Warrior Class Info

Started by KKND, July 27, 2011, 03:54:54 PM

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KKND

This info is shamelessly stolen via Tex's great find in the Star Wars  The Old Replublic Forum, original post and kudos goes to Jxspyder:

Sith Warrior

 Champion of the Dark Side


 General:
Races:
Possible Races:
  • Zabrak*
  • Cyborg*
*Apparently the Zabrak and Cyborg are officially unconfirmed, yet still possible..

 Weapons:

 Single Blade Lightsaber.
  • Single Wield. Form used by the Sith Juggernaut.
  • Dual Wield. Confirmed to unlock certain DW only talents. Form used by the Sith Marauder.
Armor:
Abilities:
  • Assault. Basic Rage builder, 2 Rage per. 1.5 second CD. 4m range.
     Inflicts weapon damage through a series of melee strikes. DW inflicts weapon dmg, with a deficit to dmg and accuracy.
  • Vicious Slash. Cost: 3 Rage. 4m Range.
     Single Target High dmg attack.
  • Channel Hatred. Channeled: 15 seconds. Restores health. Cannot be used during combat.
  • Force Charge.  Gain 3 Rage. Range: 10-30 Meters. 15 sec. cooldown. Jump to a distant  target, immobilize them for a few seconds, interrupts them, dealing low  damage.
  • Force Choke. Channeled: 6 seconds. Does high damage over 6 seconds. 1 Rage per second gained.
  • Smash.  Cost: 5 Rage. Instant. Cooldown: 30 sec. Range: 5 meters. 8 second  immobilization. 4 second stun on weak and standard enemies. Moderate  Dmg.
  • Impale. Cost: 8 rage. Instant. Range: 4 meters. Very high damage, knocks opponent to ground.
  • Passive Blaster Deflection.
  • Saber-based Force Push @ 2:30 Seems similar to TFU weaon skill.
  • Force Push @ 1:06.
  • Soresu Form: Level 12. While in Soresu, Warrior gains 1 Rage  per opponent attack, once ever three seconds. Increases chance to glance  attacks, reducing the damage they inflict. Reduces Rage gained from  Assault by 1.
  • Whirling Assault Level 14. Instant. Cooldown: 4.5 sec. Range:  4 meters. Hits up to 3 enemies in range, inflicting 50% weapon damage  to each. Grants 1 Rage, +1 Rage per additional hit.
  • Saber Throw @ 2:28. Level 28. Instant. Cooldown: 30 sec. Range: 10-30 meters. Throw Lightsaber. Does moderate damage, and generates 3 AP.
  • Force Cloak.  Instant. 1 min. cooldown. Obscure yourself with the Force, becoming  difficult to detect, greatly reducing your threat, and increasing  movement speed by 30% for 6 seconds. Dealing or receiving damage ends  the effect prematurely. Marauder ONLY.
Unspecified Confirmed Abilities:
  • Lightning: "Sith Warriors will eventually be able to use Force Lightning" -James Ohlen
  • Sith Juggernaut Skill Tree: Force Grip: Choke no longer needs to be channeled, applying it's full effect over 3 seconds.
  • Sith Marauder Skill Tree: Close Quarters: Reduces the minimum range of Force Charge by 8 meters.
Specialization:

