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6.0 Vengeance Juggernaut PvE Guide by Aizo

Class Introduction

Vengeance is a damage over time (dot) spec of Juggernaut, in 6.0 meta wise it’s in a quite finicky spot, since on one side it brings an armor break and amazing aoe damage potential with combination of dot spread and cut to pieces tactical, but at the same time it suffers from a lack of passive aoe damage reduction and it quite lacks the extra raid utility outside of armor break and off-taunt.Vigilance Guardian on the Republic side.

Recent Changes

Update 6.0a 
Force Charge’s cooldown is now reset by Seething Hatred and Force Push as intended
Hemophilic Slash now refreshes damage over time effects off of Ravage (previously Vicious Slash)

Update 6.0.1
Furious Power will now always be removed as intended after using eligible abilities.

Update 6.0.2
Juggernaut abilities will no longer trigger the error “Cannot be used while stealthed”

Update 6.1
Sundering Assault no longer consumes Furious Power stacks
 
Update 6.1.1
Destroyer – Lv 60 Destroyer’s bleeding effect bonus damage increased to 15% (from 10%). 
Gushing Veins – Lvl 64 Bleeding effect critical chance bonus increased to 10% (from 5%)
 
Update 6.1.2
The Force Bound Set has been redesigned and its effect had changed to:Enemies  affected by your Intimidating Roar have their Force and Tech Accuracy  reduced by 70% for 6 seconds after Intimidating Roar wears off.
Throwing Arm tactical can now only be used with Juggernaut’s Saber Throw ability
The Pacify debuff now appears in the targets debuff bar when using Throwing Arm tactical.
 
Update 6.1.3
Warmonger now correctly reduces cooldown of Force Charge.
 
Update 6.1.4
Bug fix – Corrected an erroneous error message when a Sith Warrior tries to cast an ability without the required amount of Rage.
The Force Bound Set – Changed the Force Bound debuff icon to differ from Obfuscate’s icon.
Guard – A 50% damage penalty has been applied to Vengeance and Rage disciplines while they are guarding allies.
 
Update 6.2
Weapon damage values have been corrected for players being affected by Level Sync in Operations.

Gearing

All gear pieces can be either gathered from Flashpoints and Operations or brought from the vendor on the fleet.

Set Bonus

6 pieces of Descent of the Fearless set bonus and one Amplified Champion piece for extra combat amplifier. Using a headpiece will allow us to not lose the 6 piece set bonus when fighting Dreadful/Hateful Entity.

Descent of the Fearless

  • (2) +2% Mastery
  • (4) Whenever you use or gain Furious Power ability charge while in combat, your damage is increased by 10% for 10 seconds. 
  • 6) Dealing damage has a 10% chance to build a Furious Power ability charge. Can occur only once every 5 seconds. 

Amplified Champion

  • Additional Combat Amplifier on the gear piece of the first prototype (blue) quality. 

Tacticals

Hemophilic Slash – Single Target

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

Cut to Pieces – AoE

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

Amplifiers

Armor Penetration (+2.50% – Kinetic and energy damage ignore a portion of the target’s armor)
Total +23.50% (9 Versatile 80s Armorings + 1 amp champ) 

Force Sensitivity (+1.00% – Increases the damage dealt by Force attacks)
Total +9.40% (9 Versatile 80s Armorings + 1 amp champ) 

The difference between Armor Penetration and Force Sensitivity is important. In single target/two target cleave situations Armor Penetration will be the best in slot option because Force Sensitivity buffs only your Force attacks while Armor Penetration buffs all of your attacks, but once we get to cleave fights where we can use the potential of Cut to Pieces tactical Force Sensitivity will shine. 

Stats

Accuracy – 1590 (Initiative R-14, R-15, R-9 + Kyrprax Proficient Stim + 1 Acc Aug
Alacrity – 1213 (1.4 gcd) (Nimble R-14 x2, R-12)
Critical – 3247 (Adept 80, 13 Crit Augs, Earpiece, 2 Implants 2 Crystals)
Power – 10022 (R-2 Mods) 

*Note – These stats are optimised for unscaled content – Nature of Progress (Dxun) Operation. Alacrity is optimised for NiM content/no Zeal Guild Perk.

