Marauder Guide
Posted: Sun Apr 06, 2014 1:34 am
Hi , im sofocles, ive also written guides for reaver,arcane blade and archmage (arcane).
Marauders can be played very similarly to berserkers, only marauder dont have nearly as many hps.
You can play both normal and Antimagic marauder. I played Antimagic because
1 marauder can burn stamina pretty fast
2 resolve gives you stamina,
3 hi wisdom increases both mindpower (for am and fungus) and stamina
and of course increase in survival at the cost of no teleport.
Races: Ill name a few that i find particularly interesting
- Thalore: AM marauders will always be short on generic points, therefore, thalore wasnt optimal, if not AM marauder it would be a good choice
- Skeleton: You need both str and dex, and skeleton gives both. So i think for a normal marauder it could be interesting. Skeleton usually needs very high investment so be careful.
- Cornac: Excellent choice for AM marauder (my choice)
Not bad either: dwarf, halfling.
Prime stats: Str , Dex and Wis.
Even if you use daggers all the time you will need str to boost your damage.
Cunning is not really needed as marauder get a lot of interesting bonuses to their crit chance.
Talent Categories
Dual weapons: 5/ 5/ 1 / 5
- Dual training: easy 5/5 early
- Dual weapon defense: improves your defense , deflect chance based on cunning though
- Precision: not really needed
- Momentun: Endgame choice? No real need.
Technique Dual techniques: 1/ 3 /1/1
Diminishing returns makes investing more points not that good. But one point on each ability as soon as possible. You could max flurry
Technique: Battle tactics : 5/5/?(1)/0
Greater weapon focus: midgame max
Step up: VERY important max before orcs
Bleeding edge: one extra ability when others are on cooldown.
Technique: Bloodthirst 5/5/1/5
Blood bath: Early 1, much latter add as your crit chance goes up
Mortal terror: increase crit? instant max
Bloodrage: I dont think its that good
Unstoppable: 30s MUST. AWESOME , it will save your life many times. Combine with heroism! (get below 0 on a heavy beating and when you think ur gonna die, then use this and instantly recover to 1 hps! (get a good heroism that has a really low -700hps death thing)
Tecnique: Combat techniques 5/1/1/5
Rush: Early 1 - 2 points, max around 40
Precise Strikes: meh... youll get to around 100% crit chance without it, so skip it to avoid the slowdown
Perfect strike: very situational
Blinding speed: good stuff Max in 30s
Technique: Combat Veteran ?(4)/0/0/0 Not that important
Stamina boost can be a worthwhile investment, would like to hear more opinions
Cunning-dirty fighting: 1/1/1/1
One hit wonders: you really want to get cripple
Cunning-tactical: I never really saw the interest in this line . Locked and never unlocked 0/0/0/0
More defense? what kills you are casters mostly
Generic talents:
Technique: Field control
Technique :mobility
Both are not needed. Casters have big AOE so moving one or two squares doesnt really change must.
Technique combat training: Here's an interesting choice: Daggers only or 1h + dagger? I went with 1h+dag so, heavy investment here
Thick skin 5/5
Armour training: 1/5
Combat accuracy: 5/5
Weapons mastery: 5/5
Dagger Mastery 5/5
Technique: Thuggery 1/?(2)/5/5
Skullcracker: nice daze, 1 point enough
Riot born: i put 2 points, but i would have loved to put more, there was no chance
Vicious strikes: More critical (not critical chance) and penetration, really nice
Total thuggery: Really nice increase in crit chance but because of sta requirements, must be maxed (wait till 35 onwards)
technique: Conditioning 5/0/0/0 A very interesting line, im very unsure as to how good it is
Vitality: has sinergies with fungus, (heals, heal mod, and sudden growth)
Cunning survival: piercing sight from thief escort
Wildgift- Antimagic 5/3/0/0
Resolve: gives stamina
Aura of Silence: powerful weapon against casters, 3 for increase duration and radius, can really shut down a caster.
Wildgift- Fungus 3/1/1/1
Increase survivability and sinergy with regeneration and heal effects
Category points: 1 Blood thirst 2 Battle tactics 1 rune 1 unused (im unsure where to put the last point)
Runes: Heroism, regeneration , heal , Infusion wild: physic
Nice items (am) : Witchhunter, Breath of eyal, Helm of garkul , teech of garkul, Ring of war master, Glory of the pride, Guidance, the guardian's totem
Marauders can be played very similarly to berserkers, only marauder dont have nearly as many hps.
