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Posted
I'm kind of just curious your opinions on what you think will be more worthwhile. Juggs/Guardians, or Shadows/Sins? I have both, and can make a case for either, but am curious to see what others think about who will strive more in 4v4.
Posted
Guardian/Juggernaut or Vanguard/Powertech are the best with Guardian/Jugg slightly in the lead. Shadows are still just too squishy compared to those 2.
Posted
I've been playing as darkness assassin (36/5/5) with dps gear, and have actually had surprising success. I guard switch as necessary, and I provide enough dps, which is generally triple that of the regular tank, and still get about the same protection they do (depending on who's being attacked etc).
Posted
I've been playing as darkness assassin (36/5/5) with dps gear, and have actually had surprising success. I guard switch as necessary, and I provide enough dps, which is generally triple that of the regular tank, and still get about the same protection they do (depending on who's being attacked etc).

 

Ok, glad to see it's not just me. Juggs seem sturdier, but I've been able to put up more protection and control an area a little better with my darkness assassin. I'm going to continue to give both a shot and see further results.

Posted
Yeah I play a Darkness spec'd sin with Set bonuses from the DPS and Tank gear and mixed stats. It works for me as I feel Tanksins have more peeling options for a healer. Juggs will almost always be the best tank as their utility and defensive capabilities is unmatched by the other 2 classes
Posted
I'm kind of just curious your opinions on what you think will be more worthwhile. Juggs/Guardians, or Shadows/Sins? I have both, and can make a case for either, but am curious to see what others think about who will strive more in 4v4.

 

Queuing solo and grouped are wildly different. can you be more specific on what you need accomplished?

Posted
Queuing solo and grouped are wildly different. can you be more specific on what you need accomplished?

 

Not 100% sure myself, as I haven't yet tested the 4v4. I'd be going in a group, but I assume the goal of 4v4 would be to keep the taunts up, and to keep the healer and such alive and mitigate their damage as usual? Survivability seems to be the goal there.

Posted
Not 100% sure myself, as I haven't yet tested the 4v4. I'd be going in a group, but I assume the goal of 4v4 would be to keep the taunts up, and to keep the healer and such alive and mitigate their damage as usual? Survivability seems to be the goal there.

 

And it's also very important for dps that have taunts to use them off CD as well.

 

What I've been doing is when the fight starts, I try to be a nuisance as much as possible, including but not limited to getting the guarded and tank enemies away from each other. Tank switching as necessary and bursting as much as possible the unguarded dps or other enemy character that the two dps have already dpsed now sufficiently enough.

 

I've also noticed that when a team member kites the enemy, that that team member can also suffer for having kited to begin with. With that being said, I think being grouped together against a wall is a good strategy to keep your group alive and have a clear and open area to guard switch, taunt, and otherwise dps the enemy team.

 

I use my CDs early because in a 5 minute match, I'll be able to use them again fairly soon (depending on the CD again), but also because they fully reset for the next round.

Posted
Guardian/Juggernaut or Vanguard/Powertech are the best with Guardian/Jugg slightly in the lead. Shadows are still just too squishy compared to those 2.

I find it easier to stay on/lock down enemies on my PT tank. Guards to have a blunt cooldown advantage and some bodyguard utility.

 

Wouldn't say Shadow tanks are particularly squishy in PvP. Two major focus fire escape moves, 3 major (including Readiness because it's essentially PT's shield with selfhealing) and support (harnessed shadows) defensive mechanics.

 

Yeah, Guards and PTs can probably absorb more direct fire, but Shadows can give their healers more breathing windows, if you're getting focused.

Posted
Ok. It seems what I'm gathering is Juggs can take more damage, but assassin is a bit more utility. I think I was just looking for a reason to convince myself an assassin will be just as viable for 4v4, since I have more fun on my sin then my Jugg.
Posted

We ran a tank assassin (in dps gear), deception assassin, leathality operative and healer operative. And it went very well.

 

The passive heals tankassins receive for being in darkness stance is also not quite on par with what it should be.

 

A team composition that would be interesting to try is 2 vengeance juggs, an operative healer and a dps wearin tankassin. You get the 2 juggs to do a double push, say the healer and then you have the tank pull the other guy guarding or being guarded.

Posted
What about full time tank assasin with tank gear?

 

They'd do about 1/3rd the damage than a the dps tankassin. I use CDs as much as I can but it seems like it wasn't overwhelming for the healer to essentially keep 2.5 dps up.

Posted

I've also noticed that when a team member kites the enemy, that that team member can also suffer for having kited to begin with. With that being said, I think being grouped together against a wall is a good strategy to keep your group alive and have a clear and open area to guard switch, taunt, and otherwise dps the enemy team.

 

Watch for the sniper wall bang ;)

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