Marauder Start Area Feedback

Well, my lvl90 marauder went from 17500 dps to 14500 dps after the tree rework/point redistribution, while my hp remained as it was. Of course I could choose more dps nodes, but then my life would be much less than before.
So I can choose: either less dps, or less life.
I don't see the point in nerfing one of the weakest classes (I mean weak in dps). If anything, it could use some buff.
And since one of the "Enemy critical strike multiplier reduction" nodes were removed from Marauder start, I have even more chance of being one-hitted by Vaal in maze for example.
The only positive thing for me, is that I can allocate more maxres points (79% is nice).
But that doesn't counteract the negatives in my opinion.


Btw, my actual skilltree:
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http://www.pathofexile.com/passive-skill-tree/AAAAAgEAAdwB5wJxBLMFLQ48EuEUIBRNGYUaOBo-Gmwb-iSqJd8nLykuKaUt0jIJNZI26DbpOlI62D38ROdGaUd-SshN2E4qUEdUSVcNWGNYr1nzXz9gS2EhZU1mnmoeajtqk2xGbmluqnJscql07XgNeu98uHzZgW-E2YTvhymI8Yx2jM-QVZHOnjyezZ8-n8uiAKLqpBmnMKeEqBipaKluq8WsqrXytkG77byfvoq-p8APwBrEuMbY0iHSTdXt1fji6uNq45_sOO8O8B_xrPIv8932SPcy97760g==


My lvl100 plan:
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http://www.pathofexile.com/passive-skill-tree/AAAAAgEBAdwB5wJxBLMOPBLhGYUaOBo-Gmwb-iSqJd8nLykuKaUt0jWSNuk62D38ROdGaUd-SshN2E4qVElXDVhjWK9Z818_YSFlTWoeajtqk25pbqpyqXgNfLh82YFvhNmE74cpjHaMz5BVkc6ePJ8-n8uiAKQZp4SoGKluq8WsqrXytkG77byfvoq-p8APwBrEuMbY0iHSTdXt1fjjauOf7DjvDvAf8azyL_ZI9zKI8WxGcmwyCacwcru5zaFtFCBQRxiRns107XrvYEvi6qLqFE2paOSt3sFmnvrS890FLTbo975R5rQvQT9CozpS
Последняя редакция: MC_Grinda#6047. Время: 7 мар. 2014 г., 16:31:36
I was kind of expecting more. Sure the defensive start was buffed up to the Marauder's strengths, but the offensive options are really lacking. Also, there's still the problem where there are notables that are blocking other nodes while have no impact outside of very situational enemy modifiers (Bloodless, Purity of Essence) Bloodrinker is kind of just there, a others haven't been buffed to par (armor mastery)

The merging of weapon masteries though, was a really good step.


Giant wall of opinions incoming

Offensive options:
-Similar to what's been done with the Witch and Shadow trees, the two starting Melee physical damage needs to be upped to very high amounts (20/15%?) so that it actually competes with the Duelist's start.

-Born to Fight needs a schtick other than a boatload of melee damage because that's already covered by Strong Arm and Butchery. Keeping in theme with the Marauder, instead of attack speed how about making it % More physical damage at a lesser rate rather than increased physical damage so that the Marauder gets some unique multiplicative power in the same fashion that the Duelist gets a unique effect of increased range in their tree.

-Combine Butchery and Strong Arm into one notable that increases physical damage dealt, but keep two separate paths of one-handed and two handed nodes so that you still differentiate what weapon you use while going for the node in order to clean up the clutter. The tree should exit out towards the Endurance charge notable rather than dumping out the two-handed route in the middle of nowhere.

-Relocate Bloodrinker and instead have a connection to the Cruelty cluster. Improve the Cruelty cluster by adding a few critical chance nodes on an optional route while the critical multiplier route with the notable exits out towards the one-handed node in the back

-In the two handed cluster, make Destroyer grant attack speed instead of accuracy and change the non life/damage route into a crit route.

-Bump up the power of the two minor accuracy nodes behind Quickness in the marauder/duelist branch to 15%.

Ideally, the Marauder has the potential for very hard-hitting attacks, but unlike the Dex based characters, he needs to actively reach out for accuracy nodes, or completely eschew a notable crit options for Resolute Technique, making that keystone an actual decision.


Defensive options:

-Life regen nodes all around need an additional 3/4% increased maximum life to compete with the other options. In this case, it gives the Marauder 9/12% increased life when going through that path.

-Warrior's Blood swaps position with Heart of the Gladiator so that the Marauder doesn't feel screwed in defensive options when moving towards Vaal Pact. Heart of the Gladiator should have a small % health increase.

-Increase the movement speed bonus from Armor Mastery to 4% so it's almost the same and ignoring movement penalty.

-Change the 16% armor node behind Armor mastery back to critical strike multiplier reduction for better synergy with armor. Both nodes should be 20%.

