Written by Andynul, Edited by Xam Xam.

Last Updated: 6th January 2019 – Rotations and Amplifiers updated.


Basics

  • Discipline – Vengeance (DPS)
  • Lightsaber Form – Shien Form (DPS)
  • Resource Management – Rage
  • Armour Proficiency – Heavy, Medium, Light, Adaptive, Focus
  • Weapon Proficiency – Lightsaber, Training Saber, Vibrosword (use Lightsaber for best DPS output)

Abilities and Passives

Sith Warrior Abilities
  • Assault – Basic Attack; Instant attack; Attack Type: Melee; Range 4 meters; Generates 2 Rage dealing X amount of weapon damage.
  • Channel Hatred – Channeled 15 seconds; Regeneration health outside of combat.
  • Disruption – Instant; Cooldown 12 seconds; Range 4 meters; Interrupt the current action and preventing that ability to be used for the next 4 seconds.
  • Force Charge – Instant; Attack Type Melee; Ability Charge 1 Stack 15 seconds recharge; Range: 10 – 30 meters; Jumps to a distant target dealing X amount of weapon damage, immobilizing that target for 2 seconds interrupting their current action. Build 3 Rage. Cannot be used against targets in cover.
  • Force Choke – Channeled 1.50 seconds: Attack Type: Melee; Cooldown 1 minute; Range 10 meters; Chokes the target, stunning the target for 4 seconds. Dealing x amount of Kinetic damage builds 3 Rage during the duration. This ability can be channelled while moving.
  • Force Scream – Instant: Attack Type: Force; Cost 4 Rage; Cooldown 12 seconds; Range 10 meters; Deals x amount of Kinetic damage. In addition, Standard and Weak enemies are stunned for 4 seconds.
  • Furious Power – Instant; Ability Charge: 4 stacks 30 seconds recharge; Consumes all the 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 its consumed whenever you deal damage with these attacks. Recharges 1 ability charges every 30 seconds.
  • Intimidating Roar –  Cooldown 1 minute; Paralyzes up to 8 enemies in fear preventing any actions for 6 seconds. Damage ends the effect prematurely.
  • Mad Dash – Instant; Attack Type: Melee; Cooldown 45 seconds; Madly dashes forward 20 meters dealing X amount of damage and increasing your defence chance by 100%. Can not be used while immobilized or hindered.
  • Ravage – Instant; Attack Type: Melee; Cooldown 18 seconds; Range 4 meters; deals x weapon damage.
  • Saber Ward – Instant;  Cooldown 3 minutes; Increases Melee and Ranged defences by 50% and absorb 25% of damage coming from force and tech attacks. Last 12 seconds.
  • Smash – Instant; Attack Type: Force; Cost 3 Rage; Cooldown 15 seconds; Smashes up to 8 enemies within a 5-meter radius dealing X amount of kinetic damage. Stuns standard and weak enemies for 2 seconds.
  • Sweeping Slash – Instant; Attack Type: Melee; Cost 3 Rage; Slashes up to 8 enemies within 5 meters in front you dealing X amount of damage.
  • Unleash – Instant; Cooldown 2 minutes; Purges incapacitating and movement-impairing effects.
  • Unnatural Might – Instant; Cooldown 6 seconds; Range 30 Meters; Increases the targets Melee, Ranged, Force, and Tech damage and healing bonus by 5% for 60 minutes.
  • Vicious Slash – Instant; Attack Type: Melee; Cost 3 Rage; Range 4 metres; deals x weapon damage.
  • Vicious Throw – Instant; Attack Type: Melee; Cost 3 Rage; Cooldown 10 seconds; Range 10 Meters; Usable on targets at or below 30% Max Health.

