Cretinus Posted May 26, 2014 Share Posted May 26, 2014 (edited) Because they're fotm, there are loads and loads of them. This means that everybody is guarded. They even guard each other. If your team happens to have less juggs than the other team, it's a loss. You end up with close to zero kills and it's nearly impossible to take a node against this new aberration of an OP-on-purpose class. I've been around since start and I managed not to quit during the era of operative healers, which was also very annoying . But I won't endure such a crap again, now with juggs. I'm really close to quitting this game. P.S. No. You can't have my stuff. I'll leave it to the 'Nerf Juggs and Operatives' foundation. Edited May 26, 2014 by Cretinus Link to comment Share on other sites More sharing options...
Ehbuse Posted May 26, 2014 Share Posted May 26, 2014 Makes an operative when jugs are fotm, Bad luck Brian Link to comment Share on other sites More sharing options...
StrikePrice Posted May 26, 2014 Share Posted May 26, 2014 I agree ... guard is an absolutely terrible mechanic. Link to comment Share on other sites More sharing options...
Hatori_Hanzo Posted May 26, 2014 Share Posted May 26, 2014 Because they're fotm, there are loads and loads of them. This means that everybody is guarded. They even guard each other. If your team happens to have less juggs than the other team, it's a loss. You end up with close to zero kills and it's nearly impossible to take a node against this new aberration of an OP-on-purpose class. I've been around since start and I managed not to quit during the era of operative healers, which was also very annoying . But I won't endure such a crap again, now with juggs. I'm really close to quitting this game. P.S. No. You can't have my stuff. I'll leave it to the 'Nerf Juggs and Operatives' foundation. No you're not, you're not going to quit. Link to comment Share on other sites More sharing options...
MidichIorian Posted May 26, 2014 Share Posted May 26, 2014 (edited) It's always boring when people jump on a fotm train and a good deal of teams end up with four of a certain class, doesnt matter which one. I've had several Arena pops with three juggs, the bonus life juggs have is only adding to the problems. Edited May 26, 2014 by MidichIorian Link to comment Share on other sites More sharing options...
TalantM Posted May 26, 2014 Share Posted May 26, 2014 Because they're fotm, there are loads and loads of them. This means that everybody is guarded. They even guard each other. If your team happens to have less juggs than the other team, it's a loss. You end up with close to zero kills and it's nearly impossible to take a node against this new aberration of an OP-on-purpose class. I've been around since start and I managed not to quit during the era of operative healers, which was also very annoying . But I won't endure such a crap again, now with juggs. I'm really close to quitting this game. P.S. No. You can't have my stuff. I'll leave it to the 'Nerf Juggs and Operatives' foundation. You can't guard outside soresu, and vigilance dps is crap in soresu, neither can you both guard and be guarded at the same time. Either you're not paying attention or din't know what you're doing/talking about. As far as i can find, they haven't even been buffed recently, they just nerfed the smash maruaders that were hilariouly op in warzones so suddenly people see that vigilance doesn't suck, and hasn't fo a bit. They were prettty much the same as far back as 2.4 that i can find evidence of. (ie parces.) Link to comment Share on other sites More sharing options...
Rocanon Posted May 26, 2014 Share Posted May 26, 2014 You can't guard outside soresu, and vigilance dps is crap in soresu, neither can you both guard and be guarded at the same time. Either you're not paying attention or din't know what you're doing/talking about. As far as i can find, they haven't even been buffed recently, they just nerfed the smash maruaders that were hilariouly op in warzones so suddenly people see that vigilance doesn't suck, and hasn't fo a bit. They were prettty much the same as far back as 2.4 that i can find evidence of. (ie parces.) Its all enraged defense. The DPS hasn't been changed, though they have gotten some QOL stuff. Its mostly that they have an "I can't die button" that also heals them to full. Link to comment Share on other sites More sharing options...
sauerkraut Posted May 26, 2014 Share Posted May 26, 2014 If you've been around since start you should know the FotM keeps changing. What so different this time, what hurts so badly you can't take it anymore? Link to comment Share on other sites More sharing options...
howieloader Posted May 26, 2014 Share Posted May 26, 2014 This guy complains about literally everything... Link to comment Share on other sites More sharing options...
Cretinus Posted May 26, 2014 Author Share Posted May 26, 2014 If you've been around since start you should know the FotM keeps changing. What so different this time, what hurts so badly you can't take it anymore? It's not that this time it hurts more, but rather that I'm sick of this approach that there always has to be a fotm specc. After >1 year of fotm operative healers, I was naive enough to believe that things were now more even. But they're not. Juggs are more or less as fun destroying as operative healers used to be. Link to comment Share on other sites More sharing options...
Cretinus Posted May 26, 2014 Author Share Posted May 26, 2014 This guy complains about literally everything... You don't have to read it and you don't need to answer, if it doesn't bother you. Link to comment Share on other sites More sharing options...
