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Inasogard

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Posts posted by Inasogard

  1. Hey all,

     

    Just decided to reactivate my account after at least 3 years I would say. In the process of downloading now. Looking for any new advice and had a couple of questions I was curious about from glancing at a few patch notes etc.. I don't even remember which server I was on.

     

    #1 I've noticed flashpoints are solo or 2 manned now? are there no more 4-5 man flashpoints?

     

    #2 Are their still raids and what are the group sizes now for raids if so.

     

    I do believe the level limit was 50 when I last played and had 3 toons in full end game raid gear at the time. So basically coming back as a complete noob with the additional levels and all the changes made. So any advice would be appreciated. I will probably play my Juggernaut.

     

    Thanks

  2. Jugs are just lacking behind other tanks still....re-roll if you want the better stats

     

    Asn has more hps, same defense, better shield, more abosrb, steatlh, sap, self heals, better damage... bleh bleh

     

    I've been patient and waiting on the lies good ole GZ gave us way back in beta. Im to the point they can suck it and shove this game right where the son don't shine!

     

    peace!

  3. I'll get back to the topic on the thread, but I had a quick question for this poster. I was curious as to why you feel the 14/27 spec for tanking was superior, if you still feel it will be superior after 1.2, and perhaps if you could link a tree for it as I am extremely curious. I'm been running 33 in immortal since making my tank. It seems to be like Force Scream with sonic barrier and the like would make you much more durable than the talents presented in the Vengeance tree. That said, you've obviously cleared a lot more than me, so I would suspect you'd have more insight than I do.

     

    As for the changes in 1.2, I don't really mind that they didn't touch our AE threat. I feel as though if jugs were given superior ability here that our usefulness would exceed that of assassins and powertechs where we all ready have superior CC. While I never really have seen much of an issue with single target threat, I don't mind getting a boost in that area either. Overall combined with our new self heal, it seems like we are geared towards boss tanking with some ability to handle groups, whereas the other tanks are better at group tanking. You all may disagree, and some of you probably know better than me. I just feel as though differentiating the tanks in this way is a good thing and promotes more knowledge and strategy in the OPs runs.

     

    Here is a link of what some people are using for the 14/27 build

    http://www.torhead.com/skill-calc#101dMG0uZhGrMMhzdMM.1

     

    I have used that build to clear all of EV on nightmare, we even obtained the infernal title by clearing it in under 2 hours.

     

    In that build with full rakata gear, I get a total of 51.24% damage mitigation, 4% of that is from deafening defense in the vengance tree. I personally feel (along with my healers) that the flat 4% damage reduction is way better than the sonic shield over the duration of a boss fight. However this build i don't believe will be viable in 1.2 because i think deafening defense is being removed or something.

     

    A lot of people talk about the intercede, because in this spec you also are affected by the 20% damage reduction. I think trying to keep that up is pointless and a waste of a global cooldown, if you have decent healers, they should be able to keep you up in this spec with the exception of the 3rd boss in KP. On him, I have our dps Powertech always stand on my left away from everyone else and just as the boss goes into a frenzy, i intercede him and strafe right back to my position. This way I am getting the 20% damage reduction and really dont have to pop any other cooldowns on that boss during his frenzy.....Just intercede each time he frenzies.

     

    I just think the bonuses in this spec far outway immortal as it is this day..

     

    You give unchanneld force choke (Get unstoppable)

    You give up backhand (Get a rage free smash)

    You give up crushing blow (Get impale, with a quicker cooldown)

    You get more hps, a better damage mitigation ALL the time and more dps, which = more threat.

     

    Some people don't like it and a lot will argue with which build is better. I was full immortal and cleared normal ev with full immortal, but once i tried this spec, i have not looked back and enjoy it much more!

     

    Hope that helps ya.

  4. After reading all this crap, i had to throw in my opinions

     

    I have a lvl 50 jug tank who is in FULL rakata...Even augmented belt / bracer from synthweaving.

     

    I ALSO have a lvl 50 Assassin tank who is only wearing 2 pieces of columi gear and the rest is just modded gear with mods from the daily quests.

     

    My jug self buffed has a whopping 20930 hps or so with the following defense stats

    47.45% damage mitigation

    23.21% defense

    28.63% shield chance

    36.62% absorbption

     

    Also to add this is in the Immortal spec. I prefer the 14/27 Imm/Ven spec myself, but since that is getting ripped next patch, i changed. I had better mitigation, better damage and better survivability in that spec, which to me is absurd being 27 points into a dps tree.