Juggernaut Abilities
  • Chilling Scream – Instant; Attack Type: Force; Cost 2 Rage; Chills up to 8 enemies within 8 meters dealing X amount of elemental damage, and reducing movement speed by 50% for 8 seconds.
  • Endure Pain – Instant; Cooldown 1 minute; Temporarily increases your maximum health by 30% for 10 seconds. When the effect ends, the health is lost.
  • Enrage – Instant; Cooldown 45 seconds; Immediately increase 6 Rage.
  • Enraged Defense – Instant; Cooldown 2 minutes; Gain 12 Stacks of Enraged Defense when you take damage a stack will be consumed giving you X amount of health. This ability can be used while stunned but not while your health is above 70% health.\
  • Force Push – Instant; Attack Type: Force; Cooldown 1 minute; Range 10 meters; Knocks the target back several meters and knocks the target down for 2 seconds. Force Push finishes the cooldown of Force Charge.
  • Guard – Instant; Range 30 meter; the Guarded player takes 5% less damage and generates 25% less threat. If a guarded player stays within 15 meters 50% of all damage is transferred back to you.
  • Intercede – Instant; Cooldown 20 seconds; Range 30 meters; Leaps to a friendly target dropping their threat by a moderate amount and reduces the damage taken by 20% for 6 seconds.
  • Retaliation – Instant; Attack Type: Melee; Cost 2 Rage; Cooldowns 6 second; Rage 4 meters; Can not be parried, dodged, or missed. Can only be used after successfully defending against a melee or ranged attack, or after one of your melee attacks was parried, dodged, or missed.
  • Saber Reflect – Instant; Cooldown 1 minute; Reflects all single-target damage that is ranged, Force, or tech attacks back to the attacker for 3 seconds.
  • Saber Throw – Instant; Attack Type: Melee; Cooldown 30 seconds; Range 30 meters; Throws the main hand weapon to a distant target. Builds 3 Rage.
  • Sundering Assault – Instant; Attack Type: Melee; Cooldown 12 seconds; Range 4 meters; Generates 5 Rage dealing X amount of damage causing the target to become sundered. Sundered targets have their armour reduced by 20% for 45 seconds.
  • Taunt – Instant; Cooldown 15 seconds; Range 30 meters; Taunts the target forcing it to attack you for 6 seconds. Player targets deal 30% less damage when attacking anyone that’s not you for 6 seconds.
  • Threatening Scream – Instant; Cooldown 45 seconds; Taunts all targets within 15 meters forcing them to attack you for 6 seconds if you are in Soresu Form. If not in Soresu Form threat is immediately dropped by a moderate amount. Player targets deal 30% less damage when attacking anyone that’s not you for 6 seconds.

Sith Juggernaut Passives
  • Blade Turning – First 2 seconds of Saber Ward grants 100% melee and ranged defence.
  • Endless Rage – Generates 1 rage when attacked. This effect cannot occur more than once every 6 seconds.
  • Raging Assault – Reduces the cooldown of Sundering Assault and Aegis Assault by 3 seconds each and increases the rage they generate by 2.
  • Single Saber Mastery – Increase the damage dealt by your weapon by 20%.

Vengeance Discipline Abilities
  • Shatter – Instant; Attack Type: Force; Cooldown: 12 seconds; Resource Cost: 5 Rage; Range 4 meters; Channels the Force into your lightsaber and crushes your target under its weight, instantly dealing X – X internal damage with a further X internal damage over 12 seconds
  • Impale- Instant; Attack Type: Melee; Cooldown: 9 seconds; Resource Cost: 4 Rage; Range 4 meters; Impales the targets for X weapon damage.
  • Hew (Replaces Vicious Slash) Instant; Attack Type: Melee; Cooldown: 10 seconds; Resource Cost: 3 Rage; Range 30 meters; Hurls the main-hand lightsaber at a target dealing X weapon damage and slowing its movement speed by 50% for 3 seconds. Only usable on targets at of below 30% max health
  • Vengeful Slam (Replaces Smash) Instant; Attack Type: Force Cooldown: 9 seconds; Slams your weapon on the ground, causing a Force-empowered shockwave that deals X – X energy damage to up to 8 enemies within 5 meters. Stuns weak and standard enemies for 3 seconds

