SWTOR - The Marauder Carnage

SWTOR - The Marauder Carnage

A few days ago, we published Sparkk's guide to Sentinel Combat. One of our readers, K'tull, offered us its translation into "Empire" language for the poor little Marauders left behind. Here is the transcript of this guide for Carnage Marauders.

 

I introduce myself Sparkk, Jedi Sentinel from the "Guardians of Anachore" guild on the Mantle Of The Force server with which I cleaned up all high level PvE content. I present to you this guide for the Sentinel / Marauder which is taken from my personal experience on Star Wars The Old Republic. The main purpose of this guide is to help players in difficulty to master this specialization and may be sure to be able to draw other information from it.



SWTOR - The Marauder Carnage

 

Talent tree

SWTOR - The Marauder Carnage

5/38/3

Some points of this tree may seem unnecessary to you, so I give you my choices and will argue them. My tree aims to maximize your damage in operation, survival and movement, without influencing the damage you can provide or even increase it depending on the fight.

 

Annihilation Tree: 5 points

Simply useful for reducing the concentration consumed when using the Massacre and Vicious throw of 1 unit and to increase the center of gravity gained when using powers that draw on the concentration of 2 units.

 

Carnage Tree: 38 points

  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 2 points in Carnage Camouflage (gain concentration during damage in area for example which can facilitate your cycle and increase your damage).
  • 3 points in Hate refocused (needless to say that precision is very important, I will explain myself below).
  • 2 points in Defensive forms, still survival, 15% more movement speed can save you from some deadly damage areas.
  • 3 points in Mastery of double handling.
  • 2 points in Defensive asset, necessary to reach the 3rd level if you have not, like me, completed the level n ° 1.
  • 2 points in Execution.
  • 1 point in Forme ataru.
  • 2 points in Mastery of the ataru.
  • 1 point in Bloodthirsty frenzy.
  • 2 points in Black rage, which will be one of the main sources of your DpS.
  • 2 points in Enraged Assault, useful for recovering concentration more quickly.
  • 0 point in displacement, which for me is too little useful in PvE HL.
  • 1 point in Ecorchure.
  • 2 points in Deafening voice.
  • 2 points in Promptness, which is for me very useful in operation, to remove dizziness for example.
  • 2 points in Frenzied Sabers, always follows.
  • 0 point in Overwhelmed, totally useless and has no effect on operation bosses.
  • 3 points in Cut.
  • 3 points in Bloodbath.
  • 2 points in Rehash, very very useful to start the fight with 30 centering immediately.
  • 1 point in Massacre, you know this is the reason of the fact that you are nicknamed the mono key, but it is also the first source of your DpS.

 



Rage Tree: 3 points

For the remaining 3 points, it's really situational, let me explain: I prefer to leave the 3 points in Malice, which increases the chance of critical force hits. For the simple reason that I use cauterization in my pseudo cycle (I will explain why the "pseudo cycle" below) and that cauterization is an attack of force coupled with a physical attack. For the more curious, you may notice that the highest ranked Sentinels or Marauders in Ataru use cauterization in their cycle. I will explain where to use it below.

You can also place 2 points in Decimation if you are given the role of typing a lot of addons on certain bosses to have an area bonus on the force sweep.

 

Combat statistics

SWTOR - The Marauder Carnage

I am not yet full 78, I am missing ... a relic and 1 implant. I still have a relic in 75 and an Oriconian implant. I established my caps on this basis:

  • Vigor : 3423, so I have all of my Stamina / Stamina upgrades.
  • Critical = zero! Why? For the simple reason that in the carnage specialty, the critical profitability is almost zero and that it is almost only physical damage except the Force Cry for which, a little reminder for the less assiduous among you, already realizes an automatic critical with the talent points "Execution", "Black rage" and "Cut" and via the trigger of the Execution which increases the critical damage of this one.
  • Precision : 2 precision sophistication (or implant, ear it doesn't matter, in 78 they give the same statistics), this allows you, with the precision already taken in the tree, to reach 99.76%. It is certainly not 100%, but with 99.76% I am only 2% of failures, if you really do not want to be below, you are free to put more but it will be of little use. .
  •  Alacrity : 2,66% If you are a fan of Theory Crafting? You will appreciate this short passage, the others I will try not to soften your brain too much.

Why is alacrity useful?

Alacrity, contrary to what you may think, is very useful. You just need to understand why it is useful. The principle is not necessarily obvious but I will explain it to you in a few lines:



First of all, you need to know two things:

  • Le Ravage gives 30% alacrity, until then everyone will agree
  • Cast, channel, and gcd gain thresholds are every 8%

Finally :

30% is not a multiple of 8. Thus, that we have 24% alacrity under Ravage or 30% is exactly the same. Adding 2% alacrity for example on sophistication therefore gives us an alacrity under Ravage by 32%. Stop me if I'm wrong, but 32 is a multiple of 8. So we go to the next level.

Thanks Bioware for this trap!

Well that's all well and good but what can this 32% be used for? Quite simply, they are there to allow you to wedge one more spell under the Scorch ... are you following? it is the spell that punctures the armor of the target for 4.5 seconds.

Example: Ecorchure + pillage (under Ravage + alacrity 2.3 sec instead of 3.0) + Force Cry + Vicious throw + Massacre Or other.

This makes you a considerable gain on your DpS, I can assure you that after intensive days as a model, with 72 equipment at the time, nothing more not 75 or 78, just 72 from Darvannis hm and Asation I kept around 3050 on a pole.

 

  •   Influx : the rest of the equipment in influx to reach a 75%. All this, of course, with power because I told you above ... 0 criticism.
  •   With a total of 1677 of Ppower.

