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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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TheDramaKing's Avatar


TheDramaKing
06.29.2019 , 07:28 AM | #21
Bioware staff has no clue what the meta in their own game, both nim and ranked, work. That is for sure.

Delani's Avatar


Delani
06.29.2019 , 10:39 AM | #22
Quote: Originally Posted by TheDramaKing View Post
Bioware staff has no clue what the meta in their own game, both nim and ranked, work. That is for sure.
Yea the last thing marauders needed was more damage tbh. I'd rather they focus on something else that actually affects the way you play your class. Like a tactical that offers infinite predation but the speed is reduced to 50% instead of 75%. Or a tactical item that offers your dual twin saber throw to be used off of gcd and has 4 charges.

redkungfu's Avatar


redkungfu
06.29.2019 , 04:14 PM | #23
Quote: Originally Posted by EricMusco View Post
Hey folks,

Let's talk about what Spoils of War has in store for the Marauder! Below you will find the Marauder’s new ability, the set bonuses that are planned for them, and a list of their new Tactical items. You may see bonuses which refer to charges. We are introducing new tech in Onslaught which will allow abilities to have multiple charges, meaning you can use them more than once (per charge) and the cooldown will simply add a charge up to the maximum.
You will note that compared to the Sorcerer, the Marauder has fewer set bonuses. The reason for this is that although the Advanced Class has less, the base class of Sith Warrior has more than the Inquisitor. It still results in 8 set bonus options overall.

Keep in mind that all of this is subject to change

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.

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 - 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.
  • From the Shadows - Activating Mad Dash while under Force Camouflage makes it critically hit and slows any targets it damages.

Tactical Items
This a new item slot coming in Onslaught. You can only wear one Tactical Item at a time.

Marauder
  • Apex Predator - Activating Predation finishes the cooldown of Force Camouflage.
  • Frenzied Focus - Frenzy builds a Furious Focus charge.
  • Hidden Power - Force Camouflage generates 2 rage per second while active.

Annihilation
  • Exterminator - Annihilate automatically kills standard and weak enemies with less than 30% health. Killing an enemy this way resets the cooldown of Annihilate.
  • Rapid Rupture - Refreshing Rupture deals double damage on initial hit.
  • Vicious Saber - Vicious Slash applies all of your Deadly Saber stacks to its target at once and resets the cooldown of Deadly Saber.

Carnage
  • Unstable Focus - Using Devastating Blast with Furious Focus causes Devastating Blast to explode, dealing damage to all targets in the area.
  • 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.
  • Bloody Focus - Using Gore with Furious Focus causes its target to bleed.
  • Always Ferocious - Ferocity is active all the time, but only grants 50% armor penetration.

Fury
  • Detonate - Raging Burst detonates Force Crush, dealing damage and slowing any enemies in an area around the primary target.
  • Obliterator - Using Obliterate with Furious Focus causes it to critically hit.
  • Force Barter - Furious Strike refunds one additional rage after it hits, but refunds all its rage if you would have fallen to zero.

As a note, if you are a Sentinel player, you can expect to see these bonuses mirrored for you as well, they are still in process.

Let us know your thoughts! Here are the types of feedback we are looking for. XX seems too strong or too weak. XX Set Bonus combined with XX Tactical seems too strong or too weak. I wish there was a Set Bonus or Tactical that had a specific effect or modified a specific ability not listed. Be as specific as possible in your feedback.

-eric
As far as the new ability furious focus goes, it sounds good on paper, but can we get more info as to specifics as far as how it will be implemented? Will there be a rage cost associated with it, or will we need to use other abilities to build charges before we can use it? Will it simply be free of cost and have a set number of charges, and if so, how do we choose how many charges we want to use at any given time. Also, given that this has the possibility on paper, assuming no changes to existing numbers for existing abilities to drastically increase Mara dps numbers across the board, could this be an indication that you will be nerfing some of the existing abilities damage numbers? If so, please don’t nerf my Annihilate crits!

