Marauder Carnage Basics Guide
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
- Mirror: Sentinel – Combat
Carnage 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. Carnage is especially tight with Rage when playing at a high-end.
- 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 too far away.
- This discipline is very mobile and you can easily run and jump around while fighting without any issues!
- Carnage is the most interesting of the three Marauder disciplines, as it can be very easy to play or very complicated to play depending on how deep you want to dive into it. It’s also one of the few classes that you really, really must first earn and obtain two pieces of high-level equipment before you can play it smoothly, which makes it less accessible than the other two Marauder disciplines. However, once you have those two gear pieces, if you can memorize a tight 19-ability rotation, even newer players can do incredibly high damage. I highly recommend looking up a guide while learning this class at a high level.
How to play a Carnage Marauder
You can start playing Carnage at level 1. To start playing Carnage, 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 Carnage 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 Carnage Marauder until you’re ready to read and learn from a true level 80 guide.
IMPORTANT! You must have the Shard of Mortis + Dispatcher equipment items to make this work. See the “Before you start…” section below.
Starting the fight:
- Start with Dual Saber Throw to throw your lightsabers from far away, which will help you build your Rage.
- Jump into the fight with Force Charge, as it will also help you build Rage.
In the fight:
- Battering Assault builds a lot of rage – it will fill half your energy bar, so use it to get started or whenever you are low on energy.
- Massacre does extra bonus when used three times in a row, but using it three times in a row costs a lot of Rage.
- Vicious Throw is one of your highest-hitting abilities, but it isn’t always available.
- Devastating Blast is another great source of damage, and does extra damage when it’s glowing.
- Dual Saber Throw helps you generate Rage.
Basic Rotation
Make sure to start by throwing your lightsabers and leaping in to build Rage.
Block 1
Block 2
Start with Battering Assault to build Rage, do 3 Massacres, use either (Vicious Throw + Devastating Blast) or (Devastating Blast + Saber Throw) depending on what’s available, do two more Massacres, and then start over with Battering Assault to build Rage up again.
Thank you very much to player Bagern for helping us figure out this basic rotation for such a complicated class!
More than 3 Enemies
- Smash is a great Area Damage attack to use on multiple targets.
- If you still need more area damage, Sweeping Slash is spam-able.
Extra Tips
Carnage Marauder is a class you can build many layers in to, making it more complex to do higher damage.
- Feeling Spicy? Use Berserk when it is sparkling and available, as it lets you hit your enemy even faster.
- If you have time before the fight, use your regeneration ability Channel Hatred, to build 30 stacks of Fury, which is a buff that shows up near your character portrait. If you have time to regenerate before the fight, you can use Berserk right away after you leap in, before you start your rotation.
- Gore is another high-hitting ability you can work into your rotation, as it reduces the enemy’s armor.
- Feeling Spicier? Ferocity, while not an attack, is important to doing higher damage as a Carnage Marauder, as it makes your next two attacks ignore all armor on a target, which is a huge boost to damage for burst classes like Carnage. You’ll want to use this as often as possible and fit the right two abilities immediately after, which will likely be Vicious Throw, Gore, and Devastating Blast. Ferocity ignores your rage-building Battering Assault and mini-rage-building Dual Saber Throw, so you can safely use them if you need to build Rage up, without worrying about them stealing a Ferocity slot. Ferocity can also be combined with Smash for area damage.
- Feeling very spicy? Frenzy will let you use Bloodthirst right away, which lets you and your group do more damage, Bloodthirst can only be used once every five minutes. Solo, you can start your fights off with this for a boost of damage.
Complicated Rotation
There is also a really heavy-hitting rotation available that balances building rage and doing damage really well. The down-side is it is harder to memorize, and if you make a mistake, it’s much harder to recover, however it does a lot of damage when executed perfectly. At a basic level, you will need to start by throwing your lightsabers and leaping in so you have enough Rage to do the repeating rotation.
Berserk – Massacre – Ferocity – Massacre – Vicious Throw – Devastating Blast – Massacre – Battering Assault – Massacre three in a row – Ferocity – Gore – Devastating Blast – Ravage – Battering Assault – Massacre – Dual Saber Throw – Massacre
Thank you player Bagern for this updated 7.1 rotation!
Before you start…
There are two items that can make Carnage Marauder’s Rage a lot easier to manage, and I recommend you try and get them as soon as possible.