Vengeance Discipline Passives
  • Shien Form – Level Granted: 12; Utilize an aggressive lightsaber form, increasing all damage dealt by 6% and movement speed by 15%. All attacks that consume rage will refund 1 rage when used
  • Bloodbath  – Level Granted: 16; Smash and Vengeful Slam spread your bleed effects to all targets they damage, if at least one of the targets is already affected by your bleeds. In addition, Sweeping Slash deals 25% more damage to bleeding targets
  • Rampage – Level Granted: 20; Shatter finishes the active cooldown on Ravage and generates 3 rage.
  • Draining Scream – Level Granted: 24; Force Scream causes the target to bleed for X internal damage over 6 seconds.
  • Ruin – Level Granted: 28; Reduces the cooldowns of Smash and Vengeful Slam by 6 seconds each and both abilities no longer consume rage.
  • Ravager – Level Granted: 32; Melee attacks deal 5% more damage and the damage dealt by Ravage is increased by an additional 5%
  • Vengeance – Level Granted: 36; Reduces the cooldown of Impale by 6 seconds and Force Scream by 3 seconds
  • Eviscerate – Level Granted: 40; Impale causes the target to bleed for X internal damage over 6 seconds and beats the target down for 45 seconds. Beat Down targets take 5% more damage from melee attacks
  • Sundering Throw – Level Granted: 44; Reduces the cooldown of Saber Throw by 5 seconds and causes Saber Throw to sunder its target for 45 seconds. Sundered Targets have their armour rating reduced by 20%
  • Brawn – Level Granted: 48; Force Charge grants Brawn, providing immunity to interrupts, stuns, knockdowns, and incapacitating effects for 4 seconds. Additionally, during this time, damage reduction is increased by 20%
  • Savagery – Level Granted: 52; Shatter, Impale, Hew, and Vengeful Slam increases the critical chance of your next Force Scream by 50%. Last 15 seconds. Stacks up to 2 times
  • Deafening Defense – Level Granted: 56; Increases damage reduction by 5% at all times and by an additional 15% while Endure Pain is active
  • Destroyer – Level Granted: 60; Increases the damage dealt by your bleeding effects by 10%. In addition your Ravage and bleed damage has a 30% chance to trigger Destroyer, which finishes the cooldown on Hew and makes your next Hew consume no rage and usable on a target with any health level this effect cannot occur more than once every 20 seconds.
  • Gushing Veins – Level Granted: 64; Increases the critical chance of Shatter, Vengeful Slam, and bleeding effects by 5%
  • Bloodmaster – Level Granted: 68; For each of your bleeding effects active on an enemy target you deal 5% more bleed damage up to a maximum of 15% more bleed damage while Shatter, Draining Scream and Eviscerate are each bleeding a target

Utilities

Skillful

Masterful

Heroic

Gearing and Stats

With 6.0 gearing unlike previous expansions, there is more than one option in set bonuses and stat pool is vastly different depending on the level of the operation.


Amplifiers

What is an Amplifier? It is the greatest endgame content, the best credit sink known to the game. It’s a percentage “stat” that is applied to all left side, shells, armourings, mods, hilts, and barrels. The stats that appear on armourings, hilts/barrels, and on the Amplified Champion gear set shells is the only one that matters in actual combat. You can get amplifiers that can increase your damage output on different damage types and/or you can take damage reduction amplifiers on different damage types. 

To get the maximum amount of DPS Juggernauts want to have the Armour Penetration Amplifiers. The reasoning behind that is that you have 100% uptime on the Sunder debuff from Saber Throw, Sundering Strike, and Vengeful Slam (with utility).  If your not uber-rich or have bad luck on getting Armour Penetration I would recommend using Periodic Intensity next.

NAME DESCRIPTION PERCENTAGE MAX
Armour Penetration
Kinetic and energy damage attacks ignore a portion of the target’s armour
2.50%
Periodic Intensity
Increases the damage dealt by periodic effects
2.20%

Set Bonus

While there 6 base class Warrior set bonus and 2 Juggernaut set bonuses to choose from Descent of the Fearless is the only viable option. As you deal damage you can basically regain stacks of Furious Power fast enough to keep using in rotations while increasing your damage output. 

GEAR 2 SET 4 SET 6 SET
Descent of the Fearless Mastery +2% Whenever you gain or use a Furious Power ability charge while in combat, your damage is increased by 10% for 10 seconds Dealing damage has a 10% chance to build a Furious Power ability charge. Can only occur once every 5 seconds
GEAR EQUIP
Amplified Champion This equipment shell is enhanced with additional powerful Amplifier opportunies

I would get 6/7 of the Descent of the Fearless set and get 1/7 of the Amplified Champion set. Basically, it adds an extra Armouring list of Amplifiers to roll on.


Tacticals

Tacticals is a new 15th item on your character sheet that can change how abilities work and possibly change rotations around.  

TACTICALS DESCRIPTION  SOURCE
Cut to Pieces When a bleed tick critically hits, it reduces the cooldown of Vengeful Slam by one second
Flashpoint Bosses
Hemophilic Slash Ravage refreshes the duration of Force Scream, Impale, and Shatter’s bleeds on the target and ticks their damage.
Flashpoints Bosses
  • Single Target Tactical – Hemophilic Slash
  • AoE Target Tactical – Cut to Pieces

Stats

All PvE content for the exception of Duxn is level capped at level 70. In level 70 content you get a buff called Veteran’s Edge that caps your Mastery, Endurance, and Power. In level 75 content you regain all stats back. This changes how you gear for each content. 