Regarding the Mara specific set bonuses, they seem kinda meh, imho. Dispatcher sounds like it could be interesting in certain situations, and I can say the same to a lesser degree of From the Shadows

Regarding the Mara specific tactical items, Apex Predator, I suppose I could see some use solely in PvP as an extra speed buff, particularly if paired with the current Relentless and Phantom utils, assuming no changes to those existing utils. Which brings another question, will lvl 75 give us an extra utility point? And if so will there be a new tier of utilities that are supposed to be even better than the current highest tier of utilities, (whose name escapes me atm)?
Can’t really say much about Frenzied Focus until we learn more about how Furious Focus is supposed to be implemented. Hidden Power just sounds interesting, though I’m not sure how useful it will be in actual gameplay, since rage management isn’t really an issue, if you know what you’re doing.

As far as the Annihilation specific tactical items, ehh I think they need some work. Exterminator, again sounds good on paper, at least with the resetting of Annihilate mechanic. My issue is this sub 30% HP condition for the effects to go off, especially considering the fact that my Annihilate can easily one shot standard/weak enemies at 100% of their HP, with no debuffs on them...so, again assuming no major changes to existing abilities damage output, I don’t see any real use, with the 30% HP restriction.
Rapid Rupture I could see having some use, since I’ve personally lost count how many times I’ve accidentally used rupture twice in a row, due to lag or simply accidentally hitting the button twice.
Vicious Saber honestly sounds like it could be the best one on paper, considering the fact that iirc, Deadly Saber DoT’s still yield the highest overal DPS of the 3 DoT’s I have to juggle, so being able to apply all 3 stacks at once sounds interesting.

TrixxieTriss's Avatar


TrixxieTriss
06.29.2019 , 09:40 PM | #24
Quote: Originally Posted by septru View Post
Oh great. Marauder will hit even harder than it has before.... Wonderful. I know we want to make these new changes "build defining", but at some point we can't continuously center a marauder's build around critting for half your health.

This has literally no use in any game mode. Additionally I don't know if "under" is the right word since activating Mad Dash while using Force Camo will break Force Camo apon use.

Please don't give Fury more crowd control. It already has a lot with obliterate root, force jump root, force crush slow, and ravage root utility. Fury Mara shuts down a lot of classes in pvp already. Please don't give it another tool to control it's opponents.
As Fury player, I can say this assessment is spot on. We are already wreaking balls in pvp and all I can see happening with these changes are Mara crit monkeys that can control people while they smash them in 3 hits.
It will be Mara smash monkeys all over again like it was in 1.2?

Mad dash and force Camo??? Sorry but this is dumbest thing. No one in their right mind will want this in either pve or pvp. Why would you guys even consider this a good idea? And as Prum rightly points out, using mad dash from Camo will break Camo.

DavidAtkinson's Avatar


DavidAtkinson
06.30.2019 , 01:19 AM | #25
Quote: Originally Posted by TrixxieTriss View Post
As Fury player, I can say this assessment is spot on. We are already wreaking balls in pvp and all I can see happening with these changes are Mara crit monkeys that can control people while they smash them in 3 hits.
It will be Mara smash monkeys all over again like it was in 1.2?

Mad dash and force Camo??? Sorry but this is dumbest thing. No one in their right mind will want this in either pve or pvp. Why would you guys even consider this a good idea? And as Prum rightly points out, using mad dash from Camo will break Camo.
Wait till you see the Jugg changes... OP as hell. Well deserved tho.

Changes are fine as long as the other classes will have broken abilities as well. Can't wait to see the PT ones and Merco ones...

DavidAtkinson's Avatar


DavidAtkinson
06.30.2019 , 01:23 AM | #26
Quote: Originally Posted by ShadzMGamez View Post
The new ability will be great. Will definitely bump the Mara up, especially Carnage (which is currently 3rd worst discipline).
I'm thinking between the tactical items, I'll want Hyper. Almost every time I use massacre, I do it 3 GCDs while waiting for my other rotation to go.

