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Sith jugg PVE Vengeance DPS Guide

  • #1 Stivenf123

    I have seen many sith jugg veng guides and each one is made for leveling and is quite crap for end game pve.
    So i have decided to make a guide on the knowledge i have picked up from the end game pve i have done as a jug.

    Spec
    http://db.darthhater.com/skill_calc/sith_warrior/juggernaut/#::efe10fefe4f5ef23ef3ef7:
    This spec has 2 points for you to put in which you like.

    Two extra point options=
    deafening defense(4% damage reduction)
    payback (A heal on a cooldown, though it will be situational depending if you use that button consitantly on fights.)

    Some of the talents i didnt take are for good reason and will explain below
    Unstoppable- This talent is very good if you take damage after a charge or a boss does a knockback after you charge, but its very situational and is not worth taking
    Battlecry-This move makes your Force scream free after charging, though very good on paper, it is very poor for the fact that you need to charge and then you need to use it shortly after the charge, making it up very little of the time in boss fights (on another stand point, you should never have a giant rage issue to make it worth it)
    Brutality-You dont use that move in your rotation if your any good
    Quake-Though very nice in pvp, this doesnt scale high enough to make it worth using on the bosses that barely hit hard to start with.

    Rotation
    This class has a priority list not a rotation.
    This is the priority above 20% on single target
    Shatter<Ravage<Impale<Force Scream<Sundering Assualt or Smash<Assault
    Under 20% single target
    Vicious throw<Shatter<Impale<Sundering Assault<Assault or Force Scream(if rage is to high)

    Explaining it
    Shatter(9 second cd)- Shatter is your hardest hitting move about 20%- Your goal is to keep this off cd to have the dot on the target at all times(only dot thats worth it)
    Ravage(27 second cd)- Though very dependent on non mobile fights it can be situational, Though its good to have it on cd for it is a hard hitting attack. It is second in the rotation so you get use out of Rampage(talent that makes shatter and impale reset the cd) So basically its second because you want the shatter dot on the target then you want rampage on cooldown for impale to have a chance to reset it.
    Impale(9 second cd)-Hard hitting ability that resets ravage and gives your force scream and vicious throw a 60% crit chance
    Force scream(9 second cd)- This is at the end of the rage costing abilities on your list but is still important for the high chance to crit, its at the end for me so that the crit is always up and that it doesnt have as high of a priority as the other abilities
    Sundering Assualt(5 second cd) or Smash(12 second cd)-Sundering assault gives you a high amount of rage plus your armer pen, You want to use this well low on rage or time running down on armor pen(even if other armor pens are up) i put or smash because if you are aloud to aoe or no aoe burn phases on the boss, you should use this instead of sundering assault if your high on rage or armor pen debuff is pretty high on time.
    Assault-If you have no other buttons to hit or in dire need of rage with other rage gains on cd hit this button

    Under 20%
    Vicious throw(6 second cd)- Your hardest hitting ability and should have 60% crit chance
    Shatter- Dot and keeping up that 60% is still very important
    Impale-If you have the spair rage and downtime on vicious throw
    Under 20% should be the only time your struggling for rage, why i cut a few moves out, you can still use those moves if your high in rage but i warn you not to use ravage for its long cast time might cut into vicious throw causing in dps lose.

    Other abilities
    Shien form-Your dps stance always be in it unless your offtanking
    Soresu form-Swap in if you are offtanking or tank died
    Enrage-This gives you a giant amount of rage and should be used whenever your low on rage and have moves off cd (not put in rotation cause it isnt demanding unless you need the rage)

    Saber throw-Hits hard and gives rage, should always do this when your starting a fight or stuck at range
    Force charge- Gives you rage well leaping at the target, use after saber throw at the start of the fight or use to get close to an enemy(second boss in karraggas, when the one goes up on the roof you can charge up to him and keep dpsing if your range heavy dps on the other)
    Force push-Knocks the target back   IMPORTANT-depending on the boss you should use this move after you charge to make sure your charge cooldown is reset incase you have to run out of fire and charge back to the boss, or get knocked out of the bosses range.(Depends on fight)
    Disruption-Your kick ability
    Intercede- Being specced into this gives you a damage cooldown on yourself aswell, making it great for offtanking(throw it on the tank if its a hard hitting boss), it is also a friendly charge so getting out of fire be targeting a range makes this a very used move and i use this move then i charge.
    Sweeping Slash-AOE move, uses a lot of rage
    Saber ward-Save this incase i have to tank, with blade turning it is over powered for short tanking times
    Endure pain-I use this if i am offtanking and use it with a rakata medpac 31 k health dps FTW
    There are other moves that i wont add in.

  • #2 Stivenf123

    Relics and pots-
    Start of fights i use my rakata pot-gives 570 power, and my power use relic-gives 355 power, they both stack. though you do gain less power after you hit 400 it still is a increased dps boost.
    I then use my crit surge relic when its off cd
    After that mid way into the fight the power relic should be off cd, use it
    Then your rakata pot and crit surge relic should come close to matching up to use together, you can use it then or try and save it for the end of the fight(Surge and power + vicious throw=6 k crits)
    Rakata medpac should be used when you need a heal

    Gear-
    Gear is tuff in this game so far because people are hitting so many deminishing returns threw stats
    Main stat after 1600-1700 starts going down in how much you get use out of it
    Secondary go down after 400 like a rockslide on a mountain

    So basically strength always remains highest stat
    Then secondaries

    List goes like this for priority-
    Strength<accuracy<power<surge<crit
    After 100% you dont need as much accuracy, dont go over 110%
    Get as much power as you can till 400
    Then go surge till 400
    then crit

    Enchancments you want Power and surge
    Mods you want strength and power
    Augment you only want strength
    The bis gear would be something like this(
    Helm- Rakata
    Chest-Rakata
    Belt-Can be debatable, but i would stick with rakata over columi
    Pants-Rakata
    Boots-Rakata
    Offhand-Depends What you are doing, Rakata Shield generator is what i use incase if i have to tank, but if you never offtank then go the rakata Power generator
    Mainhand- Punisher with the Heart of ragnos power crystal (this will change when the heart of ragnos damage is upped)
    Earpiece- Columi crit craft with augment slot (expensive if you dont know someone)
    Implants- Columi crit craft with augment slot (expensive if you dont know someone)
    Wrist-Rakata
    Relics- 1-Rakata Crit Surge trinket(op at 20%)
    2- Rakata power trinket(good otherwise)
    3-Karaggas palace equipped trinkets( one less thing to deal with and hits decently hard)
    4- Matrix cube(for those lazy guys)


    IF i missed anything hit me up and i will add it in
     

  • #3 Raoke

    Awesome guide.

    Would there be any chance of getting a Jedi translation on it?

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