Marauder Annihilation Basics Guide
Annihilation
Annihilation doesn’t have to be instantaneous – and that’s how the Annihilation Marauder likes it. With lightsaber and Force attacks designed to bleed their foe and increasing their potency with an aggressive combat form, the Annihilation Marauder causes deep, rupturing wounds that add up until it’s too late for their prey.
- Role: Damage
- Type: Damage Over Time
- Weapon: Double Lightsabers
- Distance: Melee Range
- Mirror: Sentinel – Watchman
Annihilation for New Players
- Marauders start without any Rage, which is their energy pool for attacks. This might make them 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. It’s easy to build Rage, but you can’t button mash.
- Annihilation is melee range. That 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 too far away.
- This style is very mobile and you can easily run and jump around while fighting without any issues!
- Of the three Marauder disciplines, I found Annihilation to be the easiest to learn.
How to play a Annihilation Marauder
You can start playing Annihilation at level 1. To start playing Annihilation, you will need to first create a Marauder character, which can be played by Sith Warriors and Sith Inquisitors (or even the Jedi Knight and Jedi Consular if you unlock the dark-side Combat Styles.)
Once you are ingame, press K on your keyboard to open the Combat Style tab, and choose Annihilation from the three options. This choice is not permanent, you will be able to switch between all three options by finding a rest location like a cantina.
Updated for 7.2!
Below Level 80
If you are below level 80, there are no true guides available to tell you what specific abilities you should be using, because the ideal rotation would change every level.
Instead, you can use this guide to figure out which of your abilities are attacks, which are defensive, and which are just useful.
5 Ability Basic Rotation
Not quite ready to learn all your abilities yet? Use this quick 5-ability rotation for the Annihilation Marauder until you’re ready to read and learn from a true level 80 guide.
Starting the fight:
- If you can, use your Channel Hatred regeneration ability before the fight starts, allowing you to use Berserk right away.
- If you don’t have time to use Channel Hatred, use Frenzy instead.
- Always get into the fight with Force Charge, as it will also help you build Rage, which is your energy, so you can use your other abilities.
In the fight:
- Rupture + Force Rend are your important Damage over Time (DoT) abilities. Use Force Rend as often as it becomes available to re-apply your DoT.
- Annihilate is your strongest ability you have, and once your DoTs are up should be used as often as it’s available!
- Battering Assault is your biggest Rage generator you have. Make sure to use it at times where your rage is very low so that you don’t waste any by hitting the cap.
- Vicious Slash is a strong filler ability that gets some buffs from your Annihilate. When you have nothing else to do or need to drop some rage before using Battering Assault, use some Slashes. If you’re finding you’re still running out of abilities to use, use your basic Assault attack.
More than 3 Enemies
- Smash is very important to Annihilation Area Damage, because it will spread the DoTs you put on your first target to all others ALSO caught in the blast.
- Dual Saber Throw is an attack that will damage all targets in a line 30m long, with the angle depending on your main target you start the throw at. Line it up to catch all targets!
- If you still need more area damage, Sweeping Slash can replace a few of your regular Slashes.
Extra Tips
- Feeling Spicy? Deadly Saber will apply a big boost to your DoT damage, use Saber on cooldown for a big boost. Add this in as soon as you feel comfortable as it will do a bunch of damage!
- Berserk is a very important cooldown to seeing Annihilation Marauder shine, as it will cause all of your bleeds to critically hit and heals your whole group! Use this when it glows.
- Dual Saber Throw is a great free filler. It does double damage when it’s glowing, so only use it then.
- Vicious Throw is also a great attack to use, but is only available when the target is under 30% HP. You’ll definitely see your DPS increase using this regularly at the end of fights.
Before you start…
If you have 3,000 Tech Fragments, go and buy the Spiteful Saber tactical item.
With this tactical item, you no longer need to keep track of your Rupture DoT – apply it once, and any time you use Viscous Slash, Vicious Throw or Dual Saber Throw it will be automatically refreshed. Getting Spiteful Saber will make your entire rotation flow smoother.
Discipline | Tactical | Legendary | Stats |
---|---|---|---|
Guardian Defense Juggernaut Immortal | Grit Teeth Jaw Breaker, Hord’s Makashi Strike and Leviathan’s Hide are good alternatives | Force Resistance + Retaliator | Shield: 5500-6000 Absorb: remaining tertiary stats |
Guardian Vigilance Juggernaut Vengeance | Hemophilic Slash (Single Target), Cut to Pieces (AoE) | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Guardian Focus Juggernaut Rage | Cauterized Coronary | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Watchman Marauder Annihilation | Spiteful Saber | Fearless Victor + Berserker’s Call and Dispatcher are all viable options | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Combat Marauder Carnage | Shard of Mortis | Fearless Victor + Dispatcher | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Sentinel Concentration Marauder Fury | Cauterized Conary | Fearless Victor + Berserker’s Call | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Telekinetics Sorcerer Lightning | Stormwatch | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 560 (2.14%) • 1.3 GCD = 3209 (10.38%) • 1.2 GCD = 8296 (20%) • 1.1 GCD under PS = 3596 (16.366) With Alacrity Guild Perk • 1.3 GCD = 1494 • 1.1 GCD under PS = 1801 |
Sage Seer Sorcerer Corruption | One for All | Unmatched Haste + Revitalize or Dynamic Force are all considered viable as of now | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Balance Sorcerer Madness | Tempest of Rho | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Kinetic Combat Assassin Darkness | Two Cloaks, The Life Warden, Ancient Tome of Wrath and Shroud of a Shadow as potential alternatives | Dynamic Force + Force Resistance or Ballast Point is fine if you prefer to use pieces with tanking stats | Shield: 5000-5500 Absorb: remaining tertiary stats |
Shadow Infiltration Assassin Deception | The Awakened Flame | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Serenity Assassin Hatred | Two Time Trouble | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Combat Medic Mercenary Bodyguard | SC-4 Treatment Scanner | Advanced Scanning + Concentrated Fire or Overcharged Cells seem to all be viable options | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Gunnery Mercenary Arsenal | Primed Ignition (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Commando Assault Specialist Mercenary Innovative Ordnance | Energized Charges (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Shield Specialist Powertech Shield Tech | Thermal Screen (Single Target), Oil Fire (AoE), The Life Warden | Supercommando + Squad Leader | Shield: 6000 - 6500 Absorb: remaining tertiary stats |
Vanguard Plasmatech Powertech Pyrotech | Superheated Fuel | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Tactics Powertech Advanced Prototype | Overwhelming Offense | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Sharpshooter Sniper Marksmanship | Agitating Energies | Locked and Loaded + Improved Targeting use Energy Regulators if you experience energy issues | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Saboteur Sniper Engineering | Ruthless Interrogation | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Dirty Fighting Sniper Virulence | Exploited Weakness (Single Target), Airborne Agents (AoE) | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: 2700 - 2800 With Alacrity Guild Perk 1100 - 1300 |
Scoundrel Sawbones Operative Medicine | Critical Surgery and Diagnostics Probe are both viable alternatives | Tactician + Aggressive Treatment or Field Medic | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Scrapper Operative Concealment | Acid Lash (Single Target), Explosive Cells (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Ruffian Operative Lethality | Synox Shots (Single Target), Viral Elements (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Ready to learn more about your class, and how to play at a higher skill level? These guides by other players break down your class's abilities and your full rotation!
