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Vid-szhite

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Everything posted by Vid-szhite

  1. Yeah, but you also need 20 EEEs, and MMGs are normally only worth about 10 EEEs.
  2. Alternatively, if you're a Jugg, hit Saber Reflect and laugh your way to the bank.
  3. Yes, that does include slicing components. I saw a few recipes that called for sliced tech parts and other such mats.
  4. Start hoarding every crafting material you can. Every level, every profession, every type. Got a mission skill that can bring in blue/purple mats? Start hoarding those too, especially the grade 9 and grade 6. Have you been hoarding your entire SWTOR life? Congratulations, your work has now paid off and will make you insanely rich in the coming update. Useless mats? No such thing anymore. Got a ton of old school grade 7 and grade 8 mats? Those are now extremely valuable. Everything from new Stronghold unlocks, to supplies for your troops for galactic conquests, are crafted using varying levels and types of mats. No one profession can do it all, and you need things the other professions create to make your own final products. It's going to make stronghold legacy storage a necessity. Ohohoho, they are. Even some of the new Biochem recipes use fabrics now.
  5. Item Type: Relic Item Name: Dread Forged Relic of Focused Retribution Name of Crafter: Vaela'ven Faction: Imperial Guild: Emperor's Hammer
  6. No, you were right the first time, I said mods, and that is a very good question. Higher strength is only useful to a point, because each point of strength is worth roughly 1.12 points of power. EQUAL amounts of strength and power, you take strength every time. Augments, for example, give +32 points of either Strength or Power, so the choice is obvious -- Strength wins. Now, when you're giving up 30 points of power to gain 5 strength, do you see the problem? That's what the A mods do -- they sacrifice a huge amount of offstat for a very tiny amount of mainstat. No amount of spec mainstat buff would be able to make up that difference unless it tripled your mainstat from gear. Try replacing an A-mod with an unlettered mod and watch your bonus damage go up. NOTE: I am assuming you always replace an A-mod with an unlettered Power mod. Never add crit in offstats if you can help it. You get plenty of crit from mainstat. Always go for power -- a 1% chance to maybe do better damage is not as useful as a 1% increase in damage to both normal hits and critical hits. This is especially true of Vengeance, because we get no surge talents, nor any side benefit from critical hits (energy on crit, etc). Crit talents are useful, because they don't replace strength or power talents, but crit rating? Pass.
  7. If it's happening again and again, I don't think it's so much a health issue as it is a reputation issue. In which case, yikes. If you're talking about premades for Ranked PvP, then shame on you for trying to play ranked while not having fully augmented PvP gear. Fully Augmented is a HUGE difference, and is the minimum requirement for ranked PvP groups to not hate your guts. Ultimately, your goal for PvP gear is to fill your mod slots with unlettered enhancements (no A or B), and have every augment slot filled with a purple Strength mod. Also, what do you mean by "full 258 PvP gear"? That number is meaningless. Did you mean 158?
  8. Just in case he wasn't kidding, Marauders have been ahead of the curve since day 1, and even through all the nerfs and changes done, they found a way to keep that status. Now they are merely on the curve. I have no idea what he's talking about. I have a sentinel that I am about to take to 55, and he feels plenty powerful to me, so... how are Marauders useless? My guild almost refuses to do Nightmare without one (but we have two, one Carnage, one Annihilation, so getting one isn't a problem). Back on topic, though, Juggs are now on the curve as well, so we've got nothing to complain about.
  9. That is literally the opposite of what has happened. Since the change, I don't think I've once, ever, seen a point at which I would rather have old smash back because the target requirement was ruining my day. I've been playing since beta and I can count on one hand the number of times between then and the change that I had ever revealed a stealther with smash. In fact, I think it's impossible if they used a stealth cooldown, because I've BEEN hit with abilities after hitting a stealth cooldown on other characters, and I stay in stealth unless it was more than 5 seconds after using it (I'm usually long gone by then). On the other hand, the number of times since the change I went "oh thank GOD I can't smash without a target anymore" comes up several times a day. Knockbacks used to cause you to waste smash completely, as did people dying in the middle of you pushing the button. Now, neither of these things cause you to waste a smash. I refuse to call it a nerf anymore because I and many others agree, it wasn't a nerf. It feels more like a buff. How is smash useless now? Explain it to me.
  10. Not necessarily. Carnage can rip people to shreds during gore windows, but outside gore windows they are mediocre, and smart players can easily shut them down. Juggs on the other hand are ridiculously difficult to shut down, and one of the thing vengeance does well is throw people off balance -- they are good at shutting others down. In short, the better your opposition, the more the pendulum swings in Juggernauts' favor. Unless you're whitebarred. Might as well /stuck it if you're fighting a whitebarred carnage marauder that pops gore and ravage.
