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Problems with Marauder PvP


Carbonated's Avatar


Carbonated
03.02.2012 , 08:41 AM | #21
Quote: Originally Posted by HeCTiCLOB View Post
Rather than acknowledge the people who feel the need to advertise their superior skills on a forum, let me pose a question....

If theres 3 classes with knockback ability on the top floor, which one do you adjust your position for?

I wont even address the other responses because again, I could care less about your personal skill.

Sage or sorc. You charge the squishy, fear them, beat him down. If they break free and knock you down you have burnt a second or so off your charge. so you can get back up.

Realistically though, you should have 5 other options to charge in a normal round, if those 3 are left and your really worried about knock back, let your range take care of them. At least let them get focused on something else.

Also were not here to go "hey bro we got mad skills" we are here saying that the problems your facing do have solutions that dont require changes to the class.
I used to be Part of the community But the aussie dollar is strong with this one.

Mmathaiss's Avatar


Mmathaiss
03.02.2012 , 08:51 AM | #22
Positioning does help prevent you getting knocked off a lot less often. Sometimes you will get knocked off, it happens to everyone. Put your back against a beam, another object, or line yourself up with platform you are on, so you land on it again.

Slow the person while you are on them. This should allow your charge to come off cooldown so you can start bashing them again. If you are getting hosed while you are on the ground use your abilities to minimize the damage. You have 4-5 to choose from so something should be available.

Do not forget about the health bonuses laying around either. I eat these things like candy.

AcaciaDragon's Avatar


AcaciaDragon
03.02.2012 , 08:52 AM | #23
Quote: Originally Posted by HeCTiCLOB View Post
This is not a thread about how good or bad the class is. Its not a thread about my own nor anyone else's personal skill with the class. Its not a thread about crying or praising. If thats what you're looking for, stop reading right now.

1. Disruption.
This ability is supposed to be an "instant" cast. Why is it that this ability can not be used until a previously used ability has finished playing out its animation? Waiting 2-3 swings on a normal attack before being able to use this ability can be the difference between a kill and a 5k heal.

2. Top Level - Huttball
This is a major concern. As a Marauder, the only way we can be effective is by point blank contact. Charging the ball-carrier on the top platform only to be thrown off to the bottom floor time and time again makes us completely useless. We don't have ranged abilities. This is not fun. This is not enjoyable. Perhaps an ability that keeps us grounded for 5 secs and/or slows our speed as a result? Perhaps anyone we have in a force choke pulls our target down with us?

3. Crippling Slash
See problem #1. Same rules apply. This ability should be able to be used immediately after a force charge. The slow speed should also be debated as well. Something is broken when classes have the ability to slow a marauder and press nothing more than the backwards key to very easily prevent a marauder from reaching them.
Disruption can be used off the GCD, dont know what your talking about not being able to use it. It does cost Rage... Also you may be experiencing Ability Lag. I find I cannot intuerrpt a Healer if they are already 3/4 done casting. My disrupt just wont hit in time.

Stop charging first on Huttball. Learn to move around the Warzone with your own feet. Your a melee in a Ranged favored Warzone. Get use to it.

I think your problem is your experiencing Ability lag. Its something we all had to get use too.

EasymodeX's Avatar


EasymodeX
03.02.2012 , 08:55 AM | #24
Quote:
If theres 3 classes with knockback ability on the top floor, which one do you adjust your position for?
1. The one that will use their knockback.

2. All of them.

Duh?

Oh no, three people with CC and you got CC'd ... awwwww.


BUT THAT IS A VERY CLEVER QUESTION SPHINX-SAN; DO YOU HAVE MORE RIDDLES TO TEST US WITH? CAN I BE YOUR BRO?
I can see things no one else can see. Do things no one else can do. Real things!

AcaciaDragon's Avatar


AcaciaDragon
03.02.2012 , 08:56 AM | #25
Quote: Originally Posted by Asphen View Post
There is always a poster like this Jerk.


Bro, none of us think you are good. We know you can reposition to try and prevent a knockback from sending you off a catwalk.

Bro, but you saying that it works for you every single time. No way Bro. You hear me Bro? No way Bro.



I don't understand why the community hurts itself like this. Every time a poster has some very valid points about the class. There is always some Bro that has to try to impress to the internet community that he is the #1 Bro - and never has any of these issues.

/sigh



Good post though, OP.
These aren't valid points though "Bro." Your failure to see that his issues revolve around the OP's lack of understanding on how those abilities work. But in your world everyone is right, so head up to your local Staples and pick up an Easy button for this class. ****

Traxiss's Avatar


Traxiss
03.02.2012 , 08:58 AM | #26
imo marauders takes more skill then ranged class to excell in pvp.

AcaciaDragon's Avatar


AcaciaDragon
03.02.2012 , 08:58 AM | #27
Quote: Originally Posted by HeCTiCLOB View Post
Rather than acknowledge the people who feel the need to advertise their superior skills on a forum, let me pose a question....

If theres 3 classes with knockback ability on the top floor, which one do you adjust your position for?

I wont even address the other responses because again, I could care less about your personal skill.
Every Single one. You prepeare for any and every eventuallity. If you cant/dont want to do that, this class isnt for you. We require a little extra awareness to be more effective.

