Marauder Start Area Feedback
Ok. So I'm going to offer a slightly different view from most posting here, but hopefully it's worthwhile.
Context of me: Played for the first time last night up to lvl 10; played the original Diablo far too much, D2 just as much, but usually with new characters with varied builds (in D2Exp, I generally started a new character, defeated Nightmare Baal with my new wacky build and then got caught up with an idea to start a new one). I play solo rather than party although I have done so more with D3. Loved the original Torchlight but still haven't gotten around to TL2 due to D3 and a new child... Thoughts of a noob... Obviously, I have a different perspective from those more accustomed to PoE, I certainly know the genre but I am a fairly fresh onlooker. I went with marauder first as I thought Sword and Board would be fun starter ... then got a nice rare two hander early... what can you do ;) With the skill tree, even to a new starter, the life appealed, but didn't seem to give a lot of "wow" factor early on - you want exploding foes. As it happens, PoE had this covered, but it's a perspective thing. Changing the life to armor, and the damage to generic would give a good choice of paths for maras - go with hard hitting (then braching to be more specific), or improving gear you are picking up with +Armor% etc - people love seeing items they have boosted by skill points. Joining up afterwards on the life nodes would then be strong as it give a cohesive "This is what a Marauder is" type statement: raw damage + life vs strong plate + life I agree that in it's current state, the biggest problems are the flask & stun nodes near the start. I pretty much took one look and then ignored them. Looking further ahead than where I am, I would say removing attack speed form the start of the node structure, and putting a dedicated area/ring to it near the Resolute Technique skill may give some reasoning behind the keystone as well as give a good target next to it if you don't know if you'll be using maces... Hope these notes from a (relative) noob have helped. Medoway |
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Please leave the Marauder area alone.
You want to look at the Shadow area first off. That one needs help. If you're leaving PoE, chances are I'll rezz you as my minion! MWHAHAHAH
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The biggest reason why I regret picking a Marauder right now is the MASSIVE increase in life node availability in the center of the tree. The reason why this makes Marauder less appealing is because of pathing: a player who desires to get nodes in both the Duelist and Templar areas, for example (like I do) can either get from one to the other through the Marauder area or through the Scion area. If you pick Marauder, you are of course going through the Marauder area and heading to the Scion life nodes becomes somewhere between "inefficient" and "dead end". The Marauder start area is just very small, and beyond the endurance charge there's really no noteworthy node which can't be taken just as efficiently by a path which goes through the center.
Marauder used to be the obvious go-to class for any build which prioritized life nodes above melee or ranged damage nodes, but it's not anymore; life was really the only thing Marauder has ever had going for it, at least since the Duelist buff. There are still the resist nodes which help starting out, but people eventually cap resists from gear and 15% to one resist is not a very efficient node. For comparison Scion life cluster: 84% life, +30 base life Marauder start: 28% life, +40 base life, and a whole lot of other crappy nodes you wouldn't take if you got the choice Also note: it takes many more levels for Marauder to reach Iron Reflexes than it does for Scion, Duelist, or Ranger, and when you don't have IR + Grace the gear requirement to attain a respectable amount of armour is much higher. Is the Marauder re-work planned for 1.0.1? I hope so... EDIT I was wrong when I said that going to the center of the tree as a Marauder to get to the Duelist area is inefficient; it's more that getting in and out of the Marauder start area is inefficient, and that so many nodes in the core-Marauder off-highway part of the tree are weak and/or awkwardly placed. Последняя редакция: Brillo_Scrublord#5408. Время: 3 нояб. 2013 г., 14:41:30
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"Or ranger (again). Actually to be honest the whole dex area got shafted with the 1.0.0 patch. I do have a suggestion, in the interest of thematic balance, change the life wheel to an armour wheel offering 100% armour. Move some of the life from the wheel throughout the tree rather than having a primary defense in a wheel that is balanced against two secondary defense wheels while smack in the middle of the str area. IGN - PlutoChthon, Talvathir
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Ranger is as powerful as any class, she gets good block and melee damage nodes early on as well as amazing bow nodes, decent crit nodes, solid life nodes, evasion nodes, keystones (close to IR/Ondar's).. Ranger definitely needs no rework, she's pretty OP. The only bad thing about her is the way north to Shadow, and even that is -okay-, though I don't really see why anyone would go to the Shadow area voluntarily. Dear lord Shadow area is just so.. meh. There's builds for which it's good but on the whole it's just so lacklustre.
