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MrJoe

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  1. MrJoe

    Hk-51

    Hey guys, Back to the game after a while and, understandably, I'm struggling to complete the HK-51 companion quest after so long. I need to run the two flashpoints if anyone else needs them. Anyone need/ willing to help? Operative: Vybra
  2. Hey, Same issue as many people above me (section under 'Complimentary Asia Pacific Region Transfer Request' has three not working drop-down headers and a greyed out 'Request transfers' button. My characters are Megatron, Nightfox and Denzel on 'The Harbinger' Server and I'm looking to transfer to Dalborra. I hope there's a fix soon : /
  3. The problems with Project (i.e. delay etc) can be solved by giving the Jedi Shock also, but call it Mind Spike and have a dark cloudish animation around the target's head to denote pain - this would make the instant damage attacks equal and free up the project animation for a 'Project Storm' to replace Tele throw. It needs to change, it's aesthetically displeasing AND it seems unbalanced - I wonder which would cause more damage, flying pebbles or thousands of volts of lightning...? If Project storm would present it's own problems, Bioware could always take a leaf out of TFU's book and have the consulars fire concussive blasts of force at the target per tick, similar to Blade Storm of Tele Wave's animation.
  4. What are your views on the current tanking ideology? More specifically: Threat and the Juggernaut's embarrassing lack of AoE threat. Threat scaling and tanks being able to keep up with DPSers seemingly exponential increase in damage as they gear, while the tanks' 'growth' remains rather linear and lackluster.
  5. We ran one tank for Eternity vault (mainly to beat enrage timer on last boss due to undergeared dps), so the tanking falls to me. The trash immediately after and before Gharj is ridiculous. Popping all my cooldowns, I struggle to keep aggro on the pack of lava dog things, even when they're all initially glued to me! For the floating droid things, well, not only do they like to knock me around (and off) the platform, reducing my threat and the like, a few of them even like to stay at range and pewpew away at healers while I run around and try to retake threat (meanwhile, the melee droids have already peeled off unto the dps as I do so). Can DPS technically tank some of those mobs? Well, on normal, certainly. They don't hit that hard and the healers could probably heal through whatever damage they do. Do I like that? F%CK NO! It's the equivalent of a tank doing comparable damage to a DPS class, they'd be all up in arms too. They're DPS, the damage dealing should be left to them. I'm a tank - the tanking should be left to me. It's why I chose a tanking class, after all, not to watch my DPS and healers do the tanking for me.
  6. Your 'stategy' fails against a trash group in an Operation that are all elites and ranged dps.
  7. I don't know if I'm comfortably with the whole philosophy of 'The Tanks only need to tank the elite mobs'. It seems kind of redundant. This may be my WoW background talking, but the tank's job has always been to take all the hate while the dps focus on kill orders and CC. I don't know about you guys, but being a tank, I get a personal thrill out of having all the mobs on the room on me and taking it to the face (that's what she said) like I'm superman. I equate it to DPS getting massive crits or healers keeping up ppl that should have otherwise died. Not tanking them looks messy and bad on my behalf. Leaving them for the DPS to take also has ended poorly for me as well, especially when they all decide to turn to a healer and punch him in the face. I just feel like my contribution to the raid is minimal if I can't do what I'm brought to the raid for - like other tanking classes can... Making sure the glass cannons don't break and letting the enemy's futile attempts at damaging us break against my armour.
  8. Don't get me wrong, single target threat I am mostly fine (unless I get knocked back or the dps has a good string of crits), the only problem is when I have to switch targets. Notice in my original thread, I never complain about single target threat, even though I know it is abnormally close for an MMO - it's challenging to hold threat and a little fun in that my rotation actually matters. Another easy fix to this problem is to re-work guard to give a portion of a threat the target generates to the tank.