 Sith Marauder: "Wielding  two sabers and unmatched aggression, Sith trained as Marauders slice  through enemy ranks, dealing death with merciless efficiency. Able to  intuit precisely how to attack in order to maximize every strike, their  adversaries become victims in the blink of an eye. Whether annihilating a  squad of Republic troops or cutting down a single Jedi, the Marauder  sees and exploits every weakness to exact the greatest toll. Never  hesitating, never faltering, there is no swifter bringer of pain and  damage in the galaxy."
  • Dual Wield Sabers / Armor
  • Saber Fighting Specialist
  • Melee DPS
Sith Juggernaut: "Sith  who train in the stalwart arts of the Juggernaut boast unrivaled  stamina in battle. Through diligence and clarity, the Juggernaut shapes  the Force to his will to become nearly invulnerable. Damage that would  destroy others is shrugged off, and futility fills the Juggernaut's foes  with doubt and despair. Protecting their allies and punishing their  adversaries, they charge into the thick of any fray, and take the brunt  of the assault and are even able to drain the energy of their enemies to  further strengthen their resolve."
  • Single Saber / Heavy Armor
  • Fear and Darkside Auras
  • Tank/DPS
**Talent Trees:
 Sith Juggernaut:
  • Immortal: Uses the power of the Force to increase the Warrior's survivability in battle.
    • Invincible: Instant, 3 min. CD. Reduces the damage the Warrior suffers from all sources by 60% for 9 seconds.
    • Revenge: Passive. While in Soresu, parrying, deflecting, shielding  or resisting an attack has a 50% chance to grante Revenge, reducing rage  cost of your next Force Scream or Smash by 1. Lasts 10 seconds, stacks 3  times.
  • Vengeance: The Juggernaut stops at nothing to crush enemies, obliterating them with heavy hits.
    • Shatter:  9 sec. CD. Range, 4m. Channels the Force into your Lightsaber and  crushes your target under it's weight, dealing 569 internal damage to a  target afflicted by Sundering Assault, with a further 1476 internal  damage over 12 seconds.
    • Unstoppable: Passive. Force Charge has a 100% chance to grant  Unstoppable, reducing all damage taken by 20% and granting immunity to  physics and movement impairing effects for 4 seconds.
Sith Marauder:
  • Annihilation: Mastering the aggressive Juyo form, the Annihilation Marauder destroys enemies from within.
    • Annihilate:  Instant. 12 Sec. CD. Range, 4m. Strikes the target with both  Lightsabers for 547-633 weapon damage. Each use of this ability grants  Annihilator for 15 seconds, lowering the cooldown of your next  Annihilate by 1.5 seconds. Stacks up to 3 times. Requires 2 Lightsabers.
    • Inescapable Torment: Passive. Choked targets take 30% more damage from your next 5 bleed effects. Lasts 15 seconds.
  • Carnage: Focuses on acrobatic Lightsaber techniques that strike quickly and lethally.
    • Ataru  Form. Instant. CD 1.5 sec. Enter an acrobatic Lightsaber form,  increasing accuracy by 3%. In addition, your successful melee attacks  have a 20% chance to trigger a second force strike that deals 148 energy  damage. This effect cannot occur more than once every 1.5 seconds.
    • Gore: Passive. Impale now attacks with both Lightsabers when dual wielding.
Shared:
  • Rage: Allows the Warrior greater control of the Force and further mastery of the Shii-Cho form
    • Obliterate:  Instant. 15 Sec. CD. Range, 15m. Jumps to a target, impaling it for  307-363 weapon damage. Strikes with both weapons if dual wielding.
    • Shockwave. Passive. Each tick of Force Choke and Force Crush grants  you Shockwave, increasing the damage your next Smash deals by 25%.  Stacks up to 4 times.
Companions:
Additional:
Edited to reflect current information. ** denotes newest links.

Rain

Marauder
I found this link the other day, and i have to agree, best build ive tried yet.
http://www.torhead.com/skill-calc#100bIrRroMcGzZhGb.1

Here are some more tips on how to use the build:
http://www.swtor.com/community/showthread.php?t=34316

KKND

[h=1]Sith Marauder Guide[/h]
 Table of Contents
 




[/LIST]
[h=2]Sith Marauder PvE Carnage Build[/h] Carnage Spec â€" 3/33/5
 
 

