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Carlenux
10.02.2012 , 04:44 PM | #42
let me Answer this real quick, specially u panda lol, cus your thread makes almost no sense, as well as of the answers are wrong...

from all the 3 tanks... juggs have best debuff BY FAR, armor reduction... not all raid groups have a merc, or a jugg dps, so yeah just from having a Jugg tank (wich as ppl say miss some dps compared to other tanks, max 50-100 if u are rly that bad)... u make dps win atleast 150 each + 15-30 from healing dps and like 50 from tanks... so your debuff itself gives more Raid Dps than tanks...

Resource: jugg tank have a better resource, because after 15-20 secs a jugg tank would be at max rage just to save up some attacks / use attacks on CD, while Ssin tanks have to wait for force to regen and PT gets overheated... so in a burn phase // push phase Juggs beat them.

spells u say u are missing: stealth, useless.. Pull uselss (kephess fight bomber? u can jump to bomber, move around and push, prob take same time the grapple takes, force push is faster).. force speed, is a ssin attack to correct the fact they cant jump.. out of combat CC, no one cares for a tank... range skill limited to 10M unless ssin use recklessness, so... pointless, if u at 10m might as well be at 3, so...
Pts: jump, both have... Higher dmg, they limited by their Heat, u can spam dmg, they cant, they get overheated, they suck, you spam attack, u can get rage quick in 3 secs...
Reason why PT/ssin do more dmg, is bcause its force/tech less mitigated than melee, not required to have acc... thats why Jugg tanks have around 4-6 spells that generate higher threat.

AoE tank ability: your sunderarmor + Crush blow gives targets Armor red, as well as smash give 4 to each one.. so, u just givine 150 dps + to all AoE going on, while other tanks give less Acc / less dmg, wich is more useful for tanks than dps.

CDs: assassins depend on the dark ward, if they dont have it, they squishy, require tank swap.. fights like kephess (dual weilrd quick attack) can be a pain for Sssins they lose charges quickly... Force shroud OP spell, just last few secs, i dont know what else they have, something that incraese their Def a bit i believe, nothing to special, but good... Self heals, is just what they need to survive their Low armor.

Pts: Oil thing, 20% less acc, is nothing u can rly test, might or might not work, as well as force/tech is not affected so... fights like TFB last boss, u can oil w/e u want, pointless... Kolto overload 5k heal, nothing impressive, Sin tanks beat in self heal.. shield: 25% dmg red, decent, nothing big.

Juggs: Endure pain: good used EP (at 20k more hp in an incoming burn phase) will put u around 30-35k hp depending on how high u are, wich is 10-15k less heal your healer have to do, cus if they ar egood, they know healing over your actual health is pointless since it will go down, so EP well used is a 10-15k heal, learn that.
Invincible: 40% less dmg, insane
Saber ward: on a good Jugg thats 80% defense chance to avoid 100% MELEE and RANGED dmg (it does work for melee, tooltip is wrong, shows ranged just bcause Juggs can dodge/parry, its 100% fact it refflect melee).
so u choose, 10k heal... 40% less dmg... 80% chance to be unhittable for 12-15 secs... wich CDs are better? mmm... you can plus to this that u get +3% defense on talent (3% less defense uc an stack on shield/hp) as well as your Scream gives you a shield (prob around 3k-6k absorb dmg, modified by gear) while PTs have a 10% absorb, wich depends on shield chance after all... so i preffer a absorb shield every 12 secs, and a 3% + defense on all fight, than 10% of the less useful Tank stack(after a solid 50%, note: +10% absorb on PTs doesnt count towards Soft cap, so they can reach 60%+).

for Ops tanks: u have AoE stun with smash on weaks... Threatening scream AoE CC... Backhand stun.. Choke Stun... Jump stun... Push stun + extra jump... Saber throw... jugg tanks have a finisher (vicious slash) thing PTs dont have, Sins do...... Jugg tanks have an unique tanking skill called Interced. good tanks while offtanking, can use to Avoid group dmg + can be used as a self jump to adjust position, i want to see another tank being able to jump 30 yds to a group member to avoid something...

Dont take me wrong, i am a big fan of Jugg tank, but i do like others, PTs are rly interesting, and sins seem like alot of fun... i am one of those that believe every dps/tank/heal class is balanced, bcause my guild have cleared all content in world Ranks record time... with all 3 tanks all 3 heals all possible dps, incluiding Carnage/ani mara... Marks/leth sniper... lighting/mad sorc ... Jugg dps... both PT spec... only thing missing is merc fire spec, for obvious reasons... have not used a sin dps tbh, but they one of highest so no one complains... have use Op dps (one of the best)... so as far as pve all rly Balanced on all roles, theres always a diff Best dps in mox, depending on fight, tanks work perfect each fight.. Heals top mox depends on fight as well...