Vengeance Juggernaut
Last Updated: 5/29/21
Table of Contents
Overview
About the Class
Vengeance is a great DoT spec. It has a straightforward rotation that consists of using four core abilities on cooldown, amazing AOE capability through rotational use of an AOE ability to spread DOTs, easy energy management, and solid defensive abilities when needed to off-tank. The key to success is managing your opener, focus and rotation so that four key abilities are utilized on cool down. Top players will push their energy usage to increase filler damage.
Role in Operations
Vengeance players are ideal for sustained damage and lose dps when rapidly target swapping due to lost DoT damage and downtime reapplying DoTs. However, in situations where DoT spread is possible they are exceptional at killing adds. If possible to tank adds on top of the boss, Vengeance players can rapidly kill adds through rotational AOE and DoT spreading without loss of DPS on boss. Vengeance can also provide a serviceable off-tank for a few GCDs if a tank dies unexpectedly and can be used to avoid certain mechanics via a taunt (e.g., Incinerate debuff in Firebrand/Stormcaller encounter in Explosive Conflict Veteran Mode.)
Utility and Mobility
Vengeance players enjoy instant cast on all abilities so their rotation is 100% mobile. As a Sith Warrior specialization, players also have a leap attacking ability (with reduced cool down and a second leap available via utilities), an intercede leap to a friendly player (which provides a damage reduction and threat reduction effect as well), a mad dash gap closer that can also be used to cheese mechanics, a cleanse (via utility), limited but situationally powerful self heal capability when below 70% health, and a single target taunt. Vengeance applies an armor debuff but do not otherwise buff other players. Vengeance does not have a CC or raid buff.
6.0 Impact on Discipline
The 6.0 expansion gave Vengeance some really nice buffs. The BIS set bonus, Descent of the Fearless, is shared across all Juggernaut DPS and Marauder disciplines. It provides a 10% damage buff on all abilities that should have very high uptime as well as proccing additional stacks of Furious Power to provide periodic one-ability 25% damage buffs.
If that weren’t strong enough, the discipline has two really strong tacticals. Hemophilic Slash will be BIS for most single target situations by providing the ability to refresh several DoTs that would otherwise not have full uptime. For those running FPs or in AoE situations, Cut to Pieces can let you spam Vengeful Slam to your heart’s content.
Survivability
Vengeance gains benefits to direct and AoE damage reduction through skills and Utilities, wear heavy armor, and have several strong defensive cool-downs as a result of their off-tank nature. They can also potentially cheese mechanics with Mad Dash. As such, they have strong survivability and will tend to be in the middle of the pack amongst tanks except in cases where their defensive abilities are particularly powerful.
Utilities
Skillfull Tier
You must take 3 to advanced to Masterful.
Deadly Reprisal - Taking non-periodic area of effect damage generates 2 Rage. This effect cannot occur more than once every second.
This is the only mandatory utility in the Skillful tree, with the second choice being situational amongst Unyielding, Warmonger, or Path Carver. Every operations encounter in SWTOR has some AoE damage component, so this utility offers basically free Focus and should always be taken.
Unyielding - You generate 4 Rage when stunned, immobilized, put to sleep, or knocked around.
This utility is situational for fights with lots of physics effects. On a fight like Underlurker, this utility generates effectively unlimited Rage which is a strict DPS boost by enabling more use of fillers. Know which fights benefit this utility and only take in those situations, as otherwise either Warmonger (mobility) or Path Carver (AoE DPS) will typically be better choices.
Warmonger - Getting attacked reduces the active cooldown of Force Leap by 1 second. This effect cannot occur more than once every 1.5 seconds.
I find this utility very useful on any fights with adds where I am likely to hold aggro periodically and where movement is required (e.g., Draxus, Hive Queen, Bestia, etc.). Better mobility = more uptime on targets = more DPS.
Path Carver - Sweeping Slash deals 25% more damage.
I will sometimes take this utility if neither Unyielding or Warmonger provide any benefit. That said, all three Juggernaut disciplines have comparatively strong AoE DPS so I feel that this is frequently not needed outside a few very specific fights (e.g., Hive Queen Veteran Mode).
Sonic Wall - Threatening Scream protects all other allies within range, excluding yourself, granting Sonic Wall, which absorbs a moderate amount of damage. Lasts 10 seconds.
This utility makes the Juggernaut tank’s AoE taunt or DPS’ threat drop an AoE mitigation buff. It should only be taken on fights with predictable AoE damage where the majority of the team can be closer together (e.g., burn phase in Dread Council).
Pooled Hatred - Whenever 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.
I find this utility useful on similar fights to Unyielding, such as Underlurker in Veteran Mode, where it provides a strict DPS increase. It should always be taken in such situations, though overall it is situational due to that status effect being uncommon.