AngusFTW Posted May 26, 2014 Share Posted May 26, 2014 vengeance/vigilance is yolo queue hero class Link to comment Share on other sites More sharing options...
TalantM Posted May 26, 2014 Share Posted May 26, 2014 it's not heal to full though, it's actually less than half their hp, and unless people are tagging them with weak crap (like dots) they should be going through a lot more hp than focused defense heals (roughly 1600 per trigger at 55.) Powerful, yes, buy by no means invincibility, sorcs and commando's and vanguards are all capable of replicating the effects with auto crit and instant cast heals, and vauguards can just use adrenalin rush and reactive shield for like 9 seconds of outright refusal to die, even against multiple targets Link to comment Share on other sites More sharing options...
AngusFTW Posted May 26, 2014 Share Posted May 26, 2014 its 2.2 non crit and like 3.5-4k crit ticks for me.. maybe you should augment Link to comment Share on other sites More sharing options...
TalantM Posted May 26, 2014 Share Posted May 26, 2014 I already have. I've seen it as high as 1900 per tick but only sub 55 while boilstered. Link to comment Share on other sites More sharing options...
Zoom_VI Posted May 26, 2014 Share Posted May 26, 2014 This guy complains about literally everything... Well no he just likes complaining about tanks from sunup to sundown every day. Apparently all the various means to work around a tank elude him Link to comment Share on other sites More sharing options...
MidichIorian Posted May 26, 2014 Share Posted May 26, 2014 (edited) Apparently all the various means to work around a tank elude himThe US or EU approach? Can't tank tunnel 6 people at the same time in a normal warzone BAZINGA! Edited May 26, 2014 by MidichIorian Link to comment Share on other sites More sharing options...
Sangrar Posted May 26, 2014 Share Posted May 26, 2014 BAZINGA! this post is the answer to everything. We must bow before its glory! Link to comment Share on other sites More sharing options...
Ansultares Posted May 26, 2014 Share Posted May 26, 2014 Must be server dependent. On my server, pubs tend to play healers, with a high number of vanguards...very annoying, and often very stale gameplay. Link to comment Share on other sites More sharing options...
Zoom_VI Posted May 27, 2014 Share Posted May 27, 2014 Must be server dependent. On my server, pubs tend to play healers, with a high number of vanguards...very annoying, and often very stale gameplay. Are you kidding me?? EVERYTHING IS BETTER WITH MOAR VANGUARDS Link to comment Share on other sites More sharing options...
sauerkraut Posted May 27, 2014 Share Posted May 27, 2014 Must be server dependent. On my server, pubs tend to play healers, with a high number of vanguards...very annoying, and often very stale gameplay. Every server I've played, same thing. I'd like to know if is there a server where PUBs are different? Link to comment Share on other sites More sharing options...
MotorCityMan Posted May 27, 2014 Share Posted May 27, 2014 Have to agree, the 6 juggs/guards in a warzone or 4 in an arena heal to full thing has gotten old. Should have never made it out of testlive and no excuse now why it's taking so long to fix. Link to comment Share on other sites More sharing options...
MCaliban Posted May 27, 2014 Share Posted May 27, 2014 They even guard each other. Guardception. Jugg A guards jugg B and jugg B guards jugg A. A takes 100 damage but 50 points of that goes to jugg B, but 25 points of that goes to jugg A, but 12 points of that goes to jugg B but 6 points of that goes to jugg A, but 3 points of that goes to jugg B, but 1 point of that goes to jugg A. That one point of damage hops back and forth between them - it can never go below 1 because all attacks that do damage will do at least 1 point of damage and it can never stop existing because guard machanics dictate that each one must take one-half of whatever damage is being dealt. They pop focused defense and every vanguard in the warzone suddenly explodes as they heal to full because vanguards are the new squish. Link to comment Share on other sites More sharing options...
Lanzend Posted May 27, 2014 Share Posted May 27, 2014 (edited) Guardception. Jugg A guards jugg B and jugg B guards jugg A. Um... You do know that's not possible, right? Edit: I see you're jk Edited May 27, 2014 by Lanzend Link to comment Share on other sites More sharing options...
Cretinus Posted May 27, 2014 Author Share Posted May 27, 2014 (edited) Guardception. Jugg A guards jugg B and jugg B guards jugg A.... Yeah, funny lesson in infinitesimal calculus. But seriously speaking: Jugg A under foucs -> jugg B guards jugg A. Focus switch to jugg B -> jugg A guards jugg B. Focus switch to whatever DPS: jugg A or jugg B guards DPS. Healer X is always guarded anyway, of course. By default. Teams getting away with less than 3-4 deaths overall are becoming more and more standard in WZs. Edited May 27, 2014 by Cretinus Link to comment Share on other sites More sharing options...
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