Marauder now the least wanted class.
" That's exactly my feeling about marauder this season. It is maybe too weak for some, too strong for other, for sure it is too "normal" I would like to have more dedicated key stone for marauder. Things that show that we are in the marauder skill tree area. It will give more personality to it. For the duelist you have master of the arena for example, by the witch you have lord of the dead etc.... For the marauder you have born to fight that give +20% melee but it does not look special. It is maybe just a feeling but maybe not |
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" It was only two leagues ago everyone took iron reflexes. The most chosen node on the whole tree turned evasion into armor. That was after a nerf to it. | |
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Last edited by Mephisto_n on Nov 25, 2014, 4:48:29 PM
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" That's because Evasion was even less effective than Armor, so "everyone" just figured, why not convert it into something at least halfway useful... | |
" Pretty much this, its just a boring area, feels stale, nothing exciting, wasted points all over, and theres shadow as you mentioned with phys attack lifeleech linked to health% which is a smack in the face to marauder ;s If people want some perspective just open the passive tree now and look at the 13 points from each corner along the border, I didnt include keystones in this or the nodes after CI Minion instability to pain attunement (13points) - branches off to 20 passive wheels - access to more life nodes Resolute technique to mind over matter (13 points) - branches off to 16 passive wheels - Home of in my opinion one of the worst sets of passive wheels in the game the Riddle of steel and Reckless Abandon nodes to the right of iron grip, dont think I've ever seen a build that takes those...oh and just next to that just as bad is cloth and chain anoth.... you get the point :) | |
" Fixed it for you! POE really is a fun game and the gfx team did a great job too but I'm not even sure if they have a balance team. German saying: Schönheit und Funktionalität in Sekundenschnelle zu ruinieren, ist dem wahren Dilettanten keine Herausforderung!
torturo: "Though, I'm really concerned, knowing by practice the capabilities of the balance team." top2000: "let me bend your rear for a moment exile" | |
Check my Profile.
I think I took a screenie of him as lvl 1, that would be perfect; but I lost it somewhere. Anyways, I think Marauder position still has potential... just not the way it was used before. Oblivious Last edited by Disrupted on Nov 25, 2014, 7:23:14 PM
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" Agree with You, Marauder was ruined hard and must get back in game with nice buff, as they did to the Shadow area tree. Necropolis master craft service Necropolis My IGN TreeOfDead
https://www.pathofexile.com/forum/view-thread/2037371 Vouch Necropolis veiled crafting all service all crafts mods Necropolis SC master craft service Necropolis SC craft mod! Veiled crafting Service Necropolis craft PM: TreeOfDead |
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I don't think Marauder is really weak.
His starting zone is just bland/generic/boring. I find myself investing almost no points there, and/or completly ignoring it with other characters. This is how I deal with his starting zone in most builds: take the life nodes and then gtfo. To the outer highway at Templar and/or the Scion/Duelist Area, completly ignoring the area between RT and Iron Grip (except for maybe the onehanded crit stuff). In his start, the whole upper half (damage/attackspeed) is super boring and doesn't contain any strong nodes in terms of "value:cost". The onehanded/twohanded nodes are mediocre, and lead to additional point investment once you want to exit his starting zone through them. The lower half consists of armor (better ignore), resists (get on gear) and life. Even the life nodes are not particularly good, but it's life, so better take it, I guess. There's only one unique node in the whole start: reduced crit damage taken. But it's hidden in between these resist an armor nodes, so... meh. 3.5 build: https://www.pathofexile.com/forum/view-thread/2299519 Last edited by Peterlerock on Nov 27, 2014, 3:31:47 AM
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Agreed
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