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Marauder Ability, Tactical Item, and Set Bonus Feedback

STAR WARS: The Old Republic > English > Public Test Server
Marauder Ability, Tactical Item, and Set Bonus Feedback
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septru's Avatar


septru
07.22.2019 , 01:55 PM | #61
Quote: Originally Posted by omaan View Post
marauder in dps game if it's targeted can't do any dps and the fact it doesnt have to cast anything doesn't change the fact it can't do much dps.
No Stain. The fact that it is a melee class and has no casted abilities literally means that it can not get shut down. Fury marauder is currently the epitome of a class that will not get shut down because ontop of everything else it has stun immunity. But I wouldn't expect a **** mara main that only plays 4 dps solo ranked games to understand that.


Quote: Originally Posted by omaan View Post
It uses saber ward, stun dr (i think you mean cloak of pain) but its only 20% dr not 30 or 50% like normal stun dr is.
Now this is just plain wrong. 1) Marauder does not have any stun DR. Cloak of pain is not stun DR either. 2) There are no classes in SWTOR that have 50% stun DR.


The fact is Stain you have no idea wut you are talking about. You don't play at an elite level. Your top 3 is a perfect example of how the rating system does not reflect skill. You don't play any other game mode other than 4v4 dps solo ranked games. You have no idea what the meta of this game is. You're posts are unproductive, misinformed, ignorant, and at times blatantly wrong.
-Prum, Satele Shan
"The real endgame is general chat."

shyroman's Avatar


shyroman
07.22.2019 , 02:25 PM | #62
Quote: Originally Posted by septru View Post
No Stain. The fact that it is a melee class and has no casted abilities literally means that it can not get shut down. Fury marauder is currently the epitome of a class that will not get shut down because ontop of everything else it has stun immunity. But I wouldn't expect a **** mara main that only plays 4 dps solo ranked games to understand that.




Now this is just plain wrong. 1) Marauder does not have any stun DR. Cloak of pain is not stun DR either. 2) There are no classes in SWTOR that have 50% stun DR.


The fact is Stain you have no idea wut you are talking about. You don't play at an elite level. Your top 3 is a perfect example of how the rating system does not reflect skill. You don't play any other game mode other than 4v4 dps solo ranked games. You have no idea what the meta of this game is. You're posts are unproductive, misinformed, ignorant, and at times blatantly wrong.
He complains about other classes but doesn't even know their abilities. The true nature of a delusional mara 1 trick.
Ryann - Sniper | Ryannack - Sorcerer | Apophas - Marauder
Jesicca - Mercenary | Lindseey - Gunslinger
Origin - Honey Badgers
Star Forge

well's Avatar


well
07.22.2019 , 09:08 PM | #63
Were you on today? It has the PTS down .

Bird_of_Thunder's Avatar


Bird_of_Thunder
07.22.2019 , 11:27 PM | #64
Honestly just take Ruthless Aggressor away and give Maras a reflect instead, that’d fix our lack of any self healing whatsoever
Drazir
Carnage Marauder
Ebon Hawk, U.S --> Star Forge, U.S.

EricMusco's Avatar


EricMusco
08.09.2019 , 10:05 AM | #65 This is the last staff post in this thread.  
Updated the Marauder set bonuses for include the 4 and 6 pc effects. Thanks all.

-eric
Eric Musco | Community Manager
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ZouYan's Avatar


ZouYan
08.09.2019 , 10:10 AM | #66
So the mara set bonuses are still useless, rip mara 6.0. It's really sad how little thought was put into the mara and jugg set bonuses.
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KaellSolaris's Avatar


KaellSolaris
08.18.2019 , 06:08 PM | #67
Hello,

Thank for letting us do some feedback


New Ability
Quote: Originally Posted by EricMusco View Post

New Ability – Furious Focus
Furious Focus has 4 ability charges and recharges every 30 seconds. Activating Furious Focus consumes all charges causing your next attacks to do 25% additional damage.. Ex: If you consume 3 charges, your next 3 attacks do 25% increased damage.
At first it sound good, but after some test it leave a bad taste in my mouth. Don't get me wrong, the ability is good, it's a new cool toy to play with, you have to anticipate his use and it change the way some of your abilities work with Tactical items.
The problem lies in "how" it works : you are force to consume all charges available when you use it. This is where it hurts, because depending of the situation and/or your tactical item you have, you want to spend the charges only one at the time and leave the rest of them for later, but as it is working at the moment you will only loose the extra charges, which is very frustrating and break the flow of the game as you wait for the "star to align" to not waste charges on medium or low dps abilities.
Can you change the way it work to something like this ?
  • Furious Focus has 4 ability charges and recharges every 30 seconds. Activating Furious Focus consumes One charge causing your next attack to do 25% additional damage.

