Marauder Start Area Feedback
Dwelling on it a little more, I would suggest this:
White - Connect/Merge Black - Remove If you can visualize it, pull the stun cluster toward the right, becoming the "heart" of the Marauder. I didn't mark this, but the stun cluster really should be "connected" - with a middle node through the middle that unifies it. ![]() Connect the top and bottom branches through the stun cluster. Move shields so that it's easy to access if you take the melee route and more costly to access if you take the life route. Add a notable node to the stun cluster to make its entire traversal more costly (it is the "bridge" cluster for the Marauder), consider making the nodes here slightly more interesting. Consider adding a third node to the armor section up top and rework the notable armor node so that it is more build defining (similar to how you made the Duelist's hybrid node build-defining). Consider adding a fourth node to the +accuracy cluster and having it also connect. I would make the armor cluster more powerful because it will pull players toward the top branch, but if you make the bottom branch more versatile - with stronger notable nodes that invite creativity, such as enhanced stun threshold reduction node, or a defining shield node, you could have defensive players pulled toward the bottom branch and offensive players pulled toward the top (naturally because they want life, even as offensive players). My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282 Последняя редакция: anubite#0701. Время: 27 дек. 2013 г., 12:57:37
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Just saw this thread, good to see the Marauder getting some tweaks.
1. The cluster of "drain" nodes is kinda weak, the only good one is the 1% Life Leech but it's blocked by a bad node so no one take it. 2. The "Bloodless" node kinda feel useless because Life Leech from monsters is rather underwhelming, AKAIK the life gain is lower than the "Replenish Life" monster stat, that doesn't make any sense. If monster Life Leech was actually a threat, people might put a point into Bloodless. 3. Same goes for Purity of Essence, I never noticed any monsters draining mana or it's probably too weak to notice. 4. Adding INT into some of the nodes (that is not accuracy) would be pretty useful. 5. The "Stamina" node and "Life Regeneration per Endurance Charge" could be a little more accessible. 6. Enemy Critical Strike Multiplier Reduction could be merged with an Armor or HP node. 7. ALL 0.4% Life Regeneration nodes should be either merged or buffed to 1%, otherwise it's too weak by itself. While I'm on the subject, Vitality aura is underwhelming and should be closer to 2% at lvl 20. Tech guy
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@Warrax
1. This cluster hasn't changed since CB. It's primarily a "pvp cluster" which why I think Qarl doesn't touch it - PVP isn't that big yet so it has little concrete testing experience. 2. Bloodless is good. It just depends on your build. If you're a caster-marauder, you need this node for maps, otherwise certain spell-resistant leech monsters fuck you up. 3. Purity of Essence is 100% a pvp node, monsters pretty much have 'unlimited' mana. 4. The Ranger and Witch classes don't have much access to Str/Int or Str/Dex by design, though I agree the Marauder has some problems, mainly because most of his easy dex/int is buried in the melee weapon cluster. 5. These nodes are not very accessible because that's how it is for all the charge node buffs. 6. This is a ridiculously good passive by itself, it probably shouldn't be more powerful. 7. These 0.4% regen nodes used to be 0.6%, then 0.8% -- we have had to nerf these passives in the past because they are strictly too good in the end game. Stack life, stack life regen; they work extremely well together, 0.4% is worth a point if you are building high life and don't want to die on top of it. My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282 Последняя редакция: anubite#0701. Время: 3 янв. 2014 г., 07:58:02
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Good points anubite, I totally forgot PVP builds and yeah, HP regen is already pretty good with a high HP pool.
Tech guy
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When feedback the marauder tree??
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I agree with most of the comments. The life drain circle is basically useless. The main life branch has a lot of useless or subpar nodes.
