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Ryu_Hyabuza

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  1. Other than the general information of Marauder not transferring over from Sentinel (descriptions, abilities and how they work, etc.), Marauder as a whole needs to see a lot change. The utility choices compared to other classes aren't meaningful for most of them, with not much benefit overall compared to other classes. An example of this is a level 65 choice, which only gives a damage increase to Sweeping Slash. Something that isn't worth taking in any situation, especially considering Marauder's lacking capabilities in any and all AoE over time. There are a lot of really well done and detailed examples on the Sentinel feedback forum page for what can be changed to improve the class - without giving back Force Choke if you are set on keeping Marauders without it. I think that a lot of the suggestions should at least be considered and tested if nothing else. And have some of them implemented. Pruning some abilities is okay, but they have to be made up for in other ways. The only "problematic" thing in regards to Marauders in the current patch is Defel Spliced Genes; and if this is too problematic, then nerf or remove it, instead of taking almost everything from what Marauders have. If not, then they should have their damage compensated, or at least elevated to the same tier of Fury. Speaking of Fury, after some testing the average TTK on a 3.25m dummy for Annihilation was 3:18 with a tactical. Fury without the tactical and in the same gear was killing the 3.25m health dummy at an average of 2:45. Close to a 30 second TTK difference, when Annihilation has always been the strongest and highest parsing class in the game with the added challenge of having a high skill ceiling. But even now compared to other classes, it feels extremely weak, especially for a class having such long DCDs or non-beneficial use. Most abilities on both Carnage and Annihilation hit for nothing, with their biggest hitters doing not much more. The average highest crit for both was ~50k, while Fury's filler abilities do close to 70k each, on top of hitting for 98k-120k raging bursts. Fury has the most utility, and the highest damage by far, which in the general scheme of all classes would be fine if it didn't take away from the other two. If Marauders are turning into something more punishing to play, they should get the benefit of a higher reward as well. If carnage for example is going to turn into a "speed" spec, it should be given hard hitters in a short amount of time, with lower amounts for filler. Its biggest hitters should not do less than Fury's filler abilities. Smash by itself in Fury does over 70k damage, and I have yet to break 50 with Carnage. Along with that, Annihilation should just have all of their abilities boosted for damage, with at least some form of a big hit in Annihilate to prevent it from being a glorified Vicious Slash. It doesn't need to be bursty, but Annihilate doesn't feel like it is an ability worth using. Overall, some of the choices are really fun and good. The speed options for Carnage and the 4x Force Rend for Annihilation were the best that I saw. But compared to Fury, they are meaningless. Criticality is one of the best choices overall introduced for Marauder since they lost any auto-crit, and it is kept in the strongest spec of the class only. It would help a lot to share it with the other two at a minimum, if nothing else changes.
  2. I saw that for the Countermeasures + Evasion combination, and implied that when I mentioned the 3 rolls with the Imperial Preparation Countermeasures reset. Still have to make the choice to get it which lessens the amount overall, but it is a low level option left to Snipers that also gets paired with movement impairment immunity that will work better than Predation, whereas the level 70 choices for Marauder make you choose between the 3 strongest DCDs available to the class. The baseline for Snipers when I was referring to it was Entrench, Diversion, Roll, Shield Probe, Cover Pulse, and then Imperial Preparation because it resets everything else. The only real DCD it feels like they are losing is Evasion from the combination (and roll heal if you want to count that being taken out) because for raids/pvp people will easily choose between the two options given at level 70 for the playstyle they prefer. It would make an extremely good hard counter to Marauders overall, which would be okay to have in the game for overall balance, but seeing how other classes are being handled makes it seem like Marauder is going to be really punishing and I am worried it will become unplayable in pvp specifically, along with losing out on a lot for pve as well compared to the utility of other classes and the options that will be left available.