Masterful Tier
You must take 6 between Heroic and Masterful.
Crushing Fist - For the Immortal discipline, Smash slows the targets it damages by 60% for 10 seconds. For the 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%.
A mandatory utility for DPS Juggernaut disciplines due to the armor debuff but should never be taken outside of PVP for Juggernaut tanks.
Unstoppable - Force Charge grants Unstoppable, granting immunity to movement impairing effects and effects that push or pull you around for 4 seconds.
A highly situational utility that is more useful in PVP, there are a very few select circumstances where it is useful in PVE. The most notable example is Master & Blaster Veteran Mode in the Ravagers operation, where taking Unremitting and Battlefield Command can enable solo tanking Blaster and ignoring its knockback attack via this utility.
Hardened Defense - For 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% when stunned.
This utility is mandatory for Vengeance or Rage players as it makes your threat drop an incredibly powerful AoE defensive cooldown. For Immortal tanks, it is highly situational for only fights with significant stun potential (e.g., Pirate Captains in Ravagers operation).
Consuming Rage - Endure Pain removes all cleansable effects when activated.
A situational but frequently useful utility, take whenever having a self-cleanse is a key mechanic. Note that this is usually only the case with very hard hitting DoTs or status effects, or one-shot mechanics (e.g., Death Mark in Veteran Mode Dread Council). Otherwise, I would usually not take this utility in lieu of Through Peace (Focused Defense can be used to heal to full via a DoT).
Heroic Tier
A maximum of 3 utilities
Through Passion - Reduces the cooldown of Enraged Defense by 30 seconds.
Enraged Defense is a very powerful self heal and having a 25% shorter cooldown will frequently mean you can get 3 uses per fight instead of 2. I nearly always take this utility.
War Bringer - Force Charge enables your next Vicious Throw or Hew to be used against a target with any percentage of health. Lasts up to 15 seconds.
I find this utility helpful to add more DPS via more frequent use of your execute ability. That said, it only really adds significant value in fights where you will be able to periodically leap from boss to adds, where there are multiple bosses, or where bosses have transition or movement phases. This encompasses the majority of fights and so I find it useful. In fights where there is essentially no movement and no use of Force Charge outside of the initial pull, I may not take this utility and take Extending Roar in Legendary to get a periodic use of Force Push as a more powerful filler.
Intimidating Presence - Force Charge finishes the cooldown on Force Kick. Also, Saber Reflect lasts 2 seconds longer and for tanks generates high AoE threat.
I nearly always take to improve the utility of Saber Reflect. The cooldown reset on interrupt is also highly useful for a few specific fights like Izax. On Izax Phase 3 (interrupt phase), two Juggernauts alone can essentially handle all the interrupts due to being to take 3 straight interrupts (Disruption interrupt -> (dance out of melee range) -> Force Charge interrupt -> Disruption interrupt).
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.
This utility’s boost to Force Push makes it a higher priority filler and can increase overall DPS slightly. That said, I usually do not take this utility on any fight where I can use Saber Reflect to boost my DPS and/or mitigate sizable damage.
Example Utility Build
Here is what I run for most encounters, though I frequently take other situational utilities for specific fights.
Key Passives
Shien Form - Utilize an offensive lightsaber form, increasing all damage dealt by 6% and movement speed by 15%. All attacks that consume focus will refund 1 focus when used.
This passive is important primarily for the second part. This produces a unique disconnect for Vengeance where the focus required to activate the ability is 1 more than the focus consumed by the ability.
Bloodbath - Smash and Vengeful Slam spread your burning effects to all targets they damage, if at least one of the targets is already affected by your burns. Also, Sweeping Slash deals 25% more damage.
This passive provides for your DoT spread via Vengeful Slam (which replaces Smash at level 58). Vengeful Slam is very powerful and is used in the single target rotation, which makes Vengeance uncommon in that it offers exceptional AoE capability while performing its optimal single target rotation.
Rampage - Shatter finishes the cooldown on Ravage and generates 3 Rage.
This passive is less key than it was in previous game versions (1.0 - 4.0) but is still important as it ensures you get to use Ravage, a free and powerful filler ability, in between each use of Shatter. Skilled players should ensure they fit Ravage into each rotation cycle. This passive is also why Shatter is “weird” in that it requires 5 Rage to activate but only consumes 1 Rage (refunds 1 Rage per Shien Form passive and another 3 Rage per Rampage).
Draining Scream - Scream causes the target to burn for elemental damage over 6 seconds.
This passive isn’t hugely important to why the rotation works as it does, but is important to note because it transforms Scream from instant damage to instant damage + DOT. Thus, Scream joins Shatter and Impale as DOT abilities for Vengeance.
Ruin - Reduces the cooldown of Smash and Vengeful Slam by 6 seconds each, and both abilities no longer consume focus.
