share

tweet

reddit

pin

Complete Sith Warrior Vengeance Juggernaut 6.0 SWTOR Guide, suitable for players who seek to improve their performance! It focuses primarily on PvE, but also has some basics of the PvP aspect without pretending to be extensive in that department!

UPDATED FOR PATCH 6.1.2

This Guide is written for VULKK.com by Anatessia (Star Forge server)

INTRO

The Vengeance Discipline is the second of three available paths for the Sith Juggernaut Class. It provides a blend of Burst and Damage Over Time (DOT) abilities for high single target and Area of Effect (AOE) damage with its DOT spreading effects. Offers great survivability for a DPS, and good crowd control (push, stun, and taunt) abilities.

It is strong enough to allow players with even little to no experience to journey through the 75 levels of story missions and anything else on the side. At level 75, Vengeance is the top Sith Juggernaut discipline for both single target and AOE damage dealing.

What is Vengeance good for

The playstyle involves mostly Burst abilities, but does have an AOE ability and a DOT ability in the rotation. It is well suited for both single target and multi target damage dealing. It is one of the best disciplines in the game for difficult solo content, when played properly. However, it is not ideal for running Master Mode chapters of Knights of the Eternal Throne, as many of the fights there are balanced primarily for Ranged players and can even one-shot a Melee player.

Vengeance vs. Other Disciplines

When played to the best of its abilities, Vengeance is currently among the best-parsing DPS in the game. It has a well-established priority system as you can’t always rely on the strict and perfected dummy rotation. It does require knowledge, practice, and skill just like any other discipline, but is easier to learn than Rage. It will outperform Rage in any content besides a limited number of Veteran and Master Mode operation fights that are not AOE friendly (eg Dread Council and Stormcaller/Firebrand) or fights with very frequent target swapping (eg Brontes). Vengeance is roughly on par with Rage when it comes to survivability and mobility.

STATS PRIORITIES AND GEARING TIPS

Stats Priorities

Below is a description of the stats you need, arranged in order of importance. Accuracy is most important, then Alacrity, then Critical Rating. Don’t worry too much about your Mastery, Power, and Endurance. For most of the content in the game, you will have more than enough of all three stats. If you plan to do ranked PvP or Veteran mode Dxun, you may need to pay more attention to these stats.

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 is 110%, or 1590 raw points of the stat. Vengeance players should use an Accuracy stim, so you only need 1,325 Accuracy from your gear. For Operations in particular, it is very important that you have at least 110% Accuracy, but it’s perfectly fine if you go slightly over.

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. For Vengeance Juggernaut, I recommend running the low Alacrity build.

Critical

Critical rating 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.

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.

Gearing for EndGame

The first step in gearing, once you hit level 75, is to focus on increasing your gear rating. With the Onslaught gearing system, your gear drops are based on your current gear level, not your Renown rank. Until you get to the maximum gear rating in all slots (currently 306), do not worry about stats. Whenever you get a piece of gear with a higher item rating, equip it, even if it’s not the ideal gear for you. Once you have 306 rating gear in all slots, then you can start to assemble a good set of gear with the right stats for you. The new gearing system with Onslaught gives you a lot of options for how you achieve the target stat amounts. Note that the target numbers provided in this guide are with 306 gear rating and augments.

Ideal Stats

Using augments and an accuracy stim:

1590+ Accuracy

1213+ Alacrity

3300 Critical

With Accuracy and Alacrity, you want to be at or slightly over the target numbers, never below them. With Critical, you’re basically just stacking as much Critical into your gear as you can once you have the ideal Accuracy and Alacrity numbers.

The high Alacrity build (3208 Alacrity) is no longer viable for Vengeance Juggernaut.

Mastery, Power and Endurance

These stats matter if you are planning to run PvP or level 75 content. Otherwise, skip this section and just use whatever 306 rating parts suit you.

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 80-R2 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. 80-R1 enhancements are best for the old 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.

RELATED ► Complete SWTOR EndGame Gearing Guide for Level 75

Set Bonuses

The Onslaught expansion did away with the old set bonuses that had only one option for each spec, and introduced many new set bonuses with several choices for each class, some for all classes, and some more specialized.

Vengeance Set Bonuses

Descent of the Fearless

(4 piece) Whenever you gain or use a Furious Power ability charge while in combat, your damage dealt is increased by 10% for 10 seconds

(6 piece) Dealing damage has a 5% chance to build a Furious Power ability charge. This effect can only occur once every 5 seconds.

