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Grishnaak

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  1. Falls jemand sich nach Schreien fühlt: http://www.youtube.com/watch?v=3AqHtBLUjgo&feature=related Einfach durchhalten! Fang einfach alle an "mitzusingen", vielleicht sind wir irgendwann so laut, dass es auch die Admins in den Serverräumen hören und zu zittern beginnen... :> Oder aber: http://www.youtube.com/watch?v=RmtRju2FfiI&feature=relmfu Das könnte gegen einen Koller helfen....und die Server sollten bis Ende auch wieder da sein
  2. Yeah, pls breathe in and take your time to read my first post in its full length. Then tell me where I wrote something about KB. Oh man....and where did I complain about our dmg? Oh, nowhere...I see... Just try to understand, pls.
  3. No, this thread shows only a major flaw in strategic pvp. And I will not reply to the 0815 same and same again statements which some seem to like so much that they use them in every thread where the word Marauders appears (like: op, good marauders don´t need, op again and some more...). Just try for once to at least argue on my arguments, and spare me the generalized ** statements you just might have up your sleeve ready to appear in every marauder thread. Thank you very much.
  4. Do you even know anything about Marauders first hand? Just start playing one urself pls, before writing. And FYI, Marauders got already heal.......
  5. This is true. It has to apply to Force Stasis, too, naturally.
  6. You are not 100% right. We already got a CC, it´s the said Force Choke. But we ain´t got a a displacement. As I mentioned in my first post, there are various circumstances on the battlefield which make a displacement of enemies mandatory. AND, above all else, this displacement is not a 100% thing like the displacements of the other classes (like PT, Jug, Assa, Scoundrel (with K.O.)) for it can be countered by either: 1) the victims "break free" skill 2) the victims buddy´s interrupt skill used on the Marauder So this addition to the force choke is no 100% guaranty for a displacement, but at least a Marauder would get the opportunity to do any displacement at all, if the "break free" skill of the victim is on CD AND the buddy of the vic is not interrupting. It´s way softer than any displacement skill of all the other classes.
  7. But this slight move may be enough to drop one down something. At least you got the opportunity to displace an enemy. I can tell of nice baths in an acid pit following a K.O., or a decent drop down some ledges. As I said, we Marauders got nothing to move an enemy even one inch so far.
  8. Hello, The problem we Marauders have right now is: We are the only ones who can not displace anyone in pvp! That´s espescially hurting when playing Huttenball, for once an enemy is near your homezone, you cant get him down the ledge. Or away from a door. Or on Civil War, down of Turret Control. (Yes, there are still ppl who park themselves on top of a Turret Control so you got real trouble attacking them, pls fix this BW). and so on, and so on... As PT, I can rope them to me. As Sorc, I can kick all around me And so forth... Displacement of enemies is a vital part of strategic pvp. As far as the strategic element of displacement goes, we Marauders are pretty useless. Edit: Some thoughts: As of now, Marauders, though charged with an offensive role, are only able to react to the situations on the battlefield. Reaction would surly befit a more defensive role, whereas action would befit an offensive role. But to take action and force an enemy to react to the actions of an offensive class, this offensive class has to have the proper tools to impose the pressure and create a situation on the battlefield, which forces the enemy to react. Right now, just ignoring the onslaught of a Marauder and/or walking/running onwards is a common way to drive a Marauder mad and showing him his helplessness. You scored... You are still standing atop the Turret Control You are still at the door... and so on... /End of Edit Here´s an idea: Please just give the foce choke a 360 degree rotation ability, so I can pick up an enemy, force choking him, while turning me around my axis and thereby "moving" him over the the ridge, so he drops when force choke ends (by whatever circumstances). That would be cool and some intelligent CC with given skill. Radius = Distance to Target when skill was used. So you got to calculate the right distance for getting a victim down/away from something. If you are too near, victim will not drop, if you are too far, victim will eventually not fall. This is the advanced play we are used to playing a Marauder. Just make the choked victim moveable around my axis. That would be a great and much needed addition to our Force Choke CC, for then we would not only be damned to react to the enemies standing here or there, but being able to shape the locations of battles on the battlefield like it would befit an offensive role.
