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Fix LOLSLAM Juggs / Knights

STAR WARS: The Old Republic > English > PvP
Fix LOLSLAM Juggs / Knights

copasetic's Avatar


copasetic
02.03.2012 , 01:16 PM | #61
Quote: Originally Posted by Treplos View Post
Does it matter if they are a tank or not? One class got nerfed for bursting for that much, but it's ok for other classes to do it. Ok lol. At least you bring other things to the table.
Operative/Scoundrel burst could only be countered by one ability: your CC breaker. There was no other way to avoid it.

If this was on cooldown, you're guaranteed to be dead/nearly dead against a geared Operative/Scoundrel. You can't see when their burst is coming because they are stealthed.

Juggernaut/Guardian burst can be countered by SEVERAL different methods that aren't based on one single ability.

- CC them
- Knockback
- Run away. Their Smash/Sweep animation is very buggy and often will completely miss moving targets
- Pop your defensive CD when they use Smash/Sweep and take anywhere between 0-2k dmg depending on CD and laugh as the Jugg/Guardian has to spend another 10-30 seconds building charges again

There's 4 perfectly viable methods of avoiding Guardian/Juggernaut burst.

jdnyc's Avatar


jdnyc
02.03.2012 , 01:17 PM | #62
The funny thing is they didn't just lower the damage for the OP/Scoundrel. The also decreased the amount of resolve of ability generation. You hit 700 doing the same rotation of CC that you did before over 1000 (maxing resolve.) But I guess we only look at damage numbers and not CC elements of a heavy CC/utility class. But w/e.

vindianajones's Avatar


vindianajones
02.03.2012 , 01:23 PM | #63
Quote: Originally Posted by Treplos View Post
Does it matter if they are a tank or not? One class got nerfed for bursting for that much, but it's ok for other classes to do it. Ok lol. At least you bring other things to the table.
The one burst skill they have is not the same as what Operatives had. I still don't think Operatives needed a nerf, but they can still burst and DPS more and in a shorter period of time than a Sweep-bomb Guardian/Jugg. They have that one situational/conditional skill that can hit for a lot (assuming adrenals/relics popped and all skills used at the right time, in the right order, and without being CC'ed, avoided), but their follow up attacks are not on par with what a Scoundrel/Operative can put out.

It's not like we can just run around spamming Force Sweep and get tons of kills. You have to build the ability up and a lot of players will avoid it, or they won't get hit to due to lag if they're moving, or we don't have the 3-minute surge adrenal up and it hits for 25% less, or plenty of other things. This is why I don't like it when other classes call for nerfs on something that they don't play. Unless you have a lot of information and have researched the class in question, basing it off of one ability, one player, a few select situations or a PvP video in which the creator surely posted only their best clips, it's not useful to the discussion.

Kolbenito's Avatar


Kolbenito
02.03.2012 , 01:29 PM | #64
Rage/Focus Juggs have a pattern for when they are going to use Smash/Force Sweep.

Look for stacks of
http://www.torhead.com/ability/93kzlR7/shockwave
http://www.torhead.com/ability/c6KPeec/singularity

Spam the 99 ways to stop a melee and focus them down, never take a crit Smash again.
Kolbe - Sith Juggernaut - Jung Ma RP-PVP
Kolben - Vanguard - Jung Ma RP-PVP

Hydrolix's Avatar


Hydrolix
02.03.2012 , 01:31 PM | #65
You don't nerf a skill solely on the basis that it hits hard. You nerf a skill because it hits TOO hard AND no one can defend it.

If this move is easily defensible, then no nerf is needed. The high dam is the reward for being able to successfully pull it off.

TiTaNsFaN's Avatar


TiTaNsFaN
02.03.2012 , 01:37 PM | #66
Quote: Originally Posted by Hydrolix View Post
You don't nerf a skill solely on the basis that it hits hard. You nerf a skill because it hits TOO hard AND no one can defend it.

If this move is easily defensible, then no nerf is needed. The high dam is the reward for being able to successfully pull it off.
Tell that to an operative.

pherball's Avatar


pherball
02.03.2012 , 01:37 PM | #67
Quote: Originally Posted by Gregory-IRL-Bria View Post
They had 1 ability nerfed to 20% damage.

Id hardly call that a "Class nerf"
20% damage reduction and 40% nerf to armor penetration.

I have guildies that are still hitting 6-7k on Slam. With the way the combat flag works, saying the Slam spec takes any amount of time/skill to setup is laughable. If you're not hitting that hard, then you're not min/max on gear, and not stacking buffs --- like all SM/Ops did to hit the higher numbers. A good crit for me on a Scoundel is in the 4k's on SF post-nerf.
Nekura [Scoundrel]

RedKremlin's Avatar


RedKremlin
02.03.2012 , 01:41 PM | #68
i just want every class nerfed that i'm not playing, that way i always win, oh, and full battlemaster while i'm at it. and a puppy

TiTaNsFaN's Avatar


TiTaNsFaN
02.03.2012 , 01:42 PM | #69
Quote: Originally Posted by pherball View Post
20% damage reduction and 40% nerf to armor penetration.

I have guildies that are still hitting 6-7k on Slam. With the way the combat flag works, saying the Slam spec takes any amount of time/skill to setup is laughable. If you're not hitting that hard, then you're not min/max on gear, and not stacking buffs --- like all SM/Ops did to hit the higher numbers. A good crit for me on a Scoundel is in the 4k's on SF post-nerf.
^Oh look, someone who isn't completely delusional.

Gregory-IRL-Bria's Avatar


Gregory-IRL-Bria
02.03.2012 , 01:42 PM | #70
Quote: Originally Posted by TiTaNsFaN View Post
Tell that to an operative.
You must of failed to read anything he just wrote.

An operative backstab is not Easily defensible