SWTOR 6.0 Fury Marauder Guide

SWTOR 6.0 Fury Marauder Guide by Anatessia

Vulkk by Vulkk|

Complete Fury Marauder Guide for SWTOR Update 6.0, suitable for new players and more experienced ones who seek to improve their performance! It describes both PvE and PvP elements of the gameplay for this discipline with a slightly heavier leaning towards PvE. The guide features an introduction to the class, gearing and stats priority, abilities descriptions of how they work and how to use them for best effect, utilities break-down, rotations and ability priorities and tips.

UP TO DATE FOR PATCH 6.1.2

This guide is written for VULKK.com by Anatessia

INTRO

Hello, welcome to my 6.0  guide to Fury Marauder! Fury is the third combat proficiency path available for the Sith Marauder. It’s a melee class, using a combination of melee weapon and Force attacks to deal good single target damage, both burst and sustained, and the spec can also do decent bursts of area damage. While Annihilation currently deals slightly more damage, Fury makes up for it with better defense and increased mobility. This guide covers how to play Fury in both PvE and PvP content.

Single target damage: Fury does good single target damage. While not exceptional, Fury still is above average, and is able to meet all single target checks in the game.

Area damage: Fury can do a lot of AOE damage in one quick burst, but isn’t quite as good at sustaining it. It has good enough AOE for all solo questing and for PvP. But if you need to meet a tough area damage check such as on Izax or the CI-004 encounter, consider playing Annihilation instead for that fight.

Execute phase: Fury does slightly more damage when its target is sub-30% health, but doesn’t excel at it the way some specs do.

Survivability: Fury is one of the toughest DPS specs in the game, possibly the toughest. It has a stun immunity, several good shield abilities, and can disappear entirely for short periods to escape as needed.

Raid utility: Marauders are perhaps the best class for raid utility, with a raid buff that temporarily increases all damage by 10% and a group-wide speed buff on a short cooldown, which also cleanses certain debuffs.

Overall rating: Fury performs very well in most fights, both in PvE and in PvP. It’s very hard to kill when played properly, deals good damage, and is a major asset to your team-mates and group members with its raid buffs

STAT PRIORITIES AND GEARING

Overview

  • Set bonus: Descent of the Fearless
  • Tacticals: Cauterized Coronary (for single target) and Enrage Crush (for AOE). Defel Spliced Genes is also good for PvP and certain boss fights for a defensive boost.
  • Amplifiers: Armor Penetration
  • Relics: Devastating Vengeance and Primeval Fatesealer for most PvE content. Serendipitous Assault and Focused Retribution for PvP and Dxun.
  • Accuracy target for PvE: 1590
  • Accuracy target for PvP: 700
  • Alacrity target: 1213
  • Critical target: 3000+

Read below for more information on what each stat does and why it is useful, if you are not already familiar with the stats.

RELATED ► Complete SWTOR EndGame Gearing Guide for Level 75

Detailed Breakdowns

Set Bonus

Descent of the Fearless:
– Effect: (4 piece) Whenever you gain or consume a Furious Power ability charge while in combat, your damage is increased by 10% for 10 seconds. (6 piece) Dealing damage has a 10% chance to build a Furious Power ability charge. Can only occur once every 5 seconds.
– Notes: This set gives you a 10-15% damage boost, which is significantly better than any of the other options for most content.

The Victor:
– Effect: (4 piece) Defeating an enemy increases your movement speed by 75% for 8 seconds. Can only occur once every 8 seconds. (6 piece) Defeating an enemy heals you for 20% of your maximum health. This effect cannot occur more than once every 8 seconds.
– Notes: The lone exception to Descent of the Fearless being best is Master Mode story chapters, where The Victor set is a good choice, as you are fighting large mobs that deal significant damage but die quickly.

