Since 1.2 came out, i would like to point out a good build that will grant you a lovely character.
Unfortunatly, this implyies having most of your war hero gear stats removed, and combine them with other mods, enchantments from other classes.
First of all you need surge power enchantments, power accuracy enchantments, you need power mods.
Getting 41 power, 53 accuracy ench are from sorcerer wh gears, you can find them on theyr gloves.
Getting the 39 power mods can be found on vindicator armors, on gloves as recalled.
So the combination would be likewise:
Helmet would need 80 power, 53 accuracy, chest, 80 power 53 surge, gloves 80 critical, 53 surge, pants having 80 power, 53 accuracy, and your boots, having 80 power and 53 surge. Weapons should be vindicator sabers, not anything else.
Rage spec, my favorite build at the moment. It is massive dmg if you come to twink it right. As rage marauder you want to keep it simple ,altho you will need alot of resources to make your foes tremble.
As rage marauder you want tons of power and surge, you dont rlly care about anything else. But if you know what you are doing you will simply have your crit above low and your accuracy on melee aswell.
Having alot of power ( mostly on all your gear) atleast 68 power on one piece and 48 surge.
You need accuracy aswell, because you have to ask yourself, what if i miss smash? or what if i did use smash but didnt inflict enough dmg? you gotta be aware that your ravage is based on melee ,your vicious throw is based on melee , and they are massive dmg dealing skills, that need to be at theyr hight, because you do not want to miss 10k if you miss smash, right? or you do not want to miss almost 5k dmg if you miss vicious throw right? all these are ment to be held up so you dmg enough.
Carnage is kinda similar to anihilate spec. It is based on melee attacks and slightly on force. Having your crit on melee high would be a great asset, and along with a high amount of accuracy, since you dont want any misses along the way.
Altho stacking power along it would add up alot, since most of the carnage skills are low but fast dps, so having power and having your min dmg raised up would help. Conssisting above all, would be like having 34% crit unbuffed with 75% surge and above 103% accuracy to make it at its most efficiency.
Carnage is implying alot of rapid dmg but having only slight chance to get your force scream crit, main reason y i find carnage a waste of spec, since you can easily get your force scream if you have your crit rate high enough.
Having for example 30% crit on your melee attacks, will grant you above 37% crit on your force, so looking at it, you`ll have a high chance of almost criting all the time with force scream.
Each build involves getting twinked certain stats for maximum output, it is up to the player to know to acctually get the character build right in equipement,for it to be efficient.
Looking at the marauder, we see he is based on melee attacks as anihilate or carnage, and based on force when we come to look over rage build.
You need to equilize and point out the stats that you require to make a good use out of your skills, you need to know what is at its best, and how to twist around, reduce or enhance stats for better performance.
Coming to note the fact that it would be a waste for example ,to add up alot of crit, if your rage spec, or ignore critical if your anihilate or carnage spec, i will look forward to point out each individual stat base build for each spec, to be at its full potency.
In this post i`ll talk about rage build. Rage build is a nuking build, wich focuses on taking down theyr targets with massive damage all togheder.
Main skill in rage is smash, with is the heavy hitter. Your skills grant you critical smash for 20 seconds gathered up from (force charge and obliterate) that allow you to crit.
Further off, your other stacking smash skills are force choke and force crush, wich grant you smash, and when you have 4 stacks, it doubles your dmg on the crit smash. You can roll above 6k dmg on light armor with one smash blow, and over 4ks on heavy armor opponents.
Not only that,rage is good in team up warzone party`s. it aids your team to toll down quickly whoever is againts you, and nuke them in a large group, leaving them with low hp and having your team finish them off.
Main problem is having a distance between your opponent and yourself, since you need your force charge at use most of the time, you`ll want to wander around and not stick close, so you have all the utility and use of all your skills, while you are waiting for your smash to charge up and finish the job :) For this build to be quite viable, you`ll need stacking power and surge to add up massive damage ( but i`ll discuss about it in another post).
Previously, i talked about Anahilate spec and its atributes, now i`ll tend to talk about Carnage Spec.