Guides
- Watchman / Annihilation 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Watchman & Annihilation Juyo Guide by Draemn on YouTube (7.2)
- Annihilation Marauder Guide by Biggs on YouTube (7.02)
- Annihilation Marauder PvE Guide and Best Builds by Endonae on vulkk.com (7)
Attacks
- Assault - Basic AttackLevel 1
- Vicious Slash - AttackLevel 1
- Smash - Area AttackLevel 4
- Force Scream - AttackLevel 7
- Battering Assault - AttackLevel 7
- Ravage - AttackLevel 10
- Sweeping Slash - Area AttackLevel 10
- Force Rend - AttackLevel 15
- Rupture - AttackLevel 35
- Force Fracture - Optional Attack Level 39 Option 2/3Level 39 REPLACES Rupture at Level 39+
- Vicious Throw - AttackLevel 47
- Annihilate - AttackLevel 47
- Dual Saber Throw - Area AttackLevel 56
Multiple Enemy Attack Abilities
These Annihilation attacks are useful for attacking groups of enemies.
- Smash - Area AttackLevel 4
- Sweeping Slash - Area AttackLevel 10
- Dual Saber Throw - Area AttackLevel 56
Buffs
You can combine your Annihilation buffs with your attacks to create powerful combinations.
- Unnatural Might - Passive Class BuffLevel 1
- Berserk - BuffLevel 15
- Predation - Optional Operation Buff Level 27 Option 3/3Level 27
- Frenzy - BuffLevel 43
- Furious Power - Optional Buff Level 43 Option 1/3Level 43
- Bloodthirst - Operation BuffLevel 51
- Deadly Saber - BuffLevel 60
Defensive & Healing Abilities
Use these abilities to help yourself stay alive. The Marauder has these defensive and healing abilities and you'll want to know where they are in a difficult fight.
- Cloak of Pain - DefensiveLevel 4
- Saber Ward - DefensiveLevel 15
- Undying Rage - Optional Defensive Level 68 Option 3/3Level 68
Useful Abilities
These abilities may not be directly for attacking, but they are used heavily by skilled Marauders in combat to turn the tide of a fight.
- Force Charge - Leap - Jump to a faraway enemy.Level 1
- Channel Hatred - Regeneration - Regain health out of battle.Level 1
- Unleash - Stun Break - If you are stunned and can’t move, you can use this ability to unstun yourself.Level 10
- Disruption - Interrupt - Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back!Level 19
- Force Camouflage - Temporary Stealth - Camouflage is a type of temporary stealth that doe not remove you from combat, but does protect you, reduce your threat and cleanse you.Level 31
- Force Choke - Optional Stun Level 68 Option 1/3 - You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.Level 68
- Mad Dash - Optional Movement Level 68 Option 2/3 - Quickly rush forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while dashing. Can be used while immobilized and purges movement-impairing effects when activated.Level 68
Tree Choices
As you level up, you will be able to make choices about how you play your Annihilation Marauder with the Ability Tree, which can be opened with the K key on your keyboard. If you do not choose one, a default option will be chosen for you.
You will have eight choices to make as you level up, at levels 23, 27, 39, 43, 51, 64, 68 and 73. All of these Ability Tree choices are not permanent choices and can be changed later. If you are following a Level 80 guide on how to play your Annihilation Marauder, you will need to make sure to choose the same options as they have. You may not have the same choices chosen as a friend who is also playing a Annihilation Marauder.
Level 23 Choice: Force Rend Change
Choose from one of three ways that you want Force Rend to change at level 23. Your options are Juyo Rend, Draining Center, and Critical Bleeds.
Summons dark Force power to build 4 rage and rend the target, causing it to bleed for internal damage over 9 seconds.
Force Rend immediately maxes out your Juyo stacks and generates 10 Fury.
Force Rend immediately maxes out your Juyo stacks and generates 10 Fury.
Force Rend deals twice its initial damage whenever it consumes a stack of Zen and heals you for 35% of the damage that it deals.
Force Rend deals twice its initial damage whenever it consumes a stack of Zen and heals you for 35% of the damage that it deals.
While Force Rend is on a target, the critical hit chance of all your bleed attacks on that target are increased by 10%.
While Force Rend is on a target, the critical hit chance of all your bleed attacks on that target are increased by 10%.
General Suggestion: Draining Center - This choice not only buffs Force Rend but also enables you to activate Berserk more often, which is always a great thing to do on a Marauder. Take by default.
Level 27 Choice
Choose from one of three Marauder abilities at Level 27, you can only have one of these options at any given time. Your options as a Annihilation Marauder for the Level 27 choice are Snaring Slash, Overwhelming Slashes, and Predation.
Vicious Slash, Massacre and Ravage slow targets they hit by 50% for 10 seconds.
Vicious Slash, Massacre and Ravage slow targets they hit by 50% for 10 seconds.
Ravage immobilizes the target for 3 seconds and generates 1 rage.
Ravage immobilizes the target for 3 seconds and generates 1 rage.
Applies Predation to you and your group members within 40 meters, increasing movement speed by 80%, melee and ranged defense by 10%, and purges movement-impairing effects. Lasts 10 seconds.