     

    My asn self buffed has 21628 hps with the following defensive stats

    43.36% dam mitigation

    27.12% defense

    49.40% shield chance (using dark ward)

    38.45% absorbption

     

    Now taking into consideration my jug has no better gear to get and my assassin only has 2 pieces of columi and no rakata except for the earpiece, how is it that my assassin has better stats....Oh yeah cause BIOWARE is full of crap!

     

    I put in the time on my jug, maxed out all companions, got the best gear in the game, even changed out some of the crap mods in a few of the pieces and I dont even want to play him, because tanking on my assassin is not only easier for aoe threat, i do more damage, have better survivability (self heals) and have cooldowns on much lower timers.

     

    I believe i can say most of us who complain about jugs are not saying they can't tank on them. I believe we just want some sort of balance to be up to par with ptechs and asns...

     

    Give us more hps, give us better aoe threat, give us a larger radius on smash.

     

    Shoot I'd be happy if they just increased smash to 8 meters, gave us a talent in the immortal tree that increased endurance by 2/4/6%, and increased our threat from Soresu forum to 100%....

     

    Who knows, maybe by the time patch 73.20 gets here, BIOWARE will have pulled their head outa R2-D2's robutt, they will make some decent changes to this class.

  5. Smarter players than smart players will stun and/or slow the opponent and even fake stun on an opponent just to have them use a CC breaker so they can stun again and take the ravage. You gotta get a distance before you can run from ravage and if you position yourself well you can pull it off neatly.

     

    Ravage got an insane buff now by not being interruptible, be grateful and SMARTER in order to pull it off.

     

    Constructive criticism.

     

    Appreciate the criticism,

     

    I didn't say it can't be done, it just is not a good mechanic for a melee type in my opinion. I don't enjoy it is all I'm saying. If there are some people who like this mechanic, great, I however would much rather have something differant.

  6. I've lost all hope for this class. These forums have been filled with great ideas since 2 months before the game even launched. Yet still they are not doing anyhting to resolve the problems this class has.

     

    AoE threat,

    lots of defensive skills in the dps trees

    least amount of hps of the 3 tanking classes

     

    A jug CAN tank in this game, and im not looking for faceroll WoW easy, but I want to be able to do my job and hold threat on multiple mobs. a lot of people say, "Hold threat on the elites and have the dps pick off the weak/strong"...Yes that is done, but WHY and what is Biowares reason to not allowing the tank to hold aggro on multiple mobs?

     

    My Jug is in full rakata gear and my guild has cleared EV nightmare (Infernal title). I have been the main tank since day one and have not had much trouble with single target threat. AoE threat is near non existant. Currently my jug is running the 14/27 (immortal/vengeance) tanking spec, Am I the only one that sees a problem with this? 14 points into the defensive tree and 27 points into an offensive tree to be a TANK? I used to be full immortal spec, but since trying this spec and seeing beter hps, better damage mitigation, and better dps, which equals more threat, I have not looked back at the full immortal spec.

     

     

    Here are some of the ideas I have read on the forums over the last few months to help the immortal spec.

     

    #1 Add a talent in the immortal tree that added a threat modifer to Smash and also increased its radius to 8 meters, same as asn's and ptechs.

     

    #2 Increase stance threat to 100% instead of 50%

     

    #3 Move the defense abilities in the dps trees into the first 2 tiers of the immortal tree (unstoppable) is a key one. Nothing worse than being a full immortal jug, force leaping into a group of mobs to be instantly stunned, force gripped, knockbacked or knocked down and losing all threat before even getting off a first attack. This skill seems like a must for any real tank IMO..

     

    #4 Have seen a lot of posts about giving the attacks more syngery, giving sundering assault a chance to refresh cooldown on crushing blow, something similiar to assassins and shock.

     

    Overall, they need to either make some real changes to this class or change the name of the spec to something other than Immortal, because at this stage of the game this spec is far from being Immortal!

  7. they need to just totally remove this stupid skill and replace it with a single hard hit on the same cooldown.

     

    A channelled skill on a melee toon.....works fine in pve, but most smart players wont stand there and let you hit them in pvp.

  8. The long wait is finally over!

     

    I've been immortal specced since lvling 2 jugs to 50 in beta.

     

    After waiting this long to see the crap changes to immortal, all I have to say is this!