For perfect gearing, you should use a head piece from the Amplified Champion set (which contains an extra combat-enhancing amplifier slot) with 6 pieces from the Descent of the Fearless set. Why, you may ask? Well, you only need 6 pieces from Descent of the Fearless for the set bonus. The seventh piece is redundant. And it’s best to put the Amplified Champion piece in the head slot, so that you don’t lose your set bonus if you end up doing Dreadful Entity or Hateful Entity, which both require wearing a special helm.

Tacticals

Cauterized Coronary Cauterized Coronary for single target damage.
Furious Strike now causes its target to burn. Aside from the obvious benefit of increased free damage, this also increases the chance that your Descent of the Fearless set bonus will proc, further increasing your damage.

Enrage Crush Enrage Crush for area damage.
Raging Burst and Smash detonate Force Crush, dealing Force Crush’s remaining damage to up to 8 enemies in the area around the primary target. This one is pretty straightforward and it gives you a free AOE that fits perfectly into the rotation.

Defel Spliced Genes Defel Spliced Genes for increased defense and escapes.
Activating Predation resets the cooldown of Force Camouflage. Force Camouflage is your cleanse, your threat drop, and a good cooldown for area damage in PvE, and your best escape move in PvP. Getting to reset the cooldown is very handy. Use this tactical when surviving is more important than dealing a lot of damage.

A lot of PvPers, particularly in unranked warzones, like to use Life Warden, which heals you for a large amount when you fall below 20% health. However, this has a long cooldown, will only activate once per match, and the cooldown does not reset between rounds of an arena game. I would not use or recommend it personally.

Amplifiers

Amplifiers are another new addition to gearing with Onslaught. Amplifiers slightly increase certain attributes, and the amplifiers on armorings and hilts are the only ones that increase your combat attributes. Though the bonuses seem small, they do stack, and with the right amplifiers you can get a significant damage boost from them.

For a Fury Marauder you want +2.50% Armor Penetration amplifiers, which should give you approximately a 7% damage boost from a full set. Unlike some specs, Fury only works well with this one amplifier type, and the other options are half as effective.

Note that re-rolling amplifiers is costly and makes less of a difference than any other step of the gearing process, so I recommend waiting until you have your set bonus, amplifiers, enhancements, and augments before you worry about amplifiers.

Relics

Technically, the Focused Retribution and Serendipitous Assault relics are the best options, which passively grant you a mastery and a power bonus every 20 seconds.

But with the level sync that most PvE content in the game currently has, your mastery and power stats are capped, meaning that these two relics will do nothing for you outside of PvP content and Dxun Operation. For most of the PvE in the game, you are better off using Devastating Vengeance and Primeval Fatesealer relics, which give you a passive chance for a critical bonus, and an alacrity bonus when you click it respectively.

Stats Breakdown and Info

Mastery, Power, and Endurance matter if you are planning to run PvP or the Dxun Operation. Otherwise, skip this section and just use whatever 306 rating parts suit you. Most PvE content in the game is currently level synced, so you will have more than enough of each of these stats without trying to optimize them.

When selecting armorings and hilts for your gear, go with the unlettered ones. They are the most common, and for DPS, the best choice, since they have high mastery.

For your mods, get the mods with the highest overall stat pool. I believe 80R-2 is the best, but the unlettered 80 mods are fairly close.

As far as enhancements, the unlettered ones are best for level 75 content and PvP, since they have an overall higher stat pool. 80R-1 enhancements are best for the old PvE content since they have the highest tertiary stat pool. You will probably have to do a bit of math yourself to figure out how to best set up the enhancements and augments for your gear, since there are so many options for you.

Mastery and Power

Mastery is the primary stat for all classes. It increases base damage and slightly increases critical damage. Power only increases base damage, but to a greater degree. Both of these stats have linear gains, rather than curves with diminishing returns like the other stats.

Endurance

Endurance increases your total health pool by several hitpoints for each point of Endurance you have.