Applies Predation to you and your group members within 40 meters, increasing movement speed by 80%, melee and ranged defense by 10%, and purges movement-impairing effects. Lasts 10 seconds.
Solo Single-Strong-Enemy Suggestion: Predation - Predation is an extremely useful speed boost and slight defensive ability, and since nobody can take it for you when playing solo, you must take it yourself!
Multi-Enemy Solo Suggestion: Predation - Predation is an extremely useful speed boost and slight defensive ability, and since nobody can take it for you when playing solo, you must take it yourself!
Flashpoint Suggestion: Predation - Predation is an extremely useful speed boost and slight defensive ability, This is a great buff to share with your group members during movement-heavy fights or just for going from point A to point B faster. Only consider a different choice if someone else is already using Transcendence/Predation.
Operation Suggestion: Predation - Predation is an extremely useful speed boost and slight defensive ability, This is a great buff to share with your group members during movement-heavy fights or just for going from point A to point B faster. Only consider a different choice if someone else is already using Transcendence/Predation.
Level 39 Choice: Rupture Change
Choose from one of three ways that you want Rupture to change at level 39. Your options are Blood Wave, Force Fracture, and Rupturing Rage.
Stabs the target for weapon damage and causes it to bleed for internal damage over 9 seconds. Requires two lightsabers.
Dealing damage with Rupture sends a wave out from your primary target, causing any of your bleeds on nearby targets to deal damage.
Dealing damage with Rupture sends a wave out from your primary target, causing any of your bleeds on nearby targets to deal damage.
Lashes out a target with the power of the force, dealing energy damage and an additional internal damage for each of your periodic bleed effects on the target. Replaces Rupture.
Lashes out a target with the power of the force, dealing energy damage and an additional internal damage for each of your periodic bleed effects on the target. Replaces Rupture.
Rupture applies trauma and refunds its rage when used while Berserk is active. Trauma reduces the healing received by 20% for 10 seconds.
Rupture applies trauma and refunds its rage when used while Berserk is active. Trauma reduces the healing received by 20% for 10 seconds.
Multi-Enemy Solo Suggestion: Blood Wave - Excellent passive AoE choice that doesn't take much effort. Just spread your DoTs out from the highest health target and watch the group fall over.
Solo Single-Strong-Enemy Suggestion: Rupturing Rage - Annihilation can be very Rage-hungry when played properly. This choice's refund keeps the rotation going smoothly.
Flashpoint Suggestion: Rupturing Rage - Annihilation can be very Rage-hungry when played properly. This choice's refund keeps the rotation going smoothly.
Operation Suggestion: Rupturing Rage - Annihilation can be very Rage-hungry when played properly. This choice's refund keeps the rotation going smoothly.
Level 43 Choice
Choose from one of three Marauder abilities at Level 43, you can only have one of these options at any given time. Your options as a Annihilation Marauder for the Level 43 choice are Furious Power, Bleeding Center, and Blood Fury.
Consumes all ability charges of Furious Power and applies that many Furious Power stacks to you for 15 seconds. Each stack increases your next direct single target melee attack by 25% and is consumed whenever you deal damage with these attacks. Recharges 1 ability charge every 15 seconds to a maximum of 4 charges.
Consumes all ability charges of Furious Power and applies that many Furious Power stacks to you for 15 seconds. Each stack increases your next direct single target melee attack by 25% and is consumed whenever you deal damage with these attacks. Recharges 1 ability charge every 15 seconds to a maximum of 4 charges.
Activating Berserk immediately builds 4 Rage and critically hitting with periodic bleed damage builds 2 Fury, even during Berserk. This effect cannot occur more than once every 2 seconds.
Activating Berserk immediately builds 4 Rage and critically hitting with periodic bleed damage builds 2 Fury, even during Berserk. This effect cannot occur more than once every 2 seconds.
All melee damage attacks deal additional bleed damage while Berserk is active. This damage does not consume a charge of Berserk and cannot occur more than once per second.
All melee damage attacks deal additional bleed damage while Berserk is active. This damage does not consume a charge of Berserk and cannot occur more than once per second.
General Suggestion: Bleeding Center - Works in the background to increase Berserk uptime dramatically for free. Best choice by far.
Level 51 Choice
Choose from one of three Marauder abilities at Level 51, you can only have one of these options at any given time. Your options as a Annihilation Marauder for the Level 51 choice are Inexorable, Interloper, and Steel Self.
You generate 4 rage when stunned, immobilized, put to sleep, or knocked around. Additionally, the cooldown of Unleash is reduced by 30 seconds.
You generate 4 rage when stunned, immobilized, put to sleep, or knocked around. Additionally, the cooldown of Unleash is reduced by 30 seconds.
Force Charge gets an additional charge and builds 2 Fury when activated.
Force Charge gets an additional charge and builds 2 Fury when activated.
Increases internal and elemental damage reduction by 3%. In addition, Activating Bloodthirst, Cloak of Pain, or Predation reduces the damage you take from area effects by 30% for 10 seconds.
Increases internal and elemental damage reduction by 3%. In addition, Activating Bloodthirst, Cloak of Pain, or Predation reduces the damage you take from area effects by 30% for 10 seconds.
Solo Single-Strong-Enemy Suggestion: Inexorable - Lots of difficult fights to solo in SWTOR can be made more maneageable if you can break out of Stuns more often. If damage is the bigger issue, take Steel Self and keep Predation handy for some Area Reduction.
Multi-Enemy Solo Suggestion: Interloper - Jumping around from group to group of enemies can make the leveling process much faster, and the boost of Fury will help keep Berserk going without pausing between each pack.
Flashpoint Suggestion: Steel Self - Bloodthirst should be saved as a cooldown for you group when they want it, but Cloak of Pain and Predation can be kept in your pocket for moments of large, group-wide damage you'd like to survive.
Operation Suggestion: Steel Self - Bloodthirst should be saved as a cooldown for you group when they want it, but Cloak of Pain and Predation can be kept in your pocket for moments of large, group-wide damage you'd like to survive.
Level 64 Choice
Choose from one of three Marauder abilities at Level 64, you can only have one of these options at any given time. Your options as a Annihilation Marauder for the Level 64 choice are Cloak of Retribution, Path Carver, and Blood Ward.
