6.1 Rage Juggernaut PvE Guide by Andynul

An overview of the Rage Juggernaut Discipline. This guide covers abilities and passives, utilities, gearing and stats, rotations and some tips.

Written by Andynul, edited by Xam Xam.


Sith Warrior Abilities and Passives

Ability NameDetailsAbility Type
Assault
Generates 2 Rage dealing X amount of weapon damage.Type: Melee
Range: 4 Meters
Channel Hatred
Channelled 15 seconds; Regeneration health outside of combat.
Disruption
Interrupt the current action and prevent that ability to be used for the next 4 seconds.Cooldown: 12 Seconds 
Range: 4 Meters
Force Charge
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. Ability Charge 1 Stack 15 seconds rechargeType: Melee
Cooldown: 15 Seconds
Range: 10 – 30 Meters
Ability Charge 1 Stack 15 seconds recharge
Force Choke
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.Type: Force/Kinetic
Cooldown: 1 Minute
Range: 10 Meters
Force Scream
Deals x amount of Kinetic damage. In addition, Standard and Weak enemies are stunned for 4 seconds.Type: Force/Kinetic
Cooldown: 12 Seconds
Range: 10 Meters
Cost: 4 Rage
Furious Power
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 is consumed whenever you deal damage with these attacks. Recharges 1 ability charges every 30 seconds.Ability Charge: 4 stacks 30 seconds rechargeCooldown: 30 Seconds 
Ability Charge: 4 stacks 30 seconds recharge
Intimidating Roar
Paralyzes up to 8 enemies in fear preventing any actions for 6 seconds. Damage ends the effect prematurely.Cooldown: 1 Minute
Mad Dash
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.Type: Melee
Cooldown: 45 Seconds
Ravage
Deals x weapon damage.Type: Melee
Cooldown: 18 Seconds
Range: 4 Meters
Saber Ward
Increases Melee and Ranged defences by 50% and absorb 25% of damage coming from force and tech attacks. Last 12 seconds.Cooldown: 3 Minutes
Shii-Cho Form
Utilize a balanced lightsaber form, increasing all damage dealt and reducing all damage received by 3% 
Smash
Smashes up to 8 enemies within a 5-meter radius dealing X amount of kinetic damage. Stuns standard and weak enemies for 2 seconds.Type: Force/Kinetic
Cooldown: 15 Seconds 
Range: 5 Meters
Cost: 3 Rage
Sweeping Slash
Slashes up to 8 enemies within 5 meters in front you dealing X amount of damage.Type: Melee
Range: 5 Meters
Cost: 3 Rage
Unleash
Purges incapacitating and movement-impairing effects.Cooldown: 2 Minutes
Unnatural Might
Increases the targets Melee, Ranged, Force, and Tech damage and healing bonus by 5% for 60 minutes.Cooldown: 6 Seconds
Range: 30 Meters
Vicious Slash
Deals x weapon damage.Type: Melee
Range: 4 Meters
Cost: 3 Rage
Vicious Throw
Usable on targets at or below 30% Max Health.Type: Melee
Cooldown: 10 Seconds 
Range: 10 Meters
Cost: 3 Rage

Sith Juggernaut Abilities

Ability NameDetailsAbility Type
Chilling Scream
Chills up to 8 enemies within 8 meters dealing X amount of elemental damage, and reducing movement speed by 50% for 8 seconds.Type: Force/Elemental
Range: 8 Meters
Cost: 2 Rage
Endure Pain
Temporarily increases your maximum health by 30% for 10 seconds. When the effect ends, the health is lost.Cooldown: 1 Minute
Enrage
Immediately increase 6 RageCooldown: 45 Seconds
Enraged Defense
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.Cooldown: 2 Minutes 
Force Push
Knocks the target back several meters and knocks the target down for 2 seconds. Force Push finishes the cooldown of Force Charge.Type: Force/Kinetic
Cooldown: 1 Minute
Range: 10 Meters
Guard
While active, the guarded player takes 5% less damage and generates 25% less threat. In addition so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you. You deal 50% less damage while guarding.Range: 30 Meters
Intercede
Leaps to a friendly target dropping their threat by a moderate amount and reduces the damage taken by 20% for 6 seconds.Cooldown: 20 Seconds
Range:  30 Meters
Retaliation
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.Type: Melee
Cooldown: 6 Seconds 
Range: 4 Meters
Cost:  2 Rage
Saber Reflect
Reflects all single-target damage that is ranged, Force, or tech attacks back to the attacker for 3 seconds.Cooldown: 1 Minute
Saber Throw
Throws the main hand weapon to a distant target. Builds 3 Rage.Type: Melee
Cooldown: 30 Seconds 
Range: 30 Meters
Sundering Assault
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.Type: Melee
Cooldown: 12 Seconds 
Range: 4 Meters
Taunt
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.Cooldown: 15 Seconds
Range: 30 Meters
Threatening Scream
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, the threat is immediately dropped by a moderate amount. Player targets deal 30% less damage when attacking anyone that’s not you for 6 seconds.Cooldown: 45 Seconds
Range: 15 Meters

