Stabitron 5004, Skele Marauder lv 50 Winner
Posted: Sun Feb 03, 2013 1:22 pm
http://te4.org/characters/11353/tome/6d ... dcb963e5a9
My first winner
I don't know, I love playing Marauders and keep hearing how bad they are. This is not my experience. In the vault most of the Marauder lv 50's and winners all go Heavy armor, due to their being almost zero rogue armors past tier 2ish barring randarts. For this particular build I felt I had to keep my fatigue as low as possible as it was going to be super stamina heavy, however the lack of armor wasn't a huge issue, for most of the game as the t1/2 artifact mage robes usually have +10 defense and enough other bonuses that I never felt the lack. This isn't to say I would not love to see more rogue armors in the game in general.
The goal of this build was to be super focused, getting a cat point in dual weapons and getting Momentum to a point where I had +100% speed up all the time (I ended up modifying this by adding in a cat point enhanced Combat Techniques solely for Precise Strikes, for about 180% speed and 90ish percent crit rate. I completely ignored Cunning as a stat and the trees one can unlock, as I feel they don't offer enough for the investment. The poison tree could be decent, but requires a TON of points I simply did not have to spare and the other cunning trees don't have enough to warrant the cat point+investment (at least for this character).
The only really odd choice for this build was buying into the Combat Veteran tree, which almost no one does. This had two reasons. The only issues I ever seem to have as a skele marauder are when I do the Crypt (and mid game in general) and get some bad level spawns (4 casters or more in an open room). Flurry/stun with rush and Move Up takes care of most of the issues, but being unable to resist spells was always an issue due to not having infusion access. So a huge amount of +spell save and the stamina regen (for momentum) make this character run.
I didnt bother getting momentum running until about lv 25/30, before that it is simply too expensive. Greater Weapon Focus, when maxed out adds a ton of damage, as I was getting 3k headbutts with Garkul's Helm and flurries up to insane numbers. I died once to nearly falling asleep doing a Dreadfell Vault and twice when I got stubborn on a random orc patrol with 3 necros positioned in a way that I couldn't Steamroller on the first turn and ended up with 6+ Skele Magicians casting at me from places I couldn't get to. Nothing gave me any big issues as almost every boss was rush/headbutt/flurried to death and even if it lived through that, I had something like 8 more attacks against a confused/stunned target before I had to teleport away to recharge.
GENERAL NOTES:
--Steamroller+move up+global speed is basically the bread and butter of the character, allowing me to clear entire rooms in a matter of a turn or two.
--Garkul's Helm is such an insane make or break item for Marauders that I really hope some kind of fix can be made so that it isnt an all or nothing prospect.
--Mid and end game rogue themed armor, or specifically Marauder themed armor would be nice. The two rogue armors I can recall (rogues plight and...the other one..) both offer nothing at all to a Marauder, and I was wearing Mage robes until I found the second crystalline piece. The same might also apply to mid/end game daggers, or maybe my luck is just bad.
--Flexible Combat is not working, correct? I don't recall ever seeing it go off once I purchased it.
--End of tree abilties, and the ones a Marauder has access to specifically, are generally terrible. Momentum is decent but requires a TON of setup to get working, and mathematically is not a ton better than Blinding Speed in terms of stamina versus return. Total Thuggery really needs an overhall as it has a large stamina cost and offers nothing that isn't better covered by other trees. True Grit is just terrible for the stamina cost, and even without it would barely warrant a look. No reason to buy Whirlwind, or at least no reason to put more than a point in it.
--I would love to see a revamp of the Marauder class, fixing some of what I think are the 'dead' trees (Does anyone put points into the Field Control tree?) and talents (probably most of the Cunning/Survival tree other than Evasion)
Just my random thoughts. Honestly, I'd love to debate this.
My first winner
I don't know, I love playing Marauders and keep hearing how bad they are. This is not my experience. In the vault most of the Marauder lv 50's and winners all go Heavy armor, due to their being almost zero rogue armors past tier 2ish barring randarts. For this particular build I felt I had to keep my fatigue as low as possible as it was going to be super stamina heavy, however the lack of armor wasn't a huge issue, for most of the game as the t1/2 artifact mage robes usually have +10 defense and enough other bonuses that I never felt the lack. This isn't to say I would not love to see more rogue armors in the game in general.
The goal of this build was to be super focused, getting a cat point in dual weapons and getting Momentum to a point where I had +100% speed up all the time (I ended up modifying this by adding in a cat point enhanced Combat Techniques solely for Precise Strikes, for about 180% speed and 90ish percent crit rate. I completely ignored Cunning as a stat and the trees one can unlock, as I feel they don't offer enough for the investment. The poison tree could be decent, but requires a TON of points I simply did not have to spare and the other cunning trees don't have enough to warrant the cat point+investment (at least for this character).
The only really odd choice for this build was buying into the Combat Veteran tree, which almost no one does. This had two reasons. The only issues I ever seem to have as a skele marauder are when I do the Crypt (and mid game in general) and get some bad level spawns (4 casters or more in an open room). Flurry/stun with rush and Move Up takes care of most of the issues, but being unable to resist spells was always an issue due to not having infusion access. So a huge amount of +spell save and the stamina regen (for momentum) make this character run.
I didnt bother getting momentum running until about lv 25/30, before that it is simply too expensive. Greater Weapon Focus, when maxed out adds a ton of damage, as I was getting 3k headbutts with Garkul's Helm and flurries up to insane numbers. I died once to nearly falling asleep doing a Dreadfell Vault and twice when I got stubborn on a random orc patrol with 3 necros positioned in a way that I couldn't Steamroller on the first turn and ended up with 6+ Skele Magicians casting at me from places I couldn't get to. Nothing gave me any big issues as almost every boss was rush/headbutt/flurried to death and even if it lived through that, I had something like 8 more attacks against a confused/stunned target before I had to teleport away to recharge.
GENERAL NOTES:
--Steamroller+move up+global speed is basically the bread and butter of the character, allowing me to clear entire rooms in a matter of a turn or two.
--Garkul's Helm is such an insane make or break item for Marauders that I really hope some kind of fix can be made so that it isnt an all or nothing prospect.
--Mid and end game rogue themed armor, or specifically Marauder themed armor would be nice. The two rogue armors I can recall (rogues plight and...the other one..) both offer nothing at all to a Marauder, and I was wearing Mage robes until I found the second crystalline piece. The same might also apply to mid/end game daggers, or maybe my luck is just bad.
--Flexible Combat is not working, correct? I don't recall ever seeing it go off once I purchased it.
--End of tree abilties, and the ones a Marauder has access to specifically, are generally terrible. Momentum is decent but requires a TON of setup to get working, and mathematically is not a ton better than Blinding Speed in terms of stamina versus return. Total Thuggery really needs an overhall as it has a large stamina cost and offers nothing that isn't better covered by other trees. True Grit is just terrible for the stamina cost, and even without it would barely warrant a look. No reason to buy Whirlwind, or at least no reason to put more than a point in it.
--I would love to see a revamp of the Marauder class, fixing some of what I think are the 'dead' trees (Does anyone put points into the Field Control tree?) and talents (probably most of the Cunning/Survival tree other than Evasion)
Just my random thoughts. Honestly, I'd love to debate this.