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1.2 PvP DPS Guide - Focus Guardian - Rage Juggernaut
05-02-2012, 10:23 PM (This post was last modified: 07-05-2012 02:13 PM by Pander Beers.)
Post: #1
1.2 PvP DPS Guide - Focus Guardian - Rage Juggernaut
Focus Guardian - Rage Juggernaut - DPS
Jeanne d'Arc | Naddist Rebels server

I love my class. The high mobility, high durability, and high damage are nice partners with having amazing crowd control with single target and AoE protection. The skill cap on this class is extremely high. If you are easily frustrated and want big numbers on that post-match score screen, shoot Grav Rounds and throw pebbles. In pre-50s brackets, I felt very weak until after level ~30, and I really didn't get my combinations tuned until 50. As an ungeared, fresh 50, I was still in the top 3 DPS for the majority of the warzones I was in because of rotation mastery, combat awareness, and positioning. The cool thing is, you can, too. Let's get started Smile


1.1-1.1.5
Biggest Hit - 7,547 (Updated: 2/24/12) [Warzone 15% Expertise Buff, Battlemaster Power Relic, Rakata Power Adrenal]
[Image: 7654985.png]

Highest Score - 554k (Updated: 3/29/12)
[Image: Jeanne---Big-Dmg---550k.jpg]

Table of Contents
  1. Masteries
  2. Gear
  3. Rotation
  4. Positioning
  5. Last Thoughts and Just the Tips
  6. Why not Vigilance/Vengeance?
  7. FAQs



1. Masteries (3/7/31)
http://db.darthhater.com/skill_calc/jedi...ef4ef5ef2d
[Image: uuPFO.png]

http://db.darthhater.com/skill_calc/sith...e3fe7fefe5
[Image: rGb5U.png]



2. Gear
Expertise is king. Period.

Set Bonuses
PvE Vindicator
(2) Lowers the cooldown of Combat Focus [Beserk] by 5 seconds
(4) Reduces the minimum range of saber throw by 10m

PvP Vindicator
(2) Guardian Leap
Guardian Leap
Jedi Knight (Guardian)

Range: 30m
Activation time: Instant
Cooldown: 20 secs
Mirror: Intercede

Leaps to a friendly target, reducing his or her damage taken by 20% for 6 seconds.
[ Intercede
Intercede
Sith Warrior (Juggernaut)

Range: 30m
Activation time: Instant
Cooldown: 20 secs
Mirror: Guardian Leap

Leaps to a friendly target, reducing his or her damage taken by 20% for 6 seconds.
] heals you for 8% of your total health.
(4) Increases all damage dealt for 10% for 5 seconds after using Force Leap
Force Leap
Jedi Knight

Focus: +3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Charge

Jumps to a distant target, dealing [?] damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 focus.
[ Force Charge
Force Charge
Sith Warrior

Rage: 3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Leap

Jumps to a distant target, dealing <> damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 rage. Cannot be used against targets in cover.
].


ARE YOU KIDDING ME?!?! If you ever break your 4 set PvP Vindicator bonus, go respec to something else right now. You don't deserve to be a Focus Guardian/Rage Juggernaut. I'll explain why in Rotation #1 a few paragraphs down.


Optimizing

Primary stat gives an effective 0.212 damage per point (it also gives crit chance, which should not be ignored for many classes - but it is the lowest priority of the secondary stats we care about - the 0.012 damage comes from 6% bonus strength talent)
Power gives 0.23 damage per point
Force/Tech Power gives 0.23 damage per point

Also, for Battlemasters, our Champion Weaponmaster earpiece is better than the Battlemaster Weaponmaster earpiece, because of the +Power stat.

[Image: 7805567.png]

Ear: War Hero Pummeler's MK-1 Device
Implants: War Hero Pummeler's MK-1 Package x2
Head, Chest, Gloves, Legs, Boots: War Hero Vindicator's 5-piece set (Crit-crafted with Power/Endurance Augment)
Belt, Bracers: War Hero Vindicator's set
Main-hand: War Hero Vindicator's Lightsaber (Crit-crafted with Power/Endurance Augment)
Off-hand: War Hero Vindicator's Generator
Relic 1: War Hero Relic of Boundless Ages (Power)
Relic 2: Battlemaster Relic of Boundless Ages (Power)*

*Thanks Skroting!

In order to get the Power/Endurance Augment, you need to get with an Armstech.



1.2 Optimized Modifications

Level 58 Enhancement
Battlemaster Eliminator's Assault Cannon (1,550 wz comms)
24 Endurance
25 Expertise
37 Power
51 Surge

Let's focus on the grind for your extra level 61 pieces to replace the less-than-optimal mods and enhancements that come in the default War Hero set. Does this sound like an epic grind? It is Big Grin but what else are you doing with those comms? (Well, you should be carrying around at least a spare Battlemaster set of War Leader gear for Huttball, but that's not the point hehe)

Level 61 Modifications (+)'s indicate low, medium, high
Mod
War Hero Vindicator's Handgear (Gloves)
51 strength (++)
32 endurance (+)
39 power (++)
30 exp

Enhancement
War Hero Force-Mystic's Gloves
27 Endurance (+)
30 Expertise
41 Power (++)
53 Surge (++)






3. Rotation
I use Shii-cho form for the armor penetration, cooldown reduction, focus generation, and all of the other fun perks it comes with. I do understand that the damage nerf in Soresu form you get is minimal compared to the armor you gain, but for high-speed rotations, I end up burning focus way too fast for Soresu.

[Saber Throw Change: this is an ability you should spam to generate focus, but without Sundering Throw that's really all it is now -- Focus/Rage generator and ranged interrupt for objective capping.]

There are basically three rotation phases you go through: Nuke, Nuke, Protect

Rotation 1 - Nuke - "Open a Can of Whoop-booty"
Guardian
Saber Throw
Saber Throw
Sith Warrior (Juggernaut)

Rage: 3
Range: 10m
Activation time: Instant
Cooldown: 30 secs
Damage Type: Weapon
Mirror: Saber Throw

Throws the main-hand lightsaber at a distant target, inflicting <> damage and building 3 rage.
> Force Leap
Force Leap
Jedi Knight

Focus: +3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Charge

Jumps to a distant target, dealing [?] damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 focus.
> Force Exhaustion
Force Exhaustion
Jedi Knight (Guardian)

Focus: -4
Range: 10m
Activation time: Instant
Cooldown: 21 secs
Damage Type: Kinetic
Mirror: Force Crush

Progressively slows the target from 60% to 10% movement speed over 5 seconds and deals [?] kinetic damage each second. At the end of the duration, the target is crushed and takes an additional [?] kinetic damage.
> Sundering Strike
Sundering Strike
Jedi Knight (Guardian)

Focus: 2
Range: Melee (4m)
Activation time: Instant
Cooldown: 5 secs
Mirror: Sundering Assault

Strikes the target for (LvlRankDmgAmnt * 0.11 WeaponDamage * 1.1) damage, and reduces the target's armor by 4% for 15 seconds. Stacks up to 5 times. Builds 2 focus.
> Relic/Adrenal > Force Sweep
Force Sweep
Jedi Knight

Focus: -3
Range: 5m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Smash

Strikes up to 5 enemies within 5 meters with the Force, dealing [?] kinetic damage. Also stuns weak and standard enemies for 1.5 - 2.
> Blade Storm
Blade Storm
Jedi Knight

Range: Melee (4m)
Channel time: 3.0 secs
Cooldown: 30 secs
Damage Type: Kinetic
Mirror: Ravage

Use the force to project a wave of energy toward the target, dealing <> kinetic damage. In addition, standard and weak enemies are knocked senseless, stunned for 4 seconds.


Juggernaut
Saber Throw
Saber Throw
Sith Warrior (Juggernaut)

Rage: 3
Range: 10m
Activation time: Instant
Cooldown: 30 secs
Damage Type: Weapon
Mirror: Saber Throw

Throws the main-hand lightsaber at a distant target, inflicting <> damage and building 3 rage.
> Force Charge
Force Charge
Sith Warrior

Rage: 3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Leap

Jumps to a distant target, dealing <> damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 rage. Cannot be used against targets in cover.
> Force Crush
Force Crush
Sith Warrior (Marauder)

Rage: -4
Range: 10m
Activation time: Instant
Cooldown: 21 secs
Damage Type: Kinetic
Mirror: Force Exhaustion

Progressively slows the target from 60% to 10% movement speed over 5 seconds and deals [?] kinetic damage each second. At the end of the duration, the target is crushed and takes an additional [?] kinetic damage.
> Sundering Assault
Sundering Assault
Sith Warrior (Juggernaut)

Rage: 2
Range: Melee (4m)
Activation time: Instant
Cooldown: 5 secs
Mirror: Sundering Strike

Strikes the target for (LvlRankDmgAmnt * 0.11 WeaponDamage * 1.1) damage, and reduces the target's armor by 4% for 15 seconds. Stacks up to 5 times. Builds 2 rage.
> Relic/Adrenal > Smash
Smash
Sith Warrior

Rage: -3
Range: 8m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Force Sweep

Smashes up to 5 enemies within 5 meters, dealing (LvlRankDmgAmnt * 0.115 SpellPower * 1.35) - (LvlRankDmgAmnt * 0.155 SpellPower * 1.35) kinetic damage. Also stuns weak and standard enemies for 1.5 seconds.
> Force Scream
Force Scream
Sith Warrior

Rage: -4
Range: 10m
Activation time: Instant
Cooldown: 12 secs
Damage Type: Kinetic
Mirror: Blade Storm

Blasts the target with a Force-enhanced scream, dealing <> kinetic damage. In addition, standard and weak enemies are stunned and deafened for 4 seconds.


[Image: guide-rotation1-v1.png]

You have 0.5 second window to mess this up and throw your chance at max damage out the window. Focus Guardian's [Rage Juggernaut] skill cap is unbelievably high. But if you can focus (hue hue hue) then you will be pulling off big hits like this.

2/24/12 - 7,547 damage - Battlemaster Power Relic, Rakata Power Adrenal, Warzone Expertise Buff
[Image: 7654985.png]

I am popping my Relic/Adrenal at that spot in the rotation, because I can get through Rotation 1 and 2 while still benefiting from their buffs.

Rotation 2 - Nuke - "Kill The Healer" (I'm getting too creative here...)
Guardian
Force Stasis
Force Stasis
Jedi Knight

Focus: +3
Range: 10m
Channel time: 3.0 secs
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Choke

Subdues the target, stunning it while the ability is channeled and dealing [?] kinetic damage every second. Builds 1 focus per second.