The data below is using gear at an average gear rating of 136 (a mixture  of Columi and Rakata gear) with all level 56 and 58 mods, enhancements  and armorings and without changing the Columi or Rakata mods (meaning  you have a lot of accuracy and little Surge/Crit).
 For the people who have specific inquires to the actual numbers used  for these calculations, the calculations were conducted at: 1356  Strength, 344 Total Bonus Damage, 411 Accuracy Rating, 327 Critical  Rating, 50% Critical Multiplier, 658 Bonus Force Damage.
 While the absolute numbers may change, the relative numbers should  remain relatively constant with the currently available gear and you can  use them to get a general sense of how much damage each ability does  per time and per rage spent.
 It is important to note that as we begin to get more critical chance,  that Massacre, Force Scream and our Ataru strikes will begin to  significantly outweigh our other abilities by a landslide.
 These numbers are the average damage done, including their critical chance and critical multiplier.
 [TABLE=class: withsmallborders]
 [TR]
 [TD=bgcolor: #900000, colspan: 7]
[h=3]Sith Marauder Carnage Abilities[/h] [/TD]
 [/TR]
 [TR]
 [TD]Ability[/TD]
 [TD]Rage[/TD]
 [TD]Damage[/TD]
 [TD]Damage/Rage[/TD]
 [TD]Cast Time[/TD]
 [TD]DPS**[/TD]
 [TD]CD[/TD]
 [/TR]
 [TR=class: t1]
 [TD]Massacre[/TD]
 [TD]3[/TD]
 [TD]1850*[/TD]
 [TD]616.7 [/TD]
[TD]1.5 Secs[/TD]
 [TD]1233.4[/TD]
 [TD]None[/TD]
 [/TR]
 [TR]
 [TD]Ravage[/TD]
 [TD]0[/TD]
 [TD]3715[/TD]
 [TD]Rage Free[/TD]
 [TD]3 Secs[/TD]
 [TD]1239.3[/TD]
 [TD]27 Secs[/TD]
 [/TR]
 [TR=class: t1]
 [TD]Force Scream[/TD]
 [TD]2[/TD]
 [TD]1850.6[/TD]
 [TD]925.3[/TD]
 [TD]1.5 Secs[/TD]
 [TD]1233.7[/TD]
 [TD]9 Secs[/TD]
 [/TR]
 [TR]
 [TD]Rupture[/TD]
 [TD]2[/TD]
 [TD]1609[/TD]
 [TD]804.5[/TD]
 [TD]1.5 Secs[/TD]
 [TD]1072.7[/TD]
 [TD]15 Secs[/TD]
 [/TR]
 [TR=class: t1]
 [TD]Battering Assault[/TD]
 [TD]+6[/TD]
 [TD]899.6[/TD]
 [TD]+6 Rage[/TD]
 [TD]1.5 Secs[/TD]
 [TD]599.8[/TD]
 [TD]12 Secs[/TD]
 [/TR]
 [TR]
 [TD]Assault[/TD]
 [TD]+2[/TD]
 [TD]1096.7[/TD]
 [TD]+2 Rage[/TD]
 [TD]1.5 Secs[/TD]
 [TD]731.2[/TD]
 [TD]None[/TD]
 [/TR]
 [TR=class: t1]
 [TD]Gore[/TD]
 [TD]3[/TD]
 [TD]1352[/TD]
 [TD]3[/TD]
 [TD]1.5 Secs[/TD]
 [TD]901.3[/TD]
 [TD]15 Secs[/TD]
 [/TR]
 [TR]
 [TD]Force Charge[/TD]
 [TD]+4[/TD]
 [TD]776[/TD]
 [TD]+4 Rage[/TD]
 [TD]1.5 Secs[/TD]
 [TD]517.3[/TD]
 [TD]15 Secs[/TD]
 [/TR]
 [/TABLE]
 *Includes Guaranteed Ataru Strike.
**Damage per Time Spent Casting
Force Scream and Massacre account for the extra 30% crticial strike bonus damage from Sever Talent.




 [h=3]Single Target DPS Rotation[/h]
  • If you can, start with a [Force Charge] which will give you 4 Rage.
  • Then use [Battering Assault] to build another 6 rage, for a total of 10 rage.
  • Then use [Gore] to apply the 100% armor penetration for 6 seconds.
  • Now use your [Massacre]  ability (which will get use of the Gore buff), which will give you an  extra 30% to proc an Ataru strike and will give you Execute.
  • Now pop a power or surge relic and use [Force Scream] for a Guarenteed crit that will also take advantage of Execute.
  • Then spam [Massacre], which will still benefit from Gore and your relic.
  • Now that you are out of rage, use [Ravage]. By this time your [Battering Assault] should be back up.
  • From this point on you will use [Battering Assault] to build rage, use [Gore] when you have at least 9 rage and then spam [Massacre] until your rage bar is at 2 or 3, then use [Force Scream].
  • Use [Ravage] as a filler when you don’t have enough rage for a Massacre.
As a side note, if you do not have 9+ rage and your Gore CD is ready you have two options. You can use [Assault]  once (if your at 8 rage), or if you only have 6-7 rage AND your Ravage  ability is ready AND Force Scream is NOT Ready, then use [Gore], [Massacre], then Ravage. But just keep in mind that using Gore with less than 9 Rage is sub-optimal.
 