  11. I have no idea. I was Dark when I got that line, but I've never known dialog to be different depending on alignment. I sure hope it wasn't changed and that farming BT for dark points will get you the new line. That line was one of the warrior's shining moments. It's right up there with
  12. Not really. Honestly, the only specs parsing over Vengeance are dot specs that REALLY hate target switching, and there are quite a few fights at the current top tier with lots of target switching. Vengeance is a very solid, balanced spec that has decent burst, no ramp up, fantastic survivability, a taunt (for orbs/Draxus), a cheese cooldown (Reflect), a gap closer, an innate armor reducer, and very high sustained. No reliance on attacking an opponent that's been dotted up already like Madness Sins and Lightning Sorcs, no ramp up like Annihilation, no positioning requirement like Concealment, can't get screwed by RNG like Pyro, as well as a rotation that is hard to screw up. There's plenty of reasons to bring a Vengeance Jugg, and that list includes high DPS. We DO parse over 4000, which is extremely high, so we shouldn't really be asking for buffs. Anything over 4k is vanity.
  13. Tank spec should do around 1000-1500 if you do everything right and are fully tricked out. Assuming equal tier gear, DPS spec should do around 3500-3900. Naturally, gear affects DPS spec's DPS more than it does for tank spec, because tanks gear for mitigation, not DPS. Just fresh level 55 with no set bonus or Comm Vendor gear, you'll probably only do about 1000-2000 DPS as a DPS spec. Tank spec will still do less, but the gap is nowhere near as wide. However, this is all kind of a moot point. By the time you can actually affect your DPS by a degree that's worth a damn, both specs are doing so much damage and have so much health that your companions won't make one lick of difference one way or another. You can forget to summon them and maybe only take 2 seconds longer. Literally the only thing that would make any difference at all is which spec has less downtime between fights, and in that case, Tank spec wins hands down. In order to reduce downtime as a DPS, you need to use your healer companion so you can get healed between fights. Problem is, your healer doesn't do anything if you're mounted up or using rocket boots. Focused Defense can help with this to a point, but it's only available every 3 minutes. Eventually, you'll have to stop. The best way to reduce downtime is not take damage in the first place. Tank spec is so good at mitigation with higher tiers of gear that you'll basically never take any damage from anything that isn't a heroic boss. Heroic Bosses are where DPS spec has an edge, however, since these fights are long enough for damage output to matter. For leveling, there's no right answer. That's dependent on a whole slew of factors that will never line up the same way at the same time for two people. Out of curiosity, why do you want to know?
  14. Can you blame them? Healing is fun, and gets you teams way faster than being yet another DPS. Anyway, welcome! Hope we don't scare you off too quickly.
  15. Item Type: Implant Item Name: Dread Forged War Leader's MK-X Implant Name of Crafter: Ti'kory Faction: Empire Guild: Holocron
  16. Keep in mind that this is going to come from the perspective of someone who is in almost full 180s in both tank and DPS specs, but... 1) Dailies are fast and easy, especially Oricon. Vengeance is fantastic at soloing Oricon dailies because it can ignore the CC the mobs love to throw at you when you charge in, and if you get low on HP after a few fights in a row, you don't even have to rest, just pop enraged defense and jump into a crowd. You'll heal back to full instantly. 2) Operations: for DPS, having a charge ability comes in handy more often than you think, and groups want armor reduction almost as much as they want a Marauder, so you can fill that role even if a sniper is present (Snipers dislike using Shatter Shot, Mercs do more sustained DPS in Pyro spec). Having a good suite of defenses is always a good thing, and Saber Reflect can be used to cheese some mechanics. For Tank, Juggs synergize well with either of the other two tank classes, because the other tanks reduce a target's damage, and you reduce a target's accuracy and armor. The AoE taunt can also shield allies, which comes in handy during add phases. I tank for my guild, and they love having a Jugg Tank. We take spikier damage than a Powertech, but our cooldowns are amazing, and can save your whole group in a pinch. We can't cheese as many mechanics as Assassin tanks can, but IMO, a group does best if they have one Jugg tank (diversity is good when it comes to tanks). 3) PvP is amazing. Rage (Smash Monkey) is good for regs and yolo queue, and Vengeance is borderline overpowered. I get top damage nearly every time in PvP. You have taunts, an ally leap, saber reflect, and a massive suite of defensive cooldowns, making you both tough and deadly. Overall, though? Class is probably the least determining factor right now. My guild never brings me (nor refuses to bring me) to any fight because I'm a Jugg, the only thing that matters is that I can do the fights and that I do/don't have lockouts. You're not "the Jugg", you're "the tank" or "the melee". I know you hear it a lot, "bring the player, not the class", but it really is true in my experience. And seriously, don't worry about not pulling enough DPS -- on fights where I DPS and we need to synchronize our kills, I'm usually the one that gets told to slow the f**k down.
