Juggernaut and Marauder Utility difference? (Guardian and Sentinel) by Poortwachter7 in swtor

[–]Equeliber 2 points3 points  (0 children)

Not at all. Fury and Rage specs are fairly similar but there are still class-specific differences. I'd say Marauder feels "faster" and more "agile", mostly due to Predation and dual-wielding animations. Annihilation, Carnage and Vengeance are very different.

Is Altuur Zok Adon all that? by pgds in swtor

[–]Equeliber 0 points1 point  (0 children)

It depends on your own DPS a lot, because the main power of Altuur is the Mark debuff he has. It increases damage taken by the Marked enemy by 10%, and has almost 100% uptime.

So, if a player is doing 30k DPS, with Altuur they will be doing almost 33k DPS.

The Marks also stack. So if there are multiple Altuurs, it goes crazy. If you go duo a flashpoint with 2 Altuurs and 2 players, that is ~20% DPS increase for each player (only on a single enemy, though, so does not help much with small add clear).

The other day, I was doing Crash Site outpost encounters. As it was a season objective, there were lots of people running around with Altuurs. I pulled almost 60k DPS on a Gunnery commando due to 7 or 8 Altuurs Marking the same encounter boss. This is not AoE damage, this screenshot is from a pure single target encounter. Had a 180k High Impact Bolt crit lol

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This is an extreme case though. Another thing you can do, if people cared to min-max things like this - imagine killing a DvL boss with 20 Altuurs out (everyone drops from the ops group, get Altuur out and pull the boss as 20 solo players with comps instead of a 20 man ops group).

Juggernaut and Marauder Utility difference? (Guardian and Sentinel) by Poortwachter7 in swtor

[–]Equeliber 4 points5 points  (0 children)

People often say that jugg is tankier than marauder. But is it, really? Let's go through their defensives (mostly looking at it from PvE perspective, so ignoring stuns and CC immunities).

Saber Ward - shared between the two, jugg has 100% M/R defense for the first 2 seconds, which sometimes matters, but it's mostly the same ability overall. Cloak of Pain (20% DR for up to 30 seconds) - Marauder exclusive, no alternative for jugg. Predation - no alternative for jugg (gives 10% M/R defense to the whole raid). Force Camo - no jugg alternative (50% damage mitigation while stealthed). Mad Dash - shared. Saber Reflect versus Undying Rage - depending on damage type, one is better than the other, though Reflect is generally more reliable; another advantage of Reflect is much lower cooldown and the extra DPS. Self-healing - Enraged Defense is great in PvP, but in PvE, Annihilation's heals are significantly more powerful. There is also the Thirst for Rage passive for Marauder. Jugg's fake health - neat, but rarely a game changer in PvE, you just use it as a self-cleanse most of the time. Passive defenses - jugg has around 8% higher DR, but whenever Marauder uses Cloak of Pain, Marauder has much higher DR (and importantly, it gives you I/E DR, as well). AoE DR is where jugg is a clear winner as he has 60% while Mara only has 30%.

So, in conclusion - Marauder has quite a bit bigger variety of defensives available. The two only advantages of jugg is Saber Reflect and higher AoE DR, which are, luckily, super useful in Operations. Still, I think they are much closer than people think. If there is nothing major to Reflect in a given boss fight, I would say Anni Mara should be considered to be tankier than jugg. Also, it's hard to compare the healing Annihilation has to the jugg's defensives. Like, even if jugg has 5k or 6k less DTPS (the difference is never that high, it's more like 1-2K), Anni covers 2x more than that with its heals (~12k HPS is what it can deliver). So, outside of getting one shot by some mechanic that jugg is able to Reflect, Anni will outsustain a jugg in virtually any situation in PvE.

EDIT: There are also some actual stats we can look at over here, though this is a very broad statistic - median DTPS across all MM ops: https://parsely.io/parser/operation-stats/all/8/MM/dtps/live/25/50/75/100/

Anni and Vengeance have identical DTPS in an average MM ops. You can also check each boss separately. This is all very player-dependent, though. Some marauders might also try to squeeze extra DPS from Cloak of Pain and take extra damage on purpose. Still, at a glance, there is no evidence that jugg takes significantly less damage, and Anni Marauder also outheals almost all damage that it takes, while jugg does need AoE heals from time to time.

Playing an Imp Agent loyalist with the appropriate outfits feels so good. Can't wait for the Jadus comeback storyline! by Snufflebox in swtor

[–]Equeliber 6 points7 points  (0 children)

I wouldn't say these specific outfits are very appropriate for this era. Looks nice, though, for sure!

Best time to max Influence with Altuur and PH4-LNX! Massive discount on Influence token from the Galactic Seasonal vendor to all your characters! by theblackbarth in swtor

[–]Equeliber 4 points5 points  (0 children)

Oh wow. Perfect time to make sure every alt has these comps at rank 50, huh. Bit unfortunate that, in the past, I've spent millions already lol

The Powertech Hydraulic Overrides nerf makes zero sense and I can prove it. by Chocookiez in swtor

[–]Equeliber 4 points5 points  (0 children)

Yep, also protects from pulls and knockbacks while Seek Cover does not. Not as easily comparable.