Left Side

Earpiece & Implant

Sha’Tek Adept Package MK-19

Relics

Uncapped – Serendipitous Assault & Focused Retribution 

Capped – Devastating Vengeance & Primeval Fatesealer 

Utilities

Skillful

  • Payback – Reduces Cooldown of Unleash by 30 seconds and causes Unleash to heal you for 10% of your maximum health when used. (Always Take)
  • Warmonger – Getting Attacked reduces active cooldown of Force Charge by 1 second. This effect cannot occur more than once every 1.5 seconds (Always Take)
  • Pooled Hatred – Whenever your movement is impaired, you gain a 10% damage bonus on your next ability that consumes rage. This effect can stack up to 5 times and lasts 15 seconds. (Situational)
  • Unyielding – You generate 4 rage when stunned, immobilized, put to sleep or knocked around. (Situational)
  • Deadly Reprisal – Taking non-periodic area of effect damage generates 2 rage. This effect cannot occur more than one second. (Situational)

In most cases, Payback, Warmonger and Pooled Hatred will be your go to utilities, if there is unavoidable AoE damage that doesn’t impair your movement you’d want to swap Pooled Hatred for Deadly Reprisal. You can also swap Pooled Hatred for Unyielding when off-tanking bosses like Dash’roode or Titan 6 on HM/NiM.

Masterful

  • Hardened Defense – For Vengeance and Rage, all area effect damage is reduced by 60% for 15 seconds after Threatning Scream is Activated. For Immortal, all damage is reduced by 30% while stunned. (Always Take)
  • Crushing Fist – For the Immortal discipline, Smash slows the target 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 armor rating decreased by 20%(Situational)
  • Strangulate – Reduces the cooldown of Force Choke by 15 seconds. (Situational)
  • Unshackling Rage – Activating Enrage purges movement-impairing effects and increases your movement speed by 50% for 6 seconds. (Situational)
  • Consuming Rage –Endure Pain removes all cleansable effects when activated. (Situational)
  • Unstoppable – Force Charge grants Unstoppable, granting immunity to movement-impairing effects and effects that push or pull you around for 4 seconds.(Situational)

The Masterful utilities for Vengeance vary from fight to fight, the usual setup is Hardened Defense, Crushing Fist and Unshackling Rage. Consuming Rage is good on fights like Apex Vanguard where there is raid-wide debuff that requires self-cleansing like Contagion and Strangulate is great for moments when you have to hard stun targets like Rail Turrets in NAHUT HM encounter if you are the turret hunter.

Heroic

  • Intimidating Presence – Force Charge finishes the cooldown on Disrupt. In addition, Saber Reflect lasts 2 seconds longer, and if Soresu Form is being utilized, generates a high amount of threat on all engaged enemies within 30 meters when activated. (Always Take)
  • Extending Roar – Increases 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.(Always Take)
  • Thrown Gauntlet– Reduces the cooldowns of Force Push and Intimidating Roar by 15 seconds. Additionally Saber Throw immobilizes the target for 3 seconds.. (Situational)
  • Through Victory  – Mad Dash can be used when immobilized, purges movement-impairing effects when activated, and deals 50% more damage. Additionally, the cooldown of Mad Dash is reduced by 10 seconds. (Situational)

Fairly straightforward, Intimidating Presence allows us to do some neat tricks with interrupt resets and extra Saber Reflect uptime allows us to have more room for error when doing reflect cheeses in operations. Through Victory is taken for two reasons, either more mobility or we want to cheese mechanics like Lightning Field on Dread Guards NiM with Mad Dash. Extending Roar is a must as it buffs one of the highest priority fillers.

Standard Utility Setup

Passives and Abilities

Passives

Shien Form – Lvl 12
Utilize an offensive lightsaber form, increasing all damage dealt by 6% and movement speed by 15%. All Attacks that consume rage will refund 1 rage when used. Replaces Shii-Cho Form. 
Sundering Throw – Lvl 44
Reduces the cooldown of Saber Throw by 5 seconds and causes Saber Throw to sunder it’s target for 45 seconds. Sundered Targets have their armor rating reduced by 20%.
Bloodbath – Lvl 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.
Brawn – Lvl 48
Force Charge grants Brawn, providing immunity to interrupts, stuns, knockdowns, and incapacitating effects for 4 seconds. Additionally damage, during this time,  reduction is increased by 20%
Rampage – Lvl 20
Shatter finishes the active cooldown on Ravage and generates 3 rage.
Savagery – Lvl 52
Shatter, Impale, Hew and Vengeful Slam increase the critical chance of your next Force Scream by 50%. Lasts 15 seconds. Stacks up to 2 times.
Draining Scream – Lvl 24 Force Scream causes the target to bleed for X internal damage over 6 seconds.Deafening Defense – Lvl 56
Increases damage reduction by 5% at all times and by an additional 15% when Endure Pain is active.
Ruin – Lvl 28 Reduces cooldown of Smash and Vengeful Slam by 6 seconds each, and both abilities no longer consume rage.Destroyer – Lvl 60
Increases the damage dealt by your bleeding effects by 15%. In addition, 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.
Ravager – Lvl 32
Melee attacks deal 5% more damage and the damage dealt by Ravage is increased by an additional 5%.
Gushing Veins – Lvl 64
Increases the critical chance of Shatter, Vengeful Slam and bleeding effects by 10%.
Vengeance – Lvl 36 Reduces the cooldown of Impale by 6 seconds and Force Scream by 3 seconds.Bloodmaster – Lvl 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 .
Eviscerate – Lvl 40
Impale causes the target to bleed for X internal damage and beats target down for 45 seconds. Beat Down targets take 5% more damage from melee attacks.

