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Sith Juggernaut Compendium

 
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andienn
Rainseeker
Rainseeker


Joined: Jul 27, 2005
Posts: 20
Location: Toronto

PostPosted: Wed Dec 14, 2011 9:05 pm    Post subject: Sith Juggernaut Compendium Reply with quote

I been working on sometime to create a guide line for for those who choose the path of the warrior, tank, Juggernaut advanced class.
The ability's damage base on a last beta build, can be change, I will correct it when I will be in game. Also a character stats information not complete will do update later on.

Sith Warrior
A stalwart defender of the Sith Empire, the Juggernaut embodies the teachings of Marka Ragnos, charging into enemies with heavy armor and pure rage.

An unstoppable force of darkness, the Sith Warrior is entrusted with the task of destroying the Empire’s enemies and enforcing Sith domination across the galaxy. The Warrior channels the destructive emotions of fear, anger, and hatred to purge weakness from body and mind and become a being of pure, brutal efficiency.
Destined to eradicate the incompetent chaos created by the Jedi, the Sith seek to rule the galaxy through power and intimidation. The armies of the Sith Empire are trained to accomplish this task, but they require the leadership of bold Sith Warriors—loyal and mighty overlords—who will drive them to conquest and victory.
These cold-blooded conquerors waste no time with cunning manipulations and carefully-crafted plans. Sith Warriors crush their opponents and stride toward their goals with dreadful determination, leaving ruin and annihilation in their wake. Emanating awe and terror at every step, they accept nothing but absolute obedience from their followers. In turn, Sith Warriors can serve as loyal subjects to their own dark masters, often surprising enemies and allies with their rigorous honor and perfect discipline.
Whether they align their ambitions with those of the Dark Council or become renegades in pursuit of their own goals, they are never far from the action. Their fierce hatred of the Jedi keeps Sith Warriors at the forefront of any conflict with the Republic. The passion to eradicate the Jedi Order fuels many of their actions, but that does not make them single-minded fools.
Ultimately, the destiny of any Sith Warrior is his own to choose… and woe to those who would stand in his way.
Sith Warrior
Starting Planer: Koribban http://www.swtor.com/info/holonet/planets/korriban
Playable Race's: Human, Sith Pureblood, Zabrak, Cyborg
Combat Mechanic: Rage Points

Advanced Class:

Sith Marauder:
Combat Style: Melee
Role: Melee dps
Weapon's: Dual Wield Lightsaber
Off Hand: Force Focus
Armor Type: Medium armor
Sith Marauder Talent Calculator: http://db.darthhater.com/skill_calc/sith_warrior/marauder/

Sith Juggernaut:
Combat Style : Melee
Role: Tank
Weapon's: Lightsaber,
Off Hand: Shield Generator, Force Focus
Armor Type: Heavy Armor
Sith Juggernaut Talent Calculator:
http://db.darthhater.com/skill_calc/sith_warrior/juggernaut/
The Jedi knight and the advanced classes the Jedi guardian and a Jedi Sentinel working exactly same as a Sith counterpart. Same attributes apply have a same skills and ability's just called on different name. For example Sith Warrior use rage points as combat mechanic, Jedi knight side called focus. All the skill all the talent a same only called differently.

Juggernaut
Sith who train in the stalwart arts of the Juggernaut boast unrivalled stamina in battle. Through diligence and clarity, the Juggernaut shapes the Force to his will to become nearly invulnerable. Damage that would destroy others is shrugged off, and futility fills the Juggernaut's foes with doubt and despair. Protecting their allies and punishing their adversaries, they charge into the thick of any fray, and take the brunt of the assault and are even able to drain the energy of their enemies to further strengthen their resolve."


Stats
Strength:
Melee Damage: 0.28 damage per strength point
Glance Absorption:
Critical Chance:
Force Damage:
Force Critical:

Endurance:
Health: 10 health per endurance point
Health Regeneration: 1% regeneration per 5 endurance point

Accuracy: Increases to hit with all attacks.

DR = Damage Resistance: This is the % that incoming damage is reduced by. If your DR is 50% and you are hit by a 100 dmg blast you only suffer 50 points of dmg.

DFR = Defense Rating: This is a stat found on tanking armor and directly affects your Avoidance (Parry/Deflection) on a 10:1 scale. That is to say, for every 10 points of DFR you gain 1% Parry/Deflection.

