SWTOR 3.0 Annihilation Marauder Guide written by Stippling of the Bastion.
Contents
Nothing is more personal than close quarters engagement. And while brutish villains may be satisfied by hastily crushing their foes with the quick killing blow, the Annihilation Marauder revels in toying with its prey, severing vital areas and savoring the slow, agonizing death of exsanguination. In and out the Annihilation Marauder goes, weaving and bobbing to and fro with their blades at dizzying close range, incising and puncturing flesh until their very life force begins to seep out of every orifice. The Annihilation Marauder is unsatisfied until he has bathed in the enemies blood, their perverse hungering satiated in the thrill of their foes demise.
Contemporary Annihilation is the product of a fundamental paradigm shift in its development. Gone are the days of rapidly expiring dots, RNG-based cooldown resets and surplus rage. And while Annihilation is far from perfect, the resulting rotation offers an interesting mix of DoT management and classic melee playstyle. While other classes and Disciplines may have skated under the radar, Annihilation received a bulk of changes fundamentally changing the dynamics of the Discipline. Below is a highlight reel of some of the major differences a 2.0 Annihilation Marauder will notice when transitioning into 3.0:
Before getting into the core abilities that define the rotation, it would be rather silly to ignore the fundamental ability that makes it all possible: Juyo Form. You’ll want to be in this form any time you are specializing in the Annihilation Discipline.
Juyo Form: Each melee attack grants you a stack of Juyo Form, increasing damage dealt by 1% per stack. Stacks up to 5 times (6 with Indefatigable Onslaught).The attack abilities below are what define the Annihilation rotation. Note that Force Scream (FS) is absent because it is not part of the Annihilation rotation, but rather falls into the realm of “situational ranged attack”. The following abilities are listed (with base rage cost in []) in descending order of total damage contribution, from highest to lowest.
[4] Annihilate (AN): Annihilate is a direct melee attack, dealing energy damage between a primary and secondary hit. Annihilate is the cornerstone ability of the Discipline, providing not only the highest total damage output of any ability but also synergizing with other abilities to devastating effect. The core functionality of the ability is that it begins on a 12 second cooldown, and each use of AN grants you two stacks of Annihilator (to a maximum of 4 stacks). Each stack of Annihilator reduces the cooldown of your next AN by 1.5 seconds, essentially meaning that your first AN will have a 12 second cooldown, the second a 9 second CD, and the third and subsequent ANs will have a 6 second cooldown.Marauder offensive cooldowns are tied to Fury generation, each of which either building or consuming Fury to yield a damage bonus of some kind.
Berserk (BR): (Juyo Form) Consumes 30 stacks of Fury and causes your next 6 bleed ticks to automatically critically hit, each of which healing party members (NOT raid members) for 1% of their maximum HP (including yourself). This is the only Fury consuming ability that disables Fury generation while active. Bloodthirst (BT): Consumes 30 stacks of Fury and increases damage and healing of all raid members by 10% for 10 seconds. Bloodthirst has a 5 minute cooldown and applies a 5 minute Satiated debuff, preventing the re-application of BT for the duration. Frenzy (FZ): Instantly builds 30 stacks of Fury. Great to pair a BR and a BT, or two BR’s back to back. Also helps when the raid requires Predation to minimize DPS loss.Marauders have a wide array of survival abilities to protect them from the brutal raid mechanics that threaten them, all of which are off the global cooldown.
