Written by Dantiko, Edited by Xam Xam

Last Updated – 13th January removed Carnage abilities and replaced them with Annihilation abilities.

Annihilation Marauder is currently one of the best specs overall for Nightmare level content.  It has amazing raid utility, your survivability is unreal, and of course, ridiculous damage if managed correctly. Although this spec suffers from practically 0 burst damage, it is the highest overall single target damage spec for marauder.

Gearing and Stats

Set Bonus

306 Descent of the Fearless 6 Set + 1 Piece Amplified Champion Set

Descent of the Fearless Mastery +2% Whenever you gain or use a Furious Power ability charge while in combat, your damage is increased by 10% for 10 seconds Dealing damage has a 10% chance to build a Furious Power ability charge. Can only occur once every 5 seconds
Amplified Champion This equipment shell is enhanced with additional powerful Amplifier opportunies

Amplified Champion: +Additional Damage Amplifier

Amplifiers, Mods and Stats


Periodic Intensity
Increases the damage dealt by periodic effects

9x Periodic Intensity Amplifiers @ 2.2% (gold tier) on Armorings/Hilts + 1 Amplified Champion Periodic Intensity Amplifier @ 0.88% (blue tier).


Optimizing this spec can be difficult due to the amount of specific enhancements and mods you need for the final build, but the most important thing is to have the correct stat distribution and adjust gear as you get what you need.

The stat distribution for Annihilation is as follows:

  • Accuracy: 1589
  • Alacrity: 1213
  • Crit: Whatever is left

It is better to run slightly over these numbers until you can sort your gear out to get the exact stats. The final build will consist of these pieces of gear and augments:


  • Armorings: Superior Versatile Armoring 80 (x7)
  • Hilts: Superior Versatile Hilt 80 (x2)
  • Mods: Superior Lethal Mod 80R-2 (x9)

Stat Distribution (new augments):

  • Accuracy: Superior Initiative Enhancement 80R-18 (x1) + Superior Initiative Enhancement 80R-19 (x1) + 5 Augments + Proficient Stim
  • Alacrity: Superior Nimble Enhancement 80R-12 (x1) + Superior Nimble Enhancement 80R-14 (x2)
  • Critical: Superior Adept Enhancement 80R-19 (x2) + Sha’tek Adept Package MK-19  (x2) + Sha’tek Adept Device MK-19 + 9 Augments + Proficient Stim + 2 Crystals


  • Sha’tek Relic of Serendipitous Assault + Sha’tek Relic of Focused Retribution (Dxun/new content)
  • Sha’tek Relic of the Primeval Fatesealer + Sha’tek Relic of Devastating Vengeance (old content)

Malmourral Mask
When Annihilate deals damage to an enemy affected by Force Rend triggers a burst of damage up to 8 targets around
Flashpoint Bosses
Spiteful Saber Rupture deals 10% more damage. Vicious Slash, Vicious Throw, and Dual Saber Throw refreshes the duration of your Rupture’s bleed effect and tick its damage.
Daily/Weekly Mission Crates

You will want Spiteful Saber tactical over every other tactical available, no matter the situation (minus trash).  Thirsty Blade doesn’t help you as much as Spiteful, Overwhelming Offense performing about the same as Thirsty Blade, and Malmourral Mask is only useful for trash.  You can equip and use it for slightly quicker trash clears but is not worth spending Tech Fragments on otherwise.