Avoidance: Avoidance is the negation of all damage from an individual attack via in game mechanics such as Parrying or Deflection.

Absorption:
Increases the amount of damage absorbed when shielding a blow

Armor: Increase baseline mitigation to physical and energy damage

Presence: Increases companion damage, health, healing done

There are four damage types in the Old Republic: Kinetic, Energy, Internal and Elemental. There are three important things to note about damage types:
• Force powers and Tech powers, unless otherwise listed, are considered Kinetic damage.
• Armor increases DR to Kinetic and Energy damage only.
• Some skills and abilities increase specific types of damage (i.e. Dark Blood in the Immortal tree).
Mitigation is the average mitigation you have after factoring DR, Avoidance and Shield Chance/Absorption. This gives you the average (or mean) mitigation you have.

What does this mean? This means that certain trees will have a DPS advantage vs. tanks. Trees with a high yield of Elemental and Internal damage which bypasses our high armor rating. Examples would be Lethality for Agents (Elemental), Madness for Sith Inquisitor (Internal) and Advanced Prototypes for Bounty Hunter's (combination of both).

Two Roll Combat System

The way the Old Republic works when it comes to "rolling to hit" is there are two rolls. The first roll is to determine whether or not any given attack is defended via your defence stat. If it
misses or not. If the attack isn't defended then a second roll is made to determine whether or not the attack is, in order of priority, shielded>crits>hits for normal damage.

The "flow" of how this second roll is made results in a shielded hit never critting. If the hit is not shielded then the Random Number Generator determines whether or not the landed hit is a critical. If the Random Number Generator determines no crit then you are damaged for normal damage.

Stats for a warrior
• Strength
• Endurance
• Defence
• Armor

Sith Juggernaut Lightsaber Forms:

• Shi-Cho: (lvl 1)
Enters a balanced lightsaber form, increasing all damage dealt and reducing all damage received by 3%.
• Soresu Form: (When you complete the advanced class quest)
Enters a defensive lightsaber form, reducing all damage taken by 6%, increasing armor rating by 60% and increasing threat generation by 50%. Soresu Form also increases shield chance by 15%. While active, taking damage builds 1 rage, but all Assault abilities
generate 1 less rage. This effect cannot occur more than once every 6 seconds. Lvl 14.
• Shien Form: (11 point talent in a Vengeance tree)
Enters an aggressive lightsaber form, increasing all damage dealt by 6%. All attacks that cost rage will refund 1 rage when used. In addition, you generate 1 rage when attacked, but this effect cannot occur more than once every 6 seconds. Talent Tree Form - Vengeance.

Juggernaut Talent Tree's

Immortal: Tank for flashpoints and awesome as hell in PVP.
Vengeance: DPS for PVE environment, PVP.
Rage: (Shared tree) primary for PVP perform high DPS and have a great survivability.
Bioware has stated that they want hybrids doing the same damage as pure damage classes so their shouldn't be a damage difference between them.

Talent Specializations

Immortal :(Tank)
http://www.torhead.com/calculator/skill#101dMGcubrouRZhGM.1
Immortal (Tank) built 2
http://www.torhead.com/calculator/skill#101dMGcurrouRZhG.1
Vengeance: flashpoint (PVE)
http://www.torhead.com/calculator/skill#101bMZIGMR0hddGoZG.1
Vengeance/Immortal/Rage hybrid damage: (PVP)
http://www.torhead.com/calculator/skill#101bzZIhMorhdzMMZGboMz.1
Vengeance/Immortal hybrid (PVP)
http://www.torhead.com/calculator/skill#101crhczZhGr0rhdzMM.1
The Immortal tank working very great in PVP as well, if want more damage output switch to Vengeance/Immortal hybrid build that is my favourite when soloing warzones.

Juggernaut in PVP

First and Foremost Juggernaut is awesome in PVP.
SWTOR the first game where a tank get rewarded base on play a tank role. End of the warzone you get rewarded base on how you `protected` your fellow team members.

Let start with the few PVP ability's:
Guard: You apply on your team member and 50% of all incoming damage from enemy players is transferred back to you. Requires Soresu Form. 30 m range but you have to stay in 15 m range to the person who you applied.
Taunt: You taunt an enemy player, targets deal 30% less damage when attacking anyone other than you. 30 m range.
Threatening Scream: Player targets deal 30% less damage when attacking anyone other than you. 15m range.