Predation: Consumes 30 stacks of Fury, increasing melee and ranged defense by 10% and increasing movement speed by 50% (80% with Unbound utility). Predation is a powerful defensive cooldown, limited only in its sharing of Fury stacks. As DPS, it is often a challenge to rationalize the use of Predation over Berserk. However, in certain encounters, Predation speed can not only improve mobility, but occasionally minimize the effects of raid encounters. More on Predation can be read in the Raiding section. Force Camouflage: Perhaps one of the most underrated abilities in the entire game, Force Camouflage turns you invisible, lowers your threat, increases your damage reduction by 50%, increases your movement speed by 30% (50% with Utilities), and self-cleanses (with Utilities), all on a 45 second cooldown. Due to Annihilation’s frequent usage of Force Charge as a 0m rage builder, Force Camouflage can be substituted as a gap-closing ability to great effect. Obfuscate: Lowers the target’s accuracy by 90% for 6 seconds on a 60 second cooldown. Though unusable on Operation bosses, Obfuscate is nevertheless a powerful cooldown when faced with deadly adds in boss fights. Cloak of Pain: Cloak of Pain reduces damage taken by 20% and lasts for 6 seconds. Each time the Marauder takes damage while Cloak is active, it deals energy damage to the attacker and refreshes its duration on a 1.5 second internal cooldown. Cloak lasts a maximum of 30 seconds and is on a 60s cooldown.Maintaining Cloak of Pain uptime is an essential skill in raid settings to support rage generation (Via Cloak of Rage) and to output small quantities of additional DPS. Cloak of Pain is best used in conjunction with persistent AoE damage (ex. Underlurker HM) and long ticking DoTs, so as to prolong its effects. Undying Rage: The ultimate panic button for Marauders on a 120s cooldown, Undying Rage reduces all incoming damage by 99% for 4 seconds, preventing all but the most powerful of hits and instant death mechanics from defeating you. At the end of the ability, Undying Rage halves your current HP, so it can be useful to make healers aware that you have used the ability to minimize wasting healing on you. Use this ability any time you perceive death is imminent. Saber Ward: Saber Ward is your defensive cooldown with the longest cooldown (180s). Saber Ward lasts for 12 seconds and comes with two components offering a wide range of protection. First, melee and ranged defenses are increased by 50%, halving the likelihood of an attack getting through. Second, 25% of Force and tech attack damage is instead absorbed by the ward.Marauder Utilities are not the worst of the lot, but are largely a collection of old perks in the various talent trees pre-3.0. This section is broken down into three parts: (1) description, (2) analysis, and (3) rating. The rating system is largely arbitrary, but takes into account not only functionality (which I designate at max the first 5 points) but usefulness in the current tier of content (which grants the second set of 5 points).
Note that the later section on Raiding will discuss Utility loadouts for each fight.
Skillful
Cloak of Carnage: Increases the damage dealt by Cloak of Pain by 15% and increases its duration by 4 seconds. Supplements Cloak of Pain upkeep and DPS potential. Great when paired with the other Cloak utilities. 7/10 Overwhelm: Ravage immobilizes the target for the duration of the ability. Situational at best, useless in the current tier of content. 0/10 Cloak of Rage: While Cloak of Pain is active, it generates 1 rage whenever you are attacked. This effect cannot occur more than once every 3 seconds. An amazing utility that, when utilized properly, can grant 10 additional rage over the course of its uptime. This means less Assaults and more powerful fillers like VT and VS. 10/10 Unyielding: You generate 4 rage when stunned, immobilized, put to sleep, or knocked around. A situational utility that can be beneficial to compensate for the downtime that these impairment effects yield, though may end up wasted. 5/10 Defensive Forms: You build 2 Fury when attacked. The effect cannot occur more than once every 1.5 seconds. Additionally, the effect of your lightsaber forms are improved when they are active:Juyo Form - Increases internal and elemental damage reduction by 5%. Great for quicker Fury generation and for damage reduction from internal/elemental damage. All around excellent utility. 10/10 Path Carver: Sweeping Slash deals 25% more damage. Useful for supplementing AoE attacks, though most AoE encounters call for Disciplines other than Annihilation. 5/10 Stagger: Increases the duration of Force Charge’s immobilize effect by 1 second. Situational at best, useless in the current tier of content. 0/10Masterful