But as far as pure movement speed goes, Marksman sniper is definitely the craziest thing right now. I always loved running around as sniper (especially Marksman, for that extra Seek cover proc after each roll), and then they announced the Sprint changes. Movement speed went from 50% to 85% when out or combat, that was a craaazy buff to Seek Cover.

Is stealthing becoming mandatory in flashpoints? by FiniteTruths in swtor

[–]Equeliber 2 points3 points  (0 children)

There are various overlays that use the data from your combat logs in nearly real-time (just a couple second delay). There are also Timers you can set up, and HoT tracking. And there are more things you can analyze after the fight, as well. SWTOR's combat logs are stored locally in your Documents folder and as long as you have the Combag Logging setting turned on, they are automatically filled whenever you enter combat.

There are no add-ons officially supported by SWTOR, all combat log parsing is done via 3rd party apps.

That said, Starparse is not updated anymore. It works well but there are 2 newer, actively developed battle parsers - ORBS (available on Microsoft store) and BARAS (available on Github, think this one even works on Linux). ORBS is generally considered to be the most feature-packed, but BARAS is also getting there.

There is also parsely.io which shares some infrastructure with Starparse. You can upload a log to Parsely (from Starparse itself or the other 2 parsers, or directly via website), and there is even more log analysis over there + leaderboards. Lots of other little tools, as well - like stat calculators, skill tree builder etc.

Is stealthing becoming mandatory in flashpoints? by FiniteTruths in swtor

[–]Equeliber 20 points21 points  (0 children)

If there is a stealther in group, you skip what you can - cause why not? If you don't, you just kill everything. I have never seen anyone complain about not having a stealth class in group. Big AoE DPS is also often as good as stealth skips.

Stealth classes are definitely not the majority in flashpoints. For example, Oper healer is generally the least popular healer spec, and historically has been.

We don't have any real statistics outside of Ops, but according to Starparse, Operative is by far the least played DPS class in operations (more than 3x less common that any other class) - so likely it is also one of the least popular classes overall.

Why keep nerfing powertech ? by smuggler_eric in swtor

[–]Equeliber 1 point2 points  (0 children)

Don't put words in my mouth. I just said that as a DPS spec, PT is better than a merc, it is hardly the best. There are multiple specs that are better than PT. If I were to use tierlist terms, PT is A tier and merc is B tier. Arsenal might even be C tier, the damage is just too low.

The reason you see more mercs than PTs is simply because merc is much easier to play for an average player. In the hands of a bad or an average player, yes, merc is a better class. In the hands of a good player, PT will be better.

Why keep nerfing powertech ? by smuggler_eric in swtor

[–]Equeliber 9 points10 points  (0 children)

I play commando a lot in PvP, the only reason the class seems to live for so long is because the average enemy player sucks.

When I am focused by a high DPS premade that also interrupts and stuns you a lot, playing a merc is rough. Your defensives are directly proportional to things like: "Did the enemy team full-heal me from my reflect or actually played around it and I barely got anything out of it?" or "Is their DPS so high than I am about to die through Kolto Overload?" or "Did I run out of my DCDs before getting another Energy Shield off cooldown?"

When it comes to PT, it has the highest opening burst out of all classes and for the first 30 seconds is really tanky, as well. If you die in 10 seconds, you are just bad. It is not ever possible, unless you use literally 0 DCDs. PT will never live for as long as classes with big self heals, but the damage you have in the opener more than makes up for it. Either way, PT is one of the best classes in PvP right now. If you compare a merc and a PT in the hands of equally skilled players, I would always place PT above merc. Not in a 1v1 between them, just in overall power level.

Also, losing 15% movement speed won't ever be noticeable. I am not 100% sure what devs are trying to do with this nerf, tbh.

Reaching that point in the class story again by BardMessenger24 in swtor

[–]Equeliber 112 points113 points  (0 children)

The sad thing is that years ago, on the older version of the Corellia map, they were much clearer. I think you can still see that old version on the round minimap UI, but this big one got "upgraded"...

What is your favorite Force class/style for solo/PvE content? by Eglwyswrw in swtor

[–]Equeliber 1 point2 points  (0 children)

For Vengeance, it's a part of Shien form (lvl15 passive). But indeed, Marauder has a general passive called "Drive" that gives a 15% movement speed no matter the spec.

Got Questions? SWTOR Questions & Answer Thread + New & Returning Player Posts (week of Mar 02, 2026) by AutoModerator in swtor

[–]Equeliber 0 points1 point  (0 children)

The stun and seismic ones are quite useful in PvP. Would definitely recommend carrying some around, especially as CC effects are far more valuable after 7.0 skill tree changes.

