ssewallb14_ESO wrote: »Stamina + physical resist pots are nice for dealing with Gothmau's 12k light attack spam as a glass cannon or otherwise squishy build. A source of minor maim is also very helpful, even if it's just elemental susceptibility. Undeath and the Scion ult are really nice if you're a vamp, and don't have a better defensive ult.
The first marauder in arc 2 isnt so bad.
The real problem is Marauder Gothmau (sp?) in arc three. He destroyed my DK in 2 seconds, rapid hits of 12k each. Much harder than any of the bosses/Tho'ats in the first 3 arcs imo.
I agree that the fire and storm marauders could use some tuning.
The water one, in my experience duoing, is the most balanced. There's enough mechs to keep you on your toes, but they aren't too punishing if you mess up. The other two...oh boy are they not fun.
It's way too easy to get overwhelmed by the storm marauder's storms if you can't melt him. That's the main problem I've experienced. The fight with him devolved into running around while spamming shields and heals while shooting when I had some distance.
The fire one is the worst one to fight. His light attacks hit hard and give you a bleed which he then immediately follows up with a heavy attack. His blade throw attack hits hard and hits twice. Then he has a twirl attack that leaves a fire tornado AOE behind for a few minutes. I've had to solo this marauder twice on my bow/bow stamsorc because he insta-killed my partner. It took about 15-20 minutes, but I did get him down both times.
It honestly feels like the storm and fire marauders were more meant with a tank/DPS duo in mind. That isn't a problem per se, but it can make the fights a slog if you're soloing or have a different group comp.