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  1. #1
    Player
    Join Date
    Mar 2011
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    1,651
    Quote Originally Posted by Honz View Post
    Dunno if anyone has mentioned it yet but lots of people are overlooking a key factor to Marauder play, AoE.
    Marauder is not good at AoE. As a conjurer, the thought is laughable. They're only good on paper. Just because they have AoE abilities doesn't mean any of them are actually GOOD. Just because you CAN do it doesn't mean you're not a gimp job at it.

    A. The cone is impotent in terms of its shape and size, requiring constant position changes which makes...
    B. The steadfast required for half of them unreliable and hamstringing. Even if you CAN get the right position...
    C. AoE meleeing is gimp because...
    D. Because Mages and Archers already have superior group attacks, so you're better off having the archers who can deplete TP with their mark attacks, or pugilists or lancers who can increase their TP with their regular attacks. Anything but full swinging marauders, really.
    E. The mages have already slept half the crowd for REAL crowd control and you just screwed that up, thanks.
    F. AoE meleeing is futile. A marauder will never be able to AoE DPS enough mobs to justify their use, because for there to be enough mobs alive and swinging to justify an AoE-meleeing marauder's utility, there'd have to be more than any tank can handle. Otherwise, the group's better off controlling the crowd and picking them off.

    And if not, then just get a real AoE job to do it for you.

    I'm sorry. Marauders may like to think they're good AoE jobs but they aren't. Archers are beter AoE'ers. Mages certainly are. THOSE are AoE'ers. THOSE are crowd controllers.

    Marauder is a single target DD or it's nothing. This...whatever it is trying to be...isn't going to work.
    (0)
    Last edited by Peregrine; 05-24-2011 at 05:32 AM.

  2. #2
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Peregrine View Post
    A. The cone is impotent in terms of its shape and size, requiring constant position changes
    So increase the size of the cone and adjust damage/hate accordingly. Could even limit the cone effect the the MRD is actually tanking.
    B. The steadfast required for half of them unreliable and hamstringing.
    Then change steadfast to have nothing to do with standing still and something to do with another element of play.
    C. AoE meleeing is gimp because...
    Of the two problems above, which I have solved.
    D. Mages and Archers already have superior group attacks, so you're better off having the archers who can deplete TP with their mark attacks, or pugilists or lancers who can increase their TP with their regular attacks.
    This is until mobs in dungeons start getting larger health pools, are faster in terms of movement to one-shot an archer or conjurer, and more resistant to crowd control. The mistake in design is too much AoE crowd control, from what I can see (single target CC with cooldowns involved would mean the CON has to choose who to CC).
    E. The mages have already slept half the crowd for REAL crowd control and you just screwed that up, thanks.
    Read my above paragraph.
    F. AoE meleeing is futile.
    Can be used to create an interesting tanking mechanic (along with obviously single-target tanking), provided the developers put effort into making the class work as such when tanking.
    Marauder is a single target DD or it's nothing. This...whatever it is trying to be...isn't going to work.
    They borrowed part of the idea behind Bear Druids from WoW and tried to combine it with the Warlord class from Lineage II. *shrug*
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

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