Rage Discipline Abilities

Ability NameDetailsAbility Type
Raging Burst
Blasts the enemy target with a powerful burst of Force energy, dealing X – X kinetic damage.Type: Force/Kinetic
Cooldown:  12 Seconds
Range: 10 Meters
Cost: 3 Rage
Obliterate
Jumps to a target, dealing X weapon damage and immobilizing it for 1 second. Can be used while immobilized. Strikes with both weapons if dual wielding.Type: Melee
Cooldown:  12 Seconds
Range: 10 Meters
Cost: 2 Rage
Force Crush
Progressively slows the target from 50% to 5% movement speed over 3 seconds and deals X kinetic damage each second. At the end of the duration the target is crushed and takes an additional X kinetic damage.Type: Force/Kinetic
Cooldown:  18 Seconds
Range: 10 Meters
Cost: 3 Rage
Furious Strike
Strikes the target for X weapon damage. Attacks with both weapons if dual wielding.Type: Melee
Cooldown:  9 Seconds
Range: 4 Meters
Cost: 5 Rage

Sith Juggernaut Passives

Ability NameDetails
Blade TurningFirst 2 seconds of Saber Ward grants 100% melee and ranged defence.
Endless RageGenerates 1 rage when attacked. This effect cannot occur more than once every 6 seconds.
Raging AssaultReduces 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%.

Rage Discipline Passives

Ability NameLevel GrantedDetails
Decimate12Increases the damage dealt by Smash by 40% and reduces the cooldowns of Smash and Raging Burst by 3 seconds each
Shii-Cho Mastery16Increases armour penetration by 15% and Force attack damage by 3%
Saber Strength20Increases the damage you deal with saber attacks by 5%
Dark Resonance24Increases the critical strike damage of all attacks by 15%
Battle Cry28Reduces the cooldown of Obliterate by 3 seconds and causes Force Charge and Obliterate to make your next Force Scream deal 5% more damage and generates 1 rage, rather than consume rage.
Overpower32Assault, Sundering Assault, Vicious Slash, Sweeping Slash, Retaliation, Force Scream, Vicious Throw, and Furious Strike reduce the active cooldowns of Smash, Raging Burst, and Obliterate by 1 second and Enrage by 2 seconds.
Dominate36Force Charge and Obliterate make your next Smash or Raging Burst used within 20 seconds an automatic critical hit
Cascading Power40Increases all damage dealt by 5% for 6 seconds after dealing damage with Smash or Raging Burst. This effect cannot occur more than once every 8 seconds.
Shockwave44Enrage and Force Crush grant Shockwave, increasing the damage dealt by your next Smash or Raging Burst consume no rage. Additionally the cooldown of Enrage is reduced by 15 seconds and Enrage generates 6 additional rage over 6 seconds when used.
Gravity Manipulation48Obliterate and Force Crush each consume 1 less rage
Brutality52Increases the critical strike chance of Vicious Throw and Furious Strike by 15%. Additionally, Intercede now purges all Movement-impairing effects.
Force Lash56Vicious Slash, Sweeping Slash, and Retaliation deal X -X additional Force energy damage.
Furious Power60Furious Strike enables Retaliation and beats down its target for 45 seconds. Beat Down targets take 5% more damage from melee attacks.
Enveloping Rage
64Activating Raging Burst or Smash increases your damage reduction by 10% for 6 seconds. This effect cannot occur more than once every 8 seconds
Fuming Rage68Force Crush grants Fuming Rage, making your next Obliterate or Furious Strike consume no rage.

