Class guides DPS SWTOR

SWTOR Vengeance Juggernaut DPS Guide by Rydarus

SWTOR 4.0 Vengeance Juggernaut DPS guide written by Rydarus of The Ebon Hawk.


Introduction to the Vengeance Juggernaut

Hey, Rydarus here, rewriting this guide for another go around. You’ll notice a lot of information remains the same, but I’ve adjusted a lot of crucial points that I feel I failed to bring up in prior versions of the guide, and solidified my mentality in running the spec.

A few notes:

I’m now focusing full time on an “Alacrity” based guide. It may very well be not the only way to run this Discipline, but it’s the way I do it, and it’s what I’m going to teach. Juggs have transitioned from being a very decent Melee dps in 3.0, to being more of a Rage Marauder during the 2.0 tier. We have amazing AOE, but weak single target and higher immobility. We have mediocre burst and mediocre sustained DPS, but again, we have very strong AOE. The spec is still immensely fun to play however, and with a bit of upkeep and work, you too can bring it into HM and NiM raiding.



Defensive Cooldowns


Mad Dash
  • Cooldown: 45 seconds
  • Range: 20 Meters
Blade Blitz

  • Increases your Defense and Resist chance by 100% and dashes you forward 20 meters, dealing minor damage to everyone in your path.
  • Sends you where your body is facing, not where your camera is facing.


  • Duration:10 seconds
  • Cooldown: 1 minute

Endure Pain

  • Increases your maximum HP by 30% for a short period of time.
  • Deafening Defense (from Vengance): Endure Pain grants the character 15% Damage Reduction
  • True Harmony (Heroic Utility): 50% movement speed and immunity to movement impairing effects.
  • Duration: 12 seconds
  • Cooldown: 3 minutes

Saber Ward:

  • Increases Melee and Ranged Defense by 100% for 2 seconds (Blade Turning) and Melee Ranged Defense by 100% for 12 seconds at the same time, as well as granting 25% Damage Reduction to Force and Tech attacks.
  • Duration: 3 seconds
  • Cooldown: 1 minute

With Intimidating Presence

  • Duration: 5 seconds
Saber Reflect:

  • All Ranged, Force, and Tech direct attacks are reflected back at the attacker.
  • Duration: 10 seconds
  • Cooldown: 2 minutes

With Through Passion

  • Cooldown: 1.5 minutes
Enraged Defense:

  • Heals for a significant amount upon damage taken. Every time you take damage, one stack of Focused Defense is consumed. Has 12 charges.
  • Cooldown: 20 seconds

With Intercessor:

  • Cooldown: 15 seconds

  • Leaps you at any targeted Ally, reducing their damage taken by 20% and reducing their threat by an insane amount. Damage reduction and threat reduction increased with the utility Intercessor.


  • Cooldown: 45 seconds
  • Duration: 15 Seconds
Challenging Call (Commanding Awe)

  • Decreases your threat by a moderate amount and decreases your Area of Effect Damage taken by 60% for the next 15 seconds.

Discipline Utilities

Utilities can vary, but these are a few recommended basic builds. You will never need a build outside of these. None of the new 4.0 utilities are useful at all for PVE. Not a single one.

Skillful / Masterful / Heroic

Traditional Build (Sparky, Malaphar, Sword Squadron, Revanite Commanders, Underlurker SM, Master Blaster, Revan SM, Coratanni SM)

  • Republic: Battlefield Command, Unremitting, Narrowed Focus, Trailblazer / Purifying Sweep / Through Peace, True Harmony
  • Empire: Warmonger, Unstoppable, Deadly Reprisal, Pathcarver / Crushing Fist / Through Passion, Through Power

The Reflector (Bulo, Torque, Karraga The Unyielding)

  • Republic: Battlefield Command, Unremitting, Narrowed Focus, Trailblazer / Purifying Sweep / Daunting Presence, True Harmony
  • Empire: Warmonger, Unstoppable, Deadly Reprisal, Pathcarver / Crushing Fist / Intimidating Presence, Through Power

The Slayer of the Ruined World (Colossal Monolith)

  • Republic: Battlefield Command, Unremitting, Narrowed Focus, Second Wind / Purifying Sweep / Daunting Presence, True Harmony
  • Empire: Warmonger, Unstoppable, Deadly Reprisal, Payback / Crushing Fist / Intimidating Presence, Through Power

Avenger (Underlurker HM)

  • Republic: Battlefield Command, Unremitting, Narrowed Focus, Trailblazer / Purifying Sweep, Gather Strength / True Harmony
  • Empire: Warmonger, Unstoppable, Deadly Reprisal, Pathcarver / Crushing Fist, Pooled Hatred / Through Power

Revanchist (Revan HM)

  • Republic: Battlefield Command, Unremitting, Narrowed Focus, Defiance / Purifying Sweep, Gather Strength / True Harmony
  • Empire: Warmonger, Unstoppable, Deadly Reprisal, Unyielding / Crushing Fist, Pooled Hatred / Through Power


  • Single Target Dps: 6
  • AoE Damage: 10
  • Group Utility: 6
  • Rotation Difficulty: 7.5
  • RNG Dependant: Somewhat on a few abilities.
  • Burst: 6
  • Sub 30% Talent or Ability Buffs: No (Execute available before 30% and execute very marginal in increase of damage)

Gearing Methodology:

My gearing method is upon which my guide is based. I make no claims that it is optimal, it’s just how I play. (However I highly suspect it’s close to optimal if it isn’t already.)

