Jump to content

KVork

Members
  • Posts

    125
  • Joined

Everything posted by KVork

  1. Well mate, as a dps juggernaut doing ops up to NiM EC I can tell you first hand that you will look for a long time... Your class is viewed as a subpar dps /wrongly, but what can you do/ and you will ALWAYS be swaped for a marauder or sniper untill you prove, to whom you have to prove, that you are excelent with juggernaut and prove that you are as usefull as marauder's predation/bloodthirst/+200 (or more) DPS. Good luck with that XD (yeah, I am dpsing NiM EC as Juggernaut and do more than enaugh, I just know how difficoult it is compared to pew-pewing on sniper or merc, I have to get 30-40% more actions in a minute than merc to do same dmg, and still no chances that you will catch up with mentioned)
  2. What is a source of this information? Seriously, since when kinetic damage is tech only and not force based? Same thing with Energy damage, who told you that Energy proc relic uses specificly Force Crit Chance (even if character doesnt have it at all)? My proc relic actually crits 10% of the time...
  3. Directive 7 Great story, great dialogs (Cyborg that begs for help), nice pace and overal feeling, propably best Flashpoint final Boss to date. Also used to be synonimus for "hard flashpoint", for a long time considered most difficult FP in game (mighty Bulwark, scourge of heros). Mentor - "This could be your future, you know?" "(...) Your kind cannot be repaired" PS. Hammer Station somehow sticks in memory, first real challange.
  4. One short answer: General population of players (those countless dpsers) is just to lazy to learn Tanking or healing, it way more difficoult than medicore dpser skill that is required to play them. Yes, you have a lot of players that CAN tank or heal on their toons, they just dont because they dont WANT to. So if you want to blame someone, dont blame game, classes are not that badly balanced, players are bad, thats all.
  5. - No you are not gimping group, you trade some tools for other tools. Common thinking that Marauder is a must in endgame ops is just silly and stright out wrong. Thinking about Jugger dps as suboptimal..... ROTFL. If someone tells you that you gimp raid because you go as Jugg instead of Mara then it is a firm sign that person has no idea about those classes, most likely they dont know pve dps juggernaut strenghts. (all that assuming that you know how to play juggernaut and you understand his utilities and you use them.
  6. Sorry but you are wrong here. "Generates high amount of threat" means actually +60% threat on 'crushing blow' and +100% on 'Backhand', stacks with soresu +100% giving you (in theory, and I am sure only about juggernaut) 100%+100%+60/100%=260/300% total threat vs damage on this attacks. "from my nightmare denova - Crushing Blow (top tier immortal skill) total damage 82841 total threat 215448" Backhand, same ops dmg 31142 threat 93469 So it scales with damage, just damage doest scale up because of poor skill balance on this tree. whole log http://swtor.askmrrobot.com/combatlog/90467de1-4545-41b1-bad3-64bdc63ed29f/player/1#d=0,b=1 Cheers. PS. Yes, by all means buff damage on both of those, quick fix: give us back extra damage with 5 sunders on.
  7. Here you go. Juggernaut Immortal (full tank spec, not this ridiculus hybrid that only proves a point) does 150dps less than similary geared PT and around 200-250 dps less then similary geared Assasin. Juggernaut has a more survivability, especially compared with PT, thats true. I play all tank classes and must say that I can see what devs thought, each tank has its roles, but at the same time Juggernaut/Guardian tanks are without doubt broken, damage really should be buffed instead of nerfed (it was lately). Problem lies partially in gear progresion, better gear in ops, bigger gap between tank and dpsers. But mostly it lies in terrible Immortal skill tree for juggernaut, it is just crappy. Last tier? Some rage generation I dont really need, Enrage CD reduction on a skill I almost never use, 4% dmg reduction on elemental, whilst hybrid has 4% on all damage... And then recently nerfed Crushing Blow ..... and some time earlier nerfed aoe taunt skill booster because of pvp whine. Fckn joke, and bad one.