Interceptor: Force Charge, Force Rend, Devastating Blast, and Obliterate snare the target, reducing its movement speed by 50% for 6 seconds. Situational at best, useless in the current tier of content. 0/10 Cloak of Annihilation: Each use of Assault, Battering Assault, and Crippling Slash reduces the active cooldown of Cloak of Pain by 3 seconds. With the standard Annihilation rotation, this Utility has the potential to shave off at least 15 seconds of Cloak of Pains cooldown, giving it the potential of 75% uptime. 7/10 Defensive Forms: Reduces damage taken from area effects by 30%. Defensive Forms is amazing. Use it on any fight with any meaningful AoE damage going out. 8/10 Subjugation: Reduced the cooldown of Obfuscate by 15 seconds and Disruption by 2 seconds. Situational at best, useless in the current tier of content. 0/10 Strangulate: Reduces the cooldown of Force Choke by 15 seconds. Situational at best, useless in the current tier of content. 0/10 Displacement: Increases the range of Obfuscate by 6 meters and allows Cloak of Pain to be used while stunned. Situational at best, though popping Cloak of Pain while stunned could be beneficial on fights like Sword Squadron (Huge Grenades followed by Gravity Missile). 1/10 Phantom: Increases the duration of Force Camouflage by 2 seconds and further increases the movement speed bonus of Force Camouflage by 20. Further augments the gap-closing ability of Force Camouflage and adds a longer lasting defensive cooldown, especially useful in long moments of downtime. 9/10Heroic
Unbound: When Predation is applied or refreshed, it purges movement-impairing effects. Additionally, the movement speed bonus of Predation is increased by 30%. Situational but incredibly powerful, will not only cleanse each raider’s movement speed reduction but also increase base speed to a blur. 6/10 Expunging Camouflage: Force Camouflage removes all cleansable effects when activated. A self-cleanse on a 45 second cooldown. What’s not to like? Situational but useful. 6/10 Relentless: Increases the duration of Undying Rage by 2 seconds. Arguably a PvP utility, as Undying Rage is often a panic button to survive an impending one shot. The extra 2 seconds rarely benefit PvE situations, though have its uses with Master and intervening the Overpowered Ion Cutter. 6/10 Inescapable: Crippling Slash consumes 2 less rage. In addition, using Crippling Slash against a target already slowed by your Crippling Slash immobilizes that target for 3 seconds. This immobilizing effect cannot be applied to the same target more than once every 10 seconds. Situational at best, useless in the current tier of content. 0/10 Undying: Reduces the cooldown of Undying Rage by 30 seconds. Obvious benefits are obvious. Helpful on fights where you frequent the brink of death. 7/10 Blood Guard: Getting attacked while Saber Ward is active heals you for 3% of your maximum health. This cannot occur more than once every 1.5 seconds. Can be an incredibly powerful augment to the already strong Saber Ward. When timed with DoTs or persistent AoE, has the potential to heal you for 24% of your max HP, or 12k for a 50k HP Marauder. 7/10 Brooding: Reduces the cooldown of Intimidating Roar by 15 seconds. In addition, you build up to 30 Fury over the course of using Channel Hatred. This effect cannot occur more than once every 30 seconds. Outstanding way to build Fury out of combat without wasting Frenzy. Brooding can be cheesed by using it to gain 30 stacks of Fury and then resetting utilities to pick up something else. 10/10Below are a series of guidelines for gearing up your Marauder. Note that I am not a math guy, and therefore have no formulas or spreadsheets to prove these gearing priorities. Instead, I speak from experience and practice, and what I’ve found to be generally most beneficial.
The Annihilation rotation consists of a 24-second (16 GCD) opener and then a repeatable 36-second (24 GCD) rotation, with some variation with regards to passive rage generation and execute range reprioritization.
The Annihilation opener is designed around maximizing bleed potential and setting the stage for the rest of the fight. First, let’s take a look at the opener and then we can analyze how it works:
0. (Precast) Channel Hatred – The first step is to precast Channel Hatred to build Fury stacks for the opener. This is done through the Brooding utility in the Heroic tier.
1. Force Charge + Deadly Saber – When the encounter begins, Force Charge in and use Deadly Saber midair. The FC will give you enough rage to use DS with one rage to spare.
2. Battering Assault – Despite the initial influx of rage, you will not have enough for any additional actions. Use Battering Assault to: (1) gain an additional 6 rage netting us 7 total, (2) add your first stack of DS to the target, (3) Beat Down the target (5% melee damage) for our next ability, and (4) activate our Level 60 2-set bonus for the incursion of damage we’re about to unload on the target.