  • 6PC VINDICATOR Set Bonus from 4.0 (The old bonus is NOT WORTH KEEPING). No other set bonus is superior, keep it, love it.
  • 685 Accuracy is the cap, not 682. 685 gets you to 100.01% Accuracy.
  • I dislike going under the accuracy cap because it’s not raid realistic, as such I do not use Bant’s numbers. (Though otherwise I think they are fine.) Note that one lucky crit will more than make up for the difference between Bant’s numbers and my numbers, but my gear gets you raid security.
  • This gear is for RAIDING, not DUMMY PARSING. I don’t give two shits if your gear gets you 8k DPS, if you can’t pull good numbers in a raid, that dummy parse is meaningless to me. Capeche?
  • No Alacrity isn’t bad, yes, Mastery Augments are shit. No I’m not doing a Basic gearing build this time around.
  • Crit isn’t bad. Seriously. It’s amazing.
  • Please no defense mods. Should be self explanatory but people ask me these things. All mods are power. Plz.
  • Unlettered Lethal Mods, Adept, Initiative, and Quick Savant Enhancements are all the modifications you should ever have. If you have ANYTHING else, you’re doing it wrong.
  • About the Suggested Setup: Only the 224 and the 220 are actually optimal, the goal is to get you to the optimal gear ASAP with minimal hairpulling and pain on your part. If you get different drops and stuff, adjust your gear accordingly, but as long as you are approximate to these ratings, you’re fine. (except for accuracy, that needs to be what it is in the guide).


Note: Earpieces and Implants are counted as enhancements in the gearing goal below for interchangeability sake. Run 2x CRIT CRYSTALS (Eviscerating).

208 Goal

  • 2 Initiative Enhancements + 6 Accuracy Augments = 712 Accuracy Rating
  • 3 Quick Savant Enhancements + 6 Alacrity Augments= 849 Alacrity Rating
  • 5 Adept Enhancements + 2 Critical Augments = 831 Critical Rating


216 Goal

  • 2 Initiative Enhancements+ 6 Accuracy Augments = 742 Accuracy Rating
  • 3 Quick Savant Enhancements + 6 Alacrity Augments = 894 Alacrity Rating
  • 5 Adept Enhancements + 2 Critical Augments = 902 Critical

220 goal

  • 2 Initiative Enhancements + 5 Accuracy Augments =685 Accuracy Rating
  • 3 Quick Savant Enhancements + 5 Alacrity Augments =845 Alacrity Rating
  • 5 Adept Enhancements + 4 Critical Augments = 1092 Critical Rating

224 goal

  • 2 Initiative Enhancements + 5 Accuracy Augments = 701 Accuracy Rating
  • 3 Quick Savant Enhancements + 5 Alacrity Augments = 869 Alacrity
  • 5 Adept Enhancements + 4 Critical Augments = 1132 Critical Rating


What you need to know beforehand

Before we begin to learn the rotation of the Vigilance rotation itself, you first have to commit to memory the various “Procs” that generate various outcomes and abilities in Vigilance. There are 4 Major Procs and Passive Effects in Vigilance and 1 Minor Proc.

Major Procs and Passive Effects


Shatter has a 100% chance to reset the cooldown on Ravage.


Grants 50% critical chance increase to Force Scream. Savagery is generated by Impale, Shatter, Vengeful Slam, and Vicious Throw. Stacks up to two times. Lasts 15 seconds.


Periodic Damaging Effects and Ravage both have a 30% chance to generate Destroyer. Destroyer allows Vicious Throw to be free and usable on a target regardless of health level. Can occur only once every 20 seconds.


Vengeful Slam
spreads your periodic damaging effects, provided that at least one victim of Vengeful Slam is affected by your damage over time effects. However, if the target affected by your damage over time effects dies from Vengeful Slam, your Damage over Time effects will not be spread to the other victims.

Abilities (Not a priority system. Cooldowns are an approximation and ARE AFFECTED by Alacrity)


  • Cooldown: 8.2 seconds
  • Requires: 4 Rage
  • Consumes: 3 Rage
  • Range: 0-4M
Impale: Does high Melee Kinetic damage with a 6 second Force Internal Damage over Time effect that does moderate damage. This Damage over Time effect can be spread by Bloodbath! Generates one stack of Savagery. Each tick of the Damage over Time effect has a 30 percent to generate Destroyer.

  • Cooldown: 11 seconds
  • Requires: 5 Rage
  • Consumes: 1 Rage
  • Range: 0-4M
Shatter: Does high force elemental damage on initial application with a 12 second Elemental Damage Over Time Effect that deals high Damage. This Damage over Time effect can be spread by Bloodbath! Generates one stack of Savagery and resets the cooldown on Ravage. Each tick of the Damage over Time effect has a 30 percent to generate Destroyer.
  • Cooldown: 8.2 seconds
  • Requires: 4 Rage
  • Consumes: 3 Rage
  • Range: 0-10M
Force Scream:
Does moderate Kinetic Force damage on initial application with an internal force damage over time effect of 6 seconds. This Damage over Time effect can be spread by Bloodbath! Each tick of the Damage over Time effect has a 30 percent to generate Destroyer. With the 6pc Set Bonus, Force Scream grants Vindicator’s Critical Bonus, increasing critical chance of your next Impale by 100%.
bladerush_thumb1 Normal:

  • Cooldown: 16.4s
  • Activation Range: 0-4M
  • Channel Time: 2.74 seconds

With Rampage proper usage

  • Cooldown: 11s
Ravage: Is the traditional cornerstone of the Vengeance Juggernaut and deals a significant portion of your single target damage. Shatter resets the cooldown on Ravage.
throwexecute_thumb1 General:

  • Range: 0-10M
  • Cooldown: 9.1 seconds

Without Destroyer:

  • Rage Cost: 2
  • Rage Requirements: 3

With Destroyer:

  • Rage Gain: 1 Rage
  • ICD: 18.2 seconds
  • Rage Requirements: N/A
Vicious Throw:
Execute ability (sub 30% phase) and every ~18.2 seconds after Destroyer is procced. It deals high kinetic weapon damage.
  • Range: 0-4M
  • Cooldown: 11 seconds
  • Rage gain: 7 Rage
Sundering Assault:
Your primary filler. It’s a core rotational ability in the fact that it’s the quickest method for generating Rage you have in a single GCD. In addition, if you have your 2 pc set bonus, every 27.3 seconds, it generates a 15 second buff that increases all damage you deal by 2%!


  • Cooldown: 41.1 seconds
  • Rage Gain: 6 Rage
Instant ability off the GCD. Generates 6 focus. Should be used when Sundering Assault is on cooldown and you NEED rage
  • Rage Gain: 1 Rage
  • Cooldown: 8.2 seconds
  • Target Maximum: 8
  • AOE type: 360 degrees
Vengeful Slam:Is your primary AOE and secondary filler, and is HIGHLY damaging, doing almost as much damage as Vicious Throw! Due to Bloodbath, Vengeful Slam can be used to spread your Damage over Time effects to multiple targets. When specced into Crushing Fist Vengeful Slam applies an armor debuff to it’s victims.
  • Rage Gain: 3
  • Range: 0-30M
  • Cooldown: 22.8 seconds
Saber Throw: Saber Throw generates 3 focus. It is a very effective filler, and applies an armor debuff in Vengeance.
  • Rage Gain: 3
  • Channel Time: 1.5 seconds
  • Stun Duration: 4 seconds
  • Cooldown: 1 minute
Force Choke:

Does low damage over 4 seconds and stuns the target. Generates 3 Rage OVER TIME.

  • Knocks back: 10M
  • Range: 0-10M
  • Cooldown: 1 minute
Force Push:Knocks the target down for moderate damage.
sweeping slash
  • Rage Requirement: 3
  • Rage Cost: 2
  • Radius: Within 5 M
  • Type of AOE: Cleave
Sweeping Slash: AOE ability that does moderate damage to multiple targets. Does more damage to bleeding targets.
  • Focus Gain: 3
  • Focus Range: 10-30M
  • Cooldown: 13.7 seconds
  • W/ Warmonger, the cooldown is highly variable based on damage intake.
Force Charge:Closes the gap between you and your target instantly, cannot be used if character is under cover.
  • Cooldown: 3 minutes

Attack Adrenals:

It’s an adrenal. It gives stats. Buy them, use them on CD / when necessary.

assault Assault: Junk ability – dump them
vicious slash Vicious Slash: Junk ability – dump them

The Rotation

This section features openers, priority, rotation strategy, clipping master strike, tips and tricks, and AoE priority


Since 2.6 and the major Vengeance improvements, plus the changes made in 3.0, the Vengeance rotation is far more set in stone. Vengeance has very little RNG besides crits, but most players have an inaccurate or simplified rotation. The general BiS (best in slot) RAID opener in Vengeance is:


You can always do this opener of you experience downtime, provided they are all off cooldown, so for example if you have downtime on the boss, afterwards, you want to use some combination of the pre Impale abilities, generate enough focus, then Impale, Ravage, Shatter, etc. Back to back Ravage is key to reengaging with the boss.

After the opener, you then flow into the priority system.

Priority System

shatterimpale_thumbforcestream_thumb 1: Shatter, Impale, and Force Scream all ABSOLUTELY on cooldown, no questions asked. Priority flows from top to bottom in worst case scenario (IE everything is off CD) UNLESS Ravage is off CD, then repeat opener beginning from Impale.You should be using Shatter every 11 seconds, Impale and Force Scream every 8.2 seconds. This means that occasionally Force Scream will be used with only 1 stack of Savagery. That is fine in most cases, especially when first learning.

The very best Vengeance keep all 3 on CD and never lose a Force Scream crit by delaying Vicious Throw until the stack is actually needed and using Vengeful Slam in it’s stead. If you delay one DoT by a GCD, what happens is the one that was delayed will collide with another, forcing you to delay one DOT again in order to realign the rotation. If you use all 3 abilities, the average you spend is 8 rage, therefore the magic number of Vengeance is 8. Make sure you have 8 rage every time you start a DoT cycle, but at the same time if you are at a position where Shatter is your first attack and you already have Force Scream on cooldown, you only need more 5 Rage to use Shatter and Impale, but you need 8 to use Impale THEN Shatter. Also, every 32.616 seconds, Impale is used twice in one Shatter cycle, and the window after, Force Scream is used twice in one cycle. This is the most resource intensive of the rotation, and where you ABSOLUTELY need extra resource in order to come out still rotationally sound.