You can play both normal and Antimagic marauder. I played Antimagic because
1 marauder can burn stamina pretty fast
2 resolve gives you stamina,
3 hi wisdom increases both mindpower (for am and fungus) and stamina
and of course increase in survival at the cost of no teleport.
Races: Ill name a few that i find particularly interesting
- Thalore: AM marauders will always be short on generic points, therefore, thalore wasnt optimal, if not AM marauder it would be a good choice
- Skeleton: You need both str and dex, and skeleton gives both. So i think for a normal marauder it could be interesting. Skeleton usually needs very high investment so be careful.
- Cornac: Excellent choice for AM marauder (my choice)
Not bad either: dwarf, halfling.
Prime stats: Str , Dex and Wis.
Even if you use daggers all the time you will need str to boost your damage.
Cunning is not really needed as marauder get a lot of interesting bonuses to their crit chance.
Talent Categories
Dual weapons: 5/ 5/ 1 / 5
- Dual training: easy 5/5 early
- Dual weapon defense: improves your defense , deflect chance based on cunning though
- Precision: not really needed
- Momentun: Endgame choice? No real need.
Technique Dual techniques: 1/ 3 /1/1
Diminishing returns makes investing more points not that good. But one point on each ability as soon as possible. You could max flurry
Technique: Battle tactics : 5/5/?(1)/0
Greater weapon focus: midgame max
Step up: VERY important max before orcs
Bleeding edge: one extra ability when others are on cooldown.
Technique: Bloodthirst 5/5/1/5
Blood bath: Early 1, much latter add as your crit chance goes up
Mortal terror: increase crit? instant max
Bloodrage: I dont think its that good
Unstoppable: 30s MUST. AWESOME , it will save your life many times. Combine with heroism! (get below 0 on a heavy beating and when you think ur gonna die, then use this and instantly recover to 1 hps! (get a good heroism that has a really low -700hps death thing)
Tecnique: Combat techniques 5/1/1/5
Rush: Early 1 - 2 points, max around 40
Precise Strikes: meh... youll get to around 100% crit chance without it, so skip it to avoid the slowdown
Perfect strike: very situational
Blinding speed: good stuff Max in 30s
Technique: Combat Veteran ?(4)/0/0/0 Not that important
Stamina boost can be a worthwhile investment, would like to hear more opinions
Cunning-dirty fighting: 1/1/1/1
One hit wonders: you really want to get cripple
Cunning-tactical: I never really saw the interest in this line . Locked and never unlocked 0/0/0/0
More defense? what kills you are casters mostly
Generic talents:
Technique: Field control
Technique :mobility
Both are not needed. Casters have big AOE so moving one or two squares doesnt really change must.
Technique combat training: Here's an interesting choice: Daggers only or 1h + dagger? I went with 1h+dag so, heavy investment here
Thick skin 5/5
Armour training: 1/5
Combat accuracy: 5/5
Weapons mastery: 5/5
Dagger Mastery 5/5
Technique: Thuggery 1/?(2)/5/5
Skullcracker: nice daze, 1 point enough
Riot born: i put 2 points, but i would have loved to put more, there was no chance
Vicious strikes: More critical (not critical chance) and penetration, really nice
Total thuggery: Really nice increase in crit chance but because of sta requirements, must be maxed (wait till 35 onwards)
technique: Conditioning 5/0/0/0 A very interesting line, im very unsure as to how good it is
Vitality: has sinergies with fungus, (heals, heal mod, and sudden growth)
Cunning survival: piercing sight from thief escort
Wildgift- Antimagic 5/3/0/0
Resolve: gives stamina
Aura of Silence: powerful weapon against casters, 3 for increase duration and radius, can really shut down a caster.
Wildgift- Fungus 3/1/1/1
Increase survivability and sinergy with regeneration and heal effects
Category points: 1 Blood thirst 2 Battle tactics 1 rune 1 unused (im unsure where to put the last point)
Runes: Heroism, regeneration , heal , Infusion wild: physic
Nice items (am) : Witchhunter, Breath of eyal, Helm of garkul , teech of garkul, Ring of war master, Glory of the pride, Guidance, the guardian's totem