  9. What I mean by 'Blaster disable' is that their blasters stop working, so they'll forego them and run at you to smack you in the face - thereby grouping them up and allowing for better aoe management. The ability you're talking about has a rather short range, and when it lands, does disable them in fear that breaks on damage, but roots them on the spot. Not much use in the situations I'm referring to
  10. Backhand, as our main threat causing ability, is always used on the main kill target, otherwise I WILL lose threat on it - if you're not having that problem, you don't have competent DPS, and I dunno if I should envy or pity you. Saber throw will get outthreatted by every healer from the second heal, then as you go and heroically stun/taunt or whatever it, you've already lost threat on the pack you'd opened up on with your Smash. And all of this, of course, assumes you've encountered a pack of monsters that have a group melee enemies and only one ranged. What of those packs that are mostly, or all ranged? Smash becomes useless, as does taunt. Mind you, as you've gone to figure that out, you've lost aggro on the melee mobs that you left in the mean time. It's a principal and QoL issue, not a faceroll one. When I use all my best abilities at the right times (and assuming an all melee pack) and I'm still losing threat to DPS... something is seriously wrong. When I mark targets, and can't outthreat DPS on the kill target because my rage and CDs are being spent on chasing down the ones healers aggro, that's an issue. I understand the game not being faceroll, but making threat the only thing stopping that from being the case is stupid. Positioning, CD management, damage intake, interrupts, situational abilities - these are the things that should challenge the tank, and while I have no issue with threat being one of them, I don't want to feel like Franky Muniz going up against Mohamad Ali every time I engage an enemy. I want to step in that ring as Smokin' Joe. P.S Even if sweeping slash gets changed the way I'd like it to, it hardly becomes faceroll - how often when you tank packs are they all nicely waiting to die in front of you? Flanking is a favourite technique of theirs.
  11. I'd thought of a 30m aoe temporary blaster 'disable', like an EMP or something, but it seemed to 'techy' and something more along the lines of what a Powertech would have, and not a Sith Lord
  12. Hey Bioware Dev team, While I know a response to be unlikely, I find that after a couple of weeks of endgame tanking, I need to voice my questions as my frustration continues to grow: First, let me preface this by saying that, to me, the Juggernaut is an immensely fun class to play, and there is no other I've played so far that I'd rather main as. I love their whole 'I'm an unstoppable force, get out of my way or perish!' style - the pure embodiment of everything a 'Juggernaut' should be. That being said, there are a few tanking 'ideologies' in this game that I find to be cumbersome and messy, and was wondering what the Devs thought about them - if everything is functioning as intended, if you hadn't considered it, or if you agree and are looking to make changes. My biggest peeve is with (no surprise here) AoE tanking. Now, I'm not going to even argue the point that we lack the tools to get the job done, it's redundant. I'm sure everyone on this board knows about them and has screamed and raged about them plenty of times before. What I DID want to argue was how the trash mobs are set up in the FPs and OPs I've done so far - mainly, spread out and blaster firing away at everyone with no way for me, as a Jugg tank, to keep sufficient threat on them all. The argument can be made that targets should be set, and a kill order set up, but that still doesn't fix the problem! Especially considering the mobs NOT getting attacked are likely to be drawn to healers, and the second I stop attacking the kill target to pick up one of these stray enemies (across the room, as it seems to be the case most of the time), I lose threat on it. Now, with charge on cooldown and what little rage I had pooled before spent on getting a few hits on the errant enemy, I'm forced to run back to the original creature and somehow get threat back with no taunt/charge/rage. If this wasn't bad enough... the third mob (he on the opposite side of the platform to the original peeler) has just peeled away and gone to the healers also. This process seems to repeat itself depending on the amount of enemies there are and the end effect is me, a Robocop looking bad***** running around like a chicken with it's head cut off, slapping an enemy on the wrist or shouting at it like a Kardashian and continuing to run around in circles. It's messy, it's cumbersome and most of all, it isn't fun. When I use all my abilities as best as I can and still fail as a tank (by keeping threat), I feel like a failure - a feeling I haven't had in a