2: Ravage is the second most important ability on the list if you are following the above priority system down to the very millisecond. If you can keep all 3 dots on cooldown with no delay, WHILE using Ravage every 11 seconds, and making sure to use Vicious Throw every time Destroyer is up to keep your stacks of Savagery up, you have officially accomplished the main goal of the spec.
In order to do this, you want to try and make it so that Ravage is only activated when Shatter, Impale, and Force Scream all have more than 2.74 seconds left on the CD.
vengslam_thumbthrowexecute_thumb1 3:The Floating Savages (Vicious Throw+Destroyer and Vengeful Slam)These two abilities, I have named as such because they are the abilities that you use to round out your Savagery usage. During the double Force Scream window, you still only have 1 Savagery stack from Impale and and another from Shatter. In this 11 second window, to get the 4 stacks required for Force Scream, in that 11 you need a combination of luck and skill to MAXIMIZE Savagery generation, otherwise you will end up with only 1 stack. If you tank at all, this is similar to the taunt -> AOE Taunt “Taunt opener,” you use lower CD abilities before longer CD abilities (in this case an ICD) staggered across the rotation in order to maintain DPS. When first learning the rotation, do not occupy yourself with this.

The idea goes that you never want to use Vicious Throw immediately when it procs, because if the Force Scream sandwich window appears, you don’t have Vicious Throw available. I consistently delay Vicious Throw by 10 seconds or more for at least half of the ICD, generally if you just procced dispatch and feel like using it, don’t. Vengeful Slam instead. Prioritizing Vengeful Slam over Vicious Throw will fix the Force Rush issue as well as humanly possible, after that it’s pretty much getting lucky Destroyer procs.

3A: Vengeful Slam is your primary high damage filler and does extreme damage, but the rotation is too tight to use it on cooldown. It should be used when there is MORE THAN 1 opponent or when you are not in dire need of resource and need a filler. It also spreads DoTs via Bloodbath. Generally you want to use Vengeful Slam as often as possible without disturbing resource regeneration.

3B: Vicious Throw with Destroyer is very important. When getting the proc, you have 18.2 seconds to use it, so while you don’t need to activate it immediately, as there are other more important abilities, you need to make sure you don’t accidentally drop the buff. You should almost never use it when it immediately procs. See above.

sunderingassault_thumb 4: Sundering Assault is your highest priority filler. Use it on CD as long as you don’t cap out or waste the majority of it’s resource gain. In certain situations, Sundering Assault is the most important ability in your rotation, at least in priority. Consider this situation: Sundering Assault is off cooldown, and Master Strike is off cooldown,and you have 3 GCDs seconds until you need to use Shatter. Following the priority system verbatim, would mean this ability queue would occur:

  • Ravage->Sundering Assault->Shatter

But this isn’t optimal! Because you can reset the CD of Ravage anyway, you can actually push it back a little farther! Therefore, the actual optimal rotation prioritizes Sundering Assault in this particular pass of the rotation, because you can’t reset sundering assault, and it’s your primary rage builder! The actual optimal rotation would be:

  • Sundering Assault->Ravage->Shatter

Same outcome, but the next time you do Sundering Assault, you get it 3 seconds earlier! In addition, it also generates 2% extra damage for 15 seconds every 27.3 seconds! (2pc Set Bonus)

saberthrowsith_thumb 5: Saber Throw is your Secondary Filler/Ranged Move
rage_thumb 6: Enrage should be used when you absolutely need Rage and Sundering Assault is on CD or you don’t have another GCD to spare.
choke_thumb 7: Force Choke is a weak damage filler but should be used when you need more than 1 resource in the next GCD due to abilities coming off CD and none of the above focus generating fillers are available, or if you’re being ranged.
forcethrow_thumb 8: Force Push mediocre filler but has a range, also useable as a knockback. Good when topped out on Rage and Vengeful Slam is NOT AVAILABLE. Use when ranged.
throwexecute_thumb1 10: Dispatch (Non Destroyer) This is absolutely your last priority fillers on a dummy, as it damages the stability of your rotation. Using this will ruin your DoT application. On a boss, it should be used when you are being outranged. The only time this is good to use is in heavy AOE phases that guarantee you receive 2 Rage every 9 seconds (9 seconds is the CD on Dispatch.)


Full Boar AoE Priority (3+, preferably 4+)

AOE in Vengeance is fairly simplistic, and contrary to popular belief, is NOT based on a priority system, but a set rotation of sorts that endlessly repeats. This system is designed to swap all damage towards AOE. The principle behind this is to increase your cyclone slash / sweeping slash damage using your DoTs, and keeping at least one DoT on all encountered enemies at once.

As Plasma Brand / Shatter is your longest DoT, you use Plasma Brand / Shatter to maintain the Cyclone Slash / Sweeping Slash Damage Buff. Alternate with Plasma Brand / Shatter with Overhead Slash / Impale to maintain the debuff the entire time, use Vigilant Thrust / Vengeful Slam on cooldown, and Cyclone / Sweeping spam for days. It’s important NOT to delay Vigilant Thrust / Vengeful Slam for Plasma Brand / Shatter, as this lowers your aoe, this is why you cycle Overhead Slash in to cover the alternate DoT cycle, because Vigilant Thrust / Vengeful Slam does not actually refresh DoTs, only spreads them if they are not already present.

