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Thealon

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  • Interests
    MMORPG, Photography
  • Occupation
    Softwaretester (ISTQB)
  1. Just a side note ... the dps in my guild already broke the 2000 dps ... some of them even got more than 2100 dps Even our Vengeance Juggernauts do about 1950 dps while tank Juggernauts are still somewhere below 700.
  2. The game is out now more than 1 year and we are at patch 1.6.x and still, no option to turn off / move away this stupid red error messages !!!
  3. I am waiting for an option to remove, disable or simply move this red text since ONE YEAR now. This would be by far the biggest improvement in enyoing the game to me!!!
  4. I agree with you, increasing the dmg (or just give us back the 3% dmg increase that was taken off us with last changes to Juggernaut class) and "fixing" the crushing blow would help a lot if not even solve our threat problems. There are many ways, I just pointed out some alternatives. There are other options too and I dont care much on what way they go to fix it as long as they are caring about it. Tank classes are different ... so I know that an Assassin tank for example can easy deal about 50% more dmg than a Juggernaut (bouth in full tank mode). I really love my Juggernaut and I could not play an other tank. I will also go on playing and tanking with him regardless of the difficulties I find on my way. For your example of the dreadguards, acually thats not really true as this is one of the easiest fighs agro wise as only the two on the sides can be tanked at the beginning and only the one in the middle gets killed first so only healing agro to keep up with and thats no problem (well, there are some bugs, more to that later). Other fights like Denova Toth and Zorn or TfB the first one or Kepesh in there too requires a lot of tank swaps where I dont want to taunt to keep threat because of risking to not have it rdy when the mecanics require a swap. Also there are some fights with agro dumps where you have to use taunt on and in the hectic of a fight I dont want to rsik having my taunt on cooldown here either. Further on there are some serious agro bugs in the game at the moment that seriously needs to be fixed. As an example the final boss in TfB hardmode in the second phase always agros our healers within the first 30 seconds of that fight even if we taunt he turns back as soon as the seconds of tauntlock runs out. And thats even with not healing at all (and there is no way a healer could pull agro from me normally on a single target and yes, in the third phase hes swaping agro on every hit but not on the second phase and after the 30 secs its stable again) ... Or in Denova hardmode on Firebrand on Stormcaller I was tanking Stormcaller when a DPS of our Ops got agro from him ... this DPS was hitting Firebrand and for sure to far away from Stormcaller to hit him ...
  5. You guys are aware of that you can't use taunts in your regular rotation (on operation bosses that is) because the boss fights are designed that you need to do tankswaps? That means you need to save your single target taunt (which is on a 15 sec cooldown) for that moment otherwise it will be on cooldown. So you need to save your single target taunt leaves an area taunt that is often a bad idea because it would also pull agro from things the other tank is taking and also has a 45 sec cooldown. That basically means if you time it right you can use a taunt close to the start of a fight but after that you have to work without taunts and save them only for the designed tank swaps. Also even after a tankswap and taunting for that, our dps that pulls out 1800+ dps very often tend to pull agro again (and yes, thats also with using them their agro dump on cooldown). DPSers do about 1800+ dps. Tanks (Jugg) do about 500+ dps (thats with campaign hilt and full campaign gear) plus the agro increase on our stance (doubles threat generated by dmg) and some of our abilities leaves us at about 1400+ threat per second if we are lucky. ... see the gap? Even with the 30% threat increase on taunt (when we do a tankswap for example) the dps can catch up very fast. IMO there would be needed some (re)work on the final ability of the immortal tree (they should set it back to what it was before the last changes ... increase the dmg again and remove the area effect as in ops its useless as mobs are cced anyway) and/or lower the cooldown on our taunts.
  6. YES I really like it like it is. Sure there is space for improvement (and there will be) but I already like it.
  7. Hoping for an option to switch that red text off once they bring in the customizable GUI.
  8. /bump I am also looking for an option to get rid of that stupid red messages ....
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