Defense

This is intended as and normally used as a tank stat. But for the older Nightmare Operations with level sync, your mastery, power, and endurance stats are capped, so even DPS players can use Warding mods with no downsides. It increases your damage reduction significantly when you’re not stunned. However, it is not mandatory, and you should be able to clear the old content just fine without defense. For PvP or for Dxun, you do not want to use warding mods or have any defense stat.

Accuracy

Accuracy both increases your chance to hit a target, and reduces the target’s chance of dodging, parrying, or otherwise avoiding your attacks. The accuracy target for PvE is 110%, or 1590 raw points of the stat. Fury players should use an accuracy stim, so you only need 1,325 accuracy from your gear. With under 110% accuracy, a significant amount of your attacks and more importantly your interrupts will miss in Operations, so it is very important to hit this target if you do PvE. For PvP, accuracy is slightly less important. It still helps, but it’s not the end of the world if one attack misses. Most players like to aim for 105% accuracy in PvP as a compromise, which requires 700 raw points of the stat.

Alacrity

Alacrity shortens most ability cooldowns and shortens the global cooldown (GCD). Alacrity has two target thresholds you can aim for. The first one occurs at 1213 (or higher) alacrity and brings your GCD to 1.4s, the second occurs at 3208 (or higher) alacrity and brings your GCD to 1.3s. Any number of alacrity points you spend between these two values will result in no change to the GCD. I strongly recommend the low alacrity build for Fury Marauder.

Critical

Critical increases the chance of a critical hit when you attack an enemy. It also increases the amount of damage dealt by a critical attack. Ideally you want to end up with a little over 3000 points of critical, but there is no precise number you need to hit with this stat.

ABILITIES

All ability cooldown timers here are the base cooldown with no alacrity bonuses. The level listed is when you are first able to learn the ability.

Fury Spec Abilities

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Offensive Abilities

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Group and Personal Buff Abilities

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Defensive and Crowd Control Abilities

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Passive Abilities

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UTILITIES

The example builds below are just that – examples. The Marauder’s Utilities are among the most flexible and change-able of all. You will find yourself constantly dropping one in favor of another for the upcoming fight.

Please, take a moment to read all descriptions for each Utility in each tier and don’t blindly trust that one build will get you through everything, like with some other classes and specs in the game.

Skillful

Defensive Roll: Reduces AOE damage taken by 30% and internal and elemental damage taken by 3%. This one is a must-have for all content and does a lot to make you more durable.

Brazen: Increases all damage reduction by 2% and you build 2 Fury when you take damage. This effect cannot occur more than once every 1.5 seconds. This is good for all content. Not a must-have, but I’d certainly recommend it.

Inexorable: You generate 4 Rage when stunned, immobilized, or knocked around. Unleash’s cooldown is reduced by 30 seconds. This is a must-have for PvP, as it puts your stun break on a shorter cooldown and builds Rage, which is helpful for playing a priority system. In most PvE situations it isn’t very useful since you should be playing with a rotation.

Path Carver: Sweeping Slash does 25% more damage. This one is good if you need to do AOE damage in PvE content. I wouldn’t advise it for PvP as there are better options.

Cloak of Carnage: Increases the damage dealt by Cloak of Pain by 15% and increases its duration by 4 seconds. This can be useful if you’re doing a fight with a lot of outgoing damage and need to pad your damage numbers. But it’s not a huge difference and I usually won’t take it.

Cloak of Rage: When Cloak of Pain is active it builds 1 Rage whenever you are attacked. This effect cannot occur more than once every 3 seconds. This isn’t very good for most PvE fights. For PvP, though, it’s a decent amount of free Rage and not a bad thing to have.

Overwhelm:  Ravage immobilizes the target for 3 seconds. This can be useful in PvP if you use it on a target and run around behind them, since they will be unable to turn and face you for a few seconds. It has no PvE use. Personally, I don’t use it since there are other better options.

Interceptor: Force Charge and Obliterate snare the target, reducing its movement speed by 50% for 6 seconds. This is useful in PvP for helping you keep up to ranged targets by slowing them down. No PvE use.