This set is the absolute best for a Vengeance Juggernaut. It essentially gives you a 10% damage boost with 100% uptime, on top of giving a lot more stacks of Furious Power. Furious Power is the new Sith Warrior class ability, and it gives a 25% damage boost to many of your attacks when you use a charge of it. Overall, this set gives about a 15% damage increase for you.

Lord of Pain

(4 piece) Reduces the cooldown of Threatening Scream by 5 seconds.

(6 piece) Threatening Scream increases your damage reduction by 2.5% for every enemy it hits. This effect lasts 10 seconds.

This set isn’t very useful for a DPS in most situations, though I believe it is the preferred set for Immortal Juggernauts.

Nimble Master

(4 piece) Activating Saber Ward grants Nimble Master, increasing your movement speed by 100% for the duration of Saber Ward.

This set has very limited application. It gives you a 100% speed boost that lasts 12 seconds on a 3 minute cooldown, but there aren’t many fights where this is useful. I would not recommend this set.

Perfect Form

(4 piece) Massacre and Vicious Slash deal 5% more damage

(6 piece) Vicious Slash, Massacre, and Sweeping Slash Slash add Vicious Thirst stacks to their targets, stacking up to 5 times. Killing an enemy with Vicious Thirst stacks increases your damage by 3% per stack for 10 seconds.

This set is decent for mob-heavy content such as uprisings and flashpoints, however, it does require a different priority system, and the Descent of the Fearless set is probably still more of an overall damage increase.

The Undying

(4 piece) After executing Mad Dash, you gain 20% damage reduction for 6 seconds.

This is a fairly minor defensive buff on a long cooldown. It’s not totally useless, but again, other sets are much more useful.

Tormented

(4 piece) After Force Choke stun effect ends, it slows its target and every nearby target for 6 seconds.

This set could be useful in PvP for the area slow. It’s not very useful for any PvE situation.

General Set Bonuses

I won’t cover all of them here, since there are a lot, and most are not very useful for a Vengeance Juggernaut. You can view them all at the equipment vendors on your faction’s fleet, or check out the SWTOR 6.0 Armor Sets Guide.

The Victor

(4 piece) Defeating an enemy increases your movement speed by 75% for 8 seconds. This effect cannot occur more than 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.

This is a fairly good for all solo content, since it gives you extra run speed and free self heals. I wouldn’t recommend it for most group content though.

Amplified Champion

Every Amplified Champion shell contains a more powerful amplifier opportunity.

We’ll get to amplifiers in a bit. Basically, the pieces from this set have more slots for combat-related amplifiers than usual, which can give you a nice damage boost. It could give you about a 5% damage boost overall. It’s not as good for Vengeance as the Descent of the Fearless set, but it’s a nice option if you want a set that can also be useful for other classes you play.

Tacticals

Tacticals are the new type of gear introduced with Onslaught. Level 75 players have one Tactical item slot. The Tactical gear pieces have no stats, but they either buff you, change the effects of an ability, or do both. As with set bonuses, some Tacticals work for all classes, and some are tailored specifically to one class or discipline. Unlike set bonuses, none of the general Tacticals are a good choice for Vengeance Juggernaut in any situation, so I won’t cover them here, but if you are interested in seeing them, check out the SWTOR 6.0 Tacticals Guide.

Juggernaut Tacticals

Higher Focus

Enrage builds one Furious Power ability charge.

As a Vengeance Juggernaut, you only rarely use Enrage. This tactical will not result in a noticeable increase to your damage.

Rancor’s Tail

Activating Saber Ward finishes the cooldown of Force Push.

This gives you one extra Force Push every 3 minutes. It could be used on Revan if your group was very short on knockbacks, but even that is a gimmick move by experienced players. Nearly all groups use ranged players for knockbacks because they can do it immediately and Juggernauts couldn’t.

Throwing Arm

Saber Throw lowers target’s accuracy by 70% for 6 seconds.

This is a decent tactical for PvP, since you can significantly reduce your opponent’s damage dealt for that time, and Saber Throw has a relatively short cooldown. Unfortunately, it does not work on most PvE bosses.

Grit Teeth

The active cooldown of Enraged Defense is reduced by 2 seconds every time you are attacked. This effect cannot occur more than once per second.