Cloak of Carnage Increases the damage dealt by Cloak of Pain by 15% and increases its duration by 4 seconds A very useful utility, as Cloak of Pain has a very short CD (can be reduced further by other utilities), as well as providing extra damage whenever you take damage. I will always take this utility.
Inexorable You generate 4 rage when stunned, immobilized, put to sleep, or knocked around. Additionally, the cooldown of Unleash is reduced by 30 seconds I don’t like this one much for pve personally, as ialways have enough rage to deal with in every spec. The CDR on your CC break is nice, but I find that other utilities in this tree are better.
Path Carver Sweeping Slash deals 25% more damage A useful utility for fights that require AOE damage and Sweeping Slash spam, but not useful otherwise. As the Carnage spec, this utility is vital for Dxun in the 3rd encounter. Other specs can get away with using this utility in the same situation if DR isn’t needed with the group comp/ strat.
Overwhelm Ravage immobilizes the target for 3 seconds Absolutely useless in PVE, and very very rare/situational in PVP even. I never take this utility personally, but it can be useful in PVP in the right situation. Roots are annoying.
Brazen Increases your damage reduction by 2%, and you build 2 Fury when attacked. This Fury building effect cannot occur more than once every 1.5 seconds This utility is very nice for multiple reasons. The increased DR is fantastic, and it’s the reason I take this utility in almost every build I do in every spec. The Fury building isn’t very great for Carnage or Fury specs because of the strict rotation those specs have, but having extra Fury as Annihilation is godlike because of Berserk giving your dots more damage. Either way, I almost always take this one.
Cloak of Rage While Cloak of Pain is active, it generates 1 rage whenever you are attacked. This effect cannot occur more than once every 2 seconds This utility is kinda “meh” for me 99% of the time. In Carnage and Fury, you won’t ever need the extra Rage because of the strict rotation. For Annihilation, however, this utility can be nice, but isn’t useful most of the time in actual fights. I personally do not take this one unless I cannot take anything more useful.
Interceptor Force Charge, Force Rend, Devastating Blast, and Obliterate snare the target, reducing its movement speed by 50% for 6 seconds This utility is entirely useless for PVE, and only has situational applications for PVP. Even then, I personally prefer other utilities.
Defensive Roll Reduces damage taken from area effects by 30% and increases internal and elemental damage reduction by 3% I will always take this utility. The extra damage reduction is insane for PVE in almost every fight, and it also helps survivability in PVP a LOT.

Subjugation Reduces the cooldown of Obfuscate by 15 seconds, and increases its range by 6 meters. In addition, the cooldown of Disruption is reduced by 2 seconds, and Cloak of Pain can be used while stunned This utility is nice for PVP because of everything listed helping you. In PVE, the only real use of this is taking the extra CDR for your inturrupt in some fights that require a lot of inturrupts. Even then, I personally think other utilities are more useful, as your inturrupt cooldown is one of the lowest in the game already.
Phantom Increases your movement speed by 15% and the movement speed bonus of Force Camouflage by 20%. Additionally, increases the duration of Force Camouflage by 2 seconds In some fights, this utility is god. Fights where Predation cannot be used, or is preferred not to be used, the extra self movement speed is very nice for you to have (Tyrans, Council, etc). I take this one for those fights for sure, as well as most other fights. In PVP, it depends on who is in q and how many slows you are expecting to encounter. It can help you with those, but even then, Predation buffs are better for that application.
Relentless Predation no longer requires or consumes Fury, but will go on cooldown for 30 seconds when activated I will almost always take this in every situation except for those listed above in the “Phantom” utility section. Predation buffs are super useful for raid utility as well as helps in PVP for getting around or even reducing slows (can also break roots/slows if you take the other Predation utilility, see “Unbound” in the Heroic section).
Strangulate Reduces the cooldown of Force Choke by 15 seconds This utility is useless in PVE, but can be useful for ranked PVP or regs depending on who’s in the queue. I don’t take this utility 99% of the time.
Maiming Reach Increases the range of Crippling Slash to 10 meters. Additionally, Crippling Slash now consumes 2 less rage and immobilizes the target for 3 seconds. This immobilizing effect cannot be applied to the same target more than once every 10 seconds This utility isn’t useful at all for PVE. For PVP, I can see it being useful situationally, but it’s not a good one to have for general purposes.
Expunging Camouflage Force Camouflage removes all cleansable effects when activated This utility is super nice for PVP for disabling roots or other cleansable things, and coupled with your Predation buffs, it can be really nasty for getting to targets or staying on them. For PVE, this utility is only useful in fights that require a self-cleanse (Apex in Dxun, Council unless you’re Zorn apparently, Hateful Entity, etc).
Undying Increases the duration of Undying Rage by 2 seconds and reduces its cooldown by 30 seconds Useless in PVE unless you’re a marauder tank for most of the fight (sarcasm). I’ve had some disgustingly good plays with this utility in ranked PVP before, and I recommend it over others in that situation, but won’t take it otherwise.
Cloak of Annihilation Each use of Assault, Battering Assault, and Crippling Slash reduces the active cooldown of Cloak of Pain by 3 seconds I find this utility not very good for most specs. You will never use Assault ever in Fury or Carnage unless you really screw up, and you don’t use Assault or Battering Assault rotationally in Annihilation either, but is more useful in Annihilation than the other 2 because of having to occasionally use Assault for a few Rage in your rotation to keep it constant. On top of those downsides, you realistically only get about 6 seconds off of Cloak of Pain before it’s up again, which isn’t a lot considering it lasts as long as 30 seconds when you’re taking damage, and its cooldown is already very low (1 minute). With that being said, I still end up taking it because there’s a lack of anything better for a lot of fights.

