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Valeruh

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10 Good
  1. If i understand you correctly, you are wondering why you don't get fury at certain times. Fury is not build while one of the buffs(pred, bers, bt) is active. I'm pretty sure that's intentional, otherwise you could probably keep predation up for 24/7.
  2. I don't want to make this too easy, so here are some clues: 1. Not marauder native 2. no drop 3.http://imgur.com/oCWtu
  3. Rakata, tho the coloring is matched to the chestpiece.
  4. This is my PvE set, PvP is somewhat similar but with green/black sabers and a brown coloring Decus Ple <Exterminatus> ToFN http://i.imgur.com/FqcRR.jpg
  5. Why do you even bother posting then? If you don't want to contribute to the topic, don't write. btt: I don't think marauders really need a change, every tree is viable in certain situations. That said, marauders are very useful in pve and pvp! pve-Very short cd on interrupt, high dps, group buffs (burst potential), situational off tanking. Its the same in pvp. Marauders are the kings of huttball
  6. Hmm i don't think that would be a good idea, considering that you sit on 25-35% crit chance and don't forget that a smash without shockwave, dark resonance and shii-cho mastery hits like a weet noodle Being able to walk through fire is much better
  7. A guildmate of mine once got a ticket saying something along these lines: Greetings/known Issue/thank customer/close ticket They have their lines according to the situation, the answer often seems to be able to adress a varity of issues...
  8. 9/10 Not bad, read a lot of those books (like 30) Mine War Hero Decus Ple or my alt Rome Ple....
  9. I want a surrender vote option after a set amount of time (e.g. 7min) AND a votekick option (afk, flame) AND a punishment for leaving a wz early.... I feel like this way everyone gets the most out of it!
  10. Instead of making this a balance discussion can someone please just state the strength and weaknesses of the healing classes? :>
  11. I usually tank sorno on my maruader (hm) and force charge does interrupt his channeling abilities, however he will cast it again but it bought you a few second to get the interrupt of cd. I have only one point in qc since he won't move away, so you can just strife away and interrupt his heal if your fellow ops member fails to interrupt it. Tbh i rather have someone interrupt the healing ability for me, so i can solely focus on dps and interrupting his dmg spell.
  12. Yea, thats what i started with, however assault dishes out a little bit more dmg but grants one rage less than charge... I think it comes down to preference here. I can use it more situational since i don't rely on it as a rage builder, imagine you just used it to build up rage, but now your target sprinted away... bummer I still use it as a secondary interrupt but when a caster is healing, you easily have enough time to strife away and interrupt with charge, 5m is nothing. If he stand in that range while healing he is doomed anyway since it's melee range. And with a 6sec cd on our interrupt we rarely need a second one
  13. This is what i'm currently using, i don't feel like the reduced cd of charge is necessary, i still seem to manage to stay on target most of the time... http://www.torhead.com/skill-calc#100bIrRbRdrGzZhMZh.1 1 point in close quarters is enough since you can just strife to the side and use it. DMW seems to be worth it, IMO Malice is a must due to the increase in dot dmg which is our key mechanic... I really like defensive forms for the fury gain and the reduced dmg is also pretty nice. Feel free to point out flaws
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