To Make Things Simple, DPS Starting Order:
[Force Charge] -> [Battering Assault] -> [Gore] -> [Massacre] -> Power/Surge Relic -> [Force Scream] -> [Massacre] Spam -> [Ravage] -> [Battering Assault]
 Then DPS Priorities:
[Force Scream] (Must have used a Massacre in past 6 seconds for Blood Frenzy Buff) > [Battering Assault] > [Gore] (Only if you have 9+ Rage) > [Beserk] ([Frenzy] if Needed) > [Massacre] Spam > [Ravage] > [Assault]


 [h=4]DPS Tips[/h]
  • As long as you keep using Massacre at least once every 6 seconds you  will build an extra 1 rage every 6 seconds from Blood Frenzy.
  • Using Cloak of Pain when you are taking damage will help you to build 1 rage every 3 seconds
  • Using Beserk will save you 1 rage for every time you use Massacre,  so when you are 9+ rage, pop relic, Beserk (Frenzy first if needed),  then gore, then spam Massacre for optimal DPS.
  • If you only have 2 rage it is NOT worth using Rupture. Instead use  Assault then Massacre. Assault does 3 swings which procs an Ataru Attack  making Rupture less DPS than Assault + Massacre 2
[h=3]Multiple Target DPS Rotation[/h]
Multiple Target DPS Priority:
[Battering Assault] > [Smash] > [Sweeping Slash] > [Assault]
 Incase it’s not obvious, marauders are not the best AOE class.
 


 [h=3]Sith Marauder Carnage Stat Priority[/h] First and foremost Strength is your #1 attribute/stat. Then get your Overall Accuracy to 110%  (even though it appears although soft cap for current bosses is 120%).  Then stack Power, which has high multipliers for our special attacks  such as Massacre. Then Critical rating > Surge > Accuracy over  110%.


 [h=4]Stat/Attribute Priority:[/h] Strength > Overall Accuracy to 110% > Power > Critical > Surge > Overall Accuracy over 110%


The Accuracy debate:
During my testing of recording 563 attacks over multiple attempts on  Bonethrasher (Hard and Nightmare modes) I only had 3 main hand misses  (0.53%) while I did have 12% offhand misses (partial Massacre hits for  decreased damage and a “Dodge” or “Miss” text). I currently have 11.99%  accuracy (414 points) + 6.00% from talents. This puts my main hand at  117.99% accuracy and my offhand at 84.99%.
 With that being said it appears although bosses currently have a  defense of 20%, with the main hand special attack accuracy capping at or  below 120% and offhand accuracy capping at 97% (both including the  bosses 20% defense).
 It appears although any accuracy over 120% for main hand special  attacks goes to waste and it begins to only benefit your offhand and  force abilities. However, Offhand Massacre damage is approximately worth  22.7% of massacre crit damage (including the guaranteed Ataru proc in  the calculation). Force scream is also not capped at 118% spell  accuracy, so accuracy is not completely useless after 120% main hand  accuracy.
 Total accuracy cap for current bosses appears to be 120% Overall Accuracy.  However, to get 120% Overall Accuracy would take approximately 690  Accuracy rating (From my current calculations including the Diminishing  Returns and talents).
 This amount of accuracy is currently unattainable without seriously  sacrificing other stats, including ones that are not present on our  current gear and thus have not began to be effected by diminishing  returns, like Surge for example.
 Notes on accuracy: If you think you’re not missing, you need to look  closer. Damage Flytext is present for an entire 2 seconds on your  screen, however “Miss” and “Dodge” marker flytext is only present for  0.5 seconds, its about 1/4 the size and it is almost always faded out  (Swtor’s attempt to keep you interested in “Big” Numbers?). Take a look  below:


Dodge: It is right under that attack for 977
 
 

Miss: It is right under that attack for 954
 
 


 [h=3]Sith Marauder PvE Gear[/h] For PvE the current BiS (best in slot) is the Rakata gear set with the addition of the Tier 2 Weapons, [Punisher] and [The Fall of Atris] Lightsabers instead of the Tier 3 weapons.



