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Class Feedback

Tetsuos-despair's Avatar

07.16.2012 , 02:38 PM | #11
I play Carnage and Annihilation spec.

1. The general consensus amongst "casual" pvp participants is that marauders are over powered regardless of their spec, and that our five second (maybe I can get in one or two more swings before I die) defensive ability somehow makes us unable to be killed.

2. Marauders are balanced, they perform their role of high dps melee that when pitted against competent opponents has a small window (seconds) of survivability in which to accomplish said dps before dying, very far from immortal.

Carnage: Low survivability without support, random pug teams as Carnage can be a very rough experience, glass cannon basically, with some heals or shielding, we can swiftly and severely bruise many egos.

Annihilation: Better survivability when playing lone-wolf, but somewhat limited against smart players and teams who know to cleanse our bleeds, which can throw huge chunks of our dps right out the window.

ayda's Avatar

07.16.2012 , 03:00 PM | #12
1. How do you think your Marauder spec is perceived by other classes?
Anni / Carnage: Even tho is was my first character/class, I feel everyone sees marauder as "FOTM" or overpowered, believing the class requires gear and presence behind the keyboard to be competitive (in pvp)

2. How do you perceive your own spec?
Anni: Due the class relying heavily on bleed stackage and the total amount of classes that have the ability to remove debuffs/bleeds, it can be severely over exaggerated. it takes a minimum of 4.5 seconds to stack our 4 bleeds on 1 target, and only .5 seconds to remove them all, dropping total DPS and chance to self heal, waiting 12 seconds for the CD and it happening again.
Carnage: For a spec that leans heavily on single target roots and burst, the class is too "controllable" referencing the total number of stun/root type attacks available and only 1 skill to remove stuns/roots with no CD reduction, and 1 skill to remove roots/snares, especially for max range 10m on all attacks except charge.

PS: our armor selection is terrible and ugly

nezitx's Avatar

07.16.2012 , 03:34 PM | #13
I play Annihilation in PVE:

1. I think other players think I bring useful tools and solid DPS to the PVE environment.

2. I agree, I really like how pure DPS classes have some unique supportive tools that help in PVE encounters beyond just damage. I really enjoy that Annihilation feels more complicated than many other advanced class specializations that I've played. It takes more work to be good at the class. We have fairly weak AOE, but I feel that balances our strong single target damage.
Nezy - 50 Marauder (main)
Nez - 50 Operative (alt)
Nezix - First 50 Sorcerer on Vrook Lamar. (retired)

Costello's Avatar

07.16.2012 , 03:54 PM | #14
1. How do you think your Marauder spec is perceived by other classes?

In PvP considered OP because people see one group of attacks and think it can be done all the time and assume it will crit everytime you fight somone.
In PvE not so useful, most the time people want ranged DPS and for good reason Mauraders can go down quick and because they are melee only any AOE attack centred on the boss mean stoping attacking and losing hate to run back to get out the way. Or stay and take large amounts of damage.

2. How do you perceive your own spec?

As a one trick pony. Mauraders are dps and I love that. But thats all they are and don't have many options to stun or knock back. Obviously they have no stealth, tanking or healing or effect clence options so in a fight its all about DPS and often linked to routes to stop from being kited which does little against knockbacks. I often fight with an SI and have far fewer options than he does which makes having his back up great but little my maurader can manage to offer if the fight goes badly.

Inside a 3 min cool down they have limited survivability and can quickly be taken down by a few equal level oppontents. And hate being a unique mechanic in that everyone elses regenerates their mechanic over time can use down time in a fight or boss mechanics to recharge the Maurader has to keep up attacks to maintain hate level. This makes the game play different.

drosalion's Avatar

07.16.2012 , 04:46 PM | #15
1. How do you think your Marauder spec is perceived by other classes?

In PVE we are considered strong DPS, but are limited in our viability in certain encounters due to being melee (fabricator on KP for example with the puzzle, etc).
In PVP I think we are generally considered very strong and great to have atleast one of in a group, possibly bordering on OP.

2. How do you perceive your own spec?

Besides a 3 minute CD marauders have far less survivability than people think. Undying rage is 9 times out of 10 an "oh ****" button where you get a couple extra hits in and are gauranteed to die at the end of it regardless. We also have very limited utility, with no real stuns, pulls or knockbacks. To the best of my knowledge we are also the only advanced class in the entire game (other than operatives possibly?) that are not able to alter the positioning of other players. Positioning is incredibly crucial in PVP, especially in tiered maps such as huttball. We have no knockback, pull, grapple, push, etc. Additionally due to roots not adding to resolve, the amount of times I am literally unnable to attack something as a melee dps yet not be considered stunned is ridiculously high, especially with the knockbacks that have a root affect at the end.

To counter all the negatives, I think we're balanced out with the positive of good dps (which is our only available role) when allowed to maintain uptime on a target in PVP, and likewise in PVE when the boss encounters are favourable.

Theninjafuzz's Avatar

07.16.2012 , 05:10 PM | #16
1. When Rupture is refreshed and reapplied, I want it to place a NEW bleed onto the target, rather than refresh the current one. That way I can simply apply it and move on in my rotation and not have to skip over it for a gcd or 2. This would be worth a slight nerf in the damage of Rupture imo, if we can just reapply it whenever it is up.

