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Thread: Justicar is the anti-Marksman

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    Ascendant Nalano's Avatar
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    Default Justicar is the anti-Marksman

    ITT:

    Marksmen essentially win by kiting whomever they fight, and unless I'm missing something the most important Marksman ability is [On the Double] coupled with [Getaway], which is the "oshi--" button when [Swift Shot] and [Hasted Shot]'s abilities aren't sufficient to maintain the distance. After all, due to the world, [Repelling Shot] cannot be relied upon.

    This means that the Marksman's mobility is his saving grace, for while the DPS is generally sustained, it isn't particularly bursty.

    Enter the Justicar: [Humility] is a spammable slow - which is to say its cooldown is half of its length - and with [Forced to Kneel] it's a spammable root. [On the Double] counters both, but it confers five seconds of immunity on a 21 second cooldown (with [Rapid Extraction]). [Sovereignty] with [Supremacy], however, stuns said Marksman through said immunity, as the immunity only confers protection to movement-stopping abilities, not ability-stopping abilities.

    This means that, without outside help, the Marksman cannot escape the Justicar. With [Quick Reload], the Marksman can count on ten seconds of kiting, and being that the Marksman isn't bursty and that the Justicar can self-heal, the Justicar's the perfect counter to the Marksman.

    Discuss.
    Nalano H. Wildmoon
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    Plane Walker
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    Any healer is a perfect counter to a Marksman.
    In fact, any healer is a perfect counter to any soul in this game.

    To discuss 1 v 1 strategies is moot because the game is not designed with 1 v 1 souls. And nobody rolls with only 1 soul invested.

    The Marksman may want to get out of melee range but if it's not possible, we do have abilities that allow us to fight in melee range, to a maximum of 30 seconds.

    We also have Repelling shot and Static shot at our disposal.
    Last edited by sinasdf; 02-19-2011 at 09:55 PM.

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    Quote Originally Posted by sinasdf View Post
    Any healer is a perfect counter to a Marksman.
    In fact, any healer is a perfect counter to any soul in this game.

    To discuss 1 v 1 strategies is moot because the game is not designed with 1 v 1 souls. And nobody rolls with only 1 soul invested.

    The Marksman may want to get out of melee range but if it's not possible, we do have abilities that allow us to fight in melee range, to a maximum of 30 seconds.

    We also have Repelling shot and Static shot at our disposal.
    Well yes, of course, Marksmen have other souls and so, then, do Justicars. All those extenuating circumstances change the course of battle, but as of this moment I'm just making the point that Justicars are the rock to Marksmen's scissors.

    And while Marksmen have [Close Quarters Combat], that doesn't stop their ***** from getting beat upon, and for which they don't have any inborn defenses to.
    Nalano H. Wildmoon
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    snc
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    uhh... knockback -> mount up -> ride off

    From what i've seen melee get **** on hard because a wall of ranged all focus whoever crosses on their side first. Nobody wants to be the first melee to take one for the team so most people are ranged. For world pvp i've never had any issues with any healers, but it might change by 50
    Last edited by snc; 02-20-2011 at 12:13 AM.

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    Quote Originally Posted by snc View Post
    uhh... knockback -> mount up -> ride off
    Knockback is 15 yards, most ranged abilities for melee classes is 20 yards. Mounting takes a second, so depending on how far away you were to begin with, this just results in you being stunned while on your mount. At the distances where you could escape in that manner, you'd already be far enough away to not have effectively engaged at all.
    Nalano H. Wildmoon
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    "The pornos lied. They told me it tasted like honey." - Paradoxus

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    So...your point is....marksmen should have no counter?

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    Marksman is weak against healers (as everything is, two dd to one healer is usually whats needed) Riftblades are difficult cause there ranged and do more damage at range than us, have more armor, 1v1 we lose. Bards can be difficult, plenty of damage through healing abilities, makes them pretty self sufficient, cadence cadence motif of regeneration while maintaining motif of regeneration, makes for significant healing, (right now bullseye+strafe followed by hit and run, swift shot, deadeye shot, empowered shot x2, swift shot, deadeye shot is our most bursting damage right now). Most Mages get a complete dominating face stomping right now, but transmogrify used in conjuction with stormcaller abilities seems nice).

    This game is not designed around group vs group pvp, cause if that where the case I wouldn't be able to roll a group thusly and stomp everyone and everythings face.

    two Riftblades
    two chloromancer/warlock/necromancer
    four clerics focusing group heals (aoe hots and dhs)
    two bards with damage busting souls for aoe hots with cadence spam.

    Hell I could take 10 Clerics and roll face on everything.

    They really need to nerf the healing down and make some of the hots not stack.
    If my guild tag is red to you, then your already dead...

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    Quote Originally Posted by Selix View Post
    So...your point is....marksmen should have no counter?
    Not at all. I'm just pointing out that in a rock/paper/scissors system, we're scissors, they're rock.
    Nalano H. Wildmoon
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    "The pornos lied. They told me it tasted like honey." - Paradoxus

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    Quote Originally Posted by Enerzeal View Post
    Marksman is weak against healers (as everything is, two dd to one healer is usually whats needed) Riftblades are difficult cause there ranged and do more damage at range than us, have more armor, 1v1 we lose. Bards can be difficult, plenty of damage through healing abilities, makes them pretty self sufficient, cadence cadence motif of regeneration while maintaining motif of regeneration, makes for significant healing, (right now bullseye+strafe followed by hit and run, swift shot, deadeye shot, empowered shot x2, swift shot, deadeye shot is our most bursting damage right now). Most Mages get a complete dominating face stomping right now, but transmogrify used in conjuction with stormcaller abilities seems nice).

    This game is not designed around group vs group pvp, cause if that where the case I wouldn't be able to roll a group thusly and stomp everyone and everythings face.

    two Riftblades
    two chloromancer/warlock/necromancer
    four clerics focusing group heals (aoe hots and dhs)
    two bards with damage busting souls for aoe hots with cadence spam.

    Hell I could take 10 Clerics and roll face on everything.

    They really need to nerf the healing down and make some of the hots not stack.
    To be honest I haven't had much of an issue with warriors and other rogues of whatever persuasion. Champions, for instance, can do little to me if I pop On the Double when they charge.

    That said, anybody with armor and a significant self-heal has indeed been able to easily outlast me. I'm not terribly against this - A game that favors healers is a game that probably has an inside track on what's needed for group PvP - but I was rolling with a Chloro recently and a Champion and a Sin were coming down on us. They focused on me, I was in trouble. They focused on him, he could keep himself up indefinitely.

    That I found odd.
    Nalano H. Wildmoon
    Sergeant Major of the Fourth Forward Troll Division
    Attorney at Lawl
    "The pornos lied. They told me it tasted like honey." - Paradoxus

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