This tactical is easily the best choice for PvP. Enraged Defense is your best cooldown in PvP and this greatly reduces its cooldown. The only downside is that this tactical is only available from crafting, making it rare, hard to get, and expensive. However, there are no PvE situations where I would choose this tactical over the other options.

Vengeance Tacticals

A Vicious Cycle

Hew triggers a Retaliation that does 30% more damage.

This one seems good in theory, but even the buffed Retaliation does less damage than most of your attacks. Retaliation could be used as a filler instead of Saber Throw if you have this tactical, but since most of your other attacks are better, you won’t end up using the buffed Retaliation often.

Cut to Pieces

When a bleed tick critically hits, it reduces the cooldown of Vengeful Slam by one second.

This tactical is amazing for AOE situations, especially if you have at least three targets. It results in massive AOE damage, and a Vengeance Juggernaut with this tactical can deal as much or more AOE damage as any other class in the game.

Hemophilic Slash

Ravage refreshes the duration of Force Scream, Impale, and Shatter’s bleeds on the target and ticks their damage.

This is the best tactical for Vengeance for single target damage. Your bleed effects deal a significant amount of damage, but two of them normally would fall off about halfway through the ability’s cooldown. This tactical basically doubles the bleed damage dealt by Impale and Force Scream.

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. I will only give a few recommended amplifiers here. If you want to know more, check out the SWTOR 6.0 Amplifiers Guide.

The useful amplifiers for Vengeance Juggernauts are:

Force Sensitivity . Increases damage dealt by Force attacks.

. Increases damage dealt by Force attacks. Periodic Intensity . Increases damage dealt by periodic effects, such as your bleed damage.

. Increases damage dealt by periodic effects, such as your bleed damage. Armor Penetration . Increases armor penetration. It will help you a lot on some targets like bosses and enemy players, but have less of an effect on weaker enemies.

. Increases armor penetration. It will help you a lot on some targets like bosses and enemy players, but have less of an effect on weaker enemies. Weapon Expertise . Increases damage dealt by weapon attacks.

. Increases damage dealt by weapon attacks. Aural Command. Increases damage dealt by area attacks.

Now, which is the best is situational. Aural Command is situational, and due to the cost of amplifier recalibration I would not recommend it. Force Sensitivity, Periodic Intensity, and Weapon Expertise all give a similar damage boost for Vengeance. There is some debate over which is best, but the general consensus is that either Weapon Expertise or Force Sensitivity gives the most damage increase. Armor penetration does not increase your parse quite as much, but it is good against most endgame enemies, and has the advantage of being useful for all damage disciplines.

Regardless of which amplifier you choose to go with, you ideally want to end up with all your amplifiers being the same type for maximum damage increase.

ABILITIES AND PRIORITIES

In this section I will introduce the Vengeance, Juggernaut, and Sith Warrior abilities that you will have.

Passive Abilities

ABILITY DESCRIPTION Shien Form

(level 12) Increase damage dealt by 6%, movement speed by 15%, and all attacks that consume rage now refund 1 rage when used. Bloodbath

(level 16) Smash and Vengeful Slam now spread your DOT effects to all targets they hit, if one target is already affected. Sweeping Slash deals 25% more damage to DOT-affected targets. Rampage

(level 20) Shatter resets the cooldown on Ravage and generates 3 rage. Draining Scream

(level 24) Force Scream puts a bleed DOT on the target that lasts 6 seconds and deals damage. Ruin

(level 28) Reduces cooldowns on Smash and Vengeful Slam by 6 seconds, and removes the rage cost to activate both. Ravager

(level 32) All of your melee attacks now deal 5% more damage, and Ravage deals 10% more damage. Vengeance

(level 36) Reduces Force Scream cooldown by 3 seconds, and Impale cooldown by 6 seconds. Eviscerate

(level 40) Impale now applies a bleeding DOT on the target that last 6 seconds and deals damage. It also applies Beat Down debuff to the target for 45 seconds. Beat Down targets take 5% more damage from melee attacks. Sundering Throw

(level 44) Reduces the cooldown of Saber Throw by 5 seconds. Saber Throw also now Sunders targets for 45 seconds. Sundered targets have their armor rating reduced by 20%. Brawn