  3. I think that the Sentinel/Marauder changes overall felt good at the start of the PTS, but seeing other classes as of now makes them feel extremely underwhelming. For the base of the class, it’s identity doesn’t seem to translate compared to the original class over the years. It has consistently lost abilities unique to its class or specs, while hardly gaining anything to compare in the meantime. Most of the changes for the class recently haven’t felt as innovative as other classes or specs. Mad Dash for example, was created as a counter to the amount of mobility in the game. Yet it has double the cooldown of a Mercenary’s 2-charge rocket out with less benefits and can still be damaged through. I am okay with Sentinels/Marauders being forced to choose between their defensives or having them taken away entirely, but from what I have seen it doesn’t look like there is much to replace the things that are being lost in regards to damage. The defensive choices being given for the level 70 choices don’t feel right, as it will leave the class with a maximum of 4 DCDs (2 of which being chosen, Predation being nerfed on top of that, and no Obfuscate or Ruthless Aggressor from what I have seen), while Snipers for example, get 6 DCDs as a base, keep their 3 rolls if they get Countermeasures to pair with Imperial Preparation, and still get to choose 1 more between Teleport/Bubble. On top of having options for their Laze Target/Ambush to reset, or AoE Ambush + Slow, which does the same thing that damage options for Sentinels/Marauders do with more benefits, without any loss from their defensives. The amount of damage output that Sentinels/Marauders would have to put out as a counter would have to be massive for all specs, especially ones that aren’t Fury/Concentration because they have no form of a counter to negate any of the knock backs, slows, roots, etc. For Concentration/Fury, it is in the best place currently (in regards to pvp) because of its utility in Gravity Vortex and the 0-10 meter leap off of Obliterate. The changes being given overall are beneficial for the class, especially if Defel Spliced Genes is being taken away, but I don’t think that they are necessarily needed compared to what the other specs have. Its sustain/filler DPS abilities hit harder than most strong hitting abilities on both of the other specs that the class has. Adding abilities/passives that give the spec a higher chance to survive (Obliterate mini saber ward for example) as well as higher damage choices (like Raging Burst AoE) feels unneeded when the other two seem to be a bit left behind. For Watchman/Annihilation, the class overall feels lacking. Even currently it doesn’t feel like a rewarding class to play in damage or skill. Skill-wise, the rage management compared to Vengeance/Vigilance is punishing. Outside of times where I am being stunned/slowed or taking damage to build rage, rage management has to be perfect. Whereas Veng/Vig has 3 (4 if you count Vengeful Slam) rage builders outside of leap, as well as only having 2-3 abilities that actually consume rage in the spec’s rotation. Compared to the 2 rage builders that Watchman/Annihilation has. This does create a bit of a skill gap, but doesn’t create as big of an outcome as it should be, and could be solved easily by adding in a base to the spec again or at least the option for a 0-30 meter leap. If interrupts were a worry at that point, you could change it into the interrupt only being effective from 10-30 meters. And if not that solution, another solution of lessening the rage spent on Vicious Slash while under the effects of the Spiteful Saber tactical. As for the damage output of the spec, it is currently carried by its single-target tactical, and still loses out to other classes/specs (Lightning, Pyrotech, AP, etc.) consistently in raids. Being the melee pure-DPS class, it should be more rewarding to play. Especially considering that it is the only class without any significant self heals and it has to sit within melee range of a boss. On top of that, it has no payoff any more. The average that Annihilate/Merciless Slash has done for me in raids is under a 30% crit rate, sometimes being as low as 16% on boss pulls, and still doesn’t do as much as it probably should. The spec feels like it is entirely sustain/filler abilities. It could be solved by adding in some form of an auto-crit for the hardest hitting abilities after Berserk/Zen once per minute or so to prevent spamming, or it could scale with the amount of dots that you have on a target, increasing its flat damage by X% per dot on a target, creating a way for Annihilate to be more rewarding in both pve/pvp without it being a guaranteed big hitter for people and chunking most of a target’s health without at least somewhat of a rotation. And speaking of pvp, the class has no beneficial piece to it that makes it more desirable than any other spec in the class or other dot specs in the game. It’s dot spreading feels small, and dots quickly fall off creating no pressure over time, while it has no single target pressure as well with white damage abilities missing way more than they should or hitting for small amounts. I hit harder with my Vicious Slash in the Jugg tank spec with DPS gear than I ever have with the same ability in Marauder/Sentinel, with the same gear set up. For Combat/Carnage, I don’t have much input currently other than its damage output and usage in pvp. The first piece is that defense chance makes it nearly impossible to sustain a high level of quick burst on people, since all but 1 of the abilities the spec uses is white damage (Though that is a problem that all marauder specs have) which is worrisome to have to counter, especially without a stun to negate the defense chance that people have. With the scale of the sustain abilities and the chance of missing while-damage abilities, its TTK on people is about the same as Fury/Concentration could do in most situations, which shouldn’t be the case considering its role as the game’s “speed spec”. As for the other worry, I am excited for the speed build options, but concerned for how it will mesh with the rest of pvp. If Sentinels/Marauders are the only class being left without the option of stuns and having less root/slow breaks, the way it scales with speed won’t be viable at all. Some form of a root/stun resistance would be required to survive, though I am unsure of how to implement that.
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