Juggernaut very versatile and have endless possibility in warzones and in open world PVP. Provide a great support to your team. Really fun to play.

Huttball: Grab the ball and run, make a score to your team. When they coming to take you down, use a Saber Ward, melee and ranged defences by 50% and reducing the damage taken from Force and tech attacks by 25%. Lasts 12 seconds
then use Invincible melee and ranged defences by 50% and reducing the damage taken from Force and tech attacks by 25%. Lasts 12 seconds.
When someone else pick up a ball you can put a guard on the person, so now 50% of the damage will transferred to you, taunt everyone who attack a ball runner, that 30% less damage to their target. Plus you can release your threatening scream if multiply enemy on a move, that is again 30% AoE damage reduction. You getting rewarded base on how many damage did you absorb from your team members, you get rewarded again because complete a warzone objective.

Voidstar: use Force Push what is knock back the target with several meters. Use it to kick the of the enemy from platforms to the endless deep, coursing instant death.
With a Force Push can have a lot of fun even in Huttball warzone. You can kick out the enemy from higher platforms, push them in the fire pit, or a poison pool.

Battle of Alderaan Warzone you defending a point alone, slow the attackers down, you can defend with a healer and apply a guard on that person, and can hold back the attackers until your team clear a place out. Go on offense with a top DPS or healer and play a bodyguard to protect them.
Again you get rewarded because protecting your team members and doing a warzone objective.

Tanking

While your tanking to have pay attention for the following.

• Proper lightsaber form: Make easier your own and your team member life.

• Pulling: You can initiate a pull from 30m range since a your taunt skill have this long range. You can step back behind a tree or wall, if a target not single pull then all in a chain will run to you. The advantage of this all will in melee range even if some of them ranged so they do less damage to you with they melee ability's.
You can use your Enrage then Saber throw, Force Charge so you wont have rage lacking issue to begin your rotation. Always look around before you pull, to make sure no patrol or wandering mobs will give you unwanted difficulties.

• Positioning: When you enrage a combat your place is between mobs and your team. Face off the mobs from your group, that case all the frontal attacks (cleave, AoE) effect only you, and wont harm your group. Always try to keep a positioning face to face your NPCs . The avoidance (deflection, parry) wont work if they attacking your back. You taking significantly higher damage if someone behind you and do far less damage trough generate less threat. Many NPC in SWTOR have a knockback ability, so if is possible try to position yourself with your back to wall, pillar and keep the mobs front of you. If CC used move the rest of NPCs group away from a CCed mob so cant brake free. Pay attention for Line of Sight, don't move mobs place where your team lose the line of sight.

• Build a threat: Make sure your team wont involve in the fight until your build agro. Only take a few second until you can build up 5 sundering assault. Sundering Assault with Improved Sundering Assault talent build 2 sunder armor follow by Crushing Blow make up to 5, and generate high threat.

• Manage your threat: Easy to against solo target when you built up your aggro. Against multiple NPCs use your Smash skill all the time when is a cooldown up. Very useful up against 5 NPCs. Also don't forget you have an AoE taunt the Threatening Scream.

• Keep eye on your team members: "Accidentally" can happened sometime NPCs or boss suddenly showing interest to take a closer look one of your team member until with your Taunt convince them another wise. Taunt is only force them to attack you for 15 second so then you will need work to build up threat again to keep interested about you.

• Spatial awareness Be aware of your surrounding area in case if you have to move NPCs, boss, they cast AoE on you or they make an unexpected move.

• Know your ability's and how to use them: One of the best way to be familiar with your ability's is PVP. When and how to use your skills, timing with defensive and offensive ability's, adapting new situations, polish your flexibility and reaction, increasing your spatial awareness, what is happening around you.

• Communication: With your guild probably wont be an issue. Today every guild use Team Speak or Ventrilo. If you run with pugs don't be lazy to type out instructions if needed and communicate to avoid unpleasant situations.