Utilities

Skillful

Skillful UtilityDescriptionComments
PaybackReduces the cooldown of Unleash by 30 seconds and causes Unleash to heal you for 10% of your maximum health when used.Good to have a lower cooldown on your CC breaker mainly for PvP.
WarmongerGetting attacked reduces the active cooldown of Force Charge by 1 second. This effect cannot occur more than once every 1.5 secondsCan be used for PvP. Can be used in PvE when you have to leap around for extra interrupts or if a boss teleports.
OverwhelmRavage immobilises the target for 3 seconds.Can be used for PvP. 
Path CarverSweeping Slash deals 25% more damage.With Cut to Pieces Tactical this Utility becomes useless.
Deadly ReprisalTaking non-periodic area of effect damage generates 2 rage. This effect cannot occur more than once per second. More Rage.
Unyielding You generate 4 rage when stunned, immobilised, put to sleep, or knocked around.More Rage.
Pooled HatredWhenever your movement is impaired you gain a 10% damage bonus to your next ability that consumes rage. This effect can stack up to 5 times and lasts 15 seconds.Depends on the fight if your movement is impaired. Also perfect for PvP.
Sonic WallThreatening Scream protects all allies within range, excluding yourself granting Sonic Wall, which absorbs a moderate amount of damage. Last 10 seconds.This can help reduce some damage around the tanks and other melee DPS’ers. 

Masterful

Masterful UtilityDescriptionComments
Crushing Fist
For Immortal discipline Smash slows the targets it damages by 60%for 10 seconds. For Vengeance and Rage disciplines Smash and Vengeful Slam sunder the targets they damage for 45 seconds. Sundered targets have their armour rating decreased by 20%This is perfect to give an AoE armour penetration. 
StrangulateReduces the cooldown for Force Choke by 15 seconds.Mainly for PvP, can take in PvE if you need to stun faster like Turrets on Nahut. 
UnstoppableForce Charge grants Unstoppable granting immunity to movement-impairing effects and effects that push or pull around for 4 seconds.In Vengeance you already have this immunity.
Unshackling RageActivating Enrage purges movement-impairing effects and increases your movement speed by 50% for 6 seconds.Useful when you need speed. 
Seething HatredWhen you exit combat the active cooldown of Force Charge, Enrage and Saber Throw are reduced by 100%Okayish for PvP, would be okay for questing. 
Hardened DefenseFor Vengeance and Rage all area effect damage is reduced by 60% for 15 seconds after Threatening Scream is activated. For Immortal all damage is reduced by 30% while stunned.Must take for fights your going to take AoE damage great combo with the Sonic Wall Utility. 
Through PowerEnraged Defense increases your movement speed by 50% and grants immunity to movement-impairing effects while active.Mainly for PvP. 
Consuming Rage
Endure Pain removes all cleansable effects when activated.Self Cleanse A MUST Take Utility on fights that you want to Self Cleanse on.

Heroic

Heroic UtilityDescriptionComments
War BringerForce Charge enables your next Vicious Throw or Hew to be used against a target with any percentage of health. Lasts up to 15 seconds.If you can get leaps in a boss fight and not sacrifice anything important Utility or Ability wise. 
Through PassionReduces the cooldown of Enraged Defense by 30 seconds.Must Take for PvE and PvP helps get a DCD back faster.
Through VictoryMad Dash can be used while immobilized, purges movement-impairing effects when activated and deals 50% more damage. Additionally the cooldown of Mad Dash is reduced by 10 secondsAlways take if you can its a better Utility over Through Power Utility. 
Piercing ChillChilling Scream pierces enemies with an aching chill, dealing X elemental damage to all affected targets over 8 seconds. Additionally Chilling Scream grants Chilling Speed increasing your movement speed by 35% for 8 seconds.If you want more speed on fights like Hateful. Useful in PvP as Chilling Scream is your slow.
Thrown GauntletReduces the cooldown of Force Push and Intimidating Roar by 15 seconds. Additionally Saber Throw immobilizes the target for 3 seconds.Mainly for PvP, can take in PvE if you need to stun faster like Turrets on Nahut. 
Extending RoarIncreases the range of Force Scream to 30 meters but Force Scream deals reduced damage beyond 10 meters. Additionally Force Push deals 20% more damage and grants Extending Roar allowing your next Force Scream to deal full damage regardless of the distance from the target.Very limited for PvE not worth taking. It has some merit in PvP.