> Force Push
Force Push
Sith Warrior (Juggernaut)

Range: 10m
Activation time: Instant
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Push

Deals [?] kinetic damage, knocks the target back several meters, and knocks the target down for 2 seconds.
> Force Leap
Force Leap
Jedi Knight

Focus: +3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Charge

Jumps to a distant target, dealing [?] damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 focus.
> Force Sweep
Force Sweep
Jedi Knight

Focus: -3
Range: 5m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Smash

Strikes up to 5 enemies within 5 meters with the Force, dealing [?] kinetic damage. Also stuns weak and standard enemies for 1.5 - 2.
> Saber Throw
Saber Throw
Sith Warrior (Juggernaut)

Rage: 3
Range: 10m
Activation time: Instant
Cooldown: 30 secs
Damage Type: Weapon
Mirror: Saber Throw

Throws the main-hand lightsaber at a distant target, inflicting <> damage and building 3 rage.

Force Kick
Force Kick
Jedi Knight

Focus: -1
Range: Melee (4m)
Activation time: Instant
Cooldown: 8 secs
Mirror: Disruption

Kicks the target and interrupts its current action, preventing that ability from being used for the next 4 seconds.
them in the jaw as appropriate.

Juggernaut
Force Choke
Force Choke
Sith Warrior

Rage: 3
Range: 10m
Channel time: 3.0 secs
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Stasis

Chokes the target, crushing and stunning it while Force Choke is channeled. Deals <> kinetic damage every second. Builds 1 rage per second.
> Force Push
Force Push
Sith Warrior (Juggernaut)

Range: 10m
Activation time: Instant
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Push

Deals [?] kinetic damage, knocks the target back several meters, and knocks the target down for 2 seconds.
> Force Charge
Force Charge
Sith Warrior

Rage: 3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Leap

Jumps to a distant target, dealing <> damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 rage. Cannot be used against targets in cover.
> Smash
Smash
Sith Warrior

Rage: -3
Range: 8m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Force Sweep

Smashes up to 5 enemies within 5 meters, dealing (LvlRankDmgAmnt * 0.115 SpellPower * 1.35) - (LvlRankDmgAmnt * 0.155 SpellPower * 1.35) kinetic damage. Also stuns weak and standard enemies for 1.5 seconds.
> Saber Throw
Saber Throw
Sith Warrior (Juggernaut)

Rage: 3
Range: 10m
Activation time: Instant
Cooldown: 30 secs
Damage Type: Weapon
Mirror: Saber Throw

Throws the main-hand lightsaber at a distant target, inflicting <> damage and building 3 rage.

Disruption
Disruption
Sith Warrior

Rage: -1
Range: Melee (4m)
Activation time: Instant
Cooldown: 8 secs
Mirror: Force Kick

Smashes into the target, disrupting its current action and preventing that ability from being used for the next 4 seconds.
... them in the jaw as appropriate?

This is a great rotation to fight healers with. Force Stasis
Force Stasis
Jedi Knight

Focus: +3
Range: 10m
Channel time: 3.0 secs
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Choke

Subdues the target, stunning it while the ability is channeled and dealing [?] kinetic damage every second. Builds 1 focus per second.

[ Force Choke
Force Choke
Sith Warrior

Rage: 3
Range: 10m
Channel time: 3.0 secs
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Stasis

Chokes the target, crushing and stunning it while Force Choke is channeled. Deals <> kinetic damage every second. Builds 1 rage per second.
], Force Push
Force Push
Sith Warrior (Juggernaut)

Range: 10m
Activation time: Instant
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Push

Deals [?] kinetic damage, knocks the target back several meters, and knocks the target down for 2 seconds.
, and Force Leap
Force Leap
Jedi Knight

Focus: +3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Charge

Jumps to a distant target, dealing [?] damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 focus.
[ Force Charge
Force Charge
Sith Warrior

Rage: 3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Leap

Jumps to a distant target, dealing <> damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 rage. Cannot be used against targets in cover.
] are all interrupts. This is a slower rotation if you can manage it because you want to use each one of those 3 abilities during the middle of a heal or important ability. If you can wait towards the end of the ability, do so, because you waste more of their time and give yourself more time to refresh your Global Cooldowns. The only ability you absolutely must interrupt immediately is Innervate
Innervate
Sith Inquisitor (Sorcerer)

Force: -40
Range: 30m
Channel time: 3.0 secs
Cooldown: 9 secs
Damage Type: Healing
Mirror: Healing Trance

Immediately heals a target for [?] and a further [?] per second for 3 seconds.
[ Healing Trance
Healing Trance
Jedi Consular (Sage)

Force: -40
Range: 30m
Channel time: 3.0 secs
Cooldown: 9 secs
Damage Type: Healing
Mirror: Innervate

Heals a target for [?] immediately and a further [?] per second for 3 seconds.
]
as it is a heal over time as they cast. The longer they channel the ability the more they heal.

- If you're not fighting a healer, do not slow this rotation down as you will still be able to get the relic and adrenal bonus from your first rotation.
- You may also skip the Force Push
Force Push
Sith Warrior (Juggernaut)

Range: 10m
Activation time: Instant
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Push

Deals [?] kinetic damage, knocks the target back several meters, and knocks the target down for 2 seconds.
/ Force Leap
Force Leap
Jedi Knight

Focus: +3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Charge

Jumps to a distant target, dealing [?] damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 focus.
[ Force Charge
Force Charge
Sith Warrior

Rage: 3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Leap

Jumps to a distant target, dealing <> damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 rage. Cannot be used against targets in cover.
] combo if you are trying to keep in the area where you dropped your first nuclear force sweep, in which case utilize Zealous Leap
Zealous Leap
Jedi Knight (Guardian)

Focus: -3
Range: 10m
Activation time: Instant
Cooldown: 15 secs
Mirror: Obliterate

Jumps to a target, impaling it for [?] weapon damage. Strikes with both weapons if dual wielding.
[ Obliterate
Obliterate
Sith Warrior

Rage: -3
Range: 10m
Activation time: Instant
Cooldown: 15 secs
Mirror: Zealous Leap

Jumps to a target, impaling it for [?] weapon damage. Strikes with both weapons if dual wielding.
] instead of Push/Leap [Charge]
- Zealous Leap
Zealous Leap
Jedi Knight (Guardian)

Focus: -3
Range: 10m
Activation time: Instant
Cooldown: 15 secs
Mirror: Obliterate

Jumps to a target, impaling it for [?] weapon damage. Strikes with both weapons if dual wielding.
[ Obliterate
Obliterate
Sith Warrior

Rage: -3
Range: 10m
Activation time: Instant
Cooldown: 15 secs
Mirror: Zealous Leap

Jumps to a target, impaling it for [?] weapon damage. Strikes with both weapons if dual wielding.
] should always be used when fighting Snipers in cover

Rotation 3 - Protect - "Protect The Healer (the good guy, this time)"
So now you're all out of cooldowns, your focus is low, and you are standing there auto-attacking a tank and crying about how you don't have sustained DPS. Who cares? You have other business to attend to!

Even though we're the hardest hitting class in the game, we are still Guardians and Juggernauts.

What is best in life?
To crush our enemies, see them driven before us, and to hear the lamentation of their women... also, protect our healers. That's important, too.

We're not some lame Grav Round/ Tracer Missile
Tracer Missile
Bounty Hunter (Mercenary)

Heat: 25
Range: 30m
Activation time: 2.0 secs

Launches a missile at the target that deals [?] kinetic damage and applies a heat signature, reducing the armor rating by 4% for 15 seconds. Stacks up to 5 times. Heat signatures leave the target vulnerable to Rail Shot.Tags: [Pushback]
easy-mode class, and we don't throw pebbles or lightning to get big numbers. We destroy the enemy team and protect our own. It was in the job description, remember? Use your slows, your knock backs, your single target and AoE taunts, AoE mesmerize, and Guardian Leap
Guardian Leap
Jedi Knight (Guardian)

Range: 30m
Activation time: Instant
Cooldown: 20 secs
Mirror: Intercede

Leaps to a friendly target, reducing his or her damage taken by 20% for 6 seconds.
[ Intercede
Intercede
Sith Warrior (Juggernaut)

Range: 30m
Activation time: Instant
Cooldown: 20 secs
Mirror: Guardian Leap

Leaps to a friendly target, reducing his or her damage taken by 20% for 6 seconds.
].


Find your buddy who's been keeping you up this whole time with his awesome heals and love for art (martial, that is). He's probably got 1-3 enemy DPS trying to take him down. Show him some love and burn your free/low-cost protection abilities. You don't have to be in Soresu form to be a good bodyguard.


Rotation 4 - Nuke - "Gimme a Quicky, Baby"
Guardian
Combat Focus
Combat Focus
Jedi Knight

Activation time: Instant
Cooldown: 180 secs
Mirror: Berserk

Generates 5 focus over the next 6 seconds.

> Zealous Leap
Zealous Leap
Jedi Knight (Guardian)

Focus: -3
Range: 10m
Activation time: Instant
Cooldown: 15 secs
Mirror: Obliterate

Jumps to a target, impaling it for [?] weapon damage. Strikes with both weapons if dual wielding.
> Relic/Adrenal > Force Sweep
Force Sweep
Jedi Knight

Focus: -3
Range: 5m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Smash

Strikes up to 5 enemies within 5 meters with the Force, dealing [?] kinetic damage. Also stuns weak and standard enemies for 1.5 - 2.
> Blade Storm
Blade Storm
Jedi Knight

Range: Melee (4m)
Channel time: 3.0 secs
Cooldown: 30 secs
Damage Type: Kinetic
Mirror: Ravage

Use the force to project a wave of energy toward the target, dealing <> kinetic damage. In addition, standard and weak enemies are knocked senseless, stunned for 4 seconds.


Juggernaut
Enrage
Enrage
Sith Warrior (Juggernaut)

Activation time: Instant
Cooldown: 60 secs
Mirror: Combat Focus

Immediately generates 6 rage
> Obliterate
Obliterate
Sith Warrior

Rage: -3
Range: 10m
Activation time: Instant
Cooldown: 15 secs
Mirror: Zealous Leap

Jumps to a target, impaling it for [?] weapon damage. Strikes with both weapons if dual wielding.
> Relic/Adrenal > Smash
Smash
Sith Warrior

Rage: -3
Range: 8m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Force Sweep

Smashes up to 5 enemies within 5 meters, dealing (LvlRankDmgAmnt * 0.115 SpellPower * 1.35) - (LvlRankDmgAmnt * 0.155 SpellPower * 1.35) kinetic damage. Also stuns weak and standard enemies for 1.5 seconds.
> Force Scream
Force Scream
Sith Warrior

Rage: -4
Range: 10m
Activation time: Instant
Cooldown: 12 secs
Damage Type: Kinetic
Mirror: Blade Storm

Blasts the target with a Force-enhanced scream, dealing <> kinetic damage. In addition, standard and weak enemies are stunned and deafened for 4 seconds.