Rotation Strategy

The Vigilance / Vengeance Rotation lasts 11 seconds for a minor rotation, and every Major Rotation is 32.616 seconds long, and a full circuit is 65.232 seconds assuming the rotation is carried out perfectly. Every major rotation, the DoT’s realign in a way similar to the opener for another pass at the rotation.

In every Vigilance/Vengeance minor rotation, you will perform:

1 Plasma Brand/Shatter

1.3 Overhead Slashes/Impales (The decimal is because the cooldown for Overhead Slash / Impale and Blade Storm ‘/ Force Scream is 75% of the CD of Plasma Brand / Shatter, every few Plasma Brands / Shatters there is an extra Overhead Slash / Impale and Blade Storm / Force Scream inside the cooldown of Plasma Brand.

1.3 Blade Storms/Force Screams

1 Master Strikes/Ravages

1-3 filler GCDs, 1 of them being Dispatch/Vicious Throw when it procs. Due to the nature of Dispatch drifting in the rotation, SOMETIMES you will use it, sometimes you will not. The reason for the variable number of filler GCDs is due to the way Overhead Slash / Impale and Blade Storm / Force Scream drifting inside the CD of Plasma Brand

In addition, every 11 seconds of a Vigilance / Vengeance rotation requires 8 Focus/Rage throughout the entire cycle. 8 is the magic Vigilance / Vengeance number. Usually, a Sundering Strike/Sundering Assault or Combat Focus/Enrage with a Force Sweep/Smash or Saber Throw will fulfill this purpose. Combat Focus/Enrage can also be used while using an ability (besides Master Strike/Ravage) so that a filler in the filler window can consume resource rather than burning it.

Also, every 32.3 seconds or so, there’s a double Impale window and a double Force Scream window. These windows are far more resource intensive, and the latter window spends 2 more Force Rush than it normally does.


Hitting a Boss (Tips and tricks)

Many players, especially players who aren’t raiding in bleeding edge content, are told that “Dead DPS do no damage.” This is WHOLLY TRUE. However, there is one caveat: A DPS that is not doing as much effective damage as he or she can, is less than optimal.

DPS Myths:

Myth 1: You will never be able to translate your dummy DPS to boss. FALSE. Every iota of damage you do on a dummy is POSSIBLE on a boss. Every DPS should do as much damage as possible without endangering the health of the group, and on most boss fights you should be losing very little DPS when compared to dummy, and if there are adds, you should be GAINING DPS!!!

Myth 2: Melee DPS useless FALSE. Melee are disadvantaged, however, we are fully capable of doing competitive damage. Great MDPS can match or exceed their RDPS cousins, it’s all in the uptime. Uptime must be seized and taken advantage of. Every DPS must learn how to stick to the target, adjust to the circumstance, and flow back into combat smoothly and seamlessly.

“You must be shapeless, formless, like water. When you pour water in a cup, it becomes the cup. When you pour water in a bottle, it becomes the bottle. When you pour water in a teapot, it becomes the teapot. Water can drip and it can crash. Become like water my friend.”

– Bruce Lee

Ask yourself:

  • When leaping to kill an add like the Jealous Male in TFB, how often do you Force Push and leap back to boss to keep your uptime seamless? (Sometimes Guardian Leap is better, NEVER USE ON A TANK. Healer is best)
  • When DPSING, do you often have points in time where you don’t know what to do? ALWAYS. BE. PUSHING. BUTTONS.
  • Know your abilities and their ranges and cooldowns, and use these abilities to get around faster.
  • Do you know when to Guardian Leap out of AOE’s? (NEVER USE IT ON A TANK)
  • Do you know when to use Blade Storm/Force Scream at two stacks or forgo it and use 1 stack?
  • Do you know that a basic attack is better than no attack, DPS is always better than nothing.
  • Do you know when to ignore your own DPS and use utility talents? (Taunt the boss when tank dies or guardian leap to a dps with threat or use stasis to stun an add?)
  • Do you know when AOE is better than Single Target?
  • Don’t be a Rydarus, don’t stand in cleaves
  • Use your aggro drop when you get threat(Challenging Call/Threatening Scream ONLY in Shien and Shii-Cho Stance in 2.7)
  • Use Focused Defense/Enraged Defense as your first defensive CD in these situations: Heavy AOE, Dots, etc. Think of it as a trauma probe, if you are taking damage in the next 15 seconds, this CD is the bomb.
  • Uptime is the absolute most important thing about this build. You must learn to think in combinations and DPS bosses with low downtime, if you perform singular attacks, the benefits of alacrity are wasted. Always chain abilities together. EVERY BOSS BECOMES ALL ABOUT HOW MUCH UPTIME YOU CAN GET. APM. IS. LIFE.
  • Blade Dance has a shorter channel with Alacrity. TAKE ADVANTAGE.

The REFLECTADEX (Saber Reflect Tips and Tricks)

-Credit to Torvai, Vaidinah, Gyrfalcon, and Daharel for discovering many of these I did not find myself.

Eternity Vault:

  • Annihilation Droid: None
  • Gharj: None
  • Pylons: Ew
  • Infernal Council: EW
  • Soa: None

Karraga’s Palace:

  • Bonethrasher: None
  • J&S: Unload, direct attacks
  • Foreman Crusher: None
  • Fire Droid thing: None
  • Karraga: Asscleave Fire, Mouse Droids Exploding, Fire Puddles, BASICALLY ANYTHING FIRE.