  9. I wouldn´t trade anything for such a silly skill like Force Push on a Marauder. Why would I push my enemy away? Hillarious! Just give the foce choke a 360 degree rotation ability, so I can pick up an enemy, force choking him, while turning me around my axis and thereby "moving" him over the the ridge, so he drops when force choke ends (by whatever circumstances). That would be cool and some intelligent CC with given skill. Just make the choked victim moveable around my axis. That would be a great and much needed addition to our Force Choke CC! The problem we Marauders have right now is: We are the only ones who can not displace anyone in pvp! That´s espescially hurting when playing Huttenball, for once an enemy is near your homezone, you cant get him down the ledge. Or away from a door. Or on Civil War, down of Turret Control. (Yes, there are still ppl who park themselves on top of a Turret Control so you got real trouble attacking them, pls fix this BW). and so on, and so on... As PT, I can rope them to me. As Sorc, I can kick all around me And so forth... Displacement of enemies is a vital part of strategic pvp. As far as the strategic element of displacement goes, we Marauders are pretty useless.
  10. Some other Online RPGs add a description to the different classes available, like: Good for beginners medium complexity very complex, for seasoned players For me, it´s a good thing that there are different classes of different complexity to play. If you want to play something that is more demanding than another class available in a particular game, such ratings as above help you to choose the right ( or avoid the wrong) class for your game skill. To make things clearer: In LOTRO they did that with their classes. Hunter is pretty beginner style friendly, but Warden is a very complex beast. Between those two, there are other classes in various complexity. So there is a class for every gamer´s skill. And they labled them as such. I really like to see such classes in SWTOR, too. Beginner style friendly and those very complex to play/master and the broad variety between. And the difference is not about the power of a class, but of the amount of skills and skill combinations available to a class. Beginner style classes are pretty much straight forward, what you push is what you get, not much to think about any bonus effects of right skill combinations. Normally have fewer skills in their bars. Those complex classes are not stronger than a beginner class either, but those playing them normally got to think about right skill combinations, rotations, bonus effects which may or may not apply and memorize or use more skills, to get to full potential. They got a lot more skills to juggle around. And no one in Lotro is complaining about the different player skill levels required to play/master the different classes. If one is not up to a class, so be it, there are players who are. Just take another class which better suits your style of gameplay. And know what? The players actually do!
  11. Grishnaak

    Marauders nerf

    With no combat log, you can´t really tell if not someone other attacked you, too, from range i.e. No way a JK/SW can kill you in 2-3 secs or with 2 attacks, if you got full health and are not afk. Maybe he´s got a good partner by his side and they focus their targets. Hmmm...maybe a sniper, some of their shots are hard to discern.
  12. Grishnaak

    Marauders nerf

    If you really think this is anger, it´s no wonder you crumble on the battlefield. I am as calm as a pond of shiny water, because I got faith in the devs not to listen to, uhm....ppl with no hard facts...like...uhm...would you pls help me on this? Who could I possibly mean?
  13. Grishnaak

    Marauders nerf

    What level of WZ are you talking about? 1-49 or 50? What´s your gear?` There are some factors to be considered with your statement.
  14. Grishnaak

    Marauders nerf

    And in those 3 secs. the Mara heals himself up. Yeah....right...
  15. Grishnaak

    Marauders nerf

    May I tell you how this skill is called? Ok, I do it anyway, it´s UNDYING RAGE. You notice something...look hard...harder...ok... I think you got it now. It´s supposed to be our last resort skill. It costs 50% of current health to activate, lasts 5 sec and has a CD suitable for a last resort skill. So no, your proposal is simply not logic.
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