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PatDay

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Everything posted by PatDay

  1. Good post Infinite_Zen. Basically everything you wrote really meshes with my personally experiences, too.
  2. First I want to say I agree that the JKG threat generation is a little on the weak side. We don't have much in the way of sustainable AoE like the OP mentioned and our damage is so low that from just attacking it's hard to keep threat on multiple targets. I'm basically forced to use my taunt abilities as soon as possible in real fights. Now, I'm not saying that the threat generation is seriously under-powered for two reasons. First, against single-targets I can hold aggro just fine. In fact, the easiest fights are against a solo champion. So at least we do that fine. Second, SWTOR isn't quite balanced the same way as other MMOs (I won't use the W word). As other posters mentioned it's actually not critical for the survival of the group for my JKG to hold all aggro. Basically, I just have to lock down the heavy hitters. The rest of my group can use their long stuns and/or just wipe out the trash mobs. I find that if my group can survive the initial rush of combat (specifically when there's multiple heroic elites) they the rest is a breeze. I've come to accept JKG does not equal Paladin or Warrior tanks from the game-that-won't-be-mentioned Now, all that said, I feel like I'm tanking the hard way. My group does fine and but I can't help but feel like it's because they're carrying me a little. I've made a Vanguard and have started levelling him up to the level of my main group. So far Vanguard is easier, but I haven't caught up to my JKG yet so maybe Vanguard get harder in the later levels. If there's anyone out that that can give first hand comparison between the tanking ability of a level 50 JKG and Van, I would very much like to hear about it.
  3. I don't think BW ever said JKGs are meant to be the ultimate tank but I think it's implied by the gaming community simply from a game theory point of view. JKGs have extremely limited AoE or ranged attacks. They can't self heal. They can't stealth. They have very little CC. They have arguably the weakest damage mitigation mechanic (shields stink) of any tank. And if you spec defense as a JKG, you'll have the least damage in game. What's the upside? Why bother to play JKG at all if you're not the best tank? I'm playing one myself as my main and the only reason I continue to do so is out of pure stubbornness. But now in the mid-30s I have trouble keeping threat. I'm a pure defense spec tank and I'm constantly having to use taunts just to keep enemies on me (thank god for the AoE taunt). The only reason my group of friends does well with me as a tank is because their classes have tons of CC and can handle it when a mob splits off. It feels like for the effort I put in as a player to tank as a JKG, I would make a far better Vangaurd.
  4. /signed I'm always on board for ideas that removed artificial barriers to people having fun. A shared bank doesn't actually change anything about the game (you can already swap gear between characters), but it makes life easier.
  5. I didn't read the whole thread (sorry), but I want to put my vote in - Yes, JK guardians are under powered. I play in a dedicated four player group most of the time (meaning we've done all the quests together from about level 10 and on). We have one of each class in the group and I've seen how the group dynamic works first hand. I can personally say the JKG is dead weight in the group 95% of the time. I'm only useful when doing heroics (which isn't necessarily a bad thing), but I can't help thinking how much better the group might be if I played a vanguard instead. The commando trooper in the group is our healer and he has nearly as good survivability as a JKG but has solid, ranged damage and healing, too. This is balanced? The other people in the group actually have gotten to the point where they joke about how crappy the JKG is. We'll be fighting some normal enemies for example and the group spreads out for fast killing. I'll be still on my first pack of mobs and the rest of the group will come back (after slaughtering the rest of the room) to help me. It's sad I don't want to see any other classes nerfed, but I think that the JK needs a buff. Specifically, I feel like the damage needs a buff for two reasons - 1) JKs are primarily a melee class and melee damage is inherently less efficient than ranged damage and 2) the JK mechanic requires building up Focus and is harder to use than any of the other classes mechanics.
  6. I'll put my vote in for there being too many skills as well. I'm not a MMO newb who's afraid of buttons, but there's too many garbage abilities. I think most people that are saying things are fine either 1) play a stationary class mostly in PvP and/or 2) have a fancy mouse/keyboard (specifically the types that they can program macros into). If you think the game perfect as is, I doubt you've tried playing a JK in PvP. Trying to get into melee position, use the correct skill and work towards the objective of the warzone all at the same time is a very complicated juggling act. I'm not saying it's impossible, but I'm not as effective as I could be if I was able to focus purely on tactics. It's so bad that I find PvP to be entirely painful (not to mention lag and skill delays...). An example of a Jedi Knight garbage ability would be Sundering Strike. It's a focus generating ability like the basic Strike ability and better than Strike in all ways, but with a cool down time. Whenever Sundering Strike is ready, you use it. Requiring a player to have two skills hotkeyed doesn't make the game better. It doesn't require more intelligence to use properly. It just means as a player, I have to have two keys on my hotbar instead of one. SWTOR needs macros or abilities consolidated or both. Personally, I liked Rifts and would enjoy that model of gameplay.
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