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frozeqube

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Everything posted by frozeqube

  1. Get your 150-180k damage, kill more than you die, and have fun running the huttball occassionally, and overall, just know that most people that try to kill you will either give up or die eventually. I think that is enough satisfaction (at least, it works ok for me)
  2. Mara will win the dps war - that is what they are designed for. They are more squishy, but they become survivable with the more skill you obtain. Juggs are great at being teammates, but (at times) can take awhile to kill people, bursts aside. If you are being a good teammate, you will not be a burst jugg. Some may disagree with me here, but the best dps are mara's, not juggs. Juggs are great at giving solid damage, good protection, and can be great at peeling away players. They are incredible at providing an offensive/defensive combination. As an Immortal Jugg, there are few people that can take me down from an offensive standpoint, including dps. If you are good at Jugg, you outlast DPS. That isn't as sexy, but you'll win., especially if you have your cooldowns. Just what I've noticed so far. DPS/Mara will win the damage count every time. But a solid Jugg can whittle away a lot of that DPS through mitigation. Question being, can that same jugg take down a healer being healed? You'll figure it out. I love both specs. I'm a Jugg though, so I'm biased. Just run with it and enjoy your benefits. TL;DR - if you go with your role, you will win regardless.
  3. Look, I'm a jug who feels invincible when I have the ball most of the time. Gear is your friend. As far as maraders go, you can survive simply on your ability to disappear. This concept that you can stay alive when the other team is focusing on you is just crazy. Both Jug and Mara have their place, and both classes perform well. Just my $0.02. If you want specifics, just pm me and I'll chat with you. In the meantime, have fun!
  4. I started using my extra centurion comms to hook up my companions recently. You'll see the change in the stats (upgrades), and yes, I think it makes a difference. I'm starting to use field medic for Quinn atm as it seems to do a good job with his primary/secondary stats.
  5. As you progress, you can find other ways to heal. You can spec so that you heal after breaking a stun, you can build up biochem so that you can get reusable health packs and stims (never buy one again), and there is pvp gear that grants you 8% heals every time you use the intercede ability. That's 8% of your health every 20 seconds. I won't even go into multiple cool downs and different damage mitigation areas. In pve, you have Quinn - no issues there. At the end of the day, I think if you spec right, get the right gear and invest some time into some of the skill training areas that work great for warriors, that you'll find that healing isn't too much of a problem.
  6. I use savage kick immediately after using force charge on weaker enemies/mobs. You have a tight window to use it, but to me, it is the most logical time to use savage kick. Otherwise, you have slow the enemy using chilling scream. Pommel strike on the other hand is good if the enemy is stunned (e.g. - Quinn mezzed an enemy for you) or right after force scream. Both savage kick and pommel strike provide excellent opening combos to help you get some early damage/melt weak mobs. As noted above, don't bother using either pommel strike or savage kick on gold/elite players or in pvp. Doesn't work there. Happy hunting!
  7. Yeah, I just started putting centurion gear on Jaesa and Quinn yesterday. Not sure why it took me so long to hook them up since I was sitting on a ton of leftover centurion commendations. Just find the gear that maxes out their primary stat (and is wearable) and you're good to go.
  8. You need time + expertise. I was frustrated at first, now I do well. Patience .
  9. lol - true. I will continue drinking now . /drunk
  10. I think vengeance was a great pve start. I started with a rage-staved hybrid (immortal-vengeance) in soresu form, and when I switched over to immortal afterwards, I felt a lot better in pvp. At the end of the day, a high-damage build along with Quinn will coast you through pve. When you want to go pvp, you'll need to approach it differently. Just my $0.02.
  11. Look, while I want to sympathize with you, as an immortal jugg, I'm not really sure I can sign on to this. In the imoortal spec, you have 2 major cooldowns, you have force choke (1 stun) that isn't even channeled, we have backhand (2 stun), we have aoe stun (3 stun), we have force leap stun, force push stun - immediately followed up by force leap again (let's just group that to 4 stuns total).... I mean., how much do you want? If you time/consider some of your defensive cool downs, what is really the issue here? You can protect the hell out of people, intercede when you need to, and you're still worried? Oh yeah, you beat the hell out of people when properly geared. Just saying .
  12. I am a hybrid Vengeance/Immortal spec that stays in Soresu form at all times. I spec'd immortal up to Invincible, and I used the rest in the Vengeance tree. I have pretty solid defense, and I don't have any issue keeping up rage because I get enough free/low cost attacks - extra rage on sundering, free smash, retaliation only costs one, etc. I also get bonus crit damage with impale. I love the spec to be honest - think I'll keep it.
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