Unbound When Predation is applied or refreshed, it purges movement-impairing effects. Additionally, the movement speed bonus of Predation is increased by 30% I only take this one if I’m also going to take the “Relentless” utility in Masterful tree. This utility is only useful if you have that one as well, and helps a lot in most fights (god tier for Brontes NiM or other fights requiring a lot of group movement).
Brooding Reduces the cooldown of Intimidating Roar by 15 seconds. In addition, you build 30 Fury over the course of using Channel Hatred. This effect cannot occur more than once every 30 seconds This utility is only really useful for the Fury building mechanic. What I do is spam meme utilities until I can select this one, and then reset utilities after I get my 30 stacks of Fury to take a more useful utility for actual fights.
Through Victory Mad Dash can be used while immobilized, purges movement-impairing effects when activated, and deals 50% more damage. Additionally, the cooldown of Mad Dash is reduced by 10 seconds I don’t take this utility. It seems nice having an extra root break, but you have so many other utilities that already cover that aspect of the game.
Blood Ward Activating Saber Ward grants immunity to stun, sleep, lift, and incapacitating effects for 6 seconds, and getting attacked while Saber Ward is active heals you for 3% of your maximum health. This healing effect cannot occur more than once every second I really like this utility for many reasons. The immunity to stuns is extremely useful for PVP, but also in PVE on certain fights. On top of that, you heal for taking damage while Saber Ward is active, which helps reduce stress on healers as well as makes your HPS reach over 4k.
Thirst for Rage Bloodthirst generates 12 rage when activated, and you heal for 1% of your maximum health whenever you activate an ability that consumes rage This utility is very good as well. The healing is very nice for survivability, and you also get free max rage when you hit your raid buff, which can help in your opener (for only Annihilation in 6.0, really). You used to always take this utility before for Carnage when you parse due to having the rage you gain from this make your opener transfer into your core in 1 less GCD, but with the “Fanged God Form” tactical that you’re supposed to take, it negates the need for this utility in that situation. I still take this in every situation because of the self-healing whenever you use an ability that consumes rage (or is supposed to consume rage under normal circumstances).
Ruthless Aggressor Vicious Throw refunds 2 rage when used on a target affected by your Obfuscate and can be used on any target affected by your Obfuscate, regardless of remaining health. Additionally, activating Obfuscate grants Ruthless Aggressor, reducing the damage you take from Force and tech attacks by 75% for 6 seconds This utility is useless for PVE because you cannot use Obfuscate on bosses. In PVP, however, the DR you get from this is absurd, on top of being able to use Vicious Throw outside of execute. I would still not take this utility in Carnage due to the “Slaughter” proc you get rotationally that does the same thing as this minus giving the DR.
Hidden Savagery While Force Camouflage is active, you gain a charge of Hidden Savagery every 0.5 seconds. Each charge of Hidden Savagery increases the damage dealt by your next melee attack by 4%. Stacks up to 12 charges and lasts for up to 6 seconds after exiting Force Camouflage This utility is what’s called the “Parse Hero” utility, and you never take it in any situation outside of cheesing parses for a very very slight bit of extra damage (basically only 8% on your next melee ability if used optimally).
Interloper Force Charge gets an additional charge This utility can be useful in certain situations in bBoth PVE and PVP for Carnage and Annihilation. For Fury, I would never take this because of Obliterate. I personally do not like this utility much, but some people like to be able to use Force Charge twice (it’s a playstyle preference).

