Have you ever wanted to play a class that’s immune to crowd control (CC), can move like lighting, and alternate between tank and damage? Welcome to the ultimate Juggernaut PvP guide! This guide’s purpose is to go over Juggernaut strengths, examine gear setups, talent builds, and anything else relevant to succeeding in SWTOR PvP.
Table of Contents
Juggernauts are one of the most unique classes in the game. Their three skill trees are all strong. Juggernauts can also swap stances instantly to guard an inquired teammate, then switch back to damage when out of trouble. Their utility is also essential to teams using taunts, stuns, and leaps. I’ve listed some strengths and weaknesses of the class as I see it.
Abilities & Uses
|Intercede||50||I use this very often, not only when I’m peeling for another player, but to provide small self-heals, and for movement purposes.|
|Enraged Defense||38||Great defensive ability if playing Vengeance additional with 20% damage reduction and self-heals. I use this when leaping into a group and expecting to take damage.|
|Saber Throw||36||Your standard range throw, playing Vengeance offers armor reduction. I use often, but not at the expense of getting the initial leap. I make sure the other classes in range can’t pull, stun, or jump to me before I throw.|
|Threatening Scream||30||I pretty much use this on cool-down even on a healer since it’s area. Remember that you can use this ability on people 30 meters away and it will provide AoE taunt to people within 15 meters of the person you selected.|
|Endure Pain||28||I use this when in trouble as my first cool down, combined with intercede and a medpack for huge self-heals.|
|Force Push||26||Powerful ability that can be used to create space, knock opponents off ledges, and interrupt. Save this for a high need situation.|
|Enrage||22||Automatic rage builder that I use at start of match then use Enraged Defense. If you’re having force problems, use this on cool down.|
|Taunt||16||Used on cool down against a DPS enemy player. Remember this is off the GCD so it’s not going to hinder your DPS.|
|Guard||14||Used to shield another player taking their damage. It’s pretty obvious how and when to use this. Just follow who the DPS is attacking and swap guard.|
|Soresu Form||14||Tank stance needed for shield and guard to activate.|
|Chilling Scream||12||Great AoE slow, I use this on a group if I have excessive force or when I’m chasing a healer.|
|Sundering Assault||10||Your rage builder and armor debuff. Very important to keep this up on the priority target.|
Advanced Skill Ability
Immortal Skill Tree
|Crushing Blow AoE ability enables an instant retaliation and mitigation.|
|Backhand A four second hard stun.|
Rage Skill Tree
|Obliterate||Second leap can be used when immobilized.|
|Force Crush||Your main shock-wave builder.|
Vengeance Skill Tree
|Shien Form||Form needed for Vengeance.|
|Impale||High burst single target ability with a DoT.|
|Shatter||Your main big dot and my primary attack.|
Full Vengeance (my main DPS spec)
Full Rage (rarely used in arenas)
Having played and experimented with all three trees a great deal, I feel that the best for arenas is the Vengeance (middle). Vengeance has the best damage mitigation, cc immunity, utility, and good damage output. Rage has bigger burst and damage, but without AoE reduction, it’s a very squishy tree to play.
Another reason Vengeance is great for solo/group ranked, is it can swap between Soresu and Shien form and still produce. Often times solo queue matches are four DPS vs four DPS. If my team has an off-healer and their team doesn’t, than it’s simply a matter of survival. I’ll swap stances, throw on my tank gear, and just do my best to keep our healer safe.
The second main talent build I use is a hybrid tank build of 23/23/0. This lists me as a DPS even though I’m built like a tank. I generally only queue this way when I know there’s a lot of good DPS online and off-healing playing. This build is tanky, has great utility, but suffers from weak DPS. So be careful before you jump into solo with this.
If I’m playing a four man rated game and we need a tank, this is the only time I play my full tank build 36/10/0. I generally don’t queue solo as a tank because the wait times are enormous and I feel that I can contribute more to my team as a DPS than a tank. Juggernaut tanking offers enormous group benefit and are nearly indestructible. But, again, they do minimal DPS even with full DPS gear. So only use this build in specific situations.
Lastly, we cover the Rage tree. As previously stated, the Rage tree has tons of DPS and high burst. But it lacks survivability. You have to be in the “mix” or close to damage players and often times they damage you. It seems nearly impossible for me to play this effectively against good players. It’s still a great tree, I just find it hard to play as your opponents get more difficult.
