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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!

wolfmith's Avatar


wolfmith
06.12.2012 , 09:40 AM | #171
Quote: Originally Posted by SinnedWill View Post
If you're a sorc or sage, you're doing something wrong - my madness sorc. (without any points in healing tree) crits 4400-5200 with Dark Infusion WITH the pvp healing debuff. You're either undergeared, lacking in willpower/power, lacking passive companion affection buffs, or a combination of all 3. Yes, the resource cost to heal is high for me to heal (compared to a heal specced), but the values are significant enough to be kept in check with interrupts (I'll usually "pretend" - cast a Dark Infusion so that enemies will interrupt it instead of my force lightning).
he's a Merc mate......
Slancerk | Wolfmith
Kyrar Kote Legions Of Lettow
Proud PvP Player -
981h of playtime (26/05) powered by ASUS ROG G74SX

SinnedWill's Avatar


SinnedWill
06.12.2012 , 09:41 AM | #172
Quote: Originally Posted by laiboch View Post
99% damage reduction AND 50% HP reduction. I love how everyone always skips that second part..
Precisely - and the fact that it costs 50% current HP makes UR's usage THE MOST PREDICTABLE defensive cooldown in the game as to when it will get used, which makes it the EASIEST defensive ability to counter or bypass completely.
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.

SinnedWill's Avatar


SinnedWill
06.12.2012 , 09:44 AM | #173
Quote: Originally Posted by wolfmith View Post
he's a Merc mate......
Merc heals are strong (if heal-specced). 2.2k crits on the long heal is very low (so he is likely undergeared/stacking wrong stats/lacking passive companion affection buffs).
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.

wolfmith's Avatar


wolfmith
06.12.2012 , 09:44 AM | #174
Quote: Originally Posted by SinnedWill View Post
Precisely - and the fact that it costs 50% current HP makes UR's usage THE MOST PREDICTABLE defensive cooldown in the game as to when it will get used, which makes it the EASIEST defensive ability to counter or bypass completely.
yes, if your lovely pugs haven't fulled his bar before that...
Slancerk | Wolfmith
Kyrar Kote Legions Of Lettow
Proud PvP Player -
981h of playtime (26/05) powered by ASUS ROG G74SX

Nemmar's Avatar


Nemmar
06.12.2012 , 09:48 AM | #175
As a juggernaut main, reading that marauders have 5 defensive cooldowns is pretty distasteful when juggernauts have 3 (4 if they go tank spec, at wich point they will hit like wet noodles).

I'm not selfish to the point to ask more, but i do think maras/sents have too many. I think the damage they make would be a fair trade-off if some of those went away.

SinnedWill's Avatar


SinnedWill
06.12.2012 , 09:55 AM | #176
Quote: Originally Posted by wolfmith View Post
what's the difference since they can jump every 15 seconds, root you, spam slows..... What's the advantage of being ranged if you have to be in the range of their Force Charge to attack ?
Jump generates 3 rage - root (if carnage) will either cost you 3 rage or a full ravage cycle. Spammed slows, eh? Those cost 2 rage to use. Also seems as though you're referring to a 31/31/31 build. Carnage marauders (the only spec with roots) cannot jump to you if you're outside melee range, but within 10m. Carnage marauders rely on roots (only) to keep players in melee range due to being rage-starved - if they are using their slow, they are wasting precious rage and missing out on a lot of their dps. Also, carnage marauder roots get removed easily/often.

Ranged charcters also USUALLY have at least 1 knockback (exception being powertechs/vanguards - but they can face-tank marauders and burst them dead in a dps race) and every ranged class has a hard stun (at LEAST one - though not all of them happen to be from range, i.e. sniper/slinger).
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.

SinnedWill's Avatar


SinnedWill
06.12.2012 , 09:56 AM | #177
Quote: Originally Posted by Nemmar View Post
As a juggernaut main, reading that marauders have 5 defensive cooldowns is pretty distasteful when juggernauts have 3 (4 if they go tank spec, at wich point they will hit like wet noodles).

I'm not selfish to the point to ask more, but i do think maras/sents have too many. I think the damage they make would be a fair trade-off if some of those went away.
You're neglecting to factor in taunts. Roll with another taunt-tosser and you'll both have MUCH more survivability than maras/sents have.
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.

Boarg's Avatar


Boarg
06.12.2012 , 10:01 AM | #178
Power Adrenals and Relics help kill opponents quickly. Dead opponents do no damage, so Adrenals and Relics can be used defensively and are therefore defensive cooldowns. There's a reason people buy guns for "self defense."


It's stupid to start listing off every form of utility and ability that can possibly be used in a defensive manner and calling them defensive cooldowns.

For example, Force Speed is a mobility cooldown. Everyone knows mobility can be used defensively in addition to serving many other purposes ranging from scoring a huttball to reaching a target to simple getting across a map slightly quicker. Trying to call Force Speed a defensive cooldown instead of what it really is, a mobility cooldown, is just silly. It can't make someone tank damage better.

wolfmith's Avatar


wolfmith
06.12.2012 , 10:04 AM | #179
Quote: Originally Posted by SinnedWill View Post
bla bla bla
Force Charge
Instant
Cooldown: 15s
Range: 30 m
Jumps to a distant target, dealing 1325 - 1414 damage with the main-hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 rage. Cannot be used against targets in cover.


The time it requires for Purge CD to wear off, you'll already have more than enough Rage to cast slow again. I have a Mara lvl 18, I know the basics about its mechanics and resource management
Slancerk | Wolfmith
Kyrar Kote Legions Of Lettow
Proud PvP Player -
981h of playtime (26/05) powered by ASUS ROG G74SX

Veeius's Avatar


Veeius
06.12.2012 , 10:12 AM | #180
Quote: Originally Posted by dcgregorya View Post
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.

Ridiculous stance is ridiculous. There should be almost no circumstances at all where a mara/sent is more durable than a guard/jugg. I don't care WHAT is going on. Your class can do VASTLY more damage than a jugg/guard, in return juggs/guards are ALSO more squishy? Really? Sounds like a pretty crap deal to me.