 [h=3]Tier 1 PvE Set â€"  Tionese Gear[/h] Tier 1 PvE set is the Tionese gear. These items can be bought from  the Tionese Vendors in the Supply District of the Imperial Fleet for  Tionese Commendations and Tionese Crystals, which are obtained from hard  mode flashpoints and flashpoint dailies.
   
 [TABLE=class: withsmallborders]
 [TR]
 [TD=bgcolor: #900000, colspan: 2]Sith Marauder Tier 1 PvE Gear[/TD]
 [/TR]
 [TR]
 [TD]Head[/TD]
 [TD] [Tionese Weaponmaster's Headgear]
 [/TD]
 [/TR]
 [TR]
 [TD]Chest[/TD]
 [TD] [Tionese Weaponmaster's Vest]
 [/TD]
 [/TR]
 [TR]
 [TD]Leggings[/TD]
 [TD] [Tionese Weaponmaster's Leggings]
 [/TD]
 [/TR]
 [TR]
 [TD]Gloves[/TD]
 [TD] [Tionese Weaponmaster's Gloves]
 [/TD]
 [/TR]
 [TR]
 [TD]Boots[/TD]
 [TD] [Tionese Weaponmaster's Boots]
 [/TD]
 [/TR]
 [TR]
 [TD]Bracers[/TD]
 [TD] [Tionese Weaponmaster's Bracers]
 [/TD]
 [/TR]
 [TR]
 [TD]Waist[/TD]
 [TD] [Tionese Weaponmaster's Waistcord]
 [/TD]
 [/TR]
 [TR]
 [TD]Implants[/TD]
 [TD] 2x[Tionese Weaponmaster's Package]
 [/TD]
 [/TR]
 [TR]
 [TD]Ear[/TD]
 [TD] [Tionese Weaponmaster's Device]
 [/TD]
 [/TR]
 [TR]
 [TD]Mainhand Lightsaber[/TD]
 [TD] [Hatred]
 [/TD]
 [/TR]
 [TR]
 [TD]Offhand Lightsaber[/TD]
 [TD] [Fear]
 [/TD]
 [/TR]
 [/TABLE]
 

 [h=3]Tier 2 PvE Set â€"  Columi Gear[/h] Tier 2 PvE set is the Columi gear. These items can be bought from the  Columi Vendors in the Supply District of the Imperial Fleet for Columi  Commendations or Unassembeld Colmi Frontline Force parts, which are  obtained from Operations such as Eternity Vault and Karagga’s Palace.
 ***As a side note this set also has the Purple Lightsaber Crystals/color and they are Removable!. These Tier 2 weapons are currently also BETTER than the Tier 3 Rakata Weapons!
   
 [TABLE=class: withsmallborders]
 [TR]
 [TD=bgcolor: #900000, colspan: 2]Sith Marauder Tier 2 PvE Gear[/TD]
 [/TR]
 [TR]
 [TD]Head[/TD]
 [TD] [Columi Weaponmaster's Headgear]
 [/TD]
 [/TR]
 [TR]
 [TD]Chest[/TD]
 [TD] [Columi Weaponmaster's Vest]
 [/TD]
 [/TR]
 [TR]
 [TD]Leggings[/TD]
 [TD] [Columi Weaponmaster's Leggings]
 [/TD]
 [/TR]
 [TR]
 [TD]Gloves[/TD]
 [TD] [Columi Weaponmaster's Gloves]
 [/TD]
 [/TR]
 [TR]
 [TD]Boots[/TD]
 [TD] [Columi Weaponmaster's Boots]
 [/TD]
 [/TR]
 [TR]
 [TD]Bracers[/TD]
 [TD] [Columi Weaponmaster's Bracers]
 [/TD]
 [/TR]
 [TR]
 [TD]Waist[/TD]
 [TD] [Columi Weaponmaster's Waistcord]
 [/TD]
 [/TR]
 [TR]
 [TD]Implants[/TD]
 [TD] 2x[Columi Weaponmaster's Package]
 [/TD]
 [/TR]
 [TR]
 [TD]Ear[/TD]
 [TD] [Columi Weaponmaster's Device]
 [/TD]
 [/TR]
 [TR]
 [TD]Mainhand Lightsaber[/TD]
 [TD] [Punisher]
 [/TD]
 [/TR]
 [TR]
 [TD]Offhand Lightsaber[/TD]
 [TD] [The Fall of Atris]
 [/TD]
 [/TR]
 [/TABLE]
 