Rotation

Enrage first then lead off with Force Charge and immediately Force Scream and Smash (Order dependent on single or AoE pull) followed by Sundering Assault and Crushing Blow.
After that, use a priority rotation for both offensive abilities and rage builders.
Offensive Priority: Force Scream, Smash, Retaliation, Crushing Blow, Backhand, Savage Kick, Pommel Strike, Vicious Throw, Ravage, Force Push, Sweeping Slash, Vicious Slash
Rage Build Priority: Sundering Assault, Force Choke, Saber Throw, Assault

Crushing blow is your 31 point talent and becomes your top priority ability when off cooldown. Vicious throw is your execute ability granted at level 46 and does good damage to targets below 20% health. At lvl 40 you have your immortal tree filled
time to turn to the vengeance tree. There you improve your damage output through on that your threat generation, increasing accuracy and lowering cooldown on smash.

Juggernaut Tanking Abilities

Abilities for a Sith Warrior Juggernauts. Separated by, Rage Builder's, Defensive and
Offensive sections to give a clearer overview. Few of the abilities belong two or more categories. Example Force Choke what is working great on a single target, build rage and also defensive ability.
Rage Builders:

Force Charge: (lvl 2)
Instant
Cooldown: 15 seconds
Range: 10-30m
Jumps to a distant target, dealing 1347 to 1437 damage with the main-hand weapon, immobilizing the target for 2 seconds and interrupting the target's current action. Builds 3 rage. Cannot be used against targets in cover.
Charge and start a pull. Can be used during a pull as a rage builder if you strafe out to 10m.

Sundering Assault: (lvl 10)
Instant
Cooldown: 4.5 seconds
Strikes the target for 814 to 923 damage, and reduces the target's armor by 4% for 15 seconds. Stacks up to 5 times. Builds 2 rage.
Your number 1 low CD rage builder. With talent grant 2 rage even in tank form.

Force Choke: (lvl 24)
Channelled: 3 seconds
Cooldown: 1 minute
Range: 1m
Chokes the target, crushing and stunning it while Force Choke is channelled. Deals X kinetic damage every second. Builds 1 rage per second.
With talent remove channel, effectively doubling the DPS, as you can continue to use other abilities during that 3 seconds. Can use as second interrupt in some case.

Assault: (lvl 1)
Instant
Inflicts 224 to 274 damage with a series of quick melee attacks. Builds 2 Rage. Attacks with both weapons if dual wielding.
Only generate 1 rage while in Soresu lightsaber form.

Saber Throw: (lvl 36)
Instant
Cooldown: 30 seconds
Range: 30m
Throws the main-hand lightsaber at a distant target, inflicting 1284 to 1557 damage and building 3 rage.

Enrage: (lvl 22)
Instant
Cooldown: 1 minute
Immediately generates 6 rage.


Defensive and Utility Abilities

Taunt: (lvl 15)
Instant
Cooldown: 15 seconds
Range: 30m
Taunts the target, forcing it to attack the Warrior for 6 seconds. Player targets deal 30% less damage when attacking anyone other than you. Lasts 6 seconds.
When multiple party member have a threat usage is priority. Always taunt off the NPCs from healer first then a highest damage dealer.

Threatening Scream: (lvl 30)
Instant
Cooldown: 45 seconds
Taunts all enemies within 15 meters, forcing them to attack the Warrior for 6 seconds. Player targets deal 30% less damage when attacking anyone other than you. Lasts 6 seconds.

Guard: (lvl 14)
Instant
Range: 30m
Guards the target while it remains within 15 meters. While active, the target takes 5% less damage and generates 25% less threat. In addition, 50% of all incoming damage from enemy players is transferred back to you. Requires Soresu Form.
Always apply on the healer or on a party member who generate a highest threat.
You can use on your companion.

Offensive:

Force Scream: (lvl 6)
Instant - 4 Rage
Cooldown: 12 seconds
Range: 10m
Blasts the target with a Force-enhanced scream, dealing 2198 to 2549 kinetic damage. In addition, standard and weak enemies are stunned and deafened for 4 seconds.
With talents (Blade Barricade tier 3)it grants a protective shield and should be used always as priority if the CD are up. One of the Juggernaut highest damage abilities.

Retaliation: (lvl 5)
Instant – 3 Rage
Cooldown: 6 seconds
Retaliates against the target for 1892 to 2020 weapon damage. Retaliation can only be used after a successful melee or ranged defence and it does not respect the global Cooldown. Attacks with both weapons if dual wielding. Cannot miss, be parried or dodged.
Used every time when a CD up. With talent grants 2% to 6% defence for 6 seconds.

