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!

Luceus's Avatar


Luceus
06.12.2012 , 10:32 AM | #181
People are still crying about this? It's incredible...

I'm not going to pretend the Marauders aren't very strong now. I've played one since launch, and know how tough they can be, but give it a rest. Little has changed since launch.. they boosted two specs that are still inferior to the one they didn't touch. I'm still doing just as good, and bad Mara's are still just as bad as pre-1.2.

The biggest difference is ranged classes now actually have to know how to play, so they run to the forums and whine about it rather than learn by playing.

I can easily tell the difference between a sage who knows how to play and one who doesn't. It's as clear as night and day. Good sages give me a hard time and can still solo me on occasion, bad sages don't have a chance. If you are a Sorc or a Sage with BM+ gear and still getting owned by a Mara/Sent, there is a good chance it really is a l2p issue. If you came to the forums to cry about it, there is probably a 99% chance you are one of the bad players I'm talking about.

Sorry for the truth. I know I'll get ripped for it, but keep practicing and when you're good, you'll realize how silly you sounded crying about Mara's. We're a good class, no doubt, but to make 500 threads on it when there are classes just as good (if not better) just shows how many bad players there are in this game.

SinnedWill's Avatar


SinnedWill
06.12.2012 , 10:41 AM | #182
Quote: Originally Posted by wolfmith View Post
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
Range is 10-30m (not just 30m). Yes, a slow can surely follow a force charge (if the recipient doesn't use a knockback since GCD timer doesn't begin to reset until we've landed (which means target is rooted for a window of 0.5s to an attack if they haven't thrown a stun, mez or knockback on you). Lol - having a lv. 18 marauder means you don't know much about marauder mechanics/resource management since you don't have access to any of the abilities from talents (which all cost at least 3 rage).
Furthermore, you're biased to your marauder's performance in 10-49 pvp (marauder scales pretty well via bolstering). At low levels you don't need to use the abilities that cost huge rage - at higher levels (particularly level 50), the abilities you're using do very little damage whatsoever. So of course you're not having issues with maintaining rage.
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.

Veniras's Avatar


Veniras
06.12.2012 , 10:43 AM | #183
Quote: Originally Posted by SinnedWill View Post
You're neglecting to factor in taunts. Roll with another taunt-tosser and you'll both have MUCH more survivability than maras/sents have.
They also have a great AOE-snare and a great control with Force Push.

wolfmith's Avatar


wolfmith
06.12.2012 , 10:51 AM | #184
It's impossible to argue with FOTM players have it your way, whatever
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 , 10:51 AM | #185
Quote: Originally Posted by Veeius View Post
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.
Roll a rage jugg if you want to dish out more damage than a mara. Rage jugg > rage mara (in the right hands). Rage mara is easy-mode for getting off one or two empowered smashes - rage jugg with good tactics can keep them coming.
Vengeance juggs don't have the burst dps marauders have, but they seem to be better with sustained damage compared to all marauders (also happens to easily take out a marauder 1v1 due to the fact that they can extend the battle long enough and counter marauder burst-windows).
Tank juggs - yeah, no arguement here about their dps being worse, but they can also effectively take a marauder out 1v1 in the right hands with proper tactics (particularly if they're a 17/24 hybrid).
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.

Astarica's Avatar


Astarica
06.12.2012 , 11:02 AM | #186
I'm starting to think all the guys talking about how Mara or Tankasin aren't overpowered must be really bad at their class because these argumenst have gone way beyond what is reasonable for merely lying about your class to keep yourself overpowered. That is, if you actually realize your class is overpowered and is merely trying to keep your godlike status, you'd have a hard time making these arguments about your class not being overpowered with a straight face.

If you want to point to some bogey man to deflect attention, at least refer to the team of stunlocking Ops since everyone at least gets that reference. I mean seriously, compare Maras to Rage Juggs? The only thing Rage Juggs do better is smashing guys who cluster in Voidstar to get a better WZ score. Comparing Sorc defensive CDs to Mara is pretty much insulting everone's intelligence.

