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Ruan

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  1. I hope you're joking, those numbers are huge for a Guardian. OP, what kind of gear are you sporting to achieve that?
  2. I am posting my serious disappointment with the Changes to juggernauts in 1.1.0 and the subsequent lack of changes. What was done did not improve what was lacking in this class and only exacerbated our only strength: carrying the ball in Huttball. Here are the changes we got: Now, I can't complain about the reduced Endure Pain cooldown. It helps survivability a lot in all situations. But, the real problems with the Juggernaut are: Static and boring DPS rotation in PvE, and subjectively low DPS. Low damage in PvP. Let's address the Vengence DPS rotation first. It goes something like this: Sundering Assault Shatter > Impale > Force Scream > Force Charge > Smash = Assault Shatter > Impale > Force Scream > Force Charge > Smash = Assault Go to 1 * Enrage if rage starved (infrequent) * Ravage if rage starved (rare). Note: I know that cancelling ravage after 2 ticks is a small DPS increase, it's small and it's a bug that will probably be addressed. That is seriously boring and feels like a game of whack-a-mole where you just use the highest damage ability that is available. There is little reward for good play and little penalty for bad play; I think in a 2 minute explanation I could have another player doing 90% of my DPS. The most interesting part is running out to Force Charge for rage & free Force Screams. We don't have any unique DPS cooldowns to manage. I wish we could have a more interesting rotation. Fixes I'd like to see? Well first off make the rotation more interesting. Buff Ravage so it's a strong enough attack to warrant a place in the rotation and rooting myself for 3 seconds, maybe give it a significant damage increase against targets for each bleed effect present (incentive for those bleed talents). Savage Kick and Pommel strike currently do not even win a place on my hotbars because they don't work on Gold or stronger mobs or players - why would I want a huge burst damage move that is only useful on the weakest enemies? To get them into the rotation get rid of one (pommel strike because it makes no sense to hit someone with my pommel when I could use the blade) and open the other up to all targets and change the requirement to a bleed effect. Give it a low rage cost and a good damage increase under some interesting circumstances, perhaps ravage grants a stacking buff. Lastly I'd like one good DPS cooldown to manage, something like a temporary armor penetration buff, allowing us to really pour on the DPS for PvE burn phases and actually burst when it's important in PvP. The same suggestions in bullet form: Give ravage a significant damage increase per each bleed effect on the target (up to 3). Combine Savage Kick and Pommel Strike (preferably by removing Pommel Strike). Open Savage Kick up to all enemies and alter the requirement to a bleed effect so it can work on bosses. Have Ravage apply a stacking buff to Savage Kick to make it worthwhile to use both moves appropriately. Give us one unique DPS cooldown to manage, such as a temporary armor penetration buff. These kinds of changes will help put distance between an average and exceptional DPS Juggernaut. PvP damage. I'm well aware that lacking even a combat log any observation can be called subjective, but I think we have a pretty good case anyway. Simply, I have almost complete Champion gear (9.6x% expertise) and the remaining gear loadout is high quality modded gear and mixed normal/hard raid loot. My three big hits crit for at most around 2k. I'm vengence of course and a lot of people PvP as Rage but honestly Rage is a one trick pony. Yes you can seriously pressure a team with a huge smash crit but single target attacks are actually weaker than Vengence. So, outside of Rage-spec Smash (which I acknowledge is cool) nothing we do crits for much more than 2,000 damage. Meanwhile every ranged class strikes me for 2500-4000 crits while I wear heavy armor - looking at you Tracer Missile. Not only do my primary attacks deal comparatively little damage, I have to build rage with the even weaker Sundering Assault. What it comes down to is that regardless of who I am fighting, I slowly wear down their HP whereas under attack from about anyone else they would be in immediate danger. Now the change to Force Push + Force Charge? I'm surprised the PvP forum isn't flooded in the tears from QQ'ers over this. I think the intended use of this in the devs' minds was that we could use Force Push as an on-demand stun and be able to charge, this not denying ourselves uptime on our target. It's a reasonable idea, and I have been able to make use of it sometimes. Realistically though, in a game where PvP is objective based doing this will just take us away from the objective; under no circumstance do I want to remove myself from the Alderaan Turrets or doors in Voidstar. Where is this change absolutely ridiculous though? Huttball. I apologize to all my Juggernaut comrades but I must reveal this. From mid I can grab the ball, walk 20 steps to the middle ramp and charge someone on the upper catwalk. Then I Force Push them into their own endzone and charge them again. Certainly you can counter this by not going up there but really, one Juggernaut should not render a significant part of the map unavailable. The change took our already impressive mobility and pushed it into the stratosphere. IMO this change should be reverted and we should just get an on-demand stun, which doesn't also require us to immobilize ourself, baseline. My preferred solution is to grant non-channeled Force Choke baseline.
  3. Gather the hell out of everything you see with your gathering skill Only craft green quality items, and only enough to level up your crafting skill. Sell excess green mats on the GTN. Do enough missions to keep your mission skill relevant to your character level. Sell all those blue and purple mats you aren't using.
  4. Supposedly they all come randomly from UWT missions. So start scouring the GTN and/or spamming level 15 UWT missions.
  5. Start naming them, I expect to see all 1000.
  6. Dual spec is necssary. Just remember next time you are spamming general chat for an hour for a tank/healer for your flashpoint, there's someone out there who doesn't want to pay en exhorbitant respec cost to make your group complete.