Masterful

Subjugation: Reduces the cooldown of Obfuscate by 15 seconds and increases its range to 10m, reduces the cooldown of Disruption by 2 seconds, and allows you to activate Cloak of Pain while stunned. This is great for some PvE boss fights if you need an interrupt on a short cooldown, such as the city guards in Scum and Villainy, or Izax. In combination with the Zealous Judgement utility it can be a great option for PvP.

Phantom: Increases movement speed by 15%, increases the movement speed bonus of Force Camouflage by 20%, and increases the duration of Force Camouflage by 2 seconds. Not very useful for most PvE, but this can be good in PvP arenas since it gives you more time stealthed and thus you can put more distance between yourself and the enemy team.

Relentless: Predation now has a 30 second cooldown and does not consume any Fury. This one is practically a must-have for PvE, since there are very few bosses where the movement boost isn’t useful. In PvP, always take it for regular warzones. For arenas, it matters less, since they tend to be fought more in clusters, but in conjunction with the Unbound utility is still useful for purging slowing effects.

Strangulate: Reduces the cooldown of Force Choke by 15 seconds. Having a shorter stun cooldown can be good in PvP. Don’t take this one for PvE though.

Maiming Reach: Increases Crippling Slash range to 10m, reduces its Rage cost to 1, and causes it to immobilize its target for 3 seconds. The immobilization effect can only be applied to a target once per 10 seconds. This is very useful in PvP for chasing down enemy players, especially ranged players. It doesn’t have many uses in PvE.

Expunging Camouflage: Force Camouflage now removes all cleansable effects. This is a must-have for most PvE situations. Not all boss fights require it, but many do, so if you don’t like changing your utilities for every single boss fight, take this one. Don’t take it in PvP since most burns, bleeds, and poison effects from enemy players cannot be cleansed.

Undying: Increases the duration of Undying Rage by 2 seconds and reduces its cooldown by 30 seconds. Situational in PvE, but usually not needed unless you expect to have a hard-hitting boss on you for several seconds, such as Brontes for example. Up to your personal preference in PvP. The extended duration is useful, but there are a lot of good options in the Masterful tier for PvP.

Cloak of Annihilation: Each use of Assault, Battering Assault, and Crippling Slash reduces the active cooldown of Cloak of Pain by 3 seconds. I don’t recommend taking this in Fury spec.

Heroic

Unbound: When Predation is applied, it purges movement impairing effects. Additionally increases the movement speed boost of Predation by 30%. Take this for basically everything except arenas. It’s optional for those.

Brooding: Reduces the cooldown of Intimidating Roar by 15 seconds. In addition you build up to 30 stacks of Fury over the course of using Channel Hatred or a regen toy. Fury tends to be very reliant on starting with 30 stacks of Fury, and your damage will suffer if you don’t. It is possible to use Frenzy to build Fury at the start of a fight, and you can get away with that in PvE as long as you take Inspired Rage utility. But the cooldown is too long for in PvP. Overall, this utility is usually a good choice for any content, but not required.

Through Victory: Mad Dash can be used when immobilized and purges all movement impairing effects. Additionally its cooldown is reduced by 10 seconds and it deals 50% more damage. For PvE this is very situational. You should take it for Dread Guards, and possibly Tyrans and Raptus depending on how your group handles those fights. While useful in PvP as well, I wouldn’t usually take it for that.

Blood Ward: Activating Saber Ward grants immunity to stuns and incapacitating effects for 6 seconds, and getting attacked while Saber Ward is active heals you for 3% of your maximum health. Can only occur once per second. Great for PvP, giving you both free healing and stun immunity. While Saber Ward has a long cooldown, this is still a great option for arenas. In PvE, it’s situational. Very good for Brontes, but for most fights I wouldn’t bother.

