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Thread: Marauder 1.20

  1. #1
    Player
    Belial's Avatar
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    Mar 2011
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    Limsa Lominsa
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    Character
    Pandora Vainglory
    World
    Excalibur
    Main Class
    Marauder Lv 80

    Marauder 1.20

    Marauders are fearsome frontline combatants whose arsenal of actions enables them to strengthen their offensive and defensive prowess, whichever the situation demands. Charging into battle with a massive axe, the marauder quickly draws the attention of enemies, and turns their attacks against them. Warriors have the honor of possessing the highest HP of any class or job. Thriving on the enmity of his foes, there is no fiercer fighter on the field of battle.


    What We Know:
    STR & VIT are Marauder's damage modifiers. STR offers increased Attack Power, VIT affects damage taken & maximum HP. Marauder is still effective at both DD & Tank archetypes, though it falls short of it's damage potential on high movement fights (ie; Good King Moggle Mog XII).


    Combos:
    Heavy Swing (performed from the front of the target) > Skull Sunder / Increased Enmity
    Path of the Storm (performed from behind target) > Whirlwind / Consumes TP to increase damage when below 50% HP
    Brutal Swing (performed from left or right of the target) > Maim / Increased Accuracy
    Brutal Swing (performed from left or right of the target) > Maim> Godsbane / Increased Crit Rate



    Effective Cross-Class Abilities:
    Archer
    Decoy (2) - Evades one ranged or magical attack
    Hawk's Eye (6) - Increased Accuracy for next weaponskill **
    Quelling Strike (22) - Reduced Emnity & generates TP on next weaponskill
    Chameleon (42) - Reduces Emnity

    Pugilist
    Featherfoot (2) - Increased Evasion, fades after evading an attack
    Second Wind (6) - Self cure, requires 250 TP
    Blindside (14) - Forced critical attack from behind target

    Gladiator
    Rampart (2) - Increase physical defense & generates enmity
    Flash (14) - Increases target's enmity
    Sentinel (22) - Temporarily reduces damage taken, increases emnity from actions while active

    Lancer
    Blood for Blood (6) - Consumes HP to increase damage of next attack
    Invigorate (14) - Grants TP, TP does not diminish out of combat while effect is active
    Keen Flurry (26) - Consume HP to reduce recast time of next WS

    Conjurer
    Cure (2) - Restore a portion of target's HP
    Protect (6) - Increases defense **
    Raise (18) - Resurrects a target
    Stoneskin (26) - Prevents a fixed amount of damage **
    Sacred Prism (34) - Increases casting time to convert next single-target healing or enhancing spell to affect multiple targets

    Thaumaturge
    Resonance (22) - Increases casting range.
    Sanguine Rite (30) - Restores MP in proportion to damage taken. Casts cannot be interrupted while effect is active.

    ** for Solo purposes


    Level 50 Gear Options:
    Damage Dealer:
    Head - Paragon Crown / Sipahi Turban / Cobalt Chain Coif - Materia: Mag. Evasion (Manaflight
    Neck - X
    Earrings - X
    Rings - +STR (Garnet) / +VIT (Heliodore)
    Chest - Cobalt Haubergeon - Materia: +Crit Attack (Savage Might)
    Gloves - Cobalt Mitt Gauntlets - Materia: +STR or +Attack (STR or Heaven's Fist)
    Belt - Penance
    Pants - Felt Trousers - Materia: +STR/+VIT (Ironman's Will)
    Boots - Cobalt Sollerets - Materia: +HP (Bloodthirst)

    Tank:
    Head - Paragon Crown / Sentinel's Celata / Cobalt Celata - Materia: Mag. Evasion (Manaflight)
    Neck - X
    Earrings - X
    Rings - +STR (Garnet) / +VIT (Heliodore)
    Chest - Cobalt Cuirass - Materia: +HP or +VIT (Bloodthirst or VIT)
    Gloves - Sentinel's Gauntlets - Materia: +HP or +Parry (Bloodthirst or Battledance)
    Belt - Sentinel's Plate Belt / Cobalt Plate Belt - Materia: +Emnity (Touch of Rage)
    Pants - Felt Trousers - +STR/+VIT (Ironman's Will)
    Boots - Sentinel's Sabatons - Materia: +HP (Bloodthirst)

    *** I have not tested DEF Materia, if anyone has any information on if this is beneficial please post and I will add it. ***

    Any information you feel should be included, feel free to post in the thread as I will be ammending this thread as time goes on.
    (5)
    Last edited by Belial; 01-26-2012 at 06:43 AM.

