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kapxis

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Everything posted by kapxis

  1. ok, for anyone curious, the armoring piece is indeed limited to chest for chest and boots for boots etc still dont know if you can transfer the armoring to non pvp pieces and keep the set bonus
  2. seems there's still a fair bit of uncertain regarding these questions. But bump again.
  3. Bumping, page 3 already 0_0 Also, i have searched for this answer, but I've only managed to come across one post which addresses this directly, but even that post didn't seem certain and i didn't want to take one persons word for it. Thanks.
  4. Really, it depends what your goal with the jugg is. The people that seem to regret it are pve tanks. Also pvp tanks to a lesser extent. Personally i almost exclusively pvp, and i love it. I use rage, but have seen succesful vengeance or immortal/vengeance mix builds be very succesful in pvp also. Intercede is invaluable in huttball and very fun to use, it's also great to be able to leap to an ally to get away from an enemy just so you can leap back in on the enemy to build rage. Something you don't experience til 50. If i have a healer running with me i'll typically stay in soresu so i can guard them and it doesn't take a huge hit to my dps anymore ( post 1.2 patch.. since shi cho doesn't reduce cooldowns anymore ) In 90% of the matches I play i'll have top dps and top damage reduction. ( dmg reduction usually top by a landslide) Top dps doesn't mean alot often since alot of our damage is AOE and that's only useful when trying to overwhelm the healer, however the burst from rage is very good for taking down individual healers as well. PVE dps is less succesful ( it seems ) altho i can only speak from a rage standpoint. A good jugg is still better than a mediocre player of any other class however. Basically, jugg is fun. We leap frog all over the map at 50, we burst dps, we guard allies, we reduce enemy damage, in soresu stance we aren't squishy and make very good ball carriers in huttball w/ intercede, leap as well as force push + leap. force push is also one of the best tools for stopping enemy ball carriers from advancing as well. They are fun.
  5. So I understand that in order to get the set bonus on the augmented War Hero orange gear you need to transfer the War Hero armoring piece into it. What I'm curious about is if you indeed need to have chest piece armoring go into into the chest and gloves into gloves etc. Also, is it possible to use the war hero armouring piece on random orange pieces and still get the set bonus? Thanks for any clarification.
  6. Personally i'm still not. I still only use vicious slash maybe once or twice a warzone.. and thats only when i have a surplus of rage and shockwaves are charge/obliterate have already been used and just waiting for smash to finish cooldown. However, I have noticed that payback doesn't crit anymore..so even with endure pain+max hp % inc medpacks followed by unleash.. the heal effect from unleash is now very weak compared to before.. so i may consider investing into the vicious slash talents and utilizing it more often.. still not sure though, i'm hardwired to hate that move by now.
  7. Thinking about putting 3 puts into it for the my rage build come 1.2 to help offset the loss of 10% damage. However as the tooltip says it increases melee damage, and smash is consider a force ability i'm guessing the answer will be no. Thanks for any help.
  8. Even before i was battlemaster i could have 500k+ damage on voidstar. With a good healer I've broke 600k damage a few times. Those are exceptional sessions, but on avg it's still around 300k, plus 50k protection or so. Numbers aside, it's very rare for me not to be #1 in damage. If i have a healer then it's guaranteed. Alot of people think rage is too simple, and while it's not complex by any means.. there's alot of little things you pick up on as you go to optimize playing rage. And they all add up. The people i hear whine it's too simple quite often just play it too simply..and their scores and contributions to winning the warzone reflect that.
  9. I'm not even going to read this entire thread, all i want to say is powertech dps, especially pyro is insane damage, and you definately need to lrn2play. In fact the two people i've played with at 50, who can consistently out damage me ( when 90% of the time i'm #1 in damage ) have been powertechs. And they can out dps by a good 100k on average.