     

    "Thank god Tera is coming soon!"

     

    I love how they say the changes they are making come from listening to the community.

     

    Laugh, are they looking on the jug forums?

     

    No AoE threat boost whatsoever (a nerf really to our aoe taunt)

     

    A lot of people say the damage is weak, I just want more threat. Increase radius of smash to fall in line with that of assassins and powertechs. They get 8 meters we get 5...

     

    Tried to love this game, but obviously the diminishing numbers on the servers are not catching Biowares attention...

     

    Call it QQ or whatever you like, but i was one of the few people defending this class and stating bioware would fix them....Guess I was wrong..

  9. One thing huh?

     

    Well I would pick a free re-reroll to assassin, and transferring all current gear, stats, crafting skills, and time wasted on this class....LOL!

     

    I didn't believe it till i tried it....Leveled an assassin to 50 and OMG how much nicer it is to tank on him...

     

    Do love my jug, but hope they do some fixing in 1.2

     

    Not holding my breath though...

  10. I've been sticking it out in hopes Bioware opens their eyes to see the problem.

     

    My juggernaut has ALL rakata gear on. We've cleared all but SoA on Nightmare due to the new aggro bug. I've been tanking the whole time. Yes it's possible.

     

    Single target atm, I am starting to have a few issues here and there due to our dps getting full sets of gear.

     

    AoE threat is a total joke. Yes i know most people are saying AoE threat doesn't count in raids. But there are people who like to do Hardmodes and hold threat as a tank, not wander around aimlessly with one mob on you, trying to pick up the others as they widdle down your dps.

     

    I've been patient with Bioware when they said 2 months ago in Beta, that they were aware of Jug/Guardian problems and would be giving them an overhaul. Here we are 2 months later and nothing has changed, with the exception of force push resetting the cooldown on force charge and lowering the cooldown on endure pain (LOL).

     

    Some say our dps is low, well as a tank, i could care less about the damage im doing, as long as im holding threat. All I really ask is they increase our stance to 100% and increase the area of affect on smash (5 meters) compared to the other 2 tanks that have an 8-10 meter range and add some threat modifiers to our attacks. Is this to much to ask? to have threat so a tank can actually do his job and hold aggro?

     

    All the people who are saying, "Quit your QQ'ing", "Learn to play" and "Tell your dps to pick off small mobs first." bla bla bla. Why should it have to be such an issue to hold area threat as a tank?

     

    I firmly believe now that they have no intentions on doing anything with this class and they believe they are working as intended. I just wish they would rename the class to something that more fits them, something similiar to a character name I saw on my server, "Juggerernot!"

  11. Welcome to 3 months ago...

     

    My Jug is in the same situation. I am wearing ALL rakata gear (Except Chest). Weapon/offhand, all armor slots, relics from Hard Hutta, Earpiece, Implants and augmented bracer / belt from synthweaving.

     

    I am the main tank for our guild and am having the same issues. SIngle target is not much of a problem, although now that all our DPS is geared up, i still will lose aggro if i dont perform perfectly. AoE threat is like slapping Darth Vader with a wet noodle and hoping he looks at you and says, "Oh my god, kill him fast!" It's just not gonna happen.

     

    I've played the Jug to 50 in 2 Betas and now in the launch. It's funny how we were always hearing that Jugs would get some love and even statements made by GZ saying they were aware of Jug/Guard issues and would be looking at them. Thanks so much for the force push recharging force leap (its nice, but has nothing to do with threat).

     

    I've pretty much given up hope with Bioware doing anything about threat issues. It's been all over the forums for months (Those including beta) and nothing has changed.

     

    It's funny how my tank companions have a better threat stance (100% to our 50%) and they also have aoe abilities that generate a high amount of threat. I guess their theory is a companion tank should be able to hold aoe threat for their master, but a real tank should tell their group to wait 30 seconds for him/her to get aggro. LOL...

     

    So, to sum it all up, I'm in the same boat although my re-rolled toon is a Merc Healer instead of a tank. Guess what? now I have threat on mobs all the time! YAY....finally found a class that can hold threat!!

  12. if I remember right, Soa is immune to damage in the last phase while his shield is up and so the amount of threat your able to place on him is limited.

     

    Yes, we've killed him many times before, there is another post with several pages confirming my remark...Everyone is having problems with him randomly peeling off now..

  13. something has been messed up I think this patch with threat.