That said, I would say Mara is even more urgently in need of a rework. I'm glad they're looking into his tree. I really hope they connect Troll's Blood to his block cluster, and make the path down to US (not the outer highway but the one that passes the 30% fire dmg w/ weapons) less shitty. Kuduku giveth and Kuduku taketh away. IGN: QueenAtziri Последняя редакция: QueenAtziri#1815. Время: 4 нояб. 2013 г., 09:59:52
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The problem with the Marauder area is it's dated. Which is to say it's cluttered with useless and inefficient nodes. Compared to the Duelist area everything about it is sub-par in every way. Since the Duelist area was the last Melee area to be revamped and the standard by which other Melee area's are judged. I'll be comparing the two. Also to be clear I'm speaking about the entire area. Not just the first few nodes you have to choose from.
I'll list some issues and then go over them in more detail below. -Lack of Powerful 3 Node clusters -Terrible Transition Nodes -Area specific defining Nodes suck -Lack of Weapon specific Nodes(Biggest Issue) 3 Node Clusters
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A Powerful 3 Node cluster is defined as a 3 Node Cluster that ends with a powerful 3rd node. The Duelist area is saturated with them. Most are specific to being a Duelist(Duel Wielding) but some offer efficient nodes not normally found in the tree. Which are super powerful not just for the Duelist but other classes passing through.
Examples from duelist area: -Testudo -Water Dancing -Hatchet Master -Dervish -Steel Skin -Mana Flows -Gallantry -Bravado -Leather and Steel -Fury Bolts Executioner Reckless Abandon Examples from Marauder area: -Aegis -Cruelty -Fending -Versatility It gets even worse if you compare them to each other Testudo 10% Block 20% Defenses from Shields Aegis 7% Block 20% Defenses from Shields 40% Block Recovery You could argue the value of block recovery. Note that it's only block recovery not block and stun recovery. It's a mute point though. It's obvious which area is better for these Powerful 3 Node Clusters. Terrible Transition Nodes
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Transition nodes as I'm defining them are nodes that don't just exist between area's but offer a path between those areas. So they have to have an entrance from one side and an exit on the other. They also can't be pure stat nodes(Agi, Str, Int) those are just paths. A transition node generally doesn't have a single powerful node at the end because it doesn't end. It connects one area to the next. Because of this transition nodes are less than stellar in all areas. They're rarely chosen by any class.
Examples between Marauder and Templar: -Staff Nodes that connect to Reduced Mana Nodes -One handed Nodes Examples between Marauder and Duelist: -Armor and Life Nodes connected to Mace Nodes Examples between Duelist and Ranger: -3 Attack Speed Nodes The idea of the transition node is to offer another path between areas. They are basically offering you another route to where you're going. So you're generally choosing between less powerful but fewer stat nodes(Str, Agi, Int) or spending more points taking these more powerful Transition nodes. This balance is pretty well struck between the Marauder/Rander and Duelist. But the Marauder/Templar nodes are terrible. These nodes seem hard to balance and place. It seems like the newer and more efficient area's just try and phase them out. I hope we get more Transition nodes in the future because they offer more variety in builds. And that leads to my suggestion. Transition nodes should fill a nitch in certain builds. For instance a good transition node cluster between the Marauder and Templar areas would be 4 Reduced Stun Threshold Nodes. These nodes are only useful to a Stun Build. Most people will pass them by. By a Stun Build would take them over the Str nodes that he(and every other build) would normally have to take. If nothing else this keeps builds are least looking different. Area specific defining Nodes
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These nodes are not Key Stone nodes(Iron Reflexes, Resolute Technique, etc). Those nodes are to powerful and are used by many builds. I'm talking about smaller class defining nodes. These Nodes represent the class. Normally in a lore type of way.