(Consistent Damage Gear) Main Stat > Surge 75% > Accuracy 95% melee > 180 points into Critical > Power
(Heavy Burst Gear) Main Stat > Surge 75% > Accuracy 95% > Power (with power/main stat relic) –
(Main Tank Gear) Endurance > Absorption 30% > Shield 30%> Defense> Strength
For DPS gear, I focus on main stat over power because Juggernaut’s talent tree provides a 6% bonus. I also use a bit of accuracy since our main damage abilities come from weapons based “white” damage. Some people (actually a lot of people) run zero critical. I like a little bit and it seems that 180 and a critical relic is enough.
For tanking I focus primarily on endurance and absorb. Since some of the Juggernaut’s abilities are based on how much health one has, I stack a lot of endurance. Followed up by absorb/shield to mitigate damage from you and your guarded friendly.
Bolster and PvE Gear – Unfortunately, the game’s best in slot (BiS) gear is level 46 PvE gear show below.
I don’t recommend using this, though you can get planetary commendations and buy this setup until you get a full Obroan set.
Here’s a general list of “combos” or abilities sequenced together that work well in certain situations.
Leap 2 Full (L2F) – Use when nearing 30% health to avoid opponents finishing moves. This sequence will generally work once per fight, so if your healer is just lagging behind, don’t blow it.
- Endure Pain – WZ medpack – Intercede
Iron Leap – I use this when initiating combat and expect to receive high damage. Notice I don’t use saber ward or reflect because I want to use them as follow-up abilities if I’m in trouble.
- Enrage –Enraged Defense (20% damage reduction) – WZ adrenal (15%) – Force Leap (20%)
Stun Shutdown – I use this to frustrate another player getting them to break their stun early then isolating them.
- Force Leap – Force Choke (wait for them to break it) –Intimidating Road (if they didn’t break it, force push then do roar)
Save A Healer – When a healer is getting focused hard, I use this combo to give them time to catch up or at least regain some health.
- Make sure Soresu form is active – Guard target (50% absorbing damage) – Intercede to target (20% damage reduction to healer) – Threatening Scream (30% damage reduction for healer)- Intimidating Roar to stun everyone – Followed up with Chilling scream to slow everyone – Wait for healer to get up, then start attacking
Pop Smoke – When I’m getting focused , I use this combo to escape and get some space between me and my opponents.
- Intimidating Roar – Chilling Scream – Intercede
Mr. Eight – Use this when you know someone has used their stun breaker and zero resolve. In pug groups, you can’t expect someone not to break a soft stun. I always push the opponent way out of the way so people don’t accidentally hit them.
- Force Push – Force Leap – Intimidating Roar – Intercede to get back in fight
PvP is so chaotic there really isn’t a “rotation” per say. It’s more about using what’s most important rather than beating on a target uninterrupted. Since our abilities focus on single target almost solely, our main rotation doesn’t differ between a group of enemies or one. Just use smash more often if three or more people are in range.
- Armor debuff via Saber Throw or Sundering Assault
- Vicious Throw (with or without proc)
- Force Scream with 2 stacks of Savagery
- Shatter (recently got buffed and does more damage and is internal bypassing armor)
- Impale (can be used as number 5 if target is low health)
- Smash (if ravage isn’t up for some reason)
For general strategies in arenas, check out my previous guide HERE. The hardest part about arenas is knowing your teams strengths and weakness and the enemies. As soon as the queue pops, get in there. Start looking at the other team and game-planning how you’re going to be effective. Once that’s done, stick to the plan but don’t be afraid to change if something isn’t working.
Juggernauts are built to shut down targets with interrupts . Since Juggernauts don’t have AoE reduction, I try to avoid the melee scrim. I first engage combat on the nearest target regardless of their class. This puts a lot of pressure on the other team and they have to react. After the initial engagement, I try to find a target off by themselves casting or healing. This way I’m attacking a target away from the melee group and taking less damage.
Most of the time the target tries to avoid me by running away, line of sighting, or knocking me back. Just keep coming at them frustrating them and waiting for them to break their cc. Once this is done, check if they have a DoT on them, if no, use intimidating roar and watch them sit out of the fight for eight seconds. If not, just keep on attacking them, shutting them down.