Each use of Assault and Battering Assault reduces the active cooldown of Cloak of Pain by 3 seconds. While Cloak of Pain is active, it generates 1 rage whenever you are attacked. This effect cannot occur more than once every 2 seconds.
Each use of Assault and Battering Assault reduces the active cooldown of Cloak of Pain by 3 seconds. While Cloak of Pain is active, it generates 1 rage whenever you are attacked. This effect cannot occur more than once every 2 seconds.
Sweeping Slash deals 15% more damage.
Sweeping Slash deals 15% more damage.
Activating Saber Ward grants immunity to stun, sleep, lift, and incapacitating effects for 6 seconds, and getting attacked while Saber Ward is active heals you for 3% of your maxiumum health. This healing effect cannot occur more than once every second.
Activating Saber Ward grants immunity to stun, sleep, lift, and incapacitating effects for 6 seconds, and getting attacked while Saber Ward is active heals you for 3% of your maxiumum health. This healing effect cannot occur more than once every second.
Multi-Enemy Solo Suggestion: Path Carver - Decent AoE boost for easy content where you can pull lots.
Solo Single-Strong-Enemy Suggestion: Blood Ward - Blood Ward is a great defensive as it kind of turns Saber Ward into a mini-Enraged Defense with the heal per attack component!
Flashpoint Suggestion: Blood Ward - Blood Ward is a great defensive as it kind of turns Saber Ward into a mini-Enraged Defense with the heal per attack component!
Operation Suggestion: Blood Ward - Blood Ward is a great defensive as it kind of turns Saber Ward into a mini-Enraged Defense with the heal per attack component!
Level 68 Choice
Choose from one of three Marauder abilities at Level 68, you can only have one of these options at any given time. Your options as a Annihilation Marauder for the Level 68 choice are Force Choke, Mad Dash, and Undying Rage.
Chokes the target, stunning it for 4 seconds and generating moderate threat. Deals kinetic damage and builds 3 rage over the duration. This ability can be channeled while moving.
You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.
Quickly rush forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while dashing. Can be used while immobilized and purges movement-impairing effects when activated.
Quickly rush forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while dashing. Can be used while immobilized and purges movement-impairing effects when activated.
Reduces the damage you take by 99% for 6 seconds.
Reduces the damage you take by 99% for 6 seconds.
Multi-Enemy Solo Suggestion: Mad Dash - It doesn't exactly do impressive AoE damage, but if you're just clearing hallways of trash quickly, Mad Dashing through is probably the best choice.
Solo Single-Strong-Enemy Suggestion: Undying Rage - 6 seconds may not sound like a lot of time but taking virtually no damage for that long can be the difference between clearing a hard piece of content in the game and dying. Make a habit of using it quickly if you see you suddenly get aggro. For content where the target is susceptible to stuns, Force Choke can serve as an extra interrupt and Mad Dash is a great additional movement ability, but if those aren't needed definitely keep Undying Rage as your default skill.
Flashpoint Suggestion: Undying Rage - 6 seconds may not sound like a lot of time but taking virtually no damage for that long can be the difference between clearing a hard piece of content in the game and dying. Make a habit of using it quickly if you see you suddenly get aggro. For content where the target is susceptible to stuns, Force Choke can serve as an extra interrupt and Mad Dash is a great additional movement ability, but if those aren't needed definitely keep Undying Rage as your default skill.
Operation Suggestion: Undying Rage - 6 seconds may not sound like a lot of time but taking virtually no damage for that long can be the difference between clearing a hard piece of content in the game and dying. Make a habit of using it quickly if you see you suddenly get aggro. For content where the target is susceptible to stuns, Force Choke can serve as an extra interrupt and Mad Dash is a great additional movement ability, but if those aren't needed definitely keep Undying Rage as your default skill.
Level 73 Choice
Choose from one of three Marauder abilities at Level 73, you can only have one of these options at any given time. Your options as a Annihilation Marauder for the Level 73 choice are Thirst for Rage, Interceptor, and Brazen.
Bloodthirst generates 12 rage when activated, and you heal for 1% of your maximum health whenever you activate an ability that consumes rage.
Bloodthirst generates 12 rage when activated, and you heal for 1% of your maximum health whenever you activate an ability that consumes rage.
Force Charge, Force Rend, Devastating Blast, and Obliterate snare the target, reducing its movement speed by 50% for 6 seconds.
Force Charge, Force Rend, Devastating Blast, and Obliterate snare the target, reducing its movement speed by 50% for 6 seconds.
Increases your damage reduction by 2%, and you build 2 Fury when attacked. This Fury building effect cannot occur more than once every 1.5 seconds.
Increases your damage reduction by 2%, and you build 2 Fury when attacked. This Fury building effect cannot occur more than once every 1.5 seconds.
General Suggestion: Thirst for Rage - Even if you're forgetting to use Bloodthirst in most content, the passive 1% heal every time you use a Rage spender alone makes this choice the best in the tier. Default to this for sure.
All Abilities
All your abilities for the Annihilation Marauder.
