4.0 Class Guides 4.0 Marauder 4.0 PvE SWTOR

SWTOR 4.0 Carnage Marauder PvE Guide by Hayete

SWTOR 4.0 Carnage Marauder PvE Guide written by Hayete. (Updated for Patch 4.7.2)


Hi there all! My name is Hayete and i’m glad you’ve decided to give Carnage spec a try! My intended objective for this guide is to help other people make the same discovery I did back in 2011. What discovery is that? That playing a Carnage Marauder is a ton of fun and an awesome challenge that’s what! My aim is to present information in such a way that whether you’re a veteran with the spec or a new comer looking to try something different this guide should be informative and complete enough to help you enjoy the spec and your time playing it in Knights of the Fallen Empire.

A little about me. I’m a 28 year old Electrical Engineering student, a decorated Combat Veteran, and an uber Star Wars nerd! Unlike most of my peers here I have never been a “World First/Server First” player. I’ve never been part of a guild structured towards that goal. Like many of you I log in to play the game, hang out with good friends, and challenge myself. I’ve been playing The Old Republic since Beta without interruption. Like most writing these guides I’ve cleared the hardest content out there, I’ve obtained the titles, and most recently at the end of 3.0 I managed to obtain the third highest DPS parse among all classes and specs worldwide, that was reported anyway. While those accomplishments are great and i’m proud of each of them it wasn’t always like that. I started as a newbie and latched on to good people who helped me along the way, players who were kind enough to mentor me and get me to the level of play that I’m at today. I’m here to be that mentor for each of you as well. This guide is but one part of that. As with all my guides I invite each of you to ask questions and open up constructive dialog’s with both myself and each other as that is the only way we learn, and learning is the only way we get better.

With that said there are several ways in which I make myself available to those who would like to reach out to ask questions, get help, etc. Obviously you can leave comments here and ask questions. Second, you can email me directly at Third, you can make your way over to and send me a message through multiple media’s. You can email me directly through the “Contact Me” page, message me on Twitter, comment through YouTube, etc. All of those media’s can be found at the website. Understand that if you message me through email, the site, or social media your message will go directly to my phone, meaning I see your message instantly in real time! With that said please allow at least 24 hours for a response. Take note that if you take the time to ask a question i’ll take the time to give you a thoughtful answer! Point is, i’m here to help. If you need any don’t be shy and let me know!



Achieving 110% Accuracy is a must. Reaching the 110% Accuracy cap will allow you to achieve a 100% chance of success on all outgoing damage which should be your first goal. Currently 109.97% is the closest you can get with the fewest number of gear pieces. Statistically 109.97% will be as effective as 110.00%. In 4.0 your Basic Attack Accuracy (Assault is your only ability this applies to) has been brought up to 100% baseline. You still need to gain 110% Accuracy (or as close to it as possible) to counter the 5% and 10% mitigation inherent to both higher ranked enemies and raid bosses.  For a more detailed breakdown of Accuracy ratings at the 216, 220, and 224 item level refer to the stat builds at the end of this section.

Critical Chance:

Of all the stat changes with the release of 4.0 Critical Chance is by far the stat that experienced the most attention. Throughout 3.0 Crit was more or less a negligible stat, either with it or without it you may experience a small DPS increase or decrease. This has changed significantly with the expansion. I want to take a moment to explain what has changed, passively, and then give you my explanation on how to respond to this change. I feel compelled to warn you however if you played the spec in 3.0 this will be a shock to the system, so bear with me. In 3.0 Carnage gained a passive ability at level 59 called Sever this passive granted you an increased critical strike damage bonus on Massacre and Devastating Blast by 30%. With 4.0 this has been reduced from 30% to 15%. Furthermore, on October 2, 2015 a blog post was released detailing combat changes in 4.0. The following is a direct quote taken from this post; “To ensure that Critical Hit Chance is never a wasted stat, any abilities that automatically critically hit now convert any Critical Hit beyond 100% into additional critical damage.” What this means is when the chance to Critically hit a target is greater than 100% (keep in mind our auto crits gain us a 100% chance to crit by default) then the extra Critical Chance will multiply out against the Critical Multiplier by that amount and that total is then delivered as damage against your target. So what does this mean? In 3.0 you wanted essentially zero Crit, in 4.0 you want ALOT of Crit. Lets call this “Super Crit”. For a more detailed breakdown of exactly how much Crit to obtain at the 216, 220, and 224 item level refer to the stat builds at the end of this section.

Surge Rating:

This stat has been rolled into, and combined with, Critical Chance. You will no longer find any gear containing Surge by name.


Alacrity is a haste effect. It reduces the length of channeled abilities, increases the frequency of Damage over Time (DoT) effects, decreases cooldowns, etc. Mathematically speaking +1% Alacrity means you do everything 1% faster, which exactly equates to a 1% increase in performance. In 3.0 Alacrity proved it’s worth ten fold across almost every class and spec. At the moment it appears this has not changed for the spec. Combat still benefits from increased amounts of Alacrity in 4.0 when average DPS is analyzed across various builds. For a more detailed breakdown of exactly how much Alacrity to obtain at the 216, 220, and 224 item level refer to the stat builds at the end of this section.

Item Piece Stat Changes:

4.0 has done away with several choices as it relates to Armoring, Mod, and Enhancement gear pieces. All class main stats have been consolidated into one stat called Mastery. Strength, Willpower, Aim, and Cunning have been done away with. Mods have also been redesigned to reflect this change. Furthermore, with the removal of Surge as a stand alone stat you will no longer find any Enhancements containing Surge, these have been removed.

Armoring’s and Hilts:

All Armoring’s and Hilts should be Advanced Versatile Armoring/Hilt 42 – 44 depending on current item level gearing capabilities.


With 4.0 you no longer have two choices when it comes to Mods, you now have only one. Advanced Lethal Mod 42 – 44 depending on current item level gearing capabilities. This Mod affords Power and Mastery.


From 3.0 to 4.0 your Enhancements have not changed much with one exception. With the removal of Surge as a stand alone stat the developers have combined the Advanced Battle Enhancement (which afforded Crit and Power) and the Advanced Adept Enhancement (which afforded Surge and Power). It would seem they chose to combine these and keep the Advanced Adept Enhancement by name only. The Advanced Adept Enhancement now affords the player Crit and Power in 4.0. This means you have three Enhancements available to you while gearing. The Advanced Initiative Enhancement still affords Accuracy and Power and the Advanced Quick Savant Enhancement still affords Alacrity and Power.


Okay, so as with Critical Chance i’m about to flip what you’ve known throughout 3.0 on its head so hang on and enjoy the ride! Through various degrees of analysis using Mastery or Power Augments resulted in a DIRECT damage loss. This is completely backwards from gearing strategies in 3.0 and you probably feel right now like i’m trying to convince you that the Earth is flat. In ever analytical case it was seen that damage was gained by using only Tertiary stat Augments. Crit, Alacrity, and Accuracy Augments are these Tertiary stat Augments. This is a result of 4.0 changes to both stats pools and the changes made directly to the stats themselves. This is not meant to tell you not to apply Mastery or Power Augments only that the damage gain and loss between the two groups exists. With the introduction of the Proficient Stim in Patch 4.1 you WILL need to use Mastery and Power components to bring stat budgets up to optimal levels if you plan on making that your Stim of choice. This means gearing strategies will be dictated by your choice of Stim.


Relics in 4.0 have largely remained unchanged. You’ll want to acquire a Relic of Serendipitous Assault and Relic of Focus Retribution which will give you the best sustained DPS overall. You may choose to also acquire the Relic of Boundless Ages which is a user activated relic that more or less acts as a Power adrenal increasing Power by X for 30 seconds. If you are looking for directed burst in response to certain raid mechanics or damage challenges this relic may be useful otherwise the Serendipitous Assault and Focus Retribution relics should be run standard.


Adrenal: Advanced Polybiotic Attack Adrenal or Prototype Polybiotic Attack Adrenal (Cheaper/Easier to Craft)
Stim: Advanced Polybiotic Versatile Stim(Mastery/Power) or Advanced Polybiotic Proficient Stim (Accuracy/Crit)
Medpak: Advanced Polybiotic Medpac or Prototype Polybiotic Medpac (Cheaper/Easier to Craft)

Mastery Stim vs. Accuracy Stim

With the addition of the Accuracy/Crit Stim in Patch 4.1 you now have two choices when DPSing. The difference between the two under analysis is 1 DPS (except for the 216 item level) favoring the Accuracy/Crit stim. Keep in mind the analysis used was against a target with an arbitrarily large but finite amount of health. This is done to allow time averages to be valid because of the extreme time length. What this means is that since you’ll never DPS under these conditions, as enemies in the game do not have this level of health, the divide between the two Stims is very small. What does this mean for you? Well, this means you can use either Stim and still be effective and will pull the same DPS under either one. What this does offer you however is an alternate way of gearing depending on the stim you intend on using. Gearing strategies for both Stims will be discussed in the following section.

Weaponmaster’s Set Bonus:

6 Set Bonus

(Your 6-Set Bonus remains unchanged in 4.0)

Gearing Builds:

Below are builds constructed to capitalize on their own individual item level vs. stat distribution strengths. The following are split into two sections, Mastery Stim builds and Accuracy Stim builds. Treat these builds as “Beta” since further live dummy and raid damage analysis may shift these values over time with added information or rotational changes.

Gearing Distributions and Compositions:

With the stat changes in 4.0 our ability to gear has become very straightfoward and effortless. With the consolidation of Main stat into Mastery you no longer need to hunt around for the right piece of gear. You now only need to find a piece of gear with the right Tertiary stat. Across Enhancements, Implants, and Earpiece each affords the following rating + 152 | + 160 | + 168 these are the values for Item Level 216 | 220 | 224 respectively. Augments afford +73 Tertiary stat and Crystals still afford +41. With that said here are break downs of how you can reach the above builds with available gear at your desired Item Level. Gear legend: E = Enhancement or Implant or Earpiece; A = Augment; C = Crystal, Stim = Stim Type

– Mastery Stim Builds –

Item Level 216 (Story Mode):

6362 DPS @ 55.1 APM | 5871 Endurance | 4990 Mastery (Stim) | 2689 Power (1xC)
1250 Critical (6xE, 3xA, 1xC) | 730 Alacrity (10xA) | 681 Accuracy (4xE, 1xA)

Item Level 220 (Hard Mode):

6603 DPS @ 55.3 APM | 6127 Endurance | 5179 Mastery (Stim) | 2829 Power (1xC)
1290 Critical (5xE, 5xA, 1xC) | 772 Alacrity (3xE, 4xA) | 685 Accuracy (2xE, 5xA)

Item Level 224 (Nightmare Mode):

6856 DPS @ 55.5 APM | 6375 Endurance | 5393 Mastery (Stim) | 2940 Power
1346 Critical (7xE, 2xC) | 825 Alacrity (1xE, 9xA) | 701 Accuracy (2xE, 5xA)

– Accuracy Stim Builds –

Item Level 216 (Story Mode):

6341 DPS @ 54.9 APM | 5871 Endurance | 5067 Mastery (4xA) | 2640 Power (2xC)
1226 Critical (6xE, 2xA) | 681 Alacrity (4xE, 1xA) | 729 Accuracy (7xA, Stim)

Item Level 220 (Hard Mode):

6604 DPS @ 55.2 APM | 6127 Endurance | 5256 Mastery (4xA) | 2780 Power (2xC)
1280 Critical (6xE, 2xA) | 758 Alacrity (2xE, 6xA) | 684 Accuracy (2xE, 2xA, Stim)

Item Level 224 (Nightmare Mode):

6857 DPS @ 55.5 APM | 6375 Endurance | 5394 Mastery (3xA) | 2932 Power (2xC)
1354 Critical (7xE) | 825 Alacrity (1xE, 9xA) | 700 Accuracy (2xE, 2xA, Stim)

Utilities and Abilities

Standard Utility Build:

The standard build I’ve designed is exactly what it sounds like. This is a build that will provide you with quality of life enhancements as well as defensive and mobility bonuses which can benefit you in some form or another whether you’re doing daily’s or fighting Operation bosses. For a more in depth guide on my recommended Utility setups for each Operation boss encounter please head to the following guide (

Skillful: Path Carver, Brazen, Inexorable

► Path Carver is an amazing utility that augments your ability to AoE by 25%. Due to the amount of content and Operation bosses that involve multiple targets this utility, in skilled hands, is invaluable when direct AoE damage is needed.
► Brazen is the second utility I run standard. This utility serves as a 2% flat damage reduction to all incoming damage. Furthermore, you gain 2 Fury when attacked, proc’ing this passive utility every 1.5 seconds. Damage reduction and the ability to gain the usage of Berserk faster than normal makes this utility a must have for all encounters.
► Inexorable grants you Rage whenever you’re stunned, immobilized, put to sleep, or knocked around. Whether doing dailies, heroics, flashpoints, or operations odds are you’ll experience at least one of these effects. This can also be a great benefit if you’re a new player trying to find your footing as it helps aid in energy management.

Masterful: Relentless, Defensive Roll

► Defensive Roll is the third utility I run standard no matter the build. This utility affords you a flat 30% damage reduction to all AoE damage as well as increasing internal and elemental damage reduction by 5%. Since in almost every raid fight you’ll encounter either AoE, internal, or elemental damage this utility pays for itself ten fold and is an invaluable utility, thus why i run this one standard for all encounters.
► Relentless allows us to use Predation without the required 30 Fury. Upon activation Predation is placed on a 30 second cooldown and thus can be used every 30 seconds. Due to the nature of Marauder DPS this increases our mobility, defense, and our raid wide class utility as far as what we can bring to the table.

Heroic:Brooding, Unbound

►Brooding is the fourth and final utility that I run standard. This utility has been specifically chosen to allow you to initiate a fight at your full potential i.e. with an available Berserk. While it does reduce the cooldown on Intimidating Roar by 15 seconds the only reason I’ve chosen this is to allow me to put as much DPS on the target from the moment the fight is initiated. While this can also be obtained by spec’ing into this utility, stacking, and then respec’ing utilities for another I choose not to do this since the hassle is not worth the return in my opinion. However know that you do have that option available to you considering your group affords you the time and opportunity to do so.
►Unbound directly augments your Relentless utility by giving you an extra 30% movement speed increase to Predation. Additionally it allows your Predation to break movement impairing effects for you’re entire team (or companion if playing solo). This benefits you by giving you extra mobility and crowd control breaking utility.

New Utilities Added with 4.0: Unflinching Determination, Thirst For Rage, Through Victory

►Unflinching Determination (Bottom right in Skillful) grants immunity to stun, sleep, lift, and incapacitating effects for 6 seconds when activated Saber Ward.
►Thirst For Rage (Bottom right in Masterful) generates 12 Rage when Bloodthirst is activated.
►Through Victory (Bottom right in Heroic) allows Mad Dash to be used while immobilized and purges movement-impairing effects when activated.

