayPres View Post
Strap your digital dog to your digital roof and take your ideologies, lovely wife, and sweet little 8yr old girl to a PVE server where you fit best.