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tulisin

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  1. DPS Guardians have the resources to fuel constant attacks every GCD, an off-GCD attack that can be used after defense, and master strike actually takes 3 swings while only utilizing a single GCD. Guardians are anything but a "slow attacking" class.
  2. You just jumped between several different assertions in one post: "Juggernauts cannot compete with Marauders for damage" - Not true, the main difference in the damage both classes can deliver is that marauders can deliver more burst ADPS via group buff while juggernauts sustain a constant debuff on the mob for a significant increase in overall attributable damage. In the meta-analysis surrounding actual operation fights instead of just parsing dummies, the juggernauts also have better tools to allow them to dodge AEs and maintain melee range than marauders do. More uptime, more damage. Lets also not forget that parsing dummies give full damage for offhand attacks. "Juggernauts cannot compete with Marauders in PvP" - If anything, Juggs are an excellent counter to Marauders, being able to significantly reduce their damage to softer targets and take them on 1v1 with intelligently used cooldowns. "Rage is an effective and comparable Juggernaut DPS tree" - This might be your problem. If we're talking Jugg DPS, we aren't talking Rage. If you're trying to compare an AE spec to what marauders can do, you're definitely going to come up short in both PvP and PvE. There's also still no single ability in the game that can compete with specced-up Ravage for pure one-ability damage potential, not to mention the fact that Ravage's channeled 3-hit nature gives it some innate advantages when compared to most other abilities. In short - Significant increases to Juggernaut damage risk breaking the class. The only thing I'd really like to see offensively is a rage dumping ability or something that gives bonuses based on banked rage. Certain circumstances will lead to rage surpluses in Vengeance (mostly chain ravage procs) and it'd be nice to be able to either dump that "extra" rage into damage (say, a reversed version of our new defensive), or give Juggernauts a +7.5/15% damage buff at 6 and 10 rage respectively, allowing for a more conservative DPS playstyle wherein one balances rage within a more narrow range.
  3. Vengeance single-target DPS is running with everyone else in the pack for top damage in the HM/Nightmare ops we run. Dunno why people continue to espouse the idea that PvP Juggernauts can't pull their weight, especially when you consider the benefit of a a maintained 5 stacks of Sunder armor on overall raid damage.
  4. Medium DPS gear and heavy DPS gear are not appreciably different, and in many cases are identical. There's zero innate advantage conferred upon lighter armor types, the extra defense of heavy armor is your "free" class bonus to survivability.
  5. He said hard mode content, not operations specifically. That said, the best way to gear up at the moment is not doing hardmode flash points, it is running normal-mode ops. Way more gear for your time, provided you have some folks with you and know the strats.
  6. The only reason to spec rage in PvE is if you were primarily going after large groups of <strong mobs. Since Juggernauts generally don't have an issue with weak/normal mobs, Rage doesn't make a lot of sense in PvE. High-end PvE usually consists of boss fights, so a Juggernaut is either going to be in a tanking role or a single target high-damage role, neither of which Rage is well-suited for. To put it simply, Vengeance is better in all respects unless you are consistently engaging multiple high-HP grouped targets, which rarely happens in PVE.
  7. Rage is more able to easily pressure healers, but vengeance is more able to dispatch said healers, and vengeance need not rely on crowds of enemies to be effective. I don't think either spec is clearly better than the other in all situations, and this is a sign of good balance.
  8. Would you be happy if the talents read "increase scream/impale by 5%/10% damage"? Because they're currently twice that powerful mostly because the 10%/20% boost is given in the form of bleeds instead of a regular DD. 10 % damage increase on a commonly used ability per talent point is pretty good.
  9. For PvP I'm certain rage has more overall damage potential just due to the multiplicative effect on clustered enemiesl, but I can't ever see it pulling ahead on single-target PvE fights. Even a great smash crit doesn't stack up that well against the now-useful ravage, and only vengeance has ravage spam potential. Vengeance also gets much higher end-of-fight burst damage via being able to greatly increase the chance of vicious throw crits. Big smashes are always impressive, but vengeance has competitively damaging abilities that don't really require any setup beyond simply maintaining a proper rotation
  10. If they want to synergize ravage with the Vengeance tree: Rampage: Ravage does 2.5/5/7.5 % more damage per rage over 5 when the ability is used. This would synergize with Vengeance's rage-building perfectly, making it optimal to use ravage when you're maxed on rage (52.5 % damage increase). It'd make ravage situationally very powerful, a parity to something like death from above.. It'd also add some complexity to Vengeance-spec rage balance. Instead of merely trying to balance your rage generation and use, you'd want to net gain wherever possible (something that Vengeance can put a lot of points toward). Yes, that'd mean Juggernauts would have incredible damage potential if they were stingy with rage, with the offset being the innate disadvantages of ravage (melee range, channeled) and the build-up requirement. This would be instead of the current rampage ability, mind you, since we're making ravage so worthwhile it'd need the standard lengthy cooldown. Edit: Also plays well into the "rampage" name, with an overabundance of rage causing ravage to ramp up in power.
  11. I'd agree except... getting a duplicate champion piece means you get *significantly* less centurion tokens, 1 instead of 3. See: http://www.swtor.com/community/showthread.php?t=249338.
  12. I just got my 8th Champion Implant. I had fairly good crafted implants with augs before I ever started acquiring champion gear, and the game seems to be angry about that. I'd very much like to complete my set bonus, but the last 6 pieces I've gotten (about a week and a half of dailies/weeklies) have been five implants and a second pair of pants. My companions don't want strength implants as the ones I've crafted them with biochem are better. It is getting to the point where I dread getting a champion piece just because it means I can't get those 2 centurion comms to work towards the 39 for a visible piece. Yes, the system is absolutely terrible, at least make it so we don't facepalm upon getting a duplicate champion piece.
  13. I think the supposed Juggernaut versatility is being overplayed here. The ability to drop your damage form for a tank saber form does not a tank class make. Even the ability to reassign your points into a tank spec will not make you a tank: you need the gear. "Oh but they can tank in a pinch" is not an equivalent trade-off to Marauder's raid utility unless Marauders, too, need to collect a second set of gear to utilize their utility. You can call it flexible if you like, but unless you're collecting another 10+ pieces of equipment that is up to the standards of the content you're tackling, you won't be comparable in whichever role you're playing. At the point where you have to completely regear someone to fill that role, why not simply give the gear to someone who can fill that role permanently?
  14. This. Yeah. I should be able to hit one button for "main attack" and if sundering isn't up it'll execute standard assault.
  15. You're right, I didn't consider that using both abilities increases the chance to trigger savagery. Still, I don't like how similar these two abilities are.
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