Utility Builds

Now that I’ve gone over every utility at your disposal, I can give a few basic builds that work great for me.  These are just suggestions, and you can feel free to change these up based off of play style or preference.

Fury Stacking (pre-fight Fury building):

  • Skillful: all except 1
  • Heroic: Brooding

Normal PVE:

  • Skillful: Cloak of Carnage, Brazen (can be replaced with Path Carver in AOE fights if playing Carnage), Defensive Roll
  • Masterful: Phantom (can be replaced with Expunging Camouflage for self-cleanse), Relentless, Cloak of Annihilation
  • Heroic: Unbound, Thirst for Rage, Blood Ward

No Predation Required:

  • Skillful: Cloak of Carnage, Brazen, Defensive Roll, Cloak of Rage
  • Masterful: Phantom, Cloak of Annihilation
  • Heroic: Thirst for Rage, Blood Ward, Interloper (or Through Victory, Interloper preferred for Annihilation and Carnage)

Ranked PVP:

  • Skillful: Cloak of Carnage, Brazen, Defensive Roll
  • Masterful: Expunging Camouflage, Undying, Relentless
  • Heroic: Unbound, Thirst for Rage, Blood Ward

As I said, these are just suggestions for builds.  Everyone prefers different things, and the only way to find out what works for you is to experiment for yourself.

Abilities and Passives

Sith Warrior Abilities
Assault Generates 2 Rage and inflcits X amount of weapon damage with a series of quick melee attacks. Attacks with both weapon if dual wielding.
Channel Hatred Channels your hatred to restore your health. Cannot be used during combat.
Disruption Smashes into the target, disrupting its current action and preventing that ability from being used for the next 4 seconds.
Force Charge Jumps to a distant target, dealing X damage with the main-hand weapon, immobilizing the target for 2 seconds and interrupting the target’s current action. Builds 3 Rage. Cannot be used against targets in cover.
Force Choke Chokes the target, stunning it for 4 seconds. Deals X kinetic damage and builds 3 Rage during the duration. This ability can be channeled while moving.
Furious Power Consumes all the ability charges of Furious Power and applies Furious Power stacks to you. Each stack increases your next direct single-target melee attack by 25% and its consumed whenever you deal damage with these attacks. Recharges 1 ability charges every 30 seconds.
Intimidating Roar Paralyzes up to 8 enemies in fear, preventing any actions for 6 seconds. Damage ends the effect prematurely.
Mad Dash Madly dash forward 20 meters, dealing X weapon damage to enmies in your path and and increasing your defence chance by 100% while dashiing. Can not be used while immobilized or hindered.
Ravage Perform a series of lightsaber attacks that deal X weapon damge. Strikes with both weapons if dual-wielding.
Saber Ward Raises a lightsaber ward,increasing melee and ranged defenses 50% and absorbing 25% of damage taken from force and tech attacks. Last 12 seconds.
Smash Smashes up to 8 enemies within 5 meters, dealing X – X damage. Stuns weak andstandard enemies for 2 seconds.
Sweeping Slash Slashes up to 8 enemies within 5 meters in front you for X weapon damage. Attacks with both weapons if dual wielding.
Unleash Purges incapacitating and movement-impairing effects.
Unnatural Might Increases the target’s melee, ranged, Force, and tech bonus damage and healing by 5% for 60 minutes. If the target is a group member, all other group members are alo affected.
Vicious Throw Throws the main-hand lightsaber at a target, dealing X weapon damage. Only usable on targets at or below 30% Max Health.