Carnage is sort of a build, wich grants you quick strikes, low dmg dealing ones (around 1.5k per hit) but constantly, so in terms, you can down your oponent quite quickly, if he doesnt spot you and counters it.
Carnage is based most on holding the opponent in one spot, to be at its most efficiency, the fact that ravage holds down the target and not allowing it to move away until done, is a great asset, since it is one of the main dmg dealing skills that the marauders have.
On the other hand, carnage is an easily playable build,that doesnt require to much stress into playing it.
Combined with Berserker, you can literaly down your opponent in terms of seconds,without any issue, but on the other hand, carnage isnt imo a good pvp based spec, since it doesnt come up, or doesnt add up anything for it. It is simply a lasy build that the marauder can get, spamming, gore and afterwards massacre. I dont find it atrractive, nor efficient, imo, it is more a pve build, rather then a pvp build.
I would like to talk about the builds that can be attained and skill trees for the marauder class.
Lets look forward to the first skill tree, "anihilation" spec.
This is a build based on dots(damage over time) skills, of wich you attain sustained dps over the fight. I consider this build, one of the best for a 1v1 fight, and it has alot of disables,since you get to have your intrerupt skill cooldown on 5 seconds, while you disable the opponents skill for 4 seconds, so in other words, if done right, you can disable ones skill permanently. One more thing that is viable in anihilate, is "close quarters" it allows you to force charge the opponent from 0 meters, having no boundery on your jump is another great asset, since you can use it as a disable aswell( intrerupting ones ability while casted). Now the dots, not only they are sustaining dmg, but they also heal you for a small amount of your maximum hp(2%) altho,combined with Berserker, you can get a great amount of heals up while ur using your main attack skills, and if done in a good rotation, you can get a decent amount of dmg, with dps rolling constantly from dots. A pure example of rotation that sustains both heal and dps would be as prefered and followed: Force charge (3 rage) adding up bathering assaul (5 rage) + frenzy (followed with activating berserker) + deadly saber followed up with Rupture(your dot underway) + anihilate + rupture again ( if anihilate succesfully enabled ur rupture again) and followed up with a ravage it is a massive self heal dmg done to your opponent. After done with this rotation you should still have a decent amount of hp stacked up, and your bathering assaul and force charge ready for another rotation.
This is not a mandatory rotation, it is something i in particular prefer, but to make it more efficient, you have to keep your melee crit high as possible (will talk about it in a different post).
Sith warrior, also can go as juggernaught or marauder, but id like to outpoint the marauder itself.
Starting off, marauder is a pretty hard character to handle, most ppl considered it a broken class, as in worthless class, mostly imo because they didnt even know how to friggen use the character, they had to many skills to use, and just couldnt face it, its those ppl who acctually wanted to play something easy, like a bounty hunter arsenal for example (press the tracer spam) indeed, it only requires one button to play it wonderfully....
But lets get past that, marauder is a pretty hard char to control, you have decent utility on him, as in intrerupt, cc( force choke, can be considered) and mass cc ( intimidating roar) wich are its main asset in disabling opponents, and not to mention, force camuflauge, the skill that rlly makes ppl go mad, since u just vanish for 4 seconds, and can make a get away, and above that, reducing all incoming dmg by 50%.
About the attacking skills, its a pretty vide scale, depending on each player what they prefer to play as a marauder.
Either use dots to take down your foe, or use a slight boosted dmg while u focus one target, or just mass damage a whole group that is near you, and nuking them to oblivion :) But getting past that, the marauder not only he is a good dmg dealer, it also has a pretty decent defence, and can be used as a great asset along warzones. They can hold quite some dmg, and allow the range dps on theyr team, to focus down targets fast, while the marauder just grabs everyone up from the opposing team. Mostly, marauder is the class that gets alot of focus down(along a healer), usually because,if they get ignored, they can wipe out alot of targets, if they are played properly, so a marauder isnt a class that you rlly want to ignore, especially if we are talking about a nuker builded one.
Currently in swtor, since 1.2, marauders got enchanted big time, most ppl contesting againts it, and i do not blame them, since it is true, if a marauder has all his cooldowns, and every trinket avaible, he could kill any type of class, in a 1v1 fight. Some people might disagree, i tend to consider the opposite.