Smash: (lvl 3)
Instant – 3 Rage
Cooldown: 15 seconds
Smashes up to 5 enemies within 5 meters, dealing 1538 to 1889 kinetic damage. Also stuns weak and standard enemies for 1.5 seconds.
With talent (Quake tier 1)is a potent defensive ability, lowering multiple NPCs accuracy. Should be used every time it comes off cooldown if untalented.

Crushing Blow: (lvl 40)
Instant – 4 Rage
Cooldown: 15 seconds
Crushes the target with a mighty blow, dealing 1883 to 2099 weapon damage and applying 3 stacks of armor reduction for 15 seconds. Targets affected by 5 stacks of your armor reduction suffer 2355 to 2625 weapon damage instead.
Your 31 points Immortal talent.

Backhand: (lvl 30)
Instant – 3 Rage
Cooldown: 1 minute
Bashes the target for 1024 to 1135 kinetic damage, stunning it for 4 seconds. This ability generates a high amount of threat.
Not just a good damage ability but generate high threat as well. 21 point tier3talent

Ravage: (lvl Cool
Channelled: 3 seconds – No cost
Cooldown: 30 seconds
Performs a series of lightsaber attacks that deals 891 to 981 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.
Without rage cost and deal damage over time for 3 seconds.

Vicious Slash: (lvl 1)
Instant – 3 Rage
Slashes the target for 4202 to 4351 damage. Attacks with both weapons if dual wielding.
Without Cooldown and does moderate damage.

Force Push: (lvl 26)
Instant – No Cost
Cooldown: 1 minute
Range: 1m
Deals 1478 to 1784 kinetic damage, knocks the target back several meters, and knocks the target down for 2 seconds.

Savage Kick: (lvl 34)
Instant – No Cost
Cooldown: 15 seconds
Kicks the target, dealing 1902 to 1964 kinetic damage to weak and standard targets, and 1269 to 1331 kinetic damage to strong targets. Only usable on slowed or immobilized targets.

Pommel Strike: (lvl 2Cool
Instant - No Cost
Cooldown: 45 seconds
Bashes the target, dealing 3892 to 2992 kinetic damage to weak and standard targets, and 2839 to 2992 kinetic damage to strong targets. Only usable on incapacitated targets.
Without rage cost and Do good damage against standard NPCs.

Sweeping Slash: (lvl 32)
Instant
Slashes up to 5 enemies in front of you for 164 to 251 weapon damage each. Attacks with both lightsaber's if dual wielding.
Don't do a high damage but without a cooldown and can be used as an AoE.

Invincible: (lvl 20)
Instant
Cooldown: 3 minutes
Reduces all damage taken by 40% for 10 seconds.

Saber Ward: (lvl 4)
Instant
Cooldown: 3 minutes
Raises a lightsaber ward, increasing melee and ranged defences by 50% and reducing the damage taken from Force and tech attacks by 25%. Lasts 12 seconds.

Call on the Force: (15)
Instant
Cooldown: 20 minutes
Calls upon the Force to aid you and your companion, immediately finishing the cooldown on Saber Ward and restoring 2% of your maximum health every 3 seconds. Requires an active companion. Lasts 1 minute.

Endure Pain: (2Cool
Instant
Cooldown: 3 minutes
Temporarily increases maximum health by 30% for 10 seconds. Health is lost at effects end.
Good for health boosting on boss fight's.

Disruption: (lvl 1Cool
Instant – 1 Rage
Cooldown: 8 seconds
Smashes into the target, disrupting its current action and preventing that ability from being used for the next 4 seconds.
Great interrupt ability, work on all the NPCs even on some boss.(It was in beta)

Unleash: (lvl 9)
Instant
Cooldown: 2 minutes
Unleashes you from all incapacitating and movement-impairing effects.
Break free from all the CC effect's.

Sith Juggernaut Immortal Talent tree
Tier 1.
Battle Cry:
3 Points
Passive
Force Charge and Obliterate have a 33/66/100% chance to make the next Force Scream activated cost no rage.
Useful while levelling but not endgame talent. Force charge mostly used only ones in majority of a boss fights. In a talent tree has better options to spend talent points.
Spent one point on this talents to unlock tier 2.