This is the biggest improvement in my opinion... that we have this 4th rotation as an option. Unfortunately, like all of our rotations, we are limited by the longer cooldown on Force Sweep
Force Sweep
Jedi Knight

Focus: -3
Range: 5m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Smash

Strikes up to 5 enemies within 5 meters with the Force, dealing [?] kinetic damage. Also stuns weak and standard enemies for 1.5 - 2.
/ Smash
Smash
Sith Warrior

Rage: -3
Range: 8m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Force Sweep

Smashes up to 5 enemies within 5 meters, dealing (LvlRankDmgAmnt * 0.115 SpellPower * 1.35) - (LvlRankDmgAmnt * 0.155 SpellPower * 1.35) kinetic damage. Also stuns weak and standard enemies for 1.5 seconds.
.


Soresu Form
Highest Protect - 140k (Updated: 3/6/12)
[Image: 7735386.jpg]

I was obviously in Soresu form for this, but to be able to achieve this level of DPS in the defensive stance, you need to have a very advanced understanding of DPS Guardian [Juggernaut] play - it is rare that I will compete in Soresu form. You may argue that you are only losing 3% of your damage output due to the tooltips, but this is not accurate. Take into consideration the rate of focus [rage] resource generation, the cooldown reduction, and the armor penetration that Shii-cho form provides. All of those combined allow you to execute rotations at a much higher rate. For an advanced player, I would not rule out Soresu form for the added benefit of providing durability to your Healer. However, assigning an actual Tank class to execute the duties of a dedicated Healer guard would be preferable. Don't forget what I explained in Rotation #3: You do not have to be in Soresu form with a Guard activated in order to protect your Healer! The score sheet does not show the damage you mitigated by simply mastering your CC and situational awareness while shutting down enemy DPS.


General Tips
Always use Sundering Strike
Sundering Strike
Jedi Knight (Guardian)

Focus: 2
Range: Melee (4m)
Activation time: Instant
Cooldown: 5 secs
Mirror: Sundering Assault

Strikes the target for (LvlRankDmgAmnt * 0.11 WeaponDamage * 1.1) damage, and reduces the target's armor by 4% for 15 seconds. Stacks up to 5 times. Builds 2 focus.
[ Sundering Assault
Sundering Assault
Sith Warrior (Juggernaut)

Rage: 2
Range: Melee (4m)
Activation time: Instant
Cooldown: 5 secs
Mirror: Sundering Strike

Strikes the target for (LvlRankDmgAmnt * 0.11 WeaponDamage * 1.1) damage, and reduces the target's armor by 4% for 15 seconds. Stacks up to 5 times. Builds 2 rage.
] whenever it is off cooldown.

If you are short on focus, and have absolutely nothing else to do (rare, be creative and find things to do) then don't be scared to use your regular Strike for quick focus generation. However, if you finish reading this guide, and you can't find things to do during the Sundering Strike [Sundering Assault] cooldown, read the guide again. The only time I really use Strike
Strike
Jedi Knight

Focus: 2
Range: Melee (4m)
Activation time: Instant
Damage Type: Weapon
Mirror: Assault

Inflicts <<1>> damage with a series of quick melee attacks. Generates 2 Focus. Strikes with both weapons if dual wielding.
[ Assault
Assault
Sith Warrior

Rage: 2
Range: Melee (4m)
Activation time: Instant
Damage Type: Weapon
Mirror: Strike

Inflicts <> damage with a series of quick melee attacks. Builds 2 Rage. Attacks with both weapons if dual wielding.
] is when it's a 1v1 and there are no friends or enemies nearby to interact with.

Interrupt.
Howse put it nicely in his PvP guide, "Go on a diet fatty and quit getting carried in PvP".
"#1: Bind your interrupt, use it on cooldown
The most common mistake I see is people not interrupting key abilities that can ultimately turn the tide in battle. Nothing makes an inquisitor or bounty hunter go "herpa derp" faster than interrupting their lightning/missile spam, try it, bind it, and when you're not playing, pop it off your keyboard, take it to bed with you, name it, sex it up, whatever you have to do to remember it. There is always something you can be interrupting, even if it isn't being casted by your target, switch when you see blue bars and you'll be doing everyone a favor.

However, sometime it takes patience to know which abilities you should and shouldn't interrupt." - Howse

Button Smasher.
When getting knocked back, if your Global Cooldown is available, you can cast Force Exhaustion
Force Exhaustion
Jedi Knight (Guardian)

Focus: -4
Range: 10m
Activation time: Instant
Cooldown: 21 secs
Damage Type: Kinetic
Mirror: Force Crush

Progressively slows the target from 60% to 10% movement speed over 5 seconds and deals [?] kinetic damage each second. At the end of the duration, the target is crushed and takes an additional [?] kinetic damage.
[ Force Crush
Force Crush
Sith Warrior (Marauder)

Rage: -4
Range: 10m
Activation time: Instant
Cooldown: 21 secs
Damage Type: Kinetic
Mirror: Force Exhaustion

Progressively slows the target from 60% to 10% movement speed over 5 seconds and deals [?] kinetic damage each second. At the end of the duration, the target is crushed and takes an additional [?] kinetic damage.
] while in the air, within 10 meters (as is the normal range of this ability). That being said, if you need to start another rotation, have the ability ready with the appropriate focus/rage in your resource pool, mash that hotkey and advance yourself down another rotation by several seconds.

Marinate Before Cooking.
A classic combination is the Force Push
Force Push
Sith Warrior (Juggernaut)

Range: 10m
Activation time: Instant
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Push

Deals [?] kinetic damage, knocks the target back several meters, and knocks the target down for 2 seconds.
and Force Leap
Force Leap
Jedi Knight

Focus: +3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Charge

Jumps to a distant target, dealing [?] damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 focus.
[ Force Charge
Force Charge
Sith Warrior

Rage: 3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Leap

Jumps to a distant target, dealing <> damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 rage. Cannot be used against targets in cover.
], but what a lot of Guardians/Juggernauts forget to do is to prepare their Singularity charges before the push. Force Exhaustion
Force Exhaustion
Jedi Knight (Guardian)

Focus: -4
Range: 10m
Activation time: Instant
Cooldown: 21 secs
Damage Type: Kinetic
Mirror: Force Crush

Progressively slows the target from 60% to 10% movement speed over 5 seconds and deals [?] kinetic damage each second. At the end of the duration, the target is crushed and takes an additional [?] kinetic damage.
[ Force Crush
Force Crush
Sith Warrior (Marauder)

Rage: -4
Range: 10m
Activation time: Instant
Cooldown: 21 secs
Damage Type: Kinetic
Mirror: Force Exhaustion

Progressively slows the target from 60% to 10% movement speed over 5 seconds and deals [?] kinetic damage each second. At the end of the duration, the target is crushed and takes an additional [?] kinetic damage.
] is the best ability to use in this situation as it will allow you to stack charges while they are flying in the air after the push and while you are flying in the air during your leap.

Thou Shall Not Waste (thy interrupts as openers).
Force Stasis
Force Stasis
Jedi Knight

Focus: +3
Range: 10m
Channel time: 3.0 secs
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Choke

Subdues the target, stunning it while the ability is channeled and dealing [?] kinetic damage every second. Builds 1 focus per second.

[ Force Choke
Force Choke
Sith Warrior

Rage: 3
Range: 10m
Channel time: 3.0 secs
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Stasis

Chokes the target, crushing and stunning it while Force Choke is channeled. Deals <> kinetic damage every second. Builds 1 rage per second.
] is NOT an opener.
Force Stasis
Force Stasis
Jedi Knight

Focus: +3
Range: 10m
Channel time: 3.0 secs
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Choke

Subdues the target, stunning it while the ability is channeled and dealing [?] kinetic damage every second. Builds 1 focus per second.

[ Force Choke
Force Choke
Sith Warrior

Rage: 3
Range: 10m
Channel time: 3.0 secs
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Stasis

Chokes the target, crushing and stunning it while Force Choke is channeled. Deals <> kinetic damage every second. Builds 1 rage per second.
] is NOT an opener.
Force Stasis
Force Stasis
Jedi Knight

Focus: +3
Range: 10m
Channel time: 3.0 secs
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Choke

Subdues the target, stunning it while the ability is channeled and dealing [?] kinetic damage every second. Builds 1 focus per second.

[ Force Choke
Force Choke
Sith Warrior

Rage: 3
Range: 10m
Channel time: 3.0 secs
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Stasis

Chokes the target, crushing and stunning it while Force Choke is channeled. Deals <> kinetic damage every second. Builds 1 rage per second.
] is NOT an opener.
It is an interrupt.
Do not waste it to get Singularity [Shockwave] charges at the beginning of a fight, because you've just put one of your most valuable interrupts on a long cooldown timer.

Take a Chill Pill.
Freezing Force
Freezing Force
Jedi Knight (Guardian)

Focus: -2
Range: 8m
Activation time: Instant
Mirror: Chilling Scream

Freezes nearby foes, reducing their movement speed by 50% for 6 seconds.
[Chilling Presence] is an amazing and under-utilized ability. A lot of classes have high mobility and instant cast abilities that allow them to kite us fairly easily. Eliminate their advantage by spending 2 Focus [Rage] and ensuring you can get good positioning for a Force Sweep
Force Sweep
Jedi Knight

Focus: -3
Range: 5m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Smash

Strikes up to 5 enemies within 5 meters with the Force, dealing [?] kinetic damage. Also stuns weak and standard enemies for 1.5 - 2.
[ Smash
Smash
Sith Warrior

Rage: -3
Range: 8m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Force Sweep

Smashes up to 5 enemies within 5 meters, dealing (LvlRankDmgAmnt * 0.115 SpellPower * 1.35) - (LvlRankDmgAmnt * 0.155 SpellPower * 1.35) kinetic damage. Also stuns weak and standard enemies for 1.5 seconds.
].

Another under-utilized ability is Awe
Awe
Jedi Knight

Focus: -1
Activation time: Instant
Cooldown: 60 secs
Mirror: Intimidating Roar

Confounds all nearby enemies, preventing all action for up to 6 seconds. Damage ends the effect prematurely. Has no effect on droids.