2. I still get GCD's when I shouldn't... Not really class feedback but it is very annoying.

3. Make the 4 piece set bonus less ******(PvE, I don't remember the PvP one off hand).

4. Overall I am very pleased with my Annihilation Marauder in PvE and PvP, and sincerely hope that you don't bash up with the nerf bat. I honestly think it is fair that we do tons of damage when we are able to get in close because, like in every other game, range has such a huge advantage being able to stay at... range.

EDIT: I made my own points and didn't bother to read the OP. Best forum poster EVAR!

1. Perceived as OP because I know how to play my class and can top the meters almost all the time. Granted, I do have all the tools to make that happen and some classes do not.

2. I perceive my spec as the best melee dps in the game, with the highest damage output if I am able to stay in close and not switch targets/have a lot of downtime. When Annihilator drops off, damage drops off, and obviously in phases when melee have to run out and the Ranged can keep plowing away health, it's kind of aggravating. I hope BioWare puts some stock into making mdps more sought out for their raids. As it stands most raids can be run with all Ranged and go extremely smooth, but if you run with all mdps, your healer's eyes will bleed, and you're probably not going to have a great time.
A computer beat me at chess once, but it was no match for me at kick boxing.
Sylvein 50 Marauder, Stunt 50 Mercenary, Syltrain 50 Assassin, Relek 50 Operative
Quote: Originally Posted by StephenReid View Post
That sounds logical... generally not the way I see people posting around here.

xPhoenixBloodx's Avatar

07.16.2012 , 06:18 PM | #17
From Other Perspectives:
I have seen other people play against me in Carnage spec, Annihilation spec, and Rage spec, and I think that all the specs are quite versatile in their own way. Carnage speced Marauders are extremely bursty, if we cannot get our Gore off with Ravage/Force-Scream/Berserk then we loose most of our damage output. Annihilation can solo almost any class if played correctly (unless a smart sniper). If I play against a good Power-tech in Pyro-Spec I usually get kited around so much that i cannot die, same with Sorcerers. We can crush them if they are not smart but its all about CC's, Roots, and sustained damage. Rage spec is a whole different story. People will think they are OP simplistically because of the massive amount of burst damage you can output every 12 seconds... but if faced with a smart character there are A LOT of ways to keep that damage away all together; Stun/Root/Run/Push-Back and we most likely will waste the smash. And if you take in Juggernaut Smash vs Marauder Smash there is no contest. there is a good 1000 damage difference per smash if played correctly.

From My Perspective:
I honestly am quite content with our spec as of right now. The only thing that I would say that could make us more viable is making Carnage's Gore effect last more than 4.5 seconds. Being off the G.C.D. is extremely nice, but we can only do one cast of Ravage, which is nice but we could be much more useful if we could have a 5.5 second on it so we could use Force-Scream afterwards or something of the sort. On another note; If you could compare us to a Juggernaut with their jumping abilities it is not fair. They have an ally jump, an enemy jump, and a push back that resets the enemy jump. I think that Marauders should get another gap closer of some sort to even out the playing field. I think I speak for most Marauders when I say, watching a Juggernaut DPS attack a Sniper, and be able to kill them just because of the stun/knock back/jump combo is just not right. We have many defensive CD's to prevent some of the damage from hitting us, but in a 1v1 fight, we will most likely loose. If we were to get a gap-closer and nothing more, I think that it would help us out a lot.
░░░░░░░░░░: BloodPhoenix :░░░░░░░░░░

Sith Marauder - Guild: Fusion - PvE / PvP Lord

Gruddy's Avatar

07.16.2012 , 07:31 PM | #18

1) Even though the consensus is that we are over-powered, the same can be said of any class when played correctly. I feel since BioWare's Marauder fixes, that Annihilation Marauders are on par with where they should be within a PvE environment.

2) Bringing an Annihilation Marauder to a PvE situation provides excellent raid utility. Bloodthirst and Predation buffs aside, having the Berserk buff contribute group healing through bleed effects grants Annihilation not only a particular niche and uniqueness, but also makes Annihilation the superior spec within a PvE raiding environment.
May your pants never falter, even when they're optional.

Amins's Avatar

07.16.2012 , 08:58 PM | #19
1) Other people percieve us (I'm Carnage) as OP because they do not take the time to learn the mechanics of the game. The VAST majority of our Burst DPS has incredible ~tells~; wheither it's Rage/Smash, Carnage/Gore, Anni/Rupt->Annihlate.

2) I have 1702 str, 456 B.Dmg, 30% crit & 71% Surge. I feel we are right where we should be playing against eqully geared... getting kicked in the Nutz by Smugglers & getting facerolled by Troopers (lil OP right now, but whetever, it's the cyclical nature of the game). Against unequally geared & skilled people... (X.X)

ikmops's Avatar

07.16.2012 , 09:47 PM | #20
1) Other participant (including my friends in the real world, with which we have repeatedly discussed this issue), the Marauder too ... too strong in Pvp.
2) Marauder has too much dps, but is deprived of crowd control abilities. At first glance it seems that the lack of capacity control (almost complete) makes it a very weak...yeah.. nothing like that. The DSS allows the Killing of 1x1 almost any class (but if you try that in a 1x1 Marauder can be killed, I repeat, that in my opinion this is a very difficult task). The WZ Marauder you can't kill (very hard), because there мародеру very rarely prevent damage.