Offensive Abilities:

Ataru FormAtaru Form – is your stance of choice for Carnage. The stance increases Alacrity by 3% as well as giving every successful melee attack a 20% chance to deal a second strike for free.

Gore – is your most important ability, as your whole rotation revolves around Gore windows. Gore DOES NOT respect the GCD and lasts 3.0 seconds  (2 GCDs, or 3 GCDs coupled with Berserk and clipping), due to this you CAN still use Devastating Blast or Dual Saber Throw before activating Gore, and due to their travel times will still allow you to fit another ability into Gore assuming you have increased Alacrity and/or a stable and reliable internet connection with little to no lag.

Ravage – is a hugely important part of your rotation, however it shouldn’t be used on CD, instead saving it to combine with Gore is a must. You should never delay a Gore for a Ravage, unless Ravage is one second or less from cooldown, and similarly you should never use Ravage outside a Gore window. It should always be the first ability used in a Gore window when it is available. New to 4.0 Ravage now applies Bloody Slashes. Bloody Slashes stacks a bleed on the target (stacks up to 3 times). Each time Ravage deals damage it will add a new stack to the bleed. Bloody Slashes deals damage when applied, each time a stack is added, and every 3 seconds for 9 seconds after Ravage finishes adding stacks.

Note: The 6-Set bonus will also give you an auto Crit on your next Vicious Throw after using Ravage. This buff lasts for 30 seconds and cannot be gained but once every 60 seconds.

Massacre – is your general filler ability. Massacre replaces Vicious Slash once gained since it does higher damage and has more utility at an equal cost. Using Massacre between Gore’s is necessary, not only because you don’t have much else to use but also to proc Ataru Form strikes, and subsequently Execute as well as Slaughter procs. It has a very low priority during Gore Windows, but should still take precedence over Battering Assault and Assault. To allow for proper energy management you should avoid when at all possible spamming more than three Massacre’s in a row. Doing so will quickly deplete your Rage and leave you playing catch up. The buff from Massacre adds an additional 30% chance to trigger your Ataru form pumping up your overall chance to proc your Ataru Form from 20% to 50%.

Note: When under the effect of your Berserk this ability will only cost 1 Rage

Devastating Blast – is your most important filler during Gore windows, and its Cooldown is rather conducive to doing so. However, if you happen to have Devastating Blast available and Gore is going to be on CD for awhile you can use it outside of Gore windows at your own discretion, but keep in mind that you should be aiming to use Devastating Blast in every possible Gore window, buffed by your Execute proc.

Vicious Throw– is a key ability thanks to the Slaughter passive, which makes it a regular part of your rotation, and it simply becomes more frequently used when your target falls below 30% health. Using it before Gore and timing its activation allows you to fit another ability into your Gore window, which is an important trick to master in order to maximize your DPS. Keep in mind that although it is free with Slaughter, non proc’d regular uses still cost Rage.

Note: This will refund 1 Rage when used in conjunction with the Slaughter proc.

Dual Saber Throw – is your free filler that is generally used to greatest effect during Berserk windows. When AoE is not important, Dual Saber Throw can be used before activating Gore as an extra ability in your Gore window, maximizing not only its own damage but your overall DPS as well. It is free of cost, grants 2 Rage, and should be used regularly to aid in proper energy management.

Note: The 6-Set bonus will also give you an auto Crit on your next Vicious Throw after using Dual Saber Throw. This buff lasts for 30 seconds and cannot be gained but once every 60 seconds.

Battering Assault – is your main Rage builder, and using it regularly outside of Gore windows is necessary to keep your Rage high so that you can deal as much damage as possible during Gore. Keep in mind that both Gore and Battering Assault have the same CD. This means you should always aim to use Battering Assault just before your Gore to give yourself enough Rage to get your attacks in the Gore window.

Note: The 2-Set bonus will also give you a +2% damage increase when activating Battering Assault for 15 seconds every 30 seconds.

Assault– is your secondary Rage builder. Because Gore windows account for the vast majority of your DPS, your main focus between these times is to ensure that you have enough Rage to do a full rotation during Gore. Used in combination with Devastating Blast and Battering Assault, this is the core of your rotation between Gore uses. As a general rule you should do your best not to spam this ability. Early Rage management will allow you to use this ability to augment your Rage instead of solely relying on spamming it to generate Rage.

Berserk (Ataru Form) – grants significantly increased Alacrity for 6 abilities by granting you 6 charges. As abilities are used charges are spent (Gore doesn’t use a charge). This ability isn’t very complicated; using it regularly is necessary, and using it during Gore windows will increase your DPS even more, as it allows you to fit another ability into the Gore window.

Note: The 4-Set bonus will also give you a +3% damage increase when activating Berserk for 10 seconds.

Important Passives:

Execute – Damage dealt by Ataru Form grants Execute, which makes your next Force Scream or Devastating Blast deal +5% damage and sunders the target for 45 seconds.

Slaughter – Damage dealt by Ataru Form 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.

Towering Rage – Execute now additionally increases the Critical Chance of Force Scream and Devastating Blast by 100%.

Efficient StrikesEfficient Strikes – While Ataru Form is active, Berserk reduces the Rage consumed by Massacre and Sweeping Slash by 1.

Defensive Abilities:

Saber Ward – is an amazing ability and one shared by all Sith Warrior advanced classes (With some minor differences). Saber Ward in essence raises your Melee and Ranged defense chance by 50% and reduces Force and Tech damage by 25%. You can see this surge in defense if you go into the character tab and look under the ‘Defense’ tab while activating this defensive. With that said there are multiple ways to implement this cooldown. My preferred method is to activate it sub 50% and when I am the focus of whatever is doing damage to me. While this is all situational and does not fit into every scenario the same at least knowing what it does will give you a better sense of when to use it.

Note: Keep in mind you can use parsing programs such as StarParse to determine the ‘Type’ of damage you are being attacked with during raid encounters. By type I’m referring to Force, Tech, Internal, Kinetic, etc. This will give you a better understanding of when this defensive may be used at its full potential or when it will not work at all.

Force CamoForce Camouflage – can be an excellent threat drop but in my opinion is far better utilized as a defensive ability (Reducing all damage by 50%). This can be used to reduce incoming damage from a wide variety of Raid mechanics. Furthermore, Force Camouflage grants immunity to controlling effects for its full duration. While most classes use threat drops on cooldown you should consider yours a defensive ability.

Note: If you re-engage in combat the damage reduction and immunity to controlling effects will end prematurely.

Cloak of Pain– is not only your best overall damage reduction cooldown, but it also deals a moderate amount of damage to the enemy that hits you. As such, using it during phases where you will be consistently hit by the boss or by ticks of AoE damage will increase both its duration and your DPS by a slight amount.

Undying Rage – is an excellent defensive to help avoid lethal damage. It is often used while at exceedingly low HP to try and survive for as long as possible, however if you are about to take lethal damage, even if you are only at half health, you are better off using Undying Rage to mitigate as much damage as possible. This ability should always be used as your last resort unless responding directly to an otherwise unsurvivable raid mechanic. This IS NOT an “Invincibility” granting ability as it only gives a 99% reduction to all damage.

Mad DashMad Dash – is your new ability gained at level 61. Mad Dash causes you to dash forward 20 meters dealing damage and increases your defense chance by 100% (technically 105% since you already have a base line defense of 5%). Thus far all my testing has shown that while the defense increase is active you will take zero damage from enemies, bosses, and mechanics whose damage profiles are recognized as Melee, Ranged, Tech, and Force attacks making this a VERY powerful defensive against specific mechanics or attacks. Keep in mind however that the defense increase lasts for 1 second so time it well and use it wisely.

Note: The best way I’ve found to employ this ability is to ensure that you will end up, at a minimum, 10 meters away from your target. By doing this you enable the use of your Force Charge which you can then utilize immediately after Mad Dash to get back to your target and continue doing damage with as little downtime as possible. This may not be suitable for every situation but remember to have a plan on where to go next so that you’re not stuck in the middle of nowhere having to run to get back into the fight.

Obfuscate(Pseudo Defensive) – While Obfuscate is not a true defensive by design it can be employed to great effect on certain enemies to help mitigate damage. Obfuscate by design cannot be used on bosses themselves but can be used on certain adds. This reduces the targets Melee and Ranged Accuracy by 90% for 6 seconds which generally tends to stop incoming damage from the targeted source. So while this is not a true defensive it can be used to mitigate damage which is pretty much the idea behind defensive cooldowns.

Force Choke (Pseudo Defensive) – As with Obfuscate Force Choke is not typically thought of as a Defensive but can be utilized in various encounters in such a way that makes it as good as one. Force Choke, when used, will incapacitate the selected target for 4 seconds, do damage, and grant 3 focus over it’s duration. Like Obfuscate this cannot be utilized on bosses and additionally is ineffective against targets with the Unshakable buff. However, if you can use this to negate incoming damage or interrupt an ability that will do damage using Force Choke can mitigate that potential incoming damage effectively making this a defensive.

Intimidating Roar (Pseudo Defensive) – Similar to Force Choke Intimidating Roar will prevent all actions for up to 6 seconds on enemies affected by it. This ability will not work on bosses or targets with the Unshakable buff. Unlike Force Choke this ability will end prematurely if the target takes damage. There are a few encounters where this ability can become an amazing asset if employed properly to negate potential damage not only to yourself but your raid group as well.

Disruption (Pseudo Defensive) – Disruption is your standard interrupt ability and can be used in certain situations to effectively negate damage that would be directed to either yourself or your raid group. This ability should be maintained in an accessible spot on your action bars as you will need this ability for several PvE encounters.

Raid/Personal Utilities:

Bloodthirst– Bloodthirst is one of 4 class raid buffs that can be utilized in game. As a Marauder you can employ Bloodthirst which will consume 30 stacks of Fury and grant your group members (within 40 meters) +10% to all damage and healing done over 10 seconds. This is arguably the most powerful raid utility in the game. Bloodthirst has a cooldown of 5 minutes and cannot be double stacked or used again within 5 minutes of another activated Bloodthirst. This should be utilized either at your own discretion or that of your raid/group leader. I generally employ this buff at the start of combat to allow max damage output during the first 10 seconds of combat and/or after a boss has fallen to 30%, or less, health.

Predation– Predation acts in the same capacity as Bloodthirst in that it consumes 30 stacks of Fury and is applied to all group members within 40 meters. When used Predation grants +50% movement speed as well as a +10% Melee and Ranged defense bonus for 10 seconds. This is a very versatile ability and one you can use on almost every encounter to give either yourself or your group a one up on an encounter. Due to the nature of this ability and its inherent passive gains Predation can also be considered a Pseudo Defensive.

Note: If you choose the Relentless utility Predation no longer requires 30 stacks of Fury to be activated and instead is able to be used instantly but will fall on a 30 second cooldown timer after activation.

Frenzy – Frenzy allows you the opportunity to instantly gain a 30 stack of Fury. Essentially this allows  you an extra Berserk on demand. There are many ways you can utilize this cooldown to great effect. I personally use it at the start of fights, or sub 30%, to push out Bloodthirst. It can also be used for burst phases where you need to do your burst rotation but do not have a 30 stack on standby. Lastly, it can be used to straighten out your rotation if it derails during the course of a fight. Knowing where you should be in your rotation you can use Frenzy to immediately reset your rotation back to where it should be and continue doing damage at your greatest potential.

Understanding Carnage Spec – How It Works

Carnage Marauders are the perfect combination of one of the most powerful burst rotations followed by decent filler abilities, making it an excellent spec for both burst and sustained DPS. Gore should be used as close to/on cooldown as possible, according to the abilities that you have available to use in conjunction with it. Gore lasts for 3 seconds and DOES NOT respect the global cooldown, so it essentially lasts for 2 abilities even if you have Berserk activated assuming you have 3% base Alacrity (increased Alacrity will obviously change this to an extent).

Ravage should only ever be used during a Gore window, and has top priority. Devastating Blast should only be used in conjunction with its Execute proc, and should be your next priority after Ravage within the Gore window. Due to Slaughter Vicious Throw is free and generates 1 Rage. Assuming it procs with a Gore and the Gore is a non-Berserk Ravage + Devastating Blast combo, it should always be used during the Gore window that it procs with if it will fit.

Dual Saber Throw is your free filler and generates 2 Rage. When possible you should do your best to limit Dual Saber Throws activation to when you are under the effect of your Berserk. Massacre is your general all-purpose filler ability, as it will trigger Ataru Form strikes and Devastating Blast/Vicious Throw procs, as well as dealing some good damage. When Ravage, Devastating Blast, and Vicious Throw are all on cooldown, Massacre is your final ability to use during a Gore window (keep in mind this should NEVER need to happen). You must keep the Massacre buff up at all times (6 second buff). Ok, now that you understand WHAT to do let me show you HOW to do it!


Standard Rotation

Single Target Priority:

First and foremost you need to understand that Carnage spec is a list of priorities with a few cardinal rules to follow. To master the spec you will need to be able to take a snap shot of where you are at any given moment and evaluate your current position within that set priority list. There are of course energy management considerations but this largely takes care of itself if you really commit yourself to understanding everything here that follows.

  1. Massacre (ONLY to maintain proc)
  2. Gore
  3. Ravage (Only with Gore and Berserk Active)
  4. Vicious Throw
  5. Devastating Blast (Only with Execute Proc)
  6. Massacre
  7. Dual Saber Throw (Free; Generates 2 Rage)
  8. Battering Assault
  9. Assault

Note: Vicious Throw and Devastating Blast are both rated equally among Single Target Priority rankings. Depending on what you have available and the duration remaining on Slaughter this can push one above the other. Keep this in mind when working within the bounds of Single Target Priority.

Gore Window Single Target Priority:

So here we are at our second priority list. The Gore priority list is a list of considerations when using Gore in the Single Target Priority list. If you feel like this is a bad metaphor for Inception then you’ve absolutely got the idea! When going through your Single Target Priority you’ll come to that moment when you are about to use Gore and need to think about what to fit inside Gore’s 3 second window. This Priority list will help you to evaluate what to do when you reach that point.

  1. Vicious Throw ( If used before hitting Gore; if timed right will hit after casting allowing a free ability inside the window)
  2. Dual Saber Throw (If used before hitting Gore ONLY; if timed right will hit after casting allowing a free ability inside the window)
  3. Ravage (Only if you can achieve the entire attack within the Gore window)
  4. Vicious Throw (Use cautiously with Gore because it can potentially be picked up outside the Gore window if used at the very end)
  5. Devastating Blast (With the Execute buff)
  6. Massacre
  7. Other abilities (i.e. Battering Assault, Assault) This should never need to be viable during an encounter.

Note: Again here Vicious Throw and Devastating Blast are both rated equally and the same considerations should be taken ( same as with the Single Target Priority ranking).