Examples of Marauder Class defining Nodes: -Life Regen Per Endurance Charge -Elemental Adaptation -Trolls Blood -Purity of Essence -Bloodless -Heart of the Gladiator -Armor Mastery -Enemy Critical Strike Reduction In general the Marauder Nodes have the theme of being a hardy meat shield. And the Duelist Nodes have a theme Quickness and Weapon Mastery. Examples of Duelist Class defining Nodes: -Master of the Arena -Golems Blood -Leather and Steel Lets compare them. First off don't let the numbers fool you. Lets get rid of the useless stuff. Purity of Essence, Bloodless, Enemy Critical Strike Reduction. I know this last one may raise an eyebrow. It's not as good as you think. Everyone takes it because you're forced to. Not everything is directly comparable but lets give it a go. The duelist has nothing to match elemental adaptation. I'm satisfied with that. Troll's Blood is actually slightly better than Golems Blood. Also good. Armor Mastery can't compare to Leather and Steel in affect. The numbers don't matter here. I don't want Marauders to have no armor movement penalties. That clearly falls in the duelist area. But they need something better than 2% move speed. I would even rather have a unique Marauder node that decreased speed and gained something more powerful. Uniqueness is better than just matching the Duelist. But 2% run speed is a joke. Heart of the Gladiator was probably not intended to match up against Master of the Arena. Because it's no contest. +2 Melee range is unmatched in this game. The only draw back to melee is that you're melee. Anything that puts distance between you and a Brutus is super powerful. Even if we pretend the game doesn't have massive Dysnc issues. It's too strong not to have. No buddy wants nerfing. I'd like to see a Marauder equivalent in the future. But if not then the answer is simple. Make Master of the Arena only effect Unarmed and 1 Handers/Duel Wield and give the Marauder a Two Hander and Unarmed Equivalent. The Duelist and Templar equivalent to Life Regen Per Endurance Charge is just duration. This is obviously a place holder for something more interesting. I hope the Duelist and Templar receive their own unique Endurance charge modifier soon. Lack of Weapon specific Nodes(Or crappy existing ones)
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This is the biggest issue facing the area. First let me explain why.
Once upon a time pretty much all melee builds visited all 3 melee trees. You grabbed the key nodes. Master of the Arena, Elemental Adaptation, Iron Reflexes, etc. But this hasn't been efficient for a long time. With 1.0 patch it's now almost terrible to visit all 3 trees. The combining of offense and defense in Weapon + Armor and Weapon + Life Nodes along with the Scion Life nodes means you don't have to go far to get what you want. Unless of course... you're a Marauder.(Or Templar going physical) I first noticed something was way off when I started playing a Ranger Spectral Throw Build(Kripp). His 110 point build has 378% Physical 128% Accuracy on top of +365 accuracy 92% Attack Speed Still making room for 278% Maximum life. And he can still crit. My ranger doesn't even have good gear. I'm a casual player, lvl 73 with a 93% chance to hit. How did he make a build with so much physical dmge that doesn't even start in a melee area? He used weapon specific Nodes. 220% of the dmge, 68% of the Accuracy, and 28% of the Attack Speed is sword only. This specialization allows for greater efficiency. You no longer have to travel to get your dmge or life. You now only have to travel for specific Key Stone Nodes. Unless of course. You're a Marauder. Kripp took advantage of the well designed nodes around Duelist. Most of his points are spent in the Main Duest Area and Duelist/Ranger shared area. With about 18 Points being spent in between the Duelist and Marauder Areas. See if you're a Marauder you can't do what Kripp did with his Ranger. Because the Axe and Mace nodes arn't there for you to take advantage of. If you want more dmge you have to travel. But where do you go? The only logical place is to head North and South. And once you're there you pretty much have to enter the Duelist and Templar starting areas to justify the travel. And now you're stuck in the inefficient melee trap! Lets look at some numbers. The Duelist area. Defined by me as: The space between the Ranger and Duelist transition area and Marauder and Duelist transition area without actually violating the Marauder or Ranger area. So the Duelist Area by it'self contains 34 Sword Nodes 16 Two Handed Nodes 33 Duel Wield Nodes All values are approximate I counted them by hand. Now. The entire Templar area and the entire Marauder area including the Marauder Duelist Transition area contains 34 Mace Nodes 27 Axe Nodes (16 of which are on the Dualist transition area) 22 Two Handed Nodes So why does one area of the skill tree surpass or equal 2 areas