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Horano_Heresy

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  1. The benefits from having higher Strength by using Might Armorings is pretty negligible for mitigation without that old set bonus and it only contributes to your mitigation when you have the buff from Force Scream. I'd personally prefer to have a lot more HP to compensate for mistakes from myself or my healer (I have a tendency to make mistakes when tanking...) or when I take a big hit from spike damage. I didn't mean to imply that YOU take it religiously. I don't know you in-game, nor do I know what strategies you use for gearing your Juggernaut/Guardian. I was just making mention of the fact that many people take KBN's work as gospel, is all.
  2. The reason why it was advised to use Might Armorings over Guardian Armorings was because of the set bonus in 2.X, which buffed the bubble gained from using Force Scream/Blade Storm. The bubble mitigates a moderate amount of damage proportional to your character's mainstat & power (which is why Might Armorings were favoured.) With 3.0 the buff was removed from the setbonus and in all cases Guardian Armorings are superior. With regard to stats, I think people take this 'average mitigation' theorycrafting by KBN a bit too religiously. It can be useful if you're engaged in hardcore ops progression, but it's often unnecessary IMO. It definitely gives you a good understanding of damage types dealt by bosses, which can be useful. For my gearing, I just use the very basic stat priority: Defense Chance > Shield Chance > Shield Absorption Hope that helps
  3. I think that's a good change, in that Carnage should be more of a sustained-burst hybrid and Fury should be the most burst-y spec. I can recall many times where I had a lot more burst using Carnage over Fury.
  4. Totally agree with this. The class is not overly difficult to play. I think with the changes brought about to the class in 3.0, Immortal Juggernauts got a decent boost to AoE threat. Crushing Blow in combination with the Aegis Assault buff and our Sweeping Slash attack both hit up to 8 targets, up from 4. Saber Reflect also helps a lot with generating threat on multiple targets. Yes, Powertechs and Assassins still perform better for AoE threat, but I think that's the beauty in playing the class -- it's challenging, but fun. I think the only issue I have is when targets are spread out, just the affects of being a purely melee class. I find Threatening Scream + Saber Reflect helps in these sort of situations.
  5. 100% agree with you man. I was trying to be sarcastic Immortal Juggernauts have been given the short end of the stick, as it were. I'm glad they implemented some increases to Absorption with Aegis Assault in 3.0, and I'm hoping they do something additional so that as a tanking class we're more on par with our rivals. Sick of seeing only Powertechs and Assassins in the hardcore progression groups
  6. Have to disagree with the people bagging on the 4-piece set bonus. It's valuable. A set bonus increasing defense chance by a small amount would be amazing
  7. For now, Alacrity isn't extremely beneficial for Rage Juggernauts or Fury Marauders. These specs benefit most from Critical Rating and Surge. Maybe further down the line when stat budgets are larger, Alacrity will have some use for these specs. Might be good to play around with it though. I really do suggest learning Accuracy and Surge enhancements, as these will benefit you the most. Get a mix of power and crit too, because you don't want to stack too much crit (around about 100-200 critical rating is best.)
  8. Are you sure it performs better AoE? I've always found Carnage AoE to be utter *****.
  9. I do think Rage is still pretty viable as a burst spec. Sure it's DPS output isn't as good as that of Carnage Marauders, but it's still pretty viable.
  10. Depends on your playstyle and the situation really. Rage is a burst spec with huge damage output over a short period of time and Vengeance is a sustained spec suited for longer fights. You should also note that the damage output of a Vengeance Juggernaut's "Shatter" is Internal damage, so this can't be mitigated by tanks.
  11. Yep, Juggernaut/Guardian tanks get a huge defense boost through the use of their cooldowns!
  12. Melee/Ranged + Kinetic/Energy attacks can be defended and shielded Force/Tech + Kinetic/Energy attacks can be shielded, but not defended Both of the above attack+damage types are mitigated by armor. Force/Tech + Internal/Elemental attacks are neither defended nor shielded against, and cannot be mitigated by armor. The only stat that's useful against F/T + I/E is Endurance. At present no mobs deal Melee/Ranged + Internal/Elemental damage.
  13. Glad some thorough disciplinary action will be taken against the exploiters. This bug really did screw up the game economy and PvE progression...
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