Explosive Conflict:

  • Zorn and Toth: All circles, including the red circle, and the following circle that turns purple.
  • Firebrand and Stormcaller: Double Destruction, attacks from adds, Lightning Pylons
  • Colonel Vorgath: Turrets
  • Kephess: Damage dealt to Trenchcutters is redirected to you if they are under a warrior shield, if you pop saber reflect when the damage is redirected, the damage redirected to you is sent to the warrior himself.



  • Sparky: Brutal Punch, Adds jump
  • Bulo: Scatter Blast, Mass Barrage, Ore Carts, Pirates attacks
  • Torque: Turrets, Fire Device, Shoots Lasers, Torque’s Knockback
  • Master and Blaster: Rain of Pain
  • Coratanni: Basically all of Cora and Ruugar’s attacks, Deck guns, Ruugars dots.
  • bleh


  • Malaphar: Spear Throw(red circle)
  • Walkers: None
  • Lurker: None
  • Commanders: Kurse’s Smash
  • Revan: Heave, Saber Overcharge (cleave), HK’s Mines(only if they’re cleansed, ie red circles), Middle Droid’s Attack, Core’s AoE (Essence Shear I believe, doesn’t prevent stacks)

Dread Fortress:

  • Nefra: None
  • Draxus: Subteroth Explosion, Draxus attacks excluding cleave, Guardian’s Thundering Blast, Force Lightning, Guardian’s
  • Cleave
  • Grob’thok: Roar
  • Corruptor Zero: Chest Laser, Missile Barrage, Ranged Adds attacks
  • Brontes: Orbs

Dread Palace:

  • Bestia: None
  • Tyrans: None
  • Calphayus: None
  • Raptus: Force Execution
  • Council: Burn Phase AoE.

Toborro’s Courtyard:

  • Purple Circle, attacks from adds

Colossal Monolith:

  • Slam (Watch for the breathing animation for when he’s about to slam, with the lightning in his armpits.)
  • Initial tick of Curse (Generates MASSIVE THREAT)


How to analyze a parse?

For those who have problems with Vigilance and the hallmarks of a good parse, I have included a list of simplistic equations to determine how to know whether your Vigilance Rotation is good:

  • Convert the length of your parse into seconds (5 minutes is 300 seconds)
  • Be in the Damage dealt tab of parsec and be looking at “Damage Dealt Broken Down By Target”

Time Conversion equations (Outdated, just use Parsely’s Ability Usage Tool)

  • D= Duration of Parse
  • A=Abilities amount of times used
  • G=Gap Between Use

Equation for detection of abilities usage per second:

  • D/A=G

Example: Ability A was used 34 times in 300 seconds. Using D/A=G we end up with: 300/34=8.8235 second gap between ability activation.

Master Strike/Ravage/other 3 tick ability Specific equation:

  • D/(1/3*A)=G

In this case, if D=300 and A=99, the equation would be 300/ (1/3*99)=9.09 second gap between ability activations.


What to Check For?

(Note that it is impossible to actually meet these numbers due to lag, but getting within .1 seconds is a good target)

  1. Plasma Brand / Shatter every 11 seconds
  2. Overhead Slash / Impale and Blade Storm / Force Scream every 8.3 seconds
  3. Master Strike every 11 seconds
  4. APM at 39-39.5

How to Practice?

The former highest skill Vigilance/Vengeance Guardian, Westfall, claims to parse for the duration of the “Today Show.” This generally means he parses for a grand total of 20 minutes a day in one straight parse.

“In order to fully commit your rotation to memory for usage on a boss, you must first learn every single way to screw up your rotation” (Credit to Antonica/Daharel)

This means you go through with every parse you have regardless of mistakes to learn your rotation inside out. Vigilance is an easy to learn but hard to master spec, and the rotation SEEMS easy to pick up but has some of the most ruthless dot reapplication rotations in the entire game.

Sample Parse (Analyzed and highest)

Sample Parse (Note: Gear used was optimized 216 and 220s with 216 left side and a Revanite Relic. I also had a 224 offhand.    

(Note2: I have a higher parse available, but as dissecting each parse I put up, which is relatively frequent, for a parse analysis is fairly inefficient, I will always analyze a parse of my own every month, but keep a link or image of my ABSOLUTE MOST RECENT parse.)

Note 3: Parsely can misround a lot, don’t be shocked if there’s .1 or .2 seconds off in your usages.

Parse Analysis:

6400 on the 1.5 million health dummy.

Ability usages:

  • Blade Dance/Ravage every 10.86 seconds
  • Plasma Brand / Shatter every 11.2 seconds
  • Overhead Slash / Force Scream every 8.392 seconds
  • Blade Storm / Force Scream every 8.392 seconds

APM at 39.34


1.5 mil dummy parse Republic:


1.5 Mil dummy parse Imperial:

HM Underlurker (3.0)


HM Torque (3.0)



About the author (and special thanks)

If you don’t know who I am, I’m Rydarus, AKA “Alácrity.” I was one of the more outspoken proponents of alacrity as a stat in 3.0, and 4.0 has only solidified my obsession with the stat. I’ve perfected and tinkered my approach to Vig/Veng under the principles of DoT uptime, and I hope to spread the “proper” way to run Vigilance/Vengeance to other players. I hope you find the guide useful.

