Juggernaut Vengeance Basics Guide
Vengeance
Operating through a revenge-fueled state of sadistic rage, the Vengeance Juggernaut halts would-be attackers with a torrential offense. The Vengeance Juggernaut enters the fray fast and hard, unleashing a whirlwind of slashing bleeds and Force attacks on bones and armor that leaves any adversaries wondering what just happened – if they’re still conscious.
- Role: Damage
- Type: Damage Over Time
- Weapon: Single Lightsaber
- Distance: Melee Range
- Mirror: Guardian – Vigilance
Vengeance for New Players
- Vengeance is melee range, which means you must be very close to your enemy to attack, which can be harder for new players to get used to, but you have a jump ability to help you close the gap between you and your enemy
- This style is very mobile and you can easily run and jump around while fighting without any issues!
- Juggernauts start without any Rage, which is their energy pool for attacks. This makes them a bit harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Rage up before you can use some of your other abilities.
- I recently started playing Vengeance and with the help of a guide I found it fun and easy to play once I understood how it worked! Vengeance is a great combination of memorization plus a bit of improvisation. I didn’t find it too hard to learn, but you’ll need to use about 10 abilities to get it to flow well.
- Vigilance is perfect for defeating clusters of enemies, easily taking out groups of 3 or more with its bleeds and ground smash.
How to play a Vengeance Juggernaut
You can start playing Vengeance at level 1. To start playing Vengeance, you will need to first create a Juggernaut character, which can be played by Sith Warriors and Sith Inquisitors (or even the Jedi Knight and Jedi Consular if you unlock the dark-side Combat Styles.)
Once you are ingame, press K on your keyboard to open the Combat Style tab, and choose Vengeance from the three options. This choice is not permanent, you will be able to switch between all three options by finding a rest location like a cantina.
Updated for 7.2!
Below Level 80
If you are below level 80, there are no true guides available to tell you what specific abilities you should be using, because the ideal rotation would change every level.
Instead, you can use this guide to figure out which of your abilities are attacks, which are defensive, and which are just useful.
“5 Ability” Basic Rotation
Not quite ready to learn all your abilities yet?
Vengeance is one of those classes that doesn’t actually play very well with only 5 abilities because you’ll just be hitting your basic attack a lot otherwise, BUT, it’s a very fun and easy class to play (even with so many abilities) and pretty easy to learn at a higher-end compared to many other classes, so don’t be intimidated about learning this class!
Starting the Fight:
- Always charge into the fight with Force Charge, as it will help you build Rage, which is your energy, so you can use your other abilities.
- Start with Sundering Assault, which will give you lots of Rage to start off with.
Abilities
- You have 3 damage over time (DoT) abilities that you’ll want to apply together to maximize your damage. Shatter is your signature DoT. Force Scream, while playing vengeance, also adds a DoT to the enemy, and using Shatter will make it stronger and make it glow. Use it right after! Skewering Strike is likely going to be the majority of your overall damage, and is your third DoT. Keep all three of these up on your enemy at all times.
- Vengeful Slam is a fun attack you can use to do more damage.
- Ravage will be your most important filler ability to use outside of DoT application.
- Do you have less than half your energy bar available? If so use Sundering Assault to get back more Rage, and you’ll need to use one more ability before you restart your rotation! If you have lots of Focus left, you’ll need to use two more abilities. Here are your options to end your rotation…
- OPTION A: Hew is an extra attack you can work in to your rotation pretty easily if you press it when glowing.
- OPTION B: Retaliation, which may or may not be available.
- OPTION C: Saber Throw, which builds some rage to keep the rotation going smoothly.
- OPTION D: Slash for some damage.
Rotation
You’ll start off by charging in and building rage with Sundering Assault.
Then your simple rotation will look like this…
Shatter + Force Scream + Skewering Strike + Vengeful Slam + Ravage
and then you’ll use two of these following abilities depending on if you need Rage, and what’s actually available:
Sundering Assault (for rage) / Hew (if sparkling) / Retaliation (if available) / Saber throw (if up) / Slash (if nothing else)
And then repeat back at Plasma Brand!
More than 3 Enemies
- Vengeful Slam is very important to Vengeance AoE, because it will spread the DoTs you put on your first target to all others ALSO caught in the blast. Put your 3 DoTs down, then spread them with Vengeful Slam!
- If you still need more area damage, Sweeping Slash (a choice at level 27) can be taken for a decent boost.
Extra Tips
- Feeling Spicy? Bloodrage will apply a big boost to your DoT damage on all targets who have them, and grant you 6 rage. Use this on cooldown for a huge bonus. When starting off, use it after you use your first three DoTs.
Discipline | Tactical | Legendary | Stats |
---|---|---|---|
Guardian Defense Juggernaut Immortal | Grit Teeth Jaw Breaker, Hord’s Makashi Strike and Leviathan’s Hide are good alternatives | Force Resistance + Retaliator | Shield: 5500-6000 Absorb: remaining tertiary stats |
Guardian Vigilance Juggernaut Vengeance | Hemophilic Slash (Single Target), Cut to Pieces (AoE) | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Guardian Focus Juggernaut Rage | Cauterized Coronary | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Watchman Marauder Annihilation | Spiteful Saber | Fearless Victor + Berserker’s Call and Dispatcher are all viable options | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Combat Marauder Carnage | Shard of Mortis | Fearless Victor + Dispatcher | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Sentinel Concentration Marauder Fury | Cauterized Conary | Fearless Victor + Berserker’s Call | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Telekinetics Sorcerer Lightning | Stormwatch | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 560 (2.14%) • 1.3 GCD = 3209 (10.38%) • 1.2 GCD = 8296 (20%) • 1.1 GCD under PS = 3596 (16.366) With Alacrity Guild Perk • 1.3 GCD = 1494 • 1.1 GCD under PS = 1801 |
Sage Seer Sorcerer Corruption | One for All | Unmatched Haste + Revitalize or Dynamic Force are all considered viable as of now | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Balance Sorcerer Madness | Tempest of Rho | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Kinetic Combat Assassin Darkness | Two Cloaks, The Life Warden, Ancient Tome of Wrath and Shroud of a Shadow as potential alternatives | Dynamic Force + Force Resistance or Ballast Point is fine if you prefer to use pieces with tanking stats | Shield: 5000-5500 Absorb: remaining tertiary stats |
Shadow Infiltration Assassin Deception | The Awakened Flame | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Serenity Assassin Hatred | Two Time Trouble | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Combat Medic Mercenary Bodyguard | SC-4 Treatment Scanner | Advanced Scanning + Concentrated Fire or Overcharged Cells seem to all be viable options | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Gunnery Mercenary Arsenal | Primed Ignition (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Commando Assault Specialist Mercenary Innovative Ordnance | Energized Charges (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Shield Specialist Powertech Shield Tech | Thermal Screen (Single Target), Oil Fire (AoE), The Life Warden | Supercommando + Squad Leader | Shield: 6000 - 6500 Absorb: remaining tertiary stats |
Vanguard Plasmatech Powertech Pyrotech | Superheated Fuel | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Tactics Powertech Advanced Prototype | Overwhelming Offense | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Sharpshooter Sniper Marksmanship | Agitating Energies | Locked and Loaded + Improved Targeting use Energy Regulators if you experience energy issues | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Saboteur Sniper Engineering | Ruthless Interrogation | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Dirty Fighting Sniper Virulence | Exploited Weakness (Single Target), Airborne Agents (AoE) | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: 2700 - 2800 With Alacrity Guild Perk 1100 - 1300 |
Scoundrel Sawbones Operative Medicine | Critical Surgery and Diagnostics Probe are both viable alternatives | Tactician + Aggressive Treatment or Field Medic | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Scrapper Operative Concealment | Acid Lash (Single Target), Explosive Cells (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Ruffian Operative Lethality | Synox Shots (Single Target), Viral Elements (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Ready to learn more about your class, and how to play at a higher skill level? These guides by other players break down your class's abilities and your full rotation!
Guides
- Vengeance & Vigilance Guide For Filthy Casuals by Intergalactic Sociopaths on YouTube (7.4)
- Vigilance / Vengeance 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Welcome to the SLAM JAM: Vengeance / Vigilance PVP GUIDE by Ivano on YouTube (7.2)
- Vengeance Juggernaut Guide by Biggs on YouTube (7.02)
- Vengeance Juggernaut PvE Guide and Best Builds by Endonae on vulkk.com (7)
Attacks
- Assault - Basic AttackLevel 1
- Vicious Slash - AttackLevel 1
- Smash - Area AttackLevel 4
- Retaliation - AttackLevel 4
- Force Scream - AttackLevel 7
- Sundering Assault - AttackLevel 7
- Ravage - AttackLevel 10
- Shatter - AttackLevel 15
- Sweeping Slash - Optional Area Attack Level 27 Option 1/3Level 27
- Impale - AttackLevel 35
- Vicious Throw - AttackLevel 43
- Saber Throw - AttackLevel 47
- Hew - AttackLevel 47 REPLACES Vicious Throw at Level 47+
- Vengeful Slam - Area AttackLevel 60 REPLACES Smash at Level 60+
Multiple Enemy Attack Abilities
These Vengeance attacks are useful for attacking groups of enemies.
- Smash - Area AttackLevel 4
- Sweeping Slash - Optional Area Attack Level 27 Option 1/3Level 27
- Vengeful Slam - Area AttackLevel 60 REPLACES Smash at Level 60+
Buffs
You can combine your Vengeance buffs with your attacks to create powerful combinations.
- Unnatural Might - Passive Class BuffLevel 1
- Bloodrage - BuffLevel 15
- Furious Power - Optional Buff Level 43 Option 1/3Level 43
Defensive & Healing Abilities
Use these abilities to help yourself stay alive. The Juggernaut has these defensive and healing abilities and you'll want to know where they are in a difficult fight.
- Saber Ward - DefensiveLevel 15
- Endure Pain - Heal CleanseLevel 43
- Enraged Defense - DefensiveLevel 56
- Saber Reflect - Optional Defensive Level 68 Option 1/3Level 68
Useful Abilities
These abilities may not be directly for attacking, but they are used heavily by skilled Juggernauts in combat to turn the tide of a fight.
- Force Charge - Leap - Jump to a faraway enemy.Level 1
- Channel Hatred - Regeneration - Regain health out of battle.Level 1
- Unleash - Stun Break - If you are stunned and can’t move, you can use this ability to unstun yourself.Level 10
- Disruption - Interrupt - Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back!Level 19
- Force Choke - Stun - You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.Level 27
- Threatening Scream - Detaunt - Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank.Level 31
- Intercede - Friendly Leap - Jump to a friendly target (not an enemy).Level 39
- Skewering Strike - Optional Leap Level 39 Option 3/3 - Jump to a faraway enemy.Level 39 REPLACES Impale and triggers any of its effects at Level 39+
- Endure Pain - Heal Cleanse - Temporarily increases your maximum health by 30% for 20 seconds and removes all cleansable effects. When the effect ends, the health is lost.Level 43
- Force Push - Knockback - Pushes enemies back.Level 43
- Intimidating Roar - Optional Stun Level 68 Option 2/3 - Stuns allow you to knock enemies out of the fight temporarily. Some stuns break on damage - so if you attack the enemy while they are stunned with any type of attack, they will no longer be stunned.Level 68
- Mad Dash - Optional Movement Level 68 Option 3/3 - Quickly rush forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while dashing. Can be used while immobilized and purges movement-impairing effects when activated.Level 68
Tree Choices
As you level up, you will be able to make choices about how you play your Vengeance Juggernaut with the Ability Tree, which can be opened with the K key on your keyboard. If you do not choose one, a default option will be chosen for you.
You will have eight choices to make as you level up, at levels 23, 27, 39, 43, 51, 64, 68 and 73. All of these Ability Tree choices are not permanent choices and can be changed later. If you are following a Level 80 guide on how to play your Vengeance Juggernaut, you will need to make sure to choose the same options as they have. You may not have the same choices chosen as a friend who is also playing a Vengeance Juggernaut.
Level 23 Choice: Shatter Change
Choose from one of three ways that you want Shatter to change at level 23. Your options are Deep Cuts, Major Fracture, and Shatter Burst.
Channels the Force into your lightsaber and crushes your target under its weight, instantly dealing internal damage, with further internal damage over 12 seconds.
While Shatter is on a target, the crit chance of all your bleed attacks on that target are increased by 10%.
While Shatter is on a target, the crit chance of all your bleed attacks on that target are increased by 10%.
Increases initial damage of Shatter by 50% and reduces its cooldown by 2 seconds.
Increases initial damage of Shatter by 50% and reduces its cooldown by 2 seconds.
Killing a target with direct bleed damage while affected by Shatter causes it to explode, hitting nearby targets.
Killing a target with direct bleed damage while affected by Shatter causes it to explode, hitting nearby targets.
Solo Single-Strong-Enemy Suggestion: Major Fracture - Surpisingly, a 50% increase to the initial damage and a slight cooldown reduction is a bigger boost than 10% crit chance on your bleed attacks. This is your best choice for any situation!
Operation Suggestion: Major Fracture - Surpisingly, a 50% increase to the initial damage and a slight cooldown reduction is a bigger boost than 10% crit chance on your bleed attacks. This is your best choice for any situation!
Multi-Enemy Solo Suggestion: Shatter Burst - Made for AoEing trash mobs down quickly, this choice does better the more groups you can take on at once, as kills will effect more targets.
Flashpoint Suggestion: Shatter Burst - Flashpoints tend to be a lot of enemies at once until you get to a boss, you may find the experience faster by taking AoE choices like this one. Can also be used in operations to make trash go faster, or for fights with lots of opportunity to AoE, but that will be pretty niche.
Level 27 Choice
Choose from one of three Juggernaut abilities at Level 27, you can only have one of these options at any given time. Your options as a Vengeance Juggernaut for the Level 27 choice are Sweeping Slash, Overwhelming Slashes, and Projected Scream.
Slashes up to 8 enemies within 5 meters in front of you for weapon damage. Attacks with both weapons if dual wielding.
Slashes up to 8 enemies within 5 meters in front of you for weapon damage. Attacks with both weapons if dual wielding.
Ravage immobilizes the target for 3 seconds and generates 1 rage.
Ravage immobilizes the target for 3 seconds and generates 1 rage.
Force Scream does damage to additional enemies in a cone in front and slows them by 50% for 6 seconds.
Force Scream does damage to additional enemies in a cone in front and slows them by 50% for 6 seconds.
General Suggestion: Projected Scream - Vengeance makes best use of Force Scream in their rotation so making it into an area attack makes the most sense as default. If AoE isn't needed, Overwhelming Slashes can generate some extra rage.
Level 39 Choice: Impale Change
Choose from one of three ways that you want Impale to change at level 39. Your options are Bleeding Pommel, Bleeding Offense, and Skewering Strike.
Impales the target for weapon damage.
Impale deals 10% additional damage and generates 1 rage for each of your periodic bleed effects on the target it hits.
Impale deals 10% additional damage and generates 1 rage for each of your periodic bleed effects on the target it hits.
Impale does additional critical bleed damage when it hits and Impale's critical hit chance is increased by 20%.
Impale does additional critical bleed damage when it hits and Impale's critical hit chance is increased by 20%.
Leaps to the target, impaling it for weapon damage and immobilizing them for 3 seconds. Replaces Impale and triggers any of its effects.
Jump to a faraway enemy.
General Suggestion: Bleeding Offense - Bigger crits more often is the best increase a damage over time discipline can get, take this by default.
Level 43 Choice
Choose from one of three Juggernaut abilities at Level 43, you can only have one of these options at any given time. Your options as a Vengeance Juggernaut for the Level 43 choice are Furious Power, Bloodbound, and Blood Rites.
Consumes all ability charges of Furious Power and applies that many Furious Power stacks to you for 15 seconds. 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 to a maximum of 4 charges.
Consumes all ability charges of Furious Power and applies that many Furious Power stacks to you for 15 seconds. 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 to a maximum of 4 charges.
Critically hitting with a bleed effect reduces the cooldown of your Bloodrage by 1 second. Activating Bloodrage purges movement impairing effects and heals you for 2% of your max health for each bleed effect it triggers, up to 20%.
Critically hitting with a bleed effect reduces the cooldown of your Bloodrage by 1 second. Activating Bloodrage purges movement impairing effects and heals you for 2% of your max health for each bleed effect it triggers, up to 20%.
Bloodrage no longer generates Rage. Instead, activating Bloodrage grants Blood Rites, increasing the critical hit chance of all your periodic bleed effects by 50% and generating 1 rage each time you critically hit with an internal bleed effect for 20 seconds.
Bloodrage no longer generates Rage. Instead, activating Bloodrage grants Blood Rites, increasing the critical hit chance of all your periodic bleed effects by 50% and generating 1 rage each time you critically hit with an internal bleed effect for 20 seconds.
General Suggestion: Bloodbound - In combination with other recommended choices, the critical chance of your DoTs is really high on this discipline, and the cooldown reduction to Bloodrage is the highest DPS increase on this tier.
Level 51 Choice
Choose from one of three Juggernaut abilities at Level 51, you can only have one of these options at any given time. Your options as a Vengeance Juggernaut for the Level 51 choice are Extending Roar, Warmonger, and Unyielding.
Increases the range of Force Scream to 30 meters, but Force Scream deals reduced 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.
Increases the range of Force Scream to 30 meters, but Force Scream deals reduced 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.
Getting attacked reduces the active cooldown of Force Charge by 1 second. This effect cannot occur more than once every 1.5 seconds. Force Charge enables your next Vicious Throw or Hew to be used against a target with any percentage of health.
Getting attacked reduces the active cooldown of Force Charge by 1 second. This effect cannot occur more than once every 1.5 seconds. Force Charge enables your next Vicious Throw or Hew to be used against a target with any percentage of health.
You generate 4 rage when stunned, immobilized, put to sleep, or knocked around.
You generate 4 rage when stunned, immobilized, put to sleep, or knocked around.
Flashpoint Suggestion: Extending Roar - The increased range on Force Scream and extra damage from Force Push can be nice in group content because even if the target is immune to the knockback effect, it should still trigger your enhanced Force Scream. You can take this as default unless you'd like the faster force charge from Warmonger.
Operation Suggestion: Extending Roar - The increased range on Force Scream and extra damage from Force Push can be nice in group content because even if the target is immune to the knockback effect, it should still trigger your enhanced Force Scream. You can take this as default unless you'd like the faster force charge from Warmonger.
Solo Single-Strong-Enemy Suggestion: Warmonger - As a solo DPS you'll probably take quite a few hits meaning this choice will increase your overall mobility pretty nicely!
Multi-Enemy Solo Suggestion: Warmonger - As a solo DPS you'll probably take quite a few hits meaning this choice will increase your overall mobility pretty nicely!
Level 64 Choice
Choose from one of three Juggernaut abilities at Level 64, you can only have one of these options at any given time. Your options as a Vengeance Juggernaut for the Level 64 choice are War Master, Hardened Defense, and Payback.
Force Charge grants Unstoppable, granting immunity to interrupts, stuns, knockdowns, incapacitating and movement-impairing effects, and effects that push or pull you around for 4 seconds. Additionally, during this time, damage reduction is increased by 20% for 4 seconds.
Force Charge grants Unstoppable, granting immunity to interrupts, stuns, knockdowns, incapacitating and movement-impairing effects, and effects that push or pull you around for 4 seconds. Additionally, during this time, damage reduction is increased by 20% for 4 seconds.
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% while stunned.
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% while stunned.
Reduces the cooldown of Unleash by 30 seconds and causes Unleash to heal you for 10% of your maximum health when used.
Reduces the cooldown of Unleash by 30 seconds and causes Unleash to heal you for 10% of your maximum health when used.
General Suggestion: Hardened Defense - Area Effect damage reduction is incredibly useful for DPS disciplines and attaching it to your detaunt is also really convenient. Take this as default unless you'd like the free Vicious Throw usage from War Master.
Level 68 Choice
Choose from one of three Juggernaut abilities at Level 68, you can only have one of these options at any given time. Your options as a Vengeance Juggernaut for the Level 68 choice are Saber Reflect, Intimidating Roar, and Mad Dash.
Reflects all direct single target ranged, Force, and tech attacks back to the attacker for 5 seconds. The damage done by each reflect is capped. In addition, Saber Reflect generates a high amount of threat on all engaged enemies within 30 meters when activated.
Reflects all direct single target ranged, Force, and tech attacks back to the attacker for 5 seconds. The damage done by each reflect is capped. In addition, Saber Reflect generates a high amount of threat on all engaged enemies within 30 meters when activated.
Paralyzes up to 8 nearby enemies in fear, preventing all action for up to 6 seconds. Damage ends the effect prematurely.
Stuns allow you to knock enemies out of the fight temporarily. Some stuns break on damage - so if you attack the enemy while they are stunned with any type of attack, they will no longer be stunned.
Quickly rush forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while dashing. Can be used while immobilized and purges movement-impairing effects when activated.
Quickly rush forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while dashing. Can be used while immobilized and purges movement-impairing effects when activated.
Solo Single-Strong-Enemy Suggestion: Saber Reflect - One of the most popular abilities of the Juggernaut, this reflect allows you to deal pretty great damage back to a boss/high damaging enemy while saving yourself. What it ends up being able to reflect can really differ from fight to fight, so if you're struggling with something specific try looking up a guide on the fight - most will mention what can be reflected. If nothing's reflectable or you'd prefer some mobility, Mad Dash is another super fun and easy to use movement attack you can choose.
Flashpoint Suggestion: Saber Reflect - One of the most popular abilities of the Juggernaut, this reflect allows you to deal pretty great damage back to a boss/high damaging enemy while saving yourself. What it ends up being able to reflect can really differ from fight to fight, so if you're struggling with something specific try looking up a guide on the fight - most will mention what can be reflected. If nothing's reflectable or you'd prefer some mobility, Mad Dash is another super fun and easy to use movement attack you can choose.
Operation Suggestion: Saber Reflect - One of the most popular abilities of the Juggernaut, this reflect allows you to deal pretty great damage back to a boss/high damaging enemy while saving yourself. What it ends up being able to reflect can really differ from fight to fight, so if you're struggling with something specific try looking up a guide on the fight - most will mention what can be reflected. If nothing's reflectable or you'd prefer some mobility, Mad Dash is another super fun and easy to use movement attack you can choose.
Multi-Enemy Solo Suggestion: Mad Dash - It doesn't exactly do impressive AoE damage, but if you're just clearing hallways of trash quickly, Mad Dashing through is probably the best choice.
Level 73 Choice
Choose from one of three Juggernaut abilities at Level 73, you can only have one of these options at any given time. Your options as a Vengeance Juggernaut for the Level 73 choice are Pooled Hatred, Crushing Fist, and Through Passion.
Whenever your movement speed 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.
Whenever your movement speed 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.
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%.
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%.
Reduces the cooldown of Enraged Defense by 30 seconds.
Reduces the cooldown of Enraged Defense by 30 seconds.
General Suggestion: Crushing Fist - As a melee discipline that deals some of it's damage through kinetic means, armor can be a problem. Adding a sunder to your vengeful slam will result in a huge increase in AoE damage for you instead of applying it individually through sundering assault. If AoE isn't necessary, take Through Passion for a great survivability increase.
All Abilities
All your abilities for the Vengeance Juggernaut.
Lvl | Icon | Ability |
---|---|---|
LvL1 | Force ChargeLeap 10-30m Jumps to a distant target, dealing damage with the main-hand weapon, immobilizing the target for 2 seconds and interrupting the target's current action. Builds 3 rage. Cannot be used against targets in cover. Jump to a faraway enemy. | |
LvL1 | Channel HatredRegeneration Channels your hatred to restore your health. Cannot be used during combat. Regain health out of battle. | |
LvL1 | AssaultBasic Attack 4m (melee range) Generates 2 rage and inflicts weapon damage with a series of quick melee attacks. Attacks with both weapons if dual wielding. Generates 2 rage and inflicts weapon damage with a series of quick melee attacks. Attacks with both weapons if dual wielding. | |
LvL1 | Vicious SlashAttack 4m (melee range) Slashes the target for weapon damage. Attacks with both weapons if dual wielding. Slashes the target for weapon damage. Attacks with both weapons if dual wielding. | |
LvL1 | Unnatural MightPassive Class Buff Increases melee, ranged, Force and tech bonus damage and healing by 5%. Increases melee, ranged, Force and tech bonus damage and healing by 5%. | |
LvL1 | Shii-Cho FormPassive Utilize a balanced lightsaber form, increasing all damage dealt and reducing all damage received by 3%. Utilize a balanced lightsaber form, increasing all damage dealt and reducing all damage received by 3%. | |
LvL1 | Heavy HandedPassive Smash deals 75% more damage and consumes 2 less rage. Additionally, the critical chance of Sweeping Slash and Ravage is increased by 30%. Smash deals 75% more damage and consumes 2 less rage. Additionally, the critical chance of Sweeping Slash and Ravage is increased by 30%. | |
LvL1 | Deafening Defense (deprecated)Hidden Passive Increases damage reduction by 5% at all times and by an additional 15% while Endure Pain is active. Increases damage reduction by 5% at all times and by an additional 15% while Endure Pain is active. | |
LvL1 | RuinHidden Passive Reduces the cooldowns of Smash and Vengeful Slam by 6 seconds each, and both abilities no longer consume rage. Reduces the cooldowns of Smash and Vengeful Slam by 6 seconds each, and both abilities no longer consume rage. | |
LvL1 | RavagerHidden Passive Melee attacks deal 5% more damage and the damage dealt by Ravage is increased by an additional 5%. Melee attacks deal 5% more damage and the damage dealt by Ravage is increased by an additional 5%. | |
LvL1 | VengeanceHidden Passive Reduces the cooldown of Impale by 6 seconds and Force Scream by 3 seconds. Reduces the cooldown of Impale by 6 seconds and Force Scream by 3 seconds. | |
LvL4 | SmashArea Attack Smashes up to 8 enemies within 5 meters, dealing kinetic damage. Also stuns weak and standard enemies for 2 seconds. Smashes up to 8 enemies within 5 meters, dealing kinetic damage. Also stuns weak and standard enemies for 2 seconds. | |
LvL4 | RetaliationAttack 4m (melee range) Retaliates against the target for weapon damage. Cannot be parried, dodged, or miss. Retaliation can only be used after successfully defending against a melee or ranged attack or after one of your melee attacks is parried, dodged, or misses. Retaliates against the target for weapon damage. Cannot be parried, dodged, or miss. Retaliation can only be used after successfully defending against a melee or ranged attack or after one of your melee attacks is parried, dodged, or misses. | |
LvL7 | Force ScreamAttack 10m (short range) Blasts the target with a Force-enhanced scream, dealing kinetic damage. In addition, standard and weak enemies are stunned for 4 seconds. Blasts the target with a Force-enhanced scream, dealing kinetic damage. In addition, standard and weak enemies are stunned for 4 seconds. | |
LvL7 | Sundering AssaultAttack 4m (melee range) Generate 5 rage and strike the target for weapon damage. causing the target to become sundered. Sundered targets have their armor reduced by 20% for 45 seconds. Generate 5 rage and strike the target for weapon damage. causing the target to become sundered. Sundered targets have their armor reduced by 20% for 45 seconds. | |
LvL10 | RavageAttack 4m (melee range) Performs a series of lightsaber attacks that deal weapon damage. Strikes with both weapons if dual wielding. Performs a series of lightsaber attacks that deal weapon damage. Strikes with both weapons if dual wielding. | |
LvL10 | UnleashStun Break Purges all incapacitating and movement-impairing effects. If you are stunned and can’t move, you can use this ability to unstun yourself. | |
LvL10 | TauntTaunt 30m (long range) Taunts the target, forcing it to attack you for 6 seconds. Player targets deal 30% less damage when attacking anyone other than you for 6 seconds. Taunts the target, forcing it to attack you for 6 seconds. Player targets deal 30% less damage when attacking anyone other than you for 6 seconds. | |
LvL10 | Endless RagePassive Generates 1 rage when attacked. This effect cannot occur more than once every 6 seconds. Generates 1 rage when attacked. This effect cannot occur more than once every 6 seconds. | |
LvL15 | BloodrageBuff Ruptures your bleeds on all targets within 10m of you, dealing a portion of their damage and generating 6 rage. Ruptures your bleeds on all targets within 10m of you, dealing a portion of their damage and generating 6 rage. | |
LvL15 | Saber WardDefensive 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. 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. | |
LvL15 | ShatterAttack 4m (melee range) Channels the Force into your lightsaber and crushes your target under its weight, instantly dealing internal damage, with further internal damage over 12 seconds. Channels the Force into your lightsaber and crushes your target under its weight, instantly dealing internal damage, with further internal damage over 12 seconds. | |
LvL15 | Bloodrage (passive)Hidden Passive Activating Enrage ruptures your bleeds on all targets within 10m of you, dealing a significant amount of damage and generating 6 rage. Activating Enrage ruptures your bleeds on all targets within 10m of you, dealing a significant amount of damage and generating 6 rage. | |
LvL15 | Shien FormPassive Utilize an aggressive lightsaber form, increasing all damage dealt by 6%, melee damage by an additional 5%, damage reduction by 5% and movement speed by 15%. All attacks that consume focus will refund 1 focus when used. Replaces Shii-Cho Form. Utilize an aggressive lightsaber form, increasing all damage dealt by 6%, melee damage by an additional 5%, damage reduction by 5% and movement speed by 15%. All attacks that consume focus will refund 1 focus when used. Replaces Shii-Cho Form. | |
LvL19 | DisruptionInterrupt 4m (melee range) Smashes into the target, disrupting its current action, preventing that ability from being used for the next 4 seconds. Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back! | |
LvL23 | Blade TurningPassive The first 2 seconds of Saber Ward grants 100% melee and ranged defense. The first 2 seconds of Saber Ward grants 100% melee and ranged defense. | |
LvL23 | Draining ScreamPassive Shatter finishes the active cooldown on Ravage and generates 3 rage. Force Scream causes the target to bleed for internal damage over 6 seconds. Shatter finishes the active cooldown on Ravage and generates 3 rage. Force Scream causes the target to bleed for internal damage over 6 seconds. | |
LvL23 | RampageHidden Passive Shatter finishes the active cooldown on Ravage and generates 3 rage. Shatter finishes the active cooldown on Ravage and generates 3 rage. | |
LvL23 | Deep CutsOptional Passive Level 23 Option 1/3 While Shatter is on a target, the crit chance of all your bleed attacks on that target are increased by 10%. While Shatter is on a target, the crit chance of all your bleed attacks on that target are increased by 10%. | |
LvL23 | Major FractureOptional Passive Level 23 Option 2/3 Increases initial damage of Shatter by 50% and reduces its cooldown by 2 seconds. Increases initial damage of Shatter by 50% and reduces its cooldown by 2 seconds. Solo Single-Enemy Suggestion: Surpisingly, a 50% increase to the initial damage and a slight cooldown reduction is a bigger boost than 10% crit chance on your bleed attacks. This is your best choice for any situation! Operation Suggestion: Surpisingly, a 50% increase to the initial damage and a slight cooldown reduction is a bigger boost than 10% crit chance on your bleed attacks. This is your best choice for any situation! | |
LvL23 | Shatter BurstOptional Passive Level 23 Option 3/3 Killing a target with direct bleed damage while affected by Shatter causes it to explode, hitting nearby targets. Killing a target with direct bleed damage while affected by Shatter causes it to explode, hitting nearby targets. Solo Many-Enemy Suggestion: Made for AoEing trash mobs down quickly, this choice does better the more groups you can take on at once, as kills will effect more targets. Flashpoint Suggestion: Flashpoints tend to be a lot of enemies at once until you get to a boss, you may find the experience faster by taking AoE choices like this one. Can also be used in operations to make trash go faster, or for fights with lots of opportunity to AoE, but that will be pretty niche. | |
LvL27 | Sweeping SlashOptional Area Attack Level 27 Option 1/3 Slashes up to 8 enemies within 5 meters in front of you for weapon damage. Attacks with both weapons if dual wielding. Slashes up to 8 enemies within 5 meters in front of you for weapon damage. Attacks with both weapons if dual wielding. | |
LvL27 | Overwhelming SlashesOptional Passive Level 27 Option 2/3 Ravage immobilizes the target for 3 seconds and generates 1 rage. Ravage immobilizes the target for 3 seconds and generates 1 rage. | |
LvL27 | Projected ScreamOptional Passive Level 27 Option 3/3 Force Scream does damage to additional enemies in a cone in front and slows them by 50% for 6 seconds. Force Scream does damage to additional enemies in a cone in front and slows them by 50% for 6 seconds. General Suggestion: Vengeance makes best use of Force Scream in their rotation so making it into an area attack makes the most sense as default. If AoE isn't needed, Overwhelming Slashes can generate some extra rage. | |
LvL27 | Force ChokeStun 10m (short range) Chokes the target, stunning it for 4 seconds and generating moderate threat. Deals kinetic damage and builds 3 rage over the duration. This ability can be channeled while moving. You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general. | |
LvL31 | Threatening ScreamDetaunt Immediately reduces threat towards all current enemies by a moderate amount. Player targets deal 30% less damage for 6 seconds when attacking anything other than you. Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank. | |
LvL31 | Raging AssaultPassive Reduces the cooldowns of Sundering Assault and Aegis Assault by 3 seconds each and increases the rage they generate by 2. Reduces the cooldowns of Sundering Assault and Aegis Assault by 3 seconds each and increases the rage they generate by 2. | |
LvL35 | Seething HatredPassive When you exit combat, the active cooldowns of Force Charge, Enrage, and Saber Throw are reduced by 100%. When you exit combat, the active cooldowns of Force Charge, Enrage, and Saber Throw are reduced by 100%. | |
LvL35 | ImpaleAttack 4m (melee range) Impales the target for weapon damage. Impales the target for weapon damage. | |
LvL35 | BloodbathPassive 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. 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. | |
LvL35 | Sundering ThrowPassive Reduces the cooldown of Saber Throw by 5 seconds, and causes Saber Throw to sunder its target for 45 seconds. Sundered targets have their armor rating reduced by 20%. Reduces the cooldown of Saber Throw by 5 seconds, and causes Saber Throw to sunder its target for 45 seconds. Sundered targets have their armor rating reduced by 20%. | |
LvL39 | IntercedeFriendly Leap 30m (long range) Leaps to a friendly target, reducing their threat by a moderate amount and reducing damage taken by 20% for 6 seconds. Jump to a friendly target (not an enemy). | |
LvL39 | Single Saber MasteryPassive Increases the damage dealt by your weapon by 20%. Increases the damage dealt by your weapon by 20%. | |
LvL39 | Bleeding PommelOptional Passive Level 39 Option 1/3 Impale deals 10% additional damage and generates 1 rage for each of your periodic bleed effects on the target it hits. Impale deals 10% additional damage and generates 1 rage for each of your periodic bleed effects on the target it hits. | |
LvL39 | Bleeding OffenseOptional Passive Level 39 Option 2/3 Impale does additional critical bleed damage when it hits and Impale's critical hit chance is increased by 20%. Impale does additional critical bleed damage when it hits and Impale's critical hit chance is increased by 20%. General Suggestion: Bigger crits more often is the best increase a damage over time discipline can get, take this by default. | |
LvL39 | Skewering StrikeOptional Leap 10m (short range) Level 39 Option 3/3 Leaps to the target, impaling it for weapon damage and immobilizing them for 3 seconds. Replaces Impale and triggers any of its effects. Jump to a faraway enemy. | |
LvL43 | Vicious ThrowAttack 10m (short range) Throws the main-hand lightsaber at a target, dealing energy damage. Only usable on targets at or below 30% max health. Throws the main-hand lightsaber at a target, dealing energy damage. Only usable on targets at or below 30% max health. | |
LvL43 | Endure PainHeal Cleanse Temporarily increases your maximum health by 30% for 20 seconds and removes all cleansable effects. When the effect ends, the health is lost. Temporarily increases your maximum health by 30% for 20 seconds and removes all cleansable effects. When the effect ends, the health is lost. | |
LvL43 | Force PushKnockback 10m (short range) Deals 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. Pushes enemies back. | |
LvL43 | EvisceratePassive Impale causes the target to bleed for internal damage over 6 seconds and beats the target down for 45 seconds. Beat Down targets take 5% more damage from melee attacks. Impale causes the target to bleed for internal damage over 6 seconds and beats the target down for 45 seconds. Beat Down targets take 5% more damage from melee attacks. | |
LvL43 | Furious PowerOptional Buff Level 43 Option 1/3 Consumes all ability charges of Furious Power and applies that many Furious Power stacks to you for 15 seconds. 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 to a maximum of 4 charges. Consumes all ability charges of Furious Power and applies that many Furious Power stacks to you for 15 seconds. 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 to a maximum of 4 charges. | |
LvL43 | BloodboundOptional Passive Level 43 Option 2/3 Critically hitting with a bleed effect reduces the cooldown of your Bloodrage by 1 second. Activating Bloodrage purges movement impairing effects and heals you for 2% of your max health for each bleed effect it triggers, up to 20%. Critically hitting with a bleed effect reduces the cooldown of your Bloodrage by 1 second. Activating Bloodrage purges movement impairing effects and heals you for 2% of your max health for each bleed effect it triggers, up to 20%. General Suggestion: In combination with other recommended choices, the critical chance of your DoTs is really high on this discipline, and the cooldown reduction to Bloodrage is the highest DPS increase on this tier. | |
LvL43 | Blood RitesOptional Passive Level 43 Option 3/3 Bloodrage no longer generates Rage. Instead, activating Bloodrage grants Blood Rites, increasing the critical hit chance of all your periodic bleed effects by 50% and generating 1 rage each time you critically hit with an internal bleed effect for 20 seconds. Bloodrage no longer generates Rage. Instead, activating Bloodrage grants Blood Rites, increasing the critical hit chance of all your periodic bleed effects by 50% and generating 1 rage each time you critically hit with an internal bleed effect for 20 seconds. | |
LvL47 | Saber ThrowAttack 30m (long range) Throws the main-hand lightsaber at a distant target, inflicting damage and building 3 rage. Throws the main-hand lightsaber at a distant target, inflicting damage and building 3 rage. | |
LvL47 | HewAttack 30m (long range) Hurls the main-hand lightsaber at a target dealing weapon damage and slowing its movement speed by 50% for 3 seconds. Only usable on targets at or below 30% max health. Replaces Vicious Throw. Hurls the main-hand lightsaber at a target dealing weapon damage and slowing its movement speed by 50% for 3 seconds. Only usable on targets at or below 30% max health. Replaces Vicious Throw. | |
LvL51 | Extending RoarOptional Passive Level 51 Option 1/3 Increases the range of Force Scream to 30 meters, but Force Scream deals reduced 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. Increases the range of Force Scream to 30 meters, but Force Scream deals reduced 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. Flashpoint Suggestion: The increased range on Force Scream and extra damage from Force Push can be nice in group content because even if the target is immune to the knockback effect, it should still trigger your enhanced Force Scream. You can take this as default unless you'd like the faster force charge from Warmonger. Operation Suggestion: The increased range on Force Scream and extra damage from Force Push can be nice in group content because even if the target is immune to the knockback effect, it should still trigger your enhanced Force Scream. You can take this as default unless you'd like the faster force charge from Warmonger. | |
LvL51 | WarmongerOptional Passive Level 51 Option 2/3 Getting attacked reduces the active cooldown of Force Charge by 1 second. This effect cannot occur more than once every 1.5 seconds. Force Charge enables your next Vicious Throw or Hew to be used against a target with any percentage of health. Getting attacked reduces the active cooldown of Force Charge by 1 second. This effect cannot occur more than once every 1.5 seconds. Force Charge enables your next Vicious Throw or Hew to be used against a target with any percentage of health. Solo Single-Enemy Suggestion: As a solo DPS you'll probably take quite a few hits meaning this choice will increase your overall mobility pretty nicely! Solo Many-Enemy Suggestion: As a solo DPS you'll probably take quite a few hits meaning this choice will increase your overall mobility pretty nicely! | |
LvL51 | UnyieldingOptional Passive Level 51 Option 3/3 You generate 4 rage when stunned, immobilized, put to sleep, or knocked around. You generate 4 rage when stunned, immobilized, put to sleep, or knocked around. | |
LvL51 | Deafening DefensePassive Increases damage reduction by 5% at all times and by an additional 15% while Endure Pain is active. Increases damage reduction by 5% at all times and by an additional 15% while Endure Pain is active. | |
LvL56 | Enraged DefenseDefensive 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. This ability can be used while stunned or otherwise controlled but cannot be used while above 70% health. 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. This ability can be used while stunned or otherwise controlled but cannot be used while above 70% health. | |
LvL60 | Vengeful SlamArea Attack Slams your weapon on the ground, causing a Force-empowered shockwave that deals energy damage to up to 8 enemies within 5 meters. Stuns weak and standard enemies for 3 seconds. Replaces Smash. Slams your weapon on the ground, causing a Force-empowered shockwave that deals energy damage to up to 8 enemies within 5 meters. Stuns weak and standard enemies for 3 seconds. Replaces Smash. | |
LvL60 | SavageryPassive 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. 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. | |
LvL64 | War MasterOptional Passive Level 64 Option 1/3 Force Charge grants Unstoppable, granting immunity to interrupts, stuns, knockdowns, incapacitating and movement-impairing effects, and effects that push or pull you around for 4 seconds. Additionally, during this time, damage reduction is increased by 20% for 4 seconds. Force Charge grants Unstoppable, granting immunity to interrupts, stuns, knockdowns, incapacitating and movement-impairing effects, and effects that push or pull you around for 4 seconds. Additionally, during this time, damage reduction is increased by 20% for 4 seconds. | |
LvL64 | Hardened DefenseOptional Passive Level 64 Option 2/3 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% while stunned. 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% while stunned. General Suggestion: Area Effect damage reduction is incredibly useful for DPS disciplines and attaching it to your detaunt is also really convenient. Take this as default unless you'd like the free Vicious Throw usage from War Master. | |
LvL64 | PaybackOptional Passive Level 64 Option 3/3 Reduces the cooldown of Unleash by 30 seconds and causes Unleash to heal you for 10% of your maximum health when used. Reduces the cooldown of Unleash by 30 seconds and causes Unleash to heal you for 10% of your maximum health when used. | |
LvL68 | Saber ReflectOptional Defensive Level 68 Option 1/3 Reflects all direct single target ranged, Force, and tech attacks back to the attacker for 5 seconds. The damage done by each reflect is capped. In addition, Saber Reflect generates a high amount of threat on all engaged enemies within 30 meters when activated. Reflects all direct single target ranged, Force, and tech attacks back to the attacker for 5 seconds. The damage done by each reflect is capped. In addition, Saber Reflect generates a high amount of threat on all engaged enemies within 30 meters when activated. General Suggestion: One of the most popular abilities of the Juggernaut, this reflect allows you to deal pretty great damage back to a boss/high damaging enemy while saving yourself. What it ends up being able to reflect can really differ from fight to fight, so if you're struggling with something specific try looking up a guide on the fight - most will mention what can be reflected. If nothing's reflectable or you'd prefer some mobility, Mad Dash is another super fun and easy to use movement attack you can choose. | |
LvL68 | Intimidating RoarOptional Stun Level 68 Option 2/3 Paralyzes up to 8 nearby enemies in fear, preventing all action for up to 6 seconds. Damage ends the effect prematurely. Stuns allow you to knock enemies out of the fight temporarily. Some stuns break on damage - so if you attack the enemy while they are stunned with any type of attack, they will no longer be stunned. | |
LvL68 | Mad DashOptional Movement Level 68 Option 3/3 Quickly rush forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while dashing. Can be used while immobilized and purges movement-impairing effects when activated. Quickly rush forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while dashing. Can be used while immobilized and purges movement-impairing effects when activated. Solo Many-Enemy Suggestion: It doesn't exactly do impressive AoE damage, but if you're just clearing hallways of trash quickly, Mad Dashing through is probably the best choice. | |
LvL68 | DestroyerPassive Increases the damage dealt by your bleeding effects by 15%. In addition, your Ravage and bleed damage has a 30% chance to trigger Destroyer, which finishes the cooldown on Hew and makes your next Hew consume no rage and usable on a target with any health level. This effect cannot occur more than once every 20 seconds. Increases the damage dealt by your bleeding effects by 15%. In addition, your Ravage and bleed damage has a 30% chance to trigger Destroyer, which finishes the cooldown on Hew and makes your next Hew consume no rage and usable on a target with any health level. This effect cannot occur more than once every 20 seconds. | |
LvL73 | Pooled HatredOptional Passive Level 73 Option 1/3 Whenever your movement speed 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. Whenever your movement speed 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. | |
LvL73 | Crushing FistOptional Passive Level 73 Option 2/3 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%. 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%. General Suggestion: As a melee discipline that deals some of it's damage through kinetic means, armor can be a problem. Adding a sunder to your vengeful slam will result in a huge increase in AoE damage for you instead of applying it individually through sundering assault. If AoE isn't necessary, take Through Passion for a great survivability increase. | |
LvL73 | Through PassionOptional Passive Level 73 Option 3/3 Reduces the cooldown of Enraged Defense by 30 seconds. Reduces the cooldown of Enraged Defense by 30 seconds. | |
LvL73 | Gushing VeinsPassive Increases the critical chance of Shatter, Vengeful Slam, and bleeding effects by 10%. Increases the critical chance of Shatter, Vengeful Slam, and bleeding effects by 10%. | |
LvL78 | BloodmasterPassive 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. 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. |
Milestones
- At Level 15 you will get your first exclusive ability only the Vengeance Juggernaut has, it will be called Shatter.
- At Level 23 you will get to choose a way to change how Shatter works from three different options. This is your first Ability Tree choice, and you can make it by pressing K on your keyboard and selecting an option from the Vengeance Ability Tree on the right.
- At Level 27 you will get your second choice between three options in your Ability Tree. These options may be useable abilities you can click, or they can be passive abilities which give you a boost to your existing abilities.
- At Level 47 you will get your second exclusive ability only the Vengeance Juggernaut gets, it will be called Impale.
- At Level 39 you will get to choose a way to change how Impale works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Vengeance Juggernaut has, Hew and Vengeful Slam.
- At Level 73, you will get to make an important choice between three major abilities. This is a big choice all players need to make for their character.
- At Level 43, 51, 64, 68 you will get to make additional choices for your Juggernaut.
- All of these Ability Tree choices are not permanent. You can change them any time you are not in combat and are not in a queue for Flashpoints, Operations or PvP.