Marauder Start Area Feedback

Add more deffensive node!
Please more def and survs node. Mara as main - melee and look like a "tanky", so make him like this.
Less redused mana, more Life, armour, Life regen, Life, aura node, shield BIG node, %Life, Life, inc effect of buffs on you (as Inner Force), %Life, Life... looks like need more life.

Btw more aura node would be such a great idea, and needed as hell for mara.
Also more Life for totems (And for GOD SAKE buff DECOY TOTEM as gem and Life from Quality on Decoy Totem).

PS: and add more Life node.
Phrecia master craft service Phrecia My IGN TreeOfDead
https://www.pathofexile.com/forum/view-thread/2037371 Vouch
Phrecia veiled crafting all service all crafts mods
Settlers SC master craft service Settlers SC craft mod!
Veiled crafting Service Settlers craft PM: TreeOfDead
Последняя редакция: TreeOfDead#4438. Время: 14 нояб. 2013 г., 13:36:25
maybe add some life on hit nodes
ign: ALLRAUDER
"
Schnupfndrache7 написал:
maybe add some life on hit nodes

Life on Hit nodes would be good if they scaled with your level, like:

"Gain life equal to X% of your level for each enemy hit by your attacks"

Probably somewhere between 10% and 30% would be balanced.
"
Schnupfndrache7 написал:
please add some passive points that give you increased mana / life leech rate!

Oh God, SO MUCH this! I think the LL boost might be a bit OP, but the ML boost is absolutely necessary - 10% of a mara's mana pool per second is mostly useless for anything more than a 3L skill. If there was a skills that set mana leech cap to be based on %max HP instead of mana and came with something like 25% less mana leech I'd take it in a heart beat. That's also effectively an aura boost since maras would no longer be basically forced into BM. I suppose a 'mana on hit' cluster would work for much the same purpose.
Remove the blood magic drawback (mana = 0) and instead, make it something which increase the mana reserved by aura.

Something like "Spend Like instead of mana for actives skills. Reserved mana is increased by 50%"
Or, if you want more synergy with reduced mana reserved:
"Spend Like instead of mana for actives skills. You reserve 100% more mana"

Or maybe, Mortal conviction is changed to "reduced mana reserved" instead of "less".
Последняя редакция: Keyen#4575. Время: 15 нояб. 2013 г., 15:04:27
"
Keyen написал:
Remove the blood magic drawback (mana = 0) and instead, make it something which increase the mana reserved by aura.

Something like "Spend Like instead of mana for actives skills. Reserved mana is increased by 50%"
Or, if you want more synergy with reduced mana reserved:
"Spend Like instead of mana for actives skills. You reserve 100% more mana"

Or maybe, Mortal conviction is changed to "reduced mana reserved" instead of "less".

The more I think about it, the more I think the solution is to change Blood Mana so that it just does what the name says - instead of reducing to 0 it changes mana to blood. It'd be essentially a conversion, so it'd be boosted by both things that effect both life and mana, but would maintain a separate 'pool' that could be reserved apart from health.

This would give a useful mana pool allowing skills to be spammed (especially with life leech filling it up to 20% of its max per second). You'd probably have to tack on an overall 'less life' modifier to make it work since you lose the 'risk' if spending your HP pool on skills, but people do it because that's negligible anyway and can be out regenerate. It would also suddenly synergize well with Mind Over Matter so the 'less life' would probably be necessary.
Последняя редакция: C0Y0T3_SLY#2226. Время: 15 нояб. 2013 г., 18:22:22
More life + %life + big str node + life + big shield node + MAX RESIST!!! + all res + more aura nodes + buffs eff on you + life + % life + %life regen.

Buff Life for totems (And for GOD SAKE buff DECOY TOTEM as gem and Life from Quality on Decoy Totem).
Phrecia master craft service Phrecia My IGN TreeOfDead
https://www.pathofexile.com/forum/view-thread/2037371 Vouch
Phrecia veiled crafting all service all crafts mods
Settlers SC master craft service Settlers SC craft mod!
Veiled crafting Service Settlers craft PM: TreeOfDead
Some good armor nodes would be nice but I really want the 2h in one hand Keystone!
1. Purity of Essence and Bloodless should be combined into a single notable, located where Purity of Essence is currently. The Bloodless cluster should be remade into an 8-8-12 life node configuration (12-12 is probably too strong).

2. The top half of the Marauder start area is pretty strong. Perhaps the Troll's Blood chain needs to be weaker, and the Armour Mastery chain needs to be stronger.

3. The bottom half of the Marauder start area needs serious work, maybe a complete redesign. Very few people take the southern half, and the only node around there that feels special is Versatility (which shouldn't be removed, because it's a pretty cool notable).
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Similar to every single other class in the game, the Marauder tree needs a link in the middle that connects both start points. Ideally, this would be the Marauder's current Versatility Cluster because the Marauder's paths are already split into damage/survivability, leaving mana/accuracy his weakpoint that would be addressed in the middle portion. In this case, adding mana regeneration onto the cluster would help alleviate the Marauder's early game mana issues.

Armour mastery and Troll's Blood can be fused into one node that grants 1.5% health regen, 20% armor and +20 str.

Bloodless and Purity of Essence are too situational. They need to be combined into one node that also grants something like a massive health boost or Chaos resistance. The paths leading up to it should be comprised of life leech and mana leech to round out the Marauder's options.

Fending should come with +weapon range as it isn't too useful unless you outrange enemies. It should also be gated behind something less specific than swords, maybe universal block nodes that work with all sources of block.

Marauders also need axe support. I find it astounding that Marauders favor swords over axes given that axes are str/dex while swords are dex/str. Not only that, but axe nodes are in dire need of something other than accuracy. There are no axe/life node, only axe/energy shield nodes that are way up in the templar/witch area (how did that even happen?)


Critical strike damage reduction should be a flat bonus (that doesn't reduce enemy critical strikes below 100% in the case of enfeeble.) This means that random enemy crits do no extra damage while deadly crits (assuming 100% increased damage) is unaffected, making the Marauder take about 3% less damage per node.

The bottom starter branch shouldn't force a specialization between weapons too early on. It needs to have two % physical damage nodes to start and then branch into melee damage and attack speed. The attack speed branch would then allow Marauders a damage path that easily leads into Iron Grip for Bow Marauders.


Speaking of Iron Grip, with all of the effects that allow strength to affect weapons and spells, how about a special keystone called something like "Strength of Arms"


Strength of Arms

-All equipment and skill gem requirements are now dependent on strength. Attribute requirements are X% higher. (multi stat equipment adds both requirements together and multiplies that value. This allows you build whatever playstyle you like, but forces you to waste a lot of points getting the strength necessary to wield higher end gear, and constricts you to a smaller portion of the tree.
Последняя редакция: Atmaweapon#2145. Время: 17 нояб. 2013 г., 17:56:21

Пожаловаться на запись форума

Пожаловаться на учетную запись:

Тип жалобы

Дополнительная информация