Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

List of Marauder's / Sentinel's Defensive abilites - No More Misinformation!

STAR WARS: The Old Republic > English > PvP
List of Marauder's / Sentinel's Defensive abilites - No More Misinformation!

Phoeniixx's Avatar


Phoeniixx
06.11.2012 , 08:44 AM | #11
Quote: Originally Posted by Nijraw View Post
The fact that you have to make such a post proves they are overpowered, when is the last time you seen any other class thread like this?
He created this thread to make facts strait. If you read ten last posts about sent/mara, you will be able to find at least a dozen mistakes about their defensive CD in each one. Like force camo breaks on dmg taken or force camo removes all slows and roots every time (it is for combat spec only) or 99% dmg reduction last 8 sec, etc.

DaedalusV's Avatar


DaedalusV
06.11.2012 , 09:25 AM | #12
Quote: Originally Posted by Phoeniixx View Post
Buble? Speed? Knockback?

Root? Slow?

(Yes, since sorc/sage is ranged class I would count root and slow as defensive thingy at least against melee classes)
Bubble is a proactive heal.
Speed is utiility
kb is utility
root needs to be specced for
slow... makes me lol that you classify that as a defensive CD (btw if thats a def CD, then add 1 for all sent/maras and a second for annihilation spec)
"you're going to find that many of the truths we cling to depend greatly on our own point of view."
Aërwyn Sage Blitzkrieger Sentinel Sk'ye Guardian

Blasphemerr's Avatar


Blasphemerr
06.11.2012 , 09:28 AM | #13
If you ever wanted to write something that minimized the subject of others gripe you probably shouldn't start with an entire page of ammunition.
Something pretentious.

BarabbasSiley's Avatar


BarabbasSiley
06.11.2012 , 09:36 AM | #14
Quote: Originally Posted by DaedalusV View Post
List of sorc/sage defensive cooldowns:
LOL, made me laugh. Ha ha ohh wait, its true.
That which you seek, inside, you will find. - Yoda

Datku's Avatar


Datku
06.11.2012 , 09:53 AM | #15
Quote: Originally Posted by DaedalusV View Post
List of sorc/sage defensive cooldowns:

Bubble
Slow
Stun
Whirlwind
Knock back w/root
Interrupt
Flash stun from Bubble
Force Sprint
Purge
~~~
Krayt Dragon

Lilura 50 Sorc, Kilva 40 Sniper, Datku 40 Power Tech, Ciedoc 50 Marauder

Kil-Gorbane's Avatar


Kil-Gorbane
06.11.2012 , 10:04 AM | #16
Quote: Originally Posted by HTPRO View Post
This is not a buff / nerf mara / sentinel thread. Since there is a lot of misinformation on the forums about marauder's / sentinel's abilities I decided to make a list so everyone gets REAL picture of the cooldowns / skills.

DEFENSIVE COOLDOWNS SHARED WITH ALL THREE SPECS:

Cloak of Pain / Rebuke.
Lasts 6 seconds. 60 seconds cooldown. No cost.
Lowers any damage taken (kinetic, energy, internal and elemental damage) by 20%. Deals minor damage to attackers. Procs every 1.5 second. Procs only on one attacker at a time (if there is person A and person B attacking marauder, there is a 50% chance that A gets the damage from CoP / Rebuke and a 50% chance person B gets the damage from CoP / Rebuke).
Gets refreshed to full duration (6 seconds) upon receiving damage. Can not last more than 30 seconds total.
This is arguably the best defensive cooldown a marauder has.

Saber Ward.
Lasts 12 seconds, 180 seconds cooldown. No cost.
Increases ranged and melee defense by 50% (deflect and parry). Lowers damage taken from force and tech attacks by 25%.

Undying Rage / Guarded by the Force
Lasts 5 seconds, 90 seconds cooldown. Costs 50% of current health.
Reduces damage taken by 99%.

Focre Camouflage
Lasts 4 seconds, 45 seconds cooldown. No cost.
Makes player invisible. Reduces damage taken by 50%. Increases movement speed by 30% but since stealthing decreases movement speed by 30%, one actually moves at normal speed while stealthed. Does NOT break upon taking damage. Does not put player Out Of Combat.

Obfuscate / Pacify (this being a defensive cooldown is arguable since unlike previous cooldowns, this only works against one attacker whereas previous abilities work against every attacker)

Lasts 6 seconds, 60 seconds cooldown. No cost, range 4 meters.
Lowers target's melee / ranged accuracy by 90%.
Examples of abilites this work on: Ravage / Master Strike, Series Of Shots / Speed Shot, Ambush / Aimed blast, Unload / Full Auto, Railshot / High Impact Bolt (i.e White Damage)
Examples of abilities this does NOT work on: Force Lightning / Telekinetic Throw, Tracer Missile / Grav Round, Heatseeker Missile / Demo Round, Smash / Force Sweep (i.e Yellow Damage)

ANNIHILATION / WATCHMAN TALENTS CAN IMPROVE FOLLOWING:
Cloak of Pain / Rebuke -6s cooldown every time Retaliate / Riposte is used
Obfuscate / Pacify has 45s cooldown (60s on basic ability)
Force Camouflage lasts 6 seconds and increases movement speed bonus to 50% (4s and 30% ms bonus on basic ability)


CARNAGE / COMBAT TALENTS CAN IMPROVE FOLLOWING:
Cloak of Pain generates 1 rage / focus every time it returns damage to the attacker (3 seconds internal cooldown).
Force Camouflage removes all movement impairing abilities (Slows, Roots). Does not remove Stuns / Mesmerizes / Blinds / Knockdowns.
Obfuscate / Pacify range is 10m (4m basic ability).

RAGE / FOCUS TALENTS CAN IMPROVE FOLLOWING:
Undying Rage / Guarded by the Force has 60 seconds cooldown (90s cooldown basic ability).

So the next time you make a post about a marauder being op / up, please do read this so we don't have to read posts like "Marauder is op because he has 8s of absolute invulnerability on 45s cooldown" or "Just dot him and he won't stealth"
5 Defensive cooldowns? As a Jedi Guard Tank I have 3. Saber Ward (shown), Warding Call (reduces all damage by 40% for 10 sec, 3 min cooldown) and Enure (Temp increases health by 30% of max for 10 sec, at end all health gained is lost). Why should this class get more? And don't say because of heavy armor/def stats.

dcgregorya's Avatar


dcgregorya
06.11.2012 , 10:07 AM | #17
Quote: Originally Posted by Phoeniixx View Post
He created this thread to make facts strait. If you read ten last posts about sent/mara, you will be able to find at least a dozen mistakes about their defensive CD in each one. Like force camo breaks on dmg taken or force camo removes all slows and roots every time (it is for combat spec only) or 99% dmg reduction last 8 sec, etc.
Ultimately its pointless. If people wanted to figure out how things worked and make an informed post they could easily do that but baddies just want to complain. X beat me so therefore it is OP. 3% better war hero gear is why I'm losing in my full BM set. Macro users are cheaters with a huge advantage. If you read these forums you'll hear all sorts of ******** excuses as to why people are losing fights.

WaveRun's Avatar


WaveRun
06.11.2012 , 10:08 AM | #18
Thank you for providing proof that were not op compared to others say a sorc/cons

Subscriber Since Day 1 PROUD Pre-order AND CE Holder
Coming Back? Already Returned? Use my R-A-F Link For BONUS!!! Items
Bolsteroids <Coronet United News Team> Jedi Knight | Waverunner <Problematic> Inquisitor

uzairzaidi's Avatar


uzairzaidi
06.11.2012 , 10:12 AM | #19
Thanks for confirming how ridiculously op sentinal's and maras are! They have more defensive ablities then Powertechs and Mercenaries COMBINED!
Tomb of Freedon Nadd - WARMONGERS
50 Powertech - Imperialtrooper

www.darthblood.com

dcgregorya's Avatar


dcgregorya
06.11.2012 , 10:14 AM | #20
Quote: Originally Posted by Kil-Gorbane View Post
5 Defensive cooldowns? As a Jedi Guard Tank I have 3. Saber Ward (shown), Warding Call (reduces all damage by 40% for 10 sec, 3 min cooldown) and Enure (Temp increases health by 30% of max for 10 sec, at end all health gained is lost). Why should this class get more? And don't say because of heavy armor/def stats.
They don't have a knockback. They don't have any CC immunity. They don't have taunts or an AOE slow. Do you want to go line by line through what you have and they don't? Different classes are different. Marauders are dedicated to DD and lack a lot of utilities that Guardians have, the things they do have are oriented towards doing damage and staying alive long enough to apply that damage. They can't swap stances to a tank stance and get an instant armor buff or guard people.

You have tons of tools as a guardian. You probably don't use many of them but that's a player issue not a class issue. And as a tank stance saying not to talk about your 45% passive armor damage reduction and 30% passive defense stats in a discussion on defenses is lame. They're extremely relevant and make a big difference especially against marauders.