
Carnage
Agile and swift, the Carnage Marauder wins the day by way of sheer volume. As a devastating flurry of dual lightsaber strikes and Force attacks overwhelm their foe, each successful flow can serve to embolden the Carnage Marauder in their assault, making them all the more deadly
Role: Damage
Type: Burst Damage
Weapon: Double Lightsabers
Distance: Melee Range
Carnage for New Players
Marauders start without any Rage, which is their energy pool for attacks. This makes them a bit harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Rage up before you can use some of your other abilities.
Carnage is melee range, which means you must be very close to your enemy to attack, which can be harder for new players to get used to. You get a jump ability to help you get into combat quicker and can throw your double lightsabers if you get to far away.
This discipline is very mobile and you can easily run and jump around while fighting without any issues!
I had a hard time learning this discipline as I always felt I was out of energy until I buckled down and learned how to play it from a guide – but it’s considered the easiest of the three Marauder disciplines to learn!
Cool Abilities
The Carnage Discipline is all about making the best use of your many special attack buffs, using your strongest abilities in the window where you can do the most damage.
Force Camouflage, a temporary stealth for protection and sneaking past enemies
Force Leap, jump to an enemy
Mad Dash, leap forward quickly with your lightsaber
Vicious Throw, throw your lightsaber at a far away enemy
Smash, smash the ground with your lightsaber and hit all enemies around you
Intimidating Roar, stun all enemies around you


























How to Craft
Choose a Crew Skill
Armormech
Armstech
Artifice
Biochem
Cybertech
Synthweaving

Gathering Guide
Rare Materials Guide
White Materials Guide
Jawa Junk
Augments
Medpacs, Stims and Adrenals
Synthweaving Crafting Tree




Crafted Decorations
Crafted Mounts
Crafted Dyes
Crafted Crystals
Galactic Seasons
PvP Seasons
Bounty Event
Double XP Event
Feast of Prosperity
Gree Event
Life Day
Nightlife Event
Pirate Incursion Event
Rakghoul Event
Spring Abundance Festival
Swoop Event

Jedi Knight
Jedi Consular
Trooper
Smuggler
Sith Warrior
Sith Inquisitor
Bounty Hunter
Imperial Agent
Bounty Hunter
Imperial Agent
Jedi Consular
Jedi Knight
Sith Inquisitor
Sith Warrior
Smuggler
Trooper
Legacy Gear
Marauders start without any Rage, which is their energy pool for attacks. This makes them a bit harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Rage up before you can use some of your other abilities.
Carnage is melee range, which means you must be very close to your enemy to attack, which can be harder for new players to get used to. You get a jump ability to help you get into combat quicker and can throw your double lightsabers if you get to far away.
This discipline is very mobile and you can easily run and jump around while fighting without any issues!
I had a hard time learning this discipline as I always felt I was out of energy until I buckled down and learned how to play it from a guide – but it’s considered the easiest of the three Marauder disciplines to learn!
The Carnage Discipline is all about making the best use of your many special attack buffs, using your strongest abilities in the window where you can do the most damage.
Force Camouflage, a temporary stealth for protection and sneaking past enemies
Force Leap, jump to an enemy
Mad Dash, leap forward quickly with your lightsaber
Vicious Throw, throw your lightsaber at a far away enemy
Smash, smash the ground with your lightsaber and hit all enemies around you
Intimidating Roar, stun all enemies around you
Questions or comments? Feel free to send me a message on Twitter 






Discord
Email swtorista@gmail.com
Bluesky @swtorista.com
Reddit /u/swtorista
Twitch Swtorista
Youtube
Patreon
Twitter @swtorista