Middletons Posted April 10, 2014 Share Posted April 10, 2014 So, I think we can all agree this ability needed some sort of buff as it wasn't really viable before. That being said, what were you thinking Bioware? Not only does the Juggernaut / Knight already have Endure Pain. But on top of that they're given a CD which essentially heals them to full, health which they keep as well. Unlike say, Endure Pain and Undying Rage which has some sort of penalty which means you need to actually apply some form of planning before you pop the cooldown. I suppose it could be compared to the kolto overload of Bounty Hunters / Troopers, but even then its not a close comparison as the health caps out at 35%. Unlike with Enraged Defense which heals for approximately (depending on if the heal crits, yes, it can crit) 3-5k per tick, and you're given 10 charges. For PvE and tanking this ability is great, but it really shouldn't be as powerful as it is. Especially for the dps specs. No risk high reward cooldowns are the bane of PvP balance after all. Link to comment Share on other sites More sharing options...
sithBracer Posted April 10, 2014 Share Posted April 10, 2014 Yeah, I don't understand this at all. Juggs had great defenses already, vigilance offense just needed a little polishing. Instead of fixing vigilance, they just gave all juggs an over the top move, makes absolutely no sense. In PvE it isn't useful at all. Tank juggs never needed it, they were already the best defensive tank in the game, their main issue was holding aggro in groups (which after saber reflect became pretty easy), and dps juggs had the same problem that they do in PvP, their damage needed some polishing, but they were for the most part fine. This makes absolutely no sense to me. Link to comment Share on other sites More sharing options...
Othed Posted April 10, 2014 Share Posted April 10, 2014 Yeah, I don't understand this at all. Juggs had great defenses already, vigilance offense just needed a little polishing. Instead of fixing vigilance, they just gave all juggs an over the top move, makes absolutely no sense. In PvE it isn't useful at all. Tank juggs never needed it, they were already the best defensive tank in the game, their main issue was holding aggro in groups (which after saber reflect became pretty easy), and dps juggs had the same problem that they do in PvP, their damage needed some polishing, but they were for the most part fine. This makes absolutely no sense to me. Some people call Juggs really squishy. I have had people say that are just as soft as sentinels which is not the case. They are just not as sturdy as Powertechs. This is a odd change. Link to comment Share on other sites More sharing options...
sithBracer Posted April 10, 2014 Share Posted April 10, 2014 (edited) Some people call Juggs really squishy. I have had people say that are just as soft as sentinels which is not the case. They are just not as sturdy as Powertechs. This is a odd change. Juggs definitely require a healer because they are the class that jumps into mid and puts pressure on the dps just like the marauder. But saber ward, saber reflect, endure pain and form dancing was more than enough defense for them and intercede was a perfect escape as well. I rarely see anyone do the latter 2 which would explain all the QQ. The ones who actually did do it were a pain to kill and a pleasure to heal. And I think pretty much everyone agrees that PTs are the most OP class in the game (at least they were before 2.7). Edited April 10, 2014 by sithBracer Link to comment Share on other sites More sharing options...
NuSeC Posted April 10, 2014 Share Posted April 10, 2014 Nerf Jugs/knights more! Link to comment Share on other sites More sharing options...
tanerb Posted April 10, 2014 Share Posted April 10, 2014 (edited) I don't know if anybody really tested it, but as a jug tank I find it as useless as it was before (based on last 2 days). I do not get the 1/3rd of the numbers you mention above. It just doesn't do anything for me. Edited April 10, 2014 by tanerb Link to comment Share on other sites More sharing options...
NuSeC Posted April 10, 2014 Share Posted April 10, 2014 I don't know if anybody really tested it, but as a jug tank I find it as useless as it was before (based on last 2 days). I do not get the 1/3rd of the numbers you mention above. It just doesn't do anything for me. Silence! nerf juggs moar! Link to comment Share on other sites More sharing options...
Pearlie Posted April 10, 2014 Share Posted April 10, 2014 DPS Juggs (especially Rage) were a free kill prior to 2.7. Now, not so much. WAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH Link to comment Share on other sites More sharing options...
xMaranathax Posted April 10, 2014 Share Posted April 10, 2014 To clarify some things.... Those who say Juggs are squishier than maras bring up a good point: Maras have the best DCDs in game. No doubt about it. I expect Focused Defense to be nerfed, but I like the idea of it. I'm getting about 30k heals from it at the moment. But there's 1 thing ALL of you don't realize and/or are forgetting. We can ONLY get healed if we take damage. So learn to deal with the changes, watch for when they pop it, and swap. You had to do the same thing with Sorcs when Force Barrier came out. Link to comment Share on other sites More sharing options...
kaimelion Posted April 10, 2014 Share Posted April 10, 2014 It's now a high survivability class with rather low DPS. That's fair, if you ask me. Link to comment Share on other sites More sharing options...