-Change the cloth and chain cluster so that the end bonus is increased movement speed because with maybe the exception of a Bowrauder, no one is going to ever take that cluster when the Duelist leather and steel is basically next to 12% aspd and Master of the arena.

-Change the shield connection to a catch all block connection so that dual-wield and staves are also more viable.

-Make a direct third route to diamond skin, placing shield specific notable passives.

-The Purity of Essence cluster reworked. Purity of Essence combined with Bloodless and now comes with 12% chaos resistance. Add additional nodes and give the cluster two routes towards Purity of Essence, one with life on kill and % chaos resistance, the other with mixed + life on hit and 2% lifesteal nodes.

-The previously Bloodless node cluster is now a 5 node cluster with a life and armor route.

-The small life and armor cluster is now a Life and Mana cluster with two 20% mana regeneration nodes that connects to the Arsonist cluster.


Expanding defensive and alternative, yet viable build options without buffing the Marauder too much is the plan here.


Blood Magic needs some more support if it's ever going to be viable end game.
I'm loving the new shield block backbone. It's feasible to take 300% increased life, as well as near-max life regeneration (and life regeneration is only going to be relevant when you've cut all incoming damage to 1/4th). Making a brick is easier and that's great.

I do have two complaints:

Since points are really tight, it almost forces you into using a sword. You get 24% increased sword damage from the Sword and Life nodes, which you have to take. 'cause it's 12% life. Somehow working these into something weapon-type agnostic would be nice.

How two specific uniques are required to have meaningful spell block%. If it could be possible to make this more like how conversion works (so you can't have more spell block than you have regular block).. it'd be nice if there was a bit more block "applies to spells" support in the tree to make it less gear reliant. When you take mace damage%, half of all monsters aren't immune to your mace for example.
1. Moving away "Elemental Adaptation", leaving possibility for the +max resist only on former +15% nodes. To get +2 to all you need now to skill 4 nodes, before 1
2. New position of "Unweavering Stance" is real big crap! Moving this into the empty place below the "Eagle Eye" triplet would ease the pain for the Marauder a little, this would save 3 points.
3. Losing access to "Path of the Warrior" is sad, already the name implies that it belongs to the Marauder! But hiding it behind +6 life nodes makes it not appealing
4. GGG did not use the oppoertunity to make the "Essence of purity" node more attractive. Even with the changes to Life Leech this is still not appealing since the values for aquired life is far too low
5. "Heart of the Warrior" is weak and therefore not appealing. Actually not worth a Big Node. needs some improvement ( +40life, +20 STR would work).
6. "Destroyer" node not appealing because intersting nodes are hidden between the entry of stun what is not appealing

What I basicly like is the possiility to have more armour nodes, thats good. But lets be honest, life is key if you are in the heat of the battle. Also what is missing is a real possibility for mana regen, the change for leech kills mana upkeep.

What i also like is that you unified the flak and critical reduce nodes. What Idont like is that the connection is with the defensive areas. (Versatility/Aegis)

Also very good idea is the unification of weapons. Makes also lateron better possibility to maybe switch weapons.

Actually I am curious about the rework of Dualist and Templar tree, will impact Marauder builds a lot.


I go for this one until more rework comes : ( lvl 80 build)

http://www.pathofexile.com/passive-skill-tree/AAAAAgEAe4zG2CECWGN-4D38nleMz3Z_9kjkUV8_IVV8uMEE458s-_GsVbVr2TkOKS6ezRT2Gj7SIacwhjtUSfe-Vw0B5xQgcrvyL5HONuhQR7nNu-06UlivGJGhbfcyDjx4DXKpn8u-iqlurKp82QHcbEZR5lnzpBni6nJstC_AGhv6YSEyCUE_5K2QVSXfEuHewWdYp4SE2aLqGekaOG5pZU3vTr6nxLhHfkCg1firxZ65BS29gWBLmSt673Tt0EfSTcAPJy_vDg==
Последняя редакция: Tlaloc4#4153. Время: 8 мар. 2014 г., 18:10:36
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Atmaweapon написал:
I was kind of expecting more. S......


Blood Magic needs some more support if it's ever going to be viable end game.



Blood Magic and 1 aura (hatred) was viable and it A L M O S T still is, after the patch. i made the entire game until 73+ maps solo with a level 84 Marauder.

with medicore 5 link gear, so even no 6 Link needed.

the problem is, tankiness comes from healthpoints and life leech and both have been nerfed. i had 2k armor and was able to facetank unique mobs/bosses with life leech.

the trick is: leap slam is the face tank skill.
so the char is always moving to evade attacks while constant life leeching and dealing damage.

for masses of trash mobs i use spectral throw.

a blinding flame totem makes things easier.

before the patch i had
5200 healthpoints
4400 dps spectral throw with LMP
10k dps leap slam with life leech


after the patch i have

4300 healthpoints
4700 dps spectral throw with LMP
9500 dps leap slam

still works but it was a nerf at a point in the build, where it hurts the most: healthpoints/life leech