 



Small recap:

  • 3423 Stamina
  • 1677 Power
  • 100% precision (with both sophistication and / or implants, power / precision atria)
  • 2,66 Alacrity, in addition to 30 Ravage
  • 0 of Review

 

 

DPS cycles or combat priorities

SWTOR - The Marauder Carnage

Openness, combat, benefits, and subtleties

So I'm going to tell you about my "pseudo-cycle" ... Why pseudo-cycle? Because for me, in the combat specialty, there aren't really any cycles, it's more a very good trigger management. This specialization is known and appreciated by everyone (except tanks) for its big burst advantages. A good opening will allow you to stagnate your DpS relatively high if the triggers (procs) are managed properly.

  • Force charge ->
  • Martyrdom assault (while doing these 2 spells I throw with the mouse Thirst for blood, doping, relic and Ravage) ->

In 3 seconds you are ready to send a monumental burst.

  • Ecorchure ->
  • pillage ->

This is where it all plays out, though ... and I mean only if you have the buff of the Execution, to know the Force Cry which criticizes at 100%, throw it ... always under the buff of the Ecorchure, your Cri can crit between 9900 and 10500 with the 4% Ravage.

In addition, it may be that during your pillage, your Bloodbath is activated, i.e. the activation of theEcorchure as well as your Finish Vicious throw. This happens too infrequently, so it is an unrepresentative example but which may surprise you if you do not see it. We will assume that the buff has not triggered.

  • Massacre x2 or x3 (activation of the Force Cry + also often activation of the Ecrochure and Vicious throw) ->
  • Ecorchure ->
  • Force Cry ->
  • Vicious throw : the use of Vicious throw under Bloodbath gives you 1 unit of concentration, you may need to do the Vicious throw before Force Cry in order to have enough concentration to start the Force Cry thereafter, it will depend on the number of Massacres performed previously ->

At this point, you need to regain concentration, so

  • Martyrdom assault ->
  • Massacre ->

Once your rage reserve is almost exhausted, do not hesitate to launch the Double saber throw to furnish and gain a gcd on cooldowns of other spells. Completely free and tap in a cone over 30m long and about 5-6m wide, he can hit well under critical, for example 6000 - 6500.

You will also need to use a few strikes unfortunately, as explained above, to wait for a spell to recharge and regain some points in Rage while waiting for the "Martyrdom assault.

You must also learn to use the Force Charge, for example during your procs which have 10m of range, namely the Force Cry and Vicious throw, try to get into the habit of throwing them backwards. Why ? Well, while moving back, you cast the spells, once cast, you have for sure reached the 10m necessary to perform the force jump which will give you 3 of rage and will save you time on the cooldowns of other spells .

 

Out of stock

Now let's talk about the Out of stock, I advise you to use it, it will make you a gain of about 2%. It should only be started at a certain point in your proc cycle. For example you have started everything, but you have some rage left. Check if you have an even number like 6 left. So you can roll 2 Massacres, which only cost 2 rage.

However, you need 3 units to be able to launch it, but thanks to the 2 talent points taken from the surveillance tree in the Rabid Slot (which has a 100% chance of giving you back 1 unit of focus when using slay), it ends up costing only 2.

Thanks to the 2 talent points taken from the monitoring tree in the Rabid Slot (which has a 100% chance of restoring 1 unit of focus when using the Flurry of Blades), it ends up costing only 2 units instead of 3. However, you need 3 units to be able to cast the Massacre.

  •  6 concentration units: - Massacre ->
  • 4 concentration units: - Massacre ->
  • 2 concentration units: -  Out of stock->

It is only really to be used at this time. This again allows you to be able to save your time on other spells to keep basic strikes to a minimum.

 

It's relatively complicated to be able to predefine a cycle on the combat specialty, because everything is played out with your triggers, it's really situational. You will never be able to conduct 2 fights in the same way for the simple reason that the triggers never come at the same time.

It is up to you then to analyze what I have been able to explain, to learn to recognize them and to make the most of your DpS once the management is perfect (even if perfect is not the word to use because no one is).

There are days with and days without ... but there are days every day

 

Equipment

SWTOR - The Marauder Carnage

Marauder's set bonus: You absolutely need the 4-piece set bonus, which increases damage from Rampage by 8% as well as all damage done under Rampage by 4%.

  • handles : Power 34
  • Shields : Power 34
  • Modifications : Skill 34
  • Sophistications :
    • Adept 34 x6 (this will depend on your implant / ear optimization)
    • Keen Scientist 34 x2
    • Initiative 34 x2
  • Colored crystals : +41% Power
  • Improvement : Advanced power 28

I recommend the following relics in combat specialty:

  • Relic 78 triggers 625 power for 6 seconds with a chance every 20 seconds.
  • the relic can be activated at 490 power for 30 sec.

This is likely to change with the relics change in 2.5, don't worry once you're on the server and we've done the math on the relic yield and after a lot of testing I will update the guide again.

 

To get an idea of ​​the fights, you can find the POV videos that I make on my YouTube channel to perhaps better immerse you in my management of spells / procs / etc.

 

Conclusion / Acknowledgments

SWTOR - The Marauder Carnage

A big thank you to you for taking the time to read this guide, which I hope will help you understand and optimize this specialization. If you have any recommendations or questions, do not hesitate, I remain at your entire disposal.

Special thanks also to Guardians of Anachorus, who will have contributed to the good realization of this guide as well as to the 2 Jedi Sentinels, members of the "Prøméthée" without whom I would perhaps not be where I am now. They will recognize.



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