Marauder Elemental Resistance nodes

I'd like to start by saying that I am very happy with the tree as a whole,but I have a few issues with it. Most of my issues are thematic, but the biggest problem that I noticed was the quantity of resistance nodes right next to the marauder. I feel this is a major issue because I feel that it not only lacks thematic consistency, but it also leads to imbalanced game play. The issue more important to me is the thematic one which is my second point.

The first issue is that they give the Marauder access to too many defense options too early in the game. They have access lo life, life regen, armor, and elemental restances, all in the very core of their section of the tree. I understand that the marauders tend to embody the more tanky aspect of the game, but I feel they get too much too fast. It seems like moving the elemental resistance nodes would allow the marauder to still build toward it for the endgame, but not have it offered on a platter with everything else early. This is also one of the reasons that marauders are so strong right now. I think this is a good change that balances marauders without breaking them.

The other problem that I see with the elemental resistance nodes is that they don't fit with the marauder class thematically. The marauder is strength aligned, so it make sense to have large amounts of life, regen, armor, and an affinity for two handed weapons, which this tree shows very clearly. But to me resistance to the elements as a whole seems to be trait that should be aligned with intelligence. Mastery and understanding of the natural elements should thematically allow the character to utilize or resist that element. Due to these facts, I feel that the resist nodes in the marauder tree should lie somewhere between the witch and templar trees.

If anyone has some opinion on this topic, I'd love to hear it.
Last edited by shearmanator#1365 on Oct 1, 2012, 11:11:11 AM
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Agreed. As a marauder you have:

1) Diamond Skin resistance cluster right in the starting area, for up to 45% all resist if you want to invest.
2) You are very close to the middle cluster of 3x +18 resist nodes.
3) There's also the small +6% all resist just south of marauder start area in a 3 node cluster.
4) If that's not enough, you also get the new 2x +15% resist nodes at each junction of the "hexagon", like the rest of the classes.
5) To top it off, the +5% increase max resistance cap node is a huge boost that will result in 20% less elemental damage received when you're at cap.
6) And why not, endurance charges grant a flat +5% elemental resist per charge. You can easily increase your max charges to 4 or 5 with some investment (or a unique ring). Use high level enduring cry / warlord mark to easily get max charges.

Basically, marauder has easy access to all the resists in the whole world :)
Last edited by Thalandor#0885 on Oct 2, 2012, 3:23:54 PM

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