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Once in Act 2 you'll be able to get the Herald of Ash gem which is a permanent buff that takes 25% of your mana all the time while active and give you pretty nice Fire damage. Doesn't have to be linked with your other skills, it's a general buff. You can also use a Herald of Ice on top actually if you don't have mana problems.
For gear : get anything with Life on it, identify good Rare weapons and see if they're better than whatever you currently have. I've leveled melee as Templar without much issue, not as Marauder though (my only Marauder levelled with Flameblast Totems - I don't recommend, it's boring as hell) but shouldn't be too hard since Marauder is supposed to be a good melee class.
So it is not so hard to aquire that.
I think Marauder needs movement skill
I am playing Marauder and Witch concurrently then bought my Marauder Flame Dash Gem for his movement.
Now he choose one movement skill from Flame dash, Shield Charge or Whirling Blades.
Weapon
1 rare Rustic Sash
1 Blacksmith's Whetstone
Especially nice on two-handed weapons. It grants a magic weapon with some increased phys damage. As the sashes are kind of rare at first for SSF, try to make the base you use this on count.
So for gear, life and res above all and physical dmg on the weapon?
Yes, survivability is needed more than damage, early.
Just pop your dream melee skill in one of your unused gemslots and level it while you play with a placeholder skill and switch when you think you are ready to face mobs up close and personal.
Check your passives and work for things that are general at first (say you want ancestral warchief - you go for nodes near the ones that would buff that, but that give life, armor, and other stats that will also benefit you with a good placeholder skill for the first 10 to 20 levels and then spec into your target nodes a bit later).
This works really well for me when playing builds that focus on skills that are normally pretty bad for leveling but that really kick into gear when you get the right uniques - until then I level with something that requires very little passives to be somewhat effective.
Shouldn't be hard to find some nice beginner uniques to get your build on its feet like that.
Worst comes to worst you'll find some alchemy orbs that are usually enough to trade for one or two core items.
It's impossible to get gibbed before Merc because penalties aren't that high and the damage types aren't that bad. If you're dying in act one normal, you're face tanking, pathing the build wrong, or just inexperienced and need to learn the game more. Your gear really does not matter till Merc aside from the few upgrades you can pick up through a NPC. Simple 3-4 link damage skills can carry you to and through Merc even.
So if you're getting deleted in normal softcore act 1 you need to take a hard long look at yourself. Make sure you're swapping out weapons every few levels if you want. Maybe change gear every few levels. I can not begin to say how many times I've gotten to Merc and laughed when I looked at how piss poor my gear was because I was so tunneled in leveling/progression that I forgot to upgrade gear from act say 1-3 normal. Plus learning how to use your flasks is important. Shouldn't need to worry about resistances till Merc. DO NOT FACE TANK UNLESS THE BUILD IS MEANT TO.
Yeah i dont know what type of gear i should look for and i basically get no rare items, only normal or magic.