xMaranathax Posted April 10, 2014 Share Posted April 10, 2014 If you call it low, that's fine. But I'm usually top 3 in total dmg, biggest hit 9-10k, and relatively low TTK on the classes I should be killing (healers, maras, snipers). Link to comment Share on other sites More sharing options...
kaimelion Posted April 10, 2014 Share Posted April 10, 2014 If you call it low, that's fine. But I'm usually top 3 in total dmg, biggest hit 9-10k, and relatively low TTK on the classes I should be killing (healers, maras, snipers). It's low. Try getting close to 2k DPS with Vengeance. Link to comment Share on other sites More sharing options...
xMaranathax Posted April 10, 2014 Share Posted April 10, 2014 Ahh...you bring up a good point. DPS, imo, doesn't matter for PvP. What matters is objectives. And to have a high dps, means you basically have to sit and fight ALL the time, which some maps this is fine. As with any statistic, you can make it look good or bad. Don't read this the wrong way. Obviously with higher dps, the higher the Total DMG. But sometimes you have to guard, sometimes you have to run across the map for call outs, etc. I don't pay attention to dps. Biggest hit and Total DMG is what I look for. Ever see a tank do more damage than most dps? Its not that his dps is high. Its because he survived long enough to do more, in a longer amount of time. Link to comment Share on other sites More sharing options...
DarthOvertone Posted April 10, 2014 Share Posted April 10, 2014 I don't know if anybody really tested it, but as a jug tank I find it as useless as it was before (based on last 2 days). I do not get the 1/3rd of the numbers you mention above. It just doesn't do anything for me. What? How did you not notice this? My JK loves the new Focused Defense. Not sure if it's working as intended, but whatever. lol Link to comment Share on other sites More sharing options...
kaimelion Posted April 10, 2014 Share Posted April 10, 2014 And to have a high dps, means you basically have to sit and fight ALL the time, which some maps this is fine. If you are a DPS and not trying to fight as much as you can, you are doing something wrong (except if you are nodeguarding ofc). Link to comment Share on other sites More sharing options...
Raansu Posted April 10, 2014 Share Posted April 10, 2014 I think its fine the way it is. Now they just need to revert guarded by the force back to how it was. Link to comment Share on other sites More sharing options...
kaimelion Posted April 10, 2014 Share Posted April 10, 2014 I think its fine the way it is. Now they just need to revert guarded by the force back to how it was. Time to buff Marauders again, now that their survivability and damage is comparable to other classes... Link to comment Share on other sites More sharing options...
Xinika Posted April 10, 2014 Share Posted April 10, 2014 Time to buff Marauders again, now that their survivability and damage is comparable to other classes... Don't forget to give Darkness back its original healing. Link to comment Share on other sites More sharing options...
sithBracer Posted April 10, 2014 Share Posted April 10, 2014 Time to buff Marauders again, now that their survivability and damage is comparable to other classes... And give madness sorcs our instant WW back. Link to comment Share on other sites More sharing options...
Xinika Posted April 10, 2014 Share Posted April 10, 2014 And give madness inquisitors our instant WW back. Fixed;) Link to comment Share on other sites More sharing options...
sithBracer Posted April 10, 2014 Share Posted April 10, 2014 Fixed;) Oh right, people still play madness assassin as a joke. Link to comment Share on other sites More sharing options...
Xinika Posted April 10, 2014 Share Posted April 10, 2014 Oh right, people still play madness assassin as a joke. I actually frowned irl upon reading this. Link to comment Share on other sites More sharing options...
sithBracer Posted April 10, 2014 Share Posted April 10, 2014 I actually frowned irl upon reading this. I smiled while writing it, then frowned when I came to the sad realization that it was true. Link to comment Share on other sites More sharing options...
Brunner_Venda Posted April 10, 2014 Share Posted April 10, 2014 So, I think we can all agree this ability needed some sort of buff as it wasn't really viable before. That being said, what were you thinking Bioware? Not only does the Juggernaut / Knight already have Endure Pain. But on top of that they're given a CD which essentially heals them to full, health which they keep as well. Unlike say, Endure Pain and Undying Rage which has some sort of penalty which means you need to actually apply some form of planning before you pop the cooldown. I suppose it could be compared to the kolto overload of Bounty Hunters / Troopers, but even then its not a close comparison as the health caps out at 35%. Unlike with Enraged Defense which heals for approximately (depending on if the heal crits, yes, it can crit) 3-5k per tick, and you're given 10 charges. For PvE and tanking this ability is great, but it really shouldn't be as powerful as it is. Especially for the dps specs. No risk high reward cooldowns are the bane of PvP balance after all. Is there at least a timer on the ten charges? So you can stun them and come back when the god mode is over like maras or PT's? If not , it needs to be toned down. Link to comment Share on other sites More sharing options...
TonyDragonflame Posted April 10, 2014 Share Posted April 10, 2014 Really love reading whining bads about one of the most underpowered class, thats just show how bad bads are Link to comment Share on other sites More sharing options...
Recommended Posts