(level 48) Force Charge grants immunity to interrupts, stuns, knockbacks, pulls, and incapacitating effects; and reduces damage taken by 20% for 4 seconds. Savagery

(level 52) Shatter, Impale, Hew, and Vengeful Slam now increase the critical chance of the next Force Scream by 50%. Lasts 15 seconds and can stack two charges. Deafening Defense

(level 56) Increases passive damage reduction by 5%, and Endure Pain increases damage reduction by 15% while active. Destroyer

(level 60) Increases damage dealt by your bleeding effects by 15%, and Ravage and bleed damage have a 30% chance to trigger Destroyer. Destroyer allows your next Hew to cost 0 Rage and be used on any target regardless of health. This effect can only be triggered once per 20 seconds. Gushing Veins

(level 64) Increases critical chance of Shatter, Vengeful Slam, and your bleeding DOTs by 10%. Bloodmaster

(level 68) For each of your bleeding DOTs on a target, you deal 5% extra bleed damage, up to 15% maximum.

Active Abilities

We begin, obviously, with the special ones, listed in the preview window for the Discipline. The listed CDs are the default values and are not taking any Alacrity and Class passive boosts into account!

ICON ABILITY DESCRIPTION Shatter

(level 10, 12s cooldown) 4 meter range. This is your main DOT ability. Deals some damage upfront, and applies a DOT that lasts 12 seconds. Impale

(level 26, 15s cooldown) 4 meter range. A powerful burst attack. Also applies a bleeding DOT at higher levels. Hew

(level 42, 10s cooldown) 30 meter range. Replaces Vicious Throw. Deals major damage and slows target by 50% for 3 seconds. Only usable if target is below 30% health unless buffed by Destroyer. Vengeful Slam

(level 58, 15 second cooldown) AOE, affects targets within 5 meters of your current location. Replaces Smash. Deals a decent amount of damage to all enemies, up to 8 enemies, within 5 meters of your character. Stuns weak and standard enemies for 3 seconds. Spreads your bleed affects to all enemies it hits, if one of those enemies was already affected.

Here are the other most important active abilities and what you need to know about them.

ICON ABILITY NAME DESCRIPTION Sundering Assault

(12 second cooldown) 4 meter range. Builds 5 Rage and deals minor damage.



Ravage

(18 second cooldown) 4 meter range. Deals decent damage in a quick flurry. Has a chance to trigger Destroyer. Force Scream

(9 second cooldown) 10 meter range. Deals burst damage. Applies a bleeding DOT to the target. Saber Throw

(25 second cooldown) 30 meter range. A long ranged attack, deals low damage, but builds 3 Rage when used. Primarily used to pull mobs for LOSing and as a filler in the rotation when Whirling Blade is on cooldown and/or not procced. Mad Dash

(45 second cooldown) You rush forward 20 meters, dealing minor damage to all targets in your path, up to 8 targets. Also increases your defense chance by 100% while blitzing. This ability is a poor damage dealer, but still very useful for racing to an objective in PvP and for quickly getting out of any AOE puddles. Assault

(no cooldown) 4 meter range. Your basic attack. As Vengeance, you should not ever need to use this. It deals very little damage but does build two Rage. Only use it if you are low on Rage and cannot use Force Charge, Sundering Assault, Enrage, or Saber Throw. Force Charge

(15 second cooldown) 10-30 meter range. Jump to a distant target, dealing minor damage, and building 3 Rage. Does not work on targets in cover. Use this to open a fight whenever possible, and to keep yourself close to the target if you get too far behind. Sweeping Slash

(no cooldown) Deals minor burst damage to up to 8 enemies in front of you. As Vengeance, this ability is honestly useless 99% of the time, since it doesn’t deal much damage, and you have a much better AOE ability with Vengeful Slam. The only cases where I would consider using this are extremely add-heavy fights such as Corrupter Zero and Geonosian Queen. Vicious Slash

(no cooldown) Deals some burst damage. Primarily useful at low levels before you get other abilities, but can be used occasionally in the rotation for a slightly higher parse. Retaliation

(6 second cooldown) Deals a decent amount of burst damage, but does not fit into the ideal rotation and does not deal enough damage to try to shoehorn it in. Useful for leveling but never useful for endgame. Enrage

(45 second cooldown) Immediately generates 6 Rage. Useful if you mess up the rotation and need more Rage, or if you cannot jump to an enemy at the start of the fight. Furious Power

(new in 6.0) (level 72, 30 second cooldown per charge, up to 4 charges)

Consumes all 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 is consumed whenever you deal damage with these attacks. Recharges 1 ability charge every 30 seconds. Furious Power stacks buff and are consumed by Vicious Slash, Force Charge, Impale, and Ravage. They also work with Hew and Saber Throw if those abilities are used within 10m of the target.

