Marauder Start Area Feedback

Please GGG, make buffs, NOT NERF with new mara nodes!

- "Buff Duration" very low and not wanted nodes, make them as Inner Force or rework to work with charges and other skills that doesnt affect or make them +50%

- "Totems Life" node need incease, a lot more than now. And still Decoy need HUGE buff as per % Quality and per lvl.

- "Elemental Adaptation" need buff or same 2-3 node with same or more max res. As was said before, we still wait.

- "Enemy crit Strike Multi Reduction" very nice and great node! We need more like them, like 4-6 more.

- "Block chance with Staves" very low and even with all nodes its still poor and dont worth to take them, its broke (in bad mot) and beg for buffs long ago. Buff every and all Staves node! Special block chance with Staves. There so low fine (not perfect, bcs non for staves, even good node for staves only 1) node for staves that must be much more.

- "Flask Life" need buffs, like x3-x4 time more life.

- "Resolute Technique" can be better. 1 crit = 5-6 hits, thats why there TONS build with crits and mara MUST take RT bcs of lack crit + accur + dex, so RT can do like 2-3 more DMG then normal, but thats disscuion.

- "Armour" near mara very low fine amour BIG and fine nodes, can have +life +%life with amr. And more.

- More big and fine armour nide.

- "Master of Arena" must be not 1 in duelist, but 2-3 buffed near mara node. Its must have for mara!

- "Auras and Reduced Mana Resisrvation" they are too long away from mara, and very low. Can be more of there nodes and little closer to mara. More aura node.

- "Aegis" more like this node for shields (more block or armour). Need more big and cool defensive shields node. Much more. Better if +life and arm with block. More block + armour + life node.

- Chaos resist need to be added near mara, even MUST be.

Maybe 1-2 BIG LL/Mana Leech node? Would be geat!

More "Inc area dmg/radius aoe", why not? ground slam must be mara more main + for splash gem.

Buff low %life node! And inc buff them make some Life node combo with MS. Armour + MS + %life :)

And ofc new node with Life Regeneration big aka 1,5% or even 2,5%! Must be.
More Life + %Life.
More Life + more survs = new mara, bcs after scion come shes better almost in all possible way and builds.

PS: Please buff and NOT NERF! Please.
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- life on hit nodes

- life/mana leech-rate nodes

would make marauder are very usefull and unique
ign: ALLRAUDER
Buff mace nodes. But more than anything, Marauder needs ARMOR NODES buff. Look at it, pure armor nodes often give less armor than then the hybrid evasion/armor or evasion/es nodes. There should be the best, almost must have, %x Increased Armor node cluster right there in marauder's start so that I don't have to track down and take the fucking IR every time.
Последняя редакция: Melkrow#0726. Время: 25 нояб. 2013 г., 17:39:21
Hi,

This is my perception. I hope it will help you.


global view :

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Starting tree :
All the races but the scion begin with 2 choices. I will call them node A and node B.
For the marauder, node A give +14% life and node B give +12% melee physic dmge.

The 2 starting points are giving 2 differents early spe for any races.
To go from point A to point B, you need... :
- 14 points for a ranger.
- 8 points for a witch.
- 13 points for a duelist.
- 12 points for a templar.
- 14 points for a shadow.
- 26 points for a marauder !!!

Major node around the starting point :
- ranger : 9. Most of them are very strong.
- witch : 8. Not all of them are very strong.
- duelist : 10. Most of them are very strong.
- templar : 15++. Diversity is of the essence. :)
- shadow : 15++. Good diversity too.
- marauder : 11. Ennemy critical strike reduction are unique so i'm going to cound them in the total. That's 13. Because of the tree it's not easy to get them.

You must improve the starting tree to make it at the same level of the others.



Let's do the fight : Marauder VS Duelist

Overall resistance :
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The Armor / ER :
- +43% armor VS +92% armor
- +0% ER VS +40% ER
The duelist is better in the 2 domains.

The life bonus :
- +38% life, +30 life and +1.9% regen VS +26% life, +12 life and +1% regen.
But near the starting duelist point, you have +28% life and +1.5% regen and it's accessibility is very high.
The marauder got more strength and it improves life too.


The block :
- +7% block chance for shield VS +10%
- +20% def VS +20% def
- +40% block recovery VS nothing
- no bonus for dual wielding VS +14% block chance.

The resistance :
- +42% resist all for the Marauder VS nothing for the duelist.
But 6 of the 7 nodes are weak (+15 to a resist while scion got a +18).
Near the starting point, the duelist can have +24 points and the marauder +2% to max resist.

The marauder got +30% ennemy critical strike reduction.

Because of the armor and blocking, the duelist is a better physical tank than the marauder.
The duelist is weaker than the marauder in front of a big critical strike.
The marauder is better (by a lot) than the duelist in front a elemental dmge.


