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Guardians/Juggernauts feel lacking


ScytheNoire

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I have already completed the other two tank classes. I have a 50 Jedi Shadow tank and a 50 Bounty Hunter Powertech Tank. Both do very well at tanking, although they play differently and have their own pro's and con's.

 

Currently I am leveling up both a Guardian and Juggernaut at the same time, switching off as I complete worlds. But both feel lacking compared to the other two tank classes.

 

Here's my questions:

 

Why is the Guardian AoE attack only 5 yards? The others are 8-10 yards.

 

Why does the Guardian lack any type of pull? Both the other tanks have a pull.

 

Why does the Guardians interrupt cost a force point? This can have major repercussions.

 

Why does the Guardian only have one interrupt? I know with my Shadow I have three skills that can interrupt. Forget how many on Powertech, but it's more than one.

 

Overall, if you stack up the three tanks, the Guardian/Juggernaut falls way behind the other two tanks. It's not even close.

 

So I was hoping that perhaps BioWare could look at the tank balance and give the Guardian/Juggernauts much needed tanking skills that seem to be lacking that the other two tanks have. I'm not sure how the designers missed this.

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I don't think we players have an answer for you :)

 

But I agree, we need a pull, have it share a cooldown with push IMO. Yea we have only one interrupt in name, but our channelled CC can interrupt and our push interrupts too.

 

I would be thrilled if our AoE reached further. Although I think it should be toned down a bit too. Just because of Singularity.

 

Interrupt being focus-hungry can be very annoying. I don't always have extra focus, especially when I am trying to get a healer down. Then they just heal up without me being able to interrupt them very often.

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Hilt Strike, Force Push, Stasis and Force Kick all interrupt any mob or player.

 

Really? Hiltstrike? have to look that one up :)

As Guardian, you do have a lot of "take less damage" spells and a force-shield =)

-edit-

Just looked it up, it seems im not the right level yet ;-) So i dont have the spell

Edited by Tuumke
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We also get Awe/Intimidating Roar. That gives us 6 ways to interrupt someone. Leap/Charge, Stasis/Choke, Push, Kick/Disruption, Awe/Intimidating Roar, and Hiltstrike/Backhand.

 

Leap - Will interrupt everything that can be interrupted.

Stasis - Hit or miss on Champions sometimes whether it will interrupt.

Push - Only interrupts on Lower strength mobs

Kick - Interrupts anything that can be.

Awe - Haven't tested it reliably as an interrupt but don't see why it wouldn't on weaker.

Hiltstrike - Any true tank won't have this ability anyway, and if they did, most likely on CD as well so I wouldn't count it as an interrupt.

 

AFAIK the above is correct.

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Leap - Will interrupt everything that can be interrupted.

Stasis - Hit or miss on Champions sometimes whether it will interrupt.

Push - Only interrupts on Lower strength mobs

Kick - Interrupts anything that can be.

Awe - Haven't tested it reliably as an interrupt but don't see why it wouldn't on weaker.

Hiltstrike - Any true tank won't have this ability anyway, and if they did, most likely on CD as well so I wouldn't count it as an interrupt.

 

AFAIK the above is correct.

 

Why wouldn't a tank have that? I guess I am teh noob but it does a lot of damage stuns the opponent for a while causes a bunch of threat in PvE as well.

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Why wouldn't a tank have that? I guess I am teh noob but it does a lot of damage stuns the opponent for a while causes a bunch of threat in PvE as well.

 

The hybrid tanking spec doesn't pick up hiltstrike/backhand.

Edited by Aikagi
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Leap - Will interrupt everything that can be interrupted.

Stasis - Hit or miss on Champions sometimes whether it will interrupt.

Push - Only interrupts on Lower strength mobs

Kick - Interrupts anything that can be.

Awe - Haven't tested it reliably as an interrupt but don't see why it wouldn't on weaker.

Hiltstrike - Any true tank won't have this ability anyway, and if they did, most likely on CD as well so I wouldn't count it as an interrupt.

 

AFAIK the above is correct.

 

Wrong on both accounts, firstly Awe doesn't work as an interrupt, it is not a hard stun.

 

Secondly Hiltstrike is a great interriupt and a 4 second stun, allowing for a master stike potentially. If you use your rotations correctly it is always avalable when you need it. Cooldown is only 1 min, no different from Push, Stasis and Awe. For 1 pt a must for Tanks imo as it also generates a lot of hate.

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Leap - Will interrupt everything that can be interrupted.

Stasis - Hit or miss on Champions sometimes whether it will interrupt.

Push - Only interrupts on Lower strength mobs

Kick - Interrupts anything that can be.

Awe - Haven't tested it reliably as an interrupt but don't see why it wouldn't on weaker.

Hiltstrike - Any true tank won't have this ability anyway, and if they did, most likely on CD as well so I wouldn't count it as an interrupt.

 

AFAIK the above is correct.

 

Think you forgot Force Sweep and Blade Storm, both of which stun standard/weak enemies.

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Leap - Will interrupt everything that can be interrupted.

Stasis - Hit or miss on Champions sometimes whether it will interrupt.

Push - Only interrupts on Lower strength mobs

Kick - Interrupts anything that can be.

Awe - Haven't tested it reliably as an interrupt but don't see why it wouldn't on weaker.

Hiltstrike - Any true tank won't have this ability anyway, and if they did, most likely on CD as well so I wouldn't count it as an interrupt.

 

AFAIK the above is correct.

 

What is this 'any true tank' crap? That hybrid build is player preference only. It hasn't been proven superior to a heavy defense tree spec.

Edited by sanctified
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