Thoughts?
Looks like the class is quite generic intensive, and I found the start a bit rough.
On the other hand, some talents looked pretty sweet - Hack 'n' back is pretty nice and you get it from the start. And there's a leather-equivalent of Armor Mastery(sort of).
Are we meant to use two daggers or a sword/axe/mace + dagger btw? Are both viable options? Non-dagger + dagger was my first thought, however that sorta implies spending generics points in both Weapons and Knife Training, which I'd rather avoid - although, with diminishing returns, one could perhaps get away with just spending 3 points per talent..
Marauder builds & strategies
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Marauder builds & strategies
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Re: Marauder builds & strategies
I think you nailed it right on the head, Zonk.
Dual daggers will probably deal the most damage typically and, therefore, be the more common build. However, sword/axe/mace + dagger remains viable. The advantage should obvious: you can be opportunistic and use the best weapon that drops. Heh, it seems common for my rogues to find utterly amazing randart swords or maces, and I've even used some of 'em despite having 0/10 weapon mastery.
You are also quite right about Marauders being generic intensive, which I also mentioned here. This results in a more difficult build strategy and, as you pointed out, more difficult to invest in both weapon and knife mastery. I think this is a good trade-off for Marauders.
One build option would be to ignore dagger damage--Knife Mastery and Dual Weapon Training--and boost Weapons Mastery instead. You should still do enough damage to kill things reasonably quickly (but probably not as much damage as a dual-dagger build would do), and you'll have four more class points to spend elsewhere by not investing in Dual Weapon Training.
Dual daggers will probably deal the most damage typically and, therefore, be the more common build. However, sword/axe/mace + dagger remains viable. The advantage should obvious: you can be opportunistic and use the best weapon that drops. Heh, it seems common for my rogues to find utterly amazing randart swords or maces, and I've even used some of 'em despite having 0/10 weapon mastery.
You are also quite right about Marauders being generic intensive, which I also mentioned here. This results in a more difficult build strategy and, as you pointed out, more difficult to invest in both weapon and knife mastery. I think this is a good trade-off for Marauders.
One build option would be to ignore dagger damage--Knife Mastery and Dual Weapon Training--and boost Weapons Mastery instead. You should still do enough damage to kill things reasonably quickly (but probably not as much damage as a dual-dagger build would do), and you'll have four more class points to spend elsewhere by not investing in Dual Weapon Training.
Re: Marauder builds & strategies
Well, concentrating on dual dagger damage would obviously pump up things like flurry. Using one-hander + dagger increases options on loot finds though. I'd be tempted to rely on the off-hand weapon as more of a way of getting interesting egos and stat boosts, whilst concentrating on a one-hander for major damage in the main hand. That way you can focus more on the strength stat for damage too. It kinda depends on what you find early game though, and you might want to just put a point in both weapon damage talents and see what the RNG gifts you as you progress.