Marauder
This is an index of guides for Marauders. If you would like to create your own guide, please view the create guides page for more information.
At this point, you are no longer a rookie Brawler. Now you have honed the power of your fists in such a way that you can feel the Energy within your hands building, ready to burst into a wild display of savage fury! In short, you are now a Marauder, the brutal master of Energy!
Now is the introduction of the main twist of the Buccaneer class -- Skills acquired in this job fit well with the skills acquired as a Brawler. This is an important trait when it comes to Buccaneers and will play a hand in your success -- make it work in your favor!
What do I mean by this? Well, starting off almost immediately, you acquire Spiral Assault which chains effectively with Corkscrew Blow. Alternating between them not only provides powerful damage, but rushes you across platforms with amazing speed!
Now, the second most important aspect of the Buccaneer class introduced as a Marauder is the Energy System. It will prove to be your best friend when used effectively. Basically, every single time you dish out some damage to the enemy, you build up a little energy. Hit more enemies with one attack builds up the meter faster, and once it's full, you'll blaze with the heat of your built up energy -- You're fully charged!
Not only will you get a potent damage buff, but it will also allow you to use certain powerful Energy attacks by channeling that energy into your fists. Such skills may only be used when Energy is fully charged, and no good thing lasts forever -- the Energy Charge will fade after a set period of time, and you'll have to charge it once again to use those skills once more.
In closing, A Marauder will need good reflexes, a quick wit, and a grasp of their skills if they want to make that final stretch into the Buccaneer job, but it will be worth it once you persevere through the hardships an become a Buccaneer.
Job Tree
Brawler |
Marauder |
Buccaneer |
Skills
Icon | Skill Name | Description | Type | Mastered | Element | Prerequisites |
Stun Mastery | Critical Rate increases when attacking stunned enemies. Attacks also have a chance to stun targets | Passive | 10 | - | ||
Supercharge | Enhances the effects of Energy Charge like energy charge amount and max energy when attacking. Also charges twice the energy when attacking a boss. | Supportive | 20 | x | - | |
Energy Burst Hedgehog Buster |
Energy Burst: Ignites the energy to attack multiple enemies nearby. Has a chance to stun enemies. When energy is fully charged, you can use an enhanced Hedgehog Buster with better range and speed. Hedgehog Buster: Ignites the energy to attack multiple nearby enemies. Has a chance to stun enemies. |
Active | 20 | x | - | |
Precision Strikes | Increases Critical Rate and critical damage. Additional Critical Rate against bosses. | Passive | 10 | x | - | |
Roll of the Dice | Test your luck! Roll a dice to get a random Buff. Roll a 1 and you get nothing. | Supportive | 20 | x | - | |
Admiral's Wings | Focus on defensive maneuvers for a temporary boost to defense. | Supportive | 10 | x | - | |
Static Thumper | Hits the ground to cause a shockwave that pierces through multiple enemies. When the energy is fully charged, it increases damage. | Active | 20 | x | - | |
Spiral Assault | Summon the soul of a super human to charge enemies and knock them back. Links with Corkscrew Blow. | Active | 20 | x | - |
Wiki Guides
Pages made by MapleTip members.
Marauder/Buccaneer Training Tips
- Use a variety of attacks, don't stick to just one.
- Use your terrain and surroundings to your advantage! Group mobs by rushing them with Corkscrew Blow and Spiral Assault and take them all out at once with Energy Blast or Shockwave!
- Your mobility is in your rushing! Get around quickly as you rush with Corkscrew Blow and Spiral Assault.
- Corkscrew Blow can be used in the air, along with many other skills! Use Corkscrew Blow as you jump to adjacent platforms with monsters that would normally be too far out of your reach with a regular jump.