 [h=3]Tier 3 PvE Set â€"  Rakata Gear[/h] Tier 3 PvE set is the Rakata gear. These items can be bought from the  Rakata Vendors in the Supply District of the Imperial Fleet for  Unassembeld Rakata Frontline Force parts, which are obtained from  Operations such as Hard/Nightmare Mode Eternity Vault and Karagga’s  Palace. Rakata does not drop on normal mode operations.
 For PvE the current BiS (best in slot) is the Rakata gear set with the addition of the Tier 2 Weapons, [Punisher] and [The Fall of Atris] Lightsabers instead of the Tier 3 weapons.
 ***As a side note this set also has the Black core with Red outline (Black-Red) Lightsaber Crystals/color and they are Removable!. These Tier 3 weapons are currently worse than the Tier 2 Columi Weapons.
   
 [TABLE=class: withsmallborders]
 [TR]
 [TD=bgcolor: #900000, colspan: 2]Sith Marauder Tier 2 PvE Gear[/TD]
 [/TR]
 [TR]
 [TD]Head[/TD]
 [TD] [Rakata Weaponmaster's Headgear]
 [/TD]
 [/TR]
 [TR]
 [TD]Chest[/TD]
 [TD] [Rakata Weaponmaster's Vest]
 [/TD]
 [/TR]
 [TR]
 [TD]Leggings[/TD]
 [TD] [Rakata Weaponmaster's Leggings]
 [/TD]
 [/TR]
 [TR]
 [TD]Gloves[/TD]
 [TD] [Rakata Weaponmaster's Gloves]
 [/TD]
 [/TR]
 [TR]
 [TD]Boots[/TD]
 [TD] [Rakata Weaponmaster's Boots]
 [/TD]
 [/TR]
 [TR]
 [TD]Bracers[/TD]
 [TD] [Rakata Weaponmaster's Bracers]
 [/TD]
 [/TR]
 [TR]
 [TD]Waist[/TD]
 [TD] [Rakata Weaponmaster's Waistcord]
 [/TD]
 [/TR]
 [TR]
 [TD]Implants[/TD]
 [TD] 2x[Rakata Weaponmaster's Package]
 [/TD]
 [/TR]
 [TR]
 [TD]Ear[/TD]
 [TD] [Rakata Weaponmaster's Device]
 [/TD]
 [/TR]
 [TR]
 [TD]Mainhand Lightsaber[/TD]
 [TD] [The Heart of Ragnos]
 [/TD]
 [/TR]
 [TR]
 [TD]Offhand Lightsaber[/TD]
 [TD] [The Oath of Ragnos]
 [/TD]
 [/TR]
 [/TABLE]
 




 [h=2]Sith Marauder PvP Builds[/h] The two primary specializations for Marauder PvP is Annhiliation or Rage depending on your play style.
  [h=3]Annhilation PvP Spec[/h] Annhilation specialization is based very heavily on bleed  effects to damage your enemy, which has some pro’s and cons. The first  benefit of Annhilation bleed effects is that they will continue to tick  on your opponent even if they get outside of your melee range. However,  since most of your damage is DoT (damage over time) for example the  ability [Rupture],  that means you are also limited on burst damage, like the burst damage  that both Carnage (PvE spec) and Rage (PvP Spec) have. Another major  benefit of the Annhilation spec is that your bleeds do a signficant  amount of constant healing to yourself when they crit via [Hungering]( 2% of your max heal everytime a bleed crits). One of the main abilities obtained from Annihilation spec is the [Annihilate] ability, which is most of the spec’s only burst, this ability deals about 150% of the damage that [Massacre] does (from the Carnage PvE Spec).
 Annihilation Spec â€" 33/5/3