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Vaidinah
02.22.2014 , 08:20 PM | #2
The rest of the guide is shown below. Apparently there's a 50000 character limit when posting so I needed to split this up.

Defensive Cooldowns

There are 5 defensive cooldowns used by a Juggernaut tank: Saber Ward, Invincible, Endure Pain, Saber Reflect, and Enraged Defense. Beyond that, you can also use an adrenal every 3 minutes. For adrenals, use a Rakata/Exotech absorb adrenal as it boosts your armor instead of your shield and absorb ratings, which is especially important since Juggernauts have by far the lowest shield/absorb of all the tanks. Exotech is best for progression, but the Rakata version is almost as good and you can get a reusable version of it as well if you use Biochem. Biochem is a generally good crew skill to max since it just makes all those stims (Nano-Infused Fortitude), adrenals, and medpacs (Impeccable) reusable.

When it comes to using your defensive cooldowns, donít be reluctant to do so. They can do a great deal to help reduce the damage you take with Saber Ward and Invincible being useful on every boss fight. The other skills range from somewhat conditional (Saber Reflect) to very conditional (Enraged Defense).

Itís good to save Endure Pain as a defensive cooldown in case there are problems during the fight. It increases your health by 30% for 20 seconds and removes all that health after it ends. It wonít kill you if you are below 30% of your max health, but will drop you to 1 health. Itís used as a stop-gap solution to give healers time to deal with other issues that may arise during a fight.

Beginner
Spoiler


Advanced

Spoiler


Master

Spoiler


Utility

Juggernauts have a variety of miscellaneous skills that arenít purely attack or defensive skills. One set of them Iíd like to mention are their crowd control (CC) skills, specifically single target ones like Force Choke, Backhand, and Force Push. These are skills that paralyze the enemy, causing one to be unable to attack or move. In the case of Force Push, it actually knocks the enemy back fairly far. If you are used to playing another tank, these types of skills are usually only used to stun/displace enemies as they do little to no damage. With the Juggernaut, they have other uses as all of them deal respectable damage. Due to this, you will want to make frequent use of them even during boss fights in operations.

There are a couple other crowd control skills that work on multiples enemies in a small area around your character. One of these is Intimidating Roar, which stuns all enemies and does so for a longer period of time than your other ones, but breaks the stun upon enemies taking damage (this is called a ďmezĒ). The other is Chilling Scream, which slows all nearby enemies by 50%. Neither of these abilities are useful most of the time in operation boss fights, but you may find that to be the opposite case during flashpoints and when leveling. There are certain situations even during boss fights when adds spawn that they may become valuable to you as well.

Beginner

Spoiler


Advanced

Spoiler


Master

Spoiler


Outro

http://www.torparse.com/a/557083/21/0/Damage+Dealt

This is an example of what can be done with a strong understanding of Juggernaut tanking and this fight is 8 man Nefra HM. In this fight, I do 1348.81 DPS while using Enraged Defense twice and my gear is almost full 78 (was just missing 2 implants). The use of Enraged Defense two times costs me 16 Rage total (4 for initial cost + 4 triggers for each one) and I use it on every other Power of the Masters DoT the boss places on me. As my co-tank (an Assassin) is holding the bossí aggro, this helps out the healers without losing threat, though it does drop my DPS by a significant amount. I also cycle my other defensive cooldowns during the fight to lower the damage I take.

For my DPS itself, itís lower than that what is capable of being done due to this as the extra Rage would have allowed for more Vicious Slashes, more Vicious Throws, and a lot less Assaults. If you note in the parse, you can see that I have delayed Smash and Crushing Blow several times just as I mentioned in the Master sub-section of the Single Target Rotation. I also use my AoE taunt, Threatening Scream, three times to shield my teammates during the Power of the Masters DoT.

Hopefully this guide has helped you understand just how much you can do to improve your own play and helped you with completing operations. If you have any constructive criticism or suggestions, please let me know. Good luck.
The Harbinger
Intrepid

Guardian/Juggernaut Tank Guide: From Beginner to Master