long while in playing any game, and I'm aware that by admitting it, I'm opening myself up to ridicule, but so be it. I don't think the answer to this problem is to have the DPS sit around, twiddling their thumbs either. That's another boring and fail method if I've ever heard one. Especially as DPS, I can fully understand them wanting to unleash the full power of the Force, or Explosions on their enemies - standing around and watching Robosith slapping enemies to no apparent effect was not what they expected to be doing either when they read their class's flavour text, I'd imagine. I don't intend to QQ without throwing in my own two-bob though, as is most cases with - and I'm not going to deny what the basis of this post is - QQing. Would an AoE, minute cooldown Force Pull go against the game's philosophy? It would help immensely what trying to tank a group of ranged adds and allow us to actually hit all our targets with our short ranged smash for some burst threat. It would also help some with our apparent mobility issues in PvP that was mentioned not long ago on the Dev tracker (and come with it's own risk of pulling ppl to you you may not want there ) The other change I think needs to be made is one of two things - either allowing sweeping slash to generate rage, instead of spend it, so we can also throw in a few heavy hitting abilities while aoe tanking on a main target and not lose on threat to healers with the non-targets, or, keep sweeping slash as is and have it generate the same amount of threat as Backhand, possibly through a talent like Dark Blood. As I said, I don't mean to QQ, but I'd love to get some feedback - of any kind really - on this issue, and if (and I don't mean to sound rude or sarcastic when I say this) you are all fine with us running around and having a general hard time at holding threat on multiple enemies? I understand how busy you all are, but I know I'm not the only Jugg out there having or noticing these issues, so any response you deem necessary would be greatly appreciated!
  13. Let's not forget that with those healers, you get multiple mobs that like to sunder armour as well, and the debuff stacks if there's more than one enemy providing! So not only are we gimped damage (as we should be as immortal spec compared to other dps classes or specs) but now we squishy because our supposed heavy armour advantage is gone. Let's not mention threat. I don't want to use every one of my abilities the second they come off cooldown, including enrage and the like, only to lose it because: a) The merc ripped it off me b) I get knocked back/stunned/forced to run out so bloody often that I can't do my threat rotation on the boss anyway!
  14. My biggest issue with Jugg tanking isn't so much with the class itself, but the instances and enemies - and their annoying abilities. Namely, the ability of every enemy in the godamn game to knock me back and send me flying. This shouldn't happen unless I'm fighting a HUGE enemy. The point of a Juggernaut, or any tank for that matter, is to be able to take the hits to the face and not get thrown around like a ragdoll. Then to make matters worse, a vast majority of the enemies are ranged attackers and love to stand a whole room apart. Really? Not only do I get thrown around, now I'm reduced to running around and love tapping these annoying enemies so they don't destroy the dps/healer, doing a very good impression of a chicken with its head cut off. A class specific issue I've noticed is not being able to pommel strike enemies that are clearly affected by Force Choke or backhand. They're all elites, to be sure, but it is my understanding that if it can be stunned, or choked or incapacitated, it should be able to be struck.
  15. Ok, I love this girl, mainly because she has an aoe slow that lets me kick whenever I like - but having your own little budding dark protege follow you around is rewarding in and of itself. The point of this post centres around how best to use her, mainly with her offensive stances. I've never played a marauder, but I get the feeling that her stances mirror their's correct? Given that, I wanna hear people's opinions on which stance is better for her. Without a detailed combat log and an average floating combat text at best, its kinda hard to tell.
  16. Um, I'm on The Harbinger and I get close to no queue times during Oceanic peak hour (after 6pm ish). On the weekend when I logged in at this time, I had to wait, like 10 mins. My cousin, who logged in about half an hour after me got in instantly... In fact, I only experience ridiculous queues during US peak hour. Does no one else notice this trend?
  17. I found a moddable 'robe' armour at level 15 similar to Inasogard's, but with the hood down. Shattered I couldn't pull it over my head lol Also, because it's moddable, I can keep it until operations and not look like Robosith
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