Thirst for Rage: Bloodthirst generates 12 Rage when activated and you heal for 1% of your maximum health when you use an ability that consumes Rage. Useful, but not necessary, for all content. If you don’t take Brooding, you must take this one for PvE. For PvP, and if you have Brooding, it’s up to you.

Ruthless Aggressor: Vicious Throw refunds 2 Rage and can be used on any target affected by Obfuscate regardless of health. Additionally, using Obfuscate grants Zealous Judgement, reducing the damage you take from Force and tech damage by 75% for 6 seconds. This essentially gives you another fairly strong DCD, making it great for PvP. It goes well with the Subjugation utility. It can also be useful in Flashpoints, but is not good for most Operations, since Obfuscate cannot be applied on most Operation bosses.

Hidden Savagery: While Force Camouflage is active, you gain a charge of Hidden Savagery every 0.5 seconds. Each charge lasts 6 seconds and increases the damage of your next attack by 4%. Stacks up to 12 times. Don’t take this utility for anything besides fluffing your dummy parse. There are better options for all situations, and this is really only useful for dummy parsing.

Interloper: Force Charge gets an additional charge. This one is never necessary, simply a matter of convenience if you want to be able to move from target to target faster.

Example Builds

As I said above, please, note that there is no just one Utilities build that can get you through everything. Learn which fight demands what of you and switch your Utilities often to maximize their effect.

ROTATION AND PRIORITIES

Fury is best played with a rotation in PvE content. The rotation is fairly simple and short, only 13 abilities long. It can also be easily adapted to AOE situations. For PvP, you will usually find yourself playing with a priority order instead.

Opener

Fury doesn’t really have an opener, assuming you’re using the recommended tacticals. Build stacks of Fury before the fight, either with Channel Hatred or your regen toy (if you have Contemplation) or Frenzy. Force Charge to the target at the beginning of the fight.

Rotation

  1. berserk Berserk
  2. Ravage Ravage
  3. Raging Burst Raging Burst
  4. Furious Strike Furious Strike
  5. vicious slash Vicious Slash ( vicious throw Vicious Throw if off cooldown and target is under 30% health)
  6. Obliterate Obliterate
  7. Battering Assault Battering Assault
  8. Force Crush Force Crush
  9. Raging Burst Raging Burst
  10. Furious Strike Furious Strike
  11. vicious slash Vicious Slash ( vicious throw Vicious Throw if off cooldown and target is under 30% health)
  12. Obliterate Obliterate
  13. Force Scream Force Scream
  14. Repeat from Berserk

Multiple Target Rotation

  1. berserk Berserk
  2. Ravage Ravage
  3. Smash Smash
  4. Furious Strike Furious Strike
  5. Sweeping Slash Sweeping Slash or Dual Saber Throw Dual Saber Throw
  6. Obliterate Obliterate
  7. Battering Assault Battering Assault
  8. Force Crush Force Crush
  9. Smash Smash
  10. Furious Strike Furious Strike
  11. Sweeping Slash Sweeping Slash
  12. Obliterate Obliterate
  13. Force Scream Force Scream (You can use Dual Saber Throw Dual Saber Throw instead if at 30 stacks of Fury already)
  14. Repeat from Berserk

Notes

Both the single target and AOE rotations work with any of the 3 recommended tacticals. The AOE rotation for Fury deals more overall damage than the single target rotation if you are attacking more than one target, even if it’s only two targets. These rotations should be used for most PvE content. In PvP, you build a lot more Rage and Fury, so a priority system is often better.

Be mindful that Obliterate does move you when you use it. On most fights, it’s fairly easy to work around it, and you only have to avoid leaping into AOE puddles. However, it can cause a lot of problems on two fights in particular.

On the hard mode Master and Blaster fight, using Obliterate will pull you too close to other group members during phases where everyone has a bomb on them, which can cause both of you to die. Honestly, you should not use Fury on this fight. You can avoid using Obliterate here, but you sacrifice a lot of damage over most of the fight, and it’s not really worth it. You’re better off playing Annihilation or Carnage here even if you barely know how to play them.

