SWTOR Sith Juggernaut Vengeance DPS Compendium



SWTOR Sith Juggernaut Vengeance DPS Compendium by Xorak

Introduction:
The Juggernaut advanced class uses a single lightsaber for dps that relies on powerful strikes to down its opponents rather than the acrobatics and finesse that the Marauder uses. Unlike the Marauder the Juggernaut utilizes heavy armour and this gives him the ability to take more damage as well as spec into a tanking roll if needed.

Sith Warrior Forms:

Forms are stances in which you gain certain benefits based on which form you use. As dps you will use:

Shien Form: This a great form because it increases your damage output as well as refunds 1 rage when you use rage consuming abilities. 11th point talent in vengeance tree.

Rage Mechanic:

Sith Warriors class is based around the mechanic of Rage. Rage is a resource that is generated and consumed using a variety of abilities.

Rage Gaining Abilities:

Assault: No cooldown spammable rage gain ability. Requires level 1

Sundering Assault: Reduces targets armour by 20% at 5 stacks. Generates 2 rage (3 rage talented). Requires level 10

Juggernauts also have other options to gain rage but they have a longer cooldown and are more situational.

Force Charge: should always be used at the beginning of a fight. This ability generates 3 rage has a 15sec cooldown. To use this ability the target must not be behind cover and also the target must be at least 10m away. Requires level 2.

Saber Throw: Generates 3 rage and has a 30sec cooldown. Use at the start of a fight preceding force charge to give you 6 rage at your disposal. Use it whenever the cooldown is up. Requires level 36.

Enrage: This a great ability to use if you want to throw out some extra dps for a burn phase or whenever more dps is needed. Enrage has a 60sec cooldown and generates 6 rage. Requires level 22.

Force Choke: is channelled over 3sec gaining 1rage/sec. Has a 60sec cooldown and should only be used in fights that do not have a lot of movement or when you can get the full benefit of it. Requires level 24.

Primary Rage Consuming Abilities:

Now since you figured out how to build all that lovely rage it is time to see what we can spend it on.

Vicious Slash: Has no cooldown costs 3 rage. This ability will act like a rage dump for when your other abilities are on cooldown and you have extra rage to spend. Requires Level 1.

Force Scream: Is kinetic damage based ability that is not mitigated by armour rating. It costs 4 rage and has a 12sec (9sec Talented) cooldown. Requires level 6

Impale: 21 point talent in vengeance tree. This one of our hardest hitting abilities we get. Has a 15sec (9sec Talented) cooldown and costs 4 rage. Should always be used when available.

Shatter: 31 point talent in vengeance tree. Another heavy hitter that deals more damage on the DoT then the initial strike. Has a 9sec cooldown and costs 5 rage.

Vicious Throw: Our single hardest hitting ability we acquire but is only usable when the targets HP is 20% or less and during that time has the highest priority. Has a 6sec cooldown and costs 3 rage. Requires level 46.

Other Abilities:

Smash: This an AoE ability that costs no rage when talented and has a 15second cooldown. Can be used for AoE purposes only or in your rotation for free extra damage if other ability cooldowns permit it. Requires level 3.

Sweeping Slash: Another AoE ability that has no cooldown and costs 3 rage. Can be spammed as it has no global cooldown as well. Requires level 32.

Ravage: Another channelled ability that requires you to be stationary. Not very useful in fights that require constant moving. 30sec cooldown and costs 0 rage. Requires level 8.

Unnatural Might– 60min duration buff to yourself and party member which increases damage by all attacks and healing done by 5%

This spec is designed around max dps for operations and has some wiggle room for people with specific play styles but a lot of talents i find are mandatory. Here is a breakdown of the talents stating which are mandatory or optional. Talents that are coloured blue are mandatory and pink is optional.

Vengeance Tree
Tier 1(Vengeance)
Single Saber Mastery– Increases Melee damage by 6%. This combined with Shien form will give a total of 12% melee damage increase.
Decimate– increases damage dealt by smash by 30% good for AoE situations.
Improved Sundering Assault– Allows your main rage builder to add an extra stack of sunder armor to allow for more damage being dealt sooner rather then later.

Tier 2(Vengeance)
Accuracy– Increases accuracy by force and melee attacks by 3%. This a crucial talent as the goal will be to reach 100% hit so we cannot miss our attacks.
Dreadnaught– Increases Strength by 6%. This is our main stat and it improves damage and increases crit % definitely needed.

Tier 3(Vengeance)
Draining Scream– Gives one of your main attacks extra damage in DoT form.
Shien Form– Our main form we will use. Increases damage by 6% and also refunds 1 rage on rage consuming abilities.
Pooled Hatred– Whenever your movement is impaired you gain a damage buff stacking up to 5 times. I find this useful because a lot of encounters have ways to limit your movement be it knockbacks or slows. 10% bonus to your next melee up to 50% fully stacked.

Tier 4(Vengeance)
Deadly Reprisal– Gives 1 rage when you take aoe damage in Shien form. Good extra rage for encounters that have aoe where you cant avoid the first tick.
Vengeance– Reduces cooldown for 2 of your main abilities. Faster they up more dps you will do.
Ruin– Smash no longer costs rage. Great for added dps at no cost.

Tier 5(Vengeance)
Impale– A crucial high dps ability.
Savagery– When using impale or Vicious Throw your Force Scream and Vicious Throw abilities have a 60% crit chance increase.
Eviscerate– Gives Impale added damage in the form of a DoT

Tier 6(Vengeance)
Rampage– Gives Impale and Shatter a 30% chance to refresh the cooldown of Ravage

Tier 7(Vengeance)
Shatter– Our highest hitting ability(DoT included)

Rage Tree
Tier 1(Rage)
Malice– Increases crit by 6% for all force attacks
Ravager– Reduces cooldown of ravage by 3sec and force choke by 10sec

Immortal Tree
Tier 1(Immortal)
Enraged Sunder– Our main rage building ability will produce an extra rage.
Quake– Smash is a free ability and with this talent makes it a nice raid utility helping the tanks alleviate some incoming damage.