Expect to get Knockbacked, Its PvP.

Brytag's Avatar


Brytag
03.02.2012 , 09:15 AM | #28
Quote: Originally Posted by Drachdhar View Post
Problem comes when your opponents are good enough to reposition themselves quickly and knock of knockback. Which is the case on my server... If they get any angle on you then you're off the ledge.
You'll still manage to pull down some hurt on their asses, but then you'll be dead due to ranged being so much better overall.

The real problem for Marauders comes from the fact that most ranged have easy to use almost free ranged slows, proc-based of their free ranged attack in some cases, and when you close the distance you're KBed and rooted, then slowed, then stunned.

Way to much CC in this game... Would help if Resolve actually made you immune to ALL CC, not just stuns, and potentially KBs, Resolve rarely seems to be working anyway.

I do find it very bad though that Powertechs get a free to use to use Disruption with equal cooldown. Marauder Disruption should not have a Rage cost...
this

i love my sentinel but ya huttball can be painful. i was in a pub v pub game and the opposing team had 3-4 commandos. their knockback is way worst than the inq/consular version imo. it knocks u very far and its harder to position urself. especially if he is good, he will position himself on an angle and u definitely off the ledge.

i was noticing that when i was getting knocked back by commados it only filled like 1/4 of my resolve. so basically i couldbe knocked back by them 3 more times. knockback should be similar to a stun imo. 2 knock backs and ur resolve is full and resolve should be immune to ALL cc for sure. I would also love a 3-5 second immunity to cc after we charge. i think juggs/guards get something like that. be nice for us too.

once resolve is fixed, i think huttball would be a bit better. when i play on my 50 PT, ya its alot easier. having ranged just makes u feel like ur doing alot more damage.

idrik's Avatar


idrik
03.02.2012 , 11:44 AM | #29
Quote: Originally Posted by HeCTiCLOB View Post
Rather than acknowledge the people who feel the need to advertise their superior skills on a forum, let me pose a question....

If theres 3 classes with knockback ability on the top floor, which one do you adjust your position for?

I wont even address the other responses because again, I could care less about your personal skill.

You pick the best target, that's a broad question that has variables to it so saying you definitively get on X wont work. BUT If you need someone else to tell you how and or when to adjust your position to not get knocked off , or reduce the chance that you'll be knocked off then you need more help than an internet forum can give you.


Play the OBJ and stop deathmatching, you shouldn't be jumping in to 3 people with knock backs unless you're OBJ .

lollermittens's Avatar


lollermittens
03.02.2012 , 12:02 PM | #30
All of the OP's claims are valid and he was simply asking for advice about some of the deficiencies and shortcomings of the Marauder class.

Of course, more than half of the people who answered in this thread amounted nothing more than 'L2P.'

Yes, we all understand that you are all Gods in Warzones who get 75 kills/ 0 deaths, pull over 500k damage, escape any kind of KB, and never get jumped by more than one person due to your world renowned "situational awareness." Oh and I'm sure than all of you run premades where definite strategies are perfected all the while communicating on Ventrilo about your constant positioning and actions.

Unless you're not going to post anything constructive, don't even bother posting. You're doing everyone a disservice by claiming that you are better than the OP.

1. Disruption suffers from Ability Lag badly. And I mean, badly. It's very annoying that you have to wait for other animations before you can use and it's even more annoying that you need to have Rage to use it. Personally, I spam the crap out of it whenever I'm on a healer/caster until it procs but it's very unreliable. This needs to be addressed.

2. Positioning yourself in Huttball is paramount if you're looking to have a successful experience. To answer your other question, if you're on the catwalk against three other players who have a KB, you will get KB'd by one of them. Don't listen to the "pros" on this forum who act like they've never, ever been knocked off a catwalk. Position yourself horizontally on the catwalk and try to anticipate your opponent's movements. Some people are easier to discern than other: a few panic and instantly KB; others are smarter and read your movements then KB just at right time (BH/Troopers really are the hardest to contain given that most of them spec into a talent that increases KB range by 4 meters and they don't even have to try since their KB has a 360 degree radius).

3. Crippling Slash is also an ability that needs to be looked at and improved. Whether it needs to be off the GCD or get a higher rate than a 50% slow, it's not a reliable talent and it's arguably our most important one. I play an Anni Marauder so therefore I rely on Rupture for my slow but that 30% slow on targets who have 15% run speed is negligible which forces me to waste another GCD to apply Crippling Slash on them. My advice is as soon as you have 2 Rage to spend, use it on Crippling Slash if you're not Anni spec'd otherwise use Rupture right after your first attack that generates rage.

It's tough to play a Marauder proficiently. It will take time and practice. And moreover, it will take gear. So it will be painful until PvP Rank 45-55 once you're almost in full Champion that's when you'll be able to melt faces a little easier -- to fasten the process I would also try to acquire a 4-piece Columi/Rakata set all the while getting Champion earrings, implants, trinkets and one Champion helmet/chest/gloves/legs/boots so you can still hover around 400 expertise and pull crazy damage with your PvE gear which has infinitely better stats than any Centurion gear and most Champion mods/enhancements.