  10. Classes really aren't that imbalanced.. maybe pre 50 it can be rough for a few classes, but at 50 it's pretty good. Sure not all the spec's are balanced, but each class and advanced class has a way to accel at pvp. And I've seen exceptionally powerful versions of em all.
  11. Obviously holding aggro isn't a problem. However the damage mitigation also isn't as good. In your guys opinions would it be ridiculous for a rage jugg to go tank for the early hard mode dungeons? I would suspect it's out of the question for operations or the more difficult hard modes flashpoints, but i'm interested in opinions.
  12. Honestly.. the most op'ed people i have come across at 50 have all been marauders. Granted a majority don't do very well.. but the few that excel.. absolutely dominate. They are not as squishy as people make them out to be, they have good damage mitigation when cooldowns are used right.. when desperate have an ability that makes them practically invincible for 5 seconds, after which you can often cloak to escape death. The one's i've fought against that faceroll and never die use these abilities perfectly. One marauder got the ' 'name here' is immortal' 3 battlegrounds in a row.. i'd only ever see the 'name here' is unstoppable!" before that. They are difficult to play well, but are beasts once mastered. And yes the class is also very gear dependant as well.. as all melee classes are.
  13. I think alot of marauders don't realize they have more damage mitigation abilities than 'dps' jugg have. And that heavy armor means very little in the damage reduction. I'm not saying they don't deserve some attention too, but keep that in mind. Rage spec juggs also have no cc immunity at all. ( which is fair imo ) Also i agree that our damage is fine. It's true we are very slow starters.. and need to be post 40 to do respectable damage, but it's there. Jugg/guardian also should not have the same dps as a sniper for instance.. they are purely dps. Jugg/guardian have utility abilities meant to assist our teammates and we excel in team play, that is our niche. Even as dps spec.. if you aren't using your taunts and ally damage mitigation abilities you aren't playing your class right. I like their approach to the issues, small steps will get us all to the end goal faster. As opposed to giant changes in either direction which make things very difficult to figure out where things went wrong. However.. the suggested change for force leap/push does seem odd, it's counter productive somewhat, and if you're in position to push.. your probably in position to close the gap and attack. Our real issue is when we've been knocked 20-30m away and our charge is on cooldown while we watch our health go down looking like a fool waiting for it to either pop back up again.. or waddle over slowly to the enemy.. usually just in time to die. More damage mitigation seems appropriate.
  14. i've only recently reached mid 40's with my dps jugg. Using rage spec. While i'm sure a maurader with a similiar spec/gear etc will out dps me..it would only be by a small margin. I feel as though i have more versatility as a jugg. Also..i felt like my dps was fairly underwhelming until 40. Against a high level healer it almost felt as though they'd laugh at my attempts to kill them. However once hitting 40.. bam. Now i feel almost overpowered at times. Also with a healer paired with me..scary. Burst AOE for fools trying to attack us, and taunts to prevent the healer from being damaged. Also at 50 i intend to change my spec to be able to utilize soresu in pvp and maintain a shield on the healer as well. Basically you wont' feel like dps is a problem once you hit high levels.
  15. I think this idea will really shine when there's a 60 level cap and can put enough points in to get the damage mitigation passive/proc's and another shield. But i'm getting way ahead of myself
  16. I like this. I've been toying with an idea lately.. to skip all the shiicho abilities in the rage tree and use soresu in pvp, so i can still put up guard in groups and absorb a bit more damage. Something like this. http://www.torhead.com/skill-calc#101cMMZhZGr0rddRdhR.1 You don't get the free slow, but it's still only at 1 rage. Retalliation will be much more spammable. And obv more tanky. Missing out on 20% ignore armour of course, and the slightly easier time building rage with shiicho. The reduced cooldown time seems mostly inconsequential. And hopefully the points into enrage/relentless will help make up for rage issues. ( could put two points into it and take out the ravage talent ) I dunno, just a thought. What do you guys think? And i don't mean to hi-jack the thread btw, i just wanted to throw this idea and somehow who i already agree with a build for.
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