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1.3 Juggernaut Changes


Powerrmongerr's Avatar


Powerrmongerr
06.28.2012 , 05:56 PM | #91
I would summarize the changes as follows:

1.)Fun aoe splash damage and knockback with crushing blow which might be useful for trash mobs and a few select flashpoint encounters (the kaon under siege trash mob "boss), but is utterly useless for end game single target tanking and represents a mere novelty unworthy of a 31 point talent.

2.)Single target threat boost that's entirely unnecessary (if you can't hold single target threat in this game with ANY tank, there's a gear or skill problem), and brings with it horrible nerfs to crushing blow and backhand (which seems like it's taken a 40% hit to damage).

3.)Backhand doesn't cost rage. Who cares? It's on a minute cooldown ... we needed another big hitting ability, not a damage nerf when we already had the lowest dps amongst tanks. And if you're that far up into immortal, you probably took revenge and sweeping whatever it is, which means you have zero rage problems. None at all. What you have is a ton of rage and nothing to spend it on but vicious slash, which by the way, now hits a single target for about as much as crushing blow.

4.)The change to single saber mastery hurts our white damage output, which sucks, as we do primarily white damage. What's even worse, we can't skip it because 3 of blade barricade's defense boosts have been moved to a dps tree skill. Yay. Six points to get the same benefit we got before with three. And don't tell me single saber mastery also gives us better aoe threat ... what good is aoe threat when our aoe damage abilities are so small in range? If you needed to tank a group, it could be managed with skill, plus good groups use cc on high level mobs anyway. Aoe threat improvements do nothing for end game tanking.

5.)The new smash ability is awesome. So. awesome. Even spending one point provides a huge benefit to aoe tanking and lets you get the armor debuff on a mob or single target up within the first few seconds. In fact, it's so great, it renders crushing blow redundant. Does the same thing, shorter cooldown, less rage, and basically the same damage PLUS it's pure yellow aoe damage, no need for five stacks to trigger.

6.)They fixed Sonic Barrier. I think. I'm really not sure. It's a useful ability. Too bad the skills that buff it (shortened cooldown, bleed) are in other skill tree(s).

CONCLUSION

The immortal tree is utterly and completely broken. You can go hybrid and pick up most of the tanking stuff, but the problem is that all the rage generators are high in the immortal tree ... the skill level required to tank with a hybrid spec is FAR greater because rage management is so much more difficult. If you're not getting your force scream, impale, or execute off as soon as they are off cooldown due to rage issues then you should have just stuck with immortal.

Sure, hybrid tanking is viable (and, frankly, better on paper), but we shouldn't pretend that it isn't EXTREMELY more difficult in certain areas ... particularly if you take impale and its four rage cost in an attempt to preserve some measure of dps. Basically with hybrid, if you don't know your rotations, you're going to be rage starved and ineffective a lot of the time. That's really the only downside to hybrid (as it does more damage and is actually tankier), but it's a big one. Given the low damage output in the immortal tree, and the difficulty of rage management if you go hybrid, I see effective juggernaut tanking as having a high barrier to entry at the moment.

Your two choices with 1.3 if you want to tank juggernaut are:

1.)A severely gimped (in terms of damage) immortal specced melee tank that has 1.3 buffed in useless areas, but which has no rage issues and possesses basically the exact same survivability as 1.2, or

2.)A hybrid tank that at least preserves, but probably improves, upon the damage output of a 1.2 immortal specced tank, has better survivability than a 1.3 immortal specced tank, but which is going to have a very high energy and skill requirement in terms of rage management.

These are not good choices.

Craxim's Avatar


Craxim
06.28.2012 , 06:09 PM | #92
Quote: Originally Posted by Powerrmongerr View Post
I would summarize the changes as follows:

1.)Fun aoe splash damage and knockback with crushing blow which might be useful for trash mobs and a few select flashpoint encounters (the kaon under siege trash mob "boss), but is utterly useless for end game single target tanking and represents a mere novelty unworthy of a 31 point talent.

2.)Single target threat boost that's entirely unnecessary (if you can't hold single target threat in this game with ANY tank, there's a gear or skill problem), and brings with it horrible nerfs to crushing blow and backhand (which seems like it's taken a 40% hit to damage).

3.)Backhand doesn't cost rage. Who cares? It's on a minute cooldown ... we needed another big hitting ability, not a damage nerf when we already had the lowest dps amongst tanks. And if you're that far up into immortal, you probably took revenge and sweeping whatever it is, which means you have zero rage problems. None at all. What you have is a ton of rage and nothing to spend it on but vicious slash, which by the way, now hits a single target for about as much as crushing blow.

4.)The change to single saber mastery hurts our white damage output, which sucks, as we do primarily white damage. What's even worse, we can't skip it because 3 of blade barricade's defense boosts have been moved to a dps tree skill. Yay. Six points to get the same benefit we got before with three. And don't tell me single saber mastery also gives us better aoe threat ... what good is aoe threat when our aoe damage abilities are so small in range? If you needed to tank a group, it could be managed with skill, plus good groups use cc on high level mobs anyway. Aoe threat improvements do nothing for end game tanking.