[ Intimidating Roar
Intimidating Roar
Sith Warrior

Rage: -1
Range: 8m
Activation time: Instant
Cooldown: 60 secs
Mirror: Awe

Paralyzes all nearby enemies in fear, preventing all action for up to 6 seconds. Damage ends the effect prematurely. Has no effect on droids.
]. Both of these two abilities give a massive advantage to you and your team in group fights. It's free and there's a chance that some of the enemies who aren't hit will avoid using their CC breaker in order to save it for later. In the case that they do use their CC Breaker, you've filled up a large portion of their resolve bar and set them up for a long-duration stun by one of your teammates.


Other Combos
I use these all the time in warzones. One of the gifts to being a Guardian or Juggernaut is your extremely high mobility. Utilize these combos to maximize your presence on the battlefield, reduce the damage being done to you and your teammates, and keep in mind that you are always looking for ways to build up your next Force Sweep
Force Sweep
Jedi Knight

Focus: -3
Range: 5m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Smash

Strikes up to 5 enemies within 5 meters with the Force, dealing [?] kinetic damage. Also stuns weak and standard enemies for 1.5 - 2.
[ Smash
Smash
Sith Warrior

Rage: -3
Range: 8m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Force Sweep

Smashes up to 5 enemies within 5 meters, dealing (LvlRankDmgAmnt * 0.115 SpellPower * 1.35) - (LvlRankDmgAmnt * 0.155 SpellPower * 1.35) kinetic damage. Also stuns weak and standard enemies for 1.5 seconds.
] nuke. The blue combos should be followed by a Force Sweep
Force Sweep
Jedi Knight

Focus: -3
Range: 5m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Smash

Strikes up to 5 enemies within 5 meters with the Force, dealing [?] kinetic damage. Also stuns weak and standard enemies for 1.5 - 2.
[ Smash
Smash
Sith Warrior

Rage: -3
Range: 8m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Force Sweep

Smashes up to 5 enemies within 5 meters, dealing (LvlRankDmgAmnt * 0.115 SpellPower * 1.35) - (LvlRankDmgAmnt * 0.155 SpellPower * 1.35) kinetic damage. Also stuns weak and standard enemies for 1.5 seconds.
] (after positioning to maximize damage).

Yo-Yo Ma = 8% Heal for you, 6 second 20% Damage Reduction, Immobile and Force Sweep [Smash] proc
I have ~ hot-keyed to Target Next Teammate, with Tab being my standard Target Next Enemy
Target Next Teammate > Guardian Leap
Guardian Leap
Jedi Knight (Guardian)

Range: 30m
Activation time: Instant
Cooldown: 20 secs
Mirror: Intercede

Leaps to a friendly target, reducing his or her damage taken by 20% for 6 seconds.
> Target Next Enemy > Force Leap
Force Leap
Jedi Knight

Focus: +3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Charge

Jumps to a distant target, dealing [?] damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 focus.

Target Next Teammate > Intercede
Intercede
Sith Warrior (Juggernaut)

Range: 30m
Activation time: Instant
Cooldown: 20 secs
Mirror: Guardian Leap

Leaps to a friendly target, reducing his or her damage taken by 20% for 6 seconds.
> Target Next Enemy > Force Charge
Force Charge
Sith Warrior

Rage: 3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Leap

Jumps to a distant target, dealing <> damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 rage. Cannot be used against targets in cover.


Frogger = 6 second 20% Damage Reduction, Immobile and Force Sweep proc
Target a teammate far ahead > Guardian Leap
Guardian Leap
Jedi Knight (Guardian)

Range: 30m
Activation time: Instant
Cooldown: 20 secs
Mirror: Intercede

Leaps to a friendly target, reducing his or her damage taken by 20% for 6 seconds.
> Target an enemy far ahead > Force Leap
Force Leap
Jedi Knight

Focus: +3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Charge

Jumps to a distant target, dealing [?] damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 focus.

Target a teammate far ahead > Intercede
Intercede
Sith Warrior (Juggernaut)

Range: 30m
Activation time: Instant
Cooldown: 20 secs
Mirror: Guardian Leap

Leaps to a friendly target, reducing his or her damage taken by 20% for 6 seconds.
> Target an enemy far ahead > Force Charge
Force Charge
Sith Warrior

Rage: 3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Leap

Jumps to a distant target, dealing <> damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 rage. Cannot be used against targets in cover.

I use this on Voidstar to rush ahead of the mob. Use Freezing Force
Freezing Force
Jedi Knight (Guardian)

Focus: -2
Range: 8m
Activation time: Instant
Mirror: Chilling Scream

Freezes nearby foes, reducing their movement speed by 50% for 6 seconds.
[Chilling Presence]. It is amazing. 9 seconds of 50% movement speed reduction? 9 seconds is a long, long time in PvP.

[ Force Crush
Force Crush
Sith Warrior (Marauder)

Rage: -4
Range: 10m
Activation time: Instant
Cooldown: 21 secs
Damage Type: Kinetic
Mirror: Force Exhaustion

Progressively slows the target from 60% to 10% movement speed over 5 seconds and deals [?] kinetic damage each second. At the end of the duration, the target is crushed and takes an additional [?] kinetic damage.
] the Melee DPS Chasing Your Healer and Force Leap
Force Leap
Jedi Knight

Focus: +3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Charge

Jumps to a distant target, dealing [?] damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 focus.
[ Force Charge
Force Charge
Sith Warrior

Rage: 3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Leap

Jumps to a distant target, dealing <> damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 rage. Cannot be used against targets in cover.
] to an Enemy Ranged

This is more of a targeting combination. It utilizes your standard Force Exhaustion
Force Exhaustion
Jedi Knight (Guardian)

Focus: -4
Range: 10m
Activation time: Instant
Cooldown: 21 secs
Damage Type: Kinetic
Mirror: Force Crush

Progressively slows the target from 60% to 10% movement speed over 5 seconds and deals [?] kinetic damage each second. At the end of the duration, the target is crushed and takes an additional [?] kinetic damage.
[ Force Crush
Force Crush
Sith Warrior (Marauder)

Rage: -4
Range: 10m
Activation time: Instant
Cooldown: 21 secs
Damage Type: Kinetic
Mirror: Force Exhaustion

Progressively slows the target from 60% to 10% movement speed over 5 seconds and deals [?] kinetic damage each second. At the end of the duration, the target is crushed and takes an additional [?] kinetic damage.
] combo #1 listed above. A situation you see often is an enemy melee DPS trying to burn your healer who's attempting to kite away. With [ Force Crush
Force Crush
Sith Warrior (Marauder)

Rage: -4
Range: 10m
Activation time: Instant
Cooldown: 21 secs
Damage Type: Kinetic
Mirror: Force Exhaustion

Progressively slows the target from 60% to 10% movement speed over 5 seconds and deals [?] kinetic damage each second. At the end of the duration, the target is crushed and takes an additional [?] kinetic damage.
] the Melee DPS Chasing Your Healer and Force Leap
Force Leap
Jedi Knight

Focus: +3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Charge

Jumps to a distant target, dealing [?] damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 focus.
[ Force Charge
Force Charge
Sith Warrior

Rage: 3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Leap

Jumps to a distant target, dealing <> damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 rage. Cannot be used against targets in cover.
] to an Enemy Ranged, you... well... you can probably figure it out. You will put a nice 10-60% slow over time on the Melee DPS reducing his ability to chase your healer, and you've effectively rushed a quick Force Sweep
Force Sweep
Jedi Knight

Focus: -3
Range: 5m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Smash

Strikes up to 5 enemies within 5 meters with the Force, dealing [?] kinetic damage. Also stuns weak and standard enemies for 1.5 - 2.
[ Smash
Smash
Sith Warrior

Rage: -3
Range: 8m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Force Sweep

Smashes up to 5 enemies within 5 meters, dealing (LvlRankDmgAmnt * 0.115 SpellPower * 1.35) - (LvlRankDmgAmnt * 0.155 SpellPower * 1.35) kinetic damage. Also stuns weak and standard enemies for 1.5 seconds.
] combo for more damage.


5. Positioning
Force Sweep
Force Sweep
Jedi Knight

Focus: -3
Range: 5m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Smash

Strikes up to 5 enemies within 5 meters with the Force, dealing [?] kinetic damage. Also stuns weak and standard enemies for 1.5 - 2.
[ Smash
Smash
Sith Warrior

Rage: -3
Range: 8m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Force Sweep

Smashes up to 5 enemies within 5 meters, dealing (LvlRankDmgAmnt * 0.115 SpellPower * 1.35) - (LvlRankDmgAmnt * 0.155 SpellPower * 1.35) kinetic damage. Also stuns weak and standard enemies for 1.5 seconds.
] not hitting on the run?

It is due to server-client latency issues. The server thinks that the target is probably farther ahead than what is being drawn on your client. For this reason, I generally try to move ahead of a target on the run. I heard 1.5 seconds ahead is what you should aim for.

Standing still while pulling off your combo?
Bad bad bad. Don't stand still unless you are trying to troll your healer and you want to take a lot of damage. Circle strafe around your targets. You can move while in the air, casting the animation for Force Sweep
Force Sweep
Jedi Knight

Focus: -3
Range: 5m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Smash

Strikes up to 5 enemies within 5 meters with the Force, dealing [?] kinetic damage. Also stuns weak and standard enemies for 1.5 - 2.
[ Smash
Smash
Sith Warrior

Rage: -3
Range: 8m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Force Sweep

Smashes up to 5 enemies within 5 meters, dealing (LvlRankDmgAmnt * 0.115 SpellPower * 1.35) - (LvlRankDmgAmnt * 0.155 SpellPower * 1.35) kinetic damage. Also stuns weak and standard enemies for 1.5 seconds.
], so don't land where you jumped. Try to practice casting your ] while moving, and using your momentum to circle the target and land behind him. I generally circle strafe clockwise and drag my mouse to the left, and by the time I land, I will be facing the target from behind.