Lvl | Icon | Ability |
---|---|---|
LvL1 | Force ChargeLeap 10-30m Jumps to a distant target, dealing damage with the main-hand weapon, immobilizing the target for 2 seconds and interrupting the target's current action. Builds 3 rage. Cannot be used against targets in cover. Jump to a faraway enemy. | |
LvL1 | Channel HatredRegeneration Channels your hatred to restore your health. Cannot be used during combat. Regain health out of battle. | |
LvL1 | AssaultBasic Attack 4m (melee range) Generates 2 rage and inflicts weapon damage with a series of quick melee attacks. Attacks with both weapons if dual wielding. Generates 2 rage and inflicts weapon damage with a series of quick melee attacks. Attacks with both weapons if dual wielding. | |
LvL1 | Vicious SlashAttack 4m (melee range) Slashes the target for weapon damage. Attacks with both weapons if dual wielding. Slashes the target for weapon damage. Attacks with both weapons if dual wielding. | |
LvL1 | Unnatural MightPassive Class Buff Increases melee, ranged, Force and tech bonus damage and healing by 5%. Increases melee, ranged, Force and tech bonus damage and healing by 5%. | |
LvL1 | Shii-Cho FormPassive Utilize a balanced lightsaber form, increasing all damage dealt and reducing all damage received by 3%. Utilize a balanced lightsaber form, increasing all damage dealt and reducing all damage received by 3%. | |
LvL1 | DrivePassive Increases your movement speed by 15%. Increases your movement speed by 15%. | |
LvL1 | VehemencePassive Increases the critical strike damage of all attacks by 10% and the critical strike chance of Vicious Slash, Sweeping Slash, Vicious Throw, and Furious Strike by 5%. Increases the critical strike damage of all attacks by 10% and the critical strike chance of Vicious Slash, Sweeping Slash, Vicious Throw, and Furious Strike by 5%. | |
LvL1 | Enraged RendHidden Passive Force Rend builds 1 additional rage. Force Rend builds 1 additional rage. | |
LvL1 | Hastened RendHidden Passive Reduces the cooldown of Force Rend by 3 seconds. Reduces the cooldown of Force Rend by 3 seconds. | |
LvL1 | Deep WoundHidden Passive Increases the direct damage dealt by Rupture by 5%. Increases the direct damage dealt by Rupture by 5%. | |
LvL1 | BleedoutPassive Increases the critical strike damage of your bleed effects by 5%. Increases the critical strike damage of your bleed effects by 5%. | |
LvL4 | SmashArea Attack Smashes up to 8 enemies within 5 meters with the Force, dealing kinetic damage. Stuns weak and standard enemies for 2 seconds. Smashes up to 8 enemies within 5 meters with the Force, dealing kinetic damage. Stuns weak and standard enemies for 2 seconds. | |
LvL4 | Cloak of PainDefensive Reduces all damage taken by 20% and deals energy damage to attackers. This effect cannot occur more than once every second. Lasts 10 seconds. Cloak of Pain refreshes to its full duration when attacked, but this effect cannot last more than 30 seconds in total. Reduces all damage taken by 20% and deals energy damage to attackers. This effect cannot occur more than once every second. Lasts 10 seconds. Cloak of Pain refreshes to its full duration when attacked, but this effect cannot last more than 30 seconds in total. | |
LvL7 | Force ScreamAttack 10m (short range) Blasts the target with a Force-enhanced scream, dealing kinetic damage. In addition, standard and weak enemies are stunned for 4 seconds. Blasts the target with a Force-enhanced scream, dealing kinetic damage. In addition, standard and weak enemies are stunned for 4 seconds. | |
LvL7 | Battering AssaultAttack 4m (melee range) Strikes the target multiple times with both lightsabers, dealing weapon damage and building 6 rage. Requires 2 lightsabers. Strikes the target multiple times with both lightsabers, dealing weapon damage and building 6 rage. Requires 2 lightsabers. | |
LvL10 | RavageAttack 4m (melee range) Performs a series of lightsaber attacks that deal weapon damage. Strikes with both weapons if dual wielding. Performs a series of lightsaber attacks that deal weapon damage. Strikes with both weapons if dual wielding. | |
LvL10 | UnleashStun Break Purges all incapacitating and movement-impairing effects. If you are stunned and can’t move, you can use this ability to unstun yourself. | |
LvL10 | Sweeping SlashArea Attack Slashes up to 8 enemies within 5 meters in front of you for weapon damage. Attacks with both weapons if dual wielding. Slashes up to 8 enemies within 5 meters in front of you for weapon damage. Attacks with both weapons if dual wielding. | |
LvL15 | BerserkBuff Requires and converts 30 stacks of Fury to enter a Berserk state, increasing the critical chance of your bleed attacks by 100% and causing the bleed damage you deal to heal your group for 1% of max health. Lasts for 6 charges. Requires and converts 30 stacks of Fury to enter a Berserk state, increasing the critical chance of your bleed attacks by 100% and causing the bleed damage you deal to heal your group for 1% of max health. Lasts for 6 charges. | |
LvL15 | Saber WardDefensive Raises a lightsaber ward, increasing melee and ranged defenses by 50% and absorbing 25% of the damage taken from Force and tech attacks. Lasts 12 seconds. Raises a lightsaber ward, increasing melee and ranged defenses by 50% and absorbing 25% of the damage taken from Force and tech attacks. Lasts 12 seconds. | |
LvL15 | Enraged SlashPassive Vicious Slash, Sweeping Slash, Vicious Throw, Massacre, Annihilate, and Furious Strike refund 1 rage when used. In addition, Battering Assault beats down its target for 45 seconds. Beat down targets take 5% more damage from melee attacks. Vicious Slash, Sweeping Slash, Vicious Throw, Massacre, Annihilate, and Furious Strike refund 1 rage when used. In addition, Battering Assault beats down its target for 45 seconds. Beat down targets take 5% more damage from melee attacks. | |
LvL15 | BroodingPassive You build up to 30 Fury over the course of using Channel Hatred. This effect cannot occur more than once every 30 seconds. You build up to 30 Fury over the course of using Channel Hatred. This effect cannot occur more than once every 30 seconds. | |
LvL15 | FuryPassive Activating an attack that spends rage and defeating opponents builds Fury. When 30 stacks of Fury are built, you become Furious, enabling the use of Berserk, Predation and Bloodthirst. Activating an attack that spends rage and defeating opponents builds Fury. When 30 stacks of Fury are built, you become Furious, enabling the use of Berserk, Predation and Bloodthirst. | |
LvL15 | Force RendAttack 4m (melee range) Summons dark Force power to build 4 rage and rend the target, causing it to bleed for internal damage over 9 seconds. Summons dark Force power to build 4 rage and rend the target, causing it to bleed for internal damage over 9 seconds. | |