When you have 3,000 Tech Fragments, go and buy the Shard of Mortis tactical item and equip it.
Make sure you have started the Legendary Implants quest, and once you have completed it and you have 6,500 Tech Fragments, go and buy the Dispatcher Package legendary implant and equip it.
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
- Hyper Hyper: Carnage / Combat PVP Guide by Ivano on YouTube (7.2.1)
- Combat & Carnage Quick Guide for PvP by cease_faith on YouTube (7.2)
- Combat / Carnage 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Carnage Marauder Guide by Biggs on YouTube (7.02)
- Carnage Marauder PvE Guide and Best Builds by Endonae on vulkk.com (7)
- Carnage Marauder & Combat Sentinel Guide by Draemn on YouTube (7.1)
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
- Gore - AttackLevel 15
- Driving Gore - Optional Attack Level 23 Option 2/3Level 23 REPLACES Gore at Level 23+
- Massacre - AttackLevel 35 REPLACES Vicious Slash at Level 35+
- Vicious Throw - AttackLevel 47
- Dual Saber Throw - Area AttackLevel 56
- Devastating Blast - AttackLevel 60 REPLACES Force Scream at Level 60+
Multiple Enemy Attack Abilities
These Carnage 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 Carnage 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
- Ferocity - BuffLevel 47
- Bloodthirst - Operation BuffLevel 51
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 Carnage 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 Carnage 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 Carnage Marauder.
Level 23 Choice: Gore Change
Choose from one of three ways that you want Gore to change at level 23. Your options are Piercing Gore, Driving Gore, and Berserk Gore.
Impales the target with both lightsabers, dealing weapon damage and hindering the target for 1.5 seconds, preventing the use of high mobility actions and escapes. In addition, it Sunders the target for 45 seconds. Sundered targets have their armor rating reduced by 20%. Requires two lightsabers.
Gore deals additional damage to up to 8 enemies in a cone behind the primary target.
Gore deals additional damage to up to 8 enemies in a cone behind the primary target.
Swiftly moves towards the target, impaling them with both lightsabers for weapon damage and hindering them for 1.5 seconds, preventing the use of high mobility actions and escapes. In addition, your movement speed is increased by 10% for 10 seconds. Replaces Gore.
Swiftly moves towards the target, impaling them with both lightsabers for weapon damage and hindering them for 1.5 seconds, preventing the use of high mobility actions and escapes. In addition, your movement speed is increased by 10% for 10 seconds. Replaces Gore.
Gore's critical hit chance is increased by 10% while Berserk is active and whenever Gore consumes a charge of Berserk its cooldown is reset.
Gore's critical hit chance is increased by 10% while Berserk is active and whenever Gore consumes a charge of Berserk its cooldown is reset.
Multi-Enemy Solo Suggestion: Piercing Gore - For large packs of trash mobs, Piercing Gore can do a lot of dps provided you line it up properly!
Solo Single-Strong-Enemy Suggestion: Berserk Gore - This interaction with Berserk is definitely your best DPS boost on this tier of choices. You have six charges of Berserk, using Gore on the last one should ensure you can Gore twice before the next Berserk activation.
Flashpoint Suggestion: Berserk Gore - This interaction with Berserk is definitely your best DPS boost on this tier of choices. You have six charges of Berserk, using Gore on the last one should ensure you can Gore twice before the next Berserk activation.
Operation Suggestion: Berserk Gore - This interaction with Berserk is definitely your best DPS boost on this tier of choices. You have six charges of Berserk, using Gore on the last one should ensure you can Gore twice before the next Berserk activation.
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 Carnage 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: Massacre Change
Choose from one of three ways that you want Massacre to change at level 39. Your options are Defensive Stance, Rush Down, and Frenzied Blade.
Strikes the target with both weapons for weapon damage and automatically triggers an Ataru Form strike, bypassing Ataru Form's rate limit. For 6 seconds after using Massacre, your Ataru Form has an extra 30% chance to be triggered. Requires two lightsabers. Replaces Vicious Slash.
Each time you deal damage with Massacre your damage reduction increases by 2%. Stacks up to 3 times and lasts for 6 seconds.
Each time you deal damage with Massacre your damage reduction increases by 2%. Stacks up to 3 times and lasts for 6 seconds.
Massacre deals 10% additional damage for each movement enhancing effect you've applied to yourself.