On the hard mode Revan fight, Obliterate can cause two problems on the final floor. First, it repositions you, which can cause you to die to aberrations or push/pulls. This is fairly easy to work around in the phase before Revan dies, and I didn’t have any trouble with that. Second, when you use Obliterate on the machine core during the final burn, it actually pushes you away from the core toward the edge of the room. You can actually use this to your advantage, if you use it immediately before a pull and back up slightly, you lose less uptime on the core. But if you use it before a push, or during aberration explosions, you will probably die. Having done the fight many times with several different classes and specs, Fury is definitely the hardest spec to do this fight on. But it can meet the damage check and with practice you will be able to use its abilities to your advantage there. Regardless, if you choose to fight Revan as Fury, you will need to play priority rather than the rotation on the final floor.

If you are forced to delay your rotation for any reason between activating Berserk, and your Berserk stacks expiring, continue the rotation as normal, except replace the first Vicious Slash in the rotation with an Assault.

In the AOE rotation, the first Sweeping Slash may be replaced by Dual Saber Throw. However, the second Sweeping Slash cannot be replaced with Dual Saber Throw. While Dual Saber Throw deals more damage than Sweeping Slash, it does not build Fury stacks. The first Sweeping Slash also does not build Fury stacks because Berserk is active, but the second does build Fury, so replacing the second will mess up your Fury and thus Rage management.

How you approach recovery as a Fury Marauder depends on the situation and what was messed up. Some mistakes are fairly simple to recover from, others less so. I’ll cover some common issues you may run into, and how to recover from them.

If you use Berserk a little too early or get stunned, knocked around, or interrupted before your Berserk stacks expire: Simply replace the first Vicious Slash in the rotation with an Assault.

If you use Berserk a little late: If for some reason you activate Berserk after using Ravage, which is fairly common with lag or high latency, replace the first Vicious Slash in the rotation with a Vicious Slash, Assault, Vicious Slash sequence, then continue the rotation.

For other mistakes: A decent recovery rotation is to Force Charge to the boss, then use the normal rotation, but use Battering Assault instead of Ravage at the start, and replace the other Battering Assault and all Furious Strikes with Assault. One cycle of this rotation will allow you to re-enter the normal rotation, even if you started off with no Rage and no Fury.

The best way to recover can vary a lot depending on what is off cooldown, how much Rage and Fury you have, and so on. You’ll get a better feel for how to recover once you’ve played the class a bit. These are just some basic tips to help you when you’re starting out.

Single Target Priority Order

  1. Use berserk Berserk immediately when it becomes available, if you have 8 or fewer Rage. Otherwise delay it until your Rage drops below 8.
  2. Furious Strike Furious Strike
  3. Raging Burst Raging Burst (try to avoid using an unbuffed Raging Burst though)
  4. vicious throw Vicious Throw if target is under 30% health
  5. Obliterate Obliterate
  6. Force Crush Force Crush (unless you are saving it as a defensive cooldown)
  7. Ravage Ravage
  8. Force Scream Force Scream
  9. vicious slash Vicious Slash, Battering Assault Battering Assault and assault Assault as needed to build Rage

Multiple Target Order

  1. Use berserk Berserk immediately when it becomes available, if you have 8 or fewer Rage. Otherwise delay it until your Rage drops below 8.
  2. Smash Smash (try to avoid using an unbuffed Smash)
  3. Dual Saber Throw Dual Saber Throw
  4. Obliterate Obliterate
  5. Force Crush Force Crush (unless you are saving it as a defensive cooldown)
  6. Sweeping Slash Sweeping Slash
  7. Mad Dash Mad Dash
  8. Battering Assault Battering Assault and assault Assault as needed to build Rage

With the Enrage Crush tactical, you must use either Smash or Raging Burst immediately after using Force Crush. Otherwise you are wasting your hardest hitting area attack.