This way, we can use them only on the ability we wish for.


Set Bonuses
Quote: Originally Posted by EricMusco View Post

Set Bonuses
These bonuses will likely have the high end of piece requirements, such as requiring 4 or 6 pieces. The smaller piece bonuses will be more passive in nature (stat benefits, etc).
  • Dispatcher - (4) Activating Dual Saber Throw grants Dispatcher's Challenge making your next Vicious Throw critically hit. This effect can't occur more than once every minute.(6) Using Dual Saber Throw with Furious Focus grants Dispatcher, finishing the cooldown of Force Charge and making your next Vicious Throw usable on any target.
Can't find the 4P very useful except for carnage who have Vicious Throw in his cycle, for the other on target who have big hp pool it seem like a waste. Also, this bonus set is a good example of the frustration you have with the current way Furious Focus work, because Force Charge work as a melee power and will consume a charge, wasting it.
Quote: Originally Posted by EricMusco View Post
  • From the Shadows - (4) Mad Dash's cooldown is reduced by 10 seconds. (6) Activating Mad Dash while under Force Camouflage makes it critically hit and slows any targets it damages.
This bonus set is not attractive at all, as a marauder you have plenty of slow, the damage from Mad Dash are trivial, the only part who can be interesting are the 10 second cooldown reduction if you use the Through Victory utility


Common Tactical Items
Quote: Originally Posted by EricMusco View Post
  • Apex Predator - Activating Predation finishes the cooldown of Force Camouflage.
A very good Tactical Item both for PvE and PvP, Force Camouflage is very good for a defensive purpose and mobility, also it may help build who use the "hidden savagery" utility.

Quote: Originally Posted by EricMusco View Post
  • Frenzied Focus - Frenzy builds a Furious Focus charge.
A strange choice for this Tactical Item, Frenzy is not very often use for every discipline, it is one of the longest offensive cooldown (2 min 30seconds), making him generating only one charge is not very interesting in comparison of all the other Tactical Items.
Also Juggernaut have the same kind of tactical but on their it generate one charge on Enrage, witch have 45 second cooldown, decrease by alacrity, it is clearly unfair for marauder who can only have 1 charge every 2 minutes 30 seconds, where Juggernaut can generate 4 charges with 4 Enrage in 2 minutes 15 seconds (without alacrity, with alacrity it is even faster)
There might be other possibilities for this one :
  • Bloodthirst builds 4 charges of Furious Focus.
  • Berserk [builds a Furious Focus charge] OR [reduce the active cooldown of Furious Focus by X seconds].

Quote: Originally Posted by EricMusco View Post
  • Hidden Power - Force Camouflage generates 2 rage per second while active.
This one is odd, as a marauder you have a lot of option to generate rage so why add one more?
Maybe change the whole thing to something else, we no longer have any bonus concerning fury, so why not something like this :
  • Hidden Power - Each time you spend fury you reduce the cooldown of Frenzy by 0.5 second by fury spend.



Annihilation
Quote: Originally Posted by EricMusco View Post
  • Exterminator - Annihilate automatically kills standard and weak enemies with less than 30% health. Killing an enemy this way resets the cooldown of Annihilate.
This is not a very good Tactical Item, standard and weak enemies are already easily killable by aoe or any ability, so having one of them specifically below 30% is rare, also Annihilate cost 4 rage and this Tactical Item does nothing about that. It may be more useful to change it to something like this:
  • Exterminator - Killing an enemy with Annihilate lower his cooldown by 50% and generate 2 rage. In addition, Annihilate automatically kills standard and weak enemies.

Quote: Originally Posted by EricMusco View Post
  • Rapid Rupture - Refreshing Rupture deals double damage on initial hit.
So we can keep Rupture on target 100% of time without dps drop? More test are needed to see if there is not deacrease in dps but it seems very good.
Quote: Originally Posted by EricMusco View Post
  • Vicious Saber - Vicious Slash applies all of your Deadly Saber stacks to its target at once and resets the cooldown of Deadly Saber.
This one is very interesting, because it change the way you play, I'm a little worried about the extra cost of rage because of the reset of the cooldown, the 100% uptime of the dot on target and the possibility of multi dotting two target at the same time. 


