Forum Settings
       
Reply To Thread

Here Comes The Pain! General Marauder DiscussionFollow

#1 Jul 11 2010 at 4:26 AM Rating: Decent
Scholar
*
169 posts
There's no doubt. I'm already deadset on maining the Greataxe-wielding Marauder right off the bat. But I'm still curious as to what a Marauder actually IS compared to the rest of the classes. I mean, will there be a time when a party will say, "Man, we really could use a Marauder right now!", and if so, what would be the reasons?

As far as I can tell, they are a great solid DPSer with a bit of Area of Effect and got some good survival (perhaps tanking) techniques as well. But what makes them STAND OUT?

Every class so far seems very capable of high damage, but is Marauder really the best? How will other classes compliment us and likewise? Let's hear who's going to be Splittin' Skulls and what you guys think about this Discipline!


Please check out the Wiki for Marauders if you haven't done so already!
http://ffxiv.zam.com/wiki/Marauder_%28FFXIV%29
or some of the other Disciplines while your at it.
http://ffxiv.zam.com/wiki/Armoury_System_%28FFXIV%29

MARAUDERS! Because we have big axes.


Edited, Jul 11th 2010 5:51am by Austyn
#2 Jul 11 2010 at 5:38 AM Rating: Decent
Scholar
*
169 posts
Ah what the hell. Here some known abilities and skills for the Marauder.

Abilities
Blood Bath - Gain a percentage of damage dealt with the next attack back as health. *fixed*
Murderous Intent - Increases the chance of Critical Hits, but slows TP regeneration.
Defender - Increases Defense, lowers Attack Power. Can increase Enmity when in Stalwart Stance.
Disorient - Lower the enemy’s Evasion. Can stack up to three times.
Enduring March - Although slower, allows you to move when Bound. Your "Steadfast Stance" is also maintained during this.
Forsight - Increases your chance to Parry.
Fracture - Can only be used after Parrying. Prevents the enemy from using any TP moves.

Weapon Skills
Hack - The basic primary attack.
Skull Sunder - Damage the enemy over time or gather your power to create a wider AoE attack.
Trunksplitter - Very affective attack against Plant-type enemies.
Brandish - AoE attack. Increases Attack Power and deals Slashing damage.
Iron Tempest - Deals Wind Elemental damage to all nearby enemies.
Brutal Swing - Deals blunt damage. Is AoE Cone if used while in Stalwart Stance.


Some good solid abilities I'd say. But I have a few ideas for Cross-Class abilities that would fit great into the Marauder's role...

From Lancer: Moonrise, Ferocity, and Speed Surge! (Ferocity could be stacked with Blood Bath, sacrificing HP to increase attack, and then gain half of damage back in form HP! Moonrise is another way to raise attack power. Speed Surge doesn't seem to be in the wiki, apparently it's a move that speeds up your attacks and when it hits, it leaves an effect on the target that allows party members to absorb HP when they hit it. Nice.)
From Pugilist: Chakra and Blindside (Chakra is a nice way to gain HP on top of Blood Bath and then Blindside might be useful to raise attack if you can get behind the enemy.)
From Gladiator: Rampart and maybe his Rousing Provoke. (Remember Mara already has a way to raise enmity with Defender. But Rousing Provoke is much quicker and more effective.)
From Archer: Any ranged attack might be good for solo pulling. (We have Disorient as a ranged attack too, but nothing very reliable and it doesn't go very far.)


One last thing, I'm going to add a few points I've been seeing alot:
1. Marauders are very powerful, but very inaccurate. One swing could turn the tide of battle. Boom.
2. We're more effective when in Stalwart Stance(obtained by not moving for a certain amount of time). Axes are harder to swing when running, perhaps.
3. Also, we don't deal well with lots of enemies scattered everywhere. Other classes! Bring more mobs under my axe!
4. Marauders will be great for AoEing a group of enemies when brought together. Some of the AoE abilities require Stalwart Stance, so this also ties into the idea of everyone pulling mobs to YOU.
5. I'm guessing we're going to be focusing on STR and DEX the most. VIT would be useful too. But DON'T forget about the other stats, since you won't be playing just Marauder.



