BlazeMazeRaze Posted February 1, 2012 Share Posted February 1, 2012 Why is it 1min? Every other class has AOE knockbacks with 20 or 30 second cooldowns. Why should our single target knockback be so limited? Link to comment Share on other sites More sharing options...
Noth Posted February 1, 2012 Share Posted February 1, 2012 Because we are Juggernauts and juggernauts can't have stuff equal to other classes or things that make sense. Link to comment Share on other sites More sharing options...
Ekryth Posted February 1, 2012 Share Posted February 1, 2012 Go play a mara with zero knockbacks haha, j/k... Well the jugg single knockback also knocks the target down for 2secs. Does that offer more single target control at least? Link to comment Share on other sites More sharing options...
Noth Posted February 1, 2012 Share Posted February 1, 2012 Go play a mara with zero knockbacks haha, j/k... Well the jugg single knockback also knocks the target down for 2secs. Does that offer more single target control at least? And snipers roots for 2-5 seconds, Merc's slows for 5 seconds, sorcs can be talented to root for 2-5 seconds. Link to comment Share on other sites More sharing options...
Boissi Posted February 1, 2012 Share Posted February 1, 2012 Juggs have charge and intercept though, which really makes up for it in huttball, which is where knockbacks are actually useful. PvE knockbacks are very rarely useful. Also force push knocks back a lot further than, say, sorcs ability. And you're melee, so most of the time you'll be quite happy to be close to your target. No buff needed imo. Link to comment Share on other sites More sharing options...
WilhelmScream Posted February 1, 2012 Share Posted February 1, 2012 I have found PvE knockbacks to have excellent utility. The fact that this resets our force charge makes it very useful. Link to comment Share on other sites More sharing options...
ninoss Posted February 1, 2012 Share Posted February 1, 2012 Also force push knocks back a lot further than, say, sorcs ability. And you're melee, so most of the time you'll be quite happy to be close to your target. No buff needed imo. False. Additionakly sorc knockback also lifts target, thus making it possible to throw them over low obstacles whilst push doesnt allow that. Link to comment Share on other sites More sharing options...
Jaysun Posted February 1, 2012 Share Posted February 1, 2012 False. Additionakly sorc knockback also lifts target, thus making it possible to throw them over low obstacles whilst push doesnt allow that. statsis/choke + push = pushed over the objects to their death Link to comment Share on other sites More sharing options...
ninoss Posted February 1, 2012 Share Posted February 1, 2012 (edited) statsis/choke + push = pushed over the objects to their death Thats two abilities for one mob instead of one ability for half a dozen mobs. See difference? Edited February 1, 2012 by ninoss Link to comment Share on other sites More sharing options...
Xanxari Posted February 1, 2012 Share Posted February 1, 2012 intercede should reset our Force push or Charge now that would be awesome in PvP and i think to OP but i would love for Intercede to reset Charge so i have one more tool to reset agro on the noobs that pull agro of me Link to comment Share on other sites More sharing options...
DarthVindictus Posted February 1, 2012 Share Posted February 1, 2012 Juggs have charge and intercept though, which really makes up for it in huttball, which is where knockbacks are actually useful. PvE knockbacks are very rarely useful. Also force push knocks back a lot further than, say, sorcs ability. And you're melee, so most of the time you'll be quite happy to be close to your target. No buff needed imo. I found force push really useful while I was leveling up in pve. Need rage but mob is too close to jump? Force push, saber throw, charge. Or try this combo: choke -> push -> throw -> charge -> savage kick an interesting thing about push in pve, is that mobs often will start up their "must be interrupted" cast time skills right after coming up from the knockdown from push. Charge interrupts. So you can pretty predictably anticipate a heal or something, choke them and throw them, then interrupt when they try to heal, and still have your disruption up for the next attempt. Push is pretty useful. I'm okay with it on 1min but I think it'd only be fair to make it 30s like all the aoe knockbacks. Either that or give us force pull again on top of the 1min cd force push. Link to comment Share on other sites More sharing options...
Naverretsam Posted February 1, 2012 Share Posted February 1, 2012 You guys should be happy they don't nerf us in pvp. We have an unbelievable amount of utility. free AOE slow AOE incapacitate single target stun single target push 10 second CD interrupt charge interrupt And then there's all the mobility, and taunting etc., Link to comment Share on other sites More sharing options...
DarthVindictus Posted February 1, 2012 Share Posted February 1, 2012 You guys should be happy they don't nerf us in pvp. We have an unbelievable amount of utility. free AOE slow AOE incapacitate single target stun single target push 10 second CD interrupt charge interrupt And then there's all the mobility, and taunting etc., That's one spec, the tanking spec, not everyone who goes jugg wants to tank. Link to comment Share on other sites More sharing options...
Joskara Posted February 1, 2012 Share Posted February 1, 2012 You guys should be happy they don't nerf us in pvp. We have an unbelievable amount of utility. free AOE slow AOE incapacitate single target stun single target push 10 second CD interrupt charge interrupt And then there's all the mobility, and taunting etc., Most of he other classes have similar utility and as base skills. Link to comment Share on other sites More sharing options...
Boissi Posted February 2, 2012 Share Posted February 2, 2012 False. Additionakly sorc knockback also lifts target, thus making it possible to throw them over low obstacles whilst push doesnt allow that. The range thing is definitely not false, and I've force pushed plenty of stuff over low walls into their deaths in TFE for example. I'm sure there are instances where the sorc's lift is useful though. I still say that as a melee class, we don't really need to knock stuff back that often. If we had a smaller cd on it, we'd be slightly too good in huttball I think. You could just force charge around pushing carriers off constantly. At least other classes can have a hard time catching up to the carrier. Link to comment Share on other sites More sharing options...
FalmeseReb Posted February 2, 2012 Share Posted February 2, 2012 The range thing is definitely not false, and I've force pushed plenty of stuff over low walls into their deaths in TFE for example. I'm sure there are instances where the sorc's lift is useful though. I still say that as a melee class, we don't really need to knock stuff back that often. If we had a smaller cd on it, we'd be slightly too good in huttball I think. You could just force charge around pushing carriers off constantly. At least other classes can have a hard time catching up to the carrier. Pretty much spot on. Force push has such a long cooldown becauseit is an absolutely awesome ability, and guardians used to be absolutely OP in huttball back in beta. This is back when we had force pull baseline with a 30-40s cd. Link to comment Share on other sites More sharing options...
Noth Posted February 2, 2012 Share Posted February 2, 2012 Most of he other classes have similar utility and as base skills. Indeed. and While we have a lower cooldown on our interrupt, in pvp people are just able to chain cast anyways since the interrupt only locks out that specific ability, thus you have people who end up baiting the interrupt with a similar ability and once interupted start casting the ability they want. Or the fcat that if we want to continually interrupt them we do pretty much no damage to them due to push, leap and choke being relatively low damage abilities. Link to comment Share on other sites More sharing options...
Brogar Posted February 3, 2012 Share Posted February 3, 2012 A better solution for balance would be to make everyones knockbacks a minute cooldown, i think it is used too often in pvp as it is. Link to comment Share on other sites More sharing options...
Sixball Posted February 3, 2012 Share Posted February 3, 2012 A better solution for balance would be to make everyones knockbacks a minute cooldown, i think it is used too often in pvp as it is. ^ This Link to comment Share on other sites More sharing options...
kirorx Posted February 3, 2012 Share Posted February 3, 2012 Or try this combo: choke -> push -> throw -> charge -> savage kick . I do this. I love this and in pvp its super great to charge in and the do that combo, i add force scream right before i push. Its sick imo Link to comment Share on other sites More sharing options...
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