Carnage
Quote: Originally Posted by EricMusco View Post
  • Unstable Focus - Using Devastating Blast with Furious Focus causes Devastating Blast to explode, dealing damage to all targets in the area.
More option for Aoe as carnage, this is quite good as long as Furious Focus is change as mentioned Above.
Quote: Originally Posted by EricMusco View Post
  • Hyper - Using Massacre adds Hyper stacks to you, increasing your critical chance by 10% and reducing the cost of your next Massacre by 1 rage per stack. Stacks up to 3 times. Last 10 seconds or until an ability other than Massacre is used.
Another strange one, as carnage, we don't use Massacre more than 2 times in a row. this make the cycle very... single button, it can be very interesting if the part where you lose the stack if you use an ability other than Massacre is removed.
  • Hyper - Using Massacre adds Hyper stacks to you, increasing your critical chance by 10% and reducing the cost of your next Massacre by 1 rage per stack. Stacks up to 3 times.

Quote: Originally Posted by EricMusco View Post
  • Bloody Focus - Using Gore with Furious Focus causes its target to bleed.
More dps on Gore, same note as the one on Unstable Focus (Furious Focus change mentioned Above).
Quote: Originally Posted by EricMusco View Post
  • Always Ferocious - Ferocity is active all the time, but only grants 50% armor penetration.
It seems a good idea at first, but after testing, you lose all the "burst" part on of carnage, some have even see a decrease in their dps, the only case I can find it useful is in PvP if you want to focus tank and other heavy armor target. Maybe increase the percentage of armor penetration ? 


Fury
Quote: Originally Posted by EricMusco View Post
  • Detonate - Raging Burst detonates Force Crush, dealing damage and slowing any enemies in an area around the primary target.
I'm a little concern about this one, Fury already have a strong single target dps, but with this it add even more to a single target and an area slow ?! maybe change the detonation from Raging Burst to Smash like this ?
  • Detonate - Smash detonates Force Crush, dealing damage and slowing any enemies in an area of X meters around you.

Quote: Originally Posted by EricMusco View Post
  • Obliterator - Using Obliterate with Furious Focus causes it to critically hit.
Auto-crit on Obliterate, this is good, as long Furious Focus is changed.
Quote: Originally Posted by EricMusco View Post
  • Force Barter - Furious Strike refunds one additional rage after it hits, but refunds all its rage if you would have fallen to zero.
This one is very situational, and the Fury discipline is not really missing Rage, beside add a defensive effect I don't really see the point to take this one.


In conclusion :

Some of the Tactical item really help to change the way we play, other not really.
The bonus set are not really attractive as they are now.
Sadly none of this Tactical item or set bonus help with the lack of immunity to crowd control Carnage and Annihilation suffer in PvP.

omaan's Avatar


omaan
08.18.2019 , 06:24 PM | #68
Quote: Originally Posted by septru View Post
No Stain. The fact that it is a melee class and has no casted abilities literally means that it can not get shut down. Fury marauder is currently the epitome of a class that will not get shut down because ontop of everything else it has stun immunity. But I wouldn't expect a **** mara main that only plays 4 dps solo ranked games to understand that.




Now this is just plain wrong. 1) Marauder does not have any stun DR. Cloak of pain is not stun DR either. 2) There are no classes in SWTOR that have 50% stun DR.


The fact is Stain you have no idea wut you are talking about. You don't play at an elite level. Your top 3 is a perfect example of how the rating system does not reflect skill. You don't play any other game mode other than 4v4 dps solo ranked games. You have no idea what the meta of this game is. You're posts are unproductive, misinformed, ignorant, and at times blatantly wrong.

I didnt mean any stun dr it is the guy i quoted said about stun dr and i tried to guess what he meant and my best guess was he meant using cloak of pain while stunned which msy be possible with proper utility. U are also wrong about me. I have top 3 mando from season 10 and 2 gold mercs, gold sniper and 2 gold slingers so i see it from range prospect too.

Marauder cant be shut down but it can be killed easy thats all. U can't do dps when ur dead. And about dps games - i wrote before that mara is op in heal games yes. But in pure dps games which are more frequent mara isnt that fotm

omaan's Avatar


omaan
08.18.2019 , 06:29 PM | #69
Quote: Originally Posted by EricMusco View Post
Updated the Marauder set bonuses for include the 4 and 6 pc effects. Thanks all.

-eric
Set bonuses related to mad dash are totally useless. Poor work to be honest since none skilled player wont use mad dash while in camouflage

omaan's Avatar


omaan
08.18.2019 , 06:34 PM | #70
Quote: Originally Posted by ZouYan View Post
So the mara set bonuses are still useless, rip mara 6.0. It's really sad how little thought was put into the mara and jugg set bonuses.
Agreed. But i also saw other bonuses for warrior like stun immune on force leap dr on mad dash etc. Csn we take those instead of useless marauder set bonuses?