Intimidating PresenceForce Charge finishes the cooldown on Disruption. In addition Saber Reflect lasts 2 seconds longer and if Soresu form is being utilized generates a high amount of threat on all enraged enemies within 30 meters when activated. Helps get several interrupts and extra time on your reflect. Can be situational for PvE, extra time on a reflect in PvP could save your life. 
ReckoningIntercede grants Reckoning, increasing the damage dealt by your next melee ability by 20%. This effect lasts for 10 seconds. Additionally reduces the cooldown of Intercede by 5 seconds and reduces the threat and damage taken by an additional 10% each for the friendly target of Intercede.Great for PvP, it can depend on how often you use Intercede in boss fights. 

Gearing and Stats

With 6.0 gearing unlike previous expansions, there is more than one option of gear choices and different levels of what is considered best in slot on the content you’re playing in. 


Amplifiers

With 6.0, the amplifiers were introduced into the game. What are Amplifiers?

They are buffs that come on your gear (Shell, Armoring, Mod, Hilt, Barrel, Relics, Earpiece, Implant). They can buff you on multiple aspects like combat (increasing your damage reduction, damage dealt, healing output), crafting and gathering (efficiency) and even some quality of life/rewards (flashpoint, operations, pvp, more experience).

Each amplifier can come on 4 tiers (Premium, Prototype, Artifact and Legendary) and every time you obtain a piece, it can come with a random amplifier that you can reroll until you get the one you want. For each slot, there are different kinds of amplifiers. 

  • Shells: Crafting and quality of life (combat if Amplified Champion Shell)
  • Armorings/Hilts/Barrels: Combat
  • Mods: Crafting and quality of life
  • Implants/Earpiece: Crafting and quality of life
  • Relics: Crafting and quality of life

I would recommend getting Combat amplifiers first before going after crafting or quality of life as rolling amplifiers can get pricey. 

NameDescriptionPercentage Max
Armour Penetration Kinetic and Energy damage attacks ignore a portion of the target’s armour2.50%
Periodic IntensityIncreases the damage dealt by periodic effects2.20%
Force SensitivityIncreases the damage dealt by Force attacks1.00%
Weapon ExpertiseIncreases the damage dealt by weapon attacks.1.20%

I recommend using Armour Penetration amplifiers as most of your damage profile is mainly kinetic or already provides armour penetration.


Tacticals

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

Juggernaut Spec Tacticals
TacticalsDescriptionSource
Grit TeethThe cooldown of Enraged Defense is reduced by 2 seconds when you are attacked. This effect cannot occur more than once per secondCrafted – Biochem
Higher FocusEnraged builds one Furious Power ability chargeConquest Crates
Rancor’s TailActivating Saber Ward finishes the cooldown of Force PushPvP Crates
Throwing ArmSaber Throw lowers the targets accuracy by 70% for 6 seconds.PvP Crates
Rage DPS Tacticals
TacticalsDescriptionSource
Unknowing Ancient TextForce Crush builds a Furious Power ability chargeOperation Bosses
Joiner’s PressureActivating Force Push on a target affected by Force Crush grants Joiner’s Pressure increasing your damage dealt by 20% for 10 secondsOperation Bosses
Syn’s Second AmuletRetaliation refunds one rage and finishes the cooldown of Furious StrikeFlashpoint Bosses
Fury DPS Tacticals
TacticalsDescriptionSource
Causterised CoronaryFurious Strike causes its target to bleedOperation Bosses
Enrage CrushRaging Burst and Smash detonate Force Crush dealing Force Crush’s remaining damage up to 8 enemies in an area around the primary targetFlashpoint Bosses
Force BarterFurious Strike refunds one additional rage after it hits but refunds all its rage if you have fallen to zeroFlashpoint Bosses
PerseveranceUsing Obliterate with Furious Power causes it to critically hitDaily/Weekly Mission Crates
Recommended Tacticals
  • PvE Single Target Tactical: Causterised Coronary
  • PvE AoE Target Tactical: Enrage Crush
  • Solo Ranked PvP Tactical: Grit Teeth
  • Team Ranked PvP Tactical AoE Pressure: Enrage Crush
  • Team Ranked PvP Tactical Focused Fired: Grit Teeth

