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Rage Juggy no longer viable after Tomorrow?


shahmat

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Rage will be perfectly fine, smash won't lose on too much damage since we have an additional 30% modifier to it's writ damage. Ag beast, we'll live 300-500 damage which isn't a lot in the large scheme of things with universally lower cries. Fear more for your by healer who might be pigeonholed into a stat that only complicates things for him.
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Rage will be perfectly fine, smash won't lose on too much damage since we have an additional 30% modifier to it's writ damage. Ag beast, we'll live 300-500 damage which isn't a lot in the large scheme of things with universally lower cries. Fear more for your by healer who might be pigeonholed into a stat that only complicates things for him.

 

holy ****

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Rage will be perfectly fine, smash won't lose on too much damage since we have an additional 30% modifier to it's writ damage. Ag beast, we'll live 300-500 damage which isn't a lot in the large scheme of things with universally lower cries. Fear more for your by healer who might be pigeonholed into a stat that only complicates things for him.

 

While I agree with the general idea, anything that makes Juggernauts/Guardians less viable in PvP/PvE is akin to kicking a guy while he's down. We're the weakest class in the game.

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While I agree with the general idea, anything that makes Juggernauts/Guardians less viable in PvP/PvE is akin to kicking a guy while he's down. We're the weakest class in the game.

 

How so? I completely disagree with you, but I'd like to give you a chance to explain yourself before I counter it

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I mean the CRIT on slam is the only real reason to be Rage n e way right?

 

I set my computer on fire!

 

Dogs and Cats, living together.... MASS HYSTERIA.

 

 

Continuing, just a small point. Surge is our "weakest" of the "good" stats to use. The reason I so have so much surge is simply because the best power mods\enhancements usually come with surge.

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Rage was never viable, it just gave the illusion of being 'decent' for PvP.

 

Once again, I'll ask: Why? Back yourself up first, so I may smash (hah. pun.) those notions out. In rage spec I have no trouble 1v1ing, 1v2ing, and even an occasional 1v3 if they group up and I have my cooldowns. The only classes that provide any difficulty whatsoever are anni marauders and lethality snipers. Everyone else can pull a close fight, but they'll lose in the end

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Nothing wrong with Rage. Its still an awesome PvP spec.

 

On PvE it was always obvious vengence was better, so i dont see what all the fuss is about.

 

Surely a 10% nerf on surge is not the end of the world.

Edited by Nemmar
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Once again, I'll ask: Why? Back yourself up first, so I may smash (hah. pun.) those notions out. In rage spec I have no trouble 1v1ing, 1v2ing, and even an occasional 1v3 if they group up and I have my cooldowns. The only classes that provide any difficulty whatsoever are anni marauders and lethality snipers. Everyone else can pull a close fight, but they'll lose in the end

 

How do you beat a Immortal Jugg considering how easy the smash setup is to stop? This is a genuine question btw since ive had a few smash Juggs try to 1v1 me and they all got slapped. Marauders are a mega pain in the backside however, especially if they catch me when im not starting at full health.

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How do you beat a Immortal Jugg considering how easy the smash setup is to stop? This is a genuine question btw since ive had a few smash Juggs try to 1v1 me and they all got slapped. Marauders are a mega pain in the backside however, especially if they catch me when im not starting at full health.

 

Most of it is based off of stuns. You only have one unleash, and I've got multiple stuns. Also, for an immo jugg, I'll kite (not run away, just slowly move) to where my back is against a wall so you can't push charge me like I do to you. Little movements away, well-placed stuns for Smash bombs, and just a decent utilization of skills. Immonauts like to pop cooldowns when they see me get 4 stacks of shockwave up, so I'll choke / AoE stun and just dance while it wears off. 1v1s aren't all about putting out max damage in min time, but about placing your skills correctly within the dance of the fight.

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Most of it is based off of stuns. You only have one unleash, and I've got multiple stuns. Also, for an immo jugg, I'll kite (not run away, just slowly move) to where my back is against a wall so you can't push charge me like I do to you. Little movements away, well-placed stuns for Smash bombs, and just a decent utilization of skills. Immonauts like to pop cooldowns when they see me get 4 stacks of shockwave up, so I'll choke / AoE stun and just dance while it wears off. 1v1s aren't all about putting out max damage in min time, but about placing your skills correctly within the dance of the fight.

