Swtor marauder pvp
It describes both PvE and PvP elements of the gameplay for this discipline with a slightly heavier leaning towards PvE.
By Seravis April 26, in PvP. With everyone calling marauders the new overpowered class and calling them the best at everything in PVP, it seems like a good chance to explain some of the strengths and weaknesses of the class as a whole. If only to educate the masses of people asking for nerfs to a class with very powerful strengths, and very glaring weaknesses. I'll start with the Pros to being a marauder without much detail given as I am sure with all the hate Marauders are getting most will agree with them. Marauders put out almost unparallelled damage to non-tank classes.
Swtor marauder pvp
Being a marauder main in pvp is not for the feint of heart. It is probably one of the harder classes to master in pvp combat, especially if you are targeted or 1v1. So I was expecting some nice buffs to the defense of this class or maybe a bit more damage than it currently puts out. I know, some of you are thinking more defense or dps would make marauder the most OP thing in the game. But lets remember that there already is a "marauder" that hits harder and has better defense, the Rage Jugg. Reading the patch notes and feedback from the PTS, it seems that they have yet to realize that marauders are nothing more than lackluster juggs. Instead they buff jugg defense and leave marauder with some mediocre, at best, buffs to our avoidance and some new interactive ability. Can a Dev or someone who actually helps make class changes explain the reasoning on why you make a jugg have more dps than a marauder when they have 5x the survivability? Maybe I am missing some major buff to the class coming in Onslaught, but so far the few changes I read are not enough to make a glass canon, like the marauder, beat other classes in dps while having way less defensives. As someone who currently plays both Guardian and Sentinel, and has mained Guardians for over half a decade, when I want to PvP on a single target "burst" spec, I go for my concentration sent. Yes, even when I'm playing solo. Concentration hits harder than Focus, it has better immunity, more ability to stay on target, an actual disengage, everything except FD, taunts, and guard. And for the purposes of your argument, guard and taunts are irrelevant because guard will kill you very quickly as a dps if you don't properly pull it off, and you did not mention taunts yourself. Furthermore, sent has tools that also grant team utility, specifically because it is a "pure" dps class i. Now, if you want to say Vigilance is a better PvP spec than Watchman, then we can talk.
This is why a maras furious strike typical deals k while a jugg can hit a whopping 35k Seravis Posted April 26,
By cheeseforme May 5, in Combat Styles. With a raidbuff as well as predation they just bring more utility to the table. For PvP things might be different, and I don't really have the expertise to answer on that front. That said, both are totally viable for endgame pve, and dps tier lists change over time, so play what you like. In PvP both are very viable.
SWTOR 7. The guide is up-to-date for Patch 7. Carnage is the burst DPS spec for Marauders, and its burst is devastatingly and reliably concentrated. Thanks to the introduction of the Shard of Mortis tactical with 7. While damage boosts from taking damage e. Lightning Barrier and Reflective Armor are far less prevalent in 7. Carnage can deal a decent amount of dedicated AoE damage for a burst DPS spec, but you have to sacrifice a massive amount of single-target damage output to maximize your AoE.
Swtor marauder pvp
Optimized to perform extremely well in solo content. The guide is up-to-date for Patch 7. Trash mob encounters rarely last more than a few seconds while boss fights and PvP typically last at least a few minutes, requiring you to make use of far more abilities. I believe this disconnect was responsible for making skipping trash via stealth and cheese such a popular approach to playing PvE in SWTOR. BioWare clearly understood this and mostly solved it by introducing extremely powerful new ability tree buffs and legendary implants that synergize with existing tactical items. These ridiculously potent effects form the basis of the solo builds and are able to exist without causing too many balance issues in group content because they are short-lived and only reliably trigger off of combat events that are fairly unique to and common when fighting trash mobs. I do want to note that the Marauder solo builds are a fair bit less refined as in clunkier and more complicated than all of the other disciplines, though the skills are more transferrable to and from group content as the overall ability usage is similar.
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Up to your personal preference in PvP. Ideally you want to end up with a little over points of critical, but there is no precise number you need to hit with this stat. And again, quasi-burst is absolutely supposed to have more DPS than burst. But if you use it before a push, or during aberration explosions, you will probably die. Now I see what your problem is If you want to win in this game you must grind for gear. Situational in PvE, but usually not needed unless you expect to have a hard-hitting boss on you for several seconds, such as Brontes for example. Roots not being affected by resolve is also a huge issue maras have to deal with as it is effectively a hard CC for maras. It can also be useful in Flashpoints, but is not good for most Operations, since Obfuscate cannot be applied on most Operation bosses. EternityDre Posted April 26,
The dark side can be a powerful ally when one channels their inner fury, and no one knows this better than the Fury Marauder. You can start playing Fury at level 1. Once you are ingame, press K on your keyboard to open the Combat Style tab, and choose Fury from the three options.
Subjugation : Reduces the cooldown of Obfuscate by 15 seconds and increases its range to 10m, reduces the cooldown of Disruption by 2 seconds, and allows you to activate Cloak of Pain while stunned. It can have up to 4 charges, and when you use the ability, you gain one stack of Furious Power for each charge. Posted May 5, edited. In PvP, you build a lot more Rage and Fury, so a priority system is often better. And for the purposes of your argument, guard and taunts are irrelevant because guard will kill you very quickly as a dps if you don't properly pull it off, and you did not mention taunts yourself. Edited April 26, by EternityDre. Well, you only need 6 pieces from Descent of the Fearless for the set bonus. Just going to say it now, guardian and jug, senntinel and marauder are mirrored classes - aka they do the exact same dps and have the exact same abiltites just named diffrent outside of bugs which caused certain abiltites to do more damage. Honestly, it sounds to me like people are trying to go 1 v. My scoundrel is very susceptible to being kited - he does't have jumps or force speed. Followers 0. Now, from my post, you could think I am nit-picking and concidering dual wielders unkillable. Inexorable : You generate 4 Rage when stunned, immobilized, or knocked around. Such as ED and others. The guide features an introduction to the class, gearing and stats priority, abilities descriptions of how they work and how to use them for best effect, utilities break-down, rotations and ability priorities and tips.
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What charming phrase