Defensive and Crowd Control Abilities

ICON ABILITY DESCRIPTION Disruption (12 second cooldown) 4 meter range. Your interrupt. Use this to stop an enemy’s channel. Some bosses have immunity to interrupts, and some players have temporary immunity. Guard (no cooldown) Using this on a friendly player, companion, or NPC reduces the threat they built and the amount of damage they take. It transfers that threat and damage to you. Use this on your companion when doing hard solo content to help keep them alive. In some cases, use it on other players in PvP to help them stay alive. In group PvE, unless you are the fake tank and told to hold threat on a boss, do not use this. Taunt (15 second cooldown) 30 meter range. Taunts the target, forcing them to attack you for 6 seconds. Also gives you slightly more threat than the next highest player had. Again, as Vengeance, use this only when you are sure you should be holding a boss’s aggro. In PvE as a DPS player, unless you know the fight mechanics well, or are told to taunt something, DO NOT TAUNT IT. In PvP spam it off cooldown as it reduces the enemy player’s damage to your teammates for 6 seconds. Threatening Scream (45 second cooldown) As Vengeance, Challenging Call is a threat drop. In group PvE, unless you are fake tanking, use this early in the fight to help the tank keep aggro off you. Depending on how you set your utilities, it also reduces the damage taken by all allies within 15 meters of you for 10 seconds. If you have that utility taken, use it as often as you can in PvP situations, and in PvE try to use it just before the boss executes a major AOE attack. If you did not take this utility, spam it off cooldown in PvE situations, and don’t use it in PvP. Force Push (60 second cooldown) 10 meter range. Pushes the target back and knocks it down for 2 seconds. Deals minor damage. Bosses are usually immune to this, and it’s mostly useful for two things. Throwing mobs or enemy players over a cliff, or throwing enemy players into traps/away from objectives in PvP. Intercede (20 second cooldown) 30 meter range. Jump to a friendly target, reducing their threat and the damage they take for 6 seconds. In theory, it’s good to use this on allies in all content, whenever you can do it without sacrificing damage output. In practice, you will mostly use this ability to avoid having to do platforming on datacron hunts, and as a shortcut in PvP maps to avoid using the ramps. Force Choke (60 second cooldown) 10 meter range. 4 second hard stun. Deals minor damage and builds 3 Rage if you let it fully channel. Chilling Scream (no cooldown) Deals insignificant damage, and slows up to 8 targets within 5 meters of you by 50% for 8 seconds. In PvP this comes in handy a lot when fighting other melee, or trying to outrun an enemy player. In PvE, this is rarely useful unless you have to kite a lot of adds at once. Unleash (120 second cooldown) Stun breaker. Purges all stuns and movement impairing effects. You will use this a lot. No matter what content you play. Intimidating Roar (60 second cooldown) AOE ‘Soft stun’ (soft stun = stun that breaks on taking damage) that stuns up to 8 targets within 5 meters for 8 seconds. Useful in solo PvE to stun a mob, letting you kill some enemies without all of them shooting at you. Crucial in Master Chapters. In PvP, use this to stun all enemies in the area so you can outrun them. With coordinated groups, you can sometimes use this to capture objectives, but usually someone shoots the enemy and messes the stun up. Saber Ward (180 second cooldown) Increases melee and ranged defense by 50%, and absorbs 25% of the damage taken from Force and Tech attacks for 12 seconds. Use if you know you’ll take a large burst of damage, or if you’re low on health. Saber Reflect (60 second cooldown) Reflects all direct single target damage taken back to the attacker for 3 seconds. In some boss fights you can reflect AOEs as well, but unless you are 100% sure you know what you’re doing, don’t count on it to reflect AOE damage. Enraged Defense (90 second cooldown) Grants 12 charges of Enraged Defense that last 15 seconds. Each time you take damage, one charge is used up to heal you. Only usable below 70% health. Can be used while stunned. Use this if you feel you’re getting too low on health, but only use it when you are, or soon will be, taking damage. If you use it and don’t take damage, then it doesn’t heal you. The other thing to remember with this is not to wait till the last second to use it. It heals after you take damage, so if you’re at 10% health and someone shoots a 20k hit at you, you’re still dead. Try to use it at about 20% health, or earlier if you feel the need. Endure Pain (60 second cooldown) Increases your maximum health by 30% for 6 seconds. This can be a self cleanse, if you pick the right utility. Otherwise, it’s a panic button.