6. Last Thoughts and Just the Tips
Key-binding
I implement the guide written by Ed Park, a.k.a. Taugrim. It is fantastic and completely changed my play. I have access to effectively everything on all my hotkeys with just my standard, built-in laptop keyboard and my left hand.
http://taugrim.com/2011/04/07/guide-to-s...ybindings/

Warzones
Alderaan - The Civil War
Not a lot of Guardian/Juggernaut-specific tips for here. I do like to push Snipers up from below when they are on the balcony in Mid. If you practice it, you will push them up and over the wall and drop them in Left or Right's open area. The Force Push physics are so much fun Big Grin

The Voidstar
In the 2nd room, look for targets to jump across middle to. If they are on the platform holding the expertise buff, you won't be able to reach them. I often call for a friend to come to the middle platform so I can Guardian Leap
Guardian Leap
Jedi Knight (Guardian)

Range: 30m
Activation time: Instant
Cooldown: 20 secs
Mirror: Intercede

Leaps to a friendly target, reducing his or her damage taken by 20% for 6 seconds.
[ Intercede
Intercede
Sith Warrior (Juggernaut)

Range: 30m
Activation time: Instant
Cooldown: 20 secs
Mirror: Guardian Leap

Leaps to a friendly target, reducing his or her damage taken by 20% for 6 seconds.
] across.

When fighting the main group outside the doors, you should be on healers and ultra high ranged DPS in the back. When you have full stacks jump into the main melee mob near the door, drop your combo, and then head back out to beat up more healers, keeping them from putting heals on their team. If you don't use your combo to kill the healer, that's fine, just keeping them from being able to heal the team is a useful way to spend your cooldown and Singularity [Shockwave]-charging phase.

Use Freezing Force
Freezing Force
Jedi Knight (Guardian)

Focus: -2
Range: 8m
Activation time: Instant
Mirror: Chilling Scream

Freezes nearby foes, reducing their movement speed by 50% for 6 seconds.
[Chilling Presence] when the doors open in order to slow down the enemy team and spread the gap for your teammates to move ahead to the next room. When attacking, try not to kill the defenders, but rather, just slow them and inhibit them from getting up to interrupt your bomb planters. If you can prevent them from dying and respawning, your team has a good chance at blitzing through the rooms to finish the entire round after the 1st room is open.

The Pit - Huttball
First, switch to your PvP War Leader set (I carry the 3 sets of gear I'm not wearing in my inventory). It doesn't have to be everything, but try to at least get the major armor pieces.

You have 3 jumps to use to cross distance both horizontal and vertical. Always be thinking about vertical anchors (targets to jump to).

*note: in my guild, we call for both "anchors" and "ez" (endzone). I usually carry the ball, so if I think I can make it to the enemy's pit on my own, I'll call for "ez" to let my team know to send one of our guys ahead and meet me in the endzone where he can be an "anchor" for me. If things get sticky, I'll call for an "anchor" earlier and someone positions themselves up top so I can get out of danger. I like to Auto-run forward while carrying the ball so I can use my mouse to scan for anchors, both friendly and enemy*

Don't waste your push - save it for when you're in front of the last fire trap or on the top level near the top of the stairs. You can push a target coming up to you down onto the endzone platform. Use your refreshed ] and get some.

When you Force Leap
Force Leap
Jedi Knight

Focus: +3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Charge

Jumps to a distant target, dealing [?] damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 focus.
[ Force Charge
Force Charge
Sith Warrior

Rage: 3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Leap

Jumps to a distant target, dealing <> damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 rage. Cannot be used against targets in cover.
] to someone, expect an immediate, defensive knockback. Position yourself quickly so that the knockback will push you into a beam or farther down the walkway in the direct you would like to go.


Class Match-ups
These match-up tips are assuming you are playing against another player of equally high skill.

You vs. Sentinel/Maurader
It's going to be a sustained vs. burst race, pretty much. Save your defensive cooldowns for later in the fight, because as Sentinels/Mauraders fight for extended periods of time, they grow increasingly more powerful. That means that their DPS at the end of the fight is much greater than their DPS at the beginning. Sentinels have 4 defensive cooldowns that they can use to avoid taking big damage. You will not be able to wait out their cooldowns, so just DPS through them. The most important one to look for is their 99% damage reduction for 5 seconds (Guarded by the Force or Undying Rage). Use CC, save up focus through sundering strikes and auto attacks, and prep your Singularity [Shockwave] charges.

Offensive Cooldowns

Inspiration
Inspiration
Jedi Knight (Sentinel)

Activation time: Instant
Cooldown: 300 secs
Mirror: Bloodthirst

Requires and converts 30 stacks of Centering to inspire you and your party, increasing all damage and healing dealt by 15%. Lasts 15 seconds.
/ Bloodthirst
Bloodthirst
Sith Warrior (Marauder)

Activation time: Instant
Cooldown: 300 secs
Mirror: Inspiration

Requires and converts 30 stacks of Fury to issue Bloodthirst to you and your party, increasing all damage and healing dealt by 15%. Lasts 15 seconds.
- they will light on fire, with a large fire-y explosion when they cast it.You need to consider using your defensive cooldown now. They gain 15% increased damage, so it's a solid time for Saber Ward.

Their defensive cooldowns in order they will likely use them:
Rebuke
Rebuke
Jedi Knight (Sentinel)

Activation time: Instant
Mirror: Cloak of Pain

Reduces all damage taken by 20% and deals (LvlRankDmgAmnt * 0.024 + SpellPower * 0.242) energy damage to attackers. This effect cannot occur more than once every 1.5 seconds. Lasts 6 seconds. Rebuke refreshes to its full duration when attacked, but this effect cannot last more than 30 seconds in total.
/ Cloak of Pain
Cloak of Pain
Sith Warrior (Marauder)

Activation time: Instant
Cooldown: 60 secs
Mirror: Rebuke

Reduces all damage taken by 20% and deals [?] energy damage to attackers. This effect cannot occur more than once every 1.5 seconds. Lasts 6 seconds. Cloak of Pain refreshes to its full duration when attacked, but this effect cannot last more than 30 seconds in total.
(20% damage reduction, deals energy damage to attackers every 1.5 seconds, lasts 6 seconds - attacks refresh this duration up to 30 seconds): Perfectly round, misty sphere centered on the torso that explodes. The lasting visual is a misty-fog that hangs around the chest.

Saber Ward
Saber Ward
Sith Warrior

Activation time: Instant
Cooldown: 180 secs
Mirror: Saber Ward

Raises a lightsaber ward, increasing melee and ranged defenses by 50% and reducing the damage taken from Force and tech attacks by 25%. Lasts 12 seconds.
(50% increased ranged/melee defense, 25% force/tech dmg reduction, lasts 12 seconds): Tall, full body sphere with a watery field with ripples.

Guarded by the Force
Guarded by the Force
Jedi Knight (Sentinel)

Activation time: Instant
Cooldown: 90 secs
Mirror: Undying Rage

Spends 50% of current health to grant 99% damage reduction for 5 seconds.
/ Undying Rage
Undying Rage
Sith Warrior (Marauder)

Rage: 6
Activation time: Instant
Cooldown: 90 secs
Mirror: Guarded by the Force

Spends 50% of current health to grant 99% damage reduction for 5 seconds.
(99% invuln. for 5 seconds): Tall, blue/red oval with a shine that covers the full body. Has a high pitched "shing" sound.

Awe
Awe
Jedi Knight

Focus: -1
Activation time: Instant
Cooldown: 60 secs
Mirror: Intimidating Roar

Confounds all nearby enemies, preventing all action for up to 6 seconds. Damage ends the effect prematurely. Has no effect on droids.

a.k.a. Tickle Fight

Force Camouflage
Force Camouflage
Jedi Knight (Sentinel)

Activation time: Instant
Cooldown: 45 secs
Mirror: Force Camouflage

Obscures yourself with the Force, becoming difficult to detect, reducing your threat towards all enemies and increasing movement speed by 30% for 4 seconds. Dealing direct damage ends the effect prematurely.
(stealth, Watchman/Annihilate gains invulnerability so they won't get knocked out of stealth, lasts for 4 seconds)

You vs. Guardian/Juggernaut
You will win, because you've read this guide. Also, it would help for you to Force Push a Juggernaut/Guardian away as soon as he jumps to you. If you are quick on the draw, he will drop his Smash
Smash
Sith Warrior

Rage: -3
Range: 8m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Force Sweep

Smashes up to 5 enemies within 5 meters, dealing (LvlRankDmgAmnt * 0.115 SpellPower * 1.35) - (LvlRankDmgAmnt * 0.155 SpellPower * 1.35) kinetic damage. Also stuns weak and standard enemies for 1.5 seconds.
[ Force Sweep
Force Sweep
Jedi Knight

Focus: -3
Range: 5m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Smash

Strikes up to 5 enemies within 5 meters with the Force, dealing [?] kinetic damage. Also stuns weak and standard enemies for 1.5 - 2.
] where he lands. When your Force Push
Force Push
Sith Warrior (Juggernaut)

Range: 10m
Activation time: Instant
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Push

Deals [?] kinetic damage, knocks the target back several meters, and knocks the target down for 2 seconds.
is down, popping Saber Ward
Saber Ward
Sith Warrior

Activation time: Instant
Cooldown: 180 secs
Mirror: Saber Ward

Raises a lightsaber ward, increasing melee and ranged defenses by 50% and reducing the damage taken from Force and tech attacks by 25%. Lasts 12 seconds.
when he jumps to you is another good option. Always stay mobile, and increase that advantage by using your Freezing Force
Freezing Force
Jedi Knight (Guardian)

Focus: -2
Range: 8m
Activation time: Instant
Mirror: Chilling Scream

Freezes nearby foes, reducing their movement speed by 50% for 6 seconds.
[Chilling Presence]. It costs 2 focus, but will give you a HUGE advantage in mobility (50% speed difference) for 9 seconds - effectively denying them the ability to use their Smash
Smash
Sith Warrior

Rage: -3
Range: 8m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Force Sweep

Smashes up to 5 enemies within 5 meters, dealing (LvlRankDmgAmnt * 0.115 SpellPower * 1.35) - (LvlRankDmgAmnt * 0.155 SpellPower * 1.35) kinetic damage. Also stuns weak and standard enemies for 1.5 seconds.
[ Force Sweep
Force Sweep
Jedi Knight

Focus: -3
Range: 5m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Smash

Strikes up to 5 enemies within 5 meters with the Force, dealing [?] kinetic damage. Also stuns weak and standard enemies for 1.5 - 2.
] during that time.

You vs. Sage/Sorcerer
Against DPS spec, depending on their gear, this might be a bad match-up for you. It is very easy to kite a Guardian/Juggernaut as a Sorcerer/Sage if they know what they are doing. You have to make sure you immobilize them or slow them before you attempt to use your force sweep, because their sprint will serve as an amazing defensive cooldown for this class against a Guardian/Juggernaut's small 5m AoE.