Marauder Abilities
Annihilate Strikes the target with both lightsabers for X – X weapon damage. Each use of this ability grants Annihilator for 30 seconds, lowering the cooldown of your next Annihilate by 1.5 seconds. Stacks up to 3 times. Requires two lightabers.
Battering Assault Strikes the target multiple times with both lightsabers, dealing X apon damage and building 6 rage. Requires two lightsabers.
Berserk Requires and converts 30 stack of Fury to go Berserk, granting 30% alacrity. Lasts for 6 charges, with each attack consuming 1 charge. An additional stack of Ferocity is granted if Ferocityis used while Berserk is active.
Bloodthirst Requires and converts 30 stacks of Fury to isue Blooodthirst to you and your Operation group members within 40 meters, increasing all damage and healing done by 10% for 10 seconds.
Cloak of Pain Reduces all damage taken by 20% and deal 483 energy damage to attackers. This effect cannot occur more than once every second. Lasts 10 seconds. Cloak of Pain refreshes to its full duration when attacked, bu thiss effect cannot last more that 30 seconds in total.
Crippling Slash Slashes the target for X weapon damage, slowing its movement speed by 50% for 10 seconds and rducing the healing it recives by 20 for 10 seconds. Requires two lightsabers.
Deadly Saber Charges your lightsabers with deadly energy for 15seconds, causing your next 3 successful melee attacks to make the target bleed for X internal damage over 6 seconds. Stacks up to 3 tiems.
Dual Saber Throw Throws both lightsabers in a straight line towards the target, dealing X weapon damage to up to 8 enemies directly in front of you up to 30 meters away. Affected enemies are slowed by 50% for 6 seconds. Requires two lightsabers.
Force Camouflague Obscures yourself with the Force, becoming difficult to detect, reducing your threat towards all enemies, reducing all damage taken by 50%, granting immunity to controlling effects, and increasing movement speed by 30%. Lasts 4 seconds. Dealing direct damage ends the effect prematurely.
Force Rend Summons dark Force power to build 3 rage and rend the target, causing it to bleed for X internal damage over 9 seconds.
Frenzy Enters a furious frenzy, immediately building 30 stacks of Fury.
Obfuscate Obscures the target’s vision, reducing its melee and tanged accuracy by 90% for 6 seconds. Cannot be used on Operation bosses. This ability does not respect the global cooldown.
Predation Requires and converts 30 stacks of Fury to issue Predation to you and your Operation group members within 40 meters, increasing movement speed by 50% and melee and ranged defense by 10%. Lasts 10 seconds.
Rupture Stabs the target for X weapon damage and causes it to bleed for X internal damage over 9 seconds. Reqires two lightsabers.
Undying Rage Reduces the damage you take by 99% for 4 seconds.
Marauder Passives
Enraged Slash Vicious Slash, Sweeping Slash, Vicious Throw, Masacre, Annhilate, and Furious Strike refund 1 rage when used. In addition, Battering Assault beats down its target for 45 seconds. Beat Down targets take 5% more daamge form melee attacks.
Fury Activating an attack that spends rage and dfeating opponents builds Fury. When 30 stacks of Fury are built, you become Furious, enabling the use of Berserk, Predation, and Bloodlust.
Short Fuse Increases the amount of Fury built by 2 when activating abilities that consume rage, and reduces the cooldown of Frenzy by 30 seconds.