combined? I'm just being dramatic of course. We already answered that. The Marauder and Templar areas and both dated. Now remember that the Duelist area is far more efficient than the Marauder or Templar. The Nodes in and around the Duelist area are far better in almost every case. Furthermore. Because swords are accuracy heavy. They don't need Resolute Technique. This means that every Sword Node has value. Only 5 Duel Wield Nodes have Accuracy or Crit on them. Leaving 27 Duel Wield Nodes that will work with Resolute Technique. The Duelist Area also contains a healthy 16 Two Handed Nodes. Lots of nice options for divergent builds. Because Maces have stun and Axes are suppose to be crit???? but in reality are all over the place you can't even use most of these nodes to their full effect. If you choose Resolute Technique which you most likely will. And you also go life not Energy Shield you now have. 22 Mace Nodes 18 Axe Nodes Well anyway. I'm tiring of counting all these and it's getting less accurate. Obviously you should go crit with Axe. The Axe Nodes near the Duelist area actually provide a decent amount of Accuracy. But you get the point. The Duelist Area is better or equal to the Marauder + Templar combo even at things they're suppose to specialize in. And even if thats a mathematically incorrect statement the Duelist Area has the options. The ability to do what you want. The Marauder area has far fewer. In conclusion. I hope the original mod post meant the entire Marauder area not just the first starting nodes. And I hope the Templar Area is soon to follow. They need massive revamps just to compare to the Duelist Area. Thanks for reading. Edit: It's also my hope that the fixes are not just about numbers and maths. But that we're given some more unique nodes specific to our class. Hopefully.. maybe some nodes that interact well with Blood Magic? :) Последняя редакция: nodestar#4855. Время: 4 нояб. 2013 г., 19:59:47
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if you start at the bottom path with melee damage, the accuracy is pretty useless because most builds go Resolute technique, also the following area arround stun threshold and duration has lots of wasted connector nodes (+10 str)
another thing, that life on kill stat itself is super useless, but bringing it in the passive tree is even more, change it to life on hit (and no joke numbers like 2 loh) or completely remove it from the tree! if you come from outside of the tree and want to enter the marauder start at diamond skin, you can only go through the fire resit nodes (2x +15), thats a bit supid, imo you should be able to enter it through those lighning and cold resits aswell ign: ALLRAUDER
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The marauder needs acces to mana or reduction to mana skill cost (witch is tematicaly tied to strenght), you have no other option tha go to the scoin or templar areas for them.
I agree with almost everything else of what is posted in this tread. PD: I´m not a native english speaker. Последняя редакция: Siblis#7243. Время: 6 нояб. 2013 г., 14:44:36
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" http://www.pathofexile.com/passive-skill-tree/AAAAAgEAxtglJ11JZ5vUjxkuJ-3E9l6f7Bl7jCECKvYhVTH7m1h_4w== i think that these cost reduction nodes are fairly accessible. that 'accuracy+mana reduction' nodes are not bad itself, but they are part of a terrrrribad cluster of meh nodes |
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I like how CI and EB are. Two visions of the energy shield, giving many possibilities. In the same time, Marauder lacks of nodes about crit in his tree.
I would love to see something like that with Resolute technique and crit chance. Add another node which lower accuracy to grant crit chance or crit damage, or maybe something a bit different. Some ideas: -Your hit chance is set to 70%. Each Hit chance lost this way grant 1% flat crit chance (If you have 40% crit chance and 85% hit chance, you will have 70% hit chance and 55% crit chance). Doesn't work with lioneyes or uniques like that (You still have 100% hit chance, but you don't get any crit chance). -You have 50% to miss (!= from hit and evade, i don't know what term to use, but if you have 70% chance to hit and that, you will have only 35% effective hit chance), but each attack is a critical hit (Maybe a bit overpowered, but you understand the idea behind, Obvious hit you can evade, but if you don't evade).... In the same idea, maybe a less attack speed "buff" for crit chance bonus. Like "you have 10% less attack speed, you have 20% crit chance added". -Also, maybe a "You are dealt for X% (1-5, maybe) of the damage dealt by each attack, your weapon has 15% base crit chance". A self reflect for a major boost in critical chance. And sorry for my awful english :( Последняя редакция: Keyen#4575. Время: 6 нояб. 2013 г., 18:40:54
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