  8. PVE Juggernaut, DPS and Tank in all specs, hybrids included. In game since late beta. Rage Spec 1. As "one trick pony" suitable only for PVP - useless for PVE and "idiots spec". 2. Melee aoe dps spec with very usefull threat management, rather "squishy", overally good but still way worse than Assasin or PT dps specs. Immortal Spec 1. As best "Big Boss Tank" but lacks so much in damage department that PT or *** tanks are replacing Jugger tanks. Bad for kiting, no CC, stationary spank-tank. 2 . Tank spec with ONE Tank cooldown (Invincible), other skills are juggernaut based. Damage output in tank spec is so bad that it isnt even funny. Nerfing Crushing Blow was bad, nerfing smash for this spec was bad, removing shorter AOE taunt CD was bad, needs more damage. PS - Itemization on tank gear is terrible. Rage jugg has no gear available as Vindicator is clearly Vengeance oriented.
  9. Still can be used on F&S shield phase, but with great care, not neccesary anyway. In NiM EC you separate warriors from Gutters so Rage is a serious asset, ( never thought I will say that )
  10. - Threat boost on smash is already there, +30%, also same boost is on con aoe slash. Damage as such is an issue with juggernaut, ridicilously low damage output is, Immortal deals a pitifull dps, 1/3 of regular dpser and around 60% of what PT or Assasin tank can pull (my assasin cotank pulls as much as 1000dps in full pve tank spec, i pull 700 -full immortal pve tank- with crit or power adrenal, something is horribly wrong here). Juggernauts need their damage boost on CB back, at least, this spec is more or less broken since launch and every single change to Immortal actually makes it worse for PVE every time, from removing reduced CD on aoe taunt to fu*king up Crushig Blow skill, so now full immortal tank is rarity, for vengeance hybrid is as good for tanking as tank tree, BW you screwed this class big time, you suck.
  11. Obviously you didnt tank in full Immortal, that one is gimped... Vengeance is quite ok, similar single target dmg to Rage, nice dots, some extra defense and smoother rotation, I dont think it needs a buff, it is halfway between full tank and full killing machine (Unless we agree that Juggernaut damage in PVE is not competetive when compared to what other "melee" dps can pull, then it needs a buff. Juggs are far behind other melee - ok I dont know how is Operative dps this days - but As, PT and Mara bring more in terms of dps).
  12. This. 25-30% is from autocrit smash if you consider single-target dps only. In practice Rage in PVE is more squishy than Vengeance but propably more usefull and effective dps-wise, definitely better in any encounter that includes multiple targets. Crit 30% unbuffed is your target.
  13. Definitely usefull in PVE. Rotation of Shockwaves goes as follows: Enrage Crush Choke Crush Enrage Crush At this moment you will get your first smash without full shockwave. Use Intercede/Charge Combo if Obliterate is on CD (basicaly every other smash). Also use Enraged Defense more often than less (it is GCD, can pop it midair during intercede), huge threat drop for 2 rage is important because you will propably not be guarded, and at the same time your DPS may be quite high. In rage 2pc set bonus is a must (Enrage CD red) and then second one depends on your style. One can argue if 4pc PVP set can be more boosting for Rage Juggernaut (full buffed Smash+Ravage/or Scream with +10% dmg ... scary ) Getting 2pc Weaponmaster bonus for cheaper Vicious Throw may be also a good one, didnt test it yet thou.
  14. OP, there is a flaw in yur calculations that makes Crushing Blow even more useless. Sweeping Slash on contrary with Smash does hit more than 5 targets, up to 8 I believe. So in endgame when you slash , lets say a pack of trandoshians in Denova you get appr. 8x 1000dmg, thus generating roughly 20000 threat. All this for 3 rage, and now explain to me what the f*** is Crushing Blow for?
  15. HEY !!! Dread Guard Relics (on use) are 20 seconds not 30 as were Campaign ones. PVE relics are still crap.
