I just find it slightly sad that a guide to Marauder completely skips over Foresight/Fracture + Featherfoot/Jarring strike soloing, which is the most fun I have in the game right now, and an almost immortal beast; it's as close to third eye tanking or utsusemi tanking as you can get in XIV.
That would be because for the most part, the are not worth it. Firstly, Foresight ups your parry rate (You could have even parry without it, which means you wasted stamina).
Secondly, on most mobs you will solo you will actually take the same damage overall damage by killing the mob one shot earlier than you would have, by using an extra damaging action like Heavy swing or Skull Sunder rather than trying to evade a hit.
Lastly, Fracture is probably only slightly better DMG/TP than Skull sunder due to the DOT effect. (The added effect on Fracture is worthless, it lasts only a a few seconds.)
If these actions lasted longer than one hit, then it might be worth using them instead of a damaging action in their place, as it is now there is no point in using them. They are basically just delaying the fight. At the end of the day, people will find their own play styles and use whichever actions they want. But there is a difference between a fun combo and an efficient combo. Edited, Mar 28th 2011 5:27am by Warby
80 Hunter - 80 Death Knight - 80 Paladin FFXI:
75 Dragoon - 75 Samurai - 75 Paladin FFXIV 1:
50 War/Pld/Brd/Mnk/Drg/Smn/Sch/Bsm FFXIV 2:
50 Thm/Cnj Tera:
60 Slayer - 60 Lancer - 60 Berserker GW2:
80 Twilight Guardian