This guide has and will always be written about how I play this spec.

I’d like to thank many people for helping me write this guide:

  • Fedara, for carrying me (Those dank rescues in Core Phase).
  • Gyrfalcon, for being the first person who saw me raid in Alacrity Augments.
  • Mattmonkey, for inspiring me to write a guide all those years ago.
  • Westfall/Westfaller from Underworld Alliance, for being to this date the most precise and skilled Vigilance Guardian this game has seen. He may not have cleared much, but for his time he revolutionized the way the spec was run and was the only person I’ve ever met who performed the perfect rotation for Vengeance.
  • A’jantis, for /ginviting me and putting me on a raid team.
  • Tam/KBN, for being… well… KBN…
  • Bioware, for making Alacrity a not useless stat
  • PVP, for teaching me to be a better DPS
  • Training Dummies, for teaching me to be a better DPS for a longer period of time.

67 replies on “SWTOR Vengeance Juggernaut DPS Guide by Rydarus”

The skill tree screenshots must be old, Vengeance tree doesn’t have Overwhelm at the 4th row. That has been added to the skill tree some time ago. Can we have an updated screenshot please? Thanks.

Though you are correct, it doesn’t change what skills are taken in the tree. Overwhelm has no place in the build.

there is no Talent calculator updated 🙁 same with assassins and few others so its been a bit complicated in that matter lol

oh really? we will look at those then thx, when we wrote this none of the Skill Calcs were updated, this guide was mostly “done” almot 1 month ago, it just needed some quick fixes/ adds, same reason why we published the vengeance guide regardless of 2.6 guides, since i finished doing all the scenarios and math crap 2 days before the Dev post /facepalm

must say that as vigilance i would not rotate like that, but ill explaing when u upload the guardian one coz i prefer to right it up using their names

i dont blame you, i hate reading through Pub side stuff as i dont understand half of it and have to go up and see the mirrors lol since someone more close to pub side did the mirrors for us :)… but we will make sure to look at it though thanks

I’ve got to say that Force Push holds the additional benefit of knocking things off a ledge or platform so that they are out of your hair for a while. Useful when a few too many enemies start wearing you down. For me atleast it has made the difference where I knew I could outdamage and defeat players or a group of NPC’s as long as I’d get one of them out of the way with push.

most of this guides are focused to be boss fights rotations, boss immunity and unshakeable so what you say is right, however it wont push most bosses anywhere :D.

Although it might be worth mentioning that Force Push has the potential benefit of resetting the cooldown on Force Charge, no matter if you actually push the enemy/boss or not. Now, i have no raiding experience (still, enjoying your guides) but my guess is that thiss could be of advantage in movement heavy phases. Also, if such a phase is predictably coming within the next moments, it might be a good idea to not use Force Push as a filler, due to its long cooldown (1 Minute i think)

There is also the utility function both in raids and in boss fights. Force Push can be used to position trash and adds that don’t have boss immunity (eg. for AoE etc). At the same time, it can also be used to move ads away from the raid if the healers are being overwhelmed or the party needs a gold or two shut down to beat enrage timers etc. For trash and ads without boss immunity, it’s a useful interrupt. Finally, as has already been suggested, it’s a very useful tool for mobility. In fights where I need to switch from the boss to adds or the boss jumps around a lot/has knockback attacks, etc, having that Force Push means I can get 2 Force Charges in a very short period of time. Not tried this on 55 content yet, but an example is Gharj, when the DPS is burning him down fast and he pounces before your force charge gets off CD, using a Force Push + Force Charge combination gets you back to the boss before anyone but the tanks and annihilation marauders/watchman sentinels.

Interesting choice of parse given the whiffed Smash in there. Just a quick aside, when I crunched numbers for the gear budget on a Focus Guardian/Rage Jugg at best in slot 78s, I found that the right number of crit rating was 63 points. Probably worth it to get one acute enhancement in your finished product for the 62 crit on it, but the impact is really small.

lol i didnt notice that, however i think we took that from leaderboards top Parses, so it is …. weird that it has a mistaken Smash… interesting.

Potentially could have been during a phase where the boss had a shield up to absorb 100% damage. Smash gets recorded as having done zero damage, and it may reconcile as not a crit? Otherwise, I’m just sort of surprised I suppose.

Could also be it was a Smash that was casted after the target had died already. Happens sometimes if it’s very close or you have terrible latency.

GLAD TO SEE. My Juggernaut Rotation is already perfect then. However I must ask about the Augments. Is the Might Augments really better than the Overkill ones? If so. I’d love to see it all detailed. Because for ever 5 strength we get 1 bonus damage. and for every 4.2 of power we get 1 bonus damage because Force users get a 6% bonus, not a 9% like other classes.

I think so because it also provides the crit bonus, so even though the extra 448 strength gives you 89.6 bonus damage instead of overkills 106.6 damage, you’re gaining a few percent in crit (# depends on your current amount of crit) so it balances/off-sets the extra damage. Maybe for Jugg it could be better to go 50/50 or something, but I’m personally staying full Strength because I like the crit bonus it provides.

The Rage rotation is far from optimal and has many errors.

