Class balance is an interesting social experiment. The powerful posture and threaten when their power is questioned, which is understandable. But the weak...well they don't even want help out of a sense of misguided pride and inappropriate self-image.
Then again, developers already know that you don't enhance a job based on what that job says about itself--it will always overestimate its worth no matter how noncompetitive it is. You enhance it based on how others treat the job. You don't nerf a job based on what that job says about itself--it'll say anything to keep its status. You nerf it based on how others treat the job.
The only thing I consider marauder useful for is the only thing I consider lancer and pugilist useful for: Battle regimen participation. Everything else, is just a lame excuse as to why you can't put up the same numbers an archer can, and somehow that's acceptable.
Marauder is not an AoE specialist, because mages and archers beat them thoroughly at it. Marauder is not an enmity-generator, because the abilities are poorly designed and don't generate enough enmity to matter. Nevermind that it's stupid to generate enmity at all on a marauder, because they're a gimp tank to begin with. A gimp marauder equips intimidation. A good marauder equips...out of sight. Darn. That kindof makes all of their abilities...the opposite of useful.
Marauder's only viable role is to damage. It is gimp at everything else its pitched to be for. A job whose job it is to damage, not tank, with a bunch of enmity-generating crap abilities...just doesn't make any sense.
The big-ass weapon class was stupidly designed. Shame, really. It's a darn good gladiator subjob though.