For Annihilation, there is a “set rotation,” but there is not a mindless button spam for you to follow, unlike the Fury spec where it’s the exact same buttons over and over until the target dies.  What I mean by this is that Annihilation has a set rotation for its main abilities, but your filler abilities are all dependent on RNG. This is due to the amount of rage built up crit hits from direct attacks on bleeding targets (see “Bloodlust” perk in Annihilation tree), and from the 20% chance of building 1 rage every second from DOT damage (see “Hemorrhage” perk in Annihilation tree).  This being said, Anni’s opener is pretty strict and 9 times out of 10, you will be using the exact same abilities for dummy parsing for the first 20 or so GCDS.

The point of the Opener is to both build up your Annihilator stacks as soon as possible, as well as get the rotation flowing smoothly so you don’t have to think much after the opener is complete.


(Precast Channel Hatred for 30 Fury stacks)

Force Charge > (Deadly Saber) Battering Assault (Bloodthirst + Furious Power*) > Annihilate (Frenzy) > Force Rend > (Berserk) Rupture > (Adrenal) Ravage > Proc’d Dual Saber Throw > Filler > 

Filler (Deadly Saber) > Filler > Vicious Slash > Force Rend > (Furious Power*) Annihilate > Battering Assault > 

Filler > Filler > (Deadly Saber) Vicious Slash > Ravage > Filler > Force Rend > 

(Furious Power*) Annihilate > Filler > Vicious Slash > Filler (Deadly Saber) > Filler > Filler

After your opener, the set rotation in total is 24 GCDs consisting of 4 “Blocks”.  The way I think of it is that you have Annihilate as your first GCD, and then you hit Vicious Slash as your third GCD every time to refresh Rupture Bleed if you haven’t refreshed it in the last 5 GCDs.  This way, you keep your rotation flowing nicely due to using all of your important abilities off cooldown.  

In practice, the simple way to think about the rotation is this:

(Furious Power*) Annihilate > Filler > Vicious Slash (Rupture if first time on target/downtime occurs) > Filler > Filler > Filler

With the way that cooldown works for Force Rend (8 GCDs), it “floats” in the rotation.

For example, if you use Rend as the 2nd GCD in the rotation, the next time you will use it is in the 4th, then the 6th.  

With this being said, the rotation looks more specifically like this:

(Furious Power*) Annihilate > Force Rend > Rupture > Filler > Filler > Filler

(Furious Power*) Annihilate > Filler > Vicious Slash > Force Rend > Filler > Filler

(Furious Power*) Annihilate > Filler > Vicious Slash > Filler > Filler > Force Rend

(Furious Power*) Annihilate > Filler > Vicious Slash > Filler > Filler > Filler

We can get even MORE specific with the rotation if we choose by looking at the cooldowns of your other “filler” abilities.

With the specified gear, Ravage has a 12 GCD Cooldown. The Proc for Dual Saber Throw (see “Pulverize” in Annihilation skill tree) has a chance to occur every 16 seconds due to the internal proc cooldown being reduced by alacrity (from 18 seconds) which means that you can only use Dual Saber Throw as a viable filler every 12 GCDs (if proc’d). The Proc is also RNG dependent, and because of the opener and/or whenever it decides to Proc throughout the rotation, this ability floats around to be almost anywhere as a filler rather than taking up a specific slot. Because of this, I will not be including Dual Saber Throw in the visual. 