Rotation Image:

Alright! So now you have your gearing strategy and you understand your abilities and priorities. Well lets go over how to put all of that together into a fluid rotation. The following image has been designed and developed to encompass everything you need to do to perfectly execute Carnage spec. What I mean by this is that this image contains the entire spec rotation infinitely and can be executed infinitely. This is accomplished in three steps so let me go over those with you now.

Force Charge– Berserk– Battering Assault — Massacre — Gore — Adrenal – Ravage — Devastating Blast — Assault
Massacre — Massacre — Battering Assault — Gore — Vicious Throw — Devastating Blast — Massacre — Massacre — Massacre — Vicious Throw
Berserk — Dual Saber Throw — Battering Assault — Massacre — Gore — Ravage — Devastating Blast — Assault — (Follow Priorities)


 Force Charge– Berserk– Battering Assault — Massacre — Gore — Adrenal – Ravage — Devastating Blast — Assault

As a Carnage Marauder you need to understand three rules as they relate to you being able to do damage. 1) You need to be close enough to do damage. 2) You need to have enough Rage to do your damage. 3) Follow your priorities.  The Opening rotation I’ve designed encompasses these three rules, so lets go over it in detail and i’ll explain how this is accomplished.

When you start a fight, be it boss fight or trash mob, you need to be close enough to do damage (rule 1) and you need Rage to do your damage (rule 2).

Force Charge is your first step in accomplishing these requirements, you put yourself within range of your target and you now have 3 Rage to do damage (Yay!). Berserk (in Ataru Form) is where Carnage Spec gains a lot of it’s burst capability. Speed up how quickly you do damage and you speed up how much damage you do over time (damage PER second). That is the first reason we’re using it here, the second is our 4-Set bonus. The 4-Set bonus grants you +3% damage for 10 seconds.

Battering Assault follows after Berserk for two reasons as well. 1) It grants you 6 Rage (rule 2). Coupled with the 3 Rage gained from Force Charge you are now at 9 out of 12 Rage and have successfully accomplished rule 2 and have set yourself up for some major burst! 2) Your 2-Set bonus proc will be gained here. This will grant you a +2% damage increase on everything you do for the next 15 seconds.

Ok so we’ve set you up to do damage so lets get to it! At this point it’s time to follow our Single Target Priority list. Starting with Massacre, we’re using this for two reasons. 1) You absolutely NEED to maintain the Massacre buff at all times. This buff takes you from a 1 in 5 chance of doing free damage (through Ataru Form procs) to a 1 in 2 chance of doing free damage every time you use a melee attack. 2) It does damage! Ok so lets keep moving down the priority list. So… looks like we should use Gore next, BUT WAIT! Since we’re going to use Gore we need to establish what we’re going to do inside of the Gore window, time to take a look at our Gore Priority list. We’re going to forgo Vicious Throw and Dual Saber Throw here (i’ll explain why on the next section) so looks like Ravage is our go-to choice here, so lets do that! Now if you want to maximize your opening rotation this is the time to use your adrenal (you’ve got some major damage coming in a second so now is the most opportune time to get the most out of it!). As we start to end Ravage you’ll want to cancel it early ( at 0.3 seconds remaining, ideally, or less) as the last damaging component of Ravage occurs at this time. What this will allow you to do is hasten your next damaging ability and also allows you to squeeze it into the Gore window. Since we’re saving Vicious Throw (again i’ll explain why momentarily) lets use Devastating Blast and squeeze that into our Gore window.

Ok we’re a bit low on Rage so lets use Assault and spend our last Alacrity stack from our Berserk to gain 2 Rage back quickly. Ok! Phew! That was crazy right? So, what now? Well lets go over it!



Massacre — Massacre — Battering Assault — Gore — Vicious Throw — Devastating Blast — Massacre — Massacre — Massacre — Vicious Throw

Alright so now we’re moving into what I refer to as the “Build-Up”. This part of the rotation is basically sustained filler damage as we set up for our Burst again. Since at this point our Massacre buff is literally falling off as we conclude Assault we’ll want to reapply it as it has highest priority. We use Massacre a second time as a filler to fill the gap we need as we wait for Battering Assault to come off cooldown.

Ok, so we’ll use Battering Assault now since it has just come off cooldown to gain 6 Rage again (rule 2) in preparation for our next Gore. Ok so we arrive again at Gore, here is where i want to explain WHY we’ve held Vicious Throw. So your 6-Set bonus allows you an instant Crit on Vicious Throw once every 60 seconds and last for 30 seconds after using Ravage. The reason we held Vicious Throw was to capitalize on this proc. By holding Vicious Throw up to this point we can now fit it into the Gore window and get it’s Crit proc plus the extra damage it will do by being activated within the Gore window. Keep in mind the Priority List. Number 1 says “If used before hitting Gore, and if timed right, will hit after casting allowing a free ability inside the window”. Vicious Throw has a travel time and this travel time exists in real time on the server. What this means is that if you hit your Vicious Throw button and then very VERY quickly hit your Gore the game calculates this in reverse as Gore then Vicious Throw. This means that you can “sneak” Vicious Throw into your Gore window and still get your two abilities off inside of the Gore window, effectively getting three abilities to fit inside of what normally only fits two.

So, now that you understand that lets do that here. Ok so lets follow up after hitting Gore + Vicious Throw with Devastating Blast and Massacre. These two abilities will finish out our Gore window. Since we now have nothing of higher priority available lets use two Massacre’s as filler damage. The second or third Massacre here will proc your Slaughter giving you the ability to use Vicious Throw again. Notice that at this moment you should have 24 or 28 stacks of fury (depending on latency and your attacks per minute [APM]). Activating Vicious Throw at this point will complete your 30 stack of fury and prepare you for our last section, Burst!


Berserk — Dual Saber Throw — Battering Assault — Massacre — Gore — Ravage — Devastating Blast — Assault — (Follow Priorities)

Alright! So now we’ve come to the fun part, Burst! So i’m sure a few of you are thinking “Wow! Hayete this looks exactly like our opener except for that oddly placed Dual Saber Throw.” Well those of you who are thinking that are 100% correct. Hopefully this points out that your Opening rotation IS your Burst rotation. This will be very important to remember moving forward (i’ll explain why shortly) . So With the conclusion of Vicious Throw in the Build-Up portion of our rotation we have our Berserk so we’re going to go ahead and use that. We wont get the 4-Set buff here but we will get the six Alacrity charges and the ramp up of damage output. The reason we are using Dual Saber Throw here is to aid in proper Rage management and help us get ready for our Burst rotation (rule 2).

Everything else that follows from this point we’re doing for the exact same reasons I detailed in the Opener. Ok, so now we come to Follow Priorities. Do you remember when i said at the very beginning of this section that the “image contains the entire spec rotation infinitely and can be executed infinitely”? Well i promise i wasn’t lying to you! The Follow Priorities thing here is not that. The reason I put Follow Priorities here is very often in live raid or while you’re out doing other content it can be very difficult at times to maintain this exact ability composition. You’re responding to mechanics, changing targets, gaining extra fury from Brazen (If you have chosen this utility, which you should!) all of this can cause your rotation and procs to be thrown off. In the event this happens, which it will, you need something to fall back on and that something is your Priorities list. Ok so now let me explain how to put this all together, that single image, and maintain it indefinitely.

To make this work there are three things you HAVE to know.

  1. Once you complete the image in its entirety (Force Charge through Follow Priorities) you will circle back around and start at the Build-Up section’s FIRST Massacre.
  2. Since we held the first Vicious Throw for so long to get the auto Crit from our 6-Set the Vicious Throw at the end of line 1 in the Build-Up section will never be available to you again until AFTER your target has dropped to 30% health or less at which time you no longer need Slaughter’s proc to use Vicious Throw and will then be able to utilize Vicious Throw at the end of this row. What this means is until your target is at 30% health or less you will skip this ability and move on to Devastating Blast instead.
  3. After you complete the image in its entirety (Force Charge through Follow Priorities) and make your way back to the Burst section you will need to swap Massacre and Battering Assault. The internal cooldowns on these two shift slightly once you rotate back around to them and it forces you to swap the two. So here you should be using — Dual Saber Throw — Massacre — Battering Assault –. Everything else in the Burst section will happen as originally depicted.

And that’s it! That is how you can take that one image and it’s three sections and run Carnage spec indefinitely while maintaining proper Rage management, priorities, procs, etc.

Devastating Blast Focused Rotation

The following rotation was designed and developed by G_mK (Dón-Quijote). The strength of this rotation lies in Devastating Blast and it’s auto crit. On average, when compared, this will grant you a damage increase of about 100 DPS when analyzed side by side on a dummy parse with that of the Standard Rotation. This rotation is very strong when used properly but can be quite difficult to employ and master for use in live raid. The rotation is very easily thrown off as the rotation is very dependent on several cooldowns being available in order all within a very short and specific time frame.

For these reasons I highly suggest that you master the Standard Rotation before proceeding with this rotation. Due to the fragile nature of the rotation you’ll need to use the Standard Rotation to realign the abilities needed by this Rotation if (or should i say when) the rotation gets thrown off. There are some Priority differences to take note of here with this rotation. Those differences have been annotated below.

Single Target Priority:

The two big differences to consider with this Rotation in the Single Priority list is that Devastating Blast is now prioritized over Vicious Throw at all times and Devastating Blast MUST be used on cooldown to capitalize on the rotations strengths.

  1. Massacre (ONLY to maintain proc)
  2. Gore
  3. Ravage (Only with Gore and Berserk Active)
  4. Devastating Blast (on cooldown, this should occur coupled with Berserk and after Ravage)
  5. Vicious Throw
  6. Massacre
  7. Dual Saber Throw (Free; Generates 2 Rage)
  8. Battering Assault
  9. Assault

Gore Window Single Target Priority:

The Gore Window experiences a similar difference to that of the Single Target Priority in that Devastating Blast is of higher priority than Vicious Throw. Once the target falls below 30% health this will flip and you’ll want to use Proc’d and un proc’d Vicious Throws before Devastating Blast.

  1. Vicious Throw ( If used before hitting Gore ; if timed right will hit after casting allowing a free ability inside the window)
  2. Dual Saber Throw (If used before hitting Gore ONLY; if timed right will hit after casting allowing a free ability inside the window)
  3. Ravage (Only if you can achieve the entire attack within the Gore window)
  4. Devastating Blast (With the Execute buff)
  5. Vicious Throw (Use cautiously with Gore because it can potentially be picked up outside the Gore window if used at the very end)
  6. Massacre
  7. Other abilities (i.e. Battering Assault, Assault) This should never need to be viable during an encounter.

Rotation Image:

Force Charge – Berserk — Battering Assault — Massacre — Frenzy — BloodThirst — Adrenal — Gore — Ravage — Devastating Blast — Assault
Massacre  — Massacre  — Battering Assault — Vicious Throw — Gore — Devastating Blast — Massacre  — Massacre  — Massacre  — Vicious Throw–  Assault
Berserk — Devastating Blast — Battering Assault — Massacre  — Dual Saber Throw — Gore — Ravage — Devastating Blast — Assault — (Back To Build – Up)

How to Use:

This rotation runs pretty close to that of the Standard Rotation in that you will run through this image once following all depicted abilities from Force Charge to Assault. Once you get to Assault you’ll follow the image Back to ‘Build – Up’, you’ll then run through the image indefinitely.

Remember the Standard Rotation exception with Vicious Throw? This Rotation has it’s own Vicious Throw consideration. Due to the nature of this rotation the two Vicious Throws in the Build – Up section will “float” throughout the rotation as you go through it. Due to this fact you MUST stick to the Priority List by ensuring that you prioritize Devastating Blast over Vicious Throw otherwise the rotation will be thrown off.

This rotation also has live raid considerations. Due to the inherent nature of the rotation any excess fury built can throw the rotation off wildly. If the rotation gets thrown off by more than two global cooldowns then you’ll be unable to maintain the stable format of the rotation. If your rotation becomes skewed from it’s set pattern you will be forced to revert back to the Standard Rotation or your priorities until you are able to get the rotation realigned. This can be very difficult for those not well versed in the spec so use this rotation with caution.

Clipping Focused Rotation

The Clipping Rotation was designed and created based on work conducted by Beastfury. This rotation has comparable DPS to the Devastating Blast focused rotation while also being slightly better for AoE and is generally easier to pull off in operations. Basically you are going to abuse your Gore windows to their full extent by fitting in as many abilities into them as possible. There are a few specific considerations you should take into consideration before proceeding with this rotation. First, you need a fairly high Alacrity rating (> 730) in order to fit all needed abilities into the Gore window. The second is server lag. The higher the lag the more difficult it is to pull off this rotation. Players testing this rotation with latency values ranging from 20 to 300 ms have reported no issues with utilizing the rotation. However, that is considering a steady latency at a value within that range. If however you are experiencing latency spikes it may be best to forgo this rotation and as it’s operation as it requires a fair amount of precision to perform.

Single Target Priority:

  1. Massacre (ONLY to maintain proc)
  2. Gore
  3. Ravage (Only with Gore and Berserk Active)
  4. Devastating Blast (Only with Gore)
  5. Vicious Throw (Only with Gore)
  6. Massacre
  7. Dual Saber Throw (Only with Gore)
  8. Battering Assault
  9. Assault

Gore Window Single Target Priority:

  1. Vicious Throw (Clipped into Gore)
  2. Dual Saber Throw (Clipped into Gore)
  3. Ravage (Only if you can achieve the entire attack within the Gore window)
  4. Devastating Blast (With the Execute buff)
  5. Massacre
  6. Other abilities (i.e. Battering Assault, Assault) This should never need to be viable during an encounter.

Rotation Image:



Force Charge — Berserk — Battering Assault — Massacre — Frenzy — BloodThirst — Adrenal — Gore — Ravage — Devastating Blast — Massacre
Assault — Massacre — Battering Assault — Vicious Throw — Gore — Devastating Blast — Massacre x3 — Assault — Massacre
Berserk — Battering Assault — Vicious Throw — Gore — Ravage — Devastating Blast — Massacre
Assault — Massacre — Battering Assault — Dual Saber Throw — Gore — Devastating Blast — Massacre x4 — Assault — Massacre
Berserk — Battering Assault — Vicious Throw — Gore — Ravage — Devastating Blast — Massacre

How to Use:

This rotation’s opener follows the Standard and Devastating Blast Rotations exactly except for the Massacre at the end of it. This was deliberately done to help players maneuver through the three rotations. For a slightly higher DPS output you can clip Dual Saber Throw into Gore in the Opener. The idea for this rotation follows the same formula as the others, you’ll go through this image from Force Charge all the way through the Massacre in the Burst 2 portion of the image. Once you complete the image there are specific things you’ll need to know to keep the rotation going indefinitely. Due to the way the rotation was designed and developed your proc’d Vicious Throw will float further and further away from being clippable inside of Gore. To address this you’ll need to do the following. Follow the image in it’s entirety. Once you get to the end you’ll rotate back up to “Build-Up 2”. You’ll follow this through “Burst 2”. You’ll do this three times, Build-Up 2 > Burst 2 > Build-Up 2 > Burst 2 >Build Up 2 > Burst 2. At this point if you follow through again with this cycle you’ll lose your Vicious Throw proc before you’re able to use it. So to counter this you’ll rotate up to the “Build-Up” part of the rotation. You’ll move through that and into the “Burst” part. As soon as you come out of the “Burst” portion you’ve essentially reset the Vicious Throw proc offset. This means you’ll move back into “Build-Up 2” and “Burst 2” for three more cycles. This is how you run the rotation infinitely. Full Image > Build-Up 2/Burst 2 x3 > Build-Up/Burst > Build-Up2/Burst 2 x3 > Build-Up/Burst > etc.

