i know in another game i played,there pretty much screwed by any class that can kite or slow.is it the same in star wars old republic to or not
i heard burst spec marauder/sentinal feels like a warrior/rogue combo in terms of playstyle and thats kinda what i was lookin for but i dont know,im tryin to decide on a main and i know i heard operatives had a really good storyline
Don't have personal experience with Marauder, but I know Juggernauts are kind of painful to play in PvP. Unless you're the Immortal spec(tank spec), it feels like you're incredibly squishy and do little damage. We only have one ability that removes us from stuns/cc, no speed increasing talents(unless spec'd in a specific tree), and only have Force Charge to close the distance between people(again, 1 more ability if you're spec'd in Rage tree). From what I've read, Marauder has a lot more burst than Juggernaut, and can be even squisher.
I've only played Warrior and Bounty Hunter right now, and BH seems pretty well off right now. Storyline is pretty good, if it's an interest of yours possibly.
I play marauder and pvp quite a bit and im pretty satisfied with my abilities to prevent kiteing but im also carnage spec i put points into the deadly throw that imobilizes the target and is on a decent cd i also put points into the ravage one that imobilizes the target for the duration of the ravage channel with those force charge and the slowing ability it makes it almost impossible to kite a marauder and if by chance they start getting away i have points into the 15% speed increase while in atura form allowing me to run em down if needed. Oh and if all else fails choke em to buy cd time!
I play an Immortal Juggernaut, and I have nearly no problem against anyone in a 1v1. And in some cases 2 v me. But I'm also in full Champion pvp gear. I've tried the Rage tree as a Jugg and the smash aoe damage is jaw dropping, but nothing else hits hard and am too squishy. Not so sure about marauders. They kind of remind me of Fury warriors from WoW. Survive the burst, and you can just laugh as they die waiting for everything to come off cooldown. Before I got all my champion gear, I hated Operatives/Scoundrels. Now that I'm at almost 20k hp buffed and almost 500 expertise, they're in the same boat as Marauders to me. After the burst, they have to run or die. As for the 1 extra gap closer from the rage tree, it's only a 10m range. And any good ranged will kite you from outside 10m, preferably at max to close to max range. Making that extra gap closer useless. Chilling scream and the aoe fear are your friends, use them every chance you get to help minimize the effective kiting.
- Edit - Don't forget that you can use Intercede offensively to close gaps. If you can find a friendly player or npc close to your kiter.
Last edited by Twistedklown on 1/18/2012 7:50:38 AM
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Posted 1/17/2012 3:43:21 PMi know in another game i played,there pretty much screwed by any class that can kite or slow.is it the same in star wars old republic to or not
i heard burst spec marauder/sentinal feels like a warrior/rogue combo in terms of playstyle and thats kinda what i was lookin for but i dont know,im tryin to decide on a main and i know i heard operatives had a really good storyline
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Posted 1/17/2012 10:33:19 PMDon't have personal experience with Marauder, but I know Juggernauts are kind of painful to play in PvP. Unless you're the Immortal spec(tank spec), it feels like you're incredibly squishy and do little damage. We only have one ability that removes us from stuns/cc, no speed increasing talents(unless spec'd in a specific tree), and only have Force Charge to close the distance between people(again, 1 more ability if you're spec'd in Rage tree). From what I've read, Marauder has a lot more burst than Juggernaut, and can be even squisher.
I've only played Warrior and Bounty Hunter right now, and BH seems pretty well off right now. Storyline is pretty good, if it's an interest of yours possibly.
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Posted 1/17/2012 11:31:36 PMI play marauder and pvp quite a bit and im pretty satisfied with my abilities to prevent kiteing but im also carnage spec i put points into the deadly throw that imobilizes the target and is on a decent cd i also put points into the ravage one that imobilizes the target for the duration of the ravage channel with those force charge and the slowing ability it makes it almost impossible to kite a marauder and if by chance they start getting away i have points into the 15% speed increase while in atura form allowing me to run em down if needed. Oh and if all else fails choke em to buy cd time!
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Posted 1/18/2012 7:48:21 AMI play an Immortal Juggernaut, and I have nearly no problem against anyone in a 1v1. And in some cases 2 v me. But I'm also in full Champion pvp gear. I've tried the Rage tree as a Jugg and the smash aoe damage is jaw dropping, but nothing else hits hard and am too squishy. Not so sure about marauders. They kind of remind me of Fury warriors from WoW. Survive the burst, and you can just laugh as they die waiting for everything to come off cooldown. Before I got all my champion gear, I hated Operatives/Scoundrels. Now that I'm at almost 20k hp buffed and almost 500 expertise, they're in the same boat as Marauders to me. After the burst, they have to run or die. As for the 1 extra gap closer from the rage tree, it's only a 10m range. And any good ranged will kite you from outside 10m, preferably at max to close to max range. Making that extra gap closer useless. Chilling scream and the aoe fear are your friends, use them every chance you get to help minimize the effective kiting.
- Edit - Don't forget that you can use Intercede offensively to close gaps. If you can find a friendly player or npc close to your kiter.