How to make the Juggernaut better by: Rigofwar aka Vastros aka lover of the tanking class My assessment of the Jugg class so far is that it isn't complete. The ideas behind the class are great on paper but, when executed for real game scenarios are not enjoyable but, in a way frustrating. I rolled a Juggernaut to be a tank. In my experience in MMOs when your a tank you can take a large amount of damage without relying on cooldowns until after a certain amount of time when rng just can't account for mitigation or avoidance anymore. As a Juggernaut I do not feel that I am that tank yet. My defensive abilities that are not rage dependant, aka shield generator, has a 20% chance to proc. When I am tanking a pull of 5 or 6 mobs of which some of those are ranged, that proc chance is under toned. The shield should either be increased in its proc rate to say 40% at lvl 50 or 20% with an additional ability such as revenge that instead of increasing your defense by 6% increasing your shield proc change by an additional 30% or more. Let me feel like I am a tank and not so concerned that I can't handle a 5 pull without dieing within two globals when my cooldowns are on cooldown. What I see now is poor damage and poor survivability unless we have a particular minion out to help us while we quest. If Quinn is out i finally feel like a tank only because I have this occasional 300 heal and a 50 to 80hp heal over time. I can actually survive. When Vette is out I am on my toes trying to survive a four pull. I am sorry but, I shouldn't spend so much time strating who to take down first on trash quest mobs because my tanking spec is reliant on cooldowns to survive when I have my dps companion out. I should have to do that as a dps spec not as a tank. I am a tank, I can handle damage, but right now as a Jugg I feel like I am a squishy class with bulky armor. A possible change would be to raise the damage coeficents on revenge and to add a bleed effect to smash. Revenge should also always be available rage free whenever your shield procs. If your a tank you should be able to do more damage if your being attacked. The more your being attacked the more revenge will proc. Remove the rage cost of revenge and lower the cooldown to a full global. The smash bleed effect would be a talent adding a Sonic Bleed effect, "your force smash causes all targets affected to bleed for x damage for 6 seconds due to mind trauma from the blast effect". Now we have increased aoe damage that isn't bursty and increased single target damage based on how often we are being attacked. I have so many other ideas to balance the Jugg class into a dream class that isn't overpowered but, actually feels like a true tank.