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Marauder Build/gear

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zupaH
Posts: 55

Marauder Build/gear

Post#1 » Fri Dec 11, 2015 10:52 am

Hey there!
I made a Marauder a while back, and I was just curious what how to spec it and which gear I should be aiming towards at 31. Gear wise, I've heard that the Devastator set is the best, but that doesn't cover up weapons. Should I just be going for influence stuff? Right now i'm 29 and trying to pick up the Stalker set. It doesn't give a helm and the one I have is pretty stinky right now. Should I go for anything special for helm?

Spec wise I heard that a lot of people run savagery. Do you just go full Sav and nothing in Brut? What tactics/morales should I go for?
I understand that these may be "noob-questions", but I never made it further than 24/25 in the original version, so any help would absolutely be appreciated :)
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Xaun
Posts: 230

Re: Marauder Build/gear

Post#2 » Fri Dec 11, 2015 8:25 pm

Much will boil down to your playstyle, who (if any) you regularly play with etc

Given that you are almost certainly not RR40 yet, i would recommend a baseline spec of

http://waronlinebuilder.org/#career=mar ... 200:5203:0:

There are ofc many variations (double AP drain, TB-Gui-GI etc but they will require other members of the team to make up for the debuffs you aren't using/cannot deploy).

With regards to gear, devastator is amongst the best you can get currently due to the tali slots and set bonuses it provides

Like devastaror, SC weapons (those purchasable at the Apex vendor for emblems earned in SCs) are probably the best you will be able to get in a guaranteed fashion (i.e.. not rare pvp drops) and come with the added bonus of +1crit and +2AP/s as well as a tali slot each

One word of note, Mara has the worst baseline initiaitive of all the mdps classes. If you're getting crit to high heaven, besides the kotbs bringing up to +20% crit to the party - you should probably invest a little in jewels with some +initiative just to take the edge off a little

If you mainly solo and PuG SCs often, you will likely be the recpient of the "absence of guard" buff so stack a little more wounds and dont be shy to detaunt/bail if you are coming under heavy fire, and LoS the enemy rather than push to finish of that pesky BW (who will likely be healed back to full the instant you over extend by the zerg of order healers anyway)

Penril
Posts: 4441

Re: Marauder Build/gear

Post#3 » Fri Dec 11, 2015 8:28 pm

Someone died to a BW in RvR.

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TenTonHammer
Posts: 3806

Re: Marauder Build/gear

Post#4 » Fri Dec 11, 2015 8:29 pm

I basically echo what xaun says, as he covered most every thing though thi is the spec im using

http://waronlinebuilder.org/#career=mar ... 7:;0:0:0:0:

I...simply didnt find deadly clutch that useful, getting like 75-100 something in leech heals, i prefered instead to get gioutine and deeply implaed which is pretty good when you pair with other classes to increase their crit chance on targets too
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Penril
Posts: 4441

Re: Marauder Build/gear

Post#5 » Fri Dec 11, 2015 8:36 pm

TenTonHammer wrote:I basically echo what xaun says, as he covered most every thing though thi is the spec im using

http://waronlinebuilder.org/#career=mar ... 7:;0:0:0:0:

I...simply didnt find deadly clutch that useful, getting like 75-100 something in leech heals, i prefered instead to get gioutine and deeply implaed which is pretty good when you pair with other classes to increase their crit chance on targets too
You don't find a 50% inc heal debuff useful? (uncleansable by WPs too)

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TenTonHammer
Posts: 3806

Re: Marauder Build/gear

Post#6 » Fri Dec 11, 2015 8:58 pm

Its a play style choice i guess much like going big brawlin v DYG

i just would prefer an other dmg tactic and a 14% chance for me to crit with stalkers/sc weps/DI and allowing various other classes to get more crit chance too and some of my guild mates and i are experimenting with CD, DI and Gork smash for shits and giggles and furthermore it sets me up for 50% crit soon

If i find that i suffer too much with only 25% i might go back for dealy clutch as either way im only going up to ma mutated aggresor in brute tree

you dropped your hanar avatar....it was the last link i had to the old fourms :(
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Penril
Posts: 4441

Re: Marauder Build/gear

Post#7 » Fri Dec 11, 2015 9:08 pm

CD and DI should not stack since they are the same type of debuff... did they stack on live?

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TenTonHammer
Posts: 3806

Re: Marauder Build/gear

Post#8 » Fri Dec 11, 2015 9:22 pm

I duno

we assumed they did

welp

¯\_(ツ)_/¯
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Tesq
Posts: 5713

Re: Marauder Build/gear

Post#9 » Fri Dec 11, 2015 9:23 pm

the point is that you alredy have a 25% heal debuff for base, and if you play solo you not gona win fight vs premade anyway, so some burts more could help more vs pugs better than a +25% inc heal debuff ?
I can be wrong my mara is still low level i dont know how it feel guillottine ppl yet
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Penril
Posts: 4441

Re: Marauder Build/gear

Post#10 » Fri Dec 11, 2015 9:40 pm

That 25% means nothing against Blessing of Grungni, Focused Mending, and Exalted Defenses (at level 33). If you want to kill someone who has decent heals on him, you need 50%.

I have a rule of thumb when playing a dps class: If i have a heal debuff, i spec it. Unless i'm in a premade and someone else can spec it (without losing much) AND i have the option of going for a spec with more burst.

Example:

- Mara + Choppa: Probably let Choppa do the heal-debuff and let mara go for the spec TenTon suggested. Choppa doesn't really lose anything.
- Mara + WE: Mara should do the heal-debuf. If WE goes for BLB (witchbrew spec) she loses burst (Increased Pain) and a ST KD.

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