30% HP Rotation (Execute)

A key point to make that covers all rotations is how things change once you reach 30% HP or less on your target, what is commonly referred to as “Execute”. When entering into this Execute phase your Vicious Throw will no longer be only available to you on Proc but you’ll gain the ability to use Vicious Throw on cooldown. This means that once you enter into Execute you’ll want to ensure that EVERY Vicious Throw is used inside of Gore. Most optimally this means clipping each use of Vicious Throw into the Gore window. However, for those just learning the spec or those having a hard time with clipping in general just ensure that Vicious Throw is used in each Gore window. Unfortunately there is no real set rotation that I can provide for you here on how to do this since each rotation will enter this Execute phase in fundamentally different areas. I have however added a video example of this execute phase in the video section of this guide.

AoE Rotation

AoE Rotation Priority:

  1. Berserk
  2. Gore
  3. Sweeping Slash
  4. Dual Saber Throw (Generally for building Rage while helping to do damage; Try and use right before Gore)
  5. Vicious Throw (To help with Rage Management while helping to do damage)
  6. Battering Assault (To build Rage)
  7. Assault

AoE Rotation:

Carnage Spec AoE Rotation V2

Force Charge — Berserk — Battering Assault — Dual Saber Throw — Gore — Sweeping Slash x 4 — Vicious Throw —  Follow Priorities

The AoE rotation is very simple and if you play these few abilities correctly you’ll come out with almost an infinite amount of Rage so resource management is quite easy during an intense AoE encounter. Utilize Dual Saber Throw for its AoE damage, however do not use it when above 10 Rage as it generates 2 Rage and you’ll waste it. Vicious Throw is a nice hard hitting ability and also generates 1 Rage when used under your Slaughter proc. It may not sound like much but it does help with the Rage Management during long AoE encounters. The majority of your damage is coming from Sweeping Slash as it auto procs your Ataru Form. Your goal here should be to do as many Sweeping Slashes, under Berserk, inside the Gore window as possible. Due to this Carnage Marauder AoE is one of the strongest in the game if everything is within range and you’re capable of maintaining proper Rage Management. The highest DPS I was able to obtain following this simple rotation (and it’s priorities) was just over 32K during 3.0 (R.I.P. you poor poor collection of adds before Quartermaster Bulo).

Parsing Analysis & Examples

Note: This parse was done with unoptimized gear. Gear used was a mix of legacy’d 216 SM gear and 208 comm gear. For an example parse in full min/max’d 224 NiM gear please refer to the Combat Sentinel version of this guide.

Star Parse Carnage

Parsley Charts Carnage


Standard Rotation Example:

Devastating Blast Rotation Example:

Clipping Rotation Example:

30% Execute Example:

Video Guide


How to be a Great DPS

I created this 15 minute video just prior to 4.0. If you’re looking for some tips on how to become a better DPS then take some time and watch my Top 10 on How to be a Great DPS.

Credit and Acknowledgements

I would like to thank Bant (Co-GM of Psy-Ops – The Harbinger Server) for all his help in theroycrafting specific points of interest (namely gearing stats) as they related to Carnage Spec. I would also like to extend a big thank you to Ardarell_Solo (Taking the Jawas to Alderaan – T3-M4 Server) and Dón-Quijote (Ebon hawk Server) for their many conversations, back and forth ideas, and theorycrafting contributions. I would like to thank Daevia, Krae, NeoChicken, Oldeo, Qahnaar, Rexal, Slancrest, and Isaac-bell of TAW (Shadowlands Server) for their selflessness in helping me get gear to do parse testing. Finally, i’d like to thank Republic Gentlemen (Jedi Covenant Server) for helping me to test and verify Operation specific information within this guide.

Guide Updates and Changes

  • 11/3/15 – Updated item level DPS averages and adjusted Gearing Compositions to reflect new models
  • 11/6/15 – Alternate Rotation Added
  • 11/14/15 – Edit made to correct 224 gearing build Alacrity Augment typo (7 Augments corrected to 6)
  • 11/25/15 – Recommended Hilt type added
  • 12/8/15 – Changes made to reflect changes implemented in Patch 4.0.3
  • 1/23/16 – Standard Utilities updated. Utility Guide link added.
  • 2/11/16 – Added new sections ‘Consumables’, ‘Mastery Stim vs Accuracy Stim’, ‘Accuracy Stim Builds’
  • 4/1/16 – Added an updated explanation to ‘Augments’ section on Accuracy Stim gearing
  • 9/18/16 – Rotation and parse analysis and examples sections updated

254 replies on “SWTOR 4.0 Carnage Marauder PvE Guide by Hayete”

Hey Orbalos thanks for the support man, much appreciated. The Annihilation/Watchman guide is already out. Oofalong has done up a Google Doc compiling his analysis and results for 4.0. If you head over to my website ( you can find it there 🙂

Hey Alex,

Unfortunately i rarely PvP in game so my knowledge on such things would likely do you a disservice rather than help. You may want to try the SWTOR forums PvP area or the Sentinel/Marauder class forums area and ask your questions there. Reddit may also be a good bet.

Hi, thank you for this guide wich is realy interesting. I just have a question because i don’t understand how to do some equivalent parse.
In your video, you do 2:17 to finish the 500k Dummy. But in your star parse analyse you do 2:42 to finish the 1 million Dummy. Can you explain the difference or how to parameter to me please.
Sorry for my bad English :-0
Thank again to you and Dulfy to always help us to progress 🙂

Check at which time marks he starts and finishes playing. It stars 18 sec after video begins and ends around 13-14 earlier before video finishes. Its around 32 sec off. So 2.17 – 32 sec is like 1.45 not 2.17

So first and foremost the Video parse and the parse images where not the same parse 🙂 The video parse was done in junk 3.0 gear (192s mostly) and a few new pieces (earpiece, implants) just to showcase everything i explained in words in the “Rotation” part of the guide. The parse was done with min/max’d 216 gear legacy transferred over from my Sentinel. Hopefully that settles why the two times are different from each other 🙂

Hey, Hayete, what about downtime in boss fights like during kind of mechanical pushbacks fe gravity on TOS HM Walkers etc. Quickest way to get to boss is to charge him. But if you were fe push while in gore window you couldn’t start your rotation from opener since some of needed abilities are on CD. How to get into “flow” again?

Hey Secrus,

For mechanic heavy fights it boils down to knowing the priority lists very VERY well. When you’re doing a fight like HM Walkers for example knowing when a mechanic (Gravity Pull) is coming is also highly beneficial, StarParse is great for that. Overall though on mechanic heavy fights it’ll come down to your knowledge of the priority list and just kind of always knowing where you are in your rotation and messing with that to get back on track. Not sure if that last bit makes sense, hopefully it does!

PvP unfortunately is not something i really do or focus on in SWTOR. However, since PvP is more burst reliant i’d say Crit over Alacrity but as far as exact numbers or percentages for gearing compositions i’d be unable to give you a definite answer mate.

Well it seems I will have to check this pvp gearing myself.

About rotations.
Did you saw 3.0 combat sentinel guide by vulkk? His way of playing spec was very nice. He splited whole fight into gore windows filled in between with massacre and resource building (battering assault and twin saber throw). I understand that your rotation is achieving high numbers on dummies (gonna try both rotations at some point) but i keep in mind what Rydarus (DPS Guardian master)said once: “I don’t care if you can hit 8k DPS on dummy. If you can’t translate it into ops it doesn’t matter”. I like idea of steady and set rotation but I don’t think I will be able to keep it up on operations

I did see Vulkk’s and while he put great effort into his 3.0 guide it was lacking detail for my own taste. With that said you’re absolutely correct and i tell people the same thing. More often than not with experience and foundational knowledge of boss mechanics you’ll be capable of pulling off my rotation in live raid. I do and more often than not i’m top DPS on the parse.

So only way to know how to use your rotation on bosses is to play with this and gain experience on the way. Time to dust of 3.0-dumped Marauder and gear him up. Btw, is it possible to put the same amount of enhancements and augments of each type but 208 rating into gear (until I can get 216 versions from ops) and still have good results?

Coming back to rotations. Is it possible to sneak extra charge, in case of mechanics or target switching is required, between skills outside gore? Or to fe stop on 2nd massacre in build up part, switch target (predation, mad dash, charge) and continue from exact place where I stopped? Sry for any mistakes it’s being written on my mobile.

Yes it is absolutely possible. Predation, Mad Dash, and Charge do not build Fury stacks. Fury stacking and the cooldowns on your main abilities (Ravage, Vicious Throw, Devastating Blast, etc.) determine your rotation and where you are within it. So if you are on Target A and need to swap to Target B all of those options you listed above are excellent choices and will not throw off your rotation.

Is the Power difference between comm gear and token gear THAT huge ? I see 2680 power for 216 gear (which I assume is token) but with my nearly full 216 comm gear, I’m sitting on 1810 power… That’s kinda disappointing =/

The set bonus 216 gear do afford higher stats and lower endurance. I’ve personally never looked at the stat distribution of power individually from piece to piece as it is a stat that just comes as you gear out no matter the strategy used. 800 Power though seems like a really big difference from Comm to Min/Max’d gear but it is possible. I can’t think of another explanation for it.

Defense is for tanks same as power for dps now. 216 comms gear have 39 defense points in 1 enhancement, token version has 104 defense points. Thats example of token vs comms

Force Charge > Berserk + Battering Assault > Frenzy + Bloodthirst + Adrenal/Relic > Massacre > [Gore + Ravage (clipped) > Devastating Blast]> Massacre > Dual Saber Throw. I still using this opener rotation from old 3.0 mara guide. After opener –> Mas >BA>Mas>second gore window>Mas>Mas>(1 case when I need use Assault, if my cd on BA is still up, i use Assault>Mas>BA>Mas> 1 gore window or Assault>BA>Mas>1gorewin) For 1 gore win you need minimum 4 rage, so when i have only 3 rage > Mas>Assault>1 gorewin. Important think is that use massacre before gore window, also before aoe win. (because of buff from massacre) Maybe somethink change what i miss so this rotation is only my opinion 🙂

Where is your devastating blast on your gore Windows?? It’s very critical and important that in every gore window you do devastating blast. I can’t stress the importance of it

In terms of raw numbers overall – no. Annihilation guarantees you higher DPS. Carnage alows you to play with burst(gore) windows. Anihilation is more for one opponent and carnage for bosses with adds or target switching. But if played well both specs can be good. Hayete got all operations (as far as i know) in carnage and he still pulls great numbers. Check both specs and see what fits you better.

Absolutely. Annihilation has always (except for 3.0) maintained about 200 to 300 DPS higher than Carnage on a single target with minimal movement (i.e. dummy parse)

To the point Marauders are played, in my opinion, only if you LOVE the class nowadays. There are many other melee DPS classes that have better DPS (not by much) and/or have a much higher quality of life compared to us. I play (and always have) my Marauder, and Carnage specifically, because i LOVE the class and the way it plays. So in that sense i absolutely agree that you should explore the different specs and then choose the one that you feel best represents you as a player. So yeah find the Marauder spec you enjoy the most!

Sadly my favourite Fury is preeetty bad in raids… But well, I just take Carnage for raiding and Fury for everything else. Totally agree that finding the most fun spec, not just take the FOTM spec, is what you should do to enjoy the game. Thanks for the guide, by the way, I found numerous small tips to enhance my raid dps. Cheers! 🙂

In high end tier end game content maybe Fury will be less advantageous BUT for Story Mode content, Flashpoints, solo, etc i see no reason why you couldn’t smash faces with Fury 😀

I’m glad the guide has helped you, enjoy 4.0. Cheers mate!

UUUrgh i miss the old pre 3.0 6secs carnage window.
It’s so difficult to fit in a full ravage in the 3 sec window that i’ve been drawn to prioritising gore then devastating blast and a proc vicious throw over ravage as i know they will reliably hit for 11k to 15k each in the window.

Also knowing that dual saber throw can be activated before gore where they hit during gore i can try and fit that in, it just seems overly difficult and unreliable to fit in a full ravage (3/10 it misses the 3 and final hit)

I’m just a casual PVE btw absolutely no parsing or theory crafting here, just go by instinct lol.

p.s that crit change is melting my brain. Seems so alien to what i’ve learnt over the past years playing swtor.

Awesome guide btw 🙂

Thanks for the support man. With time and practice it gets easier to get Ravage inside the Gore window as well as another ability (usually Devastating Blast). Just keep practicing it and you’ll get it. If you’re a click player however make sure your Gore and Ravage are as close to one another as possible. Many times the root of people having difficulty getting Ravage off during Gore is they’re activating Ravage to slowly after Gore. If you keybind the same idea applies. Remember Carnage has the highest APM in the entire game which means the spec must be played very VERY quickly so you want to get your abilities off as fast as possible.

If you have problems with gore and ravage I have another tip. Bind one key like fe F and place gore in there. This way your mouse could be on ravage and gore just a keystroke away

Great idea thx.

I’m a clicker except for my merc healer cause dps and tanks dont usually need such a APM (at least mine don’t lol) but i think i’ll be doing this with my mara now.

Any chance you could share some tips for quickbar setup? I snagged an insta-60 to try this out and my bars are a mess. Any suggestions would be greatly appreciated. 🙂

Absolutely James. A few questions though so i’m better able to offer specific advice. Are you looking for overall UI (quick bar) positioning and set up or keybinding advice? If the latter what is your preferred setup while playing? Heavy keyboard minimal mouse usage, vice versa, or between the two in equal parts? Thanks!

Moreso concerned with keybinding advice, although suggestions on quickbar positioning would be nice. I run a pretty standard setup of two quickbars, usually only the first 5 buttons keybound (shift modifers on 2nd quickbar) because I don’t like to stretch my left hand too much. I tend to stay away from clicking abilities with my mouse as much as possible, so I would like to be able to have all abilities/cooldowns keybound and within easy reach. I find if I have to stretch too far for a keybind I end up fat-fingering something and throwing off my rotation. 🙂 I can post a screenshot of my setup later when I get home if you’d like.

James it sounds like you use a similar method. I Basically limit myself to 1-5, Shift 1-5, F1 – F5 and then keybinds across a few other keys. I then offset that with my mouse through various buttons and Shift variants of those buttons.

