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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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oofalong's Avatar


oofalong
10.17.2013 , 03:25 PM | #21
Quote: Originally Posted by znihilist View Post
Does that mean we should use ravage earlier in our opener ?
Good question. Currently the first 2 MH hits happen within the first half second of the channel while the last hit happens towards the end of the 3s. Thus, I doubt there is reason to rethink our rotation/priority. Perhaps this is a way to increase the usefulness of Alacrity...
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Quote: Originally Posted by EricMusco View Post
You are correct Oofalong.

EricMusco's Avatar


EricMusco
10.17.2013 , 03:43 PM | #22 This is the last staff post in this thread.  
Quote: Originally Posted by Onrush View Post
Eric,

Please clarify the change to GbtF and Undying Rage. I am reading it as the health spent is still 50% of the health that your character had when the ability was used. While others see it as 50 % of your current health when the ability fades.

My understanding is the only change is when you lose the health.
The way the ability works is that the 50% health cost happens at the end of the abilities duration, not based on when the ability activates but when it ends. That means in simple terms, under the best case scenario, when the ability ends you will go from 100% to 50% health.

-eric
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Stippling's Avatar


Stippling
10.17.2013 , 03:50 PM | #23
Quote: Originally Posted by EricMusco View Post
The way the ability works is that the 50% health cost happens at the end of the abilities duration, not based on when the ability activates but when it ends. That means in simple terms, under the best case scenario, when the ability ends you will go from 100% to 50% health.

-eric
Thank you for the clarification.

This is basically useless in PvE now unless you're absolutely desperate. You'll end up taking far more damage from using it than not using it, unless all the healers are dead.
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LordArtemis's Avatar


LordArtemis
10.17.2013 , 04:03 PM | #24
I think it turns UR into a viable escape ability, but it no longer has any other productive utility use in PVE. That's fine, but it seems to be a silly change, once again, for the sake of PVP without considering the effect on PVE.

Again, it's not a serious problem IMO...It just changes the usefulness of UR and what it will probably be used for. No longer a cushion for healers to get you healed, now a solo escape mechanic instead.

I wonder if it was originally intended as an escape mechanic....

Raansu's Avatar


Raansu
10.17.2013 , 04:11 PM | #25
Quote: Originally Posted by EricMusco View Post
The way the ability works is that the 50% health cost happens at the end of the abilities duration, not based on when the ability activates but when it ends. That means in simple terms, under the best case scenario, when the ability ends you will go from 100% to 50% health.

-eric
It would of been better to put a healing percentage decrease on it or no healing in general till it ends. Putting the health drop after the ability ends makes it useless in pve now and in pvp it just means marauders are going to save camo for after they pop UR and get healed during camo or simply just run away.

This really wasn't a well thought out change and was a mechanic I was hoping BW would stay away from and maybe change with endure pain for juggs which also has a HP drop off after the ability ends which, again, I think is a terrible design that is now being implemented into another ability.

Darth-Malice's Avatar


Darth-Malice
10.17.2013 , 04:37 PM | #26
So my progression raid group should only have one Marauder now since bloodthrist can't be used by two people anymore? Whats the point of making the debuff last five minutes if that's how long the cool down on bloodthrist is? You should at least make it 2.5 minutes so a second Marauder can have more utility and value too a group.
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paowee's Avatar


paowee
10.17.2013 , 04:48 PM | #27
Some of these changes i feel... came out due to the community's effort during the Class Q&A.. Grats on Juyo, Annhiliator, Predation and Bloodthirst! All of which were discussed during the Questions and Answers
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znihilist's Avatar


znihilist
10.17.2013 , 05:00 PM | #28
Quote: Originally Posted by oofalong View Post
Good question. Currently the first 2 MH hits happen within the first half second of the channel while the last hit happens towards the end of the 3s. Thus, I doubt there is reason to rethink our rotation/priority. Perhaps this is a way to increase the usefulness of Alacrity...
Regardless of alacrity, I don't see how that actually help us beyond the opener!

wainot-keel's Avatar


wainot-keel
10.17.2013 , 05:28 PM | #29
Quote: Originally Posted by LordArtemis View Post
I think it turns UR into a viable escape ability, but it no longer has any other productive utility use in PVE. That's fine, but it seems to be a silly change, once again, for the sake of PVP without considering the effect on PVE.

Again, it's not a serious problem IMO...It just changes the usefulness of UR and what it will probably be used for. No longer a cushion for healers to get you healed, now a solo escape mechanic instead.

I wonder if it was originally intended as an escape mechanic....
If it's an escape mechanic, at least they should have give back the second of its duration when they changed it a while back, when they nerfed it for both pve and pvp because of pvp whining. And yeah, it was brilliant when they un-nerfed it later on only for pvp leaving the nerfed "version" for pve.

Quote: Originally Posted by Darth-Malice View Post
So my progression raid group should only have one Marauder now since bloodthrist can't be used by two people anymore? Whats the point of making the debuff last five minutes if that's how long the cool down on bloodthrist is? You should at least make it 2.5 minutes so a second Marauder can have more utility and value too a group.
Probably that's exactly what they want, maybe the want to discourage to bringing a 2nd mara/sent into your group.

badou's Avatar


badou
10.17.2013 , 05:43 PM | #30
nice changes but if you will do this so you can make ppl stop saying that its an op class in pvp you are wayyyyyy off trust me
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