Taking Ravage into account, the rotation looks more specifically like this:

(Furious Power*) Annihilate > Force Rend > Rupture > Ravage > Filler > Filler

(Furious Power*) Annihilate > Filler > Vicious Slash > Force Rend > Filler > Filler

(Furious Power*) Annihilate > Filler > Vicious Slash > Ravage > Filler > Force Rend

(Furious Power*) Annihilate > Filler > Vicious Slash > Filler > Filler > Filler

We have a few more abilities we can add to this rotation to make it even more specific. One of them doesn’t have a GCD and can be hit between abilities, but it has a cooldown equivalent of 8 GCDs.  This happens to be an ability where most of your DOT damage is coming from (minus Rupture bleed now with Spiteful Saber), and that is Deadly Saber. You will actually hit this ability off cooldown no matter what, especially since it doesn’t initiate a GCD. The other ability is another “floater” depending on how much Rage you have built up.  Battering Assault is an insane amount of Rage, especially when building Rage with 2 passives already in Annihilation. Unfortunately, you cannot rely on these passives all the time, calling for a Battering Assault to fix all of your Rage problems. It has a 14-second cooldown, which is the equivalent of 10 GCDs. As stated, you WILL NOT be using this off cooldown due to RNG as well as the fact that you build Rage from Force Rend rotationally.  This means that theoretically, you only have to use it on the block of the rotation where you aren’t using Rend. To sum it up, the reason we don’t use this off cooldown is that you will waste a TON of Rage doing that, which we do not want to do going into the last block where you have filler spam, which is mostly consuming the Rage you’ve built up during the other 3 blocks. With RNG being a dependent factor for using Battering Assault, I will also not include this in the visual.

Taking Deadly Saber into account, the rotation looks more specifically like this:

(Deadly Saber + Furious Power*) Annihilate > Force Rend > Rupture > Ravage > Filler > Filler

(Furious Power*) Annihilate > Filler > (Deadly Saber) Vicious Slash > Force Rend > Filler > Filler

(Furious Power*) Annihilate > Filler > Vicious Slash > Ravage > (Deadly Saber) Filler > Force Rend

(Furious Power*) Annihilate > Filler > Vicious Slash > Filler > Filler > Filler

The full rotation after the opener then consists of 24 GCDs where quite a few abilities float around depending on RNG.  Taking into account our opener, the blocks change just a bit, and the full rotation looks roughly like this:


(Precast Channel Hatred for 30 Fury stacks)

Force Charge > (Deadly Saber) Battering Assault (Bloodthirst + Furious Power*) > Annihilate (Frenzy) > Force Rend > (Berserk) Rupture > (Adrenal) Ravage > Filler > Filler > 

Filler (Deadly Saber) > Filler > Vicious Slash > Force Rend > (Furious Power*) Annihilate > Filler > 

Filler > Filler > (Deadly Saber) Vicious Slash > Ravage > Filler > Force Rend > 

(Furious Power*) Annihilate > Filler > Vicious Slash > Filler (Deadly Saber) > Filler > Filler > 


(Furious Power*) Annihilate > Force Rend > Vicious Slash > Ravage > Filler > Filler >

(Deadly Saber + Furious Power*) Annihilate > Filler > Vicious Slash > Force Rend > Filler > Filler >

(Furious Power*) Annihilate > Filler > (Deadly Saber) Vicious Slash > Ravage > Filler > Force Rend >

(Furious Power*) Annihilate > Filler > Vicious Slash > Filler (Deadly Saber) > Filler > Filler > Repeat Core Indefinitely 


Maximizing your DPS comes from using Berserk at the right time. Because of your rotation, you end up having to delay Berserk slightly in order to use it correctly. This is fine. The correct way to use Berserk is to use it when you have 3 stacks of Deadly Saber on the target, or if on the next GCD you will have the 3rd stack of Deadly Saber applied. Doing this, you will maximize the usefulness of your Berserk by always critting on your hardest hitting dots, thus increasing your DPS the most. 

A lot of downtime/fuckups can happen during fights, which means your damage can either plummet, or you can recover and redeem yourself.  The way to redeem yourself is to remember the basics of how the blocks work. You want to separate Annihilate and Rupture by one GCD when you open on a new target so that Rend can float around as you continue DPSing.  ALWAYS use Deadly Saber whenever it’s off cooldown so that you aren’t wasting damage (Deadly does 2nd most of your DOT damage, first being Rupture bleed with tactical). Rend will always be in the 2nd, 4th, or 6th GCD in your block. Make sure you have plenty of Rage to continue the rotation smoothly (Deadly Saber takes 3 Rage, Annihilate takes 4 to use, but refunds 1 automatically, and 2 if it crits).  Using Battering Assault/Assault as fillers to recover Rage is more important than trying to spam higher hitting abilities if you are going to run out of Rage to do your blocks correctly.

One thing I have failed to touch on as of yet is what I mean by “filler” in the rotation blocks.  “Filler” refers to any ability you can use to fill the gap in between your other abilities that you will hit in the blocks.

Your Fillers for Annihilation include:

  1. Proc’d Dual Saber Throw (refreshes and ticks Rupture Bleed)
  2. Vicious Throw (refreshes and ticks Rupture Bleed)
  3. Vicous Slash (refreshes and ticks Rupture Bleed)
  4. Battering Assault (do not use if above 5-6 Rage)
  5. Assault

The filler list above I listed in order of priority.  Dual Saber Throw (when it’s proc’d) does more damage than a Vicious Throw/Slash, and activates the Spiteful Saber Tactical. Vicious Throw can be used in execute to do more damage than a Vicious Slash, but also activates the Spiteful Saber Tactical. Same applies for Vicious Slash.

AOE rotation:

In fights that require AOE, the rotation is pretty simple. If you have the Malmourral Mask Tactical, your AOE rotation looks like this:

Rupture > Force Rend > Smash > Annihilate > Sweeping Slash > Sweeping Slash > Battering Assault > Dual Saber Throw > 

Rupture > Force Rend > Smash > Annihilate > Sweeping Slash > Sweeping Slash > Sweeping Slash > Assault > Repeat

For your AOE rotation without that Tactical, it looks something like this:

Rupture > Force Rend > Smash > Sweeping Slash > Sweeping Slash > Sweeping Slash > Battering Assault > Dual Saber Throw >

Rupture > Force Rend > Smash > Sweeping Slash > Sweeping Slash > Assault > Sweeping Slash > Sweeping Slash

You may run into situations where you won’t have enough Rage to complete a full AOE block without using Battering Assault or Assault. This is fine, just replace a Sweeping Slash with Assault or Battering and go ham again. 

*Furious Power is your new ability in 6.0.  With the Descent of the Fearless Set, you will have to use this ability whenever you can on abilities that matter, but be careful to manage the timing as well so your 10% damage increase doesn’t fall off.  You will want to use Furious Power on Annihilate every time, but you will also have extra stacks you can throw on other abilities as well. Ravage is the next most important due to it hitting multiple times, and the charge on Furious Power applying to the whole ability.  Dual Saber Throw DOES NOT use a Furious Power Stack, so you, unfortunately, cannot use it on that ability. Lastly, you will want to use extra stacks on Vicious Slash. Unfortunately, you may or may not have Furious Power for every Annihilate due to RNG, but you will always use the stacks on Annihilate over anything else.

About the Author

Hello everyone, I am Dantiko (or more commonly known as just “Dan”).  I have played and mained Marauder since the launch of the game, but I did not get into any hardcore raiding until late 4.0 and 5.0+.  I am currently 26/26 for old NiM since 5.0 and am in the process of getting a team together for 6.0 NiM clears.

If you have any questions or concerns over anything in this guide, feel free to send me a message in Discord @Dantiko#0639

About Xam Xam

Owner of MMO Bits, and formerly the owner of Xam Xam Says, Xam Xam is an Aussie who has been playing MMO's for over 5 years and can't get enough of them. She mainly plays Healing Classes but will also DPS and reluctantly Tank (if she has one). She prefers to PvP but doesn't mind doing all the other 'MMO bits' as well.

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