This passive is worthwhile to note that it makes Vengeful Slam free, but due to Shien Form passive above it actually still refunds Rage. As such, in your rotation Vengeful Slam will generate a net +1 Rage.
Eviscerate - Impale sets the target ablaze for elemental damage over 6 seconds and beats the target down for 45 seconds (takes 5% more damage from melee attacks).
Similar to Draining Scream, this passive converts Impale from an instant damage ability to instant damage + DOT. It also applies a key debuff, the application of which is why I typically open with Impale per the opener below.
Sundering Throw - Reduces the cooldown of Saber Throw by 3 seconds and causes Saber Throw to sunder its target for 45 seconds (have armor rating reduced by 20%).
The reduction in cooldown is helpful as Saber Throw can be a useful filler due to its decent damage (nearly as much as Vicious Slash) while also generating 3 Rage.
Brawn - Force Charge grants Brawn, providing immunity to interrupts, stuns, knockdowns, and incapacitating effects for 4 seconds. Additionally, during this time, damage reduction is increased by 20%.
Not terribly useful in PVE content, this passive is worthwhile to note for its various immunities and damage reduction.
Savagery - Shatter, Impale Hew, and Vengeful Slam increase the critical chance of your next Scream by 50%. Lasts 15% and stacks up to 2 times.
Due to this passive, Scream should always be a guaranteed critical hit. Rotationally a player should be using Impale and Vengeful Slam between each use of Scream, as they all have the same cooldown. In most cases Shatter should be used as well. Thus, following the rotation should take care of this but it is important to know that Scream should never be used except when it is “flashing”.
Deafening Defense - Increases damage reduction by 5% at all times and an additional 15% while Enduring Pain is active.
This passive makes Enduring Pain a helpful defensive cooldown for its duration of 10 seconds. This makes it slightly less powerful than Saber Ward but with 1 minute cooldown instead of 3 minutes for Saber Ward, players should use Enduring Pain regularly as a defensive in situations where they can be confident that the “ninja heal” aspect of Enduring Pain won’t be needed.
Destroyer - Increases the damage dealt by your burning effects by 15%. Also, your Ravage and burning damage has a 30% chance to trigger Keening, which finishes the cooldown on Hew and makes its next use free and usable on a target with any health level. This effect cannot occur more than once every 20 seconds.
The proc of Hew is a very useful benefit, and it should be utilized within the 20 second window. This means it doesn’t need to be used right away but at the next convenient filler. It is also important to note that due to Shien Form the ability is not only free but it refunds 1 Rage so is a net focus builder.
Bloodmaster - For each of your burning effects active on an enemy target, you deal 5% more burn damage, up to a maximum of 15% more burn damage while Shatter, Draining Scream, and Eviscerate are each burning a target.
This passive provides a powerful amount of bonus damage for maintaining 100% uptime of your DoTs on the target. To clarify, these DoTs are applied by Shatter, Scream (Bloodbath passive), and Impale (Eviscerate passive).
Gearing in 6.0
Gearing Stat Allocation
lease see my Gearing Guide for a detailed overview of gearing in 6.x in SWTOR. Please also see my Alacrity Guide for a much more in-depth look at alacrity.
For Vengeance Juggernaut, I gear as follows:
Set Bonus: Descent of the Fearless
Tactical: Hemophilic Slash (Cut to Pieces for very heavy AoE fights)
Amplifiers: Armor Penetration
Mods: Unlettered Lethal Mods
Relics: Devastating Vengeance & Primeval Fatesealer (Serendipitous Assault & Focused Retribution for Dxun/PVP)
Stim: Proficient
Adrenal: Critical (Attack for Dxun only)
For Vengeance Juggernaut, I allocate my tertiary stats as follows:
Accuracy: 1,585 - 1,630 (anything outside this approximate range and I usually try to re-optimize by swapping around enhancements and augments)
Alacrity: around 1,400 (at least 1,895 if the Zeal guild perk applies)
Critical: all remaining tertiary points go into Critical
Shield: None
Absorb: None
Set Bonus
Descent of the Fearless
Increased drop rate from Daily Missions.
(2) +2% Mastery
(4) Whenever you gain or use a 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 only occur once every 5 seconds.
Analysis: The only set bonus that is BIS across multiple advanced classes, Descent of the Fearless is BIS for all Juggernaut and Marauder DPS disciplines. The set bonus should provide a very high uptime on a straight 10% damage buff. Vengeance should benefit from this set bonus even more than Rage as each DoT tick can proc the set bonus to build stacks of Furious Power, providing a further buff through more frequent use of the new 6.0 ability to buff specific ability damage by 25%.
Impact on Rotation: Make sure to use Furious Power every 10 seconds to keep the buff active. Monitor your charge generation and use extra charges to avoid capping, but always save 1 charge to refresh the buff. Impale is the best ability to buff via Furious Power. Otherwise, make sure to keep DoTs active on your target via the main rotation to ensure maximum generation of charges of Furious Power.
When to Take: All situations. Descent of the Fearless is easily the BIS set bonus for all Sith Warrior disciplines.
Tactical Items
Hemophilic Slash
Increased drop rate from Flashpoints.
Ravage refreshes the duration of Force Scream, Impale and Shatter burns on the target and ticks their damage.
Analysis: While Shatter applies a DoT with the same duration as the ability’s cooldown (thus ensuring full uptime), the DoTs applied by Force Scream (via the Draining Scream passive) and Impale (via the Eviscerate passive) only have a duration of 6 seconds / 4 GCDs. The abilities have a cooldown of 9 seconds / 6 GCDs, so in every rotation cycle you lose 2 GCDs of DoT ticking.
This tactical enables refreshing these DoTs and ticks their damage such that nearly full uptime should be possible. This also increases DPS by increasing the benefit provided by the passive (+5% DoT damage / DoT, so each GCD of +2 DoTs also provides +10% DoT damage to all DoTs!)
Impact on Rotation: Further testing is necessary to validate when (if ever) it is optimal to delay any of the “Big 4” to use Ravage to refresh/tick DoTs. That said, the initial conclusion is that you should try to use Force Scream and Impale back to back in your rotation without a filler in between. This aligns the duration of their DoTs to make it easier to use Ravage to refresh their DoTs.
When to Take: Any fights without significant AoE damage potential. Hemophilic Slash is definitely the BIS tactical for Vengeance in pure single target sustained damage situations.
Cut to Pieces
Increased drop rate from Flashpoints.
When a burn critically hits it reduces the cooldown of Vengeful Slam by 1 second.
Analysis: Vengeful Slam is the Vengeance player’s primary AoE damage dealing ability and DoT spread while remaining a viable single target priority damage ability. Cut to Pieces makes the discipline (already really strong in AoE situations) far stronger. Given a decent level of critical chance and 3+ enemies in melee range, the player should be able to use Vengeful Slam nearly every other ability.
Impact on Rotation: The normal rotation should be used to alternate DoTs and fillers. Substitute Vengeful Slam for any filler abilities when available and refresh DoTs on cooldown.
When to Take: Any fights with multiple bosses in proximity or consistent AoE damage situations. This tactical will also be BIS on most trash pulls and in most FPs and should be swapped in and out with Hemophilic Slash fight to fight when it is optimal.
A Vicious Cycle
Increased drop rate from Operations.
Hew triggers a Retaliation that does 30% more damage.
Analysis: A Vicious Cycle appears to be designed to synergize with the War Bringer and Warmonger utilities to provide additional burst damage capability for Vengeance. By using Force Charge as often as possible (including backing briefly out of melee range so as to use it) to proc Hew and Retaliation, that would provide as much uptime of the tactical buff as possible in >30% boss health situations. For any fights with frequent target swapping, it would also provide semi-frequent burst damage. In sub-30% boss health, it would provide the discipline with stronger DPS via more regular use of Retaliation and its 30% damage buff.
The challenge for the tactical is that above 30% boss health the DPS increase is likely to be nominal. Sacrificing a GCD to move out of range to leap back in is a DPS loss due to the lost GCD and the minimal damage done by a leap, even if the succeeding abilities do somewhat more damage.
While Vigilance has 3 DoTs, two of them deal low damage in comparison to their base damage and only Shatter is a true DoT like with other DoT-based DPS classes. As such, the discipline has respectable burst for a “DoT discipline” and any buff to burst damage via this tactical is nominal and at the much higher opportunity cost of sustained DPS that could be buffed much more via other tacticals..
Impact on Rotation: N/A, not recommend in any situations.
When to Take: Not recommended. It provides a much lower DPS increase as compared to Hemophilic Slash or Cut to Pieces. Even though Cut to Pieces is recommended above only for AoE DPS situations, it should provide a superior single target sustained DPS increase in comparison to A Vicious Cycle.
Amplifiers
Armor Penetration
The Vengeance Juggernaut discipline consists of skills with either a Weapon or Force type dealing Energy/Kinetic and Internal damage. The discipline includes several DoT damaging abilities.
When considering the abilities based on the mix of damage, the mix between Force and Weapon type attacks is fairly close though weighted in favor of Force type attacks. Of the top 5 damaging abilities, Impale deals Weapon type damage while Force Scream, Vengeful Scream, and Shatter (and its DoT) deal Force type attacks. The mix between Energy/Kinetic and Internal damage is very heavily in favor of Energy/Kinetic damage as only Shatter and the 3 DoTs applied by the discipline deal Internal damage, making up around 30% or so of the discipline’s total DPS.
Armor Penetration provides the highest overall DPS benefit and synergizes well with nearly all other Juggernaut/Marauder disciplines for DPS.
Key Abilities
Furious Power NEW IN 6.0 - Consumes all ability charges 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.
A new offensive cooldown, it can be used in the opener to buff you heaviest hitting ability for +100% damage or used every ~30 seconds to buff an ability damage +25%
Shatter - Requires 5 Rage to activate but only consumes 1 Rage. Deals moderate elemental damage and applies a DoT that deals moderate elemental damage over 12 seconds. Resets the cooldown of Ravage via the Rampage passive.
Highest damaging ability, Shatter also has a different cooldown (12s / 8 GCDs) from the other big 3 abilities (9s / 6 GCDs) so it will float in the rotation and never be delayed more than 1 GCD.
Impale - Deals high weapon damage. Applies a DoT via the Eviscerate passive.
Highest burst damage ability that deals some additional damage via a DoT. It should generally be used first in an opener or when swapping targets in a short duration burst window. It has the same cooldown as Scream and Vengeful Slam so should have a consistent place in the rotation and be used on cooldown.
Force Scream - Deals moderate kinetic damage. 30m range. Applies a DoT via the Draining Scream passive. Receives up to 100% critical chance via stacks of Savagery via use of Shatter, Impale, Vengeful Slam or Hew.
High damage ability that should be used on cooldown. It should always be a critical hit due to its buff via the Savagery passive ability.
Vengeful Slam - Deals high energy damage to up to 8 enemies with 5 meters of the player. Spreads DoTs via the Bloodbath passive.
The last of the Big 4 abilities, this provides very high burst AoE damage and DoT spreading. However, it is still a rotational ability in single target DPS encounters. As such, it provides Vengeance with the capability to deal very high AoE damage without sacrificing any single target sustained damage. As it shares a cooldown with 2 of the other 3 key abilities, it should always be used on cooldown.
Ravage - Deals high weapon damage.
High damage and free filler. It should be procced every 9s / 6 GCDs by the use of Shatter, so it can be delayed for any higher priority ability so long as it is used prior to the next use of Shatter.
Hew - Deals high weapon damage and slows movement speed of target by 50% for 3 seconds. Normally only usable on targets at or below 30% of max health.
High damage filler when it procs, it is not a high priority outside of the execute phase given the cooldown on it proccing again. Priority should be given to avoid its proc being wasted, otherwise can be delayed as/if needed.
Sundering Assault - Deals moderate weapon damage, generates 5 Rage, and causes the target to become Sundered (-20% armor for 45 seconds).
Main energy building ability, care should be taken to use on cooldown as often as possible without (1) delaying a key rotational ability; or (2) capping energy.
Force Push - Deals moderate energy damage and knocks the target back several meters and stuns them. Force Push immediately finishes the cooldown on Force Charge. No energy cost. 10m range.
A low priority filler with a long cooldown. Force Push is only optimal as a filler to replace a use of Vicious Slash when taking the Extending Roar Legendary utility.
Saber Throw - Deals moderate damage and generates 3 Rage. 30m range.
A ranged ability and energy generating ability. Use when needed as a filler. If swapping targets and Sundering Assault is on cooldown, using Saber Throw while running in or before leaping is optimal to apply the Sundered debuff to reduce the target’s armor by 20%.
Force Charge - Leaps to target and deals low damage. Immobilizes target for 2 seconds and interrupts its current action. Builds 4 Rage. Cannot be used against enemies in cover. 10-30m range.
Used for movement and to add a second interrupt.
Sweeping Slash - Hits up to 8 enemies within 5 meters in front of you for low weapon damage.
Your spammable AoE conal ability, only use in AoE situations.
Assault - Deals low weapon damage and generates 2 Rage.
Your basic filler, only use when you are low on energy and need it for abilities. You generally should not use often in this discipline.
Vicious Slash - Deals moderate weapon damage.
Your spammable filler, you should use to spend excess energy but takes bottom priority otherwise.
Enrage - Generates 6 Rage. Off-GCD ability. 45 second cooldown.
Your only energy cooldown ability.
Rotation
Opener
The opener for Vengeance Juggernaut is very important due to the need to align key abilities so they can be used on cool down. It should be used as follows. This opener assumes the player has equipped the Hemophilic Slash tactical.
1
3
5
7
9
11
13
15
17
19
2
4
6
8
10
12
14
16
18
20
Force Charge IF AT RANGE - Used to close the distance and build energy.
Furious Power OFF GCD - Used here to start the Descent of the Fearless +10% damage buff rolling and to apply 4 stacks of +25% damage for eligible abilities in the opener.
Vengeful Slam - Deals high single target damage, applies an armor debuff with Utility, grants 1 focus, used here for convenience to set up the rotation.
Sundering Assault - Used to apply the Sundered debuff (-20% armor for 45s) and build sufficient energy for the rotation.
Adrenal OFF GCD - We want to wait to use our adrenal until after Sundering Assault has gotten us plenty of energy, so use here as we begin to deal big damage.
Impale - Deals high damage and applies a DoT. Impale deals the most immediate damage of all the discipline's abilities, thus we use right after the adrenal to ensure we get a second use during the adrenal's duration.
Enrage OFF GCD (USE IF NOT AT RANGE) - Used to refund the energy used by Impale.
Shatter - High damage ability that deals most damage via DoT, we apply as early as possible within the adrenal window to ensure the maximum DoT uptime during the adrenal.
Force Scream - Second highest damage ability by initial damage, we use here so we can get a second use in the adrenal window. It is also important to time it's use within 2 GCDs of Impale so Ravage can tick and refresh both DoTs in the opener and in the main rotation.
Ravage - Free damaging ability, used now so that it (via the Hemophilic Slash tactical) can refresh and add 3 extra ticks of DoTs applied earlier by Shatter, Impale and Force Scream.
Vengeful Slam - Used on cooldown after 6 GCDs.
Hew - Should be procced from Force Charge (with utility) or Keening by this point. This is the first open GCD in the rotation so is prioritized here.
Furious Power - Since Impale does the most instant damage per activation, we prioritize Furious Power right before to ensure its +25% damage buff affects Impale.
Impale - Used on cooldown after 6 GCDs
Sundering Assault - Used to build energy before next cycle.
Force Scream - Used on cooldown after 6 GCDs.
Shatter - Used on cooldown after 8 GCDs
Vengeful Slam - Used on cooldown after 6 GCDs.
Ravage - Used when convenient before next Shatter. As often as possible, we try to use Ravage when all 3 DoTs are ticking but only without delaying any of the big 4 abilities.
Impale - Used on cooldown after 6 GCDs
(continue main rotation)
Note - I think it's very important to note that various openers can work effectively. I like this opener a lot because I feel like it helps set up the main rotation well, but others can work fine as well.
Basic Rotation and Priority System
1. Utilize Big 4 on cooldown. The most important key to optimal DPS for Vengeance is using Impale, Shatter, Vengeful Slam, and Force Scream on cool down. If the opener is properly executed, this should happen automatically as long as you keep your focus at appropriate levels through the rotation. All but Shatter have a 6 GCD (9s without alacrity) cooldown and Shatter has an 8 GCD (12s without alacrity) cooldown. Thus each “rotation” will consist of the following (with Shatter using a Filler slot whenever it is off CD):
1
2
3
4
5
6
2. Use Ravage prior to each use of Shatter. Ravage normally has a 15 GCD cooldown (18s without alacrity), but is procced by each use of a Shatter. Thus, it can be used between each usage of Shatter (8 GCD / 12s w/o alacrity) and can be delayed for higher priority abilities as long as there is a filler spot prior to the next use of Shatter.
3. (With Hemophilic Slash) Use Ravage with DoTs ticking. The Hemophilic Slash tactical causes Ravage to refresh and tick all 3 DoTs applied by Shatter, Impale and Force Scream. Ravage ticks 3 times so it refreshes the DoTs and triggers 3 additional ticks of each DoT. The Shatter DoT has an identical duration to Shatter's cooldown, so it does not impact when we should use Ravage. Before alacrity, Impale and Force Scream apply DoTs that last 6 seconds while the abilities themselves have a 9 second cooldown. So our goal is to use Ravage as often as possible after Impale and Force Scream, which will get us higher uptime on those DoTs in addition to the 3 extra ticks.
It isn't always possible to use Ravage on its ideal time due to Shatter floating in the rotation. The ideal position for Ravage is #4 in the above basic rotation. No matter what, make sure to use it before Shatter's next use, as wasting Ravage's damage and special effects from Hemophilic Slash is a huge waste!
4. Only use Force Scream with 2 Savagery stacks (glowing). This ensures an auto-crit for Force Scream. However, given that Vengeful Slam and Impale each build a stack (and have an identical cooldown), following #1 should ensure this is never an issue and Force Scream will always be glowing when it comes off CD.
5. Prioritize focus building abilities when possible. Vengeance can be tricky for energy at times if you want to avoid any delays for the Big 4. As such, I recommend avoiding the usage of Enrage just in case you end up short of focus. That said, skilled players should prioritize Sundering Assault, a proc for Hew, and Saber Throw (generally in that order) whenever those abilities will not cap you on focus. If you use Enrage on cooldown to enable more use of Vicious Slash in your filler rotation, capping a point of two of Rage is preferable to avoid delay of the Big 4. It is also worth noting that the primary damage fillers (Ravage, Hew proc) are either free or grant Rage.
6. Use Hew within proc window. The proc will last 15s so you have more than one rotation to fit in into the filler window. It should be prioritized behind Sundering Assault if low on Rage or Ravage.
Filler Priority
1
5
2
6
3
7
4
8
Shatter (not actually a filler but it is floats into a Filler slot and is #1 priority always)
Ravage (if Shatter will come off CD before next filler slot)
Sundering Assault (if low on focus)
Hew (if procced)
Saber Throw (if usage will not cap focus)
Hew (if not procced)
Vicious Slash
Assault (only if you are low on Rage and higher priority skills coming up)
Rage Builders
1
2
3
4
5
6
Enrage (6 Rage), off GCD, 45s cooldown
Sundering Assault (7 Rage)
Saber Throw (3 Rage)
Force Charge (3 Rage)
Hew w/ proc only (1 Rage)
Vengeful Slam (1 Rage)
AOE Rotation
AoE Rotation without Cut to Pieces
Same as above except substitute Sweeping Slash for all filler abilities except Shatter, Sundering Assault and Ravage). Vengeful Slam will spread your DoTs through your single target rotation. For this reason, Vengeance Juggernauts are among the very best, if not THE best, at doing amazing AOE and single target damage simultaneously. If you are damaging the boss at the same time as adds, revert back to your single target rotation as the DoT spread and AOE damage by Vengeful Slam alone will be sufficient AOE damage.
If you are attacking adds that will die relatively quickly, you should open with Shatter then use Vengeful Slam to spread its DoT. Shatter DoT hits by far the hardest and should be spread ASAP in those situations.
AoE Rotation with Cut to Pieces
The Cut to Pieces tactical is amazing for AoE encounters in Flashpoints, add pulls within Operations, and some Operations with very heavy AoE requirements. By applying your DoTs and spreading them with Vengeful Slam, the many DoT ticks will make Vengeful Slam spammable with almost no cooldown.
When running Cut to Pieces, I suggest the following rotation.
1
4
2
5
3
6
Opener:
Sundering Assault - Use first to build energy to apply your DoTs
Shatter - Apply strongest DoT first
Impale - Apply second DoT
Force Scream - Apply third DoT
Vengeful Slam - Spread DoTs
Filler - Depending on energy and situation, use an appropriate filler. Vigilant Thrust is ideal if its available instantly.
1
4
2
5
3
6
AoE Rotation:
Filler - Use Shatter if its DoT has fallen off somehow, Sundering Assault if low on energy, Sweeping Slash for extra AoE damage, etc. If you do not need to use Shatter or Sundering Assault, it's ideal to use Vengeful Slam if its cooldown is instant.
Vengeful Slam - Use in between high damage single target attacks.
Impale - Use to deal heavy single target damage and ensure its DoT stays up.
Vengeful Slam - Use in between high damage single target attacks.
Force Scream - Use to deal heavy single target damage and ensure its DoT stays up.
Vengeful Slam - Use in between high damage single target attacks.
(repeat until end of encounter or until only 1-2 targets are left then swap to single target rotation)
You might ask "why no just endlessly spam Vengeful Slam"? Fair question. The rotation above will not do quite as much AoE damage as just spamming Vengeful Slam. However, there are a few reasons I suggest this rotation is preferable in nearly all circumstances.
Firstly, there are no boss fights in operations that depend solely on AoE DPS. Let's take the Hive Queen and Dxun Control Center encounters, since those are the most ideal fights for high AoE DPS. While high AoE DPS is important to kill adds in both fights, the real DPS check for those fights remains a single target DPS check to kill the Hive Queen before the soft enrage and to kill the big adds and Warden Droids in Dxun. You need enough AoE DPS to avoid being overwhelmed by the adds but sacrificing too much single target damage is not ideal. This rotation should do as much or more single target DPS through extra uses of Vengeful Slam and will add a lot of AoE damage from Vengeful Slam's AoE.
Secondly, the cooldown from Vengeful Slam can be reduced nearly to zero from Cut to Pieces but in practice it will frequently be slightly more than zero. If you try to endlessly spam Vengeful Slam, on a fairly frequent basis you will have to delay your ability activation for a short time. Alternating Vengeful Slam with other high damage attacks should ensure a smooth rotation without any APM loss.
Thirdly and lastly, using Impale and Force Scream I feel is helpful to ensure maximum uptime of DoTs on the group. You can spread DoTs from one target to another but doing so does not refresh them. So in some cases it is possible to have a DoT accidentally drop off. By steadily refreshing Impale and Force Scream on your main target, these should always be easily re-spread to adds as it expires. Shatter is less of an issue due to its longer cooldown, but the same principle applies.
Defensive Cooldowns
1
4
2
5
3
6
Saber Reflect (large single target damage) - Reflects single target ranged/force/tech abilities for 5s with Utility. Also works great to build AoE threat. Is best used for really heavy damage mechanics (e.g., Terror’s Scream) that would otherwise one-shot you. Be really careful about knowing when it will work so you don’t waste it (e.g., the Huge Grenade in HM S&V Titan 6 can’t be reflected since it’s AOE damage). 1 minute cooldown, so you can use many times during a fight.
Saber Ward (Melee/Ranged damage) - Increases Defense by 50% and Force/Tech damage reduction by 25% for 12 seconds. It also provides a second buff, Blade Turning, that increases Melee/Ranged Defense by 100% for 2s. This cooldown is best used during damage phases that can be dodged, as it should cause you to dodge most attacks for its cooldown. The 25% damage reduction is icing on the cake, but optimal use focuses on the 50%/100% Defense boost. 2:30 cooldown.
Enraged Defense (continuous damage) - Usable when below 70% health, cooldown grants 12 charges that will be used one at a time to provide a small heal as damage is taken. Best used during damage phase with lots of small damage (e.g., the Tank challenge during HM Dread Palace Raptus). 10 second duration, 1:30 cooldown (2:00 without Utility).
Endure Pain (various) - Your “oh s**t” button, this provides a temporary self-heal and provides +15% damage reduction for 20s. Use it during heavy damage phases. 1 minute cooldown.
Mad Dash (any large individual mechanics) - Increases defense by 100% during ability. The timing of the buff is difficult to manage during a fight, but when timed appropriately can be used to ignore various mechanics. With Saber Reflect, this makes Juggernauts extraordinarily strong at avoiding large one-off damage mechanics. 45s cooldown.
Threatening Scream (AOE damage) - Your threat drop reduces AOE damage by 60% for 15 seconds. This cooldown is best used during heavy AOE damage phases. 45s cooldown.
Tips
Tips for focus management
Be aware that Shatter is really tricky with regards to its focus cost. It only consumes 1 Rage each usage but requires 5 to be usable. This is by far the most common reason your rotation and “Big 4 on cooldown” goal gets messed up. I always try to save Enrage for Shatter just in case I misjudged my focus and end up short when Shatter is about to come off cooldown.
Similarly to above, Impale and Scream use 3 Rage each but require 4 to be usable.
Just to reiterate on energy usage, the worst case scenario is when your rotation ends up Scream > Shatter > Impale. That will require 8 Rage but will only use 7. If that seems weird, see below. For this reason, always try to stay as high on Rage as you can without capping more than a point or two of Rage.
8 Rage prior to mini-rotation
5 Rage after using Scream (costs 3, requires 4)
4 Rage after using Shatter (costs 1 but requires 5)
1 Rage after using Impale (costs 3, requires 4)
I find that you will use both Vicious Slash and Assault in an optimal rotation in order to manage your energy. As most fillers are free or build energy, only use Vicious Slash when you are nearly capped on focus and will have Sundering Assault or Enrage off cooldown shortly. Use Assault when you about to enter a heavy focus set of GCDs (like the Scream > Shatter > Impale scenario discussed above). Offhand I believe that is the only scenario where I typically use Assault, as otherwise using Saber Throw and Sundering Assault are adequate.
Tips to using Saber Reflect
EC Zorn & Toth - all circles
EC Tanks - Double Destruction, Lightning Pylons, Adds
EC Vorgath - turrets
EC Kephess - Add damage inside reflect bubble (reflects to Warrior), Walker (stand under it while it is immune after popping reflect)
TFB Dread Guard - Doom
TFB Kephess - red laser
TFB Terror - slam, Scream
S&V Thrasher - firebug AOE
S&V Operations Chief - terminate
S&V Warlords - Sunder
S&V Styrak - add’s channeled lightning attack, orange debuff during lightning AOE
KP Jarg & Sorno - Unload
KP Karraga - fire puddles
DF Draxus - Subteroth explosion, Draxus non-cleave attacks, Guardian thundering blast, Guardian cleave
DF Grob’thok - raidwide Roar
DF Corruptor Zero - chest laser, missile Barrage, ranged add attack’s
DF Brontes - orbs (note you can taunt someone else’s orb then use reflect to pop without damage)
DP Tyrans - fire at the door (not inferno), though be very careful doing this
DP Raptus - force execution
DP Council - burn phase AOE
Ravagers Sparky - brutal punch, add jump
Ravagers Bull - scatter blaster, mass barrage, ore carts, add attacks
Ravagers Torque - turrets, fire device, shoots lasers, knockback from panel destruction
Ravagers Master/Blaster - rain of pain
Ravagers Cora/Ruugar - most boss attacks
ToS Malaphar - spear throw
ToS Commanders - Kurse smash
ToS Revan - heave, Saber overcharge, HK mines, Core’s AOE
Toborro - purple circle
Monolith - slam, first tick of Curse