http://te4.org/characters/3802/tome/0c6 ... 28ad19e6a9
My internet was out over the weekend and I had nothing better to do besides finish the game with my marauder.
I died a few times in really stupid ways (I think to some horrors in lake nur, a few times to not paying attention and not having the stamina to use unstoppable). I had both the ring of the dead and the blood of life, neither were necessary and the run could have been deathless if not for mistakes.
I have to say that I feel like the mobility tree is completely inferior to just going with armor training. Light of foot and Hack'n'back are both very lackluster (especially light of foot which is inferior to just adding 2 points so you can disarm traps). Strider is good but not really worth 8 generic talent points to get and max now that Marauders are so reliant on generic points.
There were a few excess class points (though not many), I dumped 4 points into blinding speed even though it honestly wasn't really needed as a Shalore. The tactical cunning tree also wasn't completely necessary, exploit weakness was the only real purpose to getting that tree. The tree with GWF may have been a better choice, especially considering Timeless.
The bloodthirst tree is essential to the Shalore Marauder, however until level 22 when you can get unstoppable it's not really particularly great, at level 10 I spent a point on an infusion slot. Once you get maxed timeless and unstoppable the Shalore Marauder is exceptional. It doesn't matter if you only have 500 HP if you're immortal for 11 turns. The most difficult part was managing the stamina requirements to ensure that I could cast unstoppable.
Prodigies I went with were windblade at level 30, the massive AOE damage made it an excellent investment and with timeless it was possible to use twice. At level 42 I picked flexible combat, which really didn't make much of a difference.
It was possible to get over 100% crit chance with both weapons with precise strikes and with the Shalore racial and thuggery 206% crit multiplier.
1.0.5 Shalore Marauder win
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- Spiderkin
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Re: 1.0.5 Shalore Marauder win
I feel like making Thuggery a generic tree was an awful decision, it leaves them spread way too thin on that side of the builder.
Re: 1.0.5 Shalore Marauder win
The biggest issue is that it pigeonholes marauders into almost needing to be dual wielding of daggers. They don't have 10 generic talent points to max weapon and dagger mastery anymore. If they had a talent that linked the two masteries (something similar to lethality for rogues) the choice of equipment would open massively.
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- Higher
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- Joined: Sat Jun 22, 2013 2:42 pm
Re: 1.0.5 Shalore Marauder win
I'm playing a Conrac marauder for just that reason (and also because it's nice to have a fourth inscription while unlocking Battle Tactics and Bloodthirst).Nevuk wrote:The biggest issue is that it pigeonholes marauders into almost needing to be dual wielding of daggers. They don't have 10 generic talent points to max weapon and dagger mastery anymore. If they had a talent that linked the two masteries (something similar to lethality for rogues) the choice of equipment would open massively.
But I agree with the basic point. What would be really nice, I think, were if the first point of Dual Weapons Training let you use your main hand mastery for your off hand if the former were higher. This would be good for melee temporal wardens, too, and have the neat side effect of making whips useful to more characters.