Marauder Improvements
Posted: Mon Aug 05, 2013 1:02 pm
It seems like there's a general consensus that Marauders are one of the worst classes in the game, but how do we go about fixing them? After spending some time playing Marauders, there are a few issues that I feel already stand by a considerable degree, so I figured I'd make a thread to discuss and/or brainstorm some changes for them.
First of all, their survivability ranks among the worst out of any class I have played. For some reason Marauders get a +0 health rating when they completely lack the stealth and trapping capability of rogues, or the teleports and ambushing of Shadowblades. Even Arcane Blades get +2 Health Rating to go with the entire Aegis and Conveyance trees to further bolster their survivability. Marauders on the other hand get situational bonuses like Dual Weapon Defense and Riot-Born, and not much else. As far as things to help them cope with getting bursted down by ranged threats go, well, they have pretty much nothing.
Second, for such a vulnerable melee fighter, their mobility is quite poor. This issue is pretty much tied in with the above survival problem. Marauders simply don't have very good mobility. Their only options are Rush and, if they invest a cat point and can survive 14 levels to get to it, Step Up. Similar classes all have their own mobility options on top of what Marauder has, be it stealth, ambush, conveyance, rampage, etc. They also tend to have the versatility of being useful both offensively and defensively, whereas Marauder needs to invest specifically in Rush and Step-Up for offense, Disengage/Hack'n'back for defense, all of which work in an inflexible and often unreliable fashion. Marauder's more likely to end up in unfavorable positions as a result of this, and they can't survive these unfavorable positions as well as others.
Third, Stamina. This one probably doesn't need much elaboration. Marauders burn through their stamina VERY quickly, as all their abilities and a lot of their sustains consume it at an alarming rate, and they only have Combat Veteran to try to curb the this appetite. Needless to say, it's not nearly enough.
As for my own suggestion, I don't know if it's considered a Berserker signature tree, but I think adding Technique/Bloodlust as a locked category would work wonders for Marauders. Bloodbath would significantly alleviate Marauder's durability and Stamina problems, while also having high synergy with Total Thuggery. Unstoppable provides a panic button and in combination with Adrenaline Surge would allow Maruaders to temporarily go all-out with their talents without killing themselves in the process, and it all seems to fit the "thuggery" theme quite well. Aside from creating/changing a talent tree just for them (which I'm nowhere near creative nor knowledgeable enough to do) I think that would probably be one of the best ways to improve the class. (A life rating bonus would be nice too though.)
First of all, their survivability ranks among the worst out of any class I have played. For some reason Marauders get a +0 health rating when they completely lack the stealth and trapping capability of rogues, or the teleports and ambushing of Shadowblades. Even Arcane Blades get +2 Health Rating to go with the entire Aegis and Conveyance trees to further bolster their survivability. Marauders on the other hand get situational bonuses like Dual Weapon Defense and Riot-Born, and not much else. As far as things to help them cope with getting bursted down by ranged threats go, well, they have pretty much nothing.
Second, for such a vulnerable melee fighter, their mobility is quite poor. This issue is pretty much tied in with the above survival problem. Marauders simply don't have very good mobility. Their only options are Rush and, if they invest a cat point and can survive 14 levels to get to it, Step Up. Similar classes all have their own mobility options on top of what Marauder has, be it stealth, ambush, conveyance, rampage, etc. They also tend to have the versatility of being useful both offensively and defensively, whereas Marauder needs to invest specifically in Rush and Step-Up for offense, Disengage/Hack'n'back for defense, all of which work in an inflexible and often unreliable fashion. Marauder's more likely to end up in unfavorable positions as a result of this, and they can't survive these unfavorable positions as well as others.
Third, Stamina. This one probably doesn't need much elaboration. Marauders burn through their stamina VERY quickly, as all their abilities and a lot of their sustains consume it at an alarming rate, and they only have Combat Veteran to try to curb the this appetite. Needless to say, it's not nearly enough.
As for my own suggestion, I don't know if it's considered a Berserker signature tree, but I think adding Technique/Bloodlust as a locked category would work wonders for Marauders. Bloodbath would significantly alleviate Marauder's durability and Stamina problems, while also having high synergy with Total Thuggery. Unstoppable provides a panic button and in combination with Adrenaline Surge would allow Maruaders to temporarily go all-out with their talents without killing themselves in the process, and it all seems to fit the "thuggery" theme quite well. Aside from creating/changing a talent tree just for them (which I'm nowhere near creative nor knowledgeable enough to do) I think that would probably be one of the best ways to improve the class. (A life rating bonus would be nice too though.)