Quake:
2 Points
Passive
Smash has a 50/100% chance to lower the accuracy of affected targets by 5% for 18 seconds.
Mandatory for tanks. Lowers damage taken significantly. The more targets you engage the better it gets. This debuff cannot effect more then 5 NPCs.

Enraged Sunder:
2 Points
Passive
Sundering Assault has a 50/100% chance to build 1 additional rage.
Good rage generating talent, this is your primary rage builder. Every time you use Sundering Assault generate 3 rage points. You cooldown up in every 13.5 seconds.
That’s equal to the rage benefit from Battle cry for 3 points spent and over 15 seconds.
Every fight that lasts longer than 18 seconds makes this talent all a better choice mean a Battle Cry.

Tier 2.
Intimidation:
Passive
2 Points
Reduces the rage cost of Chilling Scream and Backhand by 1/2.
This talent has more use in PVP. After Chilling Scream use Savage Kick and Backhand.

Lash Out:
2 Points
Passive
Reduces the rage cost of Retaliation by 1/2 while Soresu Form is active
Retaliation is a priority ability to be used upon every cooldown. This talent is a must for any tank and enables the use of retaliation more systematically.

Guard Stance:
3 Points
Passive
Increases your melee and ranged defence by 2/4/6% while in Soresu Form.
Another mandatory talent. Grants non damage resistance while you are in Soresu Form.

Tier 3.
Heavy Handed:
3 Points
Passive
Increases the damage dealt by Backhand, Smash and Sweeping Slash by 5/10/15%.
A good damage and consequently threat increase to 2 primary and 1 situational ability.

Unleashed:
2 Points
Passive
Reduces the cooldown of Unleash by 15/30 seconds.
Good PVP talent combine with Payback from Rage tree.

Invincible:
1 Point
Instant
Cooldown: 3 minutes
Reduces all damage taken by 40% for 10 second.
Your first ability available through the Immortal tree. Great damage reduction.

Blade Barricade:
3 Points
Passive
Retaliation now increases melee and ranged defences' by 2/4/6% for 6 second.
This talent is the primary reason that you use Retaliation all the time when cooldown is up.. Another 6% of non damage resistance avoidance.

Tier 4.
Thrown Gauntlet:
2 Points
Passive
Reduces the cooldown of Threatening Scream and Force Push by 7.5/15 seconds.
Lowering clooldown's can come handy when you need AoE taunt also lower a cooldown on a threat generator Force Push ability what is also useful in PVP.

Revenge:
2 Points
Passive
While in Soresu Form, parrying, deflecting, shielding or resisting an attack has a 50//100% chance to grant Revenge, reducing the rage cost of your next Force Scream or Smash by 1. Lasts 10 seconds and stacks up to 3 times.
Rage reduction on 2 priority abilities that procs from avoidance. This talent will help keep your rage bar healthy at all times.

Shield Specialization:
2 Points
Passive
Increases shield chance by 2/4%.
Adds to your passive ability to shield incoming blows. When you take this your shield chance will increase from 20 to 24%. Not on diminishing returns.

Tier 5.
Sonic Barrier:
2 Points
Passive
Force Scream has a 50/100% chance to grant Sonic Barrier, which absorbs a moderate amount of damage. Lasts 10 seconds.
Your primary threat generator ability turn into a damage shield. Now you have to spam Force Scream when cooldown is up.

Crash:
1 Point
Passive
Force Charge now stuns the target for 2 seconds.
Another PVP Talent. Don't have much use of it in flashpoints/operations.

Backhand:
1 Point
Instant
Cooldown: 1 minute
Bashes the target for 1024 to 1135 kinetic damage, stunning it for 4 seconds. This ability generates a high amount of threat.
Mandatory. Generate high threat, stuns almost anything and do really nice damage.

Force Grip:
1 Point
Passive
Force Choke no longer needs to be channelled, applying its full effect over 3 seconds.
Practically double the damage output in this 3 seconds by able to use another abilities.
Good time to use Savage Kick while a target is Force Choked. Work great in PVP as well.

Tier 6.
Sweeping Fury:
3 Points
Passive
Increases the frequency at which Soresu Form can generate rage by 3 seconds.
In addition, Sweeping Slash and Vicious Slash have a 33/66/100% chance to reduce the active cooldown of Enrage by 3 second.
Increasing rage is increasing damage and threat. The proc from Sweeping Slash and Vicious Slash also reduces the long cooldown on Enrage which also grants 6 rage.

Dark Blood:
2 Points
Passive
Increases the duration of Endure Pain by 2.5/5 seconds. Increases elemental and internal damage reduction by 2/4%.
Increases the uptime of one of your defensive cooldown's and also helps reduce elemental damage, something which all tanks are weak at mitigating.

Tier 7.
Crushing Blow:
1 Point
Instant
Cooldown: 15 seconds
Crushes the target with a mighty blow, dealing 1883 to 2099 weapon damage and applying 3 stacks of armor reduction for 15 seconds. Targets affected by 5 stacks of your armor reduction suffer 2355 to 2625 weapon damage instead.
Your 31 point talent. Very good damage, stuck up your sunders fast and have a high amount of threat.

Vengeance Tree
Tier 1.
Single Saber Mastery:
3 Points
Passive
Increases melee damage by 2/4/6% while in Shien Form and Shii-cho Form.
Not for tanks, this for if you in dps form.

Decimate:
3 Points
Passive
Increases the damage dealt by Smash by 10/20/30% and lowers its cooldown by 3 second..
Increasing your AoE damage with 30% and as you do more damage you do more threat.

Improved Sundering Assault:
2 Points
Passive
Sundering Assault has a 50/100% chance to apply one additional stack of sunder armor.
Build up your stacks of Sunder faster, more threat over time. Sunder Assault follow by
Crushing Blow maximize your damage output and threat generation. Also help recover faster if you miss refresh or a hit.

Tier 2.
Accuracy:
3 Points
Passive
Increases the accuracy of melee and Force attacks by 3%
A flat out threat increase. We only have 90% accuracy with many attacks and this boosts it.
More accuracy more threat, however not a primary attribute for tanking but if you choose a Dreadnaught than take this one as well. Live you less chance to miss.

Dreadnaught:
2 Points
Passive
Increases total Strength by 3/6%.
Increase your damage, your threat. Also more strength more damage absorption
6% strength increase something what you cant ignore.

Unyielding:
2 Points
Passive
Generates 2/4 rage when stunned, put to sleep or knocked down.
This really by preference. Help you with rage management if you choose it.
It is a lot of CC going on this game.

Keybindings

A keybinding is a shortcut exclusively pressed by your left hand on the keyboard to make your character do something, fast. Clicking does things slowly and thus is less effective than someone who uses keybinds. Clicking forces you to watch your action bars and hinders you from watching what is going on around you causing tunnel vision.
You can perform better in any PVE and PVP environment. Give your more freedom to watch what happening on around you, have a better overview and faster reaction time.
Can use keybindings both on your mouse and keyboard.

Gearing Up

Gear up for a tank is easy. Quest rewards, loots. Story line rewards made specifically for advanced classes. Crafting go along very well with a levelling progress. Commendation rewards, (vendor at your fleet headquarters). Running Fleshpoints/
On a side note pay attention when your choose your reward. Marauder have higher damage stats but use only medium armor. Don't take heavy armor over for favouring
higher damage Marauder armor.

Mod, Enhancement, etc..

In your lightsaber have four modification slot. Will find modification slots in your armor peaces as well. How many slot is depend on the lvl and a quality of the armor.
Always upgrade your lightsaber and armor modifications. Will boost your damage trough your threat, your health, your tanking performance.
You can get modifications as quest, story line reward. Purchase at vendor with commendations medals and credit., from your fellow guild crafters.
Always keep front of your eyes the priority of the tank gear instead of dps.

Consumables
Cantina consumable's:
Bantha Steak: Increase out of combat health regeneration for 30 min.

Three types of long duration buff can stacked so both cantina buff can be used with adrenals.

Stim's: Increase one selected stat and give you power or defence example, endurance and defence, strength, and power for 60 min.
Adrenals: Very strong buffs for 15 second duration with 3 min cooldown.
Medpac: Restore health (90 sec cooldown)

PVP Consumables

Overcharge Consumable: 15% Expertise bonus for 25 seconds (only usable in PVP)
Mark Reusable: Target enemy takes 30% more damage for 20 second (only usable in PVP)
Block Reusable: Absorbs all incoming damage for 5 seconds. (only usable in PVP)
Absorb Reusable: Absorbs 33%of incoming damage for 60 seconds. (only usable in PVP)
Heal Consumable: Heal a user for a high amount of hitpoints. (only usable in PVP)

Crew Skills
Artificer: (Crafting skill)
This skill specializes in creating Sith/Jedi artifacts modifications for items, including lightsaber's, something what force users will covet during their journeys. Artifice not only makes upgrades for yourself, but your force user companion and for other force users as well.
• Enhancement: This modification can be used to upgrade weapons and armors.
• Offhand Gadget: Shield generator and Force Focus
• Emitter Matrix: Crystal shard for datacrons.
• Color Crystal: Color crystal to upgrade lightsaber, weapons and armors also to determine the lightsaber beam color.
• Hilt: This modification can be used to upgrade lightsaber.
• Focus Lens: This mod can be used to upgrade lightsaber.
• Power Crystal: This modification can be used to upgrade lightsaber and weapons.
• Lightsaber: Main hand, off hand and double bladed lightsaber.
• Relic's: Stat's increase and greatly boost up character stats (20 seconds) trinkets.
The mods to go into armor and weapons will always be in high demand.
Go along with:
Archaeology: (Gathering skill)
The ability to seek out imbued items like Lightsaber crystals and ancient artifacts (for Power Crystals, Color Crystals and Artifact Fragments).
Treasure Hunting: (Mission skill)
The ability to track down and recover valuable items by investigating a series of clues (for Gemstones). Also yields Companion Gifts.
Artificers can reverse engineer their crafted items and discover new ways to improve they creations.

Synthweaving: (Crafting skill) Only for Force users
Synthweaving is good making armor that are imbued with supernatural qualities. You not only makes armors for yourself, but your force user companion and for other force users as well.
• Light armor: Sith Sorcerer and Sith Assassin/Jedi Sage and Jedi Shadow
• Medium armor: Sith Marauder/Jedi Sentinel
• Heavy armor: Sith Juggernaut/Jedi Guardian
Go along with:
Archaeology: (Gathering sill)
The ability to seek out imbued items like Lightsaber crystals and ancient artifacts.
Underworld Trading: (Mission skill)
Expertise in the trading of illegal goods and services (for Luxury Fabrics and Underworld Metals and modulators).
With Synthweaving can reverse engineer their crafted items and discover new ways to improve they creations.

Biochem: (Crafting skill)
Allows the creation of performance-enhancing serums and various implants. You can consider this the 'potion maker' of The Old Republic.
• Med kit: Instant heal (90 sec cooldown)
• Med unit: Instant heal you and your companion (90 sec cooldown)
• Stimpac: Stat's buff (60 min duration)
• Adrenalin: Very strong short buff for 15 sec duration (3 min cooldown)
• Implant: Increasing character stats.
Go along with:
Bioanalysis: (Gathering skill)
The practice of collecting genetic material from creatures and plants (for Biochemical Samples and Compounds).
Diplomacy: (Mission skill)
The art of conducting and managing negotiations (for Medical Supplies).
Also, can yield Companion Gifts. Moreover, missions yield Dark or Light Side points.
The Biochem can reverse engineer their crafted items and discover new ways to improve they creations

Additional Information's:

Holonet Class page: http://www.swtor.com/info/holonet/classes/sith-warrior
Sith Warrior: http://www.swtor.com/media/trailers/sith-warrior
Deceived trailer: http://www.swtor.com/media/trailers/deceived-cinematic-trailer
Hope trailer: http://www.swtor.com/media/trailers/hope-cinematic-trailer
Character progression: http://www.swtor.com/media/trailers/sith-warrior-progression
Combat in SWTOR, developer video: http://www.swtor.com/media/trailers/video-documentary-4
Designing a dark side: http://www.swtor.com/media/trailers/developer-dispatch-5
Fury class imperial interceptor: http://www.swtor.com/info/holonet/starships/fury
Companions: http://www.swtor.com/info/systems/companions
Ventrilo: http://www.ventrilo.com/
Team Speak: http://www.teamspeak.com/
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