TaitWatson Posted November 18, 2014 Share Posted November 18, 2014 (edited) This week we'll be covering Sith Warrior and Jedi Knight combat changes in 3.0, starting with Marauders and Sentinels! Read More Edited November 18, 2014 by TaitWatson Link to comment Share on other sites More sharing options...
oofalong Posted November 18, 2014 Share Posted November 18, 2014 Sounds like some interesting changes. Thanks for the info Tait et al. Link to comment Share on other sites More sharing options...
maverickmatt Posted November 18, 2014 Share Posted November 18, 2014 So much for the doom and gloom RIP MARAUDER threads Link to comment Share on other sites More sharing options...
K_osss Posted November 18, 2014 Share Posted November 18, 2014 Not sure what I think about Precision Slash/Gore being on the GCD now. Seems like it will slow down the pace of combat/carnage. Probably slow down the APM a touch. Also Combat/Carnage doesn't really get any abilities to add to the rotation. Just replacement abilities, Clashing Blast instead of Bladestorm. Concentration and Watchman seem pretty interesting though! Link to comment Share on other sites More sharing options...
Alyssis Posted November 18, 2014 Share Posted November 18, 2014 The thing that bugs me the most is your removal of crippling throw.. At least remove leg slash, and put the slow into crippling instead.. We like throwing lightsabers..! Link to comment Share on other sites More sharing options...
mastervalkar Posted November 18, 2014 Share Posted November 18, 2014 So you took Focus/Rage, named it Concentration/Fury, then retooled it to be to a single target spec. All I can say is.... Thank you. I used to play Focus on my Sent and would get sick of doing so quickly because I could not use Force Sweep w/o a target, or the fact all my damage was looked to it. While I have all but retired my Sentinel lately (too many alts), the Combat and new Concentration specs look good, Watchmen just seems to be more of the same (which isn't a bad thing) Can't wait for the Guardian/Juggernaut blog and the stream. You guys are doing a great job with the Discipline rollover so far. Keep it up Link to comment Share on other sites More sharing options...
Costello Posted November 18, 2014 Share Posted November 18, 2014 In general is this reducing the number of attacks available to marauders. It seems that skills are being removed and the new skills share cool downs. From all the 'discipline' changes it feels a little like the combat is being dumbed down. If we take carnage for example one of the few reactionary attacks retaliation is being removed so you don't even have to watch the combat to worry about your rotation, also removing the only bleed available so you no longer need to think about maintaining the bleed effect and reapply if cleansed. If the plan is to reduce combat into a system where macros are the preferred method of maximizing damage what is the plan behind this. Is combat felt to be too demanding that you have to pay attention to whats happening and people should just be focused on the rotation? Is it felt that combat is too complex for the target audience? What is the target audience for the combat? Link to comment Share on other sites More sharing options...
Horano_Heresy Posted November 18, 2014 Share Posted November 18, 2014 Love the addition of a single-target ability to Fury! Looking forward to comparing Fury and Carnage Link to comment Share on other sites More sharing options...
Okamakiri Posted November 18, 2014 Share Posted November 18, 2014 Devastating Blast: Unleashes a powerful blast of Force energy at the target, dealing energy damage. The blast stuns standard and weak enemies for 5 seconds. Shares a cooldown with Force Scream. Noooooo... don't take away my "Fus Ro Dah!" Link to comment Share on other sites More sharing options...
Bruceme Posted November 18, 2014 Share Posted November 18, 2014 Carnage nerfed to extinction. - deadly throw removed because they want us to rely on a melee ability - you want us to use crippling slash (is it over-ridden by other classes CC abilities?) - why in the world would you give us another DD ability that shares same Cooldown Timer as Force Scream? - "to keep things interesting in Annihilation..." had to stop reading there. never a good sign when you see those lines Link to comment Share on other sites More sharing options...
Bruceme Posted November 18, 2014 Share Posted November 18, 2014 (edited) If the plan is to reduce combat into a system where macros are the preferred method of maximizing damage what is the plan behind this. Is combat felt to be too demanding that you have to pay attention to whats happening and people should just be focused on the rotation? Is it felt that combat is too complex for the target audience? What is the target audience for the combat? Macros would be awesome, but i doubt that ever happens. Its not about the rotation, they want Maras doing less damage. mission accomplished in that regard. so they looked at all the people playing Maras complaining the class was too complicated and we will make your rotation easier... the reality was there were only two types of Maras...really good ones, and really bad ones. now we're just all going to be mediocre. Edited November 18, 2014 by Bruceme Link to comment Share on other sites More sharing options...
olounda Posted November 18, 2014 Share Posted November 18, 2014 Why don't they have deadly throw and crippling slash share a cool down? the only reason you use crippling slash is really for the slow in PvP. In pve, i use deadly throw ALL the time when I'm chasing adds when my leap is on cool down. Keep them both, have them do the same thing, but let us choose which one we want to use. Also, throwing sabers is incredibly awesome as it is, and dual saber throw just doesn't' look as cool. Link to comment Share on other sites More sharing options...
DarthDymond Posted November 18, 2014 Share Posted November 18, 2014 (edited) I was going to comment on the actual changes, but was completely distracted by the pic of the Marauder being on Coruscant. Edited November 18, 2014 by DarthDymond Link to comment Share on other sites More sharing options...
