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Juro_Khai

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  1. Bioware has been teasing this armor set ever since they introduced the game. And while many of these armor pieces are available in the game, I've never seen this exact chest piece, which looks to be a stripped-down version of the Rakata armor. Check out the pic at the URL below. https://www.mmoah.com/news/SWTOR-Update-6.0-Onslaught-Sith-Warriors-New-Set-Bonuses-And-Sith-Marauders-New-Ability Anyone know what the deal is?
  2. I felt disconnected from my character's role in the galaxy not long after hitting 50. Every class is subjected to the same generic daily questing, which limits the uniqueness of a class to visual aesthetics (i.e. "I shoot guns when I attack" or "I swing lightsabers when I attack"). My suggestion is to give classes back their roles in the galaxy that ended the moment they finished their class story, which can be done thusly: CLASS DAILY MISSIONS Create an NPC for each class that will offer a random mission once per day (from a total of perhaps 3-5 possibilities) that emphasizes the specialties of each class. Here are a few examples: *Bounty Hunters - They hunt bounties! How about missions that require them to track down a bounty and defeat them? *Smugglers - They smuggle! (Yes, you get it.) Create missions that require them to acquire and deliver "specialty goods". *Imperial Agents - Taking out priority targets and interrogating key members of the republic for vital information is what they were trained for. Surely they deserve a few missions to do just that. *Jedi Classes - Who is handling border disputes? Who is investigating spice smuggling cartels? Who is keeping the peace in a war-torn galaxy? Sign up the Jedi for this. When Bioware decided to take on a Star Wars title they were given one of the most fully-developed sci-fi universes, rich with detailed background. I personally think they have done a decent job of capturing the spirit of Star Wars in this game, but they've only skimmed the surface. I believe that giving each class a daily reminder of what their role is in the galaxy would be a perfect opportunity to bring the "Star-Wars-ness" to the next level while simultaneously providing enhanced gameplay.
  3. I originally posted this in the customer service forum and a representative told me to post here, so here it is: I went to complete the mission "A Lead" on Dromund Kaas and as soon as I click on the crate, I get the quest completion window. So I turn around to head for the spaceport and notice there's a timer on my screen. Apparently, there was a "bonus quest" to follow a droid to get the item I needed to complete the main event quest. Well since I had no idea where the droid was, I abandoned the quest to try to restart it. However, since it was a BONUS quest and the main quest auto-completed from me clicking on the box, there was no way for me to get that part of the quest back. I tried resetting the Grand Acquisition quest, but that did nothing. So all that running around and standing in line and waiting for others to complete the beginning parts of the quest were for nothing. What were the devs thinking? Put a necessary item on a bonus quest? One that can't be retried because the main quest that it comes from is completed before the bonus starts? Terrible, terrible implementation. I am sorely disappointed.
  4. I wouldn't call these opposing posts; all he did was explain how Marauders work. At no point did he say that Marauders are objectively better than DPS Juggernauts, although he certainly seemed to think they're better stylistically. That's the point I was trying to make. Go with which you think is better stylistically because that's where the rubber meets the road. Both classes will do within 5% DPS of each other. As far as he's saying Marauders have way better utility than Juggernauts, that's a bit of a hyperbole. Here are some things Juggs can do: -AoE snare with no cooldown -Intercede (One of the best PvP abilities IMO, and also very useful in certain PVE situations) -A 30-yard saber throw that builds 3 Rage -AoE and single-target taunts (Again, useful applications in both PvE and PvP) -The ability to switch into a stance on the fly that significantly reduces damage for as long as it's active -Instantly gain 6 Rage without incurring global cooldown every 60 seconds -FORCE PUSH!! -Most importantly for this discussion, they can reduce a target's armor value for the entire duration of a fight, providing a sustained increase in raid dps.
  5. This question has been asked to death; there are numerous threads on this already. To give you a brief, simple answer: play whichever class you like better. They both put out similar dps, just in very different ways. They both add utility. One offers choices in how to do damage, one offers an alternate role. Those who say Marauders >>> Juggernauts in DPS just don't know what they're talking about. I've seen their reasoning stem from things like, "well Marauders have 2 lightsabers so they MUST do more dps amirite??" and, "well Marauders can only dps so they must be better at it!!" It's never backed by hard numbers because hard numbers aren't easy to come by in a game that has no combat log. I can tell you honestly as a DPS Jugg who has cleared EV and KP on HM (take from that what you will) that Jugg DPS is totally legit. The best evidence that I can provide is during the Council fight in EV. I will drop my mob within a couple seconds of a Marauder (sometimes him first, sometimes me first). It'll be nice when we can lay this DPS myth about Juggs sucking to rest. Marauders offer short duration buffs that increase raid DPS and Juggs offer a stackable armor debuff to mobs/bosses that increase raid DPS, so it's a wash. Play whichever style will suit you better.
  6. It never ceases to amaze me that when a utility discussion between Jugg dps and Mara dps emerges, everyone forgets about Jugg's Sundering Assault. That's a 100% up-time armor reduction that stacks with other armor reduction abilities.
  7. 100% true, provided you are the only Jugg in the raid.
  8. All of these "this class does more dps than this class" posts are unqualified. No one can talk about DPS in a game that has no way of measuring DPS. "Hey, I can crit real high numbers!" is not the same thing as "I do great DPS". Council in EV is probably the best way to gauge one person's DPS over anothers at this time, since each DPS is fighting an exact copy of each other's targets. I am a Vengeance Jugg, and the last time I did EV with an equally geared and skilled Marauder, I finished off my target about 1 second before him. The time before that, he finished his off about 3 seconds before me. That's pretty damn close, and leads me to believe that BW's statement of "we want all DPS specs to be within 5% of one another" has been implemented in game. What Marauders bring that DPS Juggs can't is utility. They have a CC and one of the best DPS buffs in the game. Does that give them an edge? Sure. Does it mean they do more DPS? Not necessarily. Play whichever style suits you. If you want to DPS as a Jugg, you will be viable in that role.
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