You vs. Shadow/Assassin
The key here is their 100% force resistance defensive cooldown. For Shadows, they glow gold ( Resilience
Resilience
Jedi Consular (Shadow)

Activation time: Instant
Cooldown: 60 secs
Mirror: Force Shroud

Removes all hostile removable effects and increases your chance to resist Force and tech attacks by 100% for 3 seconds. Does not break Stealth.
, and for Assassins, they glow silver. When you see this cooldown activated - DO NOT - use Force Sweep
Force Sweep
Jedi Knight

Focus: -3
Range: 5m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Smash

Strikes up to 5 enemies within 5 meters with the Force, dealing [?] kinetic damage. Also stuns weak and standard enemies for 1.5 - 2.
[ Smash
Smash
Sith Warrior

Rage: -3
Range: 8m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Force Sweep

Smashes up to 5 enemies within 5 meters, dealing (LvlRankDmgAmnt * 0.115 SpellPower * 1.35) - (LvlRankDmgAmnt * 0.155 SpellPower * 1.35) kinetic damage. Also stuns weak and standard enemies for 1.5 seconds.
]
. **need to add the names for these**

You vs. Scoundrel/Operative
Need to work on this section, but my current strategy that seems to work well is to pop my CC breaker as soon as I am knocked down by their initial combo out of stealth. Most of their damage comes out of that stealth combo, so this helps mitigate that.

You vs. Gunslinger/Sniper ** Need to clean this section for Mirror abilities **
1) Jump to an enemy or friend within the vicinity to quickly close the gap - you cannot jump to Snipers/Gunslingers in cover. Snipers like to stand in the back of the fight. Luckily, so do other Ranged DPS and Healers. Problem solved.

2) If they've isolated themselves off to the side, or up on a ledge, then use Line-of-Sight tactics to approach them while reducing the damage you take.

3) In the event that you absolutely HAVE to kill him, and the above two options aren't available, then approach him directly like you were probably doing before you read this guide. However, let's teach you how to do it better.

Snipers have 2 main abilities that they use for their high damage nuke - the first will put a damage-triggered explosive on you ( for Gunslingers) that blinks red. Immediately after that, they like to use Ambush
Ambush
Imperial Agent (Sniper)

Energy: -15
Range: 30m
Activation time: 2.5 secs
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Aimed Shot

Fires a high-powered shot that deals (LvlRankDmgAmnt * 0.329 WeaponDamage * 3.29) weapon damage. Must be in cover to use.
( Aimed Shot
Aimed Shot
Smuggler (Gunslinger)

Energy: -15
Range: 30m
Activation time: 3.0 secs
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Ambush

Fires a well-aimed shot that deals () weapon damage. Can only be used from cover. Fires both blasters if dual wielding.
- 3 second Activation, unless they have their 1.5 activation buff)
which will trigger the explosive. Luckily, the first two seconds of our Saber Ward
Saber Ward
Sith Warrior

Activation time: Instant
Cooldown: 180 secs
Mirror: Saber Ward

Raises a lightsaber ward, increasing melee and ranged defenses by 50% and reducing the damage taken from Force and tech attacks by 25%. Lasts 12 seconds.
make us immune to damage
Big Grin Pop your Saber Ward
Saber Ward
Sith Warrior

Activation time: Instant
Cooldown: 180 secs
Mirror: Saber Ward

Raises a lightsaber ward, increasing melee and ranged defenses by 50% and reducing the damage taken from Force and tech attacks by 25%. Lasts 12 seconds.
during the last second you see the Ambush
Ambush
Imperial Agent (Sniper)

Energy: -15
Range: 30m
Activation time: 2.5 secs
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Aimed Shot

Fires a high-powered shot that deals (LvlRankDmgAmnt * 0.329 WeaponDamage * 3.29) weapon damage. Must be in cover to use.
( Aimed Shot
Aimed Shot
Smuggler (Gunslinger)

Energy: -15
Range: 30m
Activation time: 3.0 secs
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Ambush

Fires a well-aimed shot that deals () weapon damage. Can only be used from cover. Fires both blasters if dual wielding.
) activating
, and all of their damage is gone. Cheers! You're now within 10 meters of the confused and scared sniper. Zealous Leap
Zealous Leap
Jedi Knight (Guardian)

Focus: -3
Range: 10m
Activation time: Instant
Cooldown: 15 secs
Mirror: Obliterate

Jumps to a target, impaling it for [?] weapon damage. Strikes with both weapons if dual wielding.
[ Obliterate
Obliterate
Sith Warrior

Rage: -3
Range: 10m
Activation time: Instant
Cooldown: 15 secs
Mirror: Zealous Leap

Jumps to a target, impaling it for [?] weapon damage. Strikes with both weapons if dual wielding.
] and continue your rampage of death. (For those who aren't paying attention: Don't activate Saber Ward
Saber Ward
Sith Warrior

Activation time: Instant
Cooldown: 180 secs
Mirror: Saber Ward

Raises a lightsaber ward, increasing melee and ranged defenses by 50% and reducing the damage taken from Force and tech attacks by 25%. Lasts 12 seconds.
when they start this two ability combo which takes 4.5 seconds to complete.)

Also, one last note. If you haven't realized that when the Sniper enters their reinforced cover ( Hunker Down
Hunker Down
Smuggler (Gunslinger)

Activation time: Instant
Cooldown: 60 secs
Mirror: Entrench

Hunkers down, becoming immune to all controlling effects. Only usable in cover. Ends prematurely if cover is exited. Lasts 20 seconds.

for Gunslingers), they are immune to CC. This visual is clearly obvious as they gain additional force field barriers along the top and sides of their normal, single shield cover.

You vs. Commando/Mercenary
Against Grav Round/ Tracer Missile
Tracer Missile
Bounty Hunter (Mercenary)

Heat: 25
Range: 30m
Activation time: 2.0 secs

Launches a missile at the target that deals [?] kinetic damage and applies a heat signature, reducing the armor rating by 4% for 15 seconds. Stacks up to 5 times. Heat signatures leave the target vulnerable to Rail Shot.Tags: [Pushback]
, just interrupt one of them with a good force kick. They will probably stand there for the four seconds they can't spam their ability, because that's pretty much the extent of their PvP prowess.

Against healer specs, you have to pay 110% attention, or else you will get wasted. Firstly, unless you have all of your interrupts available ( Force Kick
Force Kick
Jedi Knight

Focus: -1
Range: Melee (4m)
Activation time: Instant
Cooldown: 8 secs
Mirror: Disruption

Kicks the target and interrupts its current action, preventing that ability from being used for the next 4 seconds.
[ Disruption
Disruption
Sith Warrior

Rage: -1
Range: Melee (4m)
Activation time: Instant
Cooldown: 8 secs
Mirror: Force Kick

Smashes into the target, disrupting its current action and preventing that ability from being used for the next 4 seconds.
], Force Stasis
Force Stasis
Jedi Knight

Focus: +3
Range: 10m
Channel time: 3.0 secs
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Choke

Subdues the target, stunning it while the ability is channeled and dealing [?] kinetic damage every second. Builds 1 focus per second.

[ Force Choke
Force Choke
Sith Warrior

Rage: 3
Range: 10m
Channel time: 3.0 secs
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Stasis

Chokes the target, crushing and stunning it while Force Choke is channeled. Deals <> kinetic damage every second. Builds 1 rage per second.
], Force Leap
Force Leap
Jedi Knight

Focus: +3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Charge

Jumps to a distant target, dealing [?] damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 focus.
[ Force Charge
Force Charge
Sith Warrior

Rage: 3
Range: 10m - 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Force Leap

Jumps to a distant target, dealing <> damage with the main hand weapon, immoblizing the target for 2 seconds and interrupting the target's current action. Builds 3 rage. Cannot be used against targets in cover.
], Force Push
Force Push
Sith Warrior (Juggernaut)

Range: 10m
Activation time: Instant
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Push

Deals [?] kinetic damage, knocks the target back several meters, and knocks the target down for 2 seconds.
) don't expect to kill them. Commando/Mercenary healers have the highest single-target heal capability, and they get a self-heal buff. That being said, read through Rotation #2 above and good luck.

This class also gets an interrupt and CC immunity, and the visual indicator is a bubble shield. If you try to interrupt a heal and it doesn't work, you aren't getting lag or experiencing a bug. Stop your interrupt rotation immediately and try to DPS to negate some of the heals that they will be able to finish activating. **Need to confirm bubble shield color for each faction**

You vs. Vanguard/Powertech
This is a tough fight. This class is built for 1v1's in melee/short range (which we have to stay in, qq). The fact that we are built for AoE damage instead of single-target becomes very obvious here. You should probably advance in a different direction. le sigh.


Why not Vigilance/Vengeance?

I don't like looking at spreadsheets to compare builds. I want to feel it and see the results for myself. If you have trouble "feeling" the strength in a build, then look at these 3 points as to why I choose Focus/Rage over Vigilance/Vengeance

1. AoE vs. Single-Target: In team vs team settings where you can get up to 5 targets under your AoE for maximum face-melting, so by default I'm going to assume it has greater potentials for DPS than single-target Vigilance/Vengeance as there are groups of enemies to be found on most warzones.

2. Burst vs. Sustained: Ask any PvP player worth his salt and he will sell you on burst damage. I'm not saying Sustained doesn't have it's place, but Burst is what KILLS. Burst is what surprises healers because they weren't expecting three of their 40% hp teammates to suddenly be sitting in respawn after getting rolled by a Guardian/Juggernaut. For Vigilance/Vengeance players, how many times have you killed an Operative/Scoundrel? Probably not often because of their spammable instant-heals sub 30% hp. You argue that Vigilance/Vengeance has burst? Trolol. 4-5k (maybe) on one target is not burst. 5-7k damage on 1-5 targets (netting between 5,000 to 35,000 damage the enemy healer has to repair, oh and btw the fight isn't over... unless it was you that finished it). That's burst Tongue

3. Big numbers. I mean, the spread sheet isn't going to help you understand the feeling of seeing five 7,000's floating up. It's pretty awesome.






FAQs
From My 1.0-1.1.5 Guide

Are you using Slash?
I'm not a fan of Slash/Vicious Slash. Even with all the perks, we're still talking about a 1.5k attack that will likely cost 2 focus/rage opposed to an auto attack for 1k damage that is guaranteed to generate 2 focus/rage. As much of an issue as we have with resource generation, I don't like to take that gamble. The last thing you want to do is have 4 stacks of your buff, a wonderful shot group waiting for your sweep/smash, and no resource to attack with.

