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 Post subject: marauder doubts
PostPosted: Sat Mar 16, 2013 1:19 am 
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Thalore

Joined: Mon Jan 21, 2013 4:29 am
Posts: 123
trying to make a marauder build.
First thing i see is that i cant use cunning as strenght, so strength has to go up unlike rogue.

There are A LOT of line options, a little bit like the arcane blade.

Cunning up , yes or no? dex is a must , strength also, and obviously con, so how can u push cunning up?
Cunning / tactical has counter attack: combined with your high evasion,you could get a lot of free attacks.
Mobility is a problem since ur not stealthed (no line for marauder) so i see "step up" as a must. thats on "technique/battlefield . Also greater weapon focus benefits from dex.

Another option: momentun (increase in attack speed) is a posibility because combat veteran is unlocked so you can get + 2.5 sta everyturn.

On the generic side im not sure where to put points technique/conditioning doesnt sound so good ... maybe antimagic.

2 daggers or 1hd + dag ?


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 Post subject: Re: marauder doubts
PostPosted: Sat Mar 16, 2013 3:04 pm 
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Perspiring Physicist

Joined: Thu Feb 17, 2011 5:20 am
Posts: 889
There are a lot of ways to make a Marauder build work. Str, Dex, Con, and Cun are the primary stats, and you can typically tailor a build that ignores one of them.

Here are a couple examples of my Marauder characters from v1--the builds are very focused:

http://te4.org/characters/6887/tome/7c38aa84-4704-4781-83d2-a196919cd09c

This, I would say, is one "typical" Dex, Con, Cun build. Dual-wielding, focus on speed, survive-ability, and (of course), damage. Note that I boosted Str a little early on to meet some talent level requirements. My final stat points will also boost Str to increase damage output, which actually hasn't suffered too much by not boosting Str.

Heh, having 93 Defense with the talent Counterstrike is so much fun! The ghoul speed penalty doesn't matter at all when enemies attack you on their turn and die :-P .

Speaking of speed: Blinding Speed, Momentum, Greater Weapon Focus, and Step Up is a killer combo when things get serious.

Another example:

http://te4.org/characters/6887/tome/e8b76ff0-d96d-4083-be60-336879b90224

This is an atypical Str, Dex, Con build. I used a two-handed weapon (and got a great one from the Legacy of the Naloren prodigy). Early on I dual-wielded the best weapons I could find, and respec'ed talents knowing I wanted to use a 2hander. Between Skullcracker, Bleeding Edge, Cripple, Total Thuggery, etc., bosses and other enemies died very quickly. This build actually worked way better than I was expecting (nevermind my characters two deaths--playing on Adventure difficulty lets me do stupid things that I know will almost certainly result in a death).

I don't know that I would recommend copying these characters exactly, because they're very focused (and very different from each other), so they may not mach your playing style or be well-rounded enough to serve as general guides.

Heh, I've been meaning to write these marauders up in this forum. I'll probably get to it eventually.

Good luck!

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 Post subject: Re: marauder doubts
PostPosted: Sun Mar 17, 2013 4:52 am 
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Thalore

Joined: Mon Jan 21, 2013 4:29 am
Posts: 123
" Blinding Speed, Momentum, Greater Weapon Focus, and Step Up is a killer combo when things get serious."

Thats what im aiming at... the point is how to maintain that for more than a round when ur stamina gets sucked up SO fast.

Ok so strength not a priority

I didnt choose ghoul because besides the lvl1 , and if im using step up, the other options like leap seem less important.

Should i put points in wisdom for extra stamina??

Since i did invest quite a few points in strength im thinking later on the game change to a 1h weapon + dagger.

th for advice anyway! gonna try!


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 Post subject: Re: marauder doubts
PostPosted: Sun Mar 17, 2013 5:40 pm 
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Perspiring Physicist

Joined: Thu Feb 17, 2011 5:20 am
Posts: 889
sofocles wrote:
Thats what im aiming at... the point is how to maintain that for more than a round when ur stamina gets sucked up SO fast.
Heh, yeah, Marauders have no problems using up stamina. Note that both Marauders I linked invested in Adrenaline Surge: an instant talent that lets you use talents even if you have no stamina for 8 or 9 turns. Fights are pretty much always over (or, at worst, the dangerous enemies killed) after 8 or 9 turns. Total Thuggery (a talent that many people don't seem to appreciate) is also an instant-cast talent that works great in combination with Adrenaline Surge.

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OMFG tiger eye you are my hero!


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 Post subject: Re: marauder doubts
PostPosted: Sun Apr 14, 2013 9:05 pm 
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Low Yeek

Joined: Fri Apr 05, 2013 10:22 pm
Posts: 7
Whenever I play Marauders I usually go STR/DEX/CON and its pretty straightforward. Cunning does have some good perks, such as being able to spot invisible opponents, but otherwise most of the abilities the Marauder has doesn't rely on it and heavily favors the other three, so there isn't much of a reason to put stats into it. If you want certain talents that need cunning I would just suggest going STR/DEX/CON and picking up cunning gear and just equip all of it to meet the prerequisites if you feel that they're extremely vital.


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