Difference between revisions of "Marauder"
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The Marauder is a highly mobile Rogue subclass, adept in dual-weapon physical combat. The primary difference compared to a [[Rogue]] is the substitution of some mobility and combat-augmentation trees in place of [[Lethality (category)|Lethality]], traps and stealth. | The Marauder is a highly mobile Rogue subclass, adept in dual-weapon physical combat. The primary difference compared to a [[Rogue]] is the substitution of some mobility and combat-augmentation trees in place of [[Lethality (category)|Lethality]], traps and stealth. | ||
− | (Note: the absence of Lethality means that their starting daggers | + | (Note: the absence of Lethality means that their starting daggers actually use [[Strength]] and [[Dexterity]] instead of [[Cunning]] and Dexterity. This takes some getting used to.) |
− | The class | + | The class is designed with the goal of using a full sized one-handed weapon (longsword, mace, waraxe) and one dagger. Maxing out Weapon Mastery and putting no points into dagger mastery is generally more damage than focusing on using two daggers, due to the higher base damage and stat scaling on one-handed weapons. |
− | + | ||
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You also have a talent ([[Mobile Defence]]) that gives armor hardiness while wearing light armor, but since you're not using Stealth, it seems silly not to wear heavy armor in the first place. The bonuses for heavy/massive armor are better, and you can invest your Generic talent points in other places. | You also have a talent ([[Mobile Defence]]) that gives armor hardiness while wearing light armor, but since you're not using Stealth, it seems silly not to wear heavy armor in the first place. The bonuses for heavy/massive armor are better, and you can invest your Generic talent points in other places. | ||
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{{classes}} | {{classes}} |
Revision as of 04:56, 25 February 2016
Marauder | |
---|---|
Metaclass | Rogue |
Locked | Yes |
Starting Life | 100 |
Life Rating | +0 |
Stat Modifiers | |
Strength | +4 |
Dexterity | +4 |
Constitution | 0 |
Magic | 0 |
Willpower | 0 |
Cunning | +1 |
Contents
Locked Description
I will not hide and I will not sneak -
come dance with my blades and we'll see who's weak.
Snapping bone and cracking skull,
it's the sounds of battle that make life full!
Description
The wilds of Maj'Eyal are not a safe place. Untamed beasts and wandering dragons may seem a great threat, but the true perils walk on two legs. Thieves and brigands, assassins and opportunistic adventurers, even mad wizards and magic-hating zealots all carry danger to those who venture beyond the safety of city walls.
Amidst this chaos wanders one class of rogue that has learned to take by force rather than subterfuge. With refined techniques, agile feats and brawn-backed blades the Marauder seeks out his targets and removes them by the most direct methods. He uses dual weapons backed by advanced combat training to become highly effective in battle, and he is unafraid to use the dirtiest tactics when the odds are against him.
Their most important stats are: Strength, Dexterity and Cunning
Starting Equipment
- Iron Dagger
- Iron Dagger
- Rough Leather Armor
Starting Talents
Talents
Strategy
The Marauder is a highly mobile Rogue subclass, adept in dual-weapon physical combat. The primary difference compared to a Rogue is the substitution of some mobility and combat-augmentation trees in place of Lethality, traps and stealth.
(Note: the absence of Lethality means that their starting daggers actually use Strength and Dexterity instead of Cunning and Dexterity. This takes some getting used to.)
The class is designed with the goal of using a full sized one-handed weapon (longsword, mace, waraxe) and one dagger. Maxing out Weapon Mastery and putting no points into dagger mastery is generally more damage than focusing on using two daggers, due to the higher base damage and stat scaling on one-handed weapons.
You also have a talent (Mobile Defence) that gives armor hardiness while wearing light armor, but since you're not using Stealth, it seems silly not to wear heavy armor in the first place. The bonuses for heavy/massive armor are better, and you can invest your Generic talent points in other places.
Classes
Classes | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Warrior | Rogue | Mage | Afflicted | Defiler | Celestial | Wilder | Chronomancer | Psionic | Adventurer | Tinker | Demented |
Bulwark | Rogue | Alchemist | Cursed | Reaver | Anorithil | Summoner | Paradox Mage | Mindslayer | Adventurer | Sawbutcher | Writhing One |
Berserker | Shadowblade | Archmage | Doomed | Corruptor | Sun Paladin | Wyrmic | Temporal Warden | Solipsist | Wanderer | Gunslinger | Cultist of Entropy |
Archer | Marauder | Necromancer | Doombringer | Stone Warden | Possessor | Psyshot | |||||
Arcane Blade | Skirmisher | Demonologist | Oozemancer | Annihilator | |||||||
Brawler |