How viable is Soresu Form in 1.2?
As far as running in Soresu form, I agree that it is more of a viable option in 1.2 in a competitive scene only. In a premade group, or a team that works really well together, I am willing to reduce my overall damage output in order to provide a guard on a high threat target. The reason why I would do this in a DPS stance is because peeling (getting attackers off your healer/guarded target) is 2 steps. 1 - stopping the damage they are doing now. 2 - killing them. If you burn your taunts and cc's to get them off your guarded target, and you end up having no way to kill them because you're a pure tank, then they will just bounce back and keep bothering your guarded ally.

With regards to Soresu, that's one of the things I'm going to start getting used to. As far as my Ranked WZs team, my role will probably be as a Tanky DPS rather than straight DPS as I run in pub stomps now. These days, my friends and I queue up and just race each other for big numbers on the post-match score screen lol, but in Ranked WZs, I will likely be in Soresu form and protecting our healer - burning enemy DPS trying to take him/her down.

Why the focus on Combat Focus
Combat Focus
Jedi Knight

Activation time: Instant
Cooldown: 180 secs
Mirror: Berserk

Generates 5 focus over the next 6 seconds.

?

The greatest thing about 1.2 is giving us full 4 stacks of our buff when we use Combat Focus. When you are running Soresu form and need a quick hit, popping that resource generator, your 10 meter leap, sweep/smash, profit. I've been using that combo a lot recently. It is a 3 second (two global cooldown) quick attack that does a full rotation's worth of damage.

When you get into more competitive PvP, you will LOVE combat focus. Please please please have it on a quick hotkey! If you missed Taugrim's key-binding guide I linked, the movement keys I use on my left hand are W and R for strafing and that's it. If you look at the screenshots I have posted, you can see my key binds. They've worked pretty well for me to date, and the only thing I would move around is probably my defensive cooldowns and my relic/adrenal (for these, I'm really unhappy with where they are as I have to do a lot of finger moving, but everytime I try to remap them I get too frustrated as I've had the same key bindings for over two months now).

How do I keep my resource pool high?
For guys with resource generation issues: don't forget to keep your saber throw on cooldown! Whenever it's up, even though we don't have the armor debuff it's still a great ability to generate 3 focus/rage. It's key to keeping us fueled. For guys with a resource problem in warzones, not using this often enough is one of the biggest mistakes. It's easy to see a new target you're going to leap to, throw a saber first, then jump. It'll completely change your experience to have that much more resource available.

What about Focused Defense (another Soresu Form comment)?
This is more piggy-backed on some comments I read by Skroting, as he seems to have a better experience w/ that new ability than I have had. Skroting is running Soresu form in 1.2 warzones, and because of that, he left out the Shii-cho talents such as the Armor Penetration and the increased Focus/Rage generation upon being hit. That's totally fine - Soresu works, too. However, although Focused Defense is not a bad ability, it will be hard to sell it to me even with the reduced cost, especially in Soresu Form. Ideally it will heal you for ~500 health per second (3% of your hp... I'm sitting at 16980 with one War Hero piece) and costs one focus/rage to heal. That's 10 focus/rage being consumed over 10 seconds to heal for ~30% of my health. Yes, ~30% of my health over 10 seconds is awesome, but look at the resource cost. If you're in Soresu Form, you can't possibly tell me you have enough resource to maintain the maximum benefit of this ability unless you spend those 10 seconds actively trying to keep up your resource pool without doing damage. I can see the use for it, I just don't have it nailed down where to break this ability out. Off the top of my head, I would say that guarding a healer and holding down a point 2v3/4/5 some situation where you are basically not looking to kill the enemy, but hold out for reinforcements. I could definitely support using this ability in that scenario, as you will be constantly taking damage from Guarding, you're not using resource-intensive damaging attacks, and you need the sustained heal. I want to hear y'all's experience on this one though, because I don't want to out-right throw it away.

Where does Master Strike
Master Strike
Jedi Knight

Channel time: 3.0 secs
Cooldown: 30 secs
Damage Type: Weapon
Mirror: Ravage

Performs a series of lightsaber attacks that deal [?] weapon damage over 3 seconds. Standard and weak enemies are additionally stunned for the duration of the effect. Strikes with both weapons if dual wielding.
/ Ravage
Ravage
Sith Warrior

Range: Melee (4m)
Channel time: 3.0 secs
Cooldown: 30 secs
Damage Type: Weapon
Mirror: Master Strike

Performs a series of lightsaber attacks that deal <> weapon damage over 3 seconds. Standard and weak enemies are additionally stunned for the duration of the effect. Strikes with both weapons if dual wielding.
fit in your rotation?

So you know how all our CD's got extended? Especially Force Sweep/Smash? Well in that lame 3 second window that we now sit in while waiting for our big hitter to come off cooldown, I fit a nice 3 second Master Strike/Ravage. I was raging pretty hard the first time I got into a warzone and got caught by the extended cooldowns, but I've dealt with it by replacing it with this attack. Of course, the cooldown is such that you can't do this all the time, but we deal. It's better than nothing...

What is BiS now?
Short answer: all Expertise. I'm going to play around with some more optimization up in my Gear section.

Should I replace my power crystal with an expertise crystal?
Yes, but I wouldn't spend too much money on it. The Expertise is better, but let's be serious, it costs ~800k to regear one set of equipment (~1 mill for dual-wielding classes).

Is the 20% Armor Reduction in Shii-cho worth it?
With regards to 20% armor reduction in Shii-cho:
Force Sweep is a Force attack that does Kinetic damage
Armor provides mitigation against Energy and Kinetic attacks (NOT Elemental and Internal)

http://www.torhead.com/ability/bMa05Y4/force-sweep
http://taugrim.com/2012/01/19/understand...ks-in-pvp/

How come I'm not doing as much damage at the post-match score screen as ?
Ok so-- you're better than that guy, you know it. You should be doing more damage than him, you know it. What's going on?!
With regards to high damage on the post-match screens... keep this in mind. When you are doing the kind of damage I expect of each and every one of you reading my guide and pushing yourself to become a top PvP competitor, realize that you will never be able to break the high digits that some people post. The reason is that you kill too hard. You do so much damage and melt too many faces that enemy healers don't have a chance to keep their team up. Also, you should be killing said healers, lol. We're looking for bone-crushing numbers and gray names - the post-match numbers are all secondary. It's easier for healers to keep people up through the DoTs of Vigilance/Vengeance, but put 5-7k damage on 3+ targets every 10 seconds... good game.

If you want big numbers on that score screen, get with a buddy and go damage farm while he heals himself in Huttball. Then you can flex all day. Meanwhile, we'll be over here getting wins.

--------------------------------
Thank you for reading, and I hope to keep updates coming.
Version 1.0 - 4 March 2012 : First published version
Version 1.1 - 13 March 2012 : Added all of the Juggernaut mirror abilities, and posted the guide to SithWarrior.com
Version 1.1.1 - 14 March 2012 : Added tooltips to all abilities - Need to find [tip] tag for Chilling Presence
Version 1.1.2 - 15 March 2012 : Adding snapshot of stats and a quick description of current PvP gear loadout, added Ishnu's correction on Orange belt/bracers being BiS, added Juggernaut talent tree
Version 1.1.3 - 18 March 2012 : Hothgor schooled me. Gravity affects Force Exhaustion/Crush. Quick edit to Talent Tree.
Version 1.2 - 1 May 2012 : Updated Talent Tree, updated Gear, added Rotation 4, added FAQs from 1.0-1.1.5
Version 1.2.1 - 3 May 2012 : Replaced WH Combat Tech Helmet w/ WH Force-Mystic's Gloves (thanks Shay)
Version 1.2.2 - 4 May 2012 : Added Level 58 Enhancement to Optimized Gear
Version 1.2.3 - 9 May 2012 : Replaced Matrix Cube with Battlemaster Power Relic -- props to Skroting for this

To contact me, please visit http://aeos.enjin.com where you can contact me via my profile. In SWTOR, you can also contact me via in-game mail on the Naddist Rebels Republic side. You may also contact me via Twitter @PanderBeers

Special Thanks
Glue - for being the only guy to sit down and edit this with me Smile
Ed Park (Taugrim) - for helping me get this guide out to more Guardians/Juggernauts and providing the MMO community with invaluable insight into our games

Pander Beers - 50 Jedi Guardian, Focus DPS
Æos | Guildmaster, Prophecy of the Five server
Guild Website | Guardian/Juggernaut Focus/Rage DPS Guide
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05-03-2012, 03:29 AM
Post: #2
RE: 1.2 PvP DPS Guide - Focus Guardian - Rage Juggernaut
Hey Jeanne,

thanks so much for the guide really appreciate it! Just a few quick questions about the spec.

Is the 2 points really necessary in the movement speed increase after zealous leap now that it gives a 1 second root?

And, the pushback used in force stasis. Because we use it primary as an interrupt, we don't particularly need to spec into it.

I was thinking of a build more like this. I feel it helps the buff to slash and helps focus starved guardians. But we will build sunder armor slower.

http://www.torhead.com/skill-calc#500MZf0RZGrRrzfRbcz.1
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05-03-2012, 05:11 AM
Post: #3
RE: 1.2 PvP DPS Guide - Focus Guardian - Rage Juggernaut
(05-02-2012 10:23 PM)Pander Beers Wrote:  Enhancement
War Hero Combat Tech Helmet
27 Endurance (+)
30 Expertise
41 Power (++)
53 Surge (++)

the power enhancement that comes off of the force mystic gloves is the same
and it's also the cheapest one to get
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05-03-2012, 11:00 PM (This post was last modified: 05-03-2012 11:03 PM by Pander Beers.)
Post: #4
RE: 1.2 PvP DPS Guide - Focus Guardian - Rage Juggernaut
Thank you for reading it Smile

(05-03-2012 03:29 AM)Rookie Wrote:  Is the 2 points really necessary in the movement speed increase after zealous leap now that it gives a 1 second root?
Very good point, and I would argue that this is an area where if you were wanting to pull some points, you could... however, because of our low accuracy, there will be times when we are dodged. There are times where just because you zealous leap to one target, doesn't mean he will be the target of your next attack (e.g. I leap to one guy to root him or because he's close and within 10m, but I'm continuing past him to get to a healer). Also, I use this quite often in the endzone on Huttball in order to "sprint" into the goal.

