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Ascendant

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  1. Enrages are necessary given the rapidly regenerating resource pools of most DPS and healers. You cannot use healer or DPS "mana" depletion quite as easily as a mechanic. But Hard Enrages, i.e. just a timer that runs out and the boss one shots you, are really pretty lame.
  2. I've seen two possible solutions to the first problem: Solve South side first on every ring, or solve South side first on 2 and 3, North first on 1 and 4. We use the second scheme and it works. Twice we've run into the second bug where the consoles remain clickable, but the rings do not turn. Resetting once and doing it over again has always resulted in success.
  3. There are two kinds of "lockouts" from what we have seen. If you get locked out of the consoles and they are no longer clickable, you've solved in the incorrect order. If your consoles are clickable but the wheel doesn't turn when you click, you're experiencing what is probably a bug. I say it's probably a bug because resetting and doing the exact same order has always resulted in success for us when we run into this type of problem. If this is how they want the encounter to work, a little feedback might be cool to add. Like an "Incorrect Input" error message. Something vague, but to let people know its a mechanic and not a bug. This game has such a long history of quest objects incorrectly becoming non-interactable that it's very understandable that you would believe it to be bugged.
  4. They stated weeks ago that they are working on a new and improved alternative to it.
  5. Anyone ever get hit twice by a ball lightning while eating it? (I don't mean a zap and a hit, but two hits for the same amount of damage.)
  6. (\ For flashpoints/trash, I think one of the things that could be improved, without really unbalancing anything, would be to increase the range a bit on our AOE slash and make it 360 degrees rather than a frontal cone. The frontal cone thing is nice when you want to try and hold aggro on several mobs near a CC'd mob (just put it on your back and the slash won't hit it.) but it's ultimately a liability when often times mobs just don't want to stay in front of you. Also ranged DPS mobs are often spread apart far enough that Smash cannot hit them all.
  7. That's true I suppose. Our boss-tanking could probably use a little more differentiating from the other classes. But they have to be careful there. Having a little more annoyance with trash is one thing. But having problems with an actual boss is something else. Take something like Foreman Crusher who goes Mike Tyson on your tank every so often, or G4-B3 who stacks insane armor debuff. If an Assassin or Powertech was significantly harder to keep alive in those types of fights, people would just bring a Jugg regardless of how much trouble the trash was. Boss trumps trash, so they can't really make an Assassin have as much trouble with a boss as we have with a big pack of trash. Bioware's design seems to imply that we are supposed to be an uber-reliable boss tank that can pop powerful cooldowns when things go sideways so that we can pull it out of the fire and win. I'm not 100% sure if they are pulling that design philosophy off, since there are so few tank-centric encounters currently, but if they can make it work I'd gladly have powerful cooldowns in exchange for the ability to more easily dispatch the trash. EDIT: By the way, love the Pinkie Pie quote in your sig.
  8. Yeah there are a couple things. It's not super scientific, but it's certainly accurate enough to debunk the rumor that other tank classes do significantly more DPS in tank spec than we do. I don't really understand the problem with the multi-target threat, though. (Outside of flashpoints, anyway, where it is admittedly annoying.) It's basically a non-issue in Nightmare mode raids. When we're clearing trash we don't wait for me to get threat on a pack of mobs, I just grab the hardest hitting one and the DPS burn the rest. On other packs, we use CC. I've never run into a situation in a raid where I thought "If only I could hold more aggro on this pack of mobs, we would have been fine." I don't really think Bioware intends for Juggernauts to be strong multi-target tanks. And I'm okay with that. Not every tank class needs to be equally good at every single trash pull or raid encounter in the game. I think we need to move away from the WoW mentality where we are expected to have 8 mobs glued to us 24/7 through hell and high water no matter what the DPS do. Bioware hasn't given us the tools to pull that off, and since the mobs don't go and immediately one-shot the healer, it seems they've balanced the content with that in mind.
