Rage Fury Scaeva Patch 5.10 .pdf

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Scaeva, Darth Malgus, Guild „Smells like Chloroform“, Rotation Rage Fury, Patch 5.10.1

Rotation for the Rage Juggernaut and the Fury Marauder
Both classes share the same game mechanics, the timings of attacks and most
procs are identical. The energy management differs slightly.
It is possible to build ONE rotation for Rage and Fury, only smaller adaptations
are necessary: The Marauder uses Berserk, Battering Assault and the Vicious
Slash. The Juggernaut gets Enrage, Sundering Assault and Retaliation. All the
other core attacks end up in the same positions.



Before a fight the Marauder needs to build 30 stacks of Fury for Berserk, the
perk Brooding is recommended. Cloak of Rage will provide the energy for
additional attacks (e.g. Smashes or Vicious Throws) outside of the rotation.
Brazen is not required to manage the resources.
There are no obligatory perks for the Juggernaut, 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 a Vicious
Slash (Marauder), Retaliation (Juggernaut) and Vicious Throw or Sweeping Slashes
(both classes). Force Scream and the substitute attack switch positions in every
new passthrough. This approach keeps the rotation short (only 12 GCDs) and
The perks Ruthless Aggressor (Fury) or War Bringer (Rage) allow 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.
Marauder only:
At the test dummy begin the rotation after a Force Charge with Berserk.
In real fights Furious Strike (Marauder) provides a 10% defence bonus and
additional damage. To trigger that buff right from the beginning cast Berserk
before the first Furious Strike (after you jumped to an enemy). In the following
iterations Berserk has to be activated at the the position shown in the
screenshot. Cloak of Rage usually builds enough resources so you will not run
out of energy.
If Bloodthirst and Frenzy are both available, you need to insert those two buffs
directly after Berserk. Using those just somewhere will mess up the energy
management and the procs triggered by Berserk.
Juggernaut only:
There are 2 differnt entry points in raids or PVP matches: If you start the
rotation from quickbar #2 you will get a 10% defence bonus.
For a 5% damage buff cast Enrage after Force Charge and begin the rotation in
quickbar #1. Afterwards keep Enrage in quickbar #2, there it will not collide
with the Cascading Force. Endless Rage generates the needed additional Rage.

Scaeva, Darth Malgus, Guild „Smells like Chloroform“, Rotation Rage Fury, Patch 5.10.1

The parses for Rage and Fury look similar. There will be no delays of core
attacks (-> Force Scream is used directly after the end of its cooldown), no
energy issues and no additional fillers. All procs of that classes are


Conditions for both parses were: 4.000.000 HP ship dummy with armor debuff.
Fully augmented 258 armor with setbonus. A stim was used but no adrenals. No
relics that have to be activated manually. PVP perks. The armor is not optimised
for one spcific class, with an optimisation (and adrenals/test dummy perks)the
numbers would be higher. I also did not pick a „lucky“ parse.

TRE -> Darth Malgus

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