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DanBlaster

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  1. not to mention that i am at a 1500 rating on the leaderboards.. when i am much higiher
  2. You still suck at class balancing biofail
  3. Just the fact that half their utilities they have for guar/jug are completely useless and are just filler to add to the tree.
  4. Some of my utility ideas, basically the jug is suppose to be able to face tank damage and not die under 20 seconds. How much survivability merc have shpuld be same as jugs imo.
  5. Payback: Reduces the cooldown of Unleash by 30 seconds and causes Unleash to heal you for 30% of your maximum health when used. With an additional 10 second passive "brawn" to be activated once use. Warmonger: Getting attacked reduces the active cooldown of force charge by 1 second. This effect cannot occur more than once every 1.5 seconds. Each force charge grants will heal you for 3% of your maximum health. Unyielding: You generate 4 rage when stunned, immobilized, put to sleep, or knocked around. Additionally awhile stunned you take 30% less damage. Overwhelm: Ravage immobilizes the target for the duration of the ability and Increase Ravage damage by 5%. Path carver: Sweeping slash deals 50% more damage and hinders movement speed by 50% for 5 seconds. Unstoppable: Force Charge grants Unstoppable, granting immunity to movement impairing effects and effects that push or pull you around for 4 seconds. additionally increases damage reduction for 10% for the duration of Unstoppable. Unshackling Rage: Activating Enrage purges movement impairing effects and increases your movement speed by 50% for 6 seconds. awhile activated you're immune to movement impairing effects. Masterful Oppressor: Force Charge, Crushing Blow, Impale, Obliterate, Intercede, and Mad Dash grant Oppressor, which makes your next chilling scream cost no rage and activate with a 0.5 second global cooldown. Chilling Scream increases the movement speed of all allies within 8 meters, excluding yourself, by 50% for 8 seconds. Crushing Fist: For the Immortal discipline, smash slows the targets it damagers by 60% for 10 seconds. For the Vengeance and Rage disciplines, Smash and Vengeful Slam increase damage reduction by 10% for 4 seconds and increase meter range by 3. Sonic Wall: Threatening Scream protects all allies within range, granting Sonic Wall, which absorbs a large amount of damage. Lasts 15 seconds and reduces cooldown by 15 seconds. Strangulate: Reduces the cooldown of force choke by 15 seconds and requires no channeling. Seething Hatred: When you exit combat, the active cooldowns of Saber reflect, Endure pain, and saberward are reduced by 10%. Heroic Intimidating Presence: Force Charge finishes the cooldown on Disruption. In addition, Saber Reflect lasts 3 seconds longer, and while Soresu form is active, generates a high amount of threat on all engaged enemies within 30 meters when activated. can reflect melee base single attack during activation of saber reflect. hrough Passion: Reduces the cooldown of Enraged Defense by 30 seconds. additionally increasing amount of charges to 30 awhile increasing damage that consume rage by 15%, Intercessor: Reduces the cooldown of Intercede by 5 seconds and reduces the threat and damage taken by an additional 25% each for the friendly target of Intercede. Consuming Rage: Enraged Defense removes all cleansable effects when activated and increase maximum health by 45% instead of 30% Through Power: Endure Pain increases your movement speed by 80% and grants immunity to movement impairing effects while active. Through Victory: Mad Dash can be used while immobilized and purges movement impairing effects when activated. Additionally reduce the cool down by 20 seconds and increase damage reduction by 10% for 8 seconds seconds during activation.
  6. So instead of buffing "Enraged Defenses" which is a cheap off brand compare to merc's kolto overload, you guys took away veng's aoe passive? Instead of making "saber reflect" able to deflect all types of single attacks, unlike the merc's reflect bubble that can deflect everything without a cap and heal nonetheless. You guys make a utility that basically gives us the same passive we were already getting? Awhile not adding any additional effects beside 30% DR for tanks (why not for all specs?). So now we have to give up a utility for something we already had awhile still being squishy in 4v4 rank matches? Let me tell you what happens to dps jug in rank matches coming from someone who main it this season and was able to get top 5 as well. If you dare initiate the charge you will get stun lock, follow with 2 choices of either breaking, at the risk getting cc again and poping few dcds or tank it out with "enraged defenses" that literally last for 3 second and barely recover any damage with it piss poor scaling in power. Then you can get netted awhile reaolve is full, so good luck kiting or dealing any damage awhile getting annihilated. It's just sad i had my hopes up for 5.5 and 5.6 with the talk of dps/utility changes. Should of known better than believing in Biofail. P.S Merc's and snipers are still going be the best classes in the game when it comes to pvp , this barely put a dent in their classes.
  7. https://gyazo.com/2fece585019230baa1b6c41b1b3da4dd here some motivation for you fellow dps jug's, keep on grinding.
  8. https://i.gyazo.com/2fece585019230baa1b6c41b1b3da4dd.png Dps jug's damage is right where it needs to be imo, just the utilities need a big buff to help with it's out of date DCD's. though getting to gold as a dps jug is possible.
