/wave capin grim
As a "Main" Marauder i can firmly say that, yea the class needs something. Its really a square peg trying to be fit into a round hole most of the time. The axe is touted as a high damage but slow and inaccurate weapon, well they got two out of three right but missed the really important one, at least when it comes to one on one combat. Now aoe combat is a bit of different story but in reality the amount of times a mrd is actually able to run on all cylinders are slim. But i tell ya, when those few times arise where your able to break free of the single target leash and go all out, man its just beautiful.
what Duelle is saying is correct being able to focus on dd or tanking a bit more would really be helpful, there is a small but workable native defensive suite of skills and abilitys but things need to cross classed in to plug holes. and every thing aside from weapon skills of a offensive nature needs to be cross classed in. Now im not saying having to cross class is a bad thing. but i have yet to really find a offensive ying to mrds defensive yang. (ie where the hell is berserk)
Perhaps once axe users get access to Gods bane(weapon skill) rampage and retaliation (ability) things will even out a bit. But for right now mrd is just kind of herpaderping around and getting to shine on a few rare occasions. and that needs to change.
An Aware, Informed, and Critical community is vital for the success of a game.~ John "Totalbiscuit" Bain
When you're able to break out and unleash...you become a bad conjurer or thaumaturge.
So no, not even then are you really worth a party invite. You've for once in a blue moon become something just inferior to something a con and thm is every day, every time, guaranteed.
Godsbane should have been in the vanilla game at 40. Godsbane and maim are where marauder should go.
Defender...steadfast...enmity generation...waste of time. Futile, dead end applications of a role that will never be wanted by teams that matter.
Last edited by Peregrine; 06-11-2011 at 05:07 AM.
Aww i think peregrine tried to respond to me. /pats peregrine on the head
Have a Cookie
now when your finished with that scrumptious treat and have something productive to say come on back.
Last edited by Griss; 06-11-2011 at 07:07 AM.
An Aware, Informed, and Critical community is vital for the success of a game.~ John "Totalbiscuit" Bain
I understand that with limitations, changes in design and some interesting abilities, MRD could quite become a decent tank if built, statted, geared and "specced" (as in abilities put together to make the class tick) properly, and the same for a DD. The class, however, needs changes for that to happen. Again, you've made this clear and evident.
I'm still waiting on that hybrid thread, by the way.
Personally, as much as I hate to give MRD a stance mechanic, they might need one in place just to create the foundation for proper tanking and DPS builds. Then you'd have to have MRD-native abilities work in a certain way while in one stance and work differently in the other (building off what currently happens with steadfast). Granted, the cross-class abilities are really where stuff can get a little jumbled, but at the moment MRD seems to lack that extra focus needed to bring it up to par with GLA in the tank department. Admitedly, I don't know where a good MRD stands compared to other classes in terms of DPS, but if Pere's senseless rambling happens to hold an ounce of truth, they might be coming up short in that department as well.Originally Posted by Griss
Last edited by Duelle; 06-12-2011 at 02:29 AM.
* 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)
Well, I would guess that the main reason they haven't really worried about it yet is that classes are going to be getting tweaks to abilities, and major overhauls in some cases with the next patch. Hopefully Marauder (and the other classes) get nice roles and abilities required to fulfill those roles. I can't wait for the patch! >.<
Ico Dailemont @ Hyperion (formerly Durandal (formerly Rabanastre))
Marauder's stance will be a reason not to invite them, especially since they're not good at anything. That's thief. Not good at anything, even that's okay if you don't actually *hurt* the party. But they often do so hell no.
Number one loss of sp in parties is unintended AoE. That's marauder in a nutshell. AoE when you don't want it. No AoE when you need it. The only reason it's not much of a big deal is because marauder is a ****ty AoE job, in spite of what the fanboys claim.
The mechanics of steadfast are impotent. The concept fundamentally shoots itself in the foot and was designed by an intern. Should be done completely away with.
If this is in the context of what I mentioned, I mean more as "ability does A, and C and D are additional things when in stance". Doesn't have to work exactly like steadfast. I've never been good at two-hander design, but something along the lines of:
Pillager's Grip: Offensive oriented stance. Emphasis on STR, granting accuracy and attack speed bonuses.
Seadog's Guile: Defensive oriented stance. Emphasis on VIT, granting defense (mitigation and evasion to make up for MRD's lack of a shield) and Enmity bonuses as well as the passive trait Vengeance (basically Counter, but the MRD would still have to be hit for it to proc, rather than traditional Counter that entirely negates the enemy's attack).
Both stances cancel each other out, and MRD-native abilities have bonuses to damage when in the former, enmity bonuses when in the latter. Very rough ideas, but that's the jist of it.
* 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)
I would be happy with something like this. I just want my marauder to be an all out DD. But to make your suggestions more balanced the pillagers grip would have to also lower your VIT to make you a little more squishy to off set your newfound power.
And the defensive grip would need to do the opposite and lower your strength, so now you can tank but not do very good damage.
Im hoping marauders job will be warrior with either a stance system like this so i can choose to be DD or just have warrior be an all out DD job and scrap the tanking aspects of marauder.
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