Marauder
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 |
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 seems to be designed with the goal of using one sword-type weapon and one dagger. However, they actually start with two daggers, not a sword and dagger like Temporal Wardens do. It's far more viable to stick with daggers, focusing on Dagger Mastery, Strength and Dexterity for raw damage.
Marauders only have one talent tree that requires Strength (Technique/Thuggery), but many optional trees based on Cunning. This requires some tough decisions regarding which stats and talents to build.
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.
A straight stab-'em build using Dex, Str, Dagger Mastery, Dual Weapons and Dual Techniques skills makes the early game fairly simple. At level 10, you can decide which direction you want to go when you spend your first category point.
Classes
Classes | |||||||||||
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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 |