@ GGG:
a little buff of mortal conviction (maybe 50% less mana reserved) would make it as viable as it used to be.



the passives tree at level 85 now

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http://www.pathofexile.com/passive-skill-tree/AAAAAgEAAdwB5wUtCZYOPBQgFHEYkRkuGj4hVSW8JyAnLyftKS4s-zGeMfsyCTJ-NI41kjboOQ46Uj38QKBBP0KOROdGaUd-SshN41BHUeZUSVYEVw1YY1ivXz9gS2EhZU1qHmo7a9lsRm5pbqpybHTteA1673y4f-OE2YTvhjuGYIcph2qI8YzPkGycJ565ns2gnaZXpzCoGKluqXOplKvFrKq0L7XyvJ--ir6nxBXE9sbY0iHZYd-_4urjn-RR6wnuFO8O8azyL_ZI9778if6P_9M=




my medicore 5 link gear
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I don't get why you get Reckless Abandon for 5 points over Stun Mastery (which comes with +8% life) for 4... it was for the stun duration, not for the attack speed right? Since 12% is already sitting right next to Raw Power?

It's like folks have an allergy against taking 6% life nodes or something. That isn't like the 4% off of Evasion and Life, which is actual poison that will cause players to die irl.

And of course if someone cared more about Life% than Block%, they would prefer the Templar backfield with its ~75%ish life for fewer points over the Duelist's 50%ish. Especially if that someone was spending like 6 points just for Int by itself.

(On that note, the +10 str node in front of Unwavering Stance is sitting there not doing anything so far.)
Последняя редакция: LimitedRooster#5890. Время: 9 мар. 2014 г., 23:03:06
you are right, cancel reckless abandon would be a way to get 16% more life for 24% increased phyical damage + 4% attack speed.

1 of the reasons why i am on the duelist side is 'berserking' and 'sentinel'.

dps is also important for that build since, dealing more damage means becoming more tanky (more life leech)


again:
@ GGG:
a little buff of mortal conviction (maybe 50% less mana reserved) would make it viable as it was.
[deleted]

[hates humanity->]
Последняя редакция: LimitedRooster#5890. Время: 10 мар. 2014 г., 11:21:57
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LimitedRooster написал:
Berserking and Sentinel are in the Scion area, not the Duelist's. You've got 20 points into:

+60 Str
+10 Int
+30 Dex
30% Damage (or 42% if you include Str)
20% Accuracy
15% Increased Attack Speed
48% Life
2.5% Regeneration
12% Resist all

When the Baptism by Light area for 7 Points yields:

+40 Str
30% Damage (38% with Str)
10% Accuracy
10% Armour
10% Light Radius (op stat)
24% Life


The bulk of the stats taken in the Duelist are already unlocked and bypassed here. Take Diamond Flesh, it's 12% resist and +10 dex for two points. You've got about 3 other options to buy 6% resist per point elsewhere. With IAS, you have 23% spread out in average nodes; Acceleration isn't a good deal in and of itself. 0.4% life regeneration times four is a Golem's blood.

At the end of the day you've decided to get +1 life regeneration at the cost of +2 Max resist (Elemental Adaptation), ~25% life, and +30/50 Int you seem to desperately need w/Ancestral Knowledge.

(I'm still OK with Golem's Blood via the direct route, but the life% there pays off at 4% per skill point spent. 4! Which is only 66% of 6.)


(I dunno why Accuracy was chosen over Resolute Technique tbh, since there's no Critical Multiplier being used..)


i still don't get whats the purpose of your 2 comments. (has it anything to do with mortal conviction ?)

however, i am afraid i did not understand exactly what you mean, because - sorry man, no offense, absolutely not! - not much of your comment makes sense.

if you are trying to give me advice, thanks for taking your time for that.

Baptism of Light gives not 24% Life, it gives zero "0" life. or am i looking at a different passive tree here? it would take me 8 points to get that without 24% life.
with 24% life i would need 12 Points.. i got 48% in your calculation/list of (useless????) stats. i did not check and compare that list with your suggestions btw. too stressful to find out what you mean.

stop writing, and upload a passives tree link with your advices. if you really want to help.

resolute technique? my gear is not final. i had crit on my gear until a few days ago and i want to have the option to choose crit gear, if i have a chance to get an upgrade cheap. accuracy increases the dps amount of the skill tool tip anyways. a lot. and accuracy gear seems to be cheap, if its not a top roll.

Последняя редакция: mannihello#3299. Время: 10 мар. 2014 г., 06:30:17
Shame that Unwavering Stance was moved down there, costing 5 extra point for some melee builds while it remains basically mandatory as you just cannot afford to get chain stunned as melee.

Melee has to be able to take the damage, as we can't really avoid it like ranged can.
IGN: HowDoIShotBows

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