5.)The new smash ability is awesome. So. awesome. Even spending one point provides a huge benefit to aoe tanking and lets you get the armor debuff on a mob or single target up within the first few seconds. In fact, it's so great, it renders crushing blow redundant. Does the same thing, shorter cooldown, less rage, and basically the same damage PLUS it's pure yellow aoe damage, no need for five stacks to trigger.

6.)They fixed Sonic Barrier. I think. I'm really not sure. It's a useful ability. Too bad the skills that buff it (shortened cooldown, bleed) are in other skill tree(s).

CONCLUSION

The immortal tree is utterly and completely broken. You can go hybrid and pick up most of the tanking stuff, but the problem is that all the rage generators are high in the immortal tree ... the skill level required to tank with a hybrid spec is FAR greater because rage management is so much more difficult. If you're not getting your force scream, impale, or execute off as soon as they are off cooldown due to rage issues then you should have just stuck with immortal.

Sure, hybrid tanking is viable (and, frankly, better on paper), but we shouldn't pretend that it isn't EXTREMELY more difficult in certain areas ... particularly if you take impale and its four rage cost in an attempt to preserve some measure of dps. Basically with hybrid, if you don't know your rotations, you're going to be rage starved and ineffective a lot of the time. That's really the only downside to hybrid (as it does more damage and is actually tankier), but it's a big one. Given the low damage output in the immortal tree, and the difficulty of rage management if you go hybrid, I see effective juggernaut tanking as having a high barrier to entry at the moment.

Your two choices with 1.3 if you want to tank juggernaut are:

1.)A severely gimped (in terms of damage) immortal specced melee tank that has 1.3 buffed in useless areas, but which has no rage issues and possesses basically the exact same survivability as 1.2, or

2.)A hybrid tank that at least preserves, but probably improves, upon the damage output of a 1.2 immortal specced tank, has better survivability than a 1.3 immortal specced tank, but which is going to have a very high energy and skill requirement in terms of rage management.

These are not good choices.


You do not have better survivability as hybrid. That notion is ridiculous. Tank DPS shouldn't be required to beat any enrage currently in the game, the hybrid's better damage is pointless.
Aoroc Jugg Tank -||- Maul Tankasin

vandana_'s Avatar


vandana_
06.28.2012 , 06:09 PM | #93
Quote: Originally Posted by Powerrmongerr View Post
I would summarize the changes as follows:

1.)Fun aoe splash damage and knockback with crushing blow which might be useful for trash mobs and a few select flashpoint encounters (the kaon under siege trash mob "boss), but is utterly useless for end game single target tanking and represents a mere novelty unworthy of a 31 point talent.

2.)Single target threat boost that's entirely unnecessary (if you can't hold single target threat in this game with ANY tank, there's a gear or skill problem), and brings with it horrible nerfs to crushing blow and backhand (which seems like it's taken a 40% hit to damage).

3.)Backhand doesn't cost rage. Who cares? It's on a minute cooldown ... we needed another big hitting ability, not a damage nerf when we already had the lowest dps amongst tanks. And if you're that far up into immortal, you probably took revenge and sweeping whatever it is, which means you have zero rage problems. None at all. What you have is a ton of rage and nothing to spend it on but vicious slash, which by the way, now hits a single target for about as much as crushing blow.

4.)The change to single saber mastery hurts our white damage output, which sucks, as we do primarily white damage. What's even worse, we can't skip it because 3 of blade barricade's defense boosts have been moved to a dps tree skill. Yay. Six points to get the same benefit we got before with three. And don't tell me single saber mastery also gives us better aoe threat ... what good is aoe threat when our aoe damage abilities are so small in range? If you needed to tank a group, it could be managed with skill, plus good groups use cc on high level mobs anyway. Aoe threat improvements do nothing for end game tanking.

5.)The new smash ability is awesome. So. awesome. Even spending one point provides a huge benefit to aoe tanking and lets you get the armor debuff on a mob or single target up within the first few seconds. In fact, it's so great, it renders crushing blow redundant. Does the same thing, shorter cooldown, less rage, and basically the same damage PLUS it's pure yellow aoe damage, no need for five stacks to trigger.

6.)They fixed Sonic Barrier. I think. I'm really not sure. It's a useful ability. Too bad the skills that buff it (shortened cooldown, bleed) are in other skill tree(s).

CONCLUSION

The immortal tree is utterly and completely broken. You can go hybrid and pick up most of the tanking stuff, but the problem is that all the rage generators are high in the immortal tree ... the skill level required to tank with a hybrid spec is FAR greater because rage management is so much more difficult. If you're not getting your force scream, impale, or execute off as soon as they are off cooldown due to rage issues then you should have just stuck with immortal.

Sure, hybrid tanking is viable (and, frankly, better on paper), but we shouldn't pretend that it isn't EXTREMELY more difficult in certain areas ... particularly if you take impale and its four rage cost in an attempt to preserve some measure of dps. Basically with hybrid, if you don't know your rotations, you're going to be rage starved and ineffