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Re: Marauder Unlock @ 14
Posted: Sat Apr 05, 2014 11:57 pm
by Omnivore
Yep worked for me at 11, 2nd floor of maze in one of those "fell auras" (+40% crit dmg, -20% all resists). Now I can quit playing a human flash bang grenade! Although it is kinda hilarious playing a sneaky lightbulb.
Re: Marauder Unlock @ 14
Posted: Wed Jun 11, 2014 9:46 pm
by duskhorizon
For some reason I couldn't get 2 poisons from my weapon when using 2hander so it worked for me on ~18 level.
Died few minutes later so well that was about time

Re: Marauder Unlock @ 14
Posted: Sun Mar 15, 2015 6:21 pm
by vonfackenheim

- 1.jpg (150.94 KiB) Viewed 10244 times
Pulled it off at 12 using the lightblade build. Crimson crystals must -100% resistant to light.

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Re: Marauder Unlock @ 14
Posted: Wed May 27, 2015 11:28 am
by ArschAngel
I actually unlocked him at level 9 with the lightblade build.
my skills:
http://i.imgur.com/82gLYQk.jpg
I was saving generics for Staff Combat and I didn't even need it. I had Kor's Fall which I channeled to light damage (of course), I had Summertide Phial (which is another +10% light IIRC) and some wizard hat that gave me another +10% light damage. In Kor'Pul I encountered some treasure chest boss and this is how it went:

Re: Marauder Unlock @ 14
Posted: Tue Sep 01, 2015 12:58 am
by The Tapir
Tried both methods detailed in this guide, and unlocked the class after much stress in not finding a red crystal until the last quarter of the map on the 3rd level of the Scintillating Caves. Don't have a picture of the unlock message, but kudos to those who spent the time to figure out these methods - they both had clear paths of progression toward the unlock in gameplay.