What i’ve found works best is to work the rotation off of a back and forth system through Keyboard and mouse. Trying to hit two buttons on your keyboard or mouse is possible but i’ve found hitting one on each gets those abilities as close together as you can possible get them.

Here’s an example. I bind Ravage to my mouse and Gore to my keyboard. I do this so that I can react to the Gore + Ravage part of the rotation as quickly as possible. Since my left hand is responsible for Gore and my right hand responsible for Ravage I can hit both buttons simultaneously and get as close to “exactly at the same time” as possible without hindering my ability to move or respond to mechanics if needed. Thinking through your rotation and offsetting certain abilities using this thought process has been very beneficial for me. With that said make sure that you use this process around what you’re comfortable doing.

I’ve attached an image here of my keybinding set up as it relates to the rotation specific abilities. White gaps are things that are not part of our damage rotation. Furthermore i have double keybinds for a few things like Massacre and Force Camo (Shift + Mouse 1 which is not depicted on the image) because certain situations and movement scenarios are more conducive to using one over the other and vise versa. Anyhow that is the short and sweet of it all. If you want to have a more in-depth conversation over the topic of keybinding we can meet up sometime and talk through TS, Vent, Mumble, etc. Take care mate!

Great guide! I dropped my Mara entirely shortly after 3.0 because my raid needed me to be ranged, and am looking to pick her back up in 4. This is really helpful to get me back on track!

I did have one question: Our Gore windows are so tight, I often find I cut off my ravage channel to be sure I fit devastating blast in there. In your example opener I noticed you had your adrenal inside the gore window rather than outside. Is there a specific reason why you’re doing it that way? When I was regularly playing my mara I’d slot it right after the berserk but before the gore, Dev. blast etc to ensure I got the most out of the abilities in the window. The uptime of the Adrenal is longer than the Gore window, so its effect
would cover my attacks and there was a potential of lost time inside the
all-important Gore window. Just curious if it was a preference thing or if there was a numbers synergy at work.

Hi Lanna. Honestly from a purely mathematical standpoint to maximize the total uptime and paired damage of the Adrenal buff i’ve put it there with Gore. Basically the way i execute this is by hitting the Adrenal and Gore at the exact same time then moving into Ravage. Again, i’m doing this so i can make the most out of the buff. However, this is very dependent on you (the player) being very VERY fast in getting these abilities off. If you’re having any issue or problems with using the Adrenal in the fashion depicted just move the Adrenal back to right before Gore and you’ll fair just as well. You can also absolutely employ it in the manner you stated and be completely fine. My only suggestion there would be to use it after Battering Assault as Battering Assault doesn’t afford a whole lot of damage so better to save that extra global cooldown of uptime on the Adrenal buff towards another ability down the road. Hope that fully answers your question 🙂

For those who have been asking both on the guides and through email about Crit Adrenals i’ve completed my personal testing and when analyzed over 15 seconds the average DPS difference was 1.3% favoring the Attack Adrenal over the Crit. This testing was not done using simulation or mathematical software rather a sample size of ten 15 second blocks for each Adrenal spanning the following rotation [ Adrenal – Ravage — Devastating Blast — Assault– Massacre — Massacre — Battering Assault — Gore — Vicious Throw ]. The averages were taken and the percent difference was calculated. Under better analysis with many more trials than 15 the results may go up or down so the 1.3% average does have some mathematical error to it’s certainty so take the result as what it is, at best an estimate.

Amazing guide. This really helped out the kinks in my rotation. Also, if I may say, this guide has the most effort put into it out of any SWTOR guide I have seen on Dulfy. And don’t let my “date joined” fool you, I’ve been around here for a while, I just never bothered to make an account.

Hey Varak’sas thanks for the support! I’m really happy to hear the guide has helped you out. If you can’t tell the class/spec is my favorite and i’m pretty passionate about it so i do my best to put that into the guides i write. Thanks again, take care 🙂

I use a slightly different rotation than the one you have on the guide and was wondering if you could test it out and see if there is a dps loss in comparison to your rotation.

My rotation is
Battering Assault > Massacre > Gore + Master Strike > Devastating blast > Dual Saber Throw > Massacre > Battering Assault > Massacre > Gore (as soon as it is off cool down) +
Vicious Throw > Devastating Blast > Massacre x3 > Berzerk > Assault and then repeat from the top.
Opener is Berzerk then Force Leap with frenzy + Bloodthirst right before the first massacre


I’m running into two issues with your rotation while testing it.

1) The second Battering Assault and the Gore + Vicious Throw + Devastating Blast are not off cooldown for me when i come to them. They’re about 0.8 to 1.2 seconds away from cooldown. I’m at a 54.2 APM for reference.

2) I don’t see the Execute proc’d Vicious Throw accounted for in your rotation which comes up after the Massacre x3 portion.

Once i get feedback on these two things then i’ll be in a better spot to test it for DPS and compare the two.

usually there is a slight delay between the massacre after DST and the battering assault, but its usually very little time due to ability delay (most of the time less than .3 seconds for me). the second gore should be no problem though, as it is the same number of abilities from the first gore as in your rotation.

The execute phase is when i move the vicious throw under the proc to replace the third consecutive massacre since the proc ends up being triggered by the first one after the VT and DB combo. The normal sub-30 vt replaces the vicious throw that is within the gore window when it becomes available. I can upload a parse as well if that helps
(I usually sit between 52-53 apm btw)


I’m at a complete loss on how you’re making this work brother lol. i’m sitting at almost 55 APM and lose the Execute Proc on Vicious Throw almost every time just a fraction of a second before i can use it with Gore. On top of that i’ve done an analysis on your timing of abilities and from activation of Ravage to using Devastating Blast you’re sitting on average at 2.09 seconds. At the 216 item level with my recommended gearing composition the Alacrity would force Ravage to have a 2.1 second channel time under the effect of Berserk. As I cancel early at 0.3 seconds remaining this pushes my time back to 1.8 seconds, 3 tenths of a second faster than you and i’m still losing the proc to use Vicious throw. I’m completely stumped at how you’re pulling this off. Based on those facts i have to assume your Alacrity is higher than 677. At that Alacrity rating or less i dont see how you’d pull this rotation off.
these are my current stats. 669 alacrity.
by approximate time relative to the first of the three massacres this is my rotation:
0: Massacre (this is where mi get by VT proc)
1.4: Massacre
2.8:Massacre followed by berzerk
4.2: Assault
5.3: Battering Assault
6.4: massacre
7.5: Gore + Rav
8.6: Rav cont.
9.7: Devastating blast
10.8: DST
12.2: Mass
14: BA
15.4: Mass
16.8: VT
17.2 DB
Since the proc last 18 seconds i get vicious throw off before it expires unless i add an extra gcd.

LOL yeah dude i dont know. Another Sentinel/Marauder tried this after i posted on the SWTOR forums and he did an analysis on it and found the Sentinel to be 2.14 seconds slower than the Marauder under the same rotation and variable constraints. I’m going to push this to Eric and see what he thinks.

Hey Hayete,

Great guide!!!! Thanks for taking the time and effort to do this. I have a question about the standard rotation. Now my gear isn’t fully maxed out yet and I only just started gearing my marauder. When I was doing the standard rotation, the first time I go through the opener, build-up and burst it was fine. After that, only the burst works. With my build-up, whenever I get to the gore window (Vicious throw -> Devastating Blast), I never get a slaughter proc. Therefore, my build-up rotation is more like this:

– Massacre, Massacre, Battering Assault, Gore, Devastating Blast, Massacre, Massacre, Massacre, Vicious Throw.

This throws me off my rotation and I get DPS loss. Do you know why this is happening? If slaughter is meant to proc twice as you said in the build up, then I am missing something.

Hey Bryan,

Sorry for the late response man. Although you’ve solved the issue i want to address it directly in case anyone else stumbles onto this comment. The answer to your question is at the very end of the Standard Rotation, number 2 of the three rules to running the rotation indefinitely. Here is that note.

“Since we held the first Vicious Throw for so long to get the auto Crit from our 6-Set the Vicious Throw at the end of line 1 in the Build-Up section will never be available to you again until AFTER your target has dropped to 30% health or less at which time you no longer need Slaughter’s proc to use Vicious Throw and will then be able to utilize Vicious Throw at the end of this row. What this means is until your target is at 30% health or less you will skip this ability and move on to Devastating Blast instead.”

If any more questions come to mind or if you have any other snags let me know. Take care!

I know im only level 57 but when i try the rotation, but i run out of rage in the middle of the Build up phase right after the second Massacre. Is this normal or am i not specced right?

You would have to link a parse for me to look at to identify exactly what is going wrong. With that said it seems you’re missing something in the rotation if you’re having rage management issues or you’re adding something extra into the rotation that should not be in there.

Sorry for asking a silly question , but where can i find the weapon master bonus set. Is it part of a specific armour set or can it be applied to any given set ? I already checked the commons, glowing and radiant vendors on the empire fleet but they sell only normal armour pieces , nothing with bonuses. Btw i already aquired the almost complete 208 rating gear and was wondering if i can get the weapon master bonuses as well.

Never feel silly for asking a question mate 🙂

Set Bonuses are only applicable to gear gained from unassembled token pieces which are awarded for killing Operation bosses. So what this means is that the 208 item level has no Set Bonus, only item level 216 | 220 | 224. With that said you can find these vendors right next to the Glowing and Radiant Vendors on Fleet (they are the ones standing towards the back of the area). The one you’ll be looking for is Lord Anok . Furthermore, you’ll want the “Weaponsmaster” Set Bonus as a Marauder.

Hope that fully answers your questions, if you have any more dont be shy 😀

Really appreciate your help. I will focus on doing more ops in the future to get those token pieces. I already tested the rotation from your guide in an operation and it showed a real improvement from my previous runs. Thank you for taking the time to write the guide.

Reason being is that your Berserk will be gained to quickly forcing you to hold it for a prolonged period of time (which is a DPS loss) or use it which will throw off the rotation causing you to lose the Burst oomph gained by the Alternate Rotation.

Hi Tyke,

You should be aiming to use both. You can use Bloodthirst then Frenzy then follow the rotation as outlined in the guide or you can use the rotation and right before you hit Gore + Ravage use Frenzy + Bloodthirst. Either way you should aim to use both.

I need help deciding what I should create next. I’ve played a sentinel watchman and now I want to make a Warrior but idk whether to choose jugg or mar(and go carnage with mar). Do the carnage Mar’s do the most DPS for Warriors or can the Vengeance Juggs come anywhere close to the Carnage DPS?



Honestly in skilled hands they’re about the same. I believe if you were to rank them the Marauder would come out on top over the Juggernaut. I’ve played both in progression and each brings something very unique and nice to the table. Honestly, it’s about play style and quality of life. The quality of life on a Juggernaut is a bit better than the Marauder but with the Marauder you have various raid utilities that are great for certain Operation mechanics.

Keep in mind though that Carnage is Burst and Vengeance is DoT based. So take that into consideration as well. Do you want a Bursty spec or a DoT spec, honestly if you want a DoT spec i would go with the Marauder’s Annihilation spec since it’s ranked 2nd highest in the game. Again though you have to weigh the quality of life between the two classes.

Hope some of that helps man. You have quite the decision to make, good luck!

Ok cool thanks! I’ve played watchmen which I think is similar to annihilation so for empire that’s why I wanted to try something different. I’ll probably pick carnage. How is carnage against more than one enemy like a mob?

Just out of curiosity, have you checked the augment requirements, you have 14 allocated, 3 crit, 5 accuracy and 6 alacrity. With your suggested numbers you do reach 1309 crit, 701 accuracy, but (6*73) + (2*168) = 774, I’m curious if that’s the actual amount of alacrity you’re using or if the 847 you suggested, which requires 7 augments is true. If it is were the number of crit augments/total required a typo or am I not seeing something. Mostly just curious if you’re actually running 774 alacrity with the 6 augs two alac pieces or if you’re only using 2 crit augs and 6 crit pieces for 1154 crit.

Hey Farius,

Really sorry about the mix up but that was indeed a typo. If you look up a bit at the Guide patch notes you’ll see on 11/14/15 i edited a typo within that specific gearing build. It would seem i forgot to change the number when i changed the augment amount. Sorry about that and thanks for pointing it out mate!

P.S. That means the Crit should indeed be 1309 🙂

Thanks for the guide! My only problem is that when I use Vicious Throw outside a gore window, towards the end of a build-up for burst, it is not always back available for the next-next gore in the next buildup. If I don’t use it, then I often run out of Rage and don’t have enough Fury to have Berserk ready in the burst phase.

Maybe someone can detail the 2nd build-up, and maybe up to the 3rd? Usually the problem occurs there already.

Since Slaughter procs are not guaranteed, do I have to be prepared to not have it for gore? Or should I use sweeping slash right before gore in build-up to force Slaughter, given that it has been 20s since the last Slaughter and I got very unlucky with procs?

Gear is mixed 204 – 224, and DPS is almost as high as in the sample parse, but I think I could improve a lot if I understood this.

Hi Sharisska,

The information you’re looking for is explained in the guide just before the Alternate Rotation section, so i think you missed that part. Anyway here is the excerpt answering your question. Definitely go back and read over that part though. If you’re still confused after reading this let me know and we’ll see what we can do to better help you.

“Since we held the first Vicious Throw for so long to get the auto Crit from our 6-Set the Vicious Throw at the end of line 1 in the Build-Up section will never be available to you again until AFTER your target has dropped to 30% health or less at which time you no longer need Slaughter’s proc to use Vicious Throw and will then be able to utilize Vicious Throw at the end of this row. What this means is until your target is at 30% health or less you will skip this ability and move on to Devastating Blast instead.”

So, this is a good guide and all. But I don’t think I’ve seen anywhere where you mention implants or ear piece. I’m assuming you went with the crit/power pieces for those 3?


In 4.0 there’s no point in mentioning specific items, gearing is too simplified now. Implants, Earpiece, and Enhancements all have the exact same tertiary stat gains so all you need to do is meet the amount required per the gearing distributions i have in the guide. If that is at all confusing to you let me know and we can talk about it further.

No point in mentioning specific items? What? you specifically mention relics, enhancements, armorings/hilts, and mods for gear, as well as augments in this guide, and even get into great detail on them. Not to mention specifically suggesting a number of each type of enhancement/mod/augment type to outfit your gear with. You must have had implants/earpiece in mind when making the guide. What would be the best to go with what the guide suggests as far as other gear? I’m trying to follow the guide, but it’s hard to when I have to look at half of the information as worthless because it would give me 115% accuracy, ya know?

Ok so let me break this down into an example and it should better make sense to you as to why i’m saying that. Lets take the 220 item level stat distribution i have in the guide and use that as the baseline for this example. As reference here is the distribution.

