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Marauder alt questions


teemoor

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I have several lvl 50 chars, rakata/BH geared/Infernal/Unyielding and such, but I never played a marauder (leveling one atm). So I wanted to ask these questions (PVE):

 

1. Spec. Anni only, but I need an exact PVE spec (with explanations if you would).

2. Gearing. Stats priority, caps, numbers (like 800 bonus dmg/35% crit and such).

3. Rotation/skill priority.

 

Atm my mara is lvl 28 and my rotation on tough targets (elites/bosses) is:

--------------------------------

Throw

Deadly saber

Charge

Battering

Rupture

Ravage

Vicious (filler)

Berserk when 4 dots are up.

--------------------------------

Wrong?

 

 

PS. BTW lvl 28 and already melting faces in pre-50 warzones xP

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You'd think someone with your "level of experience" could work some of those questions out, carried much?

 

I also could ask my static maras. But I foolishly decided the community will be kind enough to help me avoid deadends.

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My rotation as a level 50 marauder (full rakata/half warhero) *annihilation spec and builds below:

 

http://www.torhead.com/skill-calc#100bIrR0RrfsZuuzZz.1 (My current tree)

 

In honest truth, pvp builds for marauders are various due to multiple scenarios, such as when not to force charge head first towards an enemy or to not pop certain ability. Healers/Channeled-Ability dependent users are a group of people you may not want to charge head first in.

 

Charge is a skill that can also disrupt a user's/mob's/boss' ability. So it is essentially to make sure you can throw away that ability to gain an advantage. I believe that charge should be used during an opponent’s channeled ability. This allows marauders to disrupt the user’s next ability with our disruption which shuts down two abilities quickly and disabling them from doing serious damage (or healing) to your marauder.

 

In huttball, charge is most favorable for us marauders who need to jump towards the goal line and also to disrupt others who may get the ball first but it is important to remember that interrupt are crucial to support our tanks and bring pressure to their healers, so use your charge wisely.

 

Unless the user does not depend on a channeled ability to function, then charging first is favorable move to make first to build rage. (classes such as warriors and assassins)

 

 

*note that this is a general rotation and that it may vary depending on who you may versus in terms of player classes and boss abilities

 

 

PvP: imo rage spec is best due to aoe and numerous other perks but survivability will be less likely

 

frenzy->predation (run to objective faster)

charge <-build rage for ds (please note the charge discussion above)

cloak of pain (can vary in location)

deadly saber/relic (deadly saber is important for more dps/bleed)

battering assault <-build rage for annihilation

annihilation

crippling slash (slows them down for rupture/ravage)

rupture (during any phase if you rinse and repeat pop berserk for heals if available)

ravage (a good player will be able to disrupt it or avoid it which is why I did not put 2 points in ravage buff)

vicious throw (if opponent is low on health below 30%)

deadly throw (healers dread this ability)

*repeat back to charge

*throw down vicious slash if other abilities are in cd

*throw down force scream/vicious throw if you are not close enough to target and charge is on cd

 

Frenzy/Marauder Party Buffs should really go to only predation and berserk in my opinion. Bloodthirst is nice for extra damage, but I believe the extra heals from berserk and speed boost is more essential in pvp survivability and objectives. (opinions may vary)

 

*most important as I stress this from the bottom of my heart since it kills me so much from players… please buff yourself and your fellow teammates when you re-spawn

 

 

PvE: imo anni is best due to higher heals/fury generation/survivability

 

Charge

Cloak of pain (this can vary in location)

deadly saber/relic (note that popping relic and deadly saber at the same time could enable you to pull a bosses away from the tank which may not be favorable)

battering assault

annihilation

rupture

ravage

battering assault (deadly saber if cd is down) or basic attacks for more rage

vicious slash (if annihilation is not up yet) along with basic attacks

annihilation

rupture

 

if boss/mob is a healer -> deadly throw

if below 30% health -> vicious throw (use as much as possible when cd is up)

 

*repeat back up top of deadly saber or charge

*force scream if you are pushed back from target or are forced to be away from a certain distance

 

Frenzy/Marauder Party Buffs should go to berserk and bloodthirst. Extra dps from bloodthirst is needed when doing operations to beat the rage timer. Berserk helps ease the healers of their jobs slightly. Predation should only be used if you need to be running to a location such as SOA in Eternity Vault or when avoiding an aoe attack or certain death. (opinions may vary)

 

Defensive/Reduction Abilities:

Obfuscate -> throw down when they are doing hard hitting abilities or when engaging a player 1v1

Cloak of Pain -> advised to use after charge ability, placement can vary

Saber Ward -> when expecting a hard hit

Undying Rage -> my “oh ****” button or getting targeted by multiple players (used around 20% health or below)

 

Please remember that your rage will not always be high enough to do all abilities consecutively, hence it is wise to spec to gain more rage and also to do basic attacks to obtain more rage.

 

 

sry i don't remember my rotation as a low level marauder so I can only give out my 50's rotation >.< if I missed something…well I tried…

 

Gear Stats: (highest priority starts left to right)

Strength-> Power->Accuracy (103% roughly)-> Crit->Surge

 

This can be debatable but this is how I currently see the priority as. Crit and surge has diminishing returns as well as Accuracy but I believe accuracy will marauders a consistent high amount of damage output rather than basing our luck on chance of crits. Also crits and surge also have diminishing returns so I would worry about this last in my opinion until you are fully geared.

 

 

-Selendis,

 

Server:

Nadd’s Sarcophagus

Edited by ACtrooper
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