Edited, Aug 16th 2010 7:07pm by MokiSunscar
#3 Jul 11 2010 at 9:50 AM Rating: Good
**
421 posts
I want Ferocity and Hawk's Eye on my Marauder, so if we can mix and match I'll spend some time as a Lancer and Archer.
#4 Jul 11 2010 at 11:46 AM Rating: Good
Avatar
***
3,875 posts
Well, since you snuck into the Lancer forum, I'm returning the favor here. :)

I'm predicting that Lancer's Life Surge will be the new Shield Break (FFXI Great Axe Weapon Skill, for those who may not know). Shield Break reduced an enemy's evasion, which is one of the things Life Surge does. No doubt, Quor would tell you that Shield Break was a Warrior's best friend for a LONG time in FFXI.
____________________________
FFXI-Garuda 2003-2009; Lakshmi 2011-20??
99 PLD
99 WHM
99 WAR

#5 Jul 11 2010 at 1:12 PM Rating: Decent
Scholar
*
169 posts
I wonder how we'll go about Crossing Classes. I'm guessing we'll just play a class and learn abilities and keep them. Can't really think of anything else. /shrug

But it's obvious that the abilities that don't belong to the equipped weapon, will be weaker in some way. Interesting to think about. Anyone think they know how this'll work?

Edited, Jul 12th 2010 5:21pm by Austyn
#6 Jul 13 2010 at 11:07 AM Rating: Good
*
103 posts
The cross class abilities will work sorta like how BLU/ works. We'll have a set number of ability points(AP) and ability slots and we will be able to equip abilities/skills/spells that we have learned from other classes at a cost of AP. I'm not 100% sure if the number of AP grows as a character levels their physical level or how that all works.
____________________________
FFXI Hazero, Elvan PLD, retiered.
CoV, King Ghidora, Dominator retired
AoC, Mecha Ghidora, Dark Templar retired
Tabula Rasa, Super King, Grenadier retired
SWG, Hazero Ghidora, retired
DCUO, Crushlordian Earth Tank Retired
#7 Jul 13 2010 at 6:25 PM Rating: Decent
*
98 posts
Just out of curiousity, where did they mention the cross class abilities merging with ap and the like?
#8 Jul 13 2010 at 6:38 PM Rating: Decent
Scholar
*
169 posts
Huh yeah. I guess I was kind of right, just had no idea about AP. I wonder how you'd reset your AP in the case you wanted to switch to a new Disc. Or what it would cost. Hopefully its just something like a 30min debuff on stats or abilities. I'm going to be switching my Disc. constantly.
#9 Jul 13 2010 at 6:45 PM Rating: Good
Sage
****
8,531 posts
Quote:
No doubt, Quor would tell you that Shield Break was a Warrior's best friend for a LONG time in FFXI.


indeed. it outclassed every single Gaxe skill save sturmwind until you got raging rush at level 60. and even then it still held some favor thanks to its ability to close fusion and the insane evade down debuff it provided.
____________________________
Quote:
The thing about me is that apparently it's very hard to tell when I'm drunk. So I feel like I'm walking sideways on a UFO and everyone else sees me doing the robot like a pro.
- MojoVIII
i have bathed in the blood of many. my life was spent well.
feral druids do it on all fours.
The One True Prophet of Tonkism.

http://therewillbebrawl.com/
#10 Jul 13 2010 at 7:19 PM Rating: Decent
Scholar
*
169 posts
Hmm. I wonder what our 'best friend' will be this time around... Oh wow. I just noticed that 4 of the 5 wep skills I listed were AoE or AoE cabable. orz
#11 Jul 14 2010 at 7:05 AM Rating: Good
*
103 posts
Quote:
Just out of curiosity, where did they mention the cross class abilities merging with ap and the like?




http://www.eorzeapedia.com/2010/06/16/a-look-at-the-beta-user-interface/

Almost near the bottom of the page is a shot of the Action Menu and a short blurb about the action points. We'll be able to set learned skills and spells and such, and it looks like we can set our own job traits also.


edit: Something I just noticed. The skill in the screencap, Rousing Provoke, has an Elemental Affinity (Earth)listed with it. I'm wondering now if it will be more useful for us as Marauders to align ourselves with the elements that dominate our skills so we can explode monsters harder.

Edited, Jul 14th 2010 9:09am by KingGhidora
____________________________
FFXI Hazero, Elvan PLD, retiered.
CoV, King Ghidora, Dominator retired
AoC, Mecha Ghidora, Dark Templar retired
Tabula Rasa, Super King, Grenadier retired
SWG, Hazero Ghidora, retired
DCUO, Crushlordian Earth Tank Retired
#12 Aug 16 2010 at 3:18 PM Rating: Good
bloodbath isn't 50% of damage

also, bloodbath+ferocity(lancer)+trunksplitter owns
____________________________
Quote:
I don't believe in good guys versus bad guys anymore… I only see a plethora of states acting in self interest… with varying ethics and moral standards of course, but self-interest nonetheless
Winston Churchill wrote:
Criticism may not be agreeable, but it is necessary. It fulfills the same function as pain in the human body. It calls attention to an unhealthy state of things
#13 Aug 16 2010 at 7:10 PM Rating: Decent
*
169 posts
Professor shintasama wrote:
bloodbath isn't 50% of damage

also, bloodbath+ferocity(lancer)+trunksplitter owns

Thanks, fixed it. This was back before I had this: *jingles Beta keys* Any idea what it actually is? -.>

Oh and does it really? o.o I'll have to rank up my Lancer then...

(Btw, I'm Austyn. Had a name change.)

Edited, Aug 16th 2010 7:12pm by MokiSunscar
#14 Aug 16 2010 at 10:54 PM Rating: Good
I'm pretty sure it's variable. The last couple I saw were ~75%±5% for Marauder main job ~lv8.
____________________________
Quote:
I don't believe in good guys versus bad guys anymore… I only see a plethora of states acting in self interest… with varying ethics and moral standards of course, but self-interest nonetheless
Winston Churchill wrote:
Criticism may not be agreeable, but it is necessary. It fulfills the same function as pain in the human body. It calls attention to an unhealthy state of things
#15 Aug 16 2010 at 10:59 PM Rating: Decent
49 posts
A question for beta Marauders....
What path should us upcoming Marauders choose as stats go and lvling other classes to make marauder our main?
#16 Aug 17 2010 at 7:49 AM Rating: Good
Scholar
Avatar
****
5,546 posts
From what I've seen, for solo you are going to want to have a couple of healing options, like cure and sacrifice, which come from the mage jobs. For group stuff and beastly damage output, skills from lancer and pugilist. Don't know the exact perfect combinations yet, it will definitely take a lot of trial and error.
#17 Aug 17 2010 at 4:03 PM Rating: Good
idk about sacrifice, but cure spell was pretty worthless on Marauder when I tried it (low return, very low mp pool), better to spend the limited ability/spell slots on damage techniques, second wind (chakra), and ferocity to increase dmg (and hp returned) of bloodbath+trunksplitter.
____________________________
Quote:
I don't believe in good guys versus bad guys anymore… I only see a plethora of states acting in self interest… with varying ethics and moral standards of course, but self-interest nonetheless
Winston Churchill wrote:
Criticism may not be agreeable, but it is necessary. It fulfills the same function as pain in the human body. It calls attention to an unhealthy state of things
#18 Aug 18 2010 at 7:53 AM Rating: Good
Scholar
Avatar
****
5,546 posts
Not sure if I'm allowed to post a link to someone's videos who is breaking NDA, but he was leveling marauder at lev. 10 and was using cure and second wind. Cure seemed to be healing about 120 hp a pop which seems pretty effective for solo. Probably not super important to have it with such a small MP pool, but would definitely be a nice tool during difficult solo leves or just xping.
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 17 All times are in CDT
Anonymous Guests (17)