And this doesn't concern you at all... how? If you're referring to something like a spirtbonding party it would seem in the current patch that manaburn is the most efficient way but I doubt in the coming patches it will always be this way. With introductions of BLM/WHM and modified statistics for each I think we'll see much more of the paper thing defense mage and more of the heavy geared WAR/MRD/GLA/PLD style of playing.
OK.. couple things here.Also, it's not like overpower would make any difference in the current class setup...you have the parry action meant to be used against clusters of mobs, but you don't have the way to lure them to the cone AoE anymore.
There are plenty of ways a Marauder can move mobs to look at him. Single mob would be Taunt which has the mob attack you for 5-6 seconds or at least enough to parry an attack from it. Pair that with the initial Provoke and you should have plenty of hate to hold a single mob for anyone to get setup or for the GLA to get into position somewhere or whatever.
And I suppose you might also be forgetting that you can equip Sentinel, Rampart, and Flash as Marader. Of course there it will carry less hate than a like Gladiator's use, but they are all still viable options for crowd control.
Pair that with Rampage, Storm's Path, Keen Flurry, and Whirlwind, with the rest of the actions sprinkled about and you've got yourself a viable crowd controller with high ATK (provided they do not move or keep enduring march active while doing so) as each attack against the MRD while in that state will increase their attack power, speed, and HP absorbed.. to a so far undetermined amount.
If you cannot find a way to properly play MRD in it's current state then I don't know what to tell you. Leaning on past weaponskills in a system that does not support it any longer is wasting your time. Lancer lost all it's piercing attacks except Doomspike in the path 1.2 and I'm still doing fine. React, adapt, prevail.I think most of people actually is waiting right now because WAR is right around the corner and they promissed some additional balancing somewhere between 1.21 and 1.22 for both jobs and classes...maybe they have something planned for WAR regarding parry since, unless the new WS have 3000 TP (probably will.../facepalm) it can take the empty spot left by storm path.
The biggest issue here is how it's not given the proper attention... even though it is the STAPLE of the Marauder build and two WSs proc off of it. Let's put this into perspective for those who don't follow. Let's say Block Rate (that which is effect by two stats.. DEX and the block rating itself.. ahem) had the same effect that increases in Parry had. Imagine the outroar as piles of equipment and abilities are rendered useless because the curve for increase vs. effects wasn't matched to the class.
If it's true that an increase in almost 50 Parry has little to no effect on a marauder's ability to parry attacks that presents another issue. Gladiator has an ability that insta-procs a block (MRD = Foresight) however Gladiator also has Outmanuver.. which lasts until the ability is gone. So.. we lost steadfast but GLA has that still... see where I'm going?
WAR will get warmonger and collusion.. but it will still be rendered useless by the fact he'll just be an HP sponge until a GLA with BLOCK that works takes it off of him ; ;


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