Massacre deals 10% additional damage for each movement enhancing effect you've applied to yourself.
Massacre's critical chance is increased by 20%. Activating Massacre reduces the cooldown of Frenzy by 2 seconds.
Massacre's critical chance is increased by 20%. Activating Massacre reduces the cooldown of Frenzy by 2 seconds.
General Suggestion: Frenzied Blade - Massacre is a very frequently used ability outside of your ferocity buff. The constant cooldown reduction will really help speed up carnage Marauder!
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 Carnage Marauder for the Level 43 choice are Furious Power, Swiftness, and Quickness.
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.
Critically hitting increases your movement speed by 5% and your crit chance by 5%. Lasts for 3 seconds and stacks up to 5 times.
Critically hitting increases your movement speed by 5% and your crit chance by 5%. Lasts for 3 seconds and stacks up to 5 times.
Dealing damage with an Ataru Form strike reduces the cooldown of rage spending offensive abilities by 1 second. This effect can only occur once every second. In addition, Ataru Form deals 3% more damage.”
Dealing damage with an Ataru Form strike reduces the cooldown of rage spending offensive abilities by 1 second. This effect can only occur once every second. In addition, Ataru Form deals 3% more damage.”
General Suggestion: Swiftness - 25% increased crit chance as long as you keep critting is pretty easy to maintain. Definitely the best choice here.
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 Carnage 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 Carnage 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. Cloak of Retribution would be a nice option for extra Rage generation if needed (shouldnt need it, though), and Path Carver is good for a boost to AoE damage, so all choices in this tier are competitive, but I'd take this one as default until i need to switch for some AoE.
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. Cloak of Retribution would be a nice option for extra Rage generation if needed (shouldnt need it, though), and Path Carver is good for a boost to AoE damage, so all choices in this tier are competitive, but I'd take this one as default until i need to switch for some AoE.
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. Cloak of Retribution would be a nice option for extra Rage generation if needed (shouldnt need it, though), and Path Carver is good for a boost to AoE damage, so all choices in this tier are competitive, but I'd take this one as default until i need to switch for some AoE.
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 Carnage 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 Carnage 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 Carnage 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 | Dual Wield MasteryHidden Passive Doubles the damage dealt by offhand weapon attacks. Doubles the damage dealt by offhand weapon attacks. | |
LvL1 | DisembowelHidden Passive Gore sunders the target for 45 seconds. Sundered targets have their armor rating reduced by 20%. Gore sunders the target for 45 seconds. Sundered targets have their armor rating reduced by 20%. | |
LvL1 | Force VigorHidden Passive Increases damage reduction by 2%. In addition, Dual Saber Throw builds 2 rage. Increases damage reduction by 2%. In addition, Dual Saber Throw builds 2 rage. | |
LvL1 | Enraged AssaultHidden Passive Reduces the cooldown of Battering Assault by 3 seconds. Reduces the cooldown of Battering Assault by 3 seconds. | |
LvL1 | SeverHidden Passive Increases the critical strike damage bonus of Massacre and Devastating Blast by 15%. Increases the critical strike damage bonus of Massacre and Devastating Blast by 15%. | |
LvL1 | ShriekHidden Passive Reduces the cooldowns of Force Scream and Devastating Blast by 3 seconds and the rage they consume by 1. Reduces the cooldowns of Force Scream and Devastating Blast by 3 seconds and the rage they consume by 1. | |
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%. | |
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, granting 30% alacrity. Lasts for 6 charges, with each attack consuming 1 charge. An additional stack of Ferocity is granted if Ferocity is used while Berserk is active. Requires and converts 30 stacks of Fury to enter a Berserk state, granting 30% alacrity. Lasts for 6 charges, with each attack consuming 1 charge. An additional stack of Ferocity is granted if Ferocity is used while Berserk is active. | |
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 | GoreAttack 4m (melee range) Impales the target with both lightsabers, dealing weapon damage and hindering the target for 1.5 seconds, preventing the use of high mobility actions and escapes. In addition, it Sunders the target for 45 seconds. Sundered targets have their armor rating reduced by 20%. Requires two lightsabers. Impales the target with both lightsabers, dealing weapon damage and hindering the target for 1.5 seconds, preventing the use of high mobility actions and escapes. In addition, it Sunders the target for 45 seconds. Sundered targets have their armor rating reduced by 20%. Requires two lightsabers. | |