Level 70 Content

  • Accuracy: 110.00% = 1589 – 1591 points there are several different types of ways to get exact 110.00% since there is a huge amount of different types of enhancements. The way I use is the new Accuracy stim which gives +264 in Accuracy with +431 Accuracy Earpiece 1 Accuracy Augment 74 +108 Accuracy, and 2 enhancements that can be added together to make up the rest of the stat used. I use Initiative 80R-19 and Initiative 80R-18 Enhancements to get 1589 Accuracy. 
  • Alacrity: This stat depends on if you are in a guild with the 5% Alacrity Guild Perk or not. Remember that the Guild Perk does NOT work in Nightmare or PvP content and therefore you may have to change stats around for the content you can’t use the perk in. 
    • If you don’t have the Guild perk Alacrity should be around 1213 for the 1.4 GCD.
    • If you do have the Guild perk Alacrity should be around 1821 for the 1.3 GCD.
  • Critical: Any stat you have leftover put in Critical Rating. Since Mastery and Power are both capped any points you add into it from augments is a waste of stat. 
  • Relics:  Devastating Vengeance (Equip Critical Relic) and Primeval Fatesealer (Clicky Alacrity Relic)
  • Ear: Sha’tek Initiative MK-19
  • Implant: Sha’tek Adept MK-19 x2
  • Crystals: Eviscerating (Critical Rating) x2
  • Augments: 1 Accuracy, 9 Alacrity, 4 Critical (This might change for more Critical Augments over Alacrity Augments depending on your Alacrity situation.)

Level 75 Content

  • Accuracy: 110.00% = 1589 – 1591 points there are several different types of ways to get exact 110.00% since there is a huge amount of different types of enhancements. The way I use is the new Accuracy stim which gives +264 in Accuracy with +431 Accuracy Earpiece 1 Accuracy Augment 74 +108 Accuracy, and 2 enhancements that can be added together to make up the rest of the stat used. I use Initiative 80R-19 and Initiative 80R-18 Enhancements to get 1589 Accuracy.  
  • Alacrity: This stat depends on if you are in a guild with the 5% Alacrity Guild Perk or not. Remember that the Guild Perk does NOT work in Nightmare or PvP content and therefore you may have to change stats around for the content you can’t use the perk in. 
    • If you don’t have the Guild perk Alacrity should be around 1213 for the 1.4 GCD.
    • If you do have the Guild perk Alacrity should be around 1821 for the 1.3 GCD.
  • Critical: Critical Rating cap is around 2820 if applying rest of your stat into Mastery. If you want to put more into Power, Critical Rating cap is around 3784. Mastery stat will always give better output over Power. 
  • Ear: Sha’tek Initiative MK-19
  • Implant: Sha’tek Adept MK-19 x2
  • Crystals: Eviscerating (Critical Rating) x2
  • Armourings: Versatile 80
  • Mods: Lethal Mod R-2 is the best one in terms of total stat pool and Mastery and Power ratio. Other good ones to have while BiS’ing is Lethal Mod R-1 through R-6. 
  • Relics: Focused Retribution (Equip Mastery) and Serendipitous Assault (Equip Power).
  • Augments: 1 Accuracy, 9 Alacrity, 4 Critical (This might change depending on your Alacrity situation if it does change you can then add in a Versatile (Mastery stat) augments over Critical augments.)  

Rotations and Priorities

Rotations can be subjective among different playstyles and from Parsing, Instance Encounter, PvP, and the different tacticals that is used.


Opener with Hemophilic Slash Tactical

Enrage > Furious Power > Sundering Assault > Impale > Shatter > Force Scream > Ravage > Vengeful Slam > Hew (if proc’ed)

The reason behind this opener is that you have travel time when using Saber Throw into a Force Charge into applying dots which means you are starting late on the DPS boards and behind the rest of the group by several GCD’s. Most encounters you want to do this opener there are a few encounters that leaping in is better usually because of a mechanic or just the nature of the encounter. 

Rotation Priority:

  1. Impale
  2. Shatter / Force Scream (Depending on CD timing)
  3. Force Scream / Shatter (Depending on CD timing)
  4. Ravage (MUST HAVE after 3rd dot is applied or you risk losing up time on all 3 dots)
  5. Vengeful Slam
  6. Hew
  7. Sundering Assault (Rage builder)
  8. Saber Throw (Rage builder)
  9. Vicious Slash (filler if everything is on CD)
  10. Retaliation

After the opener, Furious Power stacks should be in priority order of: 

  1. Impale
  2. Hew
  3. Ravage
  4. Sundering Assault
  5. Saber Throw
  6. Vicious Slash
  7. Retaliation

Because of the slow travel time of Hew and Saber Throw, Furious Power at the moment might not apply a stack to the next ability. 


