Marauder 2h DPS Axe vs. Sword
Ohhh now I got it, it's almost like a knockback then.
I will try to pay more attention. .:It's never too late to become what you might have been:. Last edited by icassel#7935 on Jan 25, 2012, 4:07:54 PM
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I guess it depends also on your skill of choice. I personally like ground slam the best, while others prefer cleave. You can't cleave with a staff or hammer, but you can't ground slam with an axe or sword.
If I could pick any weapon irrespective of abilities, I would DEFINITELY pick 2h axe. The extra DPS translates to huge differences late game. To put in practical terms, a hammer marauder would have to pick up about 10 more +% damage passives at high levels to make up the dps difference, whereas a 2h axe marauder would need to pick up less than 2 passives to make up for the 20% duration difference. I like ground slam, so between staves and hammers, staves have much better innate stats. 10-15% block is 10-15% damage reduction. 20% increased stun duration is peanuts, as passives give you this easy (several passives give +15% duration or 8% duration/4% dmg). However, it is easier to find better melee mods on hammers than staves, because staves commonly roll caster mods. So: If your skill can be used by axes, use axes. Last edited by Plethora#4306 on Jan 25, 2012, 7:31:56 PM
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Thanks for the insight all.
One other question...is it worth it go go for endurance charge nodes? Right now I'm just focusing on two hand/axe damage and % life, what should I prioritize after these? Maybe % armor or increased endurance charges? IGN Nellz
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IMO, getting 5 endurance charges is essential for a marauder unless you want to kite in chaos.
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" that depends on how much armor you have life and life regen |
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Charge nodes are really boss, I'm currently playing a dual wield dex build on a ranger and use frenzy charges along with endurance charges to sustain myself in melee. They are so great for mitigation.
Discharge is also really amazing ae damage, for which dual wield dex has none (really need to item swap for that so they can use rain of arrows, but I digress). PM me in forums if you need any help! Malice's Newbie FaQ: http://tinyurl.com/72wrafn Last edited by Sarganym#4533 on Jan 26, 2012, 10:36:12 AM
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Also lets not forget that ground slam is not usable with axes and ground slam is pretty horendous if you ask me, couldn't imagine playing my Mara without it.
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horrendous isn't the right word (that would = bad) Insane is what you mean
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I agree that ~5 Endurance Charges are a must. My armor at level 70 isn't the greatest, right around 50% damage mitigation unbuffed (geared more towards resists/MF), but with charges up to 75%. I also use Warlord's Mark and Enduring Cry with Immortal Call for emergencies. Cleave is my main skill, doing ~9k unbuffed DPS with
Unavailable For Bob's sake, it's not rocket surgery.
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Endurance Charges are totally optional. It boils down to your playstyle. If you prefer a more tanky character, then go with Endurance Charges. If you prefer a more risky DPS character, then skip the charges completely. Personally, I play a Frenzy Charge Mara. I never take any defense or Endurance passives and I get by just fine, hell I don't take any extra damage passives either other than what i get from Frenzy charges. My health is a roller coaster but I'm a speedy killing machine.
Endurace Charges are for those who like solid defense and to play it safe, for those who aren't interested in glass cannons. |
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