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Marauder Changes - Game Update 2.5

STAR WARS: The Old Republic > English > Classes > Sentinel / Marauder
Marauder Changes - Game Update 2.5
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EricMusco's Avatar

10.17.2013 , 09:56 AM | #1 Click here to go to the next staff post in this thread. Next  
Hey everyone,

Below are the planned Marauder changes for Game Update 2.5. Please use this thread to give feedback for these changes. You can read the full class changes blog here!

Sith Marauder

  • The stacking buff provided by Juyo Form now lasts 24 seconds (up from 15) and can be applied once every second (down from every 1.5 seconds).
  • Bloodthirst and Predation no longer prevent the Marauder from building Fury while they are active.
  • Bloodthirst now affects your entire Operation group up to 40 meters away from the Marauder (up from 30 meters) but also applies a debuff which lasts for five minutes on all affected group members. This debuff prevents affected players from regaining Bloodthirst while it is active.
  • Undying Rage now has a 2 minute cooldown (up from 1 minute and 30 seconds).
  • The health for Undying Rage is now spent when the damage reducing effect expires, rather than when it begins. It still costs 50% of current health.
  • The stacking Annihilator buff provided by Annihilate now lasts 24 seconds (up from 15).
  • Undying no longer increases damage reduction but still reduces the cooldown of Undying Rage by 15/30 seconds.
  • Force Vigor no longer interacts with Undying Rage. It now permanently increases passive damage reduction by 1/2% and still builds 1/2 Rage when Dual Saber Throw is used.
Eric Musco | Community Manager
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Stippling's Avatar

10.17.2013 , 11:16 AM | #2
Liking the Annihilation changes, they are quality of life fixes (as you say) which should make Annihilation more viable in the current atmosphere of pausing, phase-changing content, while not increasing DPS in fights where the ramp up isn't prone to dropping off. A+ change there. Bloodthirst changes are welcome as well, this is the kind of fix that should have occurred from the very beginning. Building Fury with Predation/BT up should net a small boost to dps overall, another excellent quality of life change.

Not sure how I feel about the effects of Undying Rage changes. The fact that the health is spent at the end (assuming it uses your current health at the end rather than the beginning) will be extremely penalizing in PvE, almost to the point of not wanting to use it. It makes sense from a PvP standpoint, but in PvE, if you health drops you can pop it to allow healers to catch up and top you off, only to lose another 18k HP seconds later... seems silly.

I hope this is not all there is to come, as I'd like to see some tweaking to carnage.
Guild Master of <Failure> of the Harbinger.
Stippling - 60 Marauder | Stress - 60 Powertech | Stellate - 60 Juggernaut

anwg's Avatar

10.17.2013 , 11:17 AM | #3
That's it? Ever thought this will make rage/focus even more the go to spec for PvP?

DkSharktooth's Avatar

10.17.2013 , 11:27 AM | #4
Posting here since marauders got the most attention.

Will there be a Mercenary / Commando blog or update? They seem to be "missing" from the class changes list.

Stippling's Avatar

10.17.2013 , 11:33 AM | #5
Quote: Originally Posted by DkSharktooth View Post
Posting here since marauders got the most attention.

Will there be a Mercenary / Trooper blog or update? Kinda seems odd that one of the worst advanced class isn't even on the list.
While this has no business here, I agree and hope you all get some attention.
Guild Master of <Failure> of the Harbinger.
Stippling - 60 Marauder | Stress - 60 Powertech | Stellate - 60 Juggernaut

Asros's Avatar

10.17.2013 , 11:35 AM | #6
The change to bloodthirst giving it the 5 min debuff seems good for ops groups abusing it, but reminds me of the changes to heroism/bloodlust in WoW.

The problem they ran into doing the same change was that progression guilds using it early in the fight then had to wait for the debuff to drop before doing another attempt. They solved this, i believe, by having the debuff drop upon death or boss reset(not sure which) and I think that might be a better way to go than make groups sit and wait for the CD to reset before pulling again.
Darth Asros Dafari - Sith Warrior - Marauder - Carnage
GM of <Jawa Pacification Team>
TOROCast Contributor
The Shadowlands

Airial's Avatar

10.17.2013 , 11:37 AM | #7
No Smash nerf? Let's hope these are really incomplete.

Ottoattack's Avatar

10.17.2013 , 11:40 AM | #8
Annihilation changes are weak. For the spec to be viable the build-up needed to decrease and dots need some sort of protection, this did not happen and the spec is still dead for PvP. Everything else seems reasonable.

DkSharktooth's Avatar

10.17.2013 , 11:42 AM | #9
Quote: Originally Posted by Stippling View Post
While this has no business here, I agree and hope you all get some attention.
I know

JackNader's Avatar

10.17.2013 , 11:47 AM | #10
Annihilation changes = good

The smash changes will not affect the survivability of the rage marauder at all. The reason smash marauders are overpowered is entirely due to their ability to "stall." The 3 talents which allow the marauder to do this are Fear, Undying rage and Camo.