LvL15 | Juyo FormPassive Utilize an aggressive lightsaber form, causing your melee attacks to increase all damage dealt by 1% for 30 seconds. Stacks up to 5 times. This effect cannot occur more than once every second. Replaces Shii-Cho Form. Utilize an aggressive lightsaber form, causing your melee attacks to increase all damage dealt by 1% for 30 seconds. Stacks up to 5 times. This effect cannot occur more than once every second. Replaces Shii-Cho Form. | |
LvL19 | DisruptionInterrupt 4m (melee range) Smash into the target, disrupting its current action and preventing that ability from being used for the next 4 seconds. Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back! | |
LvL23 | Hemorrhaging SmashPassive Reduces the cooldown of Smash by 9 seconds and the rage it consumes by 1. In addition, Smash deals 30% more damage and spreads your Rupture and Force Rend bleeds to the targets it hits, if it hits a target already affected by those bleeds. Reduces the cooldown of Smash by 9 seconds and the rage it consumes by 1. In addition, Smash deals 30% more damage and spreads your Rupture and Force Rend bleeds to the targets it hits, if it hits a target already affected by those bleeds. | |
LvL23 | Juyo RendOptional Passive Level 23 Option 1/3 Force Rend immediately maxes out your Juyo stacks and generates 10 Fury. Force Rend immediately maxes out your Juyo stacks and generates 10 Fury. | |
LvL23 | Draining CenterOptional Passive Level 23 Option 2/3 Force Rend deals twice its initial damage whenever it consumes a stack of Zen and heals you for 35% of the damage that it deals. Force Rend deals twice its initial damage whenever it consumes a stack of Zen and heals you for 35% of the damage that it deals. General Suggestion: This choice not only buffs Force Rend but also enables you to activate Berserk more often, which is always a great thing to do on a Marauder. Take by default. | |
LvL23 | Critical BleedsOptional Passive Level 23 Option 3/3 While Force Rend is on a target, the critical hit chance of all your bleed attacks on that target are increased by 10%. While Force Rend is on a target, the critical hit chance of all your bleed attacks on that target are increased by 10%. | |
LvL27 | Snaring SlashOptional Passive Level 27 Option 1/3 Vicious Slash, Massacre and Ravage slow targets they hit by 50% for 10 seconds. Vicious Slash, Massacre and Ravage slow targets they hit by 50% for 10 seconds. | |
LvL27 | Overwhelming SlashesOptional Passive Level 27 Option 2/3 Ravage immobilizes the target for 3 seconds and generates 1 rage. Ravage immobilizes the target for 3 seconds and generates 1 rage. | |
LvL27 | PredationOptional Operation Buff Level 27 Option 3/3 Applies Predation to you and your group members within 40 meters, increasing movement speed by 80%, melee and ranged defense by 10%, and purges movement-impairing effects. Lasts 10 seconds. Applies Predation to you and your group members within 40 meters, increasing movement speed by 80%, melee and ranged defense by 10%, and purges movement-impairing effects. Lasts 10 seconds. Solo Single-Enemy Suggestion: Predation is an extremely useful speed boost and slight defensive ability, and since nobody can take it for you when playing solo, you must take it yourself! Solo Many-Enemy Suggestion: Predation is an extremely useful speed boost and slight defensive ability, and since nobody can take it for you when playing solo, you must take it yourself! Flashpoint Suggestion: Predation is an extremely useful speed boost and slight defensive ability, This is a great buff to share with your group members during movement-heavy fights or just for going from point A to point B faster. Only consider a different choice if someone else is already using Transcendence/Predation. Operation Suggestion: Predation is an extremely useful speed boost and slight defensive ability, This is a great buff to share with your group members during movement-heavy fights or just for going from point A to point B faster. Only consider a different choice if someone else is already using Transcendence/Predation. | |
LvL31 | Force CamouflageTemporary Stealth Obscures yourself with the Force, removing all cleansable effects and becoming difficult to detect. Reduces your threat towards all enemies and all damage taken by 50%, grants immunity to controlling effects and increases movement speed by 50%. Lasts 6 seconds. Dealing direct damage ends the effect prematurely. Camouflage is a type of temporary stealth that doe not remove you from combat, but does protect you, reduce your threat and cleanse you. | |
LvL35 | RuptureAttack 4m (melee range) Stabs the target for weapon damage and causes it to bleed for internal damage over 9 seconds. Requires two lightsabers. Stabs the target for weapon damage and causes it to bleed for internal damage over 9 seconds. Requires two lightsabers. | |
LvL35 | HungeringHidden Passive Your Rupture, Deadly Saber, and Force Rend bleeds heal you for 15% of the damage they deal. Your Rupture, Deadly Saber, and Force Rend bleeds heal you for 15% of the damage they deal. | |
LvL35 | HemorrhagePassive Your bleed effects have a 20% chance to build 1 rage when dealing damage. This effect cannot occur more than once every second. Your Rupture, Deadly Saber, and Force Rend bleeds heal you for 15% of the damage they deal. Your bleed effects have a 20% chance to build 1 rage when dealing damage. This effect cannot occur more than once every second. Your Rupture, Deadly Saber, and Force Rend bleeds heal you for 15% of the damage they deal. | |
LvL39 | Blood WaveOptional Passive Level 39 Option 1/3 Dealing damage with Rupture sends a wave out from your primary target, causing any of your bleeds on nearby targets to deal damage. Dealing damage with Rupture sends a wave out from your primary target, causing any of your bleeds on nearby targets to deal damage. Solo Many-Enemy Suggestion: Excellent passive AoE choice that doesn't take much effort. Just spread your DoTs out from the highest health target and watch the group fall over. | |
LvL39 | Force FractureOptional Attack 10m (short range) Level 39 Option 2/3 Lashes out a target with the power of the force, dealing energy damage and an additional internal damage for each of your periodic bleed effects on the target. Replaces Rupture. Lashes out a target with the power of the force, dealing energy damage and an additional internal damage for each of your periodic bleed effects on the target. Replaces Rupture. | |
LvL39 | Rupturing RageOptional Passive Level 39 Option 3/3 Rupture applies trauma and refunds its rage when used while Berserk is active. Trauma reduces the healing received by 20% for 10 seconds. Rupture applies trauma and refunds its rage when used while Berserk is active. Trauma reduces the healing received by 20% for 10 seconds. General Suggestion: Annihilation can be very Rage-hungry when played properly. This choice's refund keeps the rotation going smoothly. | |
LvL43 | FrenzyBuff Enters a furious frenzy, immediately building 30 stacks of Fury. Enters a furious frenzy, immediately building 30 stacks of Fury. | |