If this strategy isn’t working or you’re facing a heavy melee class, try to create space with your push. Pick out a target that’s heavily armored and debuff them, force push, then sit on them away from the group. You can really control a single target if left alone and that’s your goal, to find someone alone to pick on and completely destroy.
As far as tanking goes, I’m really not trying to do a whole lot of damage. I’m mainly focused on swapping my guard, using AoE slows, applying armor debuffs and stunning targets. The general overall strategy is to annoy people by limiting their damage via slows, stuns, or knock backs. Don’t just focus on one target, keep moving and annoying multiple targets.
I hope you enjoyed this guide and feel free to leave comments or questions below. More to come!
Area of Effect (AoE) – An area based damage or healing ability.
Best in Slot (BiS) – Optimal gear per slot.
Buffs –Abilities that apply a bonus for a duration.
Burst – How hard something hits or how much damage something can do for a short period.
Cleave – Another way to say AoE.
Cool-Downs (CD) – A ability with a waiting period after use. These can be used offensively or defensively.
Crowd Control (CC) – Something that hinders your movements or stuns you.
Damage Per Second (DPS) Class – Class focused solely on damage.
Debuff – Applying a negative bonus for a duration.
Diminishing Returns (DR) – The point at which the stat takes more and more if it to get the same result or the more points you put into a stat, the fewer bonuses you get per point.
Damage over Time (DoT) – Ability that does damage over time.
Expertise – PvP only gear stat that determines your effectiveness in a PvP setting.
Full Healer – Generally a healer that has 31 points or more into main healing talent tree.
Full speced – 46 talent points or more into one specific talent tree.
Global Cool Down (GCD) – A universal cool down of 1.5 seconds before another ability can be triggered.
Globaled – Only using one ability per person to wipe out an enemy
Hard Stun – A CC that can’t be broken by damage.
Hit Box – The position you have to face in order to hit someone.
Heal over Time – Ability that heals over time.
Hybrid – Class that isn’t fully speced into one tree, e.g. a PowerTech playing 10/30/6.
Kite – To limit the opponents damage because you move behind an object or Line of Sight (LOS)
Knockback – Temporarily punts or knocks back player a certain distance, instant effect with no stun, generates 400 resolve. Example: Sith Inquisitor ability Overload, which knockbacks enemies with eight meters.
Line of Sight (LOS) – Avoiding damage because you use an object as cover.
Mez – Completely disables player for certain period, can be broken on stun, and gives 100 resolve per second. Example: Imperial Agent ability Flash Bang, which disables opponents for eight seconds and can be broken on damage.
Mid/Max – Finding every possible way to extract the exact stats one wants.
Peel – Stopping what you’re doing and helping a friendly player.
Pillar Hump – Simply circling an object to limit players DPS.
Proc – a “procedure” – triggered under particular circumstances
Pocket Heal – Single target heals provided by DPS not full spec’d.
Pug – Random group.
Pull – Interrupts targets current action and pulls them to the caster. Example: Sith Assassin ability Force Pull, pulls target towards the caster.
Punt – Same as knockback
Rambo/Rambo’ing – A play style that has complete disregard for team goals and objectives.
Random Number Generator (RNG) – How dependent something is on a percentage based circumstance.
Resolve – Statistic relating to cc immunity
Rotation – Series of abilities used in sequential order for maximum effectiveness.
Soft Stun – A stun that can be broken by damage. Often players say fearing/mezing or something similar.
Spam – Pressing a button rapidly.
Stack – Put as many points as possible into one stat.
Stance dance – Alternating between DPS and Tank stance.
Stun – Completely disables player for certain period, cannot be broken on stun, and gives 200 resolve per second of stun. Example: Sith Inquisitor ability Jolt, this disables opponent for four seconds.
Squishy – Easily destroyed target.
Tank – Class that use form that allows for guard.
Tunneling – Only attack one target even if it’s not wise.
White Damage – Weapon based damage, melee or ranged (visually white when it hits target).
Yellow Damage – Force or tech based damage (shows up as yellow when it hits target).
1.0 – Complete initial guide – on February 5, 2014