TLDR - yes, it is not as mandatory as it was pre 1.2, but I believe the speed boost has value still

(05-03-2012 03:29 AM)Rookie Wrote:  And, the pushback used in force stasis. Because we use it primary as an interrupt, we don't particularly need to spec into it.
Yes, it should primarily be used as an interrupt, but the reduced pushback makes sure we get the full 4 stacks of Singularity/Shockwave. Otherwise taking damage will reduce us to 3 or possibly 2 stacks due to being unable to finish the channel. We can work with that, but it's not optimal.

(05-03-2012 03:29 AM)Rookie Wrote:  I was thinking of a build more like this. I feel it helps the buff to slash and helps focus starved guardians. But we will build sunder armor slower.

http://www.torhead.com/skill-calc#500MZf0RZGrRrzfRbcz.1
Not terrible in my opinion - I like how you're trying to optimize your damage-dealing abilities while thinning out the ones you deem unnecessary. I would say this is a viable build, especially considering how lovely Defiance/Unyielding is. To be honest, I haven't used that talent in ages, so I will respec today and give some detailed information on its resource generation (is there a cooldown on how often it gives focus? if not, this just triggered something in my mind that might create a more viable use for Focused Defense -- test time!).

However, I'm worried you missed some of the details I wrote in the guide as far as the necessity of improved rate of armor reduction (my biggest QQ about 1.2 changes wasn't the -10% dmg from Sweep/Smash or the lengthened cooldowns, albeit that was pretty brutal, it was the removal of Sundering Throw from T6 of our tree...). Basically, you need to strip armor as fast as possible. Look at how long fights are in PvP -- they're not long at all. You don't have a lot of time to be wasting trying to get someone to 5 stacks of sundered armor. The almost mandatory 2 points into this, along with the 100% chance for a free Blade Storm
Blade Storm
Jedi Knight

Range: Melee (4m)
Channel time: 3.0 secs
Cooldown: 30 secs
Damage Type: Kinetic
Mirror: Ravage

Use the force to project a wave of energy toward the target, dealing <> kinetic damage. In addition, standard and weak enemies are knocked senseless, stunned for 4 seconds.
/ Force Scream
Force Scream
Sith Warrior

Rage: -4
Range: 10m
Activation time: Instant
Cooldown: 12 secs
Damage Type: Kinetic
Mirror: Blade Storm

Blasts the target with a Force-enhanced scream, dealing <> kinetic damage. In addition, standard and weak enemies are stunned and deafened for 4 seconds.
, along with the increased Strength... leaves us with little mobility for the remaining 4 points.

Today, I'm going to try -- 1 point into Single Saber Mastery, 2 points into Stagger, 1 point into Defiance/Unyielding (yes yes, I know Single Saber Mastery was buffed and is OP with Master Strike
Master Strike
Jedi Knight

Channel time: 3.0 secs
Cooldown: 30 secs
Damage Type: Weapon
Mirror: Ravage

Performs a series of lightsaber attacks that deal [?] weapon damage over 3 seconds. Standard and weak enemies are additionally stunned for the duration of the effect. Strikes with both weapons if dual wielding.
/ Ravage
Ravage
Sith Warrior

Range: Melee (4m)
Channel time: 3.0 secs
Cooldown: 30 secs
Damage Type: Weapon
Mirror: Master Strike

Performs a series of lightsaber attacks that deal <> weapon damage over 3 seconds. Standard and weak enemies are additionally stunned for the duration of the effect. Strikes with both weapons if dual wielding.
, but you are going to have to be one heck of a salesman to get me to give up 2 points in Stagger. 1 FULL SECOND of immobilize is pretty darn awesome. In the current state of class balance (aka we're having to sweat to beat out Sentinel/Mauraders, our baby brothers, in DPS), I'm not too worried about giving up a few % in melee damage in favor of increased crowd control that IGNORES resolve.



Also, I updated my post, Shay. Thanks!

Pander Beers - 50 Jedi Guardian, Focus DPS
Æos | Guildmaster, Prophecy of the Five server
Guild Website | Guardian/Juggernaut Focus/Rage DPS Guide
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05-04-2012, 12:39 AM
Post: #5
RE: 1.2 PvP DPS Guide - Focus Guardian - Rage Juggernaut
Thanks for your incredible work Jeanne/Pander. I am curious what your findings regarding Unyielding/Defiance will be. I ruled it out b/c it just works on stuns and sleeps. Seemed costly to me. Especially regarding that I can have a guaranteed .5 rage/focus per Sundering Assault/Strike when putting the one point in Enraged Sunder/Victory Rush.
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05-04-2012, 09:02 AM
Post: #6
RE: 1.2 PvP DPS Guide - Focus Guardian - Rage Juggernaut
Day 1 - I feel like I'm getting tooooo much focus/rage generation. However, I generate a lot of aggro because of my name and being on a smaller server :/ so when people see me coming they chain cc me. I think for the average guardian/juggernaut you don't need Unyielding/Defiance. I definitely feel a notable cut in my DPS -- I have only 1 point into Single Saber Mastery right now, and my numbers are about 20-60k lower than I expect. I'll keep feeling it out during the week and put together a proper response. Just wanted to toss out my initial impression.

I agree with you that it is a costly ability that may not be worth it.

Pander Beers - 50 Jedi Guardian, Focus DPS
Æos | Guildmaster, Prophecy of the Five server
Guild Website | Guardian/Juggernaut Focus/Rage DPS Guide
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05-04-2012, 09:15 PM (This post was last modified: 05-04-2012 09:57 PM by samboallday11.)
Post: #7
RE: 1.2 PvP DPS Guide - Focus Guardian - Rage Juggernaut
You are awesome btw, ive been waiting for this for a couple weeks now. And i love that you just made the updates to the old one. Question though, where you posted the BIS items, do you think that modable (with augment crit) bracers and belt with best pvp mods would be better then the war hero bracers and gloves? I think that was your suggestion pre 1.2, so i was wondering why the change. I havnt done the math, but as with all the main pieces of gear, i would imagine the augment slot would be the selling point for these slots as well.

Also, how do you feel about the new relic from black hole comm vendor. The one with 84 endurance and 30% chance to do 253 kinetic damage, cant happen more then every 4.5 seconds. I've seen alot of geared juggs walking around with that, and most swear by it in chat. Is it a toss up between someone who has biochem and has a reusable power adrenal and who doesnt (i have one)? Im not sure of the amount of damage that thing would put out, but 253 even ever 10 seconds with your bonus force damage around 700 would be roughly 1k uncrit. Not sure if thats even how you add that up, but that sounds pretty good especially with a crit on that. Again, its hard to compare because the war hero relic has endurance and expertise on it, along with a 3 min cd that adds 400+ power. Idk, just wanted your thought on that. Maybe its a replacement for the green matrix cube so you can rock this one along with the war hero relic? Let me know what you think. And again thx for the amazing guide
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05-04-2012, 11:31 PM
Post: #8
RE: 1.2 PvP DPS Guide - Focus Guardian - Rage Juggernaut
(05-04-2012 09:15 PM)samboallday11 Wrote:  You are awesome btw, ive been waiting for this for a couple weeks now. And i love that you just made the updates to the old one. Question though, where you posted the BIS items, do you think that modable (with augment crit) bracers and belt with best pvp mods would be better then the war hero bracers and gloves? I think that was your suggestion pre 1.2, so i was wondering why the change. I havnt done the math, but as with all the main pieces of gear, i would imagine the augment slot would be the selling point for these slots as well.

Unfortunately, we can't augment belt and bracers right now. Also, since armoring modifications are tied to the slot they were designed for, you would have to put a grade 25 armoring in there (a drop that's not tied to a slot). You lose out on a lot of expertise that way :/

With regards to the new relic... no no no and no. I almost got baited into this, too, with the Rakata relics pre 1.2 Smile I run Power relic + power adrenal like you (if you guys missed it, this combination is amazing and the best choice). I'm not a PvE guy by any stretch, but I would imagine that these 30% proc relics are solid in that environment where you are constantly dps'ing a single target for an extended period of time. We don't need that. We want big damage burst and power WH relics are the answer. Also, parse some combat logs to double check your numbers - mine were way lower than that Sad maybe I'm doing it wrong, so if some other guys could weigh in on this - I'd be happy to be corrected

A buddy of mine did a lot of field testing with regards to using those relics in PvP, and his strong recommendation was that even though the matrix shard stat cube might feel out-dated, it's still a very powerful item. Another consideration is to put another WH relic (it would have to be the crit/surge relic in the 2nd slot) in there for additional expertise, although I really hate double relic management and our crit/surge is already so high so popping the relic is just going to put us even deeper into diminishing returns :/

Thank you for the compliment, by the way Smile and I'm glad so many of y'all are hanging in there despite us not being at the top of the DPS charts anymore. This is kind of off topic, but a good buddy of mine reminded me last week -- games are constantly getting balanced. Classes buffed/nerfed and overtime, it all works out. Knowing and owning your class/spec will keep you competitive when we're weak, and when we're strong, you'll blow every other player out of the water. Cheers

Pander Beers - 50 Jedi Guardian, Focus DPS
Æos | Guildmaster, Prophecy of the Five server
Guild Website | Guardian/Juggernaut Focus/Rage DPS Guide
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05-05-2012, 01:59 AM
Post: #9
RE: 1.2 PvP DPS Guide - Focus Guardian - Rage Juggernaut
Regarding relics, for PvE the 30% chance to hit relics are slightly stronger than the Matrix Shard, at least for Sorcerers against a constant target. It isn't a huge difference (between Cube and Proc relic), about 6 dps more for Proc relic. Also, I like the extra endurance on Proc relic. So it seems the best combo for Sorcs is WH Power relic and Campaign Internal damage relic, so it should be similar for Juggs.

Note the Internal/Elemental damage relics are better than Kinetic/Energy ones unless the target has 35% armor penetration.

Ashstorm - Sorcerer http://swtor.askmrrobot.com/character/8a...f065cdb66b
Ashtech - Powertech http://swtor.askmrrobot.com/character/86...e5f049799e
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05-05-2012, 05:22 AM
Post: #10
RE: 1.2 PvP DPS Guide - Focus Guardian - Rage Juggernaut
Excellent guide, and not just for Juggs!

My only recommendation is on the part about Operatives/Scoundrels.

Quote:You vs. Scoundrel/Operative
Need to work on this section, but my current strategy that seems to work well is to pop my CC breaker as soon as I am knocked down by their initial combo out of stealth. Most of their damage comes out of that stealth combo, so this helps mitigate that.

I would suggest saving your CC breaker for when they use debilitate (longer duration single target stun). Often times it benefits an operative more when you use your CC breaker after a jarring strike because it's stun duration is much shorter than debilitate.
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