LvL15 | Ataru FormPassive Utilize an acrobatic lightsaber form, increasing alacrity by 3%. In addition, your successful melee attacks have a 20% chance to trigger a second strike that deals weapon damage. This effect cannot occur more than once every 1.5 seconds. Replaces Shii-Cho Form. Utilize an acrobatic lightsaber form, increasing alacrity by 3%. In addition, your successful melee attacks have a 20% chance to trigger a second strike that deals weapon damage. This effect cannot occur more than once every 1.5 seconds. 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 | Ataru SavvyPassive Sweeping Slash triggers an Ataru Form strike on each enemy target it damages. Sweeping Slash triggers an Ataru Form strike on each enemy target it damages. | |
LvL23 | Piercing GoreOptional Passive Level 23 Option 1/3 Gore deals additional damage to up to 8 enemies in a cone behind the primary target. Gore deals additional damage to up to 8 enemies in a cone behind the primary target. Solo Many-Enemy Suggestion: For large packs of trash mobs, Piercing Gore can do a lot of dps provided you line it up properly! | |
LvL23 | Driving GoreOptional Attack 10m (short range) Level 23 Option 2/3 Swiftly moves towards the target, impaling them with both lightsabers for weapon damage and hindering them for 1.5 seconds, preventing the use of high mobility actions and escapes. In addition, your movement speed is increased by 10% for 10 seconds. Replaces Gore. Swiftly moves towards the target, impaling them with both lightsabers for weapon damage and hindering them for 1.5 seconds, preventing the use of high mobility actions and escapes. In addition, your movement speed is increased by 10% for 10 seconds. Replaces Gore. | |
LvL23 | Berserk GoreOptional Passive Level 23 Option 3/3 Gore's critical hit chance is increased by 10% while Berserk is active and whenever Gore consumes a charge of Berserk its cooldown is reset. Gore's critical hit chance is increased by 10% while Berserk is active and whenever Gore consumes a charge of Berserk its cooldown is reset. General Suggestion: This interaction with Berserk is definitely your best DPS boost on this tier of choices. You have six charges of Berserk, using Gore on the last one should ensure you can Gore twice before the next Berserk activation. | |
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 | MassacreAttack 4m (melee range) Strikes the target with both weapons for weapon damage and automatically triggers an Ataru Form strike, bypassing Ataru Form's rate limit. For 6 seconds after using Massacre, your Ataru Form has an extra 30% chance to be triggered. Requires two lightsabers. Replaces Vicious Slash. Strikes the target with both weapons for weapon damage and automatically triggers an Ataru Form strike, bypassing Ataru Form's rate limit. For 6 seconds after using Massacre, your Ataru Form has an extra 30% chance to be triggered. Requires two lightsabers. Replaces Vicious Slash. | |
LvL35 | Ataru MasteryPassive Increases the damage dealt by your triggered Ataru Form attacks by 5%. In addition, the effects of your Berserk ability are modified. Increases the damage dealt by your triggered Ataru Form attacks by 5%. In addition, the effects of your Berserk ability are modified. | |
LvL39 | Defensive StanceOptional Passive Level 39 Option 1/3 Each time you deal damage with Massacre your damage reduction increases by 2%. Stacks up to 3 times and lasts for 6 seconds. Each time you deal damage with Massacre your damage reduction increases by 2%. Stacks up to 3 times and lasts for 6 seconds. | |
LvL39 | Rush DownOptional Passive Level 39 Option 2/3 Massacre deals 10% additional damage for each movement enhancing effect you've applied to yourself. Massacre deals 10% additional damage for each movement enhancing effect you've applied to yourself. | |
LvL39 | Frenzied BladeOptional Passive Level 39 Option 3/3 Massacre's critical chance is increased by 20%. Activating Massacre reduces the cooldown of Frenzy by 2 seconds. Massacre's critical chance is increased by 20%. Activating Massacre reduces the cooldown of Frenzy by 2 seconds. General Suggestion: Massacre is a very frequently used ability outside of your ferocity buff. The constant cooldown reduction will really help speed up carnage Marauder! | |
LvL43 | FrenzyBuff Enters a furious frenzy, immediately building 30 stacks of Fury. Enters a furious frenzy, immediately building 30 stacks of Fury. | |
LvL43 | ExecutePassive Dealing damage with an Ataru Form strike grants Execute, making your next Force Scream or Devastating Blast deal 10% more damage. Dealing damage with an Ataru Form strike grants Execute, making your next Force Scream or Devastating Blast deal 10% more damage. | |