Depending on the new ability, I can see Always Ferocious working well. Bloody Focus could work well for your PVP carnage mara, adding a DOT. Unstable Focus is the way to go if you want more AOE punch. Like I'd get Unstable Focus right now for VM Queen, but we'll have to see how the new ops will be on ads and AOE.

The default mara tacticals, eh. Apex Predator is meh, since you usually have Predation on its "no longer needs 30 stacks of focus/fury" with the self cleanse and reduced cooldown on Force Camo. I also usually use them at the same time, so that's just a 15 second gap it would open up for using Force Camo, based on CD differences. I don't see this one being useful.
And Hidden power could be useful if you stay in Force Camo the full time. But I only ever do that if I'm sneaking past a mob, and not fighting them. It's very rare for me to use it full cooldown in a fight, and usually is only when I'm low on HP.

Annhi I don't use enough to have an opinion on much. Exterminator seems good, and can help the Annhi Mara in leveling or farming dailies, but I don't see it doing well in MM FPs, Ops, or WB fights.

Fury, is *** and I will never touch it. It's a DPS with extra defense really, which as a Mara is an awful combo. Could work as a skank on PT, or Jugg, but not on a Mara.
Carnage is far from being bad... I am surprised how fast I can kill people in PVP with it.

My only problem with it is the lack of crowd control like fury has... I can be stunned, pushed all the over the place, same with Anni. Going in Arenas with these 2 specs is just too much gamble. Sadly Fury is just the perfect Mara PVP machine at the moment and I see this trend going into 6.0 as well.. It's the least favorite spec of mine tho, but you are kinda forced to play it.

SlimeyDoom's Avatar


SlimeyDoom
06.30.2019 , 09:42 AM | #27
Why are the marauder tactical items so much stronger than the sorc and sin ones? They’re already one of the best classes in the game, they don’t need this at all.

Rogean's Avatar


Rogean
06.30.2019 , 04:43 PM | #28
As someone who plays Marauder in Solo Ranked, this is a bit too much. A 25% Damage increase for 4 abilities? The Carnage Marauder can already do upwards of 75k damage in the opener. If you increase this by 25% BEFORE Crit (Which means that you are essentially increasing the damage by way more), I wouldn't be surprised if a Carnage Marauder can kill someone from full in the span of a single stun.

Yes, damage buffs apply before Crit, which means your crit will modify it again. That makes a 25% damage buff essentially a 43% damage buff. That means we're going to see 40k+ Auto-Crit Devestating Blasts. Followed by a ~35k Gore (Also an auto-crit with Set Bonus), and then potentially a 25k Vicious Throw. This is assuming current gear and health pools, which I can only imagine will not scale up appropriately with the new levels (DPS has always outpaced Health Pools). I don't even want to get started with Fury maras and their ability to do more damage than Carnage (just less bursty but more sustained) with their increased control, survivability, and stun immunity.

And then we have Predation refreshing Camoflauge? Just... no. It's already a challenge enough to chase Marauders, now all they have to do is make sure they hit Camo FIRST, then hit Pred (Doesn't break camo), and speed off to their heal spot. Get chased? Camo is already back up. Wait until they're just about to turn the corner on you, and now hit Camo again and go run somewhere else. By then, they're out of combat and you can't find them using the map anymore.

TrixxieTriss's Avatar


TrixxieTriss
06.30.2019 , 07:44 PM | #29
Quote: Originally Posted by SlimeyDoom View Post
Why are the marauder tactical items so much stronger than the sorc and sin ones? They’re already one of the best classes in the game, they don’t need this at all.
THIS ^^

So much this ^^

EmperorRus's Avatar


EmperorRus
07.01.2019 , 04:38 AM | #30
I swear, once upon a time there was a "Combat Team" member that was horribly trolled and ganked by a sorcerer. Prolly in 2.9-3.0 or so.