AoE Rotation with Cut to Pieces Tactical

With Cut to Pieces tactical rotation goes out the window since Vengeful Slam pretty much is almost every other GCD or so. 

Rotation Priority:

  1. Shatter
  2. Vengeful Slam
  3. Impale
  4. Force Scream

As long as you have 1-2 or even all 3 dots on a target spam Vengeful Slam if Slam is on CD reapply a dot or two then slam again. When reapplying Impale dot make sure that you have a Furious Power stack applied to Impale. 


Tips and Tricks

How to Improve

As a Melee DPSer you spend a lot of time on your toes staying out of mechanics that is intended for DPS but also any cleave damage from bosses. Always practice moving and attacking, I call it improving your footwork I find the best way of getting this practice is doing PvP. PvP combat is always changing to be unpredictable which not only helps you improve attacking on the run but with when and how to use defensive cooldowns, and gives you better awareness of movement. Don’t just do PvP you should also get into any raids even SM raids to get a base understanding of the working mechanics. If you can always try to do the harder mode mechanics to keep practising them when you go into HM/NiM raids.

When an encounter pull is unsuccessful don’t just run back and thinking everything is ok. Think about that pull and understand why it was unsuccessful. Ask yourself what you could have done better and what the team could have done better for a kill.


Parsing

I highly recommend using Starparse at any time your running content. In PvP, it’s a great way to get a sense of how your DPS is in any given short window. In PvE always have it open to track how your DPS is on each fight even if it’s a pug run. You should always try to get the highest DPS on each boss. In any unsuccessful encounter pull set goals for yourself to get higher DPS than the pull before. 

You should always take some time to hit a parse dummy and work on rotations Take an hour or two every day to parse and set parsing goals for yourself. 


Raid Tips

Explosive Conflict

  • Firebrand/Stormcaller: As a DPS you should taunt Stormcaller during the Incinerate Armour to help out your tanks and healers. 
  • Kephess: When the Trenchcutters come out you can taunt them and Saber Reflect to kill them fast and not global your team. 

Terror from Beyond

  • Dread Guards: If you get Doom you can Mad Dash at the last second to avoid taking circles.  
  • Kephess: If you pick up an orb you can Saber Reflect and kill it.

Scum and Villainy

  • Dashrode: In all modes when you get lost you can Intimidating Roar the adds and use the Enrage movement speed increase then Mad Dash when the adds catch up to you use the Chilling Scream dot utility to get extra movement speed and gives the adds a slow while dealing some damage to them while you make your way back to the boss. 
  • Titan 6: In SM and HM when the boss goes up you can Mad Dash into the launch cloud to get to the boss faster and start DPSing again. NOTE: This does NOT work in Nightmare Mode. When you get the bomb in HM and NiM you can Mad Dash when it goes off to take no damage.
  • City Boss: You mostly get stuck on Gold Squad. You can Saber Reflect the non-healers Heat Beam. 
  • Styrak: The adds that pop up you can Saber Reflect the Force Lightning that they cast on you.  

Dread Fortress

  • Nefra: You want to take the Endure Pain utility to cleanse the dot every other time. It helps the healers out when you cleanse yourself as much as you can.
  • Draxus: When subteroths come out, get them to 50% then Mad Dash out to not get globaled from them. You can cleanse all the dots with the Endure Pain utility.

NOTE: The amount of damage reflected back from Saber Reflect has been nerfed since 6.0.


About the Author

Hi, I’m Andynul, I’m a Family and Friends beta tester for SWTOR since 2009, and been playing SWTOR ever since.  While I’ve been playing for a long time I didn’t start raiding much until near the end of 3.0. I have cleared almost all HM content on almost every class and cleared most of NiM on a Juggernaut. I want to thank Puddlejumper from <Failure>/<Sick Twisted Individuals> for kickstarting me into raiding, also want to thank Yolo from <Zorz>/<Failure> and Kalizo from <Failure> for the helpful advice and tricks to help make me become a better player. I also want to thank those who are in or associated with <The Obsidian Order> with the great time we spent on Revan and the great bagel memes with some hot Russian music. 

If you would like to contact me, message me in-game on any Andy toon or toons that start with “Darht” or Discord Andynul#8467.

About Xam Xam

Owner of MMO Bits, and formerly the owner of Xam Xam Says, Xam Xam is an Aussie who has been playing MMO's for over 5 years and can't get enough of them. She mainly plays Healing Classes but will also DPS and reluctantly Tank (if she has one). She prefers to PvP but doesn't mind doing all the other 'MMO bits' as well.

View all posts by Xam Xam