Bruceme Posted November 18, 2014 Share Posted November 18, 2014 (edited) Why don't they have deadly throw and crippling slash share a cool down? the only reason you use crippling slash is really for the slow in PvP. In pve, i use deadly throw ALL the time when I'm chasing adds when my leap is on cool down. Keep them both, have them do the same thing, but let us choose which one we want to use. Also, throwing sabers is incredibly awesome as it is, and dual saber throw just doesn't' look as cool. i don't use crippling slash. no time for it in my rotation. why would i ever use crippling slash in PVE combat? deadly throw on the other hand has some use. This nerf was more of a change for PVP. Deadly throw was absolutely essential for us as we spend a good deal of time immobilized and rooted. This is a PVP nerf plain and simple. As far as crippling slash in PVP. other classes do it better. what we did better was burst damage. that is questionable after these changes Edited November 18, 2014 by Bruceme Link to comment Share on other sites More sharing options...
Projawa Posted November 18, 2014 Share Posted November 18, 2014 (edited) Is Force Gash meant to replace Vicious Slash for Anni? The changes look interesting. Hopefully Carnage doesn't get gutted into a jackshyt of all master of none spec that is eclipsed by the other two. Gore on the GCD sounds disappointing but we'll see how it plays out. Edited November 18, 2014 by Projawa Link to comment Share on other sites More sharing options...
Ashuranrx Posted November 18, 2014 Share Posted November 18, 2014 This BW post does not show all the nerf to Carnage. 4 of Carnage's utilities were changed to heroic utilities, which we will only be able to get 2. So Carnage lost 2 important utilities that made it good. Gore also lost cooldown reduction and reset, and is on a 15s cooldown unless activated during Berserk with alacrity to lower it back to 10.5s cooldown. Gore on GCD also means burst is nerfed. And finally, all the ranged classes got mobility and survival buff while Carnage's mobility stays the same; that is a nerf in Meta-PvP. Link to comment Share on other sites More sharing options...
Master-Nala Posted November 18, 2014 Share Posted November 18, 2014 Sorry Sents/Marauders, this one isn't nearly as exciting as some past. Link to comment Share on other sites More sharing options...
xMalphasx Posted November 18, 2014 Share Posted November 18, 2014 Damn. Crippling Throw is gone? Ugh. I'm running a hybrid Annihilation/Carnage marauder and it is fantastic and really fun to play. Combines the hard hitting nature of Carnage with the sustained damage of and control of Annihilation. However without crippling throw, I feel like things are gonna be really tough for Marauders/Sentinels now. I already find it annoying fighting any ranged classes cuz all they do is immobilize, run, and shoot you or heal. Now we can't even root them from a distance? Idk seems like some sketchy changes to me but I'm just voicing my concerns. I guess we'll see if the other class changes balance out with the changes to Marauder. Link to comment Share on other sites More sharing options...
Bruceme Posted November 18, 2014 Share Posted November 18, 2014 Is Force Gash meant to replace Vicious Slash for Anni? The changes look interesting. Hopefully Carnage doesn't get gutted into a jackshyt of all master of none spec that is eclipsed by the other two. prediction is we are all Annihilation spec after 3.0 Link to comment Share on other sites More sharing options...
Darth_Wicked Posted November 18, 2014 Share Posted November 18, 2014 I was going to comment on the actual changes, but was completely distracted by the pic of the Marauder being on Coruscant. Last time I checked the Jedi Temple on Coruscant, I saw Sith and Imperial military soldiers everywhere. Nothing out of the ordinary really. Link to comment Share on other sites More sharing options...
Ashuranrx Posted November 18, 2014 Share Posted November 18, 2014 Is Force Gash meant to replace Vicious Slash for Anni? The changes look interesting. Hopefully Carnage doesn't get gutted into a jackshyt of all master of none spec that is eclipsed by the other two. No, it is Anni's version of Sorc's Corruption. Link to comment Share on other sites More sharing options...
The_X Posted November 18, 2014 Share Posted November 18, 2014 ....very anger, much rage. You're taking out my throw with a root and adding it to a melee ability. Why does this suck? Because now I can't stop people running away from me WHO ARE ALREADY OUT OF MELEE RANGE!! You're putting some other power on top of my scream which EVERY MARAUDER ADORES!! I am not at all happy. Link to comment Share on other sites More sharing options...
AgustinSarro Posted November 18, 2014 Share Posted November 18, 2014 Watchman / Annihilation is going to be much harder to use. Finally we are getting self cleanse! Ty Bioware! Link to comment Share on other sites More sharing options...
Projawa Posted November 18, 2014 Share Posted November 18, 2014 (edited) This BW post does not show all the nerf to Carnage. 4 of Carnage's utilities were changed to heroic utilities, which we will only be able to get 2. So Carnage lost 2 important utilities that made it good. Gore also lost cooldown reduction and reset, and is on a 15s cooldown unless activated during Berserk with alacrity to lower it back to 10.5s cooldown. Gore on GCD also means burst is nerfed. And finally, all the ranged classes got mobility and survival buff while Carnage's mobility stays the same; that is a nerf in Meta-PvP. It certainly seems so. I think Gore was put on the GCD to reduce Carnage burst which indirectly props up Fury as the burst spec. Edited November 18, 2014 by Projawa Link to comment Share on other sites More sharing options...
xMalphasx Posted November 18, 2014 Share Posted November 18, 2014 ....very anger, much rage. You're taking out my throw with a root and adding it to a melee ability. Why does this suck? Because now I can't stop people running away from me WHO ARE ALREADY OUT OF MELEE RANGE!! You're putting some other power on top of my scream which EVERY MARAUDER ADORES!! I am not at all happy. This is my thinking exactly. Its frustrating that a team of ranged classes could very easily wreck a melee class team already. Now we lack the tools we NEED to keep them within melee range. Really worried about these changes. Link to comment Share on other sites More sharing options...
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