  2. #2
    Player
    Lienn's Avatar
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    Lienn Deleene
    World
    Gungnir
    Main Class
    Alchemist Lv 50
    Well, class customization is nearly gone. In a try of adding "identity" to classes now they all will play just the same...same cross-class actions, they all single target...all mages with radial spells. Welcome to FFXI-2!

    Here the options we have (skipped non-exclusive WSs since makes no sense having them equipped since they cannot combo...unless some of them happen to be very strong...but this would need to wait and see):

    PGL: Featherfoot, Second Wind, Blindside
    GLA: Sentinel, Flash, Rampart
    LNC: Blood to Blood, Invigorate, Keen Flurry
    ARC: Hawk's Eye, Decoy

    CNJ: Cure, Raise
    THM: Necrogenesis, Sanguine Rite

    Seeing we can have 10 of these, i'd keep fulltime:

    All 3 LNC ones, second wind and cure. Blindside, raise and hawk's eye would come when DDing and all 3 GLA, necrogenesis and featherfoot when tanking.
    (3)

  3. #3
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    Quote Originally Posted by Lienn View Post
    Well, class customization is nearly gone.
    No it's not.
    (7)

  4. #4
    Player
    Yuppiekin's Avatar
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    Character
    Yuppiekin Toki
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    I was going through trying to make my Mrd tank list...
    Pgl: Second Wind
    Gla: Rampart, Flash, Sentinel
    Con: Cure, Raise(just because...)
    Arc: Decoy, Hawk's Eye
    Lnc: Invigorate, Keen Flurry

    Maybe more people will post here so I can get a better idea of what 10 actions to take for optimal tanking.

    Quote Originally Posted by Lienn View Post
    THM: Necrogenesis
    This says that it restores HP when next attack spell is cast. Would you add in an attack spell to your list to be able to use it?
    (2)
    Last edited by Yuppiekin; 12-14-2011 at 11:53 AM.

  5. #5
    Player
    KumaAkuma's Avatar
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    Character
    Kuma Akuma
    World
    Omega
    Main Class
    Marauder Lv 90
    I'm under the impression that combat will seem slower now with such high cooldowns on weaponskills?
    (1)
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  6. #6
    Player
    Lienn's Avatar
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    Lienn Deleene
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    Quote Originally Posted by Yuppiekin View Post
    This says that it restores HP when next attack spell is cast. Would you add in an attack spell to your list to be able to use it?
    Yes, depending of it's healing potency. I like having cure equipped fulltime so i would have it equipped as tank for sure...if necrogenesis can heal the same as a cure, it's already good enough IMO.

    Quote Originally Posted by KumaAkuma View Post
    I'm under the impression that combat will seem slower now with such high cooldowns on weaponskills?
    So am i...specially with no basic attacks and TP gain reduction...i have the feeling it will be like FFXI, where to store 3000 (the cap. 300 there, but we used to get like 14 TP/hit with 2-handed weapons, which would be like 140 TP/hit here) TP you will take 2-3 minutes ><

    Also, Keen Flurry kind of lost it's purpose...now it should create a 30 seconds or s window where all WSs would have 0 recast...because now it will matter very little if i use Keen Flurry, as example, to prevent the 60 sec recast of Godsbane i still will have to wait the 20 seconds of Brutal Swing and the 30 sec od Maim.

    Same goes for Whrilwind...this one can use Keen flurry more effectively because the combo uses just 2 WSs (and whrilwind has 80 sec delay)...but still "Path of the Storm" (soooooooooooooo gay this name change) will have to wait 30 seconds.

    IMO these delays are WAY too big...they might potentially be reflecting some extremely slow battle pace...like "I'll put these recasts because they won't have TP before this anyway".

    Also, what concerns me is the enmity unstability peak it will cause...with everyone storing TP at same rate (assuming they keep the relationship of TP/delay constant) pretty much everybody will be getting 1500-3000 TP nearly at same time so it's possible that sometimes position bonuses end being messed because mob moved...and for PGL we still have the range...depending of the monster's movement you might actually lose the combo before getting in range (i use exp chain timer as reference...if i kill the mob with timer under 3 seconds it already counts as time up, even if i still had time remaining at my screen).

    Will have to wait and see.
    (0)
    Last edited by Lienn; 12-14-2011 at 10:10 PM. Reason: typo

  7. #7
    Player
    Belial's Avatar
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    Pandora Vainglory
    World
    Excalibur
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Lienn View Post
    Well, class customization is nearly gone. In a try of adding "identity" to classes now they all will play just the same...same cross-class actions, they all single target...all mages with radial spells. Welcome to FFXI-2
    Have you compared the non-exclusive WSs to the Incap chart? Haven't checked yet but we may have situational uses for some WSs. I don't feel class customization is totally gone but I get your point for the most part. MRD is kinda lucky in it's role in that it can be a viable tank & DD, so it can still lean more heavily one way or another, though most classes won't have this luxury.

