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Sith Warriors Ballcarrying..

STAR WARS: The Old Republic > English > PvP
Sith Warriors Ballcarrying..

Methenu's Avatar


Methenu
02.20.2012 , 01:10 PM | #11
It comes down to teamwork. In order to have Predation up the Marauder has to have 30 stacks of Fury already in order to pop it. He has to have already been fighting, gained it, then gotten into position and popped it for this scenario to work.

If not, all he's got is Force Charge (30m range to enemy only) or Obliterate (10m range to enemy only) if he's Rage specc'd far enough. Intercede is a Juggernaut only skill.

It comes down to right place, right time, right circumstances. Can't just pop and go on a whim, it has to be set up. Just like a Consular/Sorc near the goal line to pull the ball carrier over. It's all about teamwork and preparation for a score.
Sorcerer Powertech Marauder Operative Guardian Sage Commando Gunslinger

Navaris's Avatar


Navaris
02.20.2012 , 01:11 PM | #12
gunslinger ballcarriers are op plz nerf them bw

unclekaula's Avatar


unclekaula
02.20.2012 , 01:47 PM | #13
Guise, I've seen a marauder carry the ball all the way to the goal.... ON HIS OWN. Please address this Bioware


(also, troo story)
Flyboy Shaquandra - BM Pyro Merc - Keller's Void <RogueFive>
Flygirl China - War Hero Rage Jug - Keller's Void <Scum and Villainy >
LatoyaJackson The Merciless - BOSS Sorc - Keller's Void <Evil Bastards>

getdownsb's Avatar


getdownsb
02.20.2012 , 01:48 PM | #14
Quote: Originally Posted by Forthehonor View Post
Am i the only one that thinks the amount of mobility a sith warrior has is ridiculous? Especially Sith Maruders.. Marauders Have force charge, intercede, obliterate(if rage spec) and even a 50% movement speed party sprint (predation). I just personally think this amount of mobility isn't balanced, just had a Hutball match where there was a 2 man premade on the enemy team a sith maruder building tanky, and a sith sorceror: The sorceror sprinter in took hutball waited a few secs with it and proceeded to throw it to the maruder on the bridge, sure that's fairly balanced, its teamwork, but then the maruder proceded to sprint trough one fire force charge to the next, and sprint trough the second as well i would estimate it took him around 10-15 secs to score.

TL;DR Sith maruder's ballcarrying kit/mobility is op..
Marauders are one of the best ball carriers, Juggs are quite possibly THE best. But it's one of the few things that they are good at. Who is OP in Failum/Zergfest? Anyone who is not melee.
Rincon
Helm of Graush

FINALBOSS's Avatar


FINALBOSS
02.20.2012 , 01:51 PM | #15
Marauders don't have intercede.
Predation costs 30 Fury.

ComeAndSee's Avatar


ComeAndSee
02.20.2012 , 01:52 PM | #16
Here's a hint.

Don't stand on the ledge.

Soulless-J's Avatar


Soulless-J
02.20.2012 , 01:53 PM | #17
i agree with the other posts where not really op with the ball yeah were handy if get kncked down bt we die fast so dont see the problem tbh

Zellata's Avatar


Zellata
02.20.2012 , 01:57 PM | #18
Quote: Originally Posted by Scoobings View Post
Force speed is 2 seconds of open season snare/root immunity going wherever you want.
Force speed doesn't give you root immunity.

jbrunken's Avatar


jbrunken
02.20.2012 , 01:58 PM | #19
I play a Sentinel, and I'd have to say that we are definitely not OP when it comes to carrying the ball.

Yes, if conditions are JUST right (CD's, position of opposing forces, etc), we can score in a big hurry, but there are so many things that can easily throw us off track.

We aren't bad at it, but we certainly aren't the most effective ball carriers in the game...

Grubfist's Avatar


Grubfist
02.20.2012 , 02:01 PM | #20
Quote: Originally Posted by Scoobings View Post
This is why I don't get why people complain about charge but think force speed is fine.

Charge capitalizes on YOUR mistake and they can only go where YOU allow them to go.

Force speed is 2 seconds of open season snare/root immunity going wherever you want.
Force Speed only gives those immunities in tank spec.

Also, marauders can pop a DR cooldown for 99% reduction to walk over fire and not break their momentum.