3. Annihilate – Your first large hit on the target, which gets the ball rolling early on Annihilator stacks. This grants us our second stack of DS on the target and makes our bleeds do 7% more damage due to the Assailable debuff. Getting this up early maximizes your next bleed hits. Using AN before the next ability, Force Rend, also reduces FR’s cost by 1, without which, the opener would lack the rage required devoid of relying on the RNG of Hemorrhage and Bloodlust.
4. Force Rend – We prioritize FR for a couple reasons. First, FR tends to do more damage than Rupture, so we want that ticking quickly. Second, and perhaps most importantly, is that it delays the third stack of DS due to FR not being a melee attack. While this may seem counterintuitive, delaying DS application actually benefits us in that we receive an extra 2-stack hit we would have lost otherwise. Let’s take a look at the log and see it in action:
Notice that, in this opener, a stack of Berserk is being eaten up by a two stack of DS. While this may not seem ideal, it still crits for near as much as Force Rend and vastly more than Rupture (which eats up and wastes valuable Berserk stacks), thereby ensuring two ticks of Berserk goes to a higher value bleed. Also note that the above extrapolation of the combat log is not taken from the parse or video used in this guide.
5. Adrenal/Bloodthirst/Frenzy + Berserk INTO Rupture – Use your adrenal and these three abilities in the GCD following FR and leading into Rupture. Doing this allows for our RU hit to benefit from Bloodthirst and the % damage bonus from our 4-set. Using BT before BR also ensures that our critical bleed hits are utilized under the benefit of the damage bonus (not shown in the example above, but can occur depending on when BT is utilized in a fight).
Note that you may not always benefit from using Bloodthirst at the start of a fight. If that is the case, you can use Berserk/Frenzy/Adrenal and save the stacks of Fury until the GCD before you reapply Rupture and then use a second Berserk.
After that mess of ability spam, Rupture (our final bleed) is applied to the target, fully benefiting from all the perks of Beat Down, Assailable, our level 60 2-set, and our 4-set.
6. Ravage – Now that all three bleeds are running their course on the target, you have the opportunity to Ravage into some serious DPS potential. If Pulverize has not yet procced a damage boost on Dual Saber Throw, you are hoping that the three bleeds will do so over the duration of the channel.
8. Dual Saber Throw – Clip the last .4 seconds of Ravage with a Pulverize-modified DST. At this time our FC + DS comes off cooldown and our pseudo-priority system can ensue.
Most of the remainder of our opener is self-explanatory. We reuse FC + DS, then Assault for enough Rage for AN, then BA, and then reapply RU. Actions 14 and 15 are a pair of choices between filler. Due to the high rage cost of the start of our Rotation Cycle A (first 6 actions), I generally recommend using one VS and one Assault. Action 16 reapplies our FR and keeps it at 100% uptime.
I generally prefer to think of Annihilation DPS in terms of Deadly Saber cycles, as they are smaller and simpler to digest than larger rotation windows.
From where we leave off in the opener, we arrive with both Force Charge, Deadly Saber, and Annihilate coming off cooldown. This is the one and only time in the rotation where we cannot activate Annihilate on cooldown, as delaying it one GCD allows us to “sync” our rotation for the remainder of the fight. Let’s take a look at the Rotation Cycle, a 36-second rotation which occurs directly after the above opener, and then we’ll discuss some of the key elements.
We will loop the Rotation Cycle from this point forward (i.e. go back to 1 after 24). So, after much delay, we have the perfect Annihilation rotation up and running. But what exactly makes it perfect?
Short of Battering Assault (which has the oddball 15 second cooldown), the entire Annihilation toolkit and their individuals cooldowns are divisible into a 36 second rotation window, or three cycles of FC+DS. If this seems abstract to you, then another way to look at it is by analyzing each ability, its cooldown, and how many should theoretically fit into the 36 second cycle.
