Necrotech_Master wrote: »...My typical strat is to kill the Fabled which usually triggers the Marauder shortly after.
Interesting: First stage of second Arc I usually try to not do damage: I give a hit to the fabled and then leave everything to the companion, because I would otherwise burn everything fast, while it seems to me that doing this way instead I "force spawn" the marauder in that first stage, which is helpful.
It's not 100% accurate strat, maybe I'm just coping, but quite some times it works so I keep trying it.
the marauder randomly spawns
when it spawns, it spawns usually just after the first trash wave spawns, it doesnt matter if you have or have not actually killed anything yet in the stage
in early arcs like arc 2 and 3, ive sometimes been able to nuke the first wave entirely before the marauder decides to spawn in since his spawn is delayed from the first way by about 5 seconds or so
in most instances if you clear the first wave and it takes more than 30 seconds and no marauder has spawned, your not getting a marauder in that stage at all
the marauder is odd because if it had an even chance to spawn on each stage, it should have the lowest chance to spawn on the first stage, but more often than not i see the marauder spawning like 50% chance on the first stage, if you get through the first cycle with no marauder then its a guessing game as to when it spawns
my strategy is to always nuke the fabled first, if a marauder does spawn i dont want to have a fabled enemy active too (in fact i usually want the entire first wave dead except for 1 enemy, which prevents the 2nd wave from spawning so can deal with the marauder without a lot of adds)
Necrotech_Master wrote: »...My typical strat is to kill the Fabled which usually triggers the Marauder shortly after.
Interesting: First stage of second Arc I usually try to not do damage: I give a hit to the fabled and then leave everything to the companion, because I would otherwise burn everything fast, while it seems to me that doing this way instead I "force spawn" the marauder in that first stage, which is helpful.
It's not 100% accurate strat, maybe I'm just coping, but quite some times it works so I keep trying it.
the marauder randomly spawns
when it spawns, it spawns usually just after the first trash wave spawns, it doesnt matter if you have or have not actually killed anything yet in the stage
in early arcs like arc 2 and 3, ive sometimes been able to nuke the first wave entirely before the marauder decides to spawn in since his spawn is delayed from the first way by about 5 seconds or so
in most instances if you clear the first wave and it takes more than 30 seconds and no marauder has spawned, your not getting a marauder in that stage at all
the marauder is odd because if it had an even chance to spawn on each stage, it should have the lowest chance to spawn on the first stage, but more often than not i see the marauder spawning like 50% chance on the first stage, if you get through the first cycle with no marauder then its a guessing game as to when it spawns
my strategy is to always nuke the fabled first, if a marauder does spawn i dont want to have a fabled enemy active too (in fact i usually want the entire first wave dead except for 1 enemy, which prevents the 2nd wave from spawning so can deal with the marauder without a lot of adds)
Yes there seems to be a damage threshold on the encounter which it is set to randomly appear. Getting a fabled to ~50% is a sure fire way, I just kill it all the way because a fabled buffing a marauder isn't helpful. I also tend to kill any melee that could stun/knockback. Getting a few of the trash packs down to 75-50% will also trigger it but as mentioned, getting rid of the fabled is best for me.
Using Azandar specifically or just soloing the marauder is viable on some builds sure, but that isn't working as intended if the companion just runs amok ignoring focus commands.
Necrotech_Master wrote: »they really really need to reduce the cooldown on the undaunted taunt so every companion has the option of a ranged taunt, just increase the synergy cooldown if that really matters
Probably not, but by the time I kill the fabled the marauder (if it was going to spawn) is about to.
Anyways, I checked the latest incremental patch notes and didn't see any mention of this being fixed. I take it, it is going to take longer to fix?
Necrotech_Master wrote: »they really really need to reduce the cooldown on the undaunted taunt so every companion has the option of a ranged taunt, just increase the synergy cooldown if that really matters
Agreed. When Companion has all five slots active it is reasonable to fetch two taunts, one just expires too soon.
edit: typo