 

Ahh, sounds like clever play. I dont think the smashbomber Juggs i have run into so far were putting much thought into things; either that or they didnt expect me to be immortal and werent used to a different tactic coming back at them.

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Ahh, sounds like clever play. I dont think the smashbomber Juggs i have run into so far were putting much thought into things; either that or they didnt expect me to be immortal and werent used to a different tactic coming back at them.

 

That's just the thing. Rage 'nauts are a friggin joke to kill if you know what they're going to do, so for me I have to come up with slightly different tactics. As far as your spec, I just check your stance. Soresu? Tank.

 

Everyone says how easy rage is to counter and sure, they have a valid point. But when played well (at least in my experience), there IS no counter. The best way to beat me is to sit there running around a pillar in a WZ and dot me up. But I won't chase you, I'll just leave the area and get you into an opening.

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Most of it is based off of stuns. You only have one unleash, and I've got multiple stuns. Also, for an immo jugg, I'll kite (not run away, just slowly move) to where my back is against a wall so you can't push charge me like I do to you. Little movements away, well-placed stuns for Smash bombs, and just a decent utilization of skills. Immonauts like to pop cooldowns when they see me get 4 stacks of shockwave up, so I'll choke / AoE stun and just dance while it wears off. 1v1s aren't all about putting out max damage in min time, but about placing your skills correctly within the dance of the fight.

 

^ this guy

 

I am rage spec, and have found it to be better for wolrd pvp. i used to be immo jugg in full champ gear but found my lack of dps made it impossible to kill in world pvp when companions where involved. it just took them a long time to kill me but i clearly wasnt killing them. i understand pvp and LOVED the immo spec but in the end realized rage was just better for 1 on 1 world pvp.

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I was very curious as to how much this Surge nerf would affect my Rage damage and after playing 5 Warzones, I can safely conclude that the damage reduction is minimal. My Surge dropped from 90% to 77% after the patch. Here is a SS of my highest damage out of the five:

 

http://i.imgur.com/LMm65.jpg

 

My Smashes are definitely doing less damage and if I had to guess, I'd say its around 600-1200 less damage. My highest crit Smash was on a squishy Sage for around 6400 damage. I'm guessing my average Smash was somewhere between 4250-4500. Rage is still fine after this patch. I'll admit that I was worried that this nerf would hurt Rage especially hard but I guess I overestimated the change as well.

 

I'm more curious to hear from some Vengeance users to see how much it improved or if it got worse. Any Vengeance players care to share?

Edited by copasetic
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My Surge dropped from 90% to 77% after the patch.

 

seems to have hit you a lot harder for some reason.

i think i lost not more that 7% off my crit damage. (106.something% for force abilities prepatch changed to 100.something% post patch).

 

changing out one champ +accuracy enhancement for a champ +power/surge enhancement increased my crit damage % by between 3% and 4%.

 

i'm not a full rage spec, i cant live without unstoppable from veng. my best smash crit in champ gear post patch was 5.8k

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While I agree with the general idea, anything that makes Juggernauts/Guardians less viable in PvP/PvE is akin to kicking a guy while he's down. We're the weakest class in the game.

 

If that's the case then everyone in all my matches are playing like total crap....I almost always top the leaderboards in every department save for healing.

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For now it's still quite viable.

 

Real question is what effect the further incoming biochem nerfs will have in unison with this.

 

That is gonna be the really painful thing for rage/focus specced SWs/JKs since stacking consumables is their bread and butter.

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Tbh if it has affected us I've not noticed. Still putting up very respectable numbers, in fact had a 400k Voidstar last night after the patch (and no pocket healer with me either).

 

For now it's still quite viable.

 

Real question is what effect the further incoming biochem nerfs will have in unison with this.

 

That is gonna be the really painful thing for rage/focus specced SWs/JKs since stacking consumables is their bread and butter.

 

As probably one of the only Rage Jugg's who isn't Biochem I don't see this as a big deal as I have always used the Warzone expertise adrenals (Commendations aren't an issue for me as a guildie is working on crit crafting columni implants and I have the valor 50 speeder).

 

But having used the non reusable power adrenals after a guidlie made me stack of them I tbh think that learning Artifice to crit on a relic and then Synthweaving to to get augment-able belt and bracers was a better use of my Biometric Alloys and cash. Just gotta find a use for the 6 or 7 Alien Cube thingys in my inventory

Edited by Lacedemon
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