36 seconds / 1.5 GCD = 24 GCDS per cycle
6 Annihilates (6 sec CD x 6 = 36)
3 Deadly Saber /Force Charge (12 sec CD x 3 = 36)
2 Force Rend (18 sec duration x 2 = 36)
2 Ravage (ea 3 sec channel = 2 GCDS per = 4 GCDS) (18 sec CD x 2 = 36)
3 Rupture (12 sec duration x 3 = 36)
2 Dual Saber Throws (18 sec cooldown x 2 = 36)
~2 Battering Assaults (15 sec cooldown x 2 = 30)
So, with considering each Ravage 2 GCDS, that leaves us with approximately 22 of our 24 actions filled up simply by utilizing abilities when they expire or come off cooldown. That leaves us with 2 Free GCDS (Assault/Vicious Slash/Vicious Throw) per 36 second cycle.
Due to the nature of the ramp up of Annihilate and its cooldown reduction, the rotation does not reflect this distribution until the completion of the opener. The Rotation Cycle not only uses AN on cooldown, but maintains all of our bleeds and keeps all of our melee attacks on cooldown. This information can be extremely invaluable in determining if one is overusing filler abilities, missing vital reapplications of bleed effects, or simply not maintaining a steady APM. Granted, the values in terms of time can greatly vary depending on Alacrity, but the conclusions drawn hold true regardless.
While it’s all fine and great to have the perfect rotation outlined for you, in a practical raid environment, you will rarely have 100% uptime to keep these cycles running smoothly. There is an undeniable benefit to utilizing a priority system in a rotation, in that it gives you guidelines to follow throughout a fight to know the difference between high value abilities and fillers. However, and in particular with DoT specs where one juggles numerous debuff durations and cooldowns, there often isn’t a huge swing periods outside of the opener where everything is available to you and you have to prioritize. Instead we succumb to a game of whac-a-mole, utilizing abilities and refreshing bleeds when they are available to us.
However, in order to play proactively instead of reactively, we can utilize these general guidelines which will serve to remind us over the course of a fight what’s most valuable.
1. Annihilate (for Swift Demise stacks)
2. Deadly Saber (± Force Charge)
3. Force Rend reapplication
4. Rupture reapplication
5. Ravage
6. (Pulverized) Dual Saber Throw
7. Vicious Throw (only with enough rage)
8. Vicious Slash (only with enough rage)
9. Battering Assault
10. Force Charge
11. Assault
Sub-30%, Vicious Slash becomes a thing of the past. Any time a rage-spending filler ability is to be used, it should always be Vicious Throw. VT is a powerful ability that, unfortunately does not have a great place in the Annihilation rotation. Use VT as often as you’d use VS, and don’t try to ignore using bleeds and other powerful abilities to get more VTs out, unless the enemy is about to die.
As one approaches the end of the life of a particular target, it’s important to understand the diminishing value of bleed effects which may not receive enough time to reach their apex before the enemy crumbles at your feet.
Let’s first take a look at Force Rend. For a solo parse situation, let’s assume you’re doing 4.5k dps (currently! not overall). That means sub 81k HP (4,500 x 18 seconds), the value of Force Rend is rapidly diminishing. Similarly with Rupture, sub 54k HP (4,500 x 12 seconds), the value of Rupture begins to degrade. I would recommend, as a general rule, to avoid bleed effects unless you believe you can get at least 50% uptime on them (9 seconds for FR, 6 seconds for RU). These points of bleed degradation are the rough points to which you should substitute bleeds for more Vicious Throws, more filler, etc. It’s largely a matter of intuition and practice, so get out there and practice!
Looking at your closer in the context of a raid situation can become more tricky, as you now have to calculate it based upon current raid DPS, which can fluctuate greatly depending on intervening mechanics. Let’s pretend, for the sake of example, that the raid is currently doing 18k DPS (2 tanks doing 1250 DPS and 4 DPS doing 3875 DPS). Force Rend now begins to degrade at 324,000 HP and Rupture degrades at 216,000. That’s quite a bit more HP than that solo parse above!
While this is impossible to calculate in the heat of battle, a rough “intuition” of the time to kill should suffice in this priority swap. The more you run with your group, the stronger that intuition will mature. Just remember that the raid DPS will only grow over time, so that window will get larger and larger as you progress!