LvL43 | Juyo MasteryPassive Your bleed effects deal 1% more damage and are 2% more likely to critically hit per stack of Juyo Form. Your bleed effects deal 1% more damage and are 2% more likely to critically hit per stack of Juyo Form. | |
LvL43 | Furious PowerOptional Buff Level 43 Option 1/3 Consumes all ability charges of Furious Power and applies that many Furious Power stacks to you for 15 seconds. Each stack increases your next direct single target melee attack by 25% and is consumed whenever you deal damage with these attacks. Recharges 1 ability charge every 15 seconds to a maximum of 4 charges. Consumes all ability charges of Furious Power and applies that many Furious Power stacks to you for 15 seconds. Each stack increases your next direct single target melee attack by 25% and is consumed whenever you deal damage with these attacks. Recharges 1 ability charge every 15 seconds to a maximum of 4 charges. | |
LvL43 | Bleeding CenterOptional Passive Level 43 Option 2/3 Activating Berserk immediately builds 4 Rage and critically hitting with periodic bleed damage builds 2 Fury, even during Berserk. This effect cannot occur more than once every 2 seconds. Activating Berserk immediately builds 4 Rage and critically hitting with periodic bleed damage builds 2 Fury, even during Berserk. This effect cannot occur more than once every 2 seconds. General Suggestion: Works in the background to increase Berserk uptime dramatically for free. Best choice by far. | |
LvL43 | Blood FuryOptional Passive Level 43 Option 3/3 All melee damage attacks deal additional bleed damage while Berserk is active. This damage does not consume a charge of Berserk and cannot occur more than once per second. All melee damage attacks deal additional bleed damage while Berserk is active. This damage does not consume a charge of Berserk and cannot occur more than once per second. | |
LvL47 | Vicious ThrowAttack 10m (short range) Throws the main-hand lightsaber at a target, dealing weapon damage. Only usable on targets at or below 30% max health. Throws the main-hand lightsaber at a target, dealing weapon damage. Only usable on targets at or below 30% max health. | |
LvL47 | AnnihilateAttack 30m (long range) Strikes the target with both lightsabers for weapon damage. Each use of this ability grants Annihilator for 30 seconds, lowering the cooldown of your next Annihilate by 1.5 seconds. Stacks up to 3 times. Requires two lightsabers. Strikes the target with both lightsabers for weapon damage. Each use of this ability grants Annihilator for 30 seconds, lowering the cooldown of your next Annihilate by 1.5 seconds. Stacks up to 3 times. Requires two lightsabers. | |
LvL51 | InexorableOptional Passive Level 51 Option 1/3 You generate 4 rage when stunned, immobilized, put to sleep, or knocked around. Additionally, the cooldown of Unleash is reduced by 30 seconds. You generate 4 rage when stunned, immobilized, put to sleep, or knocked around. Additionally, the cooldown of Unleash is reduced by 30 seconds. Solo Single-Enemy Suggestion: Lots of difficult fights to solo in SWTOR can be made more maneageable if you can break out of Stuns more often. If damage is the bigger issue, take Steel Self and keep Predation handy for some Area Reduction. | |
LvL51 | InterloperOptional Passive Level 51 Option 2/3 Force Charge gets an additional charge and builds 2 Fury when activated. Force Charge gets an additional charge and builds 2 Fury when activated. Solo Many-Enemy Suggestion: Jumping around from group to group of enemies can make the leveling process much faster, and the boost of Fury will help keep Berserk going without pausing between each pack. | |
LvL51 | Steel SelfOptional Passive Level 51 Option 3/3 Increases internal and elemental damage reduction by 3%. In addition, Activating Bloodthirst, Cloak of Pain, or Predation reduces the damage you take from area effects by 30% for 10 seconds. Increases internal and elemental damage reduction by 3%. In addition, Activating Bloodthirst, Cloak of Pain, or Predation reduces the damage you take from area effects by 30% for 10 seconds. Flashpoint Suggestion: Bloodthirst should be saved as a cooldown for you group when they want it, but Cloak of Pain and Predation can be kept in your pocket for moments of large, group-wide damage you'd like to survive. Operation Suggestion: Bloodthirst should be saved as a cooldown for you group when they want it, but Cloak of Pain and Predation can be kept in your pocket for moments of large, group-wide damage you'd like to survive. | |
LvL51 | BloodlustPassive Your direct damage attacks that hit a bleeding target build 1 rage. This effect cannot occur more than once every 3 seconds. In addition, Annihilate makes its target assailable for 45 seconds. Assailable targets take 7% more elemental and internal damage. Your direct damage attacks that hit a bleeding target build 1 rage. This effect cannot occur more than once every 3 seconds. In addition, Annihilate makes its target assailable for 45 seconds. Assailable targets take 7% more elemental and internal damage. | |
LvL51 | BloodthirstOperation Buff Requires and converts 30 stacks of Fury to issue Bloodthirst to you and your Operation group members within 40 meters, increasing all damage and healing done by 10%. Lasts 10 seconds. Those affected by Bloodthirst become Satiated and cannot regain Bloodthirst for 5 minutes. Requires and converts 30 stacks of Fury to issue Bloodthirst to you and your Operation group members within 40 meters, increasing all damage and healing done by 10%. Lasts 10 seconds. Those affected by Bloodthirst become Satiated and cannot regain Bloodthirst for 5 minutes. | |
LvL56 | Dual Saber ThrowArea Attack 30m (long range) Throws both lightsabers in a straight line towards the target, dealing weapon damage to up to 8 enemies directly in front of you up to 30 meters away. Affected enemies are slowed by 50% for 6 seconds. Requires two lightsabers. Throws both lightsabers in a straight line towards the target, dealing weapon damage to up to 8 enemies directly in front of you up to 30 meters away. Affected enemies are slowed by 50% for 6 seconds. Requires two lightsabers. | |
LvL60 | Short FusePassive Increases the amount of Fury built by 2 when activating abilities that consume rage, and reduces the cooldown of Frenzy by 30 seconds. Increases the amount of Fury built by 2 when activating abilities that consume rage, and reduces the cooldown of Frenzy by 30 seconds. | |
LvL60 | Deadly SaberBuff Charges your lightsabers with deadly energy for 15 seconds, causing your next 3 successful melee attacks to make the target bleed for internal damage over 6 seconds. This effect cannot be applied more than once per second and stacks up to 3 times. Charges your lightsabers with deadly energy for 15 seconds, causing your next 3 successful melee attacks to make the target bleed for internal damage over 6 seconds. This effect cannot be applied more than once per second and stacks up to 3 times. | |
