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#1 Aug 19 2013 at 6:46 PM Rating: Good
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I didn't get a chance to test out Marauder at all during beta but in every other MMO I have played I was always a tank. I was a little hesitant to try it out due to targeting on the PS3 so I stuck with the DD classes but with the changes they have made its a lot easier and I feel comfortable to tank using the controller and was wondering if anybody who tried out Marauder could share what the standard rotations are for low lvl dungeons.
#2 Aug 19 2013 at 6:51 PM Rating: Good
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Honestly, the rotation is really simple:

Heavy Smash -> Sunder on single target. When facing multiple targets I would simply cast Overpower. When conserving TP I would also use Flash (GLD ability). Never had trouble maintaining hate, even with the constant issue of a random DD trying to target mobs I wasn't technically engaged with. Oh, Lancer decided to attack monster X; no problem Overpower.

Sadly, it's stupidly simple early on. I'm sure it'll change a bit as we get into higher level dungeons.
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#3 Aug 19 2013 at 6:54 PM Rating: Decent
I can't really add much more than Kaddis already has -- Targeting was surprisingly smooth on the PS3 for me and the hotbar mechanics equally surprised me. It felt simple and easy to set up rotations and to change bars on the fly. I think they really hit home with that.
#4 Aug 19 2013 at 6:56 PM Rating: Good
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Kaddis wrote:
Honestly, the rotation is really simple:

Heavy Smash -> Sunder on single target. When facing multiple targets I would simply cast Overpower. When conserving TP I would also use Flash (GLD ability). Never had trouble maintaining hate, even with the constant issue of a random DD trying to target mobs I wasn't technically engaged with. Oh, Lancer decided to attack monster X; no problem Overpower.

Sadly, it's stupidly simple early on. I'm sure it'll change a bit as we get into higher level dungeons.


It's only as stupidly simple as you make it.

There were a ton of situational abilities for MRD, such as using Fracture to add a DPS to bosses or secondary mobs. Using Heavy Smash > Maim to get the 20% damage bonus. Following that with infernal release (from PUG) or Raging Strikes (from ARC) for a big damage bonus. Using bloodbath against larger groups, and then spamming Overpower to gain back mass amounts of health. Using Foresight to gain a 20% defense bonus against bosses or large groups. Using Tomahawk to pull and then Flash to gain hate on all mobs. Is the job incredibly complex? No, not at 20. But it certainly isn't "stupidly simple", at least not if you are trying to maximize your effectiveness.
#5 Aug 19 2013 at 7:21 PM Rating: Good
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Thanks for your input on that BartelX, you brought up some great additions. The basic rotation of keeping hate though is pretty much what I explained in my initial post. As you said, there are good deal of situational abilities for MRD. Tomahawk to pull individual or small packs and then a quick Overpower or Flash. Foresight and Bloodbath are pretty important ones, but due to their cool down timers; obviously you are not using them nearly as often as your basic rotation. I guess I should have further clarified all of that and appreciate you chiming in on it! Though, as you said it's not complex, it's not complex at all and to me, it's all really simple thus far.
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#6 Aug 19 2013 at 7:48 PM Rating: Excellent
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They pretty much hit the nail on the head. With the huge arcanist invasion of duty finder, the first thing I did was see if I had one in party and tell them to switch out yellow carby. Very fun class to play. You will hit the ground running due to your understanding of tanking mechanics from previous mmo experience. PS3 targeting wasn't a problem.
#7 Aug 19 2013 at 9:41 PM Rating: Excellent
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BartelX wrote:
Kaddis wrote:
Honestly, the rotation is really simple:

Heavy Smash -> Sunder on single target. When facing multiple targets I would simply cast Overpower. When conserving TP I would also use Flash (GLD ability). Never had trouble maintaining hate, even with the constant issue of a random DD trying to target mobs I wasn't technically engaged with. Oh, Lancer decided to attack monster X; no problem Overpower.

Sadly, it's stupidly simple early on. I'm sure it'll change a bit as we get into higher level dungeons.


It's only as stupidly simple as you make it.

There were a ton of situational abilities for MRD, such as using Fracture to add a DPS to bosses or secondary mobs. Using Heavy Smash > Maim to get the 20% damage bonus. Following that with infernal release (from PUG) or Raging Strikes (from ARC) for a big damage bonus. Using bloodbath against larger groups, and then spamming Overpower to gain back mass amounts of health. Using Foresight to gain a 20% defense bonus against bosses or large groups. Using Tomahawk to pull and then Flash to gain hate on all mobs. Is the job incredibly complex? No, not at 20. But it certainly isn't "stupidly simple", at least not if you are trying to maximize your effectiveness.

This is what is starting to frustrate me. Is it possible to roll through the 3 intro dungeons with 2 abilities, especially for an MMO vet? Yes - and I'm not surprised. These are specifically referenced as tutorial group settings. Even within the 3, there is a clear increase in mechanics (Sas - dealing with adds from start/kill orders, occasional extras. TTD - more directional attacks/TP moves. CBM - Slime boss (not sure how else to describe it!), party splitting between boss/adds).

I COULD have facerolled through the 3 dungeons as LNC with True Thrust -> Vorpal Thrust, and not had problems. But, with a little cross-classing from ACH, I was managing a DoT (Venomous Bite), a debuff (Feint), 2 buffs (Heavy Thrust {position-dependent buff} and Straight Shot), a positional attack (Impulse Drive), a 30sec CD stun (Leg Sweep) ... AND my basic True Thrust -> Vorpal Thrust combo. Maybe it's me, but I want to find the complexity within a class, unlocking it's full potential. It was the same in TOR. I was a Gunnery Commando main. It was perceived as a noob class, as a poor Commando could use 4 buttons, and match 85-90% of my DPS. But there were some amazing situational tools (ranged CC that could be made instant cast, heavy armour passively, cost-eliminating CDs, off-healing (both single target & AoE), plus some massive AoE damage spikes) meant that, in a guild operations group, I was valued both for my DPS, and my situational usefulness. This also forced me to become more situationally aware of the battle as a whole, making me a better player.

In short, OB has shown the tutorial section of the game. Players with extensive MMO experience will storm through it. This is expected. We have been told that there will be a significant difficulty curve towards later levels. Given the steady introduction of "basic" dungeon mechanics throughout this tutorial, I am inclined to believe this statement. Others will not - no problem. Saying that the game is too easy on the basis of the game's tutorial is a problem, however.
#8 Aug 19 2013 at 10:44 PM Rating: Good
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One thing I would like to add, is that while tanking with either class really, is that though it is easy to spam your enmity AoEs to death to get the job accomplished, you can also be switching targets with every attack you do to maximize enmity generation. Say you're in the middle of 2 mobs attacking you. While attacking target A, you can quickly highlight target b and hit him with a Skull Sunder to make sure they are both on without having spam you're AoEs like crazy. And later on if you practice with that, there will be more options available to complicate it up a bit. But it's not without reward, in that overpower does nothing to add any buffs to you, while if you can stay in a constant rotation without AoE, all of your buffs will still stay up from things like Maim if you're timing it right.
#9 Aug 20 2013 at 12:01 AM Rating: Decent
Steel Cyclone is the **** for marauder that holds hate like no toher but its a 45 ability i thin dont hold me to that
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