While the above information are the core of the Annihilation rotation, here are some tips and tricks in order to push your DPS to the next level:
Note that the above parse is the combat log for the video posted below, and both the sample parse and the video serve as a proof of concept to the rotation outlined in this guide. Please note that this parse is far from perfect, as I make mistakes in over-estimating passive rage generation. However, the execute range is a fairly effective example of how to swap from a bleed-oriented rotation to a closer-style burn.
As for gear, I am still running the old 4-pc, a few 186 enhancements, and a mix of 192/198 otherwise. I imagine the damage totals of Ravage will drop with a full transition to the new 6-pc.
Raiding is a different beast than dummy parsing. And while a player who can competently press buttons on a dummy has the potential to be a great player, if it does not translate into raids, then the practice is effectively useless and the player is a bad. Below are some tips and tricks for getting the most out of your raid experience, including specific raid boss advice.
Despite the general consensus that true melee dps is completely useless for the current HM tier of content, it is apparent that Marauders CAN, with minor adjustments and extra care, do just as well as other classes. This section is broken down into three parts: (1) Boss, (2) analysis, and (3) rating. The rating system is largely arbitrary, but takes into account performance of the class, survivability, DPS output, and utility contribution.
Temple of Sacrifice
Malaphar the Savage Ensure you have all your bleeds running on the boss before leaving the circle to clear your debuff. Time your debuff clearing to coincide with add spawning to minimize downtime. Attack them (Sweeping Slash) until your debuffs reset but don’t linger out of the circle for longer than one stack of the other debuff. Focus the majority of your attention on Malaphar and let ranged clean up the adds (Cleaving boss and adds with DST is great!). Typically not worth attempting to spread bleeds on adds unless they run through the boss first.Utility Loadout – Cloak of Rage, Defensive Forms, Path Carver, Defensive Roll, Phantom, Blood Ward, Brooding (can swap after channel for Undying but unneeded). 9/10 Sword Squadron Fantastic Annihilation fight. Get up all your bleeds on Unit 2 while Unit 1 is shielded so that they’re ticking as you swap back to 1. Angle your DST’s to hit both walkers when on Unit 1 where possible (basically have to be under Unit 1 to do so). Have your raid put you in the tank group to get more heals going on high value raid members. Pop BT at the start of the fight and, depending on DPS, you may have it again before the end. Avoid standing directly underneath a walker, especially when the orange Rolling Mines spawn. Keep strafing back and forth to quickly avoid Red Circles. Pop Camouflage for movement speed and for Huge Grenade damage reduction.Utility Loadout – Cloak of Carnage, Cloak of Rage, Defensive Forms, Defensive Roll, Phantom, Blood Ward, Brooding (can swap after channel for Undying). 10/10 The Underlurker Not the greatest Discipline for attacking the Lurkerlings, though if running 5 DPS and if damage allows, the Annihilation Marauder can greatly benefit the raid by tunneling the boss and spreading bleeds to the last Lurkerling in the DPS kill order. Liberal use of Predation can trivialize the encounters main mechanic (the AoE slow) both by temporarily cleansing the reduction effect but also increasing movement speed. If multiple melee are in your raid group, consider forgoing Berserk entirely and spamming Predation. With the persistent AoE damage, you can have near 100% Predation uptime without a huge DPS loss. Pop Cloak of Pain when Lurkerlings spawn.Utility Loadout – Cloak of Rage, Unyielding, Defensive Forms, Defensive Roll, Phantom, Unbound, Brooding (swap to Blood Ward after channel). 6/10 Revanite Commanders Due to the nature of the fight, the low HP of the mobs, and the quick target swapping, Annihilation is not ideal for this fight (though doable). Try Carnage or Fury instead and see if you get better AoE results.Utility Loadout – Cloak of Rage, Defensive Forms, Path Carver, Defensive Roll, Phantom, Blood Ward, Brooding (can swap after channel for Undying but not needed). 3/10 Revan Fight has not been substantially progressed by author. Future updates will provide more information. ?The Ravagers