Abilities

Rotational Abilities 
Shatter – Rage 5 – Range 4m – 12s
Channels the Force into your lightsaber and crushes the target under its weight, instantly dealing <<x>> internal damage, with further <<x>> internal damage over 12 seconds.
Vengeful Slam –  Range 5m – Cooldown 9s
Slams your weapon on the ground causing a Force-empowered shockwave that deals <<x>> energy damage to up to 8 enemies within 5 meters. Stuns weak and standard enemies for 3 seconds.
Impale – – Range 4m – Cooldown 9s
Impales the target for <<
x>> weapon damage
Sundering Assault – Range 4m – Cooldown 12s
Generate 5 rage and strike the target for <<x>> weapon damage, causing the target to become sundered. Sundered targets have their armor rating reduced by 20%
Force Scream – Rage 4 – Range 30m – Cooldown 9s
Blasts the target with a Force-enhanced scream, dealing <<x>> kinetic damage. In addition, weak and standard enemies are stunned for 4 seconds.
Hew – Rage 3 – Range 30m – Cooldown 10s
Hurls the main-hand lightsaber at a target, dealing <<x>> weapon damage and slowing its movement speed by 50% f or 3 seconds. Only usable on targets at or below 30% max health.
Ravage –  Range 4m – Cooldown 18s
Performs a series of lightsaber attacks that deal <<x>> weapon damage. Strikes with both weapons if dual wielding.
Saber Throw – Range 30m – Cooldown 25s
Throws the main hand lightsaber at a distant target, inflicting <<x>> weapon damage and building 3 rage.





Non-Rotational Abilities 
Enrage – Cooldown: 45s
Immediately generates 6 rage.
Unleash -Cooldown 1min30s
Purges incapacitating and movement-impairing effects.
Force Charge – Range 10-30m  Cooldown 15s
Immediately jumps to a distant target, dealing <<x>> damage with the main-hand weapon and interrupting the target’s current action. Builds 3 rage. Cannot be used against targets in cover.
Disruption – Range 4m – Cooldown 12s
Smashes into the target, disrupting its current action and preventing that ability from being used for the next 4 seconds.
Intercede – Range: 30m -Cooldown: 20s
Leaps to a friendly target reducing his or her threat by a moderate amount and reducing their damage taken by 20% for 6 seconds.
Taunt – Range: 30m – Cooldown: 15s
Taunts the target, forcing it to attack you for 6 seconds. Player attacks deal 30% less damage when attacking anyone other than you for 6 seconds.
Force Choke – Range: 10m – Channeled 1.5s – Cooldown: 1min 30s
Chokes the target, stunning it for 4 seconds. Deals <<x>> and builds 3 rage over the duration. This ability can be channeled when moving. Cooldown is reduced by 30s with Strangulate. 
Force Push – Range 30m – Cooldown 1min
Deals <<x>> kinetic damage, knocks the target back several meters, and knocks the target down for 2 seconds. Force Push immediately finishes the cooldown of Force Charge. Cooldown is shortened by 15s with Thrown Gauntlet utility.
Intimidating Roar – Range: 5m – Cooldown: 45s
Paralyzes up to 8 nearby enemies in fear, preventing all action for up to 6 seconds. Damage ends the effect prematurely. Cooldown is reduced by 15s with Thrown Gauntlet Utility
Offensive and Defensive Cooldowns
Threatening Scream – Cooldown 45s
Taunts all enemies within 15 meters, forcing them to attack you for 6 seconds if utilizing Soresu Form. If not utilizing Soresu Form, threat will be immediately reduced by a moderate amount. Also, causes affected player targets to deal 30% less damage for 6 seconds when attacking anyone other than you. Grants 60% AOE Damage reduction for 15s with Hardened Defense utility.
Advanced Kyrprax Attack Adrenal  – Cooldown 3 min
Increases Power by 1005 and reduces all healing done by 20%. Lasts 15 seconds.
Enraged Defense – Cooldown 2 min
Empowers you with 12 charges of Enraged Defense, lasting up to 15 seconds. Whenever you take damage a charge of Enraged Defense is consumed to heal you for <<x>>. This ability can be used while stunned or otherwise controlled but cannot be used while above 70% health.
Furious Power – Cooldown 30s
Consumes all ability charges of Furious Power and applies Furious Power stacks to you. Each stack increases your next direct single target melee attack by 25% and is consumed whenever you deal damage with these attacks. Recharges 1 ability charge  every 30 seconds.
Saber Ward – Cooldown 3 min
Raises a lightsaber ward, increasing melee and ranged defenses by 50% and absorbing 25% of the damage taken from Force and tech attacks. Lasts 12 seconds. 
Advanced Kyrprax Medpac – Cooldown 1min 30secs
Restores 43741-52300*  health and additional 13075*  health over 15  seconds. Only usable once per fight. Health restored scales up to level 75.*Healing numbers taken at lv75
Endure Pain – Cooldown 2mins
Temporarily increases your maximum health by 30% for 10 seconds. When the effect ends the health is lost. 
Mad Dash – Cooldown 45s
Madly dash forward 20 meters, dealing <<x>> weapon damage to enemies in your path and increasing your defense chance by 100% while dashing. Cannot be used while immobilized or hindered except when specced into Through Victory utility.
Saber Reflect – Cooldown 1 min
Reflects all direct single target ranged, Force, and tech attacks back to the attacker for 3 seconds. The damage done by each reflect is capped, and the cap rises with each rank of the ability. With Intimidating Presence utility lasts 2 seconds longer.

Saber Reflect Usage

Saber Reflect can be used to cheese many mechanics or just get more damage in onto the boss to help with DPS checks.

Explosive Conflict 

  • Toth and Zorn:
    • DoT in the beginning that has to be dispelled with a medpac
    • Red Circles (Groundspike)
  • Firebrand and Stormcaller 
    • Blue Spheres
    • Cleave from Firebrand
  • Minefield
    • Vorgath auto attacks
    • Turret attacks
  • Kephess
    • You can use Saber Reflect and Slam+Sweeping Slash under Warrior shield, this will kill the Warrior allowing the group to aoe freely
    • Warstrider Walker by just standing under it and popping reflect
    • Initial Damage from Kephesses’ jump and DoT he leaves on you after that.

Terror From Beyond 

  • Dread Guards
    • Heirad’s Force Lightning, 
    • Ciphas’ Doom,
    • Kelsara’s Force Leech
    • Kelsara’s Beam (Marked for Death)
  • Kephess the Undying
    • Orange Laser (just stand between person targeted by the laser and the boss and pop reflect)
    • All of the raid wide damage in the burn phase.
  • Terror From Beyond
    • 1st phase tentacle slam
    • 2nd phase scream

Dread Fortress 

  • Draxus, the Gate Commander
    • Subteroth explosion
    • Force Lightning from adds
  • Corruptor Zero
    • Missile Barrage
    • Ranged adds attacks
  • Dread Master Brontes
    • Orbs
    • Finger auto attacks
    • Laser phase adds auto attacks

Dread Palace 

  • Dread Master Calphayus
    • Inevitability
    • Force Lightning from adds
  • Dread Master Raptus
    • Force Execution (Conal attack not circle)
  • Dread Council
    • Raptus’ spinning attack
    • Raid-wide aoe in burn phase
    • Crystals that Calphayus drops on the group close to him.

Scum and Villainy

  • Dash’roode
    • Kick from the boss
  • Titan 6
    • Adds auto attacks
  • Thrasher
    • Snipers’ attacks
  • Operations Chief
    • Terminate
    • Rail Turret attacks
  • Cartel Warlords
    • Sunder’s “The End”
    • Garr’s Stabbing Spree
  • Dread Master Styrak
    • Spinning Dragon DoT
    • Adds’ Force Lightning
    • Lightning Explosion

Temple of Sacrifice 

  • Revanite Commanders
    • Kurse’s Smash
  • Revan
    • Heave
    • Saber Overcharge
    • Red Circles from HK (on the ground after they are cleansed)

Ravagers

  • Torque
    • Shoots Lasers beam
    • Side turrets

Gods of The Machine 

  • TYTH
    • Guardian add’s auto attacks
  • Aivela and Esne
    • Codex auto attacks
  • NAHUT
    • Rail Turret Casted attack
  • Scyva
    • Destroy cast in burn
  • IZAX
    • Hull cutter droid’s auto attacks
    • Tether Droid’s cast

Those are all reflectable attacks I am 100% sure work. There might be more, but I wasn’t 100% sure about them.

Rotation

Basic Rotation

Vengeance rotation got much simpler with 6.0 expansion as it turned into a nearly static 24-gcd rotation with 3 floating fillers. It’s fairly simple to get into and fix if you mess up.
Spec is nice enough that it’s opener is baked into the rotation with exception of 1-2 precast gcds.
 

Precast: Leap only if you cannot start the fight at melee range, otherwise skip it and slam+enrage. Slam can be skipped if you didn’t spec into Crushing Fist utility, but always use Enrage.

  1. Shatter
  2. Impale  
  3. Saber Throw  
  4. Force Scream
  5. Ravage
  6. Vengeful Slam
  7. Sundering Assault
  8. Impale
  9. Shatter
  10. Force Scream
  11. Ravage
  12. Vengeful Slam
  13. Hew (if proceed, if not procced use saber throw/force push/vicious slash+enrage)
  14. Impale
  15. Sundering Assault
  16. Force Scream
  17. Shatter
  18. Vengeful Slam
  19. Ravage
  20. Impale
  21. Hew (if proceed, if not procced use saber throw/force push/vicious slash+enrage)
  22. Force Scream
  23. Sundering Assault
  24. Vengeful Slam

From here go back to 1 and repeat the rotation.

Furious Power is an ability we got in 6.0. It buffs our next weapon attack’s damage by 25%, it has a straight priority of attacks it should be used on.

  1. Impale
  2. Hew
  3. Saber Throw
  4. Ravage
  5. Vicious Slash

AoE Rotation

AoE rotation is more of a opener and then goes into a priority system

  1. Shatter
  2. Impale
  3. Force Scream
  4. Vengeful Slam
  5. Go into priority

AoE Priority

AoE priority assumes usage of cut to pieces tactical.

  1. Vengeful Slam
  2. Dots when it’s necessary to refresh them
  3. Hew if procced
  4. Ravage
  5. Sundering Assault when low on rage
Cut to Pieces Tactical

Not all fights are suited to run Cut to Pieces. The second and third boss fights in Dxun both SM and HM are prime examples to use the tactical. In the old content, there are a couple of fights where it can be used too.

Disclaimer – This is by no means a recommendation to run Cut to Pieces on these fights, in most cases Hemophilic Slash  will give you higher dps. For Cut to Pieces to truly shine, you need your targets to survive longer so that your dots can keep on ticking and you can make use of more Vengeful Slams, and get a use out of Vengeful Slams . Out of all the fights listed – Grob’Thok, Corruptor Zero, and Calphayus, for Calphayus though, you will be significantly weaker during the first phase against the Defiler, so only take Cut to Pieces if you are very confident. In Dxun, Encounter 2 in all modes and in Gods of the Machine, IZAX in all modes as well are well suited for Cut to Pieces. 

In some of those fights I advise against using Cut to Pieces on NiM difficulty, mainly Dread Guards and Cartel Warlords, you’d be better off taking Hemophilic Slash instead.

Sample Parse

Here is a link to a sample parse. This parse was done in BiS gear, but with only 286IR augments. No guild perks were active on the dummy.

About Me

Hi my name’s Aizo, some people also call me Isk. I’ve been raiding in SWTOR since 5.8, started raiding NiM in 6.0. In my short career I managed to clear 5/5 on TFB+Timed, 5/5 on DF+Timed, 4/4 on EC+Timed, 7/7 on SnV and 4/5 on DP NiM and currently I’m working to clear bosses I’m missing and get timed runs on legacy NiMs. I’ve made this guide for people looking to get into HM and NiM content. 

Special thanks to all the people that helped me write and edit this guide, and bounce ideas off and Ren, Ren you’re an amazing friend and it was great to raid with you even if we memed sometimes :). Your help has been invaluable.

If you have any questions you can hit me up on discord at Aizo#3293 or in game on characters Razzuh on imp and Iskaliz on pub.

9 replies on “6.0 Vengeance Juggernaut PvE Guide by Aizo”

Welcome back Dulfy, give us some news about you ? Where were you ? And second step , send back the archives , there are so many useful thing in it 🙂

since you guys seem to be confused, dulfy isn’t back, someone else is now using the site to update stuff and seems to have changed/updated the website theme as well making a lot of the old guides contain bugged links etc.

Suitable for players who seek to improve their performance! It focuses primarily on PvE, but also has some basics of the PvP aspect without pretending to be extensive in that department!

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