Set Bonus and Stats

Sith Warrior Set Bonuses
Gear2 Set4 Set6 Set Source
Descent of the FearlessMastery +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 secondsDaily/Weekly Mission Crates
Nimble MasterAlacrity +2%Force Charge gets two chargesPvP Crates
Perfect FormMastery +2%Vicious Slash and Massacre deal 5% more damageVicious Slash, Massacre, and Sweeping 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.PvP Crates
The UndyingEndurance +2%After executing Mad Dash you gain 20% damage reduction for 6 secondsConquest Crates
TormentedPower +2%After Force Choke stun effect finished, it slows its target and every target nearby it for 6 secondsPvP Crates
Force BoundAccuracy Rating +2%Enemies affected by Intimidating Roar have greatly reduced accuracy for 6 seconds after Intimidating Roar wears offCrafting – Synthweaving
Juggernaut Set Bonuses
Gear2 Set4 Set6 Set Source
Flawless RiposteMastery +2%Retaliate no longer has a cooldownTaking damage during Endure Pain grants Retaliator stacks increasing the damage of your next retaliation by 10% per stackOperation Bosses
Fulminating DefenseEndurance +2%Threatening Scream gets two charges.Endure Pain increases Elemental and Internal damage reduction by 75% for 3 seconds.Dxun Operation, Unidentified Boxes
Lord of Pain
Endurance +2%Threatening Scream’s cooldown is reduced by 5 secondsThreatening Scream increases your damage reduction by 2.5% for each enemy it hits. This effect lasts 10 secondsOperation Bosses
Recommended Set Bonuses

I recommend getting 1 Amplified Champion Set Piece to provide an extra combat amplifier. I also recommend making the Amplified Champion piece a Head Piece for PvE so that you don’t lose your set bonus when doing Dreadful or Hateful Entities. 

  • PvE DPS Build: Descent of the Fearless
  • PvE Survivability Build:  Force Bound; Lord of Pain
  • PvP DPS Build: Descent of the Fearless
  • Ranked PvP Build: Force Bound; Descent of the Fearless

Stats

With stats, there are several versions of Best in Slot for PvE as there is level 70 and level 75 content. In all level 70 content (capped content, Legacy Raids) your Mastery, Endurance, and Power is capped. In level 75 content (Dxun/Nature of Progress, PvP, Objective Meridian) nothing is capped.