How to use Furious Power Furious Power

Furious Power is the new ability that all Warriors get at level 72. It can have up to 4 charges, and when you use the ability, you gain one stack of Furious Power for each charge. When an ability consumes a stack of Furious Power, it deals 25% more damage. Furious Strike, Vicious Throw, Obliterate, Vicious Slash, Ravage, and Force Charge are the abilities that consume Furious Power stacks.

Without the full Descent of the Fearless set bonus, you can and should use Furious Power only before Furious Strike or Vicious Throw. Those abilities deal the most damage, so you get more bonus damage from using Furious Power on them.

With the full Descent of the Fearless set bonus, which I highly recommend, you gain a lot more Furious Power charges. Gaining or consuming a charge of Furious Power also gives a flat 10% damage boost to all attacks for 10 seconds. Ideally you still want to use Furious Power stacks on Furious Strike, but your primary goal becomes keeping the Residual Power buff active on your character.

How to use Bloodthirst Bloodthirst

There are different approaches to this, depending on whether you took the Thirst for Rage utility or not, and how well you are able to time Bloodthirst.

If you have the Inspired Rage utility, try to use Bloodthirst where you would normally use Berserk, if it doesn’t delay it too long. Then continue your rotation as you normally would, with the exception that you replace the first Vicious Slash with an Assault. Without the utility, you can do the same, except use Frenzy+Berserk immediately after using Bloodthirst.

If you didn’t take that utility, or find yourself unable to make the timing work, use Frenzy then Bloodthirst, and play by priority (but don’t use Ravage) until you are able to resume the rotation.

CONCLUSIONS

Why Fury over other Specs

Fury excels at single target damage dealing, does decent area damage, and offers some of the strongest defensives of any DPS spec in the game, even stronger than other Marauders. It can meet any damage check in the game, and has a lot of abilities that can cleanse various debuffs, plus several abilities that resist being knocked around or stunned.

In Operations, Fury can do good single target damage and easily deal a large burst of AOE without interrupting its rotation. In an emergency, Fury can survive holding the boss for at least 30 seconds. It has an additional leap for increased mobility, and is able to resist some mechanics that most specs cannot. And the speed and damage group buffs Fury has access to are a major help to the group when used well.

In PvP, Fury is very durable, able to resist stuns, have defensives up over 50% of the time while in combat, and in emergencies can even stealth out and run away to heal to full before rejoining the fight. It is also able to deal large bursts of damage in short periods, and the many movement speed buffs and leaps the spec has make it very good at chasing down elusive ranged targets.

About this Guide

This guide is based on my personal experience with Fury. Remember that it’s just a guide, not a rule or law on how you must play the class. I’m sure I still have more to learn about Fury Marauders. My goal is simply to give you some direction and share my experience with the class to help you improve your gameplay.

From Vulkk

I would like to thank Anatessia for taking the time to produce this Fury Marauder guide. You can also find his Concentration SentinelVengeance Juggernaut and Vigilance Guardian guides for SWTOR 6.0 available on VULKK.com

For this guide I have used icons from the TorCommunity and Jedipedia databases.

If you are skilled with a Class and Discipline that has not yet been covered with a guide on VULKK (check the list here), and you want to provide one for the SWTOR Community, contact me via email or wherever you see Vulkk present.

Related Content:

How is the Class and Spec changing with SWTOR 7.0

In Update 7.0 BioWare is introducing a new term “Combat Styles”, which will replace the traditional class-specific disciplines. If you are curious and want to get a head-start, check out the SWTOR 7.0 Class Changes Previews available on the Public Test Server.

And if you are behind on the news, find out what the SWTOR Legacy of the Sith Expansion will have to offer.

Vulkk

Vulkk

Alex "Vulkk" is the founder and editor-in-chief of VULKK.com. His deep passion for video games and love for all things Star Wars shine through the news and comprehensive guides featured on the site.
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