MMO News and theorycrafting for advanced MMO gamers. News and articles that relate to your gameplay. World of Warcraft, SWTOR, Guild Wars 2, Rift, TERA, Eve Online, Star Wars the Old Republic, Diablo3, The Secret World and all Western AAA MMOs

Your login from any MMO-Mechanics forum or site will work here.

Hello There, Guest! Register

Thread Closed 
Guardian/Juggernaut - Focus/Rage DPS (1.1.5)
03-14-2012, 08:21 AM (This post was last modified: 05-02-2012 10:25 PM by Pander Beers.)
Post: #1
Guardian/Juggernaut - Focus/Rage DPS (1.1.5)
Click Here For The 1.2 Guide!

Guardian (Juggernaut) - Focus (Rage) 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

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?



1. Masteries (3/7/31)
http://www.torhead.com/skill-calc#500cZhMMZGrRbzrMbGR.
[Image: 7697805.png]

http://www.torhead.com/skill-calc#101cZhMMZGrRbzrMbGR.1
[Image: 7806122.png]

** Quick update, I'll change the links and photos later, but Hothgor, a Juggernaut on my server, pointed out that Gravity reduces the cost of 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.
] to 3 from 4 Focus/Rage. I ended up pulling a point out of Sundering Throw. The only reason I chose Sundering Throw is because we lose the ability completely in 1.2... so I decided to gimp myself ahead of the patch in order to prep for it. It's not optimized, but to be honest, we're all just waiting on 1.2. **


2. Gear
There are a two general theories you should consider: Max Expertise and Hybrid (of which there are many variations based on the amount of expertise you are aiming for). Generally speaking, the first notable diminishing returns are seen at 5-7% and then even more severe DR comes after 10%. The build that I use is eloquently explained by Michael Lopp, a.k.a. TheOtherGuy09.

"Considering the [diminishing] return on Expertise, you want roughly 550 unless your aiming for a PvE 4 set bonus. With Battlemaster gear, 550 Expertise is achieved with 11 pieces leaving you 3 pieces for non PvP gear (to maximize your stats). If the set bonuses don’t matter then your generally looking to fill these three pieces with the Matrix Cube, Bracer, and Waist."
- Michael Lopp, posted on Taugrim.com

If you are going to use the Green Matrix Cube, Bracer, and Waist for your 3 non-Expertise items, then you should go Synthweaving to 400, critically craft your Rakata Bracer and Belt with the augment slot as those are best-in-slot right now (pre 1.2). I didn't do that, and I'm too lazy to... so I will probably just gear up an orange bracer and belt to get a good, but not best, in slot piece.


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
The secondary stat itemization on the gear from vendors is terrible due to the unnecessary amounts of accuracy and other secondary stats we don't need to prioritize. So what we do is we buy champ gear with our excess of champion tokens. With this new champ gear we strip out the mods and enhancements we want to put into our battlemaster gear. To pay for this, do your PvE Ilum and Belsavis dailies. If the battlemaster modification you are replacing seems worth keeping, keep it. They're valuable. I found a lot of mine weren't worth keeping so I just destroyed them.

*note: I'm not sure what the Imperial PvP vendors have as far as the exact piece that is appropriate, but start with the Agent vendor and look for the following modifications*

Buy these from Smuggler Champion PvP Vendor, Enforcer Gloves and Headgear
Enhancement (56)
+23 Endurance
+34 Power
+48 Surge Rating


As far as mods are concerned, there are two types.
Champion Vindicator Chestguard mod (Medium Strength, Low Endurance, Medium Power)
+45 strength
+27 endurance
+34 power


Champion Vindicator Greaves (High Strength, Medium Endurance, Low Power)
+57 strength
+34 endurance
+10 power


I'm torn on which one to use. I will probably just keep whatever Battlemaster mod is in the piece already, unless it is neither of these in which case I will replace it with the Vindicator Chestguard mod (ideal would be to have the Battlemaster version of the Vindicator Chestguard mod in all your equipment - but tbh that's a lot of bm comms, lol). Someone made the argument to me that class buff increases your stats by 5% so stacking primary stat is better than stacking power. Jedi Consular's [Sith Inquisitor] buff does that. However, Jedi Knight's [Sith Warrior] buff increases your bonus damage by 5% too, so... the end result is still in favor of power.

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: Champion Weaponmaster's Device
Implants: Battlemaster Weaponmaster's Implant x2
Head, Chest, Gloves, Legs, Boots: Battlemaster Vindicator's 5-piece set
Belt, Bracers: Rakata Vindicator's set (not Best-in-Slot)
Main-hand: Battlemaster Vindicator's Lightsaber
Off-hand: Battlemaster Weaponmaster's Power Generator
Relic 1: Battlemaster Relic of Boundless Ages (Power)
Relic 2: Green Matrix Cube

** Note: my gear is not optimized as far as having all 140 Rating item modifications. To be totally honest, when I found out that Ranked Warzones are having their own special set of PvP equipment, I decided to save my money spent on optimizing (it is very expensive if you haven't done the math @30k per modification installation) to donate towards our guild's bank. **

(03-14-2012 11:22 PM)Ishnu Wrote:  Crit-crafted Rakata Belt: 85 Strength, 37 Crit, Augment Slot (28 Power)
Crit-crafted Columi Belt: 80 Strength, 34 Power, Augment Slot (28 Power)
Orange Belt: 109 Strength, 37 Power

Orange Belt > Columi > Rakata, no need for Synthweaving
if you only got the 24B Mod, Columi is a little bit better than Orange

Thank you for this - I am playing with the idea now between whether or not it's better to sit with 80 Strength/62 Power or 109 Strength/37 Power, so let's crunch the numbers...

Columi Belt = 18.6984 + 14.973 = 33.6714 DPP
Orange = 25.47657 + 8.9355 = 34.41207 DPP <---- nice, BiS

(03-14-2012 11:22 PM)Ishnu Wrote:  Rakata Bracer: 103 Strength, 11 Power, Augment Slot
Orange Bracer: 109 Strength, 37 Power
Relentless Synth Bracer: 50 Strength, 38 Power, 20 Surge, Augment Slot

Orange Bracer > Rakata (exceptional) > Relentless (exceptional) > Rakata
I just put in the Relentless Bracer as a low cost comparison



1.2 Optimized Modifications

Level 56 Modifications
Mod
Battlemaster Vindicator's Boots - 875 warzone commendations
29 Endurance
48 Strength
37 Power

Enhancement
Battlemaster Vindicator's Greaves - 975 warzone commendations
24 Endurance
37 Power
51 Surge


Level 61 Modifications
Mod
War Hero Vindicator's Handgear
Requirement: BM Vindicator Handgear and 2k Ranked WZ Comm
51 strength
32 endurance
39 power
30 exp

Enhancement
War Hero Force-Mystic's Gloves
Requirement: BM Force-Mystic Gloves and 2k Ranked WZ Comm
27 endurance
30 exp
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.

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.


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.

--------------------------------
Thank you for reading, and I hope to keep updates coming.
Version 1.0.0 - 4 March 2012 : First published version
Version 1.1.0 - 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.

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
Find all posts by this user
03-14-2012, 11:26 AM
Post: #2
RE: [PvP] Guardian/Juggernaut - Focus/Rage DPS
(03-14-2012 08:21 AM)Jeanne-Guardian Wrote:  Someone made the argument to me that class buff increases your stats by 5% so stacking primary stat is better than stacking power. Jedi Consular's [Sith Inquisitor] buff does that. However, Jedi Knight's [Sith Warrior] buff increases your bonus damage by 5% too, so... the end result is still in favor of power.

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
This is kinda really wrong.

You get +11% to strength (+6% talent, +5% Inqu Buff) and +5% to Bonus DMG

This results in
1Str = 0.2331 Bonus DMG + ~0,009 Crit
1 Pwr = 0,2451 Bonus DMG

For Juggernauts, this means Strength is always > Power.
Even with the ensured crit for Smash after Charge/Obliterate.

Also, Crit is not the lowest secondary stat for Rage Juggers (ofc Power is superior, but just for the record).

However, and you got that one right, the Deft B Mods are superior to the Deft Mods
But this is because they provide more stats, and not because they have more Power instead of Strength.
Deft b 25 > Deft B 24 > Deft 25 btw
Find all posts by this user
03-14-2012, 05:11 PM
Post: #3
RE: [PvP] Guardian/Juggernaut - Focus/Rage DPS
You mean Power gives 0.2415 not 0.2451 damage per point. Secondly, it doesn't matter, because that 5% bonus to Strength and Power are applied equally. The numbers I gave were before Raid Buffs are applied. You are correct in implying that I should have presented the numbers for that before being asked to. Here, I attempt to make amends.

Strength = 0.2 base damage per point (DPP) * 1.06 (talent) = 0.212 DPP * 1.05 (Consular/Inquistor buff) = 0.2226 DPP * 1.05 (Knight/Warrior buff) = 0.23373 DPP

Power = 0.23 base DPP * 1.05 (Knight/Warrior buff) = 0.2415 DPP

Strength = 0.23373 DPP + 0.009 Critical Chance
Power = 0.2415 DPP

0.23373 DPP + 0.009 Crit < 0.2415 DPP
Strength < Power

Since your argument doesn't prove me wrong based on the (slightly inaccurate) numbers you provide, I am assuming you are strongly suggesting that Critical Chance is a valuable secondary stat.

(03-14-2012 11:26 AM)Ishnu Wrote:  Also, Crit is not the lowest secondary stat for Rage Juggers (ofc Power is superior, but just for the record).

My opinion is that Power > Surge > Critical Chance

The reason is that based on the very low Damage Per Second output of this build in between the massive spikes caused by Force Sweep [Force Smash], you don't have that many chances to tap into your Critical Chance. We just don't have many ticking abilities that create opportunities for critical strikes compared to Damage over Time classes or classes that depend on critical strikes.

The diminishing returns of Critical Chance are brutal, and the amount of Critical Chance that you receive from having high Strength due to the quality of your gear is enough.

Assume you take a DPS Guardian/Juggernaut with 1400 strength. I would argue that this is a good amount of strength for one with a handful of Battlemaster pieces supplemented by Champion gear. To be honest, I don't know the exact amount of strength a full set of Champion gear would provide, but maybe that is enough to break 1400.

1400 Strength * 0.009 Critical Chance = +12.6% Critical Chance modifier

I will admit that I don't have a lot of details in this area, so until I provide more thorough results on testing the Crit Chance modifiers for both Melee and Force abilities, if someone else has input on this, it would be appreciated that you weigh in on the conversation. However, based on the simplistic assumption that a geared DPS Guardian/Juggernaut sports a +12.6% Critical Chance modifier, I am comfortable in saying you don't need to look for any more Critical Chance stats than what comes naturally with the Strength you are provided. Basically, don't take this into consideration when trying to justify Strength > Power. We want raw damage in order to fill up our Force Sweep [Force Smash] and provide more fuel for the Surge and talent critical damage modifiers.

(03-14-2012 11:26 AM)Ishnu Wrote:  However, and you got that one right, the Deft B Mods are superior to the Deft Mods
But this is because they provide more stats, and not because they have more Power instead of Strength.
Deft b 25 > Deft B 24 > Deft 25 btw

With regards to your comments on Deft B Mods, I appreciate drawing my attention that I should add more detail to that section of the guide. I will add the tooltips for the Mods discussed. However, according to torhead.com, Deft Mod and Deft Mod 25B are the same.

http://www.torhead.com/item/82swZiD/adva...eft-mod-25
http://www.torhead.com/item/fCla5NL/adva...ft-mod-25b

Advanced Deft Mod 25
Armor Rating 140
+48 Strength
+29 Endurance
+37 Power

Advanced Deft Mod 25B
Armor Rating 140
+48 Strength
+29 Endurance
+37 Power

Advanced Deft Mod 25A
Armor Rating 140
+61 Strength
+37 Endurance
+11 Power

You state that the reason we should choose the Deft Mod B series over the A series is because the B series provides "more stats." You should be more precise in your reasoning.

Deft Mod 25A provides 109 stat points (61 strength and 11 power) = 14.25753 DPP (Strength) + 2.6565 DPP (Power) = 16.91403 DPP
Deft Mod 25B provides 114 stat points (48 strength and 37 power) = 11.21904 DPP (Strength) + 8.9355 DPP (Power) = 20.15454 DPP

Let's assume Bioware plays with the idea of creating a NEW version of Deft Mod 25A that has the same number of total stat points as Deft Mod 25B, adding the extra 5 points to the 61 strength for a total of 66 strength (I am doing this to help justify your argument that Strength is better by taking out the "25B has more stats so you should use it" argument). Let's call this NEW version of Deft Mod 25A -> Deft Mod 25A "Ishnu".

So the "Ishnu" would have 114 stat points (66 strength and 11 power) = 15.42618 DPP (Strength) + 2.6565 DPP (Power) = 18.08268 DPP

Unfortunately, the "Ishnu" doesn't hold up to the Deft Mod 25B, and it isn't because the Deft Mod 25B has "more stats." It is because the Deft Mod 25B prefers Power over Strength.

Power > Strength.

(03-14-2012 11:26 AM)Ishnu Wrote:  This is kinda really wrong.

Eh... Tacky intro.

Pander Beers - 50 Jedi Guardian, Focus DPS
Æos | Guildmaster, Prophecy of the Five server
Guild Website | Guardian/Juggernaut Focus/Rage DPS Guide
Find all posts by this user
03-14-2012, 10:05 PM
Post: #4
RE: [PvP] Guardian/Juggernaut - Focus/Rage DPS
(03-14-2012 05:11 PM)Jeanne-Guardian Wrote:  You mean Power gives 0.2415 not 0.2451 damage per point.
of course, typo

Quote:Secondly, it doesn't matter, because that 5% bonus to Strength and Power are applied equally.
That's the point - they are not.
In your Guide you tell the 5% Inqu Buff doesn't matter, because you got a 5% Warri Buff for Bonus DMG. However, the Inqu Buff does only apply on Strength, the Warri Buff affects both Strength and Power.
Also you can't ignore the Warri Buff with an argument of "it applies to both"
It is a procentual increase, so it affects the two differently. Power gets more benefit out of the Warri Buff than strength.

Quote:Strength = 0.2 base damage per point (DPP) * 1.06 (talent) = 0.212 DPP * 1.05 (Consular/Inquistor buff) = 0.2226 DPP * 1.05 (Knight/Warrior buff) = 0.23373 DPP
Last time I checked the buffs added additively, not multiplicative

Quote:Since your argument doesn't prove me wrong based on the (slightly inaccurate) numbers you provide, I am assuming you are strongly suggesting that Critical Chance is a valuable secondary stat.

My opinion is that Power > Surge > Critical Chance
Surge is not a Secondary Stat, it's a tertiary Smile
(Only Defense, Power and Crit are secondary stats, that's why I put a "just for the record" behind it, obviously Defense is the worst secondary stat for DMG purposes)

I don't think Crit is an immensely good stat, but it is good enough to make Strength > Power.
We don't talk about the Diminishing Returns of Crit here, we're only into the Strength vs Power discussion. The Crit of Strength has a very very little Diminishing Return.
Power is ~ 4% better than Strength in Terms of Bonus DMG.
1 Strength gives Crit equal to ~30% Crit Rating (in the area of Crit we are talking about here)
If you want to have your direct comparison:
If you think Power > Strength, you get 1 Power > 7 Crit Rating.

Yes, Power is better than Crit, way better. But not 7 Times as good.

A Jugger who deals ONLY damage every half minute is not really a threat, you always have to think about the time in between too.
If you still think Power > Strength do so, I believe otherwise.


I will ignore the Mod Part since the baseline is only:
I thought Deft 25A = Deft 25 (no harm done to anyone here, just for the record)
You come up with Mods that doesn't exist and so are invalid to any discussion.
In the end, Deft 25B > Deft 24B > Deft 25A
I argue it's because of the amount of stats, because I believe Strength > Power.
You argue it's because you believe Power > Strength.
In the end, everyone is using the same kind of Mod, so useless discussion anyway Big Grin

Quote:Eh... Tacky intro.
Sorry, didn't meant to be so harsh Smile
Find all posts by this user
03-14-2012, 11:22 PM
Post: #5
RE: [PvP] Guardian/Juggernaut - Focus/Rage DPS
There's another something that caught my eye!

(03-14-2012 08:21 AM)Jeanne-Guardian Wrote:  If you are going to use the Green Matrix Cube, Bracer, and Waist for your 3 non-Expertise items, then you should go Synthweaving to 400, critically craft your Rakata Bracer and Belt with the augment slot as those are best-in-slot right now (pre 1.2). I didn't do that, and I'm too lazy to... so I will probably just gear up an orange bracer and belt to get a good, but not best, in slot piece.
Rakata Belt:
85 Strength, 37 Crit, Augment Slot

Columi Belt:
80 Strength, 34 Power, Augment Slot

Orange Belt:
109 Strength, 37 Power

Orange Belt > Columi > Rakata, no need for Synthweaving
if you only got the 24B Mod, Columi is a little bit better than Orange


Rakata Bracer:
103 Strength, 11 Power, Augment Slot

Orange Bracer:
109 Strength, 37 Power

Relentless Synth Bracer:
50 Strength, 38 Power, 20 Surge, Augment Slot

Orange Bracer > Rakata (exceptional) > Relentless (exceptional) > Rakata
I just put in the Relentless Bracer as a low cost comparison

There is absolutely no need to get Synthweaving, no Best-in-Slot pieces are obtained by it.
Your lazyness got you the Best-in-Slot items Wink
Find all posts by this user
03-15-2012, 12:42 AM
Post: #6
RE: [PvP] Guardian/Juggernaut - Focus/Rage DPS
(03-14-2012 11:22 PM)Ishnu Wrote:  Rakata Belt:
85 Strength, 37 Crit, Augment Slot

Columi Belt:
80 Strength, 34 Power, Augment Slot

Orange Belt:
109 Strength, 37 Power

Orange Belt > Columi > Rakata, no need for Synthweaving
if you only got the 24B Mod, Columi is a little bit better than Orange

Thank you for this - I am playing with the idea now between whether or not it's better to sit with 62 Power and 80 strength or 37 Power and 109 Strength...

Columi Belt = 14.973 + 18.6984 = 33.6714 DPP
Orange = 8.9355 + 25.47657 = 34.41207 DPP <---- nice

Well, you're right Smile

I based a lot of my statements about the best-in-slots on discussions with other classes, rather than on personal experience. Thank you for setting me straight on this as it is really good information - I will be sure to include your notes in the next update on my guide (with credit, of course)!

Power > Strength ... still Wink

Pander Beers - 50 Jedi Guardian, Focus DPS
Æos | Guildmaster, Prophecy of the Five server
Guild Website | Guardian/Juggernaut Focus/Rage DPS Guide
Find all posts by this user
03-16-2012, 03:05 AM (This post was last modified: 03-16-2012 03:05 AM by Julissa.)
Post: #7
RE: Guardian/Juggernaut - Focus/Rage DPS
Jeanne-Guardian:

I wonder if you could do my a favor and list your stats (str, crit, surge, def, shield etc) so I can see how I would measure up against you. I currently do not have many pieces of Champions gear since the bags rarely (and I do mean rarely) drop any champ pieces it still take a a while to get 67 comendations together. But I would still like to compare my stats to what you have.

Thank you in advance.
Find all posts by this user
03-16-2012, 05:48 AM
Post: #8
RE: Guardian/Juggernaut - Focus/Rage DPS
Amazing post. I have been using my gaurdian as vigiliance and it has been disappointing as far as damamge goes (biggest numbers are barely near 5k, and that is only with everything popped).

I am curious though if you have ever tried this build in Pve and what its damage is like. I only ask because my guild is always in need of already geared dps to help run new 50's through HM FP and Ops to gear them up fast. Since I was one of the first to get to 50 I suffer from being one of the first to have gotten geared and now am often roped into helping out. Is this build viable at all for PvE or should I hold off till 1.2 and dual spec before trying this out?
Find all posts by this user
03-16-2012, 06:16 AM
Post: #9
RE: Guardian/Juggernaut - Focus/Rage DPS
The calculations for DPS of this build vs. vengeance were done a while ago on the war forums. Basically the 5/5/31 Rage build comes out about ~100 dps ahead of the vengeance build in theory, but since it is much harder to play "optimally" in reality they are probably pretty close. I.e. you should have NP playing it in pve. You'll have to get used to running around though, getting out of range during gcd then charging back in is very useful when playing this spec.

And yeah, you really should go for the 2 pnts in improved sunder from immortal over dreadnought for pve, you'll be far too rage starved otherwise. And for pvp as well I'd say, although there you are not as rage-limited so you could argue that perhaps dreadnought is better. Although I doubt it.

Dorfl/Coriolis of No One Cares, Shadow Hand
Find all posts by this user
03-16-2012, 07:53 AM (This post was last modified: 03-16-2012 08:33 AM by Pander Beers.)
Post: #10
RE: Guardian/Juggernaut - Focus/Rage DPS
(03-16-2012 03:05 AM)Julissa Wrote:  Jeanne-Guardian:

I wonder if you could do my a favor and list your stats (str, crit, surge, def, shield etc) so I can see how I would measure up against you. I currently do not have many pieces of Champions gear since the bags rarely (and I do mean rarely) drop any champ pieces it still take a a while to get 67 comendations together. But I would still like to compare my stats to what you have.

Thank you in advance.

I am updating my main post now, and I will put a screenshot of my stats in the Optimizing Gear section with a quick description of my PvP loadout set.


(03-16-2012 05:48 AM)pogues Wrote:  Since I was one of the first to get to 50 I suffer from being one of the first to have gotten geared and now am often roped into helping out. Is this build viable at all for PvE or should I hold off till 1.2 and dual spec before trying this out?

First, I feel you brother, even on regularly scheduled raid days, sometimes I feel like I'm getting roped into doing PvE... Why can't I just PvP all day every day :[

Ok, so I'm torn on this. I am the Off-Tank (as I'm sure many of you guys and gals are) in my guild. I joke around that if it wasn't for the off-tank abilities, that I wouldn't be able to keep a slot as a DPS no matter how dominant I am in PvP.

Unfortunately, there are times when I think this may be accurate, because PvE raids are focused on single-target bosses versus a DPS class that depends heavily on positioning around AoE targets. Basically, in theory, we should be doing between 1/3 to 1/5 of our damage that we pull off in PvP.

However, as I write this, I had a revelation. One of the biggest problems with keeping our DPS up is positioning, right? That is really the difference between good and great Focus/Rage Guardians/Juggernauts. Think about the benefit of a raid boss: they stand still.

At this point, you (basically) remove the need to concentrate on positioning, and instead you spend 99% of your focus on timing. This is where rotation mastery really comes into play. I can't wait for the training dummies to come out on our ships, because they will help with perfecting the timing on rotations. If you can maximize the DPS by not making any mistakes for 2-3+ rotations in a row, I truly believe your DPS will be competitive to other classes.

We will see in the future though with combat logs Smile but to answer your question, I really have no idea. I think we do enough DPS in PvE in order to switch to Focus/Rage spec permanently so that we can PvP to our heart's content the other 6 nights a week without respec'ing all the time


(03-16-2012 06:16 AM)Coriolis Wrote:  The calculations for DPS of this build vs. vengeance were done a while ago on the war forums. Basically the 5/5/31 Rage build comes out about ~100 dps ahead of the vengeance build in theory, but since it is much harder to play "optimally" in reality they are probably pretty close.

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.

(03-16-2012 06:16 AM)Coriolis Wrote:  And yeah, you really should go for the 2 pnts in improved sunder from immortal over dreadnought for pve, you'll be far too rage starved otherwise. And for PvP as well I'd say, although there you are not as rage-limited so you could argue that perhaps dreadnought is better. Although I doubt it.

I stand by my original opinion. I would rather have a better understanding and mastery of my rotations for focus/rage efficiency. My rotations are so efficient that if I was giving myself an extra focus/rage per 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.
] I would be reaching 11-12 focus/rage. As a general rule, you don't want to have less than 2 or more than 11 focus/rage, because that doesn't give you flexibility in your combo.

You force yourself to take twice as long to break down the enemy's armor with the armor debuff, if you don't spec into the appropriate talent. Think about how long fights last and the fact that you may not be the only one attacking your target. You need to be breaking down armor as fast as possible, in both environments (PvP and PvE)

Pander Beers - 50 Jedi Guardian, Focus DPS
Æos | Guildmaster, Prophecy of the Five server
Guild Website | Guardian/Juggernaut Focus/Rage DPS Guide
Find all posts by this user
Thread Closed 


Forum Jump:


User(s) browsing this thread: 1 Guest(s)