SinnedWill's Avatar


SinnedWill
06.12.2012 , 11:06 AM | #187
Quote: Originally Posted by wolfmith View Post
It's impossible to argue with FOTM players have it your way, whatever
I have a madness sorc. (main), carnage marauder (second best geared), tankassin (3rd best geared), MM sniper, and Pyro P-tech. I have NO ISSUES with maras/sents on ANY of my toons - even if they have all defensives ready to use. All of my characters were created back during early start at the same time (so as to get my names) - all of them were pre-conceived to become these classes/specs prior to any FOtM specs/classes really began to shine. I'm not a FOtM reroller - just happens to be that I finally got around to playing my other characters once I completed my gear grinds.

Sorry, but I generally disagree about their defensives making them overpowered, but I DO ADMIT that annihilation/watchman specced maras/sents certainly gain an unfair advantage over many classes/specs by being able to self-heal without taking damage via UR and camo (or any mara/sent spec that has DEDICATED healing for when they are used). It was proposed by others that they cause UR and force camo to result in a reduction to healing received - which I can honestly say I wouldn't have any significant complaint about (though I'm sure many annihilation/watchman maras/sents would hate).

Lastly, if mara/sent defensives are as OP'd as many people state, why do maras/sents die just as much (if not more) than every other class/spec? If they were anywhere near as incredibly effective as people have exaggerated them out of proportion to be, maras/sents would rarely ever die.
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.

Veeius's Avatar


Veeius
06.12.2012 , 11:07 AM | #188
Quote: Originally Posted by Xerain View Post
Yeah force push is so overrated in the other warzones where you have a guard/healer combo and you want to ruin that set up so you push the healer away and wreck him. Yeah overrated.
Force push WHEN IT WORKS is really good, I won't lie.

However, using forcepush in huttball is EXTREMELY damagerous. I've seen up to 3 seconds pass from the time I hit force push to the time it goes off. Meaning that instead of throwing someone off the ramp, it pushed them safely over a fire pit.

There is nothing mara's have that will help the opposing force because of a broken engine.

Astarica's Avatar


Astarica
06.12.2012 , 11:14 AM | #189
Quote: Originally Posted by Veeius View Post
Force push WHEN IT WORKS is really good, I won't lie.

However, using forcepush in huttball is EXTREMELY damagerous. I've seen up to 3 seconds pass from the time I hit force push to the time it goes off. Meaning that instead of throwing someone off the ramp, it pushed them safely over a fire pit.

There is nothing mara's have that will help the opposing force because of a broken engine.
KB giveth and KB taketh away, though Force Push is especially whimsy compared to all other forms of KB.

SinnedWill's Avatar


SinnedWill
06.12.2012 , 11:16 AM | #190
Quote: Originally Posted by Astarica View Post
I'm starting to think all the guys talking about how Mara or Tankasin aren't overpowered must be really bad at their class because these argumenst have gone way beyond what is reasonable for merely lying about your class to keep yourself overpowered. That is, if you actually realize your class is overpowered and is merely trying to keep your godlike status, you'd have a hard time making these arguments about your class not being overpowered with a straight face.

If you want to point to some bogey man to deflect attention, at least refer to the team of stunlocking Ops since everyone at least gets that reference. I mean seriously, compare Maras to Rage Juggs? The only thing Rage Juggs do better is smashing guys who cluster in Voidstar to get a better WZ score. Comparing Sorc defensive CDs to Mara is pretty much insulting everone's intelligence.
Rage jugg > Rage mara. And how are rage juggs worse than maras when it comes to pressuring healers? Rage jugg can keep a healer from getting more of its heals off compared to any marauder spec. Rage juggs also rock at every clustered location (i.e. bunkers in novare, clusters supporting hutball carriers, etc.).
My Tankassin is OP'd, I admit. Dark charge procs heal me for ~3.5% max health each time they proc. Only marauder spec I think that even boarders being OP'd is Annihilation due to self-healing during periods in which they cannot take damage or take reduced damage via defensive cooldowns. Rage and carnage marauders can't do anything significant whatsoever without the defensives (and they're STILL squishy with them).
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.