     

    My Jugg has ALL but 2 pieces of Rakata (Head n Chest). I've been tanking everything just fine until tonight. Our AoE threat has always been complete crap, but I've always been able to hold single target.

     

    As of tonight, when we were doing Eternal Vault on Hard mode, I was doing everything I could to keep threat on me.

     

    When we got down to SoA, he just randomly changes target now during the last phase and I could not keep him on me and then of course at 2% when I got mind trapped, upon exiting he reset (So much for that bug being fixed).

     

    I've been tanking in MMO's for years, and I have to hand it to Bioware, they've made me not want to tank anymore. I hate easy mode, but threat in this game is a complete joke.

     

    You know its a problem when companion characters have 100% threat stance (we only get 50%), companion attacks have built in threat, ours don't.....

  14. Im in the same boat at the moment. I main tank for our guild and am currently synt / arch / underworld....

     

    It is a complete waste of time at the moment; However I have not jumped on the band wagon just yet for biochem. I have so much money and time invested into synthweaving it makes me sick to think i'd be throwing it all away.

     

    What would be nice, is to hear something from a dev letting us know if they are even going to do anything to fix this.

     

    At this time, if you are endgame raiding, there is no reason to take anything BUT biochem.

     

    Its a BIG problem when everyone does whats going on right now, craft your belt and bracers and switch to biochem. They need to atleast add something for the other crafting professions to gain those lost stats from a stimpack buff...

     

    Allowing us to create an item that added augment slots to gear would be one way.

     

    If they are not going to do anything like that, they need to make all reusuable biochem products usuable by anyone as long as they have a crafting skill at the required level the biochem item is needed.. (So a rakata stimpack requires 400 biochem, you have 400 armomech, you can use the stimpack).

  15. Here is a perfect example of why everyone is going biochem still...

     

     

    I've been farming hardmodes for over 2 weeks now and been raiding regularly.

     

    I have crafted about 10 Rakata War Leaders Belts and am wearing one that has crit with an open augment slot. The other 9 have been reverse engineered. Of course they have not produced any new recipes, but what is so frustrating is the materials you get back.

     

    Here is what it costs to make the belt

    8 Artifacts Fragments

    8 Upari Cyrstals

    8 Mandalorian Iron

    1 Crystal Allow (from end boss hardmode)

     

    thats over 50k credits worth of mats on our server.

     

    I reverse engineered the belt and got back ONE, yes ONE upari crystal....

     

    If they dont soo somehing with this system soon.....Everyonw will be biochem!!

  16. I think something they really need to implement soon is the ability for each and every crafting class to be able to make an item that they can use to put an open augment slot into a piece of gear they can normally make. for instance:

     

    Biochem: Item made that adds an open augment slot to implants

     

    Synthweaving: open augment slots to gear.

     

    etc. etc...

     

    This item would only be able to be used by the crafter. Thus makeing crafting more worhtwhile.

     

    I know I have hit synthweaving hard and have a ton of purple recipes, but am currently only wearing 2 pieces of crafted gear. I've found a few recipes from hard mode flashpoints and the stats on that crafted gear is horrible for the mats it takes. I already am wearing better gear than those recipes.

     

    As it is now there is no reason to take anything other than biochem for end game content: However, adding in an item that allowed us to place an open augment slot into things we find would greatly improve the need for crafting proffesions in my opinion..

  17. We attempted Revan last night 5 times. We had myself (Jug Tank), Merc dps, Sorc Dps and a Sorc Heals. We all have nice gear. My jug has 20k hps.

     

    After Revan did his force storm, I waited about 5 seconds and popped Invincible and Endure Pain and the sorc also bubbled me. I was able to take the first hit of force lightning and interupt it. We continued to dps and the next Force Lightning 1 shot me and then wiped the rest of the group.

     

    It sure would be nice to atleast hear from a Dev on this guy. Is he working as intended? or is it a known bug they are just ignoring. Sure is great they are adding a new flashpoint next patch, but I'd personally rather see them fix the broken crap they have before adding new content.

  18. Ok, can we get a response atleast from a Dev about this boss. Is it working as intended or is he a known bug?

     

    We've tried this guy several times, saving my defensive cooldowns till right after force storm, so I can take the first Force Lightning tick. We survive that and sure enough the next force lightning tick one shots us. We interupt as soon as its cast, but the first tick is like instant.

     

    I know a few people have done this. Most are saying it is bugged, but we've not heard anything from a dev about this.

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