  7. The minute BioWare decided to lock the rating mod into artifact items, they should have ensured that equal mods are available. Further to that, mods don't help those who actually like these armor skins. Which is another point addressed by my sugestions. Nor do dropping mods get us any further from Emmanual's "boot farming" problem.
  8. Well that went down fast. WTB itemization forum.
  9. Let BioWare know you support custom gear (and other suggestions) I like to look the way that I choose. Currently in-game for my Juggernaut this means a crimson robe with hood down, heavy plated boots and gloves and a partial face mask re-breather thing. I look like a Sith. I'm happy with this. I'm level 49. As I look ahead to end-game gear progression options, one thing becomes perfectly clear: BioWare is going to decide how I look and I will look just like every other Sith Warrior in the galaxy. I'm going to try to be as clear as possible for BioWare's sake: I do not want to wear the ugly end game armor sets you have created. http://i242.photobucket.com/albums/ff24/Ruanur/SWTOR/WarriorPvP.jpg http://i242.photobucket.com/albums/ff24/Ruanur/SWTOR/WarriorPvE.jpg http://i242.photobucket.com/albums/ff24/Ruanur/SWTOR/InquisitorPvP.jpg http://i242.photobucket.com/albums/ff24/Ruanur/SWTOR/InquisitorPvE.jpg http://i242.photobucket.com/albums/ff24/Ruanur/SWTOR/BountyHunterPvP.jpg http://i242.photobucket.com/albums/ff24/Ruanur/SWTOR/BountyHunterPvE.jpg http://i242.photobucket.com/albums/ff24/Ruanur/SWTOR/AgentPvP.jpg http://i242.photobucket.com/albums/ff24/Ruanur/SWTOR/AgentPvE.jpg Note: There are three seperate tiers of each armor set, but they re-use the same model with a different colour scheme. BioWare's stance on modding was most recently expressed by Emmanuel Lusinchi, and while the original post was lost in the forum wipe, it has been judiciously copied to several 3rd party sites, here is the text in full: http://www.darthhater.com/articles/swtor-news/19766-item-modding-clarifications Significant part quoted here: This is currently not possible in-game. There are no equivalent mods available to compare with the inherent stats of the top-tier artifact quality gear. The other significant part of Emmanuel's post is this: The specific problem with Emmanuel's posited scenario could have been fixed by adding an item slow requirement to top-tier mods. Instead the entire moddable gear system was neutered. So on to my specific requests in regards to item modding: Restore complete modding potential to all top-tier visible armor pieces and weapons. Add slot restrictions to top-tier armorings to prevent aforementioned "boot farming." Make equivalent mods available from the same content, either via a token which grants either a "boot" or "boot armoring" or by dropping said armorings from the same boss. Add a non-removeable flag to certain item modifications if you don't want players breaking down boots for more boot mods. This ensures that any player who actually likes this armor, can keep it current to the next tier(s) of content while anyone who choose to customize their look has the freedom to do so. I also have some tertiary suggestions to help out certain crafting professions. Remove "armoring" schematics from Cybertech, Cybertech does too much already. Add strength and willpower armorings to Synthweaving, and add aim and cunning armorings to Armormech. Drop the distinction between tanking and DPS armorings, give them equal amounts of primary stat and allow primary stat diversity to rely more strongly on the "modification" slot. Add a non-removeable flag to certain item modifications to create demand for crafted mods; mostly quest rewards since they essentially are free. Nerf certain quest reward item modifications to make player crafted mods more appealing. This gives every crafting profession something with saleable value in a custom gear environment. The changes to armorings more reflect their base purpose of upgrading item ratings, and the increase in distinction for modifications gives a little back to Cybertech. How it stands: Cybertech: Earpieces, Starship Upgrades, All Armorings, All Modifications, BoP Speeders, Non-Combat Pets Synthweaving: Force Armor Armormech: Tech Armor Artifice: Colour Crystals, Hilts, Shields/Generators, Enhancements Armstech: Blasters, Vibroswords, Viborknives, Barrels My proposal: Cybertech: Earpieces, Starship Upgrades, All Modifications, BoP Speeders, Non-Combat Pets Synthweaving: Force Armor, Force Armorings Armormech: Tech Armor, Tech Armorings Artifice: Colour Crystals, Hilts, Shields/Generators, Enhancements Armstech: Blasters, Vibroswords, Viborknives/Scatterguns, Barrels
  10. Getting purple schematics IS needlessly frustrating. I've been trying to get a purple Resolve Hilt 22 for DAYS, I've wasted probably 100 Lorrdian Gemstones on this one recipe which is only useful between level 49 and flashpoint drops. I don't even have to hope for an appropriate prefix...
  11. This is sad but true, you get more out of being an idiot in this warzone than winning it. Just now I queued with my friends, personally scored twice, assisted 3/4 of the other goals, made & received passes which led to scoring and got ONE medal (for protection). On the other hand this morning I queued solo and got put into a losing match with idiots who ran the ball to their own side... farmed kills and finished with 7 medals.
  12. I agree with the OP in that I would like to know. But even more so I want RNG taken out of it completely, I'm throwing Grade 6 mats down the drain right now trying to learn a stubborn hilt schematic and it's frustrating to no end.
  13. Explain how to do that when all routes to the end zone contain fire?
  14. To be clear I don't want any professions nerfed but honestly if you compare it to Artifice or Synthweaving or Armstech or Armormech from which you get literally nothing once you get some Operation gear, yes it is over powered. Something > nothing.
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