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Undying Rage


Rendet's Avatar


Rendet
05.23.2012 , 09:42 AM | #41
I play a sage, and mara's/sents are not as impossible as people make it sound. We have so many ways to slow/root/stun them that you can just keep ticking them down while they stay outside of melee range. I make sure never to get far enough back to where they can close the gap and just keep the dots up. Does it work 100% of the time? No but how often do you find yourself 1v1 in a WZ for an entire fight?

iphobia's Avatar


iphobia
05.23.2012 , 10:02 AM | #42
Quote: Originally Posted by Lady_Alyria View Post
If mara is so clearly and obviously superior to sorc, just play a mara. I play both and most of the time I'm on my mara I'm wishing I could do half the stuff my sorc can. I'm never on my sorc missing undying rage or force leap.
I never said that I want Force Leap. From my list you can see that Sorc has all the tools a Marauder has, except for defensive cooldowns.

Marauder has too many/too strong defensive cooldowns.
Sorc has no defensive cooldowns at all.

This is why I brought this argument up, but some people seem to got that wrong.

Just to clear this up, this is my opinion on the Sorc vs. Marauder-stuff.
Positioning of the ranges is a problem for melees in huttball.
A Sorc can kite a Marauder to death.
A Marauder can destroy a Sorc if he gets close to him.

Just remove this godmode-cooldown and you won't see any other "Marauder is op"-threads because the class will be balanced.

Lady_Alyria's Avatar


Lady_Alyria
05.23.2012 , 10:34 AM | #43
Quote: Originally Posted by iphobia View Post
I never said that I want Force Leap. From my list you can see that Sorc has all the tools a Marauder has, except for defensive cooldowns.

Marauder has too many/too strong defensive cooldowns.
Sorc has no defensive cooldowns at all.

This is why I brought this argument up, but some people seem to got that wrong.

Just to clear this up, this is my opinion on the Sorc vs. Marauder-stuff.
Positioning of the ranges is a problem for melees in huttball.
A Sorc can kite a Marauder to death.
A Marauder can destroy a Sorc if he gets close to him.

Just remove this godmode-cooldown and you won't see any other "Marauder is op"-threads because the class will be balanced.
No, at that point we'll all move on to the next class to nerf. How did Mara go from "lol...melee" to "ZOMG! DEMON GODS OF UBERNESS"? Because everyone else got nerfed.

doctorfirepants's Avatar


doctorfirepants
05.23.2012 , 10:42 AM | #44
Quote: Originally Posted by cs_Kimmo View Post


It's still a ridiculous ability. The chance of you having a CC ability NOT in cooldown when fighting a Marauder who can burst you down in 5-10 seconds is extremely low, unless you just joined the fight, and for the 6 seconds the ability lasts the Marauder is practically invincible unless the whole enemy team drops a 5k (50) crit on him. If Undying Rage would also lower the Marauder's movement speed or DPS, that would make it an ability, not an I-Win-A-Duel-button.
Oh, so the chance of having a CC ability ready to go is low, even though this game is filled with them....but the chance of UR being ready is 100%. Your just another example of only seeing things from your side. All of our abilities have cooldowns as well, nothing in pvp is guaranteed. Sometimes your CD's will be ready to go other times they won't be. Same rules apply to me and every other marauder. The main point is, is that there is a chance to counter it, and there are many ways to go about doing it. It makes the ability weaker than hard stun abilities given to other classes. And it lasts five secs not six.
CE

lordkhouri's Avatar


lordkhouri
05.23.2012 , 10:46 AM | #45
so i play a focus guardian and i thought marauders were overpowered for the longest time. but really, they not that bad. unless they have the aoe damage reduction in the middle tree, i pretty much beat them 1v1 every time. then in group environments, i can taunt them to nerf their damage, and then aoe taunt for the entire team. add to that force push, and guardian leap... i'll take my guardian.

if they didn't have undying rage, they would never beat me in a 1v1 unless they played it perfectly. if they can't win 1v1, and don't provide much more to the group, then what good are they?

leave it how it is.

P.S. i assure you, i do not play, and probably never will play a sentinel/marauder

Armelle's Avatar


Armelle
05.23.2012 , 11:42 AM | #46
Quote: Originally Posted by hyuplee View Post
Bubble. Place dots. heal. Call incs.

And then it's pretty much bye bye marauder.
So your position is that sages are OP because they have the ability to call incoming and you will get focus fired to death after you are done mopping the floor with them.

Noted.

Armelle's Avatar


Armelle
05.23.2012 , 11:52 AM | #47
Quote: Originally Posted by Rendet View Post
I play a sage, and mara's/sents are not as impossible as people make it sound. We have so many ways to slow/root/stun them that you can just keep ticking them down while they stay outside of melee range. I make sure never to get far enough back to where they can close the gap and just keep the dots up. Does it work 100% of the time? No but how often do you find yourself 1v1 in a WZ for an entire fight?
I don't see anyone saying they are impossible. They are not. They are just way overbalanced atm.

Oh, and comparing bubble and force speed to undying rage:

Cmon. Use your head. Bubble is a something that, oh, about 1/3rd makes up for the light armor and lack of health, so instead of looking at it like Iceblock, which it is not...imagine that your Marauder's armor and extra health could only be maintained by you clicking a button and watching the cooldown constantly.

Force speed is a delaying move that takes you *out* of the fight in a 1 on 1. In a mass melee it often just moves you closer to another marauder .

When I see people counting cooldowns and saying "look, for everything I have you have something", I know they don't grasp game mechanics. A cooldown that makes you immune to *everyone* for 5 seconds and stay in the fight *while allowing you to be healed* is vastly superior to any cooldown that only mitigates a minor amount of damage or allows you escape, taking yourself out of the fight almost as if you'd died and respawned and flew back.

This thread is not about that, though, at least not directly. It's about the absurd tradeoff that in theory makes people think Undying Rage is not the cornucopia of greatness it really is. Take that meaningless tradeoff away and then people can evaluate the cooldown on what it actually does.

Noollig's Avatar


Noollig
05.23.2012 , 11:58 AM | #48
I don't care about 1v1 situations, that should rarely happen in team play. The problem with the 5 sec god mode is that an entire team can beat on one guy without him dying while he... kills the carrier, scores, burns down a healer, prevents turret caps/ door bombs till friends show up, and still retain the same killing power he normally has.

With a healer around, they just pop undying rage, then get healed to full and are impervious to burst damage.

It's not nearly as bad as pally bubble... since a pally could self heal to full.

I would rather it take 0 health to activate but only reduce damage by 75%. Either that, or reduce damage output while it's active. Or, have it halt force regeneration during the effect.

Armelle's Avatar


Armelle
05.23.2012 , 12:12 PM | #49
Quote: Originally Posted by Noollig View Post
It's not nearly as bad as pally bubble... since a pally could self heal to full.
That's because of overall design of WoW Palis. Give Palis intervene/Charge and high sustained damage like a Marauder and pali bubble would have been gone long, long ago.

The funny part is that I only posted this to make fun of the absurd "drawback" of this cooldown...then the overly-defensive marauders came racing in to save thmselves and turned it into a full blown exposition of what wrong with the ability. Ironic.

HurricaneXXIV's Avatar


HurricaneXXIV
05.23.2012 , 12:15 PM | #50
Leap ='s blessing of freedom + imp run speed.