1. The Vicious Throw in the opening rotation picture is wrong and should be a Vicious Slash.

2. The positions of Force Scream in the opening rotation are impossible. The GCDs used between 2 Screams don’t match it’s cooldown.

3. Force Crush should ALWAYS be used within the first 3 seconds after smash, to ensure it’s FULL duration gets buffed by Cascading Power. (I do Smash -> Force Crush -> Ravage -> Force Scream)

4. Enrage should be used as an opener instead of Force Crush, because it can be cast several seconds before a pull and since it’s cooldown gets reduced by slashing attacks and it will be ready again by time, there’s absolutely no reason to NOT use it.

Also worth to mention:

– The 2 piece marauder set bonus is better in Rage spec than the 4 piece juggernaut bonus.

– Ravage does it’s last tick of damage usually at 2.7s of it’s 3s channel and not at the end. So, clipping Ravage after it’s last tick is usually a DPS increase. Especially in Vengeance spec. (Though, this heavily depends on your latency)

I’m waiting for those patiently since Dulfy posted the first guide. I love the style of the guides, the people who make them are awesome players and I would REALLY appreciate it if Dulfy posts the Sentinel/Marauder guides soon. I can’t wait any longer because my main is a Sentinel and I cannot understand why am I doing 3.3k with half Dread Forged gear…. I’d love to finally see what am I doing wrong because all of the other guides that I have read on the internet have told me exactly nothing. I’m hoping this one will be THE guide. 🙂

There are plenty of nondulfy guides on the forums, some better and some just as good. For sentinels, Emperor_norton ‘s watchman guide and Keyboardninja’s Combat guide are literally great for learning the rotation etc etc etc and focus is just… focus

“Smash uses 3 Rage, but Shien Form refunds 1 Rage, and the Ruin talent refunds 3 Rage, making the total an actual gain of one Rage!” This is incorrect, Ruin REDUCES the force cost by 3 so it’s a free cast. This implies you need 3 rage to activate to ability initially.

These guides are outdated and all over the place. The class forums are a better place to learn your class

needs to be re-written a good bit.. whoever is doing the current guide im reading for juggernaut is wasting alot of procs, and abilities that could be filled in other places for higher more consistent dps

I have yet to see a solid Rage Rotation. I just so happen to have figured it out. I can hit 3500 on the dummy when the crits roll my way. I have a guide being written as we speak. I was wondering if yall would like to see it posted here. Rygal Shadowlands

I honestly do not see why a more indepth focus / rage guide is needed. The spec on a guardian / jugg is extremely derivative, and frankly, easy. The only part that actually takes any thought is the heightened power window, and that is… not even hard. Granted every spec has a skill cap, but the Rage skill cap is extremely low. No one ingame mains Jugg Rage, it’s generally considered an altspec used in certain high AOE fights. Right now, there’s no real reason to devote any major time to studying a spec that’s only used in a few bosses, especially if 95% of it’s DPS output can be attained through basic raid awareness of Smash placement, and coordination to make sure you don’t overwrite shockwave stacks.

Regardless, good luck on your guide!

Sentinel / Mara, there’s a different story.

To be frank Sentinel’s single target DPS should be listed at 6.5 IMHO. There are focus sents doing 3870ish.

There’s a mara with a guide on the ToR forums, he’s probably the highest parsing focus / rage sent / mara in the game and he runs a different build that has higher theoretical damage but similar average damage.

Isnt rage dps pve spec useless since smash auto crit applies only to players? (Sorry if q is outdated – i came back to game after 1.5 year absence)

No no you’re being confused 🙂

In PVP the autocrit can only hit one target in PVE you can hit multiple. That’s what it means.

Have a question about Veng spec…

Optimized 186s with old augments from previous expansion: 3600-3800

Optimized 186s Augmented: 4000-4250

Optimized and fully augmented 192s: 4300-4500

Get these numbers with Stim and Adrenal? If so, wich one, those Anodyne ones who come in 3.0?

I’d say it’s pretty well updated for vengeance and the rage section could technically be removed and leaving this just as a veng guide for 3.0.

If Vengeance main DPS cornerstone ability is “Ravage” why aren’t we getting 2 piece bonus of the old set gear for 8% increased Ravage damage?

Time for a reason behind it:

Ravage was nerfed in damage quite significantly in 3.0 to make way for the 18 second cooldown on every other spec.

Auto-crit on Overhead Slash is great
Extra strength is great.
Better synergy with gear focus uses is great

i v been notice a lots of chunk`s here but my main question is :
Why for god sake MUST HAVE Alacrity at all?

Faster ability execution or what?
Dosen`t make any any sense to me…..

Short version: alacrity percentage increases the amount of damage (or healing) dealt in a fight by that same percentage.

Everything is sped up over the course of the fight. You lose a little bit of weight behind each hit, but there are plenty more of them to make up for it.

No one seem to want to post a true rotation for Veng juggs . I have worked out one that is solid and I can hit 4600+ on a dummy. If anyone would like me to post it I will. Its is based on the opener in the guide above and I would never have figured it out if it were not for that. Many Thanks Rydarus.

Quick question, thanks for the guide btw, so is safe to say all dps needs the same amount of Crit/Alc/Accuracy….etc? Trying to make it easy for your guys. I mean, my main IMP is a Jugg, so all what you’ve said I knew. I personally scrolled to the stat weights. How much Crit am i supposed to have how much Alac..etc.

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