6450 DPS @ 52.5 APM
5158 Mastery | 2779 Power | 1275 (1xAug) (2xCrystals) Critical | 744 (8xAug) Alacrity | 685 (5xAug) Accuracy

Now let’s look at the specific gearing distributions i have in the guide for the 220 item level.

Crit: + 160 pieces x 7 | 1 Augments | 2 Crystals
Accuracy: + 160 pieces x 2 | 5 Augments
Alacrity: + 160 pieces x 1 | 8 Augments

When it comes to gearing Crit, Accuarcy, and Alacrity the only items that posses these stats are Implants, Earpiece, Enhancements, and Augments. At the 220 item level these pieces give +160 (this is assuming min/max’d versions) of those stats with Augments giving +73. Let me use Crit now as a specific example. Say we want to reach the 220 item level optimal Crit rating of 1275. This means i need 7 pieces (again these pieces are Implants, Earpiece, or Enhancements), 1 Crit Augment, and 2 Crit Crystals.

160*7 (Implants, Earpiece, Enhancements) = 1120 + 41*2 (Crystals) = 1202 + 73 (Augment) = 1275

Now lets look at Accuracy. We need two 160 pieces and 5 Accuracy Augments. Now let me explain why i said there’s no point mentioning specifics.

To reach the caps between Crit and Accuracy with this example i could pick Earpiece and Implants to be 3 out of the 7 pieces needed to reach the Crit cap and then use Enhancements for the other 4 pieces as well as the 2 Accuracy pieces.


We could have done a Crit Earpiece as 1 out of 7 of our Crit pieces, Implants as Accuracy to cover the Accuracy need and use Enhancements to cover the other 6 Crit pieces needed.


I could use an Accuracy Earpiece and 1 Implant to cover the 2 Accuracy pieces needed. Then use the second implant and 6 Enhancements to cover the Crit pieces needed.

Do you see why i said that now? There are several possible combinations for gearing and reaching the numbers required. All that matters is that you match the number of pieces, Augments, and Crystals required and you’ll be fine. That is why there is no point mentioning specifics.

Ok, that makes a ton more sense. That being said, I’m now in mostly 220 gear (1 216, 4 or 5 224, min maxed save a mod and implant) and parsing 7k. So I’m somehow above the average dps you show for this guide. (my dummy has 500k hp and raid debuff when I parse) I can’t wait to get the full 224 and see what my numbers look like. Also, before my changes, I was parsing out at 6k max. So this guide is great, I’ll be sure to let all my carnage mar buddies know about it.

Awesome! Glad we were able to clear that up for you. With that said the standard accepted by the parsing community is 1.5 million at the moment and not 500K so throw up a 1.5 million health module and do a parse on that and that will give you a better representation of your gear stats and capability as far as what you can get out of them. Remember these gearing build analysis are conducted on mathematical models constituting targets with health in the millions to get a solid mathematical average.

Gotcha. I’ll have to do that later tonight after work and see how I stack up. Thanks again for making this guide. Now I just need to find a good lightning sorc guide and I’m set. 😀

Awesome guide! Spent about two hours on a dummy perfecting the rotation. Now, I can do it in my sleep. Has greatly improved my DPS! Thanks for taking the time and energy that was put into this. Just gotta finish getting 224 gear!


Great build. I am going to take what you have here and master this class. I just started the game, level 10 currently and am about to pick the Carnage specialization. Could you give me a quick leveling guide as I work my way up to 60. What skill I should take a level 11, 12, 13, and so on? I’m still new to MMO’s in general, so if this is something that I just figure out on my own, I understand.

Thanks again for your hard work.

Honestly as it relates to leveling i would suggest understanding the information in this guide and applying what you can when you can and as you acquire abilities in this guide you dont have you can fit them into your rotation. Here are some things to note though…

1. Until you get it use Slash in place of Blade Rush
2. Until you get it use Blade Storm in place of Clashing Blast
3. Make sure you can quickly use Force Kick, Force Stasis, and Awe (really all of your defensive’s) as you’ll need them while leveling to increase quality of life. This is of course something you’ll want to do as you acquire these abilities.

I saw your solid parse after the new patch. any change in rotation/priority, or all’s the same? & great work with the guide

Every thing done for that parse was done under the methodology outlined in the guide. I know 4.0.3 is on everyone’s mind as well and as of yet nothing has changed rotationally with the new changes.

what about the stat change as you have posted in the crit section since they changed:
“Sever now increases the critical strike damage bonus of Massacre and Devastating Blast by 15% (up from 10%)”

will this effect any of our gearing? sorry if this is a stupid question

Definitely not a stupid question Stanley, actually a very good one.

At the moment mathematical estimates are showing roughly a 50 DPS drop with the 4.0.3 changes. Considering it is only 50 DPS i’m going to stand by the current gearing configurations. I know Bant and a few others are hard at working doing much more in depth analysis on these changes so once they have their results we’ll all get together and talk and see what everything looks like and based on that discussion i’ll either move to patch those gearing compositions in the guides or leave them as is.

Right now DPS estimates have shown a 50 DPS decrease (roughly) in Carnage. The theorycrafting community is hard at work right now trying to evaluate and analyze the numbers as they relate to gearing compositions. At the moment i’m going to stick to the current gearing strategies on the guide since 50 DPS is not enough mathematically to warrant a complete change. Once our analysis and testing is complete if it shows a significant difference from the estimated 50 DPS loss then i’ll patch the guide and put out new compositions for the different item levels.

Hey All,

Our analysis of the 4.3.0 changes to Carnage Spec are complete and here are the results.
– Overall DPS at each gearing level dropped by 30 DPS
– All prior gearing strategies and compositions remain unchanged

To summarize we lost 30 DPS from the changes and you can still gear the same way as you were. Enjoy!

I do not, sorry! With that said the stat priority does change when gearing for PvP and changes even further depending on if you are gearing to do unranked or ranked warzones.

Thank you so much for this. i just started my carnage mara up again about 2 weeks ago and already 90% 220 so was worried that i had to rip out aug/enhancements again lol.

So, I mastered the original rotation, as I mentioned below a few days ago. Recently, I’ve been trying the alternate rotation – the one that’s supposed to add 100 DPS. I’ve actually found it’s substantially detracted from my DPS. I’m finishing a 1M HP dummy an average of 8-10 seconds slower than the original rotation, and my DPS is going down from 6700 to 6300.

On a side note, I have decided it is almost pointless to parse on a dummy for the best time. I say this because it is completely random when it comes to crit numbers, and relics procing. On average, I’ll see around a 16K crit when using Gore + Devastating Blast. On a rare occasion, I’ll see around a 21K crit with those two skills. I’ve also payed close attention as to whether or not my relics are activated when using them. I recently saw that my Serendipitous Assault proc’d just before Gore + Devastating Blast, and my crit was still 16K.

Currently, my best time killing a 1M HP dummy is 147.659 (seconds). Just so happened during that go at it everything proc’d at exactly the right times. A caveat to that is that I popped Frenzy a second time at the end, allowing me to use Berserk again immediately after finishing the first six stacks. Everyone else who I’ve come across with a better time has only used Frenzy at the beginning of the rotation. I’m in mostly 220s (token, not vendor), with the exception of three 224 pieces. I am still geared with augments as though I am in full 220s, though. I wonder if that isn’t somehow messing everything up.

One last thing I’d like to point out is that, apparently, both the Training Dummy Standard Health modulator (to drop its health to 1M HP) and the Training Dummy Armor Reduction Module can/will make your relics proc when applying them! I’ve had both relics proc after applying only one of the “dumb-downs”. By the time you’re done applying both, you’re in the fight for 5-10 seconds without even the possibility of your relics procing. So, I tend to apply the dumb-downs, wait 20 seconds, then go at it. Just a thought.

The Alternate Rotation is definitely stronger in that it utilizes Clashing Blast auto crits more frequently. With that said try your parse on a 1.5 Million dummy as that is the standard now among the SWTOR parsing community and see if you get anything different.

Keep in mind that a 1M dummy with a kill time of 147.659 is still 6,772 DPS and that’s the min/max average DPS for NiM level gearing (224) so you’re doing really well mate.

About the modules popping relics you’re absolutely right. On some classes the modules will actually proc certain passives and buffs too which is really weird lol. Your wait 20 seconds method is absolutely the right thing to do 🙂

Example Video:

So, I noticed Shaitan kept popped Devastating Blast before Ravage finished. Was that merely for an example of the rotation, or is that how it’s supposed to be? Seems like the 3rd hit from Ravage doesn’t take effect…

I’d actually forgotten all about that. I skimmed over this guide initially, taking from it what I could to learn the rotation, and just parsed until I got it right. I used the method of cancelling Ravage early, and shaved a second off my record time on a 1M HP dummy. Will have to try the 1.5M HP dummy next. Thanks again for your help.

@hayate OK so I’m pretty much a noob and I read this entire page and I still don’t understand a thing lol can you just give me my complete rotation as if you were telling a child what to do lol I know how that sounds but like I mean 1,2,3,4 etc I understand there’s some abilities I have to spam so just go 1,2,3×5,4etc. That’s be easier to understand and also I find myself using the standard 1 slot ability (IDK what it’s called off the top of my head) to get rage so I feel like Idk what I’m doing also does this build work for f2p at all? F2p is capped at lvl 55 so I’m lost there as well

If you’re looking for an ability by ability break down look under the images. I have the names of the abilities in the order you’re suppose to hit them. Much past that man there is nothing i can do lol. I can’t tell you how to hit your keybindings since i’m sure yours and mine are vastly different. This build will work for F2P but you will be missing some abilities like Clashing Blast which are pivotal to pushing out good damage. Good luck mate!

You have 6 different images and they all have abilities I don’t have access to do what do I put to fill the gaps this guide is cool but it only works for ppl capped at 65 and know all the abervitions to the game cuz they subbed since beta… :/ I’m asking you for help and your just saying S. O. L And laughing like dude I’m new to this plz help me I need directions that are like press this then this then that not this weird way you have setup bcuz it’s just confusing for noobieS. Also what armor set???? Since I’m f2p the weapon master set is Nxt to impossible since I can only do 4 warzones a week

Also you cannot open a fight with berserk the game does not allow you to do that at all I have to spam all my moves until it let’s me use it see what I’m saying your guide isn’t relevant to f2p who have limited access

First and foremost if you’re incapable of reaching level 65 there is no point in giving any gearing strategies as this game does not help players gear stats properly at any level other than max level.

As far as what to press the reason i cannot tell you that is because at any level other than max level you’ll be missing important passives gained through leveling from 55 to 65. You need these to make any kind of rotation work. With that the best i can do for you is this… you can utilize the rotation i have with the available abilities you have. Just replace Devastating Blast with Force Scream and use Vicious Slash instead of Massacre.

Lastly, you can open with Berserk once you gain the appropriate Utility talent which i have clearly stated in the guide. Go back and read over the utilities and you’ll find that explanation on how to do that there.

Oh OK I must have not seen that utility skill ty for that and wow playing this on f2p is really not worth it :/. I do have massacre should I not use it like you said or did you think I didn’t have it?? Thank you for the clarification this is the answer I was looking for but which rotation picture are you referring too you have 6 pictures on here and it’s all quiet confuseing

Also just realized that I can’t use berserk like that bcuz I’m capped at 55 so that means I do not get heroic utilities do have another suggestion for me then?

Use the first image for your rotation. If that is the case with your utilities then yes you’re right you would not be able to utilize that method on the F2P model. Honestly the F2P model for SWTOR is absolutely horrible. I dont know how people do it honestly… the F2P model is really frustrating.

Ok thank you this is the rotation I went. Force charge clock of pain battering assault massacre assault ravage force scream. I don’t have vicious throw and dual saber throw yet but I’ll mix it in there and just use berserk as soon as it procs. What do you think

It doesn’t really matter honestly. I use Biochem and Bioanalysis simply for unlimited Stims, Adrenals, and Medpacks. However, if you have guild mates who can get them for you or don’t care buying them off the GTN then you could honestly go anything and it wouldn’t change your PvE play at all.

I was training my Archeology and Synthweaving crew skill since I was told it could help me get some really good gear later on. Is that really true or would it be better to save money on stims?

Really the only thing that you’ll get out of that is the ability to make a few Augments and I think relics. This may have changed with 4.0 but prior to you could reverse engineer the relics from the Operations and craft those. Honestly there is no profession in the game that I think is a one up over any of the others when it comes to PvE content.

Is it worth it investing on crew skills? I’m thinking I’d rather go with biochem and bioanalysis for those stims and medpacks so I can save money, besides I already reached level 50 and bought gear lvl50 for cheap on the GTN.

i have a question about the 3 abilities in the gore window (and other abilities also): does queue time play a factor in that or more so lag? i mean i see your APM is 52.5 but mines sometimes fall around 49.5 or a little higher. will that mess up the rotation any where i will need to compensate for it? also what do you set your ability queue times at?

In short yes. If your latency (lag) is higher than average then it can mess up the rotation. However this normally would only lose you a 100 – 200 DPS. You would need a latency of 500 or higher to really destroy the rotation on a foundational level. With that said ability action que is a great way to offset that and i keep mine at 0.25 seconds.

Ok I got to 55 I’m a temp sub still lvl capped sadly but I’ve been playing around and I found this ability (frenzy) let’s me use berserk in this way. What do you think about this rotation because I still have CD issues and I have no idea what def CD’s are. Cloak of pain frenzy force charge battering assault gore mass mass mass vicious throw ravage dual saber throw? IDK what to replace to help with the CD’s got any ideas for me?

Sry meant cloak of pain frenzy force charge battering assault berserk gore mass mass mass vicious throw ravage dual saber throw

I think I’m switching to cloak of pain frenzy force charge battering assault gore mass mass mass vicious throw force scream and ravage just seems to put out more dps but I still have long CD’s I find myself unable to use anything until battering assault comes up off cd

Ok man first things first a lot of your problems are coming from you not following the information I have in the guide. Using Ravage outside of Gore is never advised and your using your lowest damaging ability inside of Gore. Dual saber throw is out of place etc.

Since before you said I have to many images this is the one you need to follow From the first ability at the top left and then moving from left to right you should be able to use that to get the correct rotation.

The way i have the guide set up is i give you the full image and then i break down each of the three sections explaining to you how it works and why you’re doing what you’re doing. I really think you need to go back and spend some time reviewing that section.

I understand you do not have Devastating Blast available to you since you’re level 55 so anywhere you see Devastating Blast use Force Scream instead. Other than that you should have every ability shown on that image. Also do not use Cloak of Pain anymore as a rotational ability. You should be using it as a defensive and only when it’s needed.

Good luck mate.

I’ve read it over and over and I keep telling you the same thing and you ignore me and tell me to reread instead like dude I cannot force charge and immediately berserk I have to use abilities or use frenzy to proc it and OK I won’t use cloak I just have issues with this guide 100% you lose focus of what your talking about all through out the page if I didn’t know the game is have no clue as to what your saying at all

These guides man are written for max level characters as that is where the majority of the SWTOR gaming community looking to perfect there class/spec are sitting at. It’s very difficult to formulate a guide for those less than max level. In fact it wouldn’t even be practical to write a guide less than max level because where would you write it? Level 20? Level 30? Level 48? Even level 55 makes things difficult.

