Vengeance DPS (//)
As with other hybrid classes, you always feel that there is something to prove. More work has to be put it to excelling at your role when it feels that the 'pure' classes sing "Anything you can do, I can do better". The only true raid assistance we bring to the table is the ability to act as an emergency off-tank, but this is fraught with limitations (loss of all Rage when changing stances, difficulty of a non-Immortal Jugg to raise Rage while expending it to keep threat) and does not have the superior cooldown abilities brought by an Assassin or Marauder. Simply put, between the extra defensive abilities and raid utility (Shroud/Rez and Bloodthirst), unless the skill disparity is large there is little reason to take a Juggernaut over the other melee DPS classes.
Up-time disparity is our largest weakness when compared to other DPS classes, especially ranged. Nearly every boss encounter and a fair amount of trash places unequal burden upon melee in general. Running a damage parser it's easy to see the difference between an stationary/equal fight (combat dummies or the tanks in EC) and one where you are forced to spend a disproportionate amount of time chasing enemies/avoiding mechanics (such as Kephiss or the twins).
I understand that the 'melee hate' has been inherent in encounter design since time immemorial. Boss mechanics designed to hinder tanks effect melee dps and rarely ranged while effects that hinder range are usually raid-wide and hinder melee dps as well. The oft-used balance to this is to attempt to increase melee damage a bit in the hope that it all evens out but I don't think we've quite reached that balance yet. I've seen the 5% gap mentioned as the acceptable range that the Balance Team sets between 'top and bottom' dps classes. It's a fair compromise, but I fear it may be a 'dummy-meter' metric and not one based off of the up-time/down-time disparity in actual encounters.
To help close the gap? Perhaps a combination of changing boss mechanics to force ranged dps to move more often than they do, tuning up melee damage a bit, or decreasing the cooldowns of our one distance-closing move (Force Charge) or our one real ranged ability (Saber Throw). Force Scream/Vicious Throw are 'ranged' yes, but most mechanics will easily place you outside it's 10m range.
The last two options will likely have an effect on PvP I imagine, but since I'm not an active PvP'er I cannot comment. I give the suggestions only based on PvE experience.
Overall things are pretty well in-hand, but it weighs a bit knowing that, thanks to forces I cannot control, the best I can achieve is a certain percentage of what other classes in the same role can do. Thank you for opening these threads, hopefully something positive will come from them.