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Gorstog

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  1. But they would like to thank you for letting them know. Havent you received that canned worthless shiat response a dozen times or so by now? Seriously, just talk with your wallet. There are many other, much better MMO's out there. Wish i woulda canceled a week ago would have saved me 15 bucks.
  2. Pretty much spot on. Obviously, if the maurader ONLY uses his force smash on single targets and the jug is constantly using it on 2+ people overall the Jug will end up with lots more DPS. But all things being equal with the same player sitting behind the characters not only does marauder have better DPS they also have better baseline survivability over a Rage specced jug. Jugs do not get a 99% damage reduction. Jugs do not get invisibility (Vanish). Jugs do not get a long duration damage reflect/reduction. Jugs do not get a run speed boost. Marauders are a significantly better choice if you want to go the melee DPS route.
  3. Gorstog

    Jugg PvP

    Sorry, but Huttball is really not PvP. Jugs are powerful in Huttball and pretty much always have been. Intercede and Force Charge (and now double charge) give them superior mobility. They are not nearly as useful in the other 2 arena's or in world PvP.
  4. Honestly, Get the PVP gear and pull out the mods/enhancements. (If you want to keep your current look) Go buy some implants/earring off the AH. Player crafted ones are very good I think their slight loss of max HP for mitigation overall is better since spike damage is low (unless enrage happens) If you can find player crafted purples with Augment slots they are going to be better than most of your other purple gear A well geared PVE Jug should be sitting around: 17khp 45% armor 25% defense 40% shield 30% absorb
  5. The post is pretty spot on. But I do want to add to it a little: I think Immortal Jugs hit to weak. This could be due to game mechanics/long animation delays/itemization/Talent trees or a combination of all of them. But Immortal jugs at 50 consistently pull around 80-120k a match while other tank specced classes can pull significantly more. As it stands Immortal Jugs are pretty much at a loss fighting any class in equiv gear that can heal. The healing classes have far to much mitigation and survivability for a Jug to kill. They also output as much DPS as a Jug in an arena match while still being able to heal for 200k. Jugs might be able to protect for 50k but that means we basically died 3 times for our "healing" effect. I am not saying that guard does not have it's uses. I am just saying that jugs have some serious flaws that really detract from their fun and usefulness. They are definitely very very powerful in Huttball, and in one hallway in Voidstar but that's about it.
  6. Again, missing the point. A moving ranged can still put out DPS. A moving Marauder cannot put out DPS once he moves out of melee range. Ranged is never out of range. For many fights where marauders are glued to the boss they are scary DPS. It is not like this idea is something new. Every melee class on any MMO deals with this. Generally they make up for it by giving melee the higher sustained or burst DPS outputs.
  7. The problem stems from the fact that Immortal Jugs just hit to darn weak. We focus purely on doing DPS and we do about 1/3 the DPS of the DPS classes but only gain about 50% more threat. The math says that we are going to lose aggro. Tanking pretty much amounts to rotating your taunts on creatures to shut off hate generation for your allies during the duration of the taunts. And also setting guard on the ally who is most often pulling aggro (5% hate reduction can help). Other than that you are basically screwed since every single friggin boss fight is on a timer (Which is also really stupid) so you cannot have ppl go light DPS so you can build up a good amount of hate. The PVE, heck even the PVP in this game is so lazily put together I cannot call it anything other than pathetic. Hard mode = Creatures that have more HP and hit a little harder and rage after a period of time if you did not bring enough DPS. Real creative there guys.
  8. Thats not really true. There are to many fights were marauders cannot keep DPS on target as they have to move outside of melee range to avoid AE damage. Ranged classes can keep damaging while moving because they are never out of effective range. Honestly, if anything melee damage needs to be less bursty and significantly higher sustained damage to balance out this major drawback.
  9. This is an old topic. But yes. Jugs can choke w/o having to stand and channel if they are specced very deep in the tank tree (Meaning they do terrible DPS). It is one of our very few useful abilities. Prior to 1.1 patch if jugs had the 2 piece set bonus that gave 1 extra second duration on Force Choke we had to stand and channel for 1 second then we could move for the other 3 seconds. It has now been fixed and is again an instant ability that channels for 4 ticks w/o having to stop moving.
  10. It is OP. It was a stupid change. I said it was a stupid change weeks ago. Jugs are so UP in so many ways. Giving them one aspect in one arena to be OP will cause screams that Jugs are OP and cause them to be nerfed into oblivion. The Dev group on this game really have !clue about PvP. This is a big part of the reason this is my last month playing the game.
  11. Dunno, don't use her. I use a fully purpled out vette because I love her AE damage and her 4k crits. I do know for certain though that your pets cannot pull aggro by proximity. For example vette can be 20m back and a patrol mob can walk right through her and not aggro. However, her AE ability can aggro other groups if her cone fire hits them. Dunno if Jaesa has any cone shaped "ground" type attacks like Vette has.
  12. In every MMO I pick a melee/tank class. On SWTOR I am playing a jug as my primary class. Initially leveling up and running some PvP I felt there were some serious shortcomings for this class and being able to listen to my younger brother griping on vent about his marauder I believe it probably affects pretty much all melee. The main difficulty in any melee class is closing the distance and keeping the opponent within striking distance. In SWTOR this is difficult because each class has a vast assortment of CC abilities. An Immortal (tank) specced jug hits pretty weak. Jugs can hit hard if you itemize for STR and pick the generic Rage tree but you lose out on many of your useful CC abilities. For doing PVE you can speed things up with a well equipped Vette but must heal every fight due to being sub 50% on most occasions. And you have a real hard time if there are multiple "strong" creatures. Alternatively you can make yourself nearly unkillable by using your healing pet but you lose out on so much DPS that killing anything takes a very long time. In PvP arenas you are extremely useful playing huttball. Our ability to intercede and force leap can allow quick movement from the center to the goal line. Combined with decent mitigation CD abilities and several instant stuns we can generally Juggernaut our way to the goal line. In the other two arena's you feel sort of useless. You can keep your healer up and annoy the opponents healer but your DPS output is so abysmal they would be better off with a class that can actually CC and still DPS 300-500k or DPS 100+k and heal 200k+ a match. This frustration lead me to roll up a BH. I leveled the BH to 10 and started only doing arena matches. Right off the bat I pulled about 200k damage and around 30 kills and was second on the team overall. I then picked merc, gained a few abilities and started to consistently take top damage/kills spot. I now routinely have around 300k damage and 40 kills at level 12. The reason being the fact that this class is basically melee with a 90' long sword. You never ever stop hitting people through the entire match and really never have to stop moving. Honestly, at this point I really don't care a whole lot. This game has lost most of its charm after hitting 50. The PVE aspect really isn't that interesting and PvP is very unpolished and not well thought out. The Customer Service is mostly non-existent and either just removes your tickets w/o notice or provides a generic canned response. Since gear is far to easy to acquire and there are no real incentives in PvP I just don't see myself sticking around much longer. To the rest of you who may actually find this game fun. I do really hope they manage to "fix" the Jug class to be as useful or more useful in at least some situations other than just the ball carrier in Huttball.
  13. Well you are using 3 almost 4 generation old bottom of the top end cards in SLI and a CPU that is slower than an I3 sandy bridge You could always just upgrade to an I7 and drop a OC'ed 7970 in there like i did and get significantly more performance. But yeah... they need to do some serious optimization. But that still needs to occur AFTER they fix population imbalance.
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