Level 75 PvE Stats
  • Power – 10,082 
    • Armourings – 8 Versatile Armouring 80 / 80R-1
    • Hilt – 1 Versatile Hilt 80 / 80R-1
    • Mods –  9 Lethal Mod 80R-2
  • Critical – 3,200
    • Enhancements – 3 Adept 80R-19
    • Augments – 5 Advanced Critical Augments 74 
    • Crystals – 2 Eviscerating Crystals
    • Ear –  1 Sha’tek Adept Device MK-19
    • Implants – 2 Sha’tek Adept Package MK-19
    • Stim – Advanced Kyrprax Proficient Stim / Advanced Kyrprax Proficient Stim MK-2
  • Alacrity – 1,216
    • Enhancements – 2 Nimble 80R-19
    • Augments – 4 Advanced Alacrity Augments 74
  • Accuracy – 1,590
    • Enhancements – 1 Initiative 80R-18;1 Initiative 80R-19
    • Augments – 5 Advanced Accuracy Augments 74 
    • Stim – Advanced Kyrprax Proficient Stim / Advanced Kyrprax Proficient Stim MK-2
  • Relics – 1 Serendipitous Assault, 1 Focused Retribution 
  • Adrenal – Advanced Kyrprax Attack Adrenal / Advanced Kyrprax Attack Adrenal MK-2
Level 70 PvE Stats
  • Power – 6,851
    • Armourings – 8 Versatile Armouring 80 / 80R-1
    • Hilt – 1 Versatile Hilt 80 / 80R-1
  • Critical – 3,200
    • Enhancements – 3 Adept 80R-19
    • Augments – 5 Advanced Critical Augments 74 
    • Crystals – 2 Eviscerating Crystals
    • Ear –  1 Sha’tek Adept Device MK-19
    • Implants – 2 Sha’tek Adept Package MK-19
    • Stim – Advanced Kyrprax Proficient Stim / Advanced Kyrprax Proficient Stim MK-2
  • Alacrity – 1,216
    • Enhancements – 2 Nimble 80R-19
    • Augments – 4 Advanced Alacrity Augments 74
  • Accuracy – 1,590
    • Enhancements – 1 Initiative 80R-18;1 Initiative 80R-19
    • Augments – 5 Advanced Accuracy Augments 74 
    • Stim – Advanced Kyrprax Proficient Stim / Advanced Kyrprax Proficient Stim MK-2
  • Defense – 3,051 / 3,294
    • Mod – 9 Warding Mod 80 / 9 Warding Mod 80R-20
  • Relics – 1 Devastating Vengeance, 1 Primeval Fatesealer
  • Adrenal – Advanced Kyrprax Critical Adrenal / Advanced Kyrprax Critical Adrenal MK-2
Level 75 PvP Stats
  • Power – 10,193
    • Armourings – 8 Versatile Armouring 80 / 80R-1
    • Hilt – 1 Versatile Hilt 80 / 80R-1
    • Mods –  9 Lethal Mod 80R-2
    • Stim – Advanced Kyrprax Versatile Stim / Advanced Kyrprax Versatile Stim MK-2
  • Critical – 3,875
    • Enhancements – 5 Adept 80R-19
    • Augments – 5 Advanced Critical Augments 74 
    • Crystals – 2 Eviscerating Crystals
    • Ear –  1 Sha’tek Adept Device MK-19
    • Implants – 2 Sha’tek Adept Package MK-19
  • Alacrity – 1,216
    • Enhancements – 2 Nimble 80R-19
    • Augments – 4 Advanced Alacrity Augments 74
  • Accuracy – 540
    • Augments – 5 Advanced Accuracy Augments 74 
  • Relics – 1 Serendipitous Assault, 1 Focused Retribution

Rotation

Rage Juggernaut rotation is almost ability by ability the same as Fury Marauder. There are some noticeable differences.


Opener

Opener #1

Rage Juggernaut Opener

Vicious Throw -> Furious Power -> Enrage -> Ravage -> Raging Burst -> Furious Power -> Furious Strike -> Retaliation -> Obliterate -> Sundering Assault
Force Crush -> Raging Burst -> Furious Power -> Furious Strike -> Obliterate -> Force Scream

Opener #2

You can leap or throw your saber but wouldn’t recommend wasting any more GCDs in an opener. 

Force leap -> Furious Power -> Enrage -> Ravage -> Raging Burst -> Furious Power -> Furious Strike -> Retaliation -> Obliterate -> Sundering Assault
Force Crush -> Raging Burst -> Furious Power -> Furious Strike -> Obliterate -> Force Scream


Core Rotation

Rage spec is a very constant set rotation with no room for error.

Rage Juggernaut Core Rotation

Ravage -> Raging Burst -> Furious Power -> Furious Strike -> Retaliation -> Obliterate -> Sundering Assault
Force Crush -> Raging Burst -> Furious Power -> Furious Strike -> Obliterate -> Force Scream

Rotation Priority 
Block A:
  • Ravage
  • Raging Burst
  • Furious Power
  • Furious Strike
  • Retaliation
  • Obliterate
  • Sundering Assault
Block B:
  • Force Crush
  • Raging Burst
  • Furious Power
  • Furious Strike
  • Retaliation
  • Obliterate
  • Force Scream
  • Enrage
Furious Power Priority
  • Furious Strike
  • Vicious Throw
  • Obliterate
  • Ravage
  • Retaliation
  • Vicious Slash
  • Saber Throw
  • Sundering Assault

AoE Rotation

Rage Juggernaut AoE Rotation

Ravage -> Smash -> Furious Power -> Furious Strike -> Sweeping Slash -> Obliterate -> Sundering Assault
Force Crush -> Smash -> Furious Power -> Furious Strike -> Sweeping Slash -> Obliterate -> Sundering Assault

Rotation Priority 
Block A:
  • Ravage
  • Smash
  • Furious Power
  • Furious Strike
  • Sweeping Slash
  • Obliterate
  • Sundering Assault
Block B:
  • Force Crush
  • Smash
  • Furious Power
  • Furious Strike
  • Sweeping Slash
  • Obliterate
  • Force Scream
  • Enrage