  9. /facepalm What has WoW done to people? You don't need an addon to get a rough DPS number. Toss raid buffs on someone. Go beat up a mob with a lot of health for 3 minutes. (A 3 minute cycle accounts for cooldowns). Divide the damage done by 180. Bam, DPS. We were using a 50 Champion mob on Ilum with 208k HP, but that wasn't enough for a 3 minute cycle. We figured out that beating on the level 38 world boss on Quesh gives you numbers that better approximate an actual level 50 raid boss, strangely enough. There doesn't seem to be a bonus to crit based on level difference like in WoW either. Anyway, it's not an accurate representation of actual raid DPS since you're standing still the whole time, but it's close enough, and more importantly, it doesn't favor one class over another. There's no way an Assassin who does just a little less damage than me on that world boss is going to go into a raid and somehow, by some strange miracle that cannot be quantified mathematically, do twice the damage.
  10. Yep. This game is actually remarkably balanced for PvE. But the forums are flooded with people spreading utter BS, rumors, and irrelevant lowbie opinions. All the DPS in our raid group are within about 10% of each other, a difference which can easily be chalked up to skill and gear differences. An Assassin tank in my guild who has less gear than my Jugg, does less damage than me, just about in the amount you'd expect given the gear difference. Our healers don't really have a preference as to which tank they'd rather heal either. This is all anecdotal of course, but at the end of the day Juggernauts are not at a significant disadvantage versus other tank classes. I'm sure there are balance changes that can be made, but to read this forum you'd think Juggernauts were completely useless. In fact, that's true of all the class forums. Apparently every AC is useless according to these forums.
  11. Bad design and needs to be fixed. There isn't even a guaranteed workaround depending on raid comp and who is alive at the end of a close kill.
  12. They are incompetent and/or gave up at like level 30 before hitting endgame? Sorry, but the bottom line is that Juggernauts work fantastically for Nightmare mode raiding. If you want to be in 4-mans forever, then yeah you're probably better off with a BH, but in the actual endgame it's pretty damn balanced. I don't lose aggro, I don't die, and I can pay attention to everything going on around me. All these "Waah waah Juggernauts suck" threads are getting old.
  13. I rarely Force Charge while tanking a boss, and I don't have any rage generation issues, so Battle Cry is double useless for me. I only put one point in to get to the next tier. Reduced CD on AOE taunt is also useless because I haven't AOE tanked anything since I stopped doing Flashpoints. The trash in EV is a joke and doesn't require a tank at all. I don't even bother trying to hold aggro seriously. Most of the trash in KP needs to be CC'd if you don't want to be cutting your wrists by the end of the night. For example, there are trash packs where there is a Hunter-Seeker Droid that summons a bunch of hard hitting Murder Droids if you don't burn it down ASAP. But the Technicans in the pack will spam it with ridiculous heals. In addition, the technicians will pretty much instantly break each other out of CC if they aren't both CC'd by the time combat starts. So AOE is pretty much irrelevant. I'll tank one big droid while the DPS burn the Hunter Seeker, then we'll kill the Techs. And then later on near Karagga where you have a turret, a big guy, and two little guys, I only tank the one big guy while the others get CC'd or burned down.
  14. In Nightmare modes, I've had zero problems with threat. Given a few seconds of threat lead on the boss, people just don't get pull the boss off of me. Of course if everyone blows cooldowns and starts doing their heavy hitters before you've gotten 3 abilities off, no spec is going to save you from getting the boss peeled off of you. Had a couple of our over-eager DPS pull that crap on our first shot at Nightmare Karagga the other night and I just let him kill the crap out of everyone. They learned their lesson and we killed him on our 2nd attempt.
  15. After taking a lesser geared Assassin tank to a world boss to check his DPS, I found that it was a little lower than mine. Just about as low as you'd expect given my gear advantage over him. I'm starting to think this "Waah waaah Assassins do a zillion DPS while tanking." thing is really just not true and is another one of the rumors that has cropped up because of the lack of a proper combat log. They have better AOE threat, but do you know how much AOE threat matters in raids right now? Zero. Unless my Assassin friend is a complete moron, or I'm some kind of god, it appears to me that Assassin tanks do the same crappy damage that we do. I have not had a chance to bring a Powertech out to the world boss to stopwatch his DPS over a 3 minute cycle yet, so I can't speak to that. My numbers for reference: Our mostly Rakata geared DPS tend to do between 1200 and 1300 DPS on the world boss in question over a 3 minute cycle (This accounts for cooldown usage and the lull between cooldowns.) I do around 550 DPS as a 31/10/0 Jugg Tank. My Assassin friend did 530 DPS. This isn't super scientific of course, but it's the fairest "DPS meter" we've been able to find in the game so far.
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