LvL60 | PulverizePassive Your bleeding effects have a 30% chance to grant Pulverize which increases the damage of your next Dual Saber Throw by 100% and resets its cooldown. This effect can only occur once every 18 seconds. Your bleeding effects have a 30% chance to grant Pulverize which increases the damage of your next Dual Saber Throw by 100% and resets its cooldown. This effect can only occur once every 18 seconds. | |
LvL64 | Cloak of RetributionOptional Passive Level 64 Option 1/3 Each use of Assault and Battering Assault reduces the active cooldown of Cloak of Pain by 3 seconds. While Cloak of Pain is active, it generates 1 rage whenever you are attacked. This effect cannot occur more than once every 2 seconds. Each use of Assault and Battering Assault reduces the active cooldown of Cloak of Pain by 3 seconds. While Cloak of Pain is active, it generates 1 rage whenever you are attacked. This effect cannot occur more than once every 2 seconds. | |
LvL64 | Path CarverOptional Passive Level 64 Option 2/3 Sweeping Slash deals 15% more damage. Sweeping Slash deals 15% more damage. Solo Many-Enemy Suggestion: Decent AoE boost for easy content where you can pull lots. | |
LvL64 | Blood WardOptional Passive Level 64 Option 3/3 Activating Saber Ward grants immunity to stun, sleep, lift, and incapacitating effects for 6 seconds, and getting attacked while Saber Ward is active heals you for 3% of your maxiumum health. This healing effect cannot occur more than once every second. Activating Saber Ward grants immunity to stun, sleep, lift, and incapacitating effects for 6 seconds, and getting attacked while Saber Ward is active heals you for 3% of your maxiumum health. This healing effect cannot occur more than once every second. General Suggestion: Blood Ward is a great defensive as it kind of turns Saber Ward into a mini-Enraged Defense with the heal per attack component! | |
LvL68 | Force ChokeOptional Stun 10m (short range) Level 68 Option 1/3 Chokes the target, stunning it for 4 seconds and generating moderate threat. Deals kinetic damage and builds 3 rage over the duration. This ability can be channeled while moving. You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general. | |
LvL68 | Mad DashOptional Movement Level 68 Option 2/3 Quickly rush forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while dashing. Can be used while immobilized and purges movement-impairing effects when activated. Quickly rush forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while dashing. Can be used while immobilized and purges movement-impairing effects when activated. Solo Many-Enemy Suggestion: It doesn't exactly do impressive AoE damage, but if you're just clearing hallways of trash quickly, Mad Dashing through is probably the best choice. | |
LvL68 | Undying RageOptional Defensive Level 68 Option 3/3 Reduces the damage you take by 99% for 6 seconds. Reduces the damage you take by 99% for 6 seconds. General Suggestion: 6 seconds may not sound like a lot of time but taking virtually no damage for that long can be the difference between clearing a hard piece of content in the game and dying. Make a habit of using it quickly if you see you suddenly get aggro. For content where the target is susceptible to stuns, Force Choke can serve as an extra interrupt and Mad Dash is a great additional movement ability, but if those aren't needed definitely keep Undying Rage as your default skill. | |
LvL68 | Blood GuardPassive Dealing bleed damage to a target increases your damage reduction by 5% for 3 seconds. Dealing bleed damage to a target increases your damage reduction by 5% for 3 seconds. | |
LvL73 | Thirst for RageOptional Passive Level 73 Option 1/3 Bloodthirst generates 12 rage when activated, and you heal for 1% of your maximum health whenever you activate an ability that consumes rage. Bloodthirst generates 12 rage when activated, and you heal for 1% of your maximum health whenever you activate an ability that consumes rage. General Suggestion: Even if you're forgetting to use Bloodthirst in most content, the passive 1% heal every time you use a Rage spender alone makes this choice the best in the tier. Default to this for sure. | |
LvL73 | InterceptorOptional Passive Level 73 Option 2/3 Force Charge, Force Rend, Devastating Blast, and Obliterate snare the target, reducing its movement speed by 50% for 6 seconds. Force Charge, Force Rend, Devastating Blast, and Obliterate snare the target, reducing its movement speed by 50% for 6 seconds. | |
LvL73 | BrazenOptional Passive Level 73 Option 3/3 Increases your damage reduction by 2%, and you build 2 Fury when attacked. This Fury building effect cannot occur more than once every 1.5 seconds. Increases your damage reduction by 2%, and you build 2 Fury when attacked. This Fury building effect cannot occur more than once every 1.5 seconds. | |
LvL73 | Swift DemisePassive Juyo Form now stacks up to 6 times and Annihilate now stacks up to 4 times and builds two stacks at a time. In addition, Vicious Throw deals 10% more damage. Juyo Form now stacks up to 6 times and Annihilate now stacks up to 4 times and builds two stacks at a time. In addition, Vicious Throw deals 10% more damage. | |
LvL73 | Indefatigable OnslaughtHidden Passive Juyo Form now stacks up to 6 times and Annihilate now stacks up to 4 times in total. Juyo Form now stacks up to 6 times and Annihilate now stacks up to 4 times in total. | |
LvL78 | Devious WoundsPassive Annihilate increases the bleed damage you deal by 5% for 6 seconds after use. Annihilate increases the bleed damage you deal by 5% for 6 seconds after use. |
Milestones
- At Level 15 you will get your first exclusive ability only the Annihilation Marauder has, it will be called Force Rend.
- At Level 23 you will get to choose a way to change how Force Rend works from three different options. This is your first Ability Tree choice, and you can make it by pressing K on your keyboard and selecting an option from the Annihilation Ability Tree on the right.
- At Level 27 you will get your second choice between three options in your Ability Tree. These options may be useable abilities you can click, or they can be passive abilities which give you a boost to your existing abilities.
- At Level 47 you will get your second exclusive ability only the Annihilation Marauder gets, it will be called Rupture.
- At Level 39 you will get to choose a way to change how Rupture works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Annihilation Marauder has, Annihilate and Deadly Saber.
- At Level 73, you will get to make an important choice between three major abilities. This is a big choice all players need to make for their character.
- At Level 43, 51, 64, 68 you will get to make additional choices for your Marauder.
- All of these Ability Tree choices are not permanent. You can change them any time you are not in combat and are not in a queue for Flashpoints, Operations or PvP.