Overall damage :
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The AS :
- +4% for one handed weapon VS 33%
- +4% for two handed VS 33%
- +4% for dual wielding VS 39%
- +0% for bow VS 28%
Perfect win for the Duelist.

The damage :
- You can increase your damage in the life duelist starting tree. You can't with the marauder.
- +75% one handed dmge VS +73%
- +75% two handed dmge VS +67%
- +75% dual wielding dmge VS +113%
- +0% for bow VS +48%
Depending the spe the marauder win by a little or lose by a lot.

The duelist got more dex but no specific bonus in accuracy if we except a +20% for 2 handed weapon.
The marauder got a lot more accuracy (+42% for one/two handed weapon) and -10% to the mana cost of skill.

Because of the gap in the AS domain, the duelist looks a lot better to make dmge with one-two handed weapons, dual wield AND projectiles.

miscellaneous :
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The marauder can start a specialisation in "a Stun game" in 4 picks but they aren't linked. You must imvest 6 points in it.
The duelist can have +32% mana, +10 intel and +40% mana rgen in 3 picks.



conclusions :


The only way to get more AS for a marauder is to go to Berserking and it's not a bad idea to do it because there are many life and resist node around.
The duelist can go at the same place in 1 less pick !

The duelist is more versatile than the marauder and looks more specialized in many aspect too. Life and dmge and AS are mixed while marauder can only have one choice (dmge or life).

The resistances granted in the starting Marauder tree are expensive and weak.
The major node that give +12 to all resist is great but what about the other "+15" ??
The scion got 3 nodes "+18" at its starting point and this difference matter.
In 3 picks, the scion can have +28% elemental resist (and a +24% armor / ER bonus) while the marauder can have +27% (with nothing more).


If i except the "ennemy critical strike reduction", the marauder starting area is weak.



The marauder is a pure strength race.
I believe you must define its speciallity, allow him to really be the best at it.



Good luck. :o)
everything is good and balanced.
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My very first character was a marauder and I went down the melee phys nodes and pretty much gimped my whole character as my survivalbility was terrible. I understand the thought when making the duelist tree - you got melee version and ranged version. I'm not sure if this is what you wanna do with marauder as well.

Before these new leagues started, my main character was a marauder 1 hand sword + shield tank. His tree encompasses marauder, templar, and duelist.



This is my main IIQ/IIR groundslam/leap slam farmer. I quickly did a build the first day of release and in hindsight needs fixing. His tree also encompasses marauder, templar, and duelist.



Final thoughts, I really do believe the marauder tree could use a rework. The improvements made to duelist really make duelist one of the most efficient and effective starting places in the game - especially for races. It seems that while people believe some of the nodes in marauder are underpowered in comparison to similiar nodes found elsewhere (or in the duelist area) I still utilize them. It's a daunting task to redo certain parts of your skill tree and I wish you guys luck.
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Need add more aura node near marauder area.
Near mara and duelist 1 little reserv mana node and near templar and witch fine 3 node. Mara need some fine aura reserv mana nodes.
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I would argue that the +10 life kill nodes and +2 life on hit node are some of the worst nodes on the tree. 1% physical damage life leech would be good for one point but is effectively at least 2 points due to its surrounding nodes.

Flask life % is pretty weak as well, boring and not really unique to Marauder. I don't think I have ever seen someone take them. Flask duration on the other hand would be very a strong Marauder Unique utility while not deviating from the theme of those two nodes.
I used to think that Marauder is underpowered, but I've changed my mind and now I think it's pretty okay. It could use some improvement, but Witch needs help much more.

At the moment Witch in a hardcore league is the right class to pick only for CI summoners or dual totem users who don't want to take IR. For every other conceivable ES Witch build build Scion is better because it has much easier access to IR, Unwavering Stance and Vaal Pact. A life Witch just doesn't work that great either because the Witch has about half the life nodes in its area than any other class. The Witch area of the tree is just so stuffed with dps nodes that only work for certain separate skills that no matter what you're using it tends to feel empty.

Overall ranking of #1 ranked characters of each class in Nemesis:

Ranger: 1
Marauder: 2
Scion: 3
Duelist: 4
Templar: 9
Shadow: 72
Witch: 85

Though this makes Shadow look weak too, many characters do make heavy use of the Shadow area, they just start as Ranger or Scion to do it so they can skip the Shadow's starting offensive nodes and/or have a better starting location to reach other things.
Последняя редакция: Brillo_Scrublord#5408. Время: 15 дек. 2013 г., 22:20:43
I'm curious how this is going, and if we can have any spoilers?

I assume nothing will actually happen to the tree until the end of Domination/Nemisis ofc, but it would be interesting to see whats going on.

And if the Witch will be next on the remake list :P

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