  17. Not a big nerf, not a big deal. Sigh of relief that this was all that got nerfed. 10 seconds is plenty of time.
  18. Who the hell on the forums has been saying Vengeance is bad? You sure you're not looking at threads from two years ago? We're one of the top DPS classes right now. We have the best defensive cooldowns of any DPS, and we have an armor reduction as a baseline ability that we are encouraged to use in our rotation. Saber Reflect offers great utility in operations (Orbs on DF Brontes), and being taunt-capable is more useful than you think (Dismantlers in DF Draxus fight). Juggs have it great right now. Only reason I don't DPS for my guild is because it's more fun to tank (they also love having a Jugg tank, and I'm pretty much their only one, so they throw tank gear at me).
  19. And Hypergate STILL doesn't have a turn in on the imperial side! Also, the republic PvP vendor in Hypergate is an imperial droid that asks you if you are "off to destroy the republic?" Hilarious.
  20. No. They deal comparable damage, and you'd want a Jugg for different reasons than a Mara. Mara gets picked right away because of bloodthirst and predation, on top of their high DPS. Those two abilities are coveted by hardmode raids. Jugg, you bring for armor reduction, durability, saber reflectable mechanics, and emergency taunt, on top of their high DPS. Neither really outdoes the other in DPS, and it is largely fight-dependent, but marauders are invaluable for lots of other reasons.
  21. I don't think it's needed. Juggs can already cheese some mechanics through Saber Reflect -- the orbs in HM/NM DF are a great example. They are also by far the most durable DPS in the game. This is true. It's usually not a DPS's job to offtank unless both tanks are dead, but in such a case, a taunt can go a long way towards giving the healers just a few more seconds to get the tank back up, and Juggs are extremely durable even without tank talents, so you can do the job better than just about anyone else. If you do need to stance dance, Jugg is also the only AC that can do so instantly and on the move, no matter how much resource you have. Intercede is also a VERY useful movement tool when you need to reach the back line in a hurry. It is instant, completely wipes threat from your target, and it bypasses any height gap that might exist. I've used it dozens of times as a DPS just to get back to the fight faster when charge is on cooldown, or to reach a ranged DPS when a nasty mechanic forced me out of melee range. In the last paragraph, you state that Jugg offtanking isn't useful, then immediately point to Mercs' Offhealing like it's somehow different. Mercs' offhealing is just as useful as Juggs' offtanking, because without talents, Mercs' healing is really bad. If a Merc does choose to offheal, it not only badly impacts their heat generation and wastes a ton of DPS uptime, but if they are Arsenal, they must also blow ALL their stacks of tracer lock when they use healing scan, which means a massive portion of their DPS is wasted, since most of it hinges on that big 10k Heatseeker Missile that you get from having 5 stacks of tracer lock. Arsenal is also the only merc tree with an armor reduce, so if you bring a Pyro merc, you don't get an armor reduction without a Jugg or a Sniper, and a Sniper must lower his DPS to use Shatter Shot. You DO want to bring a Pyro merc instead of arsenal, as well, because Pyro is more mobile, and its DPS output is higher than Arsenal, likely because Arsenal has an armor reducing ability. I wonder why you state that Mercs can place an armor debuff on the target faster than the Jugg can, when the Jugg can literally do it with his Saber Throw opener before the merc has even finished casting Tracer Missile. Jugg not only can use Armor Reduce in the opening salvo, he reapplies it in his rotation. Yes, self-cleanse is an option for both Snipers and Mercs, but Snipers' self cleanse is on a 60-second cooldown, so it is not that reliable. Keep in mind, with all that's been said, you still have much more reason to bring a Jugg DPS than a Powertech DPS, and my guild does run with a Powertech DPS in HM DP, and they are glad to have him. You DO want a melee DPS during the Dread Council fight, because Calphayus reflects damage unless you're standing very close to him, and he must be kited, so you can't possibly sic an Arsenal Merc or Sniper on him. You need mobility. Besides, your arsenal merc is better suited to attacking Tyrans and Bestia during this phase. If your melee DPS chasing Calphayus is one that can reduce his armor, even better. Speaking of DP, the Tyrans fight has a LOT of movement, and that can wreak havoc on an Arsenal/Sniper's DPS. Yes, it does hurt Juggs too, but it hurts the Merc/Sniper just as much, if not more. This isn't "move away from the evil circle" style movement, either, it's "you're about to BECOME an evil circle, get it away from our group and when it drops at your feet, run the hell back before it kills you dead." Everyone's DPS suffers during the "run away" part, but Juggs can get right back into the fight instantly with Force Charge, so we can handle the movement in that fight better than almost anyone else. We're the example Powertechs point to when asking for a gap closer. That should tell you something. There's ample reasons to bring a Jugg DPS. Things we take for granted like Saber Reflect and Force Charge are actually among those reasons. Juggs are in a better place than you think. We don't need more utility, we've got plenty.
  22. I did both. My main is a Jugg, but my Operative is loads of fun. Both are effective, both do well in both PvE and PvP. If you want my opinion, do the Juggernaut. It's easier to do some dailies with stealth, but for others, being able to erase mobs completely with a single Smash is much more satisfying.
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