I’ve told you the best information i can give you. All you seem to want to talk about is the Opening rotation and you want me to tell you exactly what to hit. You dont need to use Berserk. I told you to follow the priority list. I’ve also told you to read through the rotation (which you say you have) if that is true then you should know the 3 rules for Marauder DPS i’ve outlined in the guide. If you did read it completely then by following that and the Priority list you would be more than capable of obtaining a solid rotation for your level no matter what level you’re at.

Honestly it’s getting frustrating on my end when i offer you the best feedback I can and you still seem to have an issue with what i’m suggesting or advising and accuse me of ignoring you. Check my guides and the others here on Dulfy and you’ll notice very quickly that i answer every single comment left on my guides, not a single other guide writer does that… so please do not accuse me again of ignoring you or i will.

So this is the last time i discuss this topic of opening rotation with you man. At your level this is the best that can be done with your current skill set.

Force Charge > Battering Assault > Massacre > Dual Saber Throw > Gore > Vicious Throw > Force Scream > Massacre > Massacre > Assault > Battering Assault > Massacre > Massacre > Berserk > Gore > Ravage > Force Scream > Assault > Follow Priorities…

So… I’m wondering about diminishing returns. I tried parsing without using any adrenals, and I got the same time when finishing on a dummy. I’ve also tried crit adrenals vice attack. No difference. Any thoughts on that?

Adrenals account for barely any DPS at all on a long duration fight. Adrenals are generally for pushing a phase or add for extra damage/burst. Over long parses this tends to flatten out and largely goes unseen.

I’m a bit confused by the way you asked your question though. What specific stat are you wondering about in regards to Diminishing Returns?

Thanks for all the hard work you put in on these. I cannot believe some of the responses below it sounds to me like they want you to play the game for them instead of reading through it all and using what you have shown to better their game play. So I just wanted to say thanks in a thankless world.

Hi Mitch,

This is absolutely intentional. Smash does much less overall damage than Sweeping Slash. It also does not proc Ataru form for free damage like Sweeping Slash. Third, it does even less damage when compared to Sweeping Slash if you’ve taken the path carver utility. All these reasons considered I recommend against using Smash while in Carnage spec.

I been using your gearing guide and for the love of me i cannot get your mastery at 220 gear, I’m using full 220/224 token gear are you using any lettered mods in your gearing?

Hi Rodney,

I’m not using unlettered mods. Those figures take into account obtaining all available Mastery in the game from outside sources (other than gear) so this includes Mastery gained through Datacrons and Stims. Have you gotten all Datacrons available that contain mastery?

Hello. As a new player I’m really confused, because there are 12 slots where I can get Accuracy, Critical Chance and Alacrity stats (head, chest, hands, waist, legs, feet, ear, 2 implants, wrists, mainhand, offhand), but you only have 10 in your gearing guide. Did you exclude weapons from this? If so what enhancements should I get for my weapons? I want to buy my first level 216 set, but that really confused me and I don’t know what to do.

Also where should I get my first mainhand weapon with 3 slots? I can’t buy it from Glowing Data Crystals vendor. I’m doing Shadow of Raven expansion right now. Will I get it maybe from Knights of the Fallen Empire expansion?

Sorry for noobs questions 😛

Hi Ramirez,

So first off if you take a look at your Belt and Wrist you’ll see they only contain Armorings and Mods, not Enhancements. Therefore, you’re unable to apply Crit, Alacrity, or Accuracy to these pieces using Enhancements, this is why you see 10 and not 12.

If you’re looking for a lightsaber that is modable (Orange) then you can look at the GTN and find one that is selling for cheap, buy that and you’ll be able to slot Hiilt/Mod/Enhancements into it. I’m not 100% sure but i believe if memory serves me correctly that SoR and KotFE do not directly grant you a modable saber.

I try to get the weapons-master Set with Bonus – but I can’t figure out where/ Which Vendor is it selling and for what a currency. I love your guide and the only thing I can’t figure out is the Armor Set 🙂


The armor set bonus items/Vendor can be found in the ‘Supply’ section of fleet (North West). If you look at the image i put here it’s the vendors under the name of the section. One of those four vendors will be selling Weaponsmaster gear. The currency required to obtain those pieces of gear come out of Operations (Story Mode through Nightmare Mode Difficulties).

ah – damnit – yeah I feared as much. Didn’t do any OP and do not intend to since I am a single player. My experience with guilds in this or other games aren’t really good. So I enjoy the freedom this game offers to play along the most of times. I team up on special occasions or to help out, though. I wonder if the normal radiant gear is enough for PVE.

It is but only for Story Mode Operations and Normal/Hard Mode Flashpoints. Anything higher than this tier of content you absolutely need to have gear from inside the Raids.

Thanks for the fast reply -its good to know. If I decide to go deeper in the game I will take your advice for sure.

Hey Hayete,

Firstly great guide! I generally main a healer as it is what I am best at and have cleared most of the content in the game as, however, when I do run a DPS class I use to be an Annihilation Marauder before they nerfed it and Carnage became the best around the time of NiM TFB/S&V and HM DF/DP was the highest tier of content around the time I had to forcibly quit unfortunately. Having work slow down and coming back and seeing that overload saber was a level 58 talent and being 55, it felt like Annihilation didn’t have it’s bread and butter ability. Before reading this I could never honestly get the hang of carnage no matter how much I tried and always felt that Annihilation was more fluid even with it having been nerfed. Now that overload saber is a high-end Annihilation ability I decided to give Carnage a try and I love it. I honestly probably won’t go back to Annihilation unless Bioware nerfs it and it’s devastating that it can’t compete with Annihilation.

Thanks for the great guide.

Well welcome back to the game mate and thank you for the show of support, i’m sure you’ll have a ton of fun in Carnage. If you have any questions moving forward with the spec feel free to hit me up. Good luck and enjoy!

Hayete and Others,

What are your thoughts on holding vicious throw until gore is up every time? So even though slaughter has procced, delay it until gore is off CD so you have a gauranteed gore->VT->DB every time? This is more for a PVP group rank perspective as it’s hard to get full gore->ravage off on any competent player.

This may be ideal for PvP situations of course PvP has so many inherent variables involved it’s hard to say if it would be optimal. I do agree you’ll have it easier forgoing Ravage as most people interrupt it. What I tend to do is force them to CC break then use Force Choke to lift and go right into Gore + Ravage.

From a PvE standpoint this is absolutely not ideal. Not only for sustained damage but….. *whispers* Marauders and Sentinels are not equal…. Check this out on why ( it’s directly tied to Viscious Throw.

Thanks for the reply. I think this discrepancy was fixed in 4.1. Here’s the patch note on it:

****The effect granted by Slaughter now lasts up to 15 seconds (down from 18
seconds). This matches the duration of the equivalent Combat Sentinel
skill, Hand of Justice.***

This probably explains why his rotation worked – he had 3 extra seconds on his Hand of Justice proc.

Any tips for consistent DPS? I have parsed I don’t know how many times with a perfect rotation (no screw ups), and my stats are never the same. Is it really that much of a ‘chance’ for everything to proc at precisely the right times to pump out a serious amount of damage? Or, is there some trick to guaranteeing a higher amount of DPS with little variance?

This question tailored to your specific DPS experience would be easier to answer if you had a few parses for me to look at side by side. To give you an overall answer to your question though DPS, no matter the spec, will fluctuate by as much as 300 to 400 DPS at times. This is just because there are RNG variables taking place that do not happen in a set pattern. Crits are a great example of this. However, if you’re seeing a DPS fluctuation of 100 or 200 DPS this is absolutely normal and there really is not much you can do to shrink this gap down.

Ok so i’ve gone through all your data and here is what feedback i have available for you.

1. Your rotation and understanding of the spec is perfect! You’re doing everything right there so keep that up.

2. I’ve evaluated the data you sent me among all 7 parses. Your average DPS among the 7 was 6902 DPS. Your average deviation between all parses was 0.5143% That is the average difference between your different parses. I would say that’s pretty damn good as far as consistency is concerned! :p

Thank you. Still, hate the random 2:20 time I got as compared to the average 2:25 I get on a 1M parsing dummy. Yes, I know 1.5M is the new standard. Still like the 1M, though. lol

Hi Ramirez,

So the first thing i need you to do is accomplish a 1.5 Million HP dummy parse. The parses you linked have arbitrary damage delt and it’s very difficult to evaluate them (one is almost 50% longer than the other). The other reason you’ll want to do this is so you can enter the 30% health phase (what we call execute) which will make your Vicious Throw available as part of your regular rotation. By attacking a dummy with infinite health you’ll be unable to get to this point.

If you do not have a dummy on your ship then try and find a guild mate who does and will let you come on their ship and use their training dummy. Once you do that then link the parses and i’ll be able to give you helpful feedback.

If you are using my gearing strategies then your APM is about 3 to 4 APM under what it should be. This means you need to be hitting your abilities faster. Take a look at this while you are parsing.

Thanks for answer. I did what you said and changed the dummy to 1.5kk hp.

Around 5.6-5.9 DPS, but still there is a huge gap between 5.9 and 6.6 so I probably do something wrong.

Also I have only 4 parts of the set bonus (3 of them 216 – only armoring, mods and enhancements are 220).

My stats at this moment: 4974 mastery, 5922 endurance, 2156 power, 1247 critical, 772 alacrity, 685 accuracy

Are all of your gear pieces optimized or from vendor gear? Your stats seem to be in the right place but your Power is drastically lower than where i would expect it to be with optimized gear.

Specifically regarding your parses your APM should be slightly higher than 52. Ideally you’ll want to see high 53 to high 54. The closer you can get to 55 APM the better, 55 APM is hitting everything perfectly and as fast as possible.

My assumption is that your DPS is lower than expected due to a mix of lower APM and unoptimized gear. The 6 set will also factor into this by 50 to 100 DPS. So all three of those are more than likely contributing to your DPS issues.

Thanks for the tips.

I’m not sure what you mean by “optimized gear”. Yeah, I bought most of the items from vendor for radiant crystals.

Does it mean that modifications from ops are better than these from the vendor? Sorry, I’m still kinda nooby.

Hayete, firstly, fantastic guide! I do have a question about the aoe rotation. Would it be practical/beneficial to do the same trick with smash as DST/VT right before gore for the extra rage cost? I’ve found that I can get a smash inside the gore window (getting the 3gcds inside) by applying the same trick as with DST/VT with success. I know it doesn’t get the ataru proc like slash but I’ve found that it does ease some positional requirements (not frontal cone). My personal application is your aoe rotation with the addition of smash following DST then gore applying the gcd trick. Rage hasn’t been an issue for me due to BA and DST right before. Any input appreciated! Also, thank you for your service

Hi Tim,

Assuming you’re just entering the AoE rotation you’ll be under Berserk at that point so it’s all about maximizing damage output versus those 6 stacks. If you evaluate the damage capability of one Smash hitting the max amount of targets versus Sweeping Slash hitting the max amount of targets you’ll find Sweeping Slash pulls ahead as far as total damage delt is concerned. The difference between Smash + Gore versus the aforementioned method here in the guide bears further analysis definitely.

On a side note you’ll also want to keep in mind the number of targets available to be hit. Smash has a target cap whereas Dual Saber Throw does not. A bit of behind the scenes here this was the reason i chose Dual Saber Throw moving into Gore instead of Sweeping Slash or Smash so that those who did not go looking inside the mechanics of it all would still be set for success against a large amount of targets. Assuming the add count is not high using Smash + Gore may pull ahead of Sweeping Slash, again though i would have to get in there and analyze the numbers.


Thank you for your response! A definite consideration (and probably the make or break) would be the amount of targets hit. If getting adds in the frontal cone was an issue and there were a sufficient amount of adds (probably around cap) I think it would be beneficial. Just wanted to bring it up and get your thoughts on it. Came to me when I was noticing a pretty significant amount of delay from the time of button push and the activation of smash, I was able to get it in the gore window after activation. Maybe it would be more appropriate to work it in while DST is on cd when gore pops again after executing initial aoe rotation. Thanks again!

There is only stats and goal, but I cant calculate mods to final numbers. My armor gives me a lot of power, instead of crit. So I must replace enchancments and mods. But in what proportions? For me as newcommer its a dark forest.

I’m assuming you’re looking for PvP information, if you’re looking for PvE information i have all that in the guide broken down to every piece you need. For PvP gearing go to > Combat/Carnage > 4.0 Combat/Carnage PvP Thread and you’ll find the information you’re looking for in that thread.

Hello there! Really good guide! thank you! Because Im a new player can you plz give me a pvp gear setup in the form of
# Mods
# Ench
# Augm
#= Number of
Thank you in advance

Throw dual saber throw before each gore – ravage window instead of battering assault, the rage builders can be swapped around

Is it just me, or did they screw with the cooldown timer of Gore? I still parse and do PvE content regularly. However, with Patch 4.1 I wanna say I noticed that after the opener when you do Massacre > Battering Assault > Gore > Vicious Throw > Devastating blast that there’s extra hang on Gore’s cooldown. I end up missing frequently, now. Nothing’s changed concerning my Alacrity. Thoughts?

No idea brother. I just logged on my Marauder and with no gear (literally toon is naked with empty weapon shells) was able to go through the motions with no issues. Are you capable of recording yourself and uploading video of the issue you’re having?

I liked your DPS guide. Good to see someone who speaks about the theory of DPSing and not just about what abilities to use when.
I’ve noticed that it’s not hard to remember several different rotations for your different toons, but when swapping I generally like to practice a little to make sure I won’t mix my abilites up (automaticlly press “R” for ravage and then realize you spent 2 seconds trying to activate followthrough without the proc that enables it. Don’t do that mistake!)

Good Afternoon Hayete,

Thank you for taking the time and effort to post such an in depth guide for a fun but perhaps challenging class spec (compared to other SWTOR classes at least). I do have a question concerning augments and manipulating stats as I have been pulled in many directions regarding whether to use MASTERY and/or POWER at all in several guides as well as talented players I know. I have also been reading a guide on the forums entitled: ‘Optimal Stats for all 24 Disciplines…’
(wont let me post a link here) that gives conflicting information.
In your guide, in the augments section, you recommend avoiding Mastery and Power but in the build section I see that some Mastery augments are recommended along with Power crystals. Would you be able to clear this up for me please?

Hi mate,

So at the time the guide was written the Accuracy/Crit stim did not exist. This is absolutely an oversight on my part. It still applies but what i need to do is annotate that UNLESS you’re gearing towards using an Accuracy/Crit Stim you should not take any Power/Mastery Augments/Crystals. If you look real quick at the Mastery Stim gearing distributions you’ll see none of them contain any Power/Mastery augments. This is the reason why. Hopefully that makes sense brother. It’s very mathematical and involves lots of analysis but generally speaking do not take Master/Power Augments or Power Crystals unless you’re going to be using an Accuracy/Crit stim. I’ll make a note to update both Carnage and Combat guides tomorrow with this clarification. Thanks for bringing that to my attention mate!

