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(Guardians / Juggs) Flavor of the month now!

STAR WARS: The Old Republic > English > PvP
(Guardians / Juggs) Flavor of the month now!

asilos's Avatar


asilos
01.31.2012 , 11:55 AM | #31
Quote: Originally Posted by VertisReaper View Post
Yes, please nerf op juggs with 22k hp and 10k burst (6k sweep + 4k storm). They are more OP than operatives. They also are immune to CC and have 2 4-5 sec stuns and aoe stun and aoe slow, . Also they can jump all over the map while taking no damage because of their million defensive CDs - all the while making their entire team take 30-80% less damage
No one with 22k hp is critting force sweeps and blade storms for that much.

High hp = defense/endurance stats... Not surge/crits.
They didn't invent armors that have high end/str high crit/surge
...Defense stats = defense spec...If it says defense you can bet it has alot of health with it too. Again... no 6k criticals here.

Quit combining every jugg/guard that you've ever seen.

It's worth noting that the juggs/guards with 20k+ hps ARE the ones who are stun locking you and your whole team to ****, though. Force choke/stasis with proper spec become instant cast, 2 additional stuns are added in the defense trees, if classes truly mirror. 1 stun from force leap, with proper spec, and hilt strike, if proper spec. You can increase the duration of the force leap stun by 1 second, in the focus tree of guardian/jugg.

These all take precious points and your damage output is laughable. Highest crit while defense spec rare gets over 3.5k, and if you'd been reading thus far... thats needing yet another 3-5 stacks of another skill (sunder armor) to even do that!
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WolfVG's Avatar


WolfVG
01.31.2012 , 11:58 AM | #32
That 14/27/0 build is the best I have found for PvP, if you enrage (you need the rage to do this) force jump - Impale - Force scream - Smash followed by ravage and hope you get some damage.

This is best done with a 1 V 1 situation. I found that I can take out unprepared players with lesser gear then myself down to almost full health (squish players work best) equally geared players I get there attention but really not much of a threat, better geared players forget about it.

Keeping in mind this is all you got as far as DPS, typically you have one shot at it during your lifespan and a lot of factors have to go into this rotation. Your not a full tank as with full Immortal setup, your not as squishy as the full rage setup (with higher DPS) your middle ground.

As far as PvP this is the best I can do with my tank, and considering how it plays out best on players that do not know there class well and with lesser gear, Tanks still need some work.
Wolf
The Durmanhoth Clan
Death comes for us all, if you're not DC it just comes sooner!

Barzarel's Avatar


Barzarel
01.31.2012 , 12:02 PM | #33
Quote: Originally Posted by Bakarn View Post
The stun lock in this case is.. uh.. Force Choke.

Yeah. I know. It's funny isn't it.
What surprises me if how a battle geared operative wouldn't have torn him more or less to pieces with hidden strike, already on opening less the juggernaut was high in expertise, considering for the scenario he talked about to happen, the juggernaut had to been rage/vengeance and used rotation.

Force push>force choke>force charge>smash>Obliterate>force scream>vicious throw i imagine. OR Force choke>Force push>force charge>smash>obliterate>force scream>vicious throw.

Force choke being the CC.

Unstoppable

Passive
Rank 0/2
Requires 10 points in vengeance

Force charge has 50% chance to grant unstopppable, reducing damage taken by 20%and granting immunity to interrupts and all crowd controlling for 4 sec.

Must be the CC immunity OP talked about, but since force choke would have ended by then i am not sure why you not move at this point or try move around, since less he paid 2 points into Stagger in rage for 1sec extra immobolize, which btw would likely contribute you giving you a full resolve bar, you shouldn't be stunned any longer at this point, or better yet interrupt his smash coming.

What did damage was smash critical from Dominate Talent in Rage, but since he doesn't have force crush because he obviously picked unstoppable, he could only have built 1stack of Shockwave which would make damage look like.

Smash(damage + base crit/surge multiplier +25% damage). If it was interrupted the whole smash damage would been Canceld out and smash on cooldown, plus all the built up lost till a opening for charge or force choke was up again, force push having 1min CD. with his spec, force choke having 50min if he specced into Ravager, and force charge needing the distance, and have a small to medium cool down.

Quote: Originally Posted by WolfVG View Post
That 14/27/0 build is the best I have found for PvP, if you enrage (you need the rage to do this) force jump - Impale - Force scream - Smash followed by ravage and hope you get some damage.

This is best done with a 1 V 1 situation. I found that I can take out unprepared players with lesser gear then myself down to almost full health (squish players work best) equally geared players I get there attention but really not much of a threat, better geared players forget about it.

Keeping in mind this is all you got as far as DPS, typically you have one shot at it during your lifespan and a lot of factors have to go into this rotation. Your not a full tank as with full Immortal setup, your not as squishy as the full rage setup (with higher DPS) your middle ground.

As far as PvP this is the best I can do with my tank, and considering how it plays out best on players that do not know there class well and with lesser gear, Tanks still need some work.
which whole problem with rage built the OP faced, if the smash get interrupted all core damage that was meant to land dies with it. While Rage has nice Burst its not as consistent damage as Vengeance, you have to be more less lucky the opponent doesn't know when to clip your wings

Chesterinex's Avatar


Chesterinex
01.31.2012 , 12:48 PM | #34
ROFL. Operative troll spam.
Tracer Missile
Tracer Misslie
Tracer Missile
Tracer Missile
Tracer Missile

Sorry, but Mercs/Troop and Sorc/Sage will still be fotm based off of current sub 50 pvp. I see very few well played Jugs/Guards, the rest just rage quit.

Dee-Jay's Avatar


Dee-Jay
01.31.2012 , 12:52 PM | #35
Looks like OP encountered a Vengeance/Vigilance specced Guardian.

Those are few and far between and their prowess has nothing to do with patch 1.1.1.


And there's a good reason why so few people opt to play one. Aside from the "Unstoppable" talent, Vengeance really doesn't have much going for it.

Echuu-Shen-Jon's Avatar


Echuu-Shen-Jon
01.31.2012 , 12:55 PM | #36
Played a Juggernaut since release can't say that I personally favour speccing for damage over my current build 34/0/7 Im a tank and will stay a tank so thats backhand plus force choke so I can attack and 2 second stun on force charge