  16. About accuracy - if you parse few boss fights you will see that with 91% accuracy (0 rating) you lose around 1% of your overal dps output. Second thing you will notice is that damage generates small fraction of your total threat, rest are taunts. Third thing is that as a Juggernaut you deal very little damage, so this loss is almost completely insignificant. All those ratings can be traded for defensive ratings (Mostly, since Acc is main secondary stat on ench-s). When your shield and absorb are about even and around 50% stack defense wherever you can. Defense rating is Juggernauts best friend. Other tanks need more shield and absorb, you go for standard in those and try to max defense. There is no "cap" on defense, more you stack the better, reaching optimal point is impossible due to itemization. (My jugg is full BH/Campaign except hilt - 32,3 / 49,8 / 48,5 24700hp with rakata stim, and still planning on dropping some endurance and absorb for few dozens of defense rating (~750 at this point). About rotation, after all recent changes on multi target I go for more or less this: Throw/tab/Charge/smash/sunder/crushing( enrage meantime)/sweeping untill end of rage => aoe taunt if there is still a lot of them => scream at something -> ravage something else and generally start helping kill things and picking stray stuff since Jugger has little to say in terms of aoe threat at this point. On single one same stuff just skip sunder after smash and use scream and VS to burn spare rage
  17. More than a week now and smash is still broken. One of warrior/knight tree is practicaly useless for now since main hit is broken. There is thread about this issue, but there is no dev/admin response. So i post another thread. Smash and its counterpart do not deliver damage on various occasions. It was posted and ticketed dozens of times. (smash goes, numbers pop, health stays same or hits randomly only 1-2 targets when there is more of of them in range. Can we count on fix sometime soon?
  18. AAAARRRRRGHHHHH.... PEOPLE !!! this flashpoint is really doable with ranged and melee, no difference since 1.4 ! If you still say 'take ranged" then sorry, i really rarely say that, but learn to play god damnit!
  19. Still no response from devs? I guess it was just to good to be true, they rebuffed clearly limping class (yes DPS Jugger, propably most useless AC in game from PVE raider perspective), and it turns out they broke it even more. Yey Biofail.
  20. Great mechanics, i thought it was something wrong with droids before, they took a lot more dmg that intended as far as i see it. I actually really like this mechanic, opener part now has some difficulty They took us by supprise on first time, on second one we got peeps divided into teams and interrupting in order and drones went down nicely. Dont remove this pls .
  21. It is usefull for vengeance. As a ragebuilder filler, as means to build up armor penetration. On the other hand lack of this bonus makes you intercede healer/rdps for throw. It is good for ops group. I would go for full set as vengeance, but no specyfic reason. maybe I am to much used to throwing saber on all ranges. Kinda want to test mara/jugger mix soon, with reduced VT cost. For Rage Spec you WANT AND NEED first bonus, it is so great for rage jugger, you get your 10-Rage-Enrage with full shockwave stacks/free smash every 35 sec - really powerfull (order of shockwaves: Enrage>Force Crush>Choke>Force Crush>Enrage>Force Crush - One more full shockwave in a row than before 1.4 - and remember that if you time it correctly you can use last 2 of 6 ticks of FC to build half Shockwave to partially fill gap on 7th smash). You dont need saber range reduction, you will be forced to intercede and charge back for Domination, so you will just Intercede healer>throw>charge - no changes in rotation there. I would go for PVP 10% dmg after Charge anf Enrage CD reduction in Rage, that is if I only got that patience and credits to swap everything just for testing (got my old champion shells somewhere ).
  22. But at the same time he just throws rocks randomly, no need to taunt him anyway. In the matter of fact it is rather good if zorn tank gets marker, for he will get less dmg than healer or dps standing next to toth. Use gap closer (charge/storm/sprint), best if you are juggernaut/guardian, you can then intercede any melee or force charge Toth, use push on him to reset charge CD, wait for purple and charge back to Zorn before he even throws baradium rock - also jump occurs moment later, so you will taunt bosses off anyway shortly after Zorn is again targeting something for real.
×
×
  • Create New...