Sparky Avoid standing in front of Sparky. Primary focus should be on Sparky, but make sure every DST is at least hitting Sparky and one add. Spread existing Sparky bleeds onto adds as they periodically pass through the boss. Path Carver utility is primarily picked up for the post-boss kill cleanup, so don’t go spamming SS as Annihilation during the fight unless adds are out of control. Consider picking up the Unyielding utility if you’re bad at getting out of Rampage red circles.Utility Loadout – Cloak of Rage, Defensive Forms, Path Carver, Cloak of Annihilation, Phantom, Blood Ward, Brooding (can drop Brooding for Unyielding if needed). 9/10 Quartermaster Bulo Though Bulo can be challenging as a melee class due to high movement, Annihilation is definitely a great Discipline to choose and perhaps the only viable choice. Set your bleeds up for Mass Barrages so they tick while you run around with your head cut off. Don’t be afraid to use abilities like Force Choke and Force Scream when the boss is otherwise inaccessible. Clipping adds with DST can be a quick bandaid for tanks not properly dealing with adds, so as to ensure some are on you and all are not pounding a healer. Make sure you save a cooldown if you plan on trying this, however.Utility Loadout – Cloak of Carnage, Cloak of Rage, Defensive Forms, Defensive Roll, Phantom, Undying, Brooding (can replace Brooding with Unbound or Blood Ward). 7/10 Torque The high mobility of Torque theoretically lends itself to a DoT spec like Annihilation, but the frequent target swapping and low uptime on boss can make Annihilation difficult. I choose to run Carnage on this fight with significantly better results (4.3k DPS). Despite not running Anni on this fight, I feel its worth discussing, as this fight is said to be the melee killer and its not nearly as bad as the doom and gloom claims. Have the tanks hold Torque near the wall Deterrent Devices to allow for cleave damage. Focus on survival first, use Force Camo liberally as a survival tool and Undying as a panic button. Don’t be afraid to clean up Dangerous Fire Devices as you can easily hit them in melee range. Avoid eating Shoots Lasers hits unless a repair droid is out.Utility Loadout – Cloak of Rage, Defensive Forms, Path Carver, Defensive Roll, Phantom, Undying, Brooding (can substitute Relentless or Unbound after channel). 4/10 Blaster and Master This fight requires virtually zero movement for the Annihilation Marauder and becomes a dummy parse in essence. Work with your tanks and fellow melee to find the perfect positioning (I recommend the four + signs on the floor in a diamond pattern) and be still and consistent. You’ll need to adjust phase two to the changes in circle (opposite the Blaster tank). Use Predation to aid ranged in moving to distant locations quickly.Otherwise, find some interesting music to listen to, drink your favorite beverage, and practice your rotation while the ranged DPS scramble to figure out which way is up. Unless you have two true melee DPS (ex. Mara and Jugg vs. Mara and PT), you’ll be camping Blaster the whole fight. Enjoy the reprieve from melee-eating mechanics. If you get really bored, see if you can do the whole fight with RP walk on.Utility Loadout – Cloak of Rage, Unyielding, Defensive Forms, Defensive Roll, Phantom, Unbound, Brooding (drop Brooding for Relentless if aiding the tanks with Overpowered Ion Cutter). 10/10 Coratanni Fight has not been substantially progressed by author. Future updates will provide more information. ?
I am Stippling, a diehard Marauder fan and the GM of <Failure>, an endgame progression guild on the Bastion server. Though I’ve had past experience with guide writing, my desire to write an Annihilation guide stemmed from the desire to do away with the stigma that Marauder are obsolete this tier due to punishing melee mechanics and overall Bounty Hunter superiority. With support and understanding from my guild, I undertook this project and hope it serves to aid you in your raiding experience as an Annihilation Marauder.
If you have any questions or concerns, please contact me via comments on this page or by private message on the official SWTOR Forums (I go by Stippling there as well). I want to thank Patchwork for giving me the courage and praise I needed to gain the confidence to write this guide, Oofalong for being a constant figurehead for the Marauder/Sentinel community, Ardarell-Solo for reviewing/critiquing the guide and educating me on concepts I had not before tested, Scarello for his endless supply of adrenals, Dauntless for reviewing my guide and providing insights, Ranek because he’s Ranek, and the rest of my guild <Failure> for supporting me through this venture. Without all of you, I probably would have sat on fleet running around in circles or sparking impromptu dance parties instead of using my time productively.
Thank you for taking the time to read this guide!