Utilities

Due to the huge amount of utilities available, I will not list their description here, but will instead give you a few diagrams of which combinations are useful, where and how.

Note that there utility builds are simply what I would use, and a recommendation. There are a lot of ways to build your utilities, and these are not always the best combinations. They are simply my preferred combinations.

General Build

PvP Build

Master Mode Chapters Build

General Build

This combination gives a good set of defensive boosts for general purpose use. Endure Pain now removes all cleansable debuffs from you when activated. Enrage purges movement impairing effects and grants a movement speed increase. Force Charge grants full immunity to all controlling effects for a few seconds. Threatening Scream puts a shield on all friendly targets and reduces the amount of area damage you take by 60% for 15 seconds. Several defensive abilities also have shorter cooldowns or last longer.

PvP Build

This is similar to the general build, but Rage management isn’t usually an issue in PvP, and you can’t cleanse most damaging effects, but you do have your movement impaired more frequently, so it’s good to have a damage buff after your movement is impaired. A shorter stun cooldown is also handy.

Master Mode Chapters Build

This layout is very different, since you don’t have very many movement impairing abilities to deal with, but you do have large numbers of mobs to kill. So you want to take abilities that let you use your stuns more often and AOE sunder.

Raiding

There is no one raiding layout for utility points. Every fight is different. The general layout works fairly well most of the time, but in hard mode and nightmare mode operations I often change my utility points mid operation for certain fights.

Rotation

Vengeance Juggernaut has a near-perfect 24 global cooldown rotation. To beginner platers I highly recommend setting up two quickbars like this if possible. That helps you remember where in the rotation you are, and if you mess up, where to jump back in. That said, the rotation!

That helps you remember where in the rotation you are, and if you mess up, where to jump back in. That said, the rotation!

Opener

The opener for Vengeance is really just building focus before the rotation.

Sundering Assault + Enrage

OR

Force Charge Sundering Assault

Opener with Hemophilic Slash Tactical

Force Charge target if necessary Sundering Assault Impale Force Scream + Enrage Ravage Shatter Vicious Slash Ravage Continue from the first Vengeful Slam in the rotation, or start your priority order here.

This gives you maximum bleed damage at the start of a fight, and helps make Vengeance more bursty in PvP situations.

Main Rotation

Impale Shatter Force Scream Ravage Vengeful Slam Hew if procced, otherwise use Enrage + Vicious Assault if Enrage is off cooldown. Otherwise use Saber Throw. If all of the above are on cooldown you can use Force Push or Assault. Impale Sundering Assault Force Scream Shatter Vengeful Slam Ravage Impale Hew if procced, otherwise use Enrage+Vicious Slash if Enrage is off cooldown. Otherwise use Saber Throw. If all of the above are on cooldown you can use Force Push or Assault. Force Scream Sundering Assault Vengeful Slam Shatter Impale Ravage Force Scream Hew if procced, otherwise use Enrage+Vicious Slash if Enrage is off cooldown. Otherwise use Saber Throw. If all of the above are on cooldown you can use Force Push or Assault. Vengeful Slam Sundering Assault Repeat.

The rotation is a little bit difficult to learn at first, but if you set up a reference quickbar like I did, that helps a lot. The rotation is a perfect one, meaning you can endlessly loop through it on a dummy fight. On actual fights, it’s fairly forgiving and you have a lot of places to jump back in if you make a mistake.

How to use 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. Impale, Hew (within 10m of target), Ravage, Saber Throw (within 10m of target), Force Charge, and Vicious Slash 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 Impale or Hew. 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. With this set bonus, you can pretty much use Furious Power off cooldown.

Priority Orders

In this section I will list your main abilities in order of priority. Though the rotation above is ideal for most boss fights, in PvP and when fighting mobs, it does not work out as well. This should help you figure out what order to use your abilities in if you cannot use the rotation.

Single Target Priority without Hemophilic Slash tactical

Shatter Impale Force Scream Hew Vengeful Slam Ravage Vicious Slash Saber Throw Sundering Assault, Enrage, and Assault as needed to build Rage

Single Target Priority with Hemophilic Slash tactical (recommended)

Shatter Impale Ravage (with bleed effects on target, the more the better) Force Scream Hew Vengeful Slam Vicious Slash Saber Throw Sundering Assault, Enrage, and Assault as needed to build Rage

Multiple Target Priority (Cut to Pieces tactical recommended)

Shatter Impale Force Scream Vengeful Slam Hew Sweeping Slash Ravage Sundering Assault, Enrage, Saber Throw, and Assault as needed to build Rage.

Your goal when attacking multiple targets is to use Vengeful Slam as often as possible, but also ensure that you maintain as many of your bleed effects as you reasonably can, since Vengeful Slam spreads those to all enemies that it hits. If you expect the mobs to die quickly, you can just use Shatter -> Vengeful Slam. With the Cut to Pieces tactical, you can practically spam Vengeful Slam until your targets are dead, once you have applied your bleed effects.

PATCH NOTES CHANGES

This segment is supported and updated by Vulkk, separately from the rest of the guide.

The full patch notes of the expansion-update are too long to be listed in full here. Please, check the patch notes article.

Furious Power will now always be removed as intended after using eligible abilities.

Tormented Set – The slow from this 4-pc set bonus now applies as intended when Force Choke wears off.

The Nimble Master set has had its 4-pc set bonus changed, the bonus is now: (4) Activating Saber Ward grants Nimble Master, increasing your movement speed by 100% for the duration of Saber Ward.

The Interloper Utility has had its effect changed; it now adds an additional ability charge for Force Charge.

CONCLUSIONS

Why Vengeance over other Disciplines

Vengeance excels in both single target and AOE damage dealing and offers almost all the defensive bonuses that Rage has, plus a few more. It’s on par with other Damage types in nearly any situation, and has a lot of abilities that can cleanse various debuffs.

In Operations, Vengeance can kill adds quickly with it’s DOT spreads, and still does great single target damage. In an emergency, Vengeance can survive holding the boss for short periods. And the defensive buff on Challenging Call is a huge help to healers when used well.

In PvP, Vengeance can use its DOT spreads to make healing the enemy team a hassle, while still putting out enough single target damage to kill the main target. They can use their guard, their push, and their AOE stuns to help their team capture objectives. And their array of defenses makes them good ball carriers in Huttball maps.

Juggernaut in regs PvP are perfect healer harassment class. A player can decide to take battlefield command and daunting presence if they wish to find and stop an enemy healer. This is because a juggernaut has several ways to interrupt heals. First using kick to interrupt heal, then the next ability to interrupt a heal would be a force push. Here the juggernaut can decide to wait for the healer to cast or to force charge right onto the healer again. If the juggernaut waits to force charge the ability will stop the cast. Once charge has been used kick is reset and can be used to interrupt another heal. If force charge is off cooldown quickly from damage taken the juggernauts can then then move away from the healer and use force charge to reset the interrupt or kick again. This greatly increases the pressure on healers in PvP.

In Master Chapters, Vengeance can clear skytroopers quickly with their DOT spreads, and can kill bosses as fast or faster than any other class by using their reflects. However, the downside to Juggernauts in Master Chapters, is that some of the fights are poorly balanced for melee players and very hard. Overall, I would say it’s one of the best melee for Master Chapters, but still not as good as a ranged.

About this Guide

This guide is based off my personal experience with Vengeance. 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 Vengeance Juggernauts. My goal is simply to give you some direction and share my experience with the class to help you improve.

From Vulkk

I would like to thank Anatessia for his work translating this guide from the original Juggernaut Vengeance 5.0 Guide (which is again his own creation). It has been a long time coming and I am glad to have the chance to offer it to the SWTOR community here. Anatessia followed the structure of my own guides very closely and I am grateful for that as well. Having the same structure helps learn things faster and highlights the differences of each individual spec (discipline) as well as demonstrates the personal preferences of the author.

This guide is using and referencing information from Smarty SWTOR and torcommunity.com‘s database.

If you are an experienced SWTOR player and wish to help the community by providing a Class Guide that is not yet covered on VULKK.com, contact me!

Related content: