For players who prefer to jump into a fight head first and with reckless abandon, then perhaps the Sith Warrior is the class for them. Quick, powerful and ruthless, the Sith Warrior is a flurry of lightsaber slashes and stabs, leaving a trail of bodies behind him. The Juggernaut advanced class can withstand any attack unleashed upon him. In this article, we will look into the Juggernaut advanced class and explore his various skill trees, abilities and everything in between.
Note: This article may contain spoilers.
Attributes
Immortal Spec
Primary Attribute: Endurance
Secondary Attribute: Strength
Combat Ratings: Defense Rating (Defense Chance), Shield Rating (Shield Chance), Absorption Rating (Shield Absorption)
An Immortal Juggernaut can take damage for himself and his party members. Defense Rating affects Defense Chance, which is the chance to avoid incoming attacks. Your Shield Rating affects your Shield Chance, which is the chance that a successful melee or ranged attack will have its damage reduced by an equipped shield. Finally, Absorption Rating affects Shield Absorption, which is the percentage of damage lost when an attack is absorbed by a shield.
Vengeance and Rage Spec
Primary Attribute: Strength
Secondary Attribute: Endurance
Combat Ratings: Power (Bonus Damage [Melee and Force Abilities]), Accuracy Rating (Accuracy), Critical Rating (Critical Chance), Surge Rating (Critical Multiplier), Force Power (Bonus Damage [Force Abilities]), Alacrity Rating (Activation Speed)
A Vengeance or Rage Juggernaut can deal out a lot of punishment while taking a considerable amount of damage. A Vengeance Juggernaut specializes in lightsaber combat, while a Rage Juggernaut relies more on the Dark Side of the Force. As such, many attributes work the same for either spec. Power affects Damage Bonus, which increases the damage dealt to your basic melee attack and Force powers. Force Power only affects the Damage Bonus of Force abilities. Accuracy Rating affects Accuracy, which is the chance that a melee or offensive Force power will successfully hit the target. Critical Rating affects Critical Chance, which is the chance that a successful melee or Force power will deal critical damage. Surge Rating affects your Critical Multiplier, which is the percentage of increased damage done by your critical hits. Finally, the Alacrity Rating affects Activation Speed, which reduces the time needed to activate or channel abilities, so they can be executed more quickly.
Skills
Immortal - Tank Spec
The Immortal tree of the Sith Warrior is for those who want to fulfill the role of a tank. The tank will be focused on generating threat, keeping sunder armor stacked, and lowering rage cost. All three active skills gained from this tree work to that effect. Invincible is a quick shield that reduces all damage taken by 40%, useful if other stuns are on cooldown and the target is about to unleash a large attack. Backhand deals a lot of damage and generates a high amount of threat. Finally, Crushing Blow deals a massive amount of damage and adds three sunder armor debuffs. Other talents reduce the rage cost of some abilities, like Lash Out and Intimidation. Some skills also reduce the cooldown of some abilities, such as Unleashed, Thrown Gauntlet, Revenge and Ravager. Finally, skills such as Shield Specialization, Sonic Barrier and Dark Blood, help by maximizing damage mitigation and shield strength.
Vengeance - DPS Spec
A Vengeance Sith Warrior is all about melee combat. The linchpin of this talent tree is Shien Form, which increases all damage by 6%, refunds one rage when using abilities that fully expend rage, and generates one rage when attacked. Impale and Shatter are the two high damage abilities. All of the other skills either add to the damage dealt or reduces rage cost of some abilities, like Decimate, Ruin, Vengeance and Eviscerate.
Rage - DPS Spec
A Rage Sith Warrior focuses on using Force abilities to do damage. There are two active abilities you get with this tree. Obliterate jumps to a target and impales them for a high amount of damage. Force Crush slows a target significantly while dealing a considerable amount of damage over that period of time. Other talents enhance your Force abilities, such as Malice, Force Alacrity, Strangulate, Shockwave, Dominate and Dark Resonance.
Companions
Combat Style: Ranged DPS
Primary Attribute: Cunning
Secondary Attribute: Endurance
Primary Weapon: Blaster Pistol
Secondary Weapon: Blaster Pistol
Armor: Medium
Crew Skill: +5 Underworld Trading Efficiency, +5 Treasure Hunting Critical
Vette is a ranged DPS companion, similar to a Smuggler Gunslinger. She is fairly straight forward, providing a good amount of extra DPS, especially in the lower levels. Vette's AoE ability Excavation Charge is invaluable when facing large groups. Be prepared to tank most fights with her, as she does go down fairly easily.
Combat Style: Ranged DPS/Healing
Primary Attribute: Cunning
Secondary Attribute: Endurance
Primary Weapon: Blaster Pistol
Secondary Weapon: Vibroknife
Armor: Medium
Crew Skill: +10 Armstech Efficiency, +10 Diplomacy Efficiency
Malavai Quinn is your healing companion and arguably one of the best companions Sith Warriors receive. He is irreplaceable for those leveling as an Immortal Juggernaut, although this combination will spend more time dispatching enemies. Malavai carries several healing abilities as well as some crowd control abilities, like Carbonized Stream. Malavai has two stances, Med Watch and Officer's Instinct. Med Watch is his healing stance while Officer's Instinct is his DPS stance. Malavai is capable of substantial DPS while in Officer's Instinct, which provides this companion with some utility.
Combat Style: Melee DPS
Primary Attribute: Willpower
Secondary Attribute: Endurance
Primary Weapon: Polesaber
Secondary Weapon: Focus
Armor: Light
Crew Skill: +5 Archaeology Efficiency, +5 Synthweaving Critical
Jaesa Willsaam is a very interesting companion. Depending on your morality choices during the mission where you get her, she will either be light side or dark side. If you go light side, she will behave like a Jedi Consular Shadow. If you go dark side, you will have a Sith Inquisitor Assassin. Statistically, they are identical. Though she mostly uses her polesaber, she does have a couple of Force abilities. She is a good melee alternative to Vette and provides a nice amount of extra DPS.
Combat Style: Ranged Tank
Primary Attribute: Aim
Secondary Attribute: Endurance
Primary Weapon: Blaster Rifle or Blaster Pistol
Secondary Weapon: Shield Generator
Armor: Heavy
Crew Skill: +10 Cybertech Efficiency, +2 Investigation Critical
Lieutenant Pierce is a ranged tank akin to a Trooper Vanguard or a Bounty Hunter Powertech. For a Juggernaut, Pierce is a bit of armor overkill and is more appropriate for Marauders. However, Vengeance or Rage Juggernauts who require an AOE tank will find Pierce quite useful. His EMP Blast is an AOE attack that generates a high amount of threat while his Flaregun is an AOE taunt.
Combat Style: Melee Tank
Primary Attribute: Strength
Secondary Attribute: Endurance
Primary Weapon: Vibrosword
Secondary Weapon: Shield Generator
Armor: Heavy
Crew Skill: +10 Scavenging Efficiency, +2 Bioanalysis Critical
Broonmark is the melee tank of the group, similar to a Jedi Knight Guardian or Sith Warrior Juggernaut. Similar to Lieutenant Pierce, Broonmark carries many threat generating abilities and shields. However, Broonmark is better tuned for one on one tanking. Again, Broonmark is more appropriate for a Marauder or a Vengeance/Rage Juggernaut.
Crafting Skills
Artifice
Artifice crafts weapon crystals, lightsaber mods, and enhancements. They also craft relics at end-game. Juggernauts benefit greatly from this crew skill as they can mod their armor to their liking and have access to relics. Not to mention, artifice has high profit potential in the Galactic Trade Network.
Biochem
Biochem crafters can make stims, implants, and medpacs. This is a basic crew skill that any class will benefit from. Juggernauts can make use of the various stims to enhance their stats even further. They will also have access to implants they can use to add stats they want or supplement stats they are lacking.
Cybertech
Cybertech has schematics for armoring, modifications, ear pieces, ship and droid parts, and various grenades. Again, Juggernauts can benefit greatly from crafting armoring and modifications. Ear pieces will also help greatly.
Synthweaving
Synthweavers can craft armor for Force users. Obviously, the Juggernaut will be able to craft his own armor with this crew skill. You will also be able to craft armor for your fellow Marauders and Sith Inquisitors as well. With the capability to craft modifiable armor, you can choose armor by looks and then by the mod pieces to stay current.

Comments
http://db.darthhater.com/skill_calc/sith_warrior/juggernaut/#::e2fe4fefe2fe7f4e2f5ef28:
im useing this specc for the moment as tank. works good and all. you lose some mitigation, but you gain alot more threat both Aoe and singel wise.
Only down thing about this specc is that the 4 set bonus from the pve gear is useless.
Worst tankspec ever.. Why the hell would you spec like that.. [Crash], really?, yeah a 2 sec stun is so useful on elites and champions mobs, because they can be stunned, lol. And not speccing [Heavy Hand].. You use like Backhand and Smash all the time, and dump rage with Sweeping Strikes (when you aoe tank).. Then you spec 2 points in [Unleash] which removes moving imparing effects.. If you want to use that then at least pickup the HP increase talent from the Rage Tree, even though it's pretty useless.. you just clearly don't know anything about the Juggernaut class when it come to tanking, that's for sure..
While I value your opinion, my Immortal talents are battle tested in both PvE and PvP and I do very well in both respects. I don't expect to stun raid bosses when I use Force Charge, but the talent is irreplaceable in PvP. Of the 3 skills that benefit from Heavy Handed, only Backhand is in my regular rotation and Smash is only useful on the few instances adds are involved, and I only use it when Chilling Scream or Threatening Scream is on cooldown. Any potential gain from Payback simply does not justify wasting points in the Rage tree to get it. Not to mention that Unleashed is very important in both PvP and PvE, as many bosses continuously like to stun you. If you found a spec thats suits you better then I'm glad you have done so.
So you're doing a guide that thousands of players will read, and you don't even have the correct talents for Vengeance? No Enraged Sundering, really?
Edit: Irrelevant after recent scaling.
What do you guys think about this Immortal tanking spec?:
http://db.darthhater.com/skill_calc/sith_warrior/juggernaut/#::ef2ef9ef7e9fe6fef9ef11
I got rid of points in chilling scream and unleash and skipped over heavy handed and thrown gauntlet to get the extra 3% to accuracy for boss fights.
Those 8pts in vengeance are very solid from a tanking perspective.
The final 2pts placed in ravager in the rage tree could be swapped though. I'm thinking ravager for the ability to use force choke as much as possible, to interrupt casts mostly, but 6% strength from dreadnaught could be worthwhile and thrown gauntlet for the reduced CD on threatening scream is good for group fights.
Let me know what you think.
Dear god, why do your DPS trees not have 2/2 Raged Sunder?
It's crucial in having the rage to keep up your 3 core dps abilties
The short answer, I'm not a DPS Juggernaut. I basically read all the talents and made the most generic choices based on the abilities I had and used. Had I leveled as a DPS Juggernaut, those builds would probably look completely different.
So you pretty much saying that you dont know. In my book that means dont talk at all (let alone making guides. Really to guide who through what?). It would be wiser to make just a tanking guide
The saddest thing I've seen as a Juggernaut is that most every other one I've run into does not use Sundering Assault at all. And the few times I've seen it used they did not, for reasons I don't understand, have Improved Sundering Assault.
Are you serious? Sundering Assault should be the no brainer move for the beginning Juggernaut. It was one of the first things I put points in, if not the first.
I wish I was joking. There is no reason that move shouldn't constantly be on cooldown. Not only does it lower armor, but it also adds rage.
I agree the listed Immortal spec does seem a little off, it would work, just not to my style. Thrown Gauntlet and Unleashed are questionable, but possibly useful for end game raiding. Intimidation on the otherhand is outright bad, I've never had a use for Chilling Scream in PvE, and, while it is awesome, Backhand is too long of a cooldown to worry about saving 2 points on.
Companion wise, I've never had reason to use Quinn as an Immortal. Being already extremely hard to kill I've always used Vette to boost my lacking DPS and recently I've been using Jaesa for the exact same reason. When I did use Quinn fights just took aganizingly long, but I suppose if you're willing to put up with taking forever. I always figured Quinn was there for the Juggernaut DPS trees and Marauders who all deal more damage than Immortals, but also take significantly more and thus need healing.
I don't use Chilling scream too often but I use Backhand pretty much every chance I get. To that end, anything that reduces Rage cost is definitely worth it. Unleashed, granted, is more of a PvP talent but until they implement dual spec, I have to make due. But there are a lot of bosses that will CC the hell out of you in end-game Flashpoints so it is still viable. Thrown Gauntlet is super important, especially when combined with Sonic Barrier. I pretty much use Threatening Scream pretty much for the shield.
Now I'll just wait for the Maur guide ;)