Tips and Tricks

How to Improve

As a Melee DPSer you spend a lot of time on your toes staying out of mechanics that are 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 think 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 you’re 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
  • Zorn and Toth: The red and yellow can be reflected. I would not recommend standing in a purple circle. You can reflect Fearful from Zorn however it’s best to avoid attacking Zorn as a melee unless you need to help DPS Zorn.
  • Firebrand and Stormcaller: When on Firebrand you can taunt Incinerate Armour to help your tank out. 
    • Things you can reflect
      • Double Destruction from Stormcaller
      • Attacks from adds
      • Lightning Pylons that the healer kits 
  • Colonel Vorgath: You can reflect the boss’ direct attacks if you have aggro and the turrets. If you get the grenade you can Mad Dash it.
  • Warlord Kephess: Reflectable Content
    • Trandoshan Warriors
    • Savage Arcing Slash
Terror from Beyond
  • Writhing Horror: Spec into the Consuming Rage utility to self cleanse the Corrosive Slime which drops a yellow circle when cleansed.
  • Dread Guards: Heirad’s Force Lightning can be reflected. Ciphas Doom can be Mad Dashed.
  • Operator 9: 
  • Kephess the Undying: Reflectable content
    • Focused Laser Blast
    • Energy Distortions
    • Volatile Emissions
  • Terror from Beyond: Reflectable content
    • AoE Tentacle Slam during the first phase
    • Terror from Beyond Scream
    • Hypergate Irregularity
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. You can also reflect the adds if you get aggro on them.
  • Thrasher: Can reflect Firebugs AoE and Snipers. 
  • Operations Chief: Reflectable Content
    • Gold Squad: Heat Beam
    • Operations Chief: Terminate
  • Olok the Shadow: 
  • The Cartel Warlords: Reflectable Content
    • Horics direct attacks
    • Sunders: The End
    • Vilus: Stabbing Spree
  • Dread Master Styrak: Reflectable Content
    • Kell Dragon: Spines
    • Lightning Explosions
    • Forcing Lightning 
    • Thundering Blast
Dread Fortress
  • Nefra, Who Bars the Way: 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.
  • Gate Commander 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. Reflectable Content
    • Subteroth Explosion: however Mad Dash is better to use to survive. 
    • Force Lightning
  • Grob’thok, Who Feeds the Forge: 
  • Corruptor Zero: Reflectable Content
    • Chest Laser
    • Missile Barrage
    • Ranged Adds attacks
  • Dread Master Brontes: Reflectable Content
    • Orbs
    • Droid attacks during the clock phase
Dread Palace
  • Dread Master Bestia
  • Dread Master Tyrans
  • Dread Master Calphayus: Reflectable Content
    • Inevitability
    • First left Adds Force Lightning 
  • Dread Master Raptus: Reflectable Content
    • Force Execution
  • The Dread Masters: You want to use Endure Pain to self cleanse Death Marks. You can reflect Dread Master Bestia’s Force Push
The Ravagers
  • Sparky: Brutal Pounce 
  • Quartermaster Bulo: Reflectable Content
    • Scatter Blast
    • Mass Barrage
    • Ore Carts
    • Pirates attacks
  • Torque: Reflectable Content
    • Turrets 
    • Fire Device
  • Blaster: Reflectable Content
    • Rain of Pain
  • Coratanni: Reflectable Content
    • Deck guns
    • Ruugars Dot
Temple of Sacrifice
  • Malaphar the Savage: Reflectable Content
    • Spear Throw
  • Sword Squadron
  • The Underlurker
  • Revanite Commanders: Reflectable Content
    • Kurse’s Smash
    • Deron’s Guided Missile Volley
    • Revanite Mandalorians direct attacks
  • The Returned: Reflectable Content
    • Heave
    • HK Red Circle 
    • The middle droid on floor one
Toborro’s Courtyard
  • Golden Fury: Reflectable Content
    • Purple Circle
    • Attacks from adds
Heart of Ruin
  • Colossal Monolith: Reflectable Content
    • Ground Slam
    • Curse

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


About the Author and Special Thanks

Hi, I’m Andynul, I’m a Family and Friends beta tester for SWTOR since 2009, and have 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.

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