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Rage Scaeva Patch 5.9 .pdf


Original filename: Rage_Scaeva_Patch_5.9.pdf

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Scaeva, Darth Malgus, Rotation Rage, Patch 5.9

Rotation for the Rage Juggernaut
There are 2 different starting points for the Rage Juggernaut, the order of
attacks is in both cases identical:
Rage - Starting Point 1

Rage - Starting Point 2,
Alternative positioning of Enrage

Variant 1: If you begin your fight against a group of enemies, Smash and Raging
Burst will autocrit. I prefer this starting point in real fights.
Variant 2: A Smash after Force Charge will consume the Dominate proc, the first
Raging Burst does not autocrit.
Enrage will not interfere with the Cascading Power.
Slightly better for parses at the testdummy.
There are no obligatory perks, you are free to choose what fits best for your
playstyle.
Column 5 contains variable attacks: Every second Force Scream will be on
cooldown, a substitute has to be used instead. Possible options are Vicious
Throw, Retaliation or Sweeping Slashes. Force Scream and the substitute attack
switch positions in every new passthrough. This approach keeps the rotation
short (only 12 GCDs) and flexible.
The perk War Bringer allows to use a Vicious Throw independently from the health
level of your enemy. Activate that attack in column 5 instead of the Force
Scream.
Once the health of your enemy drops under 30%, regular Vicious Throws become
available. Use them in Raids and PVP matches as soon as possible (-> additional
GCD), at the test dummy as replacement for a greyed out Force Scream in column
5. (-> alternate between Vicious Throws and Force Screams)
Passive cooldowns and additional attacks (e.g. Smash after Force Charge, Force
Choke, Chilling Scream ...) are added according to the current situation, but
will delay the core attacks.
Rage and Fury share the same game mechanics, the timings of attacks and most
procs are the same. The description for the Marauder class can be found under
this link: https://document.li/3J2l

Scaeva, Trantorr, Sithri
(Dipl.-Ing.)
TRE -> Darth Malgus


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