  9. this pretty much sums it all up. I have been playing jug since season 7, have gotten up in the 1600 rating in season 8 and in the mid 1400's in season 9 purely as a dps jug (toggling from rage/veng). if you don't know how to; kite, delay charge, disengage, and deal with classes like merc/sniper you're going to have a bad time in rank. personally I only do it, because I can't be bother re-rolled a new toon and i have invested everything on my jug. even with the patch that is coming, we are still not going see any real improvement to main issue with jugs. we might get better dps numbers , but we will still melt. not sure what tank jugs are going to do with piercing chill being nerf, without that they lack the dps. in my opinion jug's damage performance is just fine, the things that need tweaking are the dcd's and the utilities. reflect is a 1 minute cool down that activates for 3 seconds only reflect certain types of attack with it's damage cap to 40k per a person. endure pain increases maximum health by 30% for 10 seconds, saber ward is just a bad version of mara's saber ward with a 3 minute cool down and 12 seconds of activation. then you have enrage defense which gives you 15 charges of health, every time you take damage you use a charge and gain about 6500 health (248 gear) and it can increase with relic procs to 8k. though this doesn't help much when you're in a cc stun lock and those 15 charges of health go away instantaneously and have to wait for 2 minutes for it to come back off cool down. only disengage is mad dash which is a 45 second cool down that takes you flying 25 meter any direction, but if you're rooted/cc it will stop you in your track unless you take the utility to purge roots/movement impairment. other ways to disengage would be utilizing mad force charge and intercede. creating distance on purpose, to avoid damage from the enemy, but doesn't really matter since most classes have 30 meter attacks. this what I think needs adjustment reflect=5 second activation, 1 minute cool down, no damage cap- utility (gives it 2 extra seconds making it 7). endure pain=45% increase of health for 20 seconds- (tank would get the same, but 30 second like they still do) saber ward=instead of 2 seconds of "blade tuning" make it 5, also with cc immunity upon activation for 12 seconds. enrage defenses= 30 charges with the passive "brawn" granting cc immunity and 20% damage reduction until the end of it's activation or charges. mad dash= 30 meter distances, with speed increase of 50% for 5 seconds and damage reduction increase by 20%. this is some ideas that i just came up on the spot, but the purpose of a "JUGGERNAUT" is they're suppose be hard to kill and giving them vanish/stealth would just make a copy/paste of every other class that does it. so giving them passives that give them short period of damage reduction boost and cc immunity would help the dps spec alot in my opinion.
  10. 100% agree with you. they could make some slight adjustment to the current dcds we have like; making endure pain 20 seconds, enraged defense has it own built in saber ward mechanic increase time to 15 seconds with 20 charges, our saber ward could be something like marauder giving us cc immunity awhile being 100% protection from certain attacks, mad dash doing 25 meters instead of 20 also giving a cc immunity for like 3 seconds with a 20% damage reduction on top of that for the short period of time with a 50% speed boost and reflect being every 30/45 seconds instead of a minute, also removing the damage cap on it awhile being able to reflect all types of single type attacks. some stuff i just came up with on the spot, idea give us more options to disengage without being rooted/cc to death. adjustment to some current utility would be nice, most of the juggernaut's option are just straight useless and from what i can tell they were just being lazy when it came to that for this class.
  11. yea I highly doubt anyone can get in the 2k+ just solely doing dps as a jug, skank tank is defiantly the way to go until we get a buff.
  12. Last season I was able get my dps jug from 1200 rating to 1690 and that was from about 600 games of total. Trust me do not play dps jug in ranked, you're just asking to get trolled and flame especially when you die under 30 seconds of the match. I don't care how extremely skilled you're at jug you will still die quickly and you're leaving your team a person short as well. But this is how i went about it last season if you're still interested. regarding the dps specs veng is the best viable option jug has when it comes to rank; due to it's invulnerability when you force charge, which comes with a 20% damage reduction as well, simple and powerful rotation. The utility I personally pick are warmonger (force charge literally your only way to disengage, beside from intercede of course), overwhelm (root players), pooled hatred (not sure if this was fix for veng, it would waste the damage increase on dots instead of the actual attack), unshackling rage (speed boost and immunity to movement impairing every 30 seconds), strangulate (faster this is off cd the better), war bringer (best attack in your rotation use it whenever it's proc), through victory (another way to create some distance, leap to a target or intercede to a friend as well 15 seconds off the timer as well), intimidating presence ( 5 second reflect is to good to pass up). dcd rotation I use reflect+endure pain (once I know I'm being attack, which will be 95% of the time once you leap in). warzone adrenal (once reflect is gone). warzone medpack (use it within the last few seconds of endure pain, you will gain additional health with this). enrage defense+saber ward (as soon enrage defense is available use it with saber ward.) you don't want to wait to long to use endure pain when you first initiate. most likely, once you go in the whole team will be ready to jump on you and you will lose a lot of health quickly. this is why i tend to use endure pain right when i pounce in and i know they're targeting me. warzone adrenal is obviously to keep that extra health up before you lose it all within those 10 seconds you have it and the med pack is use with endure pain, because of the extra health you receive from the boost of endure pain. enrage defense goes by quickly and easily can be burst through, so that why i use saber ward on top of that to keep my health at full as long as possible. I don't think chilling scream is good in ranked just for the fact you can easily break your teammate's CC on a player, most of the time you will be kiting or engaging in little later awhile the team has tunnel vision on you. if you have a good group up of players that know how to cc properly, interrupt and focus you can win matches just going to take a lot more effort in doing so.
  13. quite annoying that there is a massive clipping issue regarding; mounts, armor, weapons, and hair in this game when it been out since 2011. some of the most expensive armor sets in the game have terrible clipping issues, that just an eye sore to even wear during the cut scenes. some examples would be; tulak, revan reborn, sith recluse, darth malgus and the list goes on and on. pieces on armor sets that should be 3D models instead of static image that was stitch on, hair that clips through everything, sabers (that just clip through your arms/robes/etc.), swords & rifles that clip through your back, mounts where your weapon or robes are clipping through as well. only way i can think they will finally address the issue, rather to ignore it year after year is to start creating more and more threads regarding "clipping". they do look at these threads, and try to prioritize what needs to be implemented or fix in the game. so if you want to see change, copy & paste the title [clipping] (date) and spread awareness among the community our voice will be heard.
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