    Quote Originally Posted by Lienn View Post
    Yes, depending of it's healing potency. I like having cure equipped fulltime so i would have it equipped as tank for sure...if necrogenesis can heal the same as a cure, it's already good enough IMO.
    I think what he was implying is that you would need Necrogenesis + a damage spell. As far as losing two slots for this, I don't personally feel it would be worth it when we already come with Bloodbath.
    (0)

  8. #8
    Player
    Belial's Avatar
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    Pandora Vainglory
    World
    Excalibur
    Main Class
    Marauder Lv 80
    One thing I did notice, I think I would choose to add Quelling Strike to the bar in place of Hawk's Eye. From my understanding Lancer will be taking the real hit to Accuracy, whereas Quelling Strike adds a bit of TP generation to the next Weaponskill, which sounds kinda nice with the hit to TP generation.
    (0)

  9. #9
    Player
    Lienn's Avatar
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    Lienn Deleene
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    Quote Originally Posted by Belial View Post
    Have you compared the non-exclusive WSs to the Incap chart? Haven't checked yet but we may have situational uses for some WSs. I don't feel class customization is totally gone but I get your point for the most part. MRD is kinda lucky in it's role in that it can be a viable tank & DD, so it can still lean more heavily one way or another, though most classes won't have this luxury.

    I think what he was implying is that you would need Necrogenesis + a damage spell. As far as losing two slots for this, I don't personally feel it would be worth it when we already come with Bloodbath.
    But the thing is that we actually know nothing about the new system...it all will depend of WSs potency too...if they remove affinity penalty due secondary attributes, it's all good. But, at start, i'd assume ppl might be focusing on WSs that can combo since the following WSs will be TP-free. Why would i spend 1500 TP with a Concussive Blow if with this very same TP i can do a Brutal Swing > Maim > Godsbane?

    Quote Originally Posted by Belial View Post
    One thing I did notice, I think I would choose to add Quelling Strike to the bar in place of Hawk's Eye. From my understanding Lancer will be taking the real hit to Accuracy, whereas Quelling Strike adds a bit of TP generation to the next Weaponskill, which sounds kinda nice with the hit to TP generation.
    I think you "misunderstood" it...WS generates no TP. For non-ARC quelling strike only reduces enmity generated. It increases TP generated because ARC kept the "Shot" basic attack and barrage.

    Unless, just like is at FFXI, WSs start generating TP too...if so, yep, quelling strike might be good to use before multihit WSs.
    (0)

  10. #10
    Player
    Belial's Avatar
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    Pandora Vainglory
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    Marauder Lv 80
    Quote Originally Posted by Lienn View Post
    But the thing is that we actually know nothing about the new system...it all will depend of WSs potency too...if they remove affinity penalty due secondary attributes, it's all good. But, at start, i'd assume ppl might be focusing on WSs that can combo since the following WSs will be TP-free. Why would i spend 1500 TP with a Concussive Blow if with this very same TP i can do a Brutal Swing > Maim > Godsbane?
    I can tell you simply that if incapping a body part increases a drop of some sort (ie: Buffalo > Horn), then it will probably be asked of us to incap the appendage before downing the mob, but again, this depends on how incaps work and I haven't checked to see if there's any correlation between incap WSs & available cross-class WSs. I agree Combos will be the main focal point of the class, but you have 10 slots to fill up with back-up abilities and the cross-class abilities we have available aren't all useful all the time.

    Quote Originally Posted by Lienn View Post
    I think you "misunderstood" it...WS generates no TP. For non-ARC quelling strike only reduces enmity generated. It increases TP generated because ARC kept the "Shot" basic attack and barrage.

    Unless, just like is at FFXI, WSs start generating TP too...if so, yep, quelling strike might be good to use before multihit WSs.
    I get what you're saying, my bad for reading it quickly as it does state "Next Attack" and not Weaponskill, but I'm extremely hopeful as it would be a nice boost if it did add TP to a WS.

    Edit: There may yet be a use for Quelling Strike when combined with Berserk, since Berserk will fade once you receive damage, Quelling Strike may be useful to keep uptime, but that's kinda situational and speculation again. I'm curious as to if Berserk caps, or if you just keep increasing AP & lowering Def.
    (0)
    Last edited by Belial; 12-15-2011 at 03:26 AM.

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