5/21/2023 0 Comments Doom eternal marauder![]() Space is of the utmost importance to employ this strategy, as some marauder encounters occur in enclosed rooms, in which case players will need to be quick on their feet. If the marauder is accompanied by other demons, prioritize the other demons first, as the marauder warrants full attention. Exploit this to land shots to stun and damage the marauder. When the marauder starts running rather than dashing, this signals that it will approach the player for a melee attack. There is, however, a relatively easy way to simplify the marauder's attack patterns: simply stay away from the marauder while evading his axe shockwaves, and be attentive to his movement-especially his dashing-and try to maintain distance. The marauder can be a complex enemy to fight as it is hard to determine the proper distance at which to remain and the enemy is capable of blocking nearly all attacks. ![]() Another shot of the BFG or a sustained barrage from the Unmaykr can finish him off during this time. The marauder will direct his shield toward any BFG shot that is active and will leave his back open for damage in the meantime. By utilizing the quick-switch feature, it is possible to hit the Marauder twice or even three times every time he is staggered in this manner. A successful attack at this point will falter the marauder for a couple of seconds, which is best followed with high damage-per-shot weapons such as the super shotgun or the ballista. To properly damage the marauder, it is necessary to wait for him to use his mid-range melee attack with the axe when he winds up for a melee attack, his eyes flash green and he will be momentarily vulnerable. The Codex advises the player to stay at mid-range as this is where the marauder is most vulnerable the super shotgun will punish the player at close range, and the marauder will throw energy waves at long range. Spirit wolves should be dealt with as soon as they appear they can only take a small amount of damage before disappearing. The wolf glows red-orange like the marauder's shield and pursues the player in order to bite them apart from being a distraction, the wolf leaves a translucent bite mark on the screen when its attack connects which will hinder the player's vision. To supplement its offensive power, the marauder will frequently summon a spirit wolf if its shield is hit by either the player or stray shots from a fellow demon. The marauder is resistant, though not invulnerable, to the BFG-9000 and the Unmaykr, is immune to the chainsaw due to being a Super Heavy, and cannot be instantly killed with the Crucible unless stunned. The marauder will automatically raise the shield to counter incoming fire, but will not respond to indirect attacks grenades or rockets detonated near him can cause a falter that lowers his shield and leaves him briefly open to another shot. It acts similarly to the shield wielded by some soldiers however, it is unaffected by the plasma rifle and thus cannot be overloaded. The marauder is protected from all damage by a shield of Argent energy, which glows red-orange and bears their Sentinel logo, the same one emblazoned on their belts. It leaves a brief trail of Argent energy when it dashes, making its new location immediately obvious. Its running speed is close to the Slayer's, and it makes frequent use of a similar dash ability as the run-up to an attack, both to evade the player's attacks and to flank behind the player. At long range, the marauder throws its axe, sending out a wave of Argent energy. At mid-range, the marauder performs a lunging swing (which can be either vertical or horizontal) with its axe, telegraphed by its eyes flashing green. When the player is at close range, the marauder uses its super shotgun the weapon is drawn and fired almost instantly, making it unlikely that the player will be able to dash out of the way. Every marauder wields a super shotgun and an Argent double-bladed battle axe. They keep a garland of skulls around their left thighs, indicating that they may act as headhunters. They have bluish-gray skin and wear green suits of armor which closely resemble the Praetor suit, presumably corrupted versions of the armor they once wore as Night Sentinels. Each marauder is a humanoid demon with a skull-like head bearing large, prominent horns.
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