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Mechanic for new marauder

Theignson
Theignson
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This minotaur is super fast and hits hard, so can't kite him. Is tanking him the only option? Any mechanics like the other Marauders?
2 GOs, an overlord and bunches of prefects etc-- all classes...I've wasted a lot of time in PVP
  • tomofhyrule
    tomofhyrule
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    The minotaur really has two big things:
    1. He places AoEs that you just need to get out of
    2. He will give himself a pretty large damage shield twice in the fight, around 50-60% and around 20-ish%

    If you have a tank, the minotaur is pretty trivial. Yes he hits hard, but a blocked heavy in heavy armor is completely doable on a tank build even when I had him in like Arc 6 - honestly, he's probably the easiest of the marauders. Without a tank though, the minotaur is painful even on Arc 2
  • EF321
    EF321
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    Yes he hits hard, but a blocked heavy in heavy armor is completely doable on a tank build even when I had him in like Arc 6 - honestly, he's probably the easiest of the marauders.

    I wouldn't recommended getting into habit of taking any hits from higher arc marauders at all. Kite and dodge everything, take hits only as last resort with defensive weapons (snb/ice staff) (or as DK in magma shell), don't take you chances. Your tankiness depends on random choices you made before, power of marauders depends on arc + cycle, so it is really hard to predict exact outcome, even if you have experience of taking hit in the past at same arc, it is never the same, plus random chip damage coming from ads that might kill you split second later. If you are dedicated tank in Duo it might be different, but from solo perspective, you still need to pack at least some damage and can't be wearing just tank sets.


    I.e. this was Arc 7, I was sorc dodging and steaking out of melee range until fabled and blobs forced me out of position to interrupt and I ended up with no resources left to dodge and couldn't do multiple streaks to outrange mino heavy either, it was obvious game over and my last thought as marauder was approaching was to ice staff heavy for shield, block and pray, and it was useless:
    ul6jhl3van9l.png
    I could have had just a bit more tankiness in the build at this point, but not that much more. With more sustain it could've been better.
  • Theignson
    Theignson
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    EF321 wrote: »
    Yes he hits hard, but a blocked heavy in heavy armor is completely doable on a tank build even when I had him in like Arc 6 - honestly, he's probably the easiest of the marauders.

    I wouldn't recommended getting into habit of taking any hits from higher arc marauders at all. Kite and dodge everything, take hits only as last resort with defensive weapons (snb/ice staff) (or as DK in magma shell), don't take you chances. Your tankiness depends on random choices you made before, power of marauders depends on arc + cycle, so it is really hard to predict exact outcome, even if you have experience of taking hit in the past at same arc, it is never the same, plus random chip damage coming from ads that might kill you split second later. If you are dedicated tank in Duo it might be different, but from solo perspective, you still need to pack at least some damage and can't be wearing just tank sets.


    I.e. this was Arc 7, I was sorc dodging and steaking out of melee range until fabled and blobs forced me out of position to interrupt and I ended up with no resources left to dodge and couldn't do multiple streaks to outrange mino heavy either, it was obvious game over and my last thought as marauder was approaching was to ice staff heavy for shield, block and pray, and it was useless:
    ul6jhl3van9l.png
    I could have had just a bit more tankiness in the build at this point, but not that much more. With more sustain it could've been better.

    The problem with trying to kite him is he is super fast. I could not stay ahead of him.

    The problem with building a tank is then all the endless trash takes forever to kill, especially as you move up levels. The trash even on Arc 3 has tons of hit points.

    One option is to build a semi tank who can still do damage on the front bar, I suppose
    2 GOs, an overlord and bunches of prefects etc-- all classes...I've wasted a lot of time in PVP
  • Necrotech_Master
    Necrotech_Master
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    the minotaur marauder just hits a bit harder but has no range (just a charge attack), and the super easy to avoid fire aoe

    the WW marauder is a bit tougher, it obscures your vision with a balorgh-esque shadow hunt, but this doesnt do anything other than obscure your view, and it has a bleed on light attacks, though its far weaker than gothmaus, it also has no range (just occasional charge attack) and can be kited with a bit of sprinting