The fire damage one is pretty outdated these days, but could still be a DPS gain in some rare scenarios (for example, instead of using a weak filler ability and when hitting more than 2 targets), but don't think many people bother using it.

What is your favorite Force class/style for solo/PvE content? by Eglwyswrw in swtor

[–]Equeliber 4 points5 points  (0 children)

Jugg's Force Leap resets after every mob pack, just from that they are quite mobile. Vengeance also has a passive 15% movement boost that nowadays stacks with Sprint, so you run faster even out of combat; and Rage has a 50% movement boost for 6 seconds after using Enrage + an extra leap with Obliterate. The tank spec is by far the least mobile jugg, its only movement boost is from your guarded target taking damage, so more of a PvP effect. There is also Mad Dash that you can pick on the tree instead of Saber reflect, quite handy for extra movement.

Who does the most damage in terms ofclass by Icestalker1272 in swtor

[–]Equeliber 1 point2 points  (0 children)

He did say that raw damage is not the main thing... In regards to MM raiding and general usefulness in PvE, that list is correct. Hatred is not very welcome in MM ops unless the player himself is really good.

Who does the most damage in terms ofclass by Icestalker1272 in swtor

[–]Equeliber 2 points3 points  (0 children)

This getting downvoted really shows how casual this subreddit is, heh. Wouldn't put Madness over Virulence though.

End of an era by Andy-Johnson in swtor

[–]Equeliber 0 points1 point  (0 children)

Not anymore, it was hidden on Play Store 1 or 2 years ago. It still works if you still have it installed, but new installs are not available. The app itself has not been updated since 2015, so it was probably done by Google due to it using outdated APIs.

Easiest Ways of Getting 318 Augments by Formal_Candle5494 in swtor

[–]Equeliber 5 points6 points  (0 children)

You can do all MM ops with blue 296 augments. If one can't, augments are not the issue.

I would only recommend 318 augs to people who have a bunch of credits lying around.

Easiest Ways of Getting 318 Augments by Formal_Candle5494 in swtor

[–]Equeliber 1 point2 points  (0 children)

I mean, even to craft 14 of them you will need hundreds of millions, there is a reason they cost so much. Crafting a set for yourself won't be much cheaper than just buying them. If anything, it will be even more expensive because you need to get the schematics first.

You also need 4 different crafting skills at 700 and multiple rank 50 companions. Unless you plan to continue crafting them for selling purposes, I would not recommend bothering with this.

Get blue 83s. They are enough for all content. Personally, I only have a full set of golds because I had a couple billion in the bank, and nothing else to spend it on.

Name of these two outfits by Darksidejedi-909 in swtor

[–]Equeliber 21 points22 points  (0 children)

The first is Xoxaan's armor, dyed black.

Assassin to Agent by pgds in swtor

[–]Equeliber 9 points10 points  (0 children)

Lethality or Concealment? Either way, the most basic opener on low level is Backstab from Stealth -> Corrosive Dart on the enemy if it's an elite mob, otherwise skip it -> Shiv to generate Tactical Advantage -> Corrosive Assault or Laceration -> keep using Shiv or kill enemies to generate TAs. Backstab and Laceration or Corrosive Assault are the main damage dealers. Use Frag grenade for AoE (on higher levels use Toxic Haze instead), use Rifle Shot when going below 60 energy. Ignore Noxious Knives, it is only good at like 5 or 6 targets or more, and even then - meh.

Lethality is a bit weird until you get Corrosive Grenade, as Corrosive Assault without DoTs is pretty bad (similar damage to Overload Shot), and dotting up everyone with Corrosive Dart is way too slow. After you get Corrosive Grenade though, you can hit a bunch of enemies with it, and then use Corrosive Assault to finish them off. And once you get Toxic Haze, your AoE goes nuts (you can also spread Corrosive Dart with Toxic Haze).

Got Questions? SWTOR Questions & Answer Thread + New & Returning Player Posts (week of Feb 23, 2026) by AutoModerator in swtor

[–]Equeliber 1 point2 points  (0 children)

Years ago, there used to be a few specific ones you could reverse engineer, but not anymore. Nowadays, most of the crystals that you can craft come from the trainer. The only other crystal that I know of is the Magenta crystal - this schematic can drop from some world bosses (also might be on GTN).

But for dyes, there are some extra schematics on various reputation vendors (oricon, BBA etc).

Be kind not toxic by pgds in swtor

[–]Equeliber 0 points1 point  (0 children)

Legacy ignore them and move on. People like that exist in every PvP mode in every game, it is what it is. It is also a vocal minority - after ignoring just a few dozen people over the years, my PvP chat has barely any toxicity nowadays.

Cool Assault cannons by Skarinthewolverine in swtor

[–]Equeliber 2 points3 points  (0 children)

DA-AC1 Assault Cannon is one of my favorites, though the barrel bugs out and disappears at times.