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 | SwiftnessOptional Passive Level 43 Option 2/3 Critically hitting increases your movement speed by 5% and your crit chance by 5%. Lasts for 3 seconds and stacks up to 5 times. Critically hitting increases your movement speed by 5% and your crit chance by 5%. Lasts for 3 seconds and stacks up to 5 times. General Suggestion: 25% increased crit chance as long as you keep critting is pretty easy to maintain. Definitely the best choice here. | |
LvL43 | QuicknessOptional Passive Level 43 Option 3/3 Dealing damage with an Ataru Form strike reduces the cooldown of rage spending offensive abilities by 1 second. This effect can only occur once every second. In addition, Ataru Form deals 3% more damage.” Dealing damage with an Ataru Form strike reduces the cooldown of rage spending offensive abilities by 1 second. This effect can only occur once every second. In addition, Ataru Form deals 3% more damage.” | |
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 | FerocityBuff 4m (melee range) Gain two stacks up Ferocity, lasting up to 10 seconds. Devastating Blast, Gore, Vicious Throw, Ravage, Massacre, Smash, and Sweeping Slash all gain 100% armor penetration while Ferocity is active, and using any of these abilites consumes one stack of Ferocity. Requires two lightsabers. Gain two stacks up Ferocity, lasting up to 10 seconds. Devastating Blast, Gore, Vicious Throw, Ravage, Massacre, Smash, and Sweeping Slash all gain 100% armor penetration while Ferocity is active, and using any of these abilites consumes one stack of Ferocity. 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 | Blood FrenzyPassive When Execute is consumed by Force Scream or Devastating Blast, you build 1 rage. In addition, you are immune to interrupts and all controlling effects for 6 seconds after activating Ferocity. The immunity effect cannot occur more than once every 30 seconds. When Execute is consumed by Force Scream or Devastating Blast, you build 1 rage. In addition, you are immune to interrupts and all controlling effects for 6 seconds after activating Ferocity. The immunity effect cannot occur more than once every 30 seconds. | |
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 | Devastating BlastAttack Unleashes a powerful blast of Force energy at the target, dealing energy damage. The blast stuns standard and weak enemies for 5 seconds. Replaces Force Scream. Unleashes a powerful blast of Force energy at the target, dealing energy damage. The blast stuns standard and weak enemies for 5 seconds. Replaces Force Scream. | |
LvL60 | Towering RagePassive Execute now additionally increases the critical chance of Force Scream and Devastating Blast by 100%. Execute now additionally increases the critical chance of Force Scream and Devastating Blast by 100%. | |
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. Cloak of Retribution would be a nice option for extra Rage generation if needed (shouldnt need it, though), and Path Carver is good for a boost to AoE damage, so all choices in this tier are competitive, but I'd take this one as default until i need to switch for some AoE. | |
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 | Efficient StrikesPassive While Berserk is active, Massacre and Sweeping Slash consume 1 less rage. While Berserk is active, Massacre and Sweeping Slash consume 1 less rage. | |
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 | SlaughterPassive Dealing damage with an Ataru Form strike triggers Slaughter, which finishes the cooldown on Vicious Throw and makes your next Vicious Throw usable on a target at any health level without consuming any rage. This effect cannot occur more than once every 20 seconds. Dealing damage with an Ataru Form strike triggers Slaughter, which finishes the cooldown on Vicious Throw and makes your next Vicious Throw usable on a target at any health level without consuming any rage. This effect cannot occur more than once every 20 seconds. | |
LvL78 | Frenzied SabersPassive Dealing damage with an Ataru Form strike increases your damage reduction and melee and ranged defense chance by 2%. Stacks up to 3 times. Lasts 10 seconds. Dealing damage with an Ataru Form strike increases your damage reduction and melee and ranged defense chance by 2%. Stacks up to 3 times. Lasts 10 seconds. |
Milestones
- At Level 15 you will get your first exclusive ability only the Carnage Marauder has, it will be called Gore.
- At Level 23 you will get to choose a way to change how Gore 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 Carnage 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 Carnage Marauder gets, it will be called Massacre.
- At Level 39 you will get to choose a way to change how Massacre works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Carnage Marauder has, Ferocity and Devastating Blast.
- 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.