    arc 2 marauders are generally pretty doable even with dps characters, but the arc 3+ ones usually require a tank, either from a companion or a player to more easily kill them
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Theignson
    Theignson
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    the minotaur marauder just hits a bit harder but has no range (just a charge attack), and the super easy to avoid fire aoe

    the WW marauder is a bit tougher, it obscures your vision with a balorgh-esque shadow hunt, but this doesnt do anything other than obscure your view, and it has a bleed on light attacks, though its far weaker than gothmaus, it also has no range (just occasional charge attack) and can be kited with a bit of sprinting

    arc 2 marauders are generally pretty doable even with dps characters, but the arc 3+ ones usually require a tank, either from a companion or a player to more easily kill them

    We generally only do 3 Arcs because it takes too long to do more. But to date have been able to handle the arc 3 Gothmau without tanking (except briefly) since he is slow and pauses frequently.

    But the minotaur seems too fast to kite. The werewolf, we can't really see anything, very bad design, their AI coders apparently don't understand that humans cant see in the dark
    2 GOs, an overlord and bunches of prefects etc-- all classes...I've wasted a lot of time in PVP
  • gamergirldk
    gamergirldk
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    I just got mega wacked by him in arc 3 he spawn in a small arena stage rushed me and wha-bam dead, I just wanted to kill that darn fable brewmaster dude first... I solo sorc i use dps gear for 2 first arc and then change to tanky setup with heavy resist .
    I hate him..... what a bully
  • EF321
    EF321
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    Theignson wrote: »
    the minotaur marauder just hits a bit harder but has no range (just a charge attack), and the super easy to avoid fire aoe

    the WW marauder is a bit tougher, it obscures your vision with a balorgh-esque shadow hunt, but this doesnt do anything other than obscure your view, and it has a bleed on light attacks, though its far weaker than gothmaus, it also has no range (just occasional charge attack) and can be kited with a bit of sprinting

    arc 2 marauders are generally pretty doable even with dps characters, but the arc 3+ ones usually require a tank, either from a companion or a player to more easily kill them

    We generally only do 3 Arcs because it takes too long to do more. But to date have been able to handle the arc 3 Gothmau without tanking (except briefly) since he is slow and pauses frequently.

    But the minotaur seems too fast to kite. The werewolf, we can't really see anything, very bad design, their AI coders apparently don't understand that humans cant see in the dark

    For arc 3 you can generally get away with an ice staff, jewels of misrule/orzorga as food and resolve skills. For extra safety shield and/or attribute points in health, but still avoid taking direct hits if you can. Safe defense maneuver when marauder is approaching is shield into dodge into block.

    Early on take offensive verses only, unless it is completely useless to you, and use offensive mystery verse when marauder spawns (or if you already got something OP like exsanguinate, use random defensive or utility). Same for visions, unless offensive choices are meh and defense/sustain choices are great, prioritize damage. Focused Effort and Attuned Enchants are priority visions.
    This will make early arcs much quicker and you will be able to focus more on actively not dying, rather than doing damage rotation that doesn't do much damage and risking dying in the process.
  • Necrotech_Master
    Necrotech_Master
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    Theignson wrote: »
    the minotaur marauder just hits a bit harder but has no range (just a charge attack), and the super easy to avoid fire aoe

    the WW marauder is a bit tougher, it obscures your vision with a balorgh-esque shadow hunt, but this doesnt do anything other than obscure your view, and it has a bleed on light attacks, though its far weaker than gothmaus, it also has no range (just occasional charge attack) and can be kited with a bit of sprinting

    arc 2 marauders are generally pretty doable even with dps characters, but the arc 3+ ones usually require a tank, either from a companion or a player to more easily kill them

    We generally only do 3 Arcs because it takes too long to do more. But to date have been able to handle the arc 3 Gothmau without tanking (except briefly) since he is slow and pauses frequently.

    But the minotaur seems too fast to kite. The werewolf, we can't really see anything, very bad design, their AI coders apparently don't understand that humans cant see in the dark

    i also generally do through arc 3 as well for speed (avg clear time for arc 3 for me is around 45-75 minutes)

    if im playing solo i just let a companion tank them and that removes a huge amount of the hassle
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
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