Thanks so much. One last question: Are the stats you have listed in the gearing section with or without ALL the various class buffs.

Also, are Mastery augments still the way to go for Accuracy/Critical Stim builds? I keep getting teased for even having Mastery Augments on my gear. Different sources keep asking why I don’t use additional Power or Alacrity over the Mastery and I do not have any good in depth answer for them. As soon as I get a chance I will compare.

First, yes, all the various class buffs are included into the analysis for the different gearing distributions.

As far as still going with Mastery augments with the Accuracy/Crit stim that too is a profound yes. If you base your gearing strategies off of the mathematical model and analysis used to generate those distributions there is no reason to stack any more Alacrity than shown because analysis has shown a DPS loss (on average) when doing so. Furthermore, Mastery Augments grant additional stats other than Mastery so overall you’ll be getting a higher benefit using Mastery over Power in conjunction with the Accuracy/Crit stim. I’m not sure how well versed you are with programming languages but here is the MATLAB code referencing the created and aforementioned mathematical model.

Thanks! I’m an engineering student and have Matlab on my home computer, so that is very helpful! Thank you Hayete

No problem man. You’ll have to rework some of the code and translate it from its java component but that has all the appropriate information as far as coefficients and formulas.

Hello Hayete

I’m having some trouble with my DPS. I’m sitting on full 220 gear (1 216 versatile armoring piece and 2 full 224 pieces) and I’ve only been able to parse around 5.5-5.8k dps against an ops dummy. When I start the rotation, it usually starts off at around 7.5-8k dps then drops significantly and I can’t seem to get it higher.

I was wondering if latency is possibly the problem. I have my ability queue set to 0.75 as my ping fluctuates between 200 and 350 (usually no lower or higher unless I get a really bad spike) and I’m sitting on 49 APM.

I have a parsely link that I’d love for you to take a look at: so you can see where I am possibly going wrong.

But wonderful guide! I’d probably be sitting on 3k dps max if I didn’t find this guide.

Thank you.

Here are my stats, in case you want them:
Mastery: 5094 (with stim)
Power: 2662
Critical: 1290
Alacrity: 772
Accuracy: 685

I should also specify that the 2 224 pieces I have are bracers and belt so they’re not too significant

Hi mate,

So It seems your latency issues are the cause of your DPS problems. I’ve looked over your parse and your rotation seems spot on. There are times where you throw in an extra Massacre here or there and i’m assuming that is just you pushing the abilities quickly and the lag calculating another Massacre.

I did some quick math on paper and this is what i’m showing assuming your APM was higher (I did a baseline of 55 APM).

(55 ATKs/Min)(49 ATKs/Min) = 1.1224 APM Ratio
(5734 DPS)(1.1224 APM Ratio) = 6,436 DPS

There are obviously other contributing factors but as a rough estimate with latency not being an issue that is where you would have been at based on the information gathered from the parse you linked if you had done that parse exactly how you did but with 55 APM instead of 49 APM.

I hate to be the bearer of bad news cause it sucks to see potential held back by a latency issue. Hope this was helpful mate, take care.

hey, Hayete could you explain your calculations done in here? cause i don’t get same numbers = i don’t understand. was trying to use this for other class but i think i miss some important piece

Hey brother. For the APM Ratio that should be division not multiplication. It seems i forgot to put the ” / ” in there when I originally posted that response.

is there also method to check how would DPS be with specific PWR amount, like in those APM calculations above? or is it to deep to calculate PWR changes?

There is but it is a bit more involved. Basically comes out of the equation hard coded into the game itself. You could probably get this from the 87 page MATLAB code found in Bant’s analysis.

Hayete, will you update your gear pictures to reflect 224 gear instead of 216? Small change which is present in your pub side version.

I have found a full 224 accuracy stim gearing setup that works pretty well (at least for me)
E = Enhancement (Earpiece and Implant count towards this as well), C = Crystal and
A = Augment
2 x A Crit 8 x A Alacrity 4 x A Accuracy 2 x C Crit 2 x E Alacrity 7 x E Crit 1 x E Accuracy
If anyone knows any better gear setups, post below

I have some parsing logs that may suffice but while I am getting those to you, I will tell you this, you get 40.65% Crit chance, 70.25% Crit Multiplier, 109.94% Accuracy and 12.56% Alacrity.

If you want me to do some 1.5 million parses to show another comparison then I will go do some real fast

Also if you want to see more accurate results then it would be best if you tried this out since during both those times I parsed, I was lagging a fair amount

Hi Hayete. I’m completely new to carnage spec (in pve at least) and I have some questions regarding your rotation and stuff 🙂 I hope you can take the time to answer them.

1) Why in your opener you favour using Assault/Saber Strike over Twin Saber throw? When both build 2 focus. Is there a specific window for this ability that can only be used at a certain point?
2) During the “Build up” on the rotation you used (i understand this is just an example for baseline starters) on the presumably 2nd (non Zen) gore window, you choose to do without Ravage but ravage is off cd at this point? Why is this?
3) What is the long term benefit for using Ravage only in berserk/Zen windows, when under this circumstance combined with the Alacrity effect, your Ravage will be off cd with nearly 5-6 second window before you can stack your Fury/Centering Fully.
considering that window, plus the 2nd gore which is 9 global cooldowns out which is essentially 13.5 second gap, why not just use 1 ravage with Zen and 1 without. when ravage cd is 18 which maintains the 5-6 second gap either way. but if you use it, then you count an extra 3 sec for the channel so 2-3 second gap? dunno if that made sense lol
4) I’ve noticed sometimes when setting up 2nd Berserking/Zen due to Efficient Strikes, i have enough rage to do 2 massacres back to back without doing assault. Is it more desirable to do 2 instead of assault + massacre or will it screw me up in the long term when preparing clashing blast?

Sry for silly questions! I’m bad at this ^^
Nice build, it taught me a lot

Hi mate!

1. You can absolutely do this without any degradation to the rotation as a whole. The reason i do not lead with Dual Saber Throw in the opener is because it has an inherent travel time associated with it which is why we’re able to use it in “clipping”. Due to this and this alone I decided to use Assault since it’s damage connects instantly and, at least for me, seemed to flow better and sustain APM higher for a longer period of time. Rotationally however you could absolutely replace that Assault with Dual Saber Throw and be completely fine.

2. Even with my suggested amounts of Alacrity you would not always be able to execute both Ravage and Devastating Blast within the three second Gore window. Thus, I suggest for optimal DPS and execution of the spec to NEVER use Ravage with Gore unless you have at least one stack of Berserk at the time you’ll start Ravage. This will afford you 30% additional Alacrity and ensure you’re able to fit both abilities into the Gore window comfortably. So to answer your question the reason i forgo this ability in that part of the rotation is because you do not have Berserk (or Berserk charges) available.

3. If you mathematically evaluate damage capabilities for Carnage on a GCD by GCD basis you’ll find that Ravage is only capable of maintaining the highest damage output capability when used under Berserk and sped up that extra 30% and then only when used with Gore. Gore + Ravage + Devastating Blast comes out slightly ahead of the alternative Gore + Devastating Blast + Vicious Throw when utilized under Berserk. If Gore + Ravage + Devastating Blast is analyzed without Berserk next to Gore + Devastating Blast + Vicious Throw the latter leads by a good amount due to the additional time needed to complete Ravage which generally speaking counts as 2 GCD’s instead of 1 GCD. When Ravage is used under Berserk this helps push Ravage’s GCD down closer to 1 GCD instead of 2.

4. The only reason the Assault exists there is to aid in Rage management. If you forgo that Assault you’ll run out of Rage in the long run and end up having to use an Assault to get back on track and then from there it will snowball and you’ll have to do it as part of the rotation to stay afloat. So Assault was strategically placed there to help combat that issue as well as where it is placed lines it up with your last stack of Berserk so it helps get the ability off 30% faster keeping your sustained damage up higher since you’re not taking as long to get a fairly weak ability off.

Hopefully all of this was informative and fully answered your questions LOL. If not let me know and i’ll try again 🙂

This is great. Thanks a lot
Funny thing is, as I was practicing this spec some more, I found my own conclusion to lead to the exact same answers ^^
So it’s nice to have a 2nd opinion that has a common train of thought that what I discovered. Thank you very much, your answers were very clear and well informative 🙂
I will keep practicing this spec, it’s not my favourite but playing it recently has sparked a new kind of fun for my marauder ^^
I have you to thank for that hehe

Hey mate! So sorry for the week later response. I seem to have missed this comment notification. Before answering your question could you please post here what your crit, alacrity, and accuracy percentages are? Thanks!

Alright so I’ve gone through your parse and here is my analysis and feedback.

Issue 1: APM

To the point your APM is dramatically low for the amount of gear (specifically Alacrity) you have. I did some math based on your DPS number only adjusting the APM to optimal levels and this is what the result looks like.

APM Ratio:

55.5 APM / 49.36 APM = 1.12439222
(5227.39 DPS)(1.12439222) = 5877.64 DPS
Percent Loss through APM:
[(5877.64 – 5227.39) / (5877.64)] x 100 = 11.06%
As you can see just by having low APM you’re missing roughly 11% damage you could have on the target in the same amount of time it took you to complete the parse. With that said this means you’re using your abilities too slowly. That is the first thing you need to fix, get your abilities out faster. 55.5 APM represents unrealistic conditions as that figure is used in a mathematical model which does not factor in individual player latency and human delay. More realistically you’ll want to see your APM as close to that number as possible which for the majority of players is around the high 54’s.

Issue 2 Rotation:

In your parse around timestamp 7:21:01 you completely skip Dispatch and forgo it’s proc’d use. This sets you off by one ability and starts to degrade your Focus management. At 7:21:36 you do the same thing again. This further offsets your Focus management now by two abilities. At around 7:21:43 your Rotation completely breaks due to these energy management issues and you go off the rails trying to recover and never seem to really get back on track.
My suggestion here is to get more practice with the Standard Rotation outlined in my guide and follow it exactly. While during Operations you will not be able to just “follow the rotation” on a dummy you can and obtaining a good foundational understanding of the rotation and where you are suppose to be within that rotation at all times will greatly increase your ability to adjust to varying scenarios during PvE content as different things remove your ability to go through the rotation indefinitely.

I hope this feedback was thorough enough and informative. Take care mate!

Hey Hayete. I am still trying to get nice numbers with Carnage and I have question concerning training of APM on dummy. When I try to maintain high APM output, can I just smash Button not caring about optimizing rotation to 100%? Or should I master rotation and then practise APM? What would you recommend?

Hi Hayete – thank you for the terrific guide! You’ve helped improve my dps immensely but I’ve hit a ceiling I can’t seem to get past. I can’t get above 6.6 on the dummy or ~5.5-5.7 at best on NiM ops bosses. From your guide I should be doing at least 6.8 on the dummy and breaking 6.0 in ops. Could you take a look at my parse and recommend any improvements in my rotation? My gear is all 224 except 220 offhand hilt.

Hi there!

So my analysis on your parse is as follows

DPS: 6634.57
APM: 51.78

Optimal APM per Mathematical Model: 55.4

APM Ratio: 55.4/51.78 = 1.06991116

New DPS @ Optimal APM: 7,098.40

So what all that means is that if you had done that same parse exactly as you did rotationally but faster at 55.4 APM then your DPS would have been almost 7.1K which equates out to a 6.53% DPS total loss due to your APM compared to where it could be.

What this boils down to is you’re not getting your abilities off fast enough. So this is a good thing because that means you’re close you just need to do a bit more work on speeding up your rotation. Speaking of rotation let me give you some notes on that.

Here are a few notes specific to your rotation done on this parse.

– Timestamp 15:19:45.015 Here you use Battering Assault and immediately after should have use Massacre. However, you forgot to do this and offset your rotation and by the looks of it never really recovered from it and end up just using priorites for most of the parse. Since you’re using the standard rotation do your best to stick to how it is built exactly.

– Continue to work on clipping Ravage at 0.3 seconds remaining. Your getting every Devastating Blast in but since we’re trying to increase your APM every tenth of a second counts so keep working on that.

Hope all of this helps mate, good luck!

I never got these exact numbers ( close enough by 9 or 10..over and under depending ) but i will say the amount of times ive became the certified tank in FP’s is nice with this set up. It also seems to work well in PvP if you swap a few of the first utilities around. ( i really hope the number thing doesnt have to be spot on though 😛 That’s my only real concern ) Fun guide though. It actually helped me with carnage as im a long time fury/annihilation user

Glad to hear it mate. Keep in mind if you matched the amount of Enhancements, Augments, and Crystals suggested in the guide and it WAS NOT best in slot components and instead vendor gear you will not be able to hit those numbers. If however you use best in slot components you can match those numbers perfectly.

Hey Hayete, Quick question. I see that you’ve put out a guide for Marauder Carnage spec and Sentinel PvP spec, so can I assume that Carnage is your favorite PvP spec? Reason I ask is because I’m currently trying to make a PvP Marauder, but can’t find a definitive answer as to which spec is best out of Annihilation, Carnage, and Fury (4.7.3). Most responses are outdated and the ones that are still somewhat relevant usually say that Carnage has been nerfed nearly to irrelevancy. What’s your thoughts out of the three?

Might be referring to the fact i did sorta use your guide for PvP reasons instead though with tweaking..unsure

Okay, she’s never put out a pvp guide but i did sorta hijack her guide and put it in PvP. Annihilation actually can do more DPS then Carnage in PvE but anyway..Fury spec is where you want to go for PvP. Carnage is VERY easily countered and annihilation is meh. They can all be very deadly but Fury cannot really be shut down like the other two. I tend to bounce between carnage and fury but..go Fury dude.

Okay i have a a problem after i complete the rotation and go back to second build up phase. When its time to Gore, my Vicious Throw is never back up, and i have to delay Gore 1-2 gcd for it to proc. Why is this ?
Grateful for any assistance =)

This is absolutely covered at the very end of the Standard Rotation section. I know there is a lot of information in this guide but you only hurt yourself by jumping right to the rotation pictures and trying to copy them without reading the explanations. Good luck mate.

yeah, sorry reading comprehension isnt my strong suite sometimes, i assumed it just had something to do with the auto crit part of the set bonus which, i don’t have. So instead of Vicious Throw then Blast, I guess its Blast into Massacre according to priority list after first rotation.


Hi – I’m new to Marauder and this build in general.

There is one thing that cut my attention: Why are you not using Ferocity (3 seconds with 100% armor penetration no GCD) i find it odd this is not mentioned at all in your rotation, can you explain why your not using this? as to me it seems like a rather big DPS increase.

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