It would be nice to see some new "tank" options, such as damage reflect increase or some other new mechanic. Great game! |
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OVERVIEW:
MARAuder seems like the go to guy for elemental resistances, with some specialisations for PvP. With its starting area facing issues such as similar nodes being interspersed e.g. life leech/mana leech. While some nodes are being called out for being lacklustre. Lastly, players are opting for LIFE-nodes only specs. INTERSPERSED NODES: " Interestingly, that's how I'm doing it. Haven't really went into the bottom melee node cluster as of yet. But that's not to say that we are overlooking this area. Top branch - FLASK LIFE and ENEMY CRITICAL STRIKE MULTIPLIER REDUCTION are connected to other nodes which have no relation whatsover. Being 7 points away from the start, why would you need Critical Multiplier Reduction so early in the game? Meanwhile, the flask life recoveries just aren't worth taking. (Compared to Witch's FLASK EFFECT nodes.) " Just a thought, getting "Bloodless" notable and using "Blood Magic" would kinda be contradictory, wouldn't it? "Purity of Essence" (Enemies Cannot Leech Mana From You) seems quite out of place. It could be a *new* hidden notable connected to Blood Magic - if you don't use mana at all, then there's no way anyone can leech mana from you.) Replace it with "Blood Drinker". LACKLUSTRE NODES: Improve 0.4% Life Regen and other Life nodules. (Compare this to Duelist's 1%) "MOVE THESE" NODES: Add a new strength node that connects to "Smashing Blows" instead of linking to "Bloodless". "Bloodless" moved to where "Blood Drinker" was. STUN DURATION and STUN THRESHOLD REDUCTION cluster could be connected to mace. NEW THINGS: "Bloodless" - Cannot Bleed. and/or Poison. "Blood thirst" - Attack increase on bleeding enemy. Add projectile damage. Add INT and mana nodes, if possible. (Witch also need some STR and DEX nodes.) Et al. That semi-circle next to Blood Magic seems to be a good place to add some new node clusters. CONCLUSION: Time to give Marauder more life and more niche node clusters that has to do with weapon effects. Oh, and btw, Marauder's face needs a "patch". :P Последняя редакция: Jiansia#0209. Время: 12 янв. 2014 г., 00:10:28
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Wanna say something about the flask nodes: I feel like the only possible reason for me to take them would be if I had minions and wanted to have more life gain for them trough those minion gain % flasks.
So probably you could link the flask improvements to other minion nodes and/or invent some new flask nodes like "+20% stun/block recovery on use of life flask". This could also be an oppurtunity to remove some possible stats from magic flasks to balance them out, so that not every charakter has access to every flask effect like "dispell shock" when you have to spec into a node to achieve this, and place different flask effect nodes in different areas on the skilltree. Balanced correctly this might make it harder and more interesting, or vice versa, not sure^^ Regarding the -crit Dmg nodes, I thought they were actually pretty good, since they give you essentially more threshold to not being stunned and to not being frozen/shocked. The only thing is whenever I read the node description: I find it underwhelming it only reduces the extra dmg of crits, could be way better if it reduced all dmg on % base from any crit you take. |
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The main problem with buffing the 0.4% life regen nodes is you're right near the +max resistances as a Marauder - we've had a history of problems with Righteous Fire and life regeneration interacting poorly (Marauders being too good of a class, able to actually negate RF's degeneration entirely in the past). The Marauder and Duelist can easily get comparable amounts of life regeneration as it stands, anyway.
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282 Последняя редакция: anubite#0701. Время: 12 янв. 2014 г., 16:54:24
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Eventhough I am a complete newb at builds etc, I still believe it is important to give some input in this thread.
I would love to see a good connection towards the Dualist and Templar trees or multiple nodes connecting to them. In my opinion Templars have alot of defensive nodes or passives granting them alot of resistance, shield abilities, life, armor and elemental damage. Dualists are more concentrated towards movement, mobility and damage I believe. I am currently trying to make a personal build as a Marauder that has links to the Templars survivability nodes and the link to the Dualist keystones, Iron Reflexes. As a marauder you are right in the middle of this great combination and are almost able to get the best of three classes. So connections that I would like to see are: Templars: Armor HP hpregen elemental damage area of effect Dualists: general attack speed (not weapon specific or 1handed/2handed nodes) Movement speed earlier acces to more dexterity Perhaps move the dual wielding nodes a bit more towards the marauder side aswell My goal is to make a Cyclone tanky Marauder still being able to deal damage. Right now my build is based upon another forum build and looks like this: http://www.pathofexile.com/passive-skill-tree/AAAAAgEAAdwB5wUtDjwPzBQgFHEZLho4GlUc5yDwJ-0pLjGeNZI26DrhPfxAoEGqROdKyE3jUEdQUFRJVw1YY1ivWfNfP2BLYSFko2oeajtsRm6qcmxyqXTteA1673y4fNmC5ITvh2qIj4jxiq-Mz5ARkFWeuZ7Nn8umV6ZkpzCnhKgYqW6sWayqtfK53b68wBrG2MmY0EfSIdlh3sHfv-St51LnY-8O8i_yRfPd9kj3vv4K_o9nWOLqpBkb-iXfhNluab6n0k3AD9XtMgk= Maybe these are just my personal preferences and other players will comment with remarks labelling me as a newb. Just remember you all started out as a newb at one point aswell. |
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