Tier 2(Immortal)
Brutality– Optional as not entirely sure how useful it will be in end game. Once more info is gathered will be changed accordingly.

Rotation

Beginning of Fight:
Saber Throw –> Force Charge –> Sundering Assault –> Shatter –> Impale –> Enrage –> Sundering Assault –> Force Scream –> Shatter

After that just prioritize using abilities off cooldown
1)Sundering Assault
2)Shatter
3)Impale
4)Force Scream
5)Force Choke
5)Smash(Throw in whenever you can fit it without getting in the way of the abilities above)

Sub 20% Phase:
Enrage –> Sundering Assault –> Vicious Throw –> Shatter –> Sundering Assault –> Force Choke –> Vicious Throw

After that just prioritize using abilities off cooldown
1)Vicious Throw
2)Sundering Assault
3)Shatter
4)Impale
5)Smash(Throw in whenever you can fit it without getting in the way of the abilities above)

Stat Discussion

Level 50 Base Stats:
Strength : 250
Endurance : 50
Aim : 50
Cunning : 225
Willpower : 100
Presence : 100
(Provided By: Pred)

Primary Stats:
Strength –> Accuracy –> Power –> crit –> surge

Strength: adds melee damage / crit %
Accuracy: adds +hit chance
Power: adds melee, force and tech damage
Crit: Increases crit %
Surge: Increases critical damage

Bonus Damage
1 Strength = 0.2 Bonus Damage
1 Power = 0.23 Bonus Damage

Bonus Force Damage
1 Strength = 0.2 Bonus Damage
1 Force Power = 0.23 Bonus Damage

Crit Chance
1 Strength = .008 Crit Chance
1 Crit Rating = 0.044 Crit Chance

Critical Bonus Damage
1 Surge Rating = 0.2 Increase in Crit damage

Accuracy

1 Accuracy = 0.0362 hit chance

Level 50 Best in Slot Gear: Before Raids (Prototype Quality Only)

This list will be updated often as new gear and options are found.

Armor

Implant: Ultratech Weaponmaster’s Package x2
Relic: Matrix Cube M7-G0x2
Ear: Entropic Might D-Device
Head: Primeval Vindicator’s Headgear
Chest: Primeval Vindicator’s ChestReplace stock enhancement with Adept Enhancement 25
Legs: Primeval Vindicator’s Greaves
Gloves: Primeval Vindicator’s Handgear
Boots: Primeval Vindicator’s Boots
Waist: Primeval Vindicator’s Belt
Wrist: Primeval Vindicator’s Armguards
Shield Generator: Ultratech Weaponmaster’s Power Generator
Augment Slot: Might Augment 25 Use in all pieces. Will give 390 extra strength. Weapon included.
Weapon

Lightsaber:
Requires Dark Side Tier 4
Vile Primeval Vindicator’s Lightsaber
Requires Light Side Tier 4
Virtuous Primeval Vindicator’s Lightsaber
Neutral
Primeval Vindicator’s Lightsaber
Replace stock enhancement with Adept Enhancement 25

Stat Weights For Gear

228 Crit Rating: 8.72% Crit
158 Surge Rating: 23.6 Bonus Crit Damage
1425 Strength Rating: 285 Bonus Damage / 14.6% Crit
207 Accuracy Rating: 6.75% Hit
794 Endurance Rating: 7940 HP

With Stat Gains while levellingin and gear we get the following:
23.3% Crit (26.9% from crit&str; rating, 5% from Base)
285 Bonus Damage
99.75% Hit (96.75+3% talents)

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6 Responses to “SWTOR Sith Juggernaut Vengeance DPS Compendium”

  1. Is there going to be an update to this guide for 1.2?

  2. The stat priority should be:

    Strength > Accuracy to 100% > Crit to +35% > Surge to 85% > Power to ~

    Keep in mind that if you follow this with proper modding your mods/enhancements with accuracy on them almost always have power as a Jug. So with 100% accuracy you'll have 110% special attack accuracy and plenty of power from those accuracy mods upping your base damage.

    Also, your rotation should reflect that after each impale or shatter you are virtually guaranteed to crit with Force Scream and/or Vicious Throw. So it needs to be adjusted taking that into account.

    As for your talent points. In the vengeance line I would take the 2 points out of Pooled Hatred which is really only useful often in PvP. It can be in some PvE fights but not enough in operations to be worthwile. I would put them in either the tier 5 talent 'Huddle' for the extra endurance and threat drop from intercede or the tier 6 talen 'Deafening Defense' for the extra damage reduction and aoe cc of intimidating roar being on a faster cooldown.

    I can understand the reasoning for the 2 points you spent on the talent Quake in the immortal tree but I probably would still put them into Battle Cry instead and take a point from Ravager to get 100% chance for a free force scream considering you get a free crit every time you use impale or shatter before it. Also consider that alot of boss fights have you moving around alot as a juggernaut dps and you end up using force leap fairly often. And the 1.5 seconds off cool down is plenty because normally once ravage comes up unless you are using it instantly every time the odds are an attack or two is going to come up in your rotation priority before ravage which means your GCD is erasing that extra 3 second advantage or half of it anyways.

  3. he does it to get less cd on forcechoke

  4. just wondering, ravage doesnt seem to be any part of your rotation, why spec into rampage?

  5. No it doesn't… Try reading and thinking before you make a fool of yourself

  6. why accuracy?

    it only works for our basic attack
    in this case assault, wich we never really use

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