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  1. #25
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    Join Date
    Mar 2011
    Posts
    1,651
    Thauma and conj abilities work extraordinarily well on marauder. You just need the INT MND and PIE to back it up, and you just can't use any abilities that rely on magic potency. Your magic accuracy is pretty good honestly.

    Fortunately the system is so forgiving that it's worthless to get over 120 dex and str on MRD, freeing you up to cast.

    Slow, any DoT, any debilitation, cure, siphons, sleep...all of these abilities are viable on a marauder with above 70 INT and PIE. My mrd cures for 515 every 5 seconds with 100% accuracy. Bloodbath is not even worth the time it takes to activate and hope it lands. Marauders who think that setup gives up a lot of DD output don't know they're simply wasting their points if they have over 130 STR or DEX. They just figure more is better. Plus, if you have mage levelled you have access to stat conversions.

    I keep STR DEX INT and PIE at 86, and MND and VIT at 80, then stat conversions and job gear do the rest. Yes, it's horribly generic. But horribly generic is superior in this game. It's the specialists that are gimp.

    But the absorb spells don't last long enough to merit reapplying it. You're better off continuing to swing. IF the abs spells lasted longer, you'd better believe I'd have them right there by siphon MP.

    A DRK setup is honestly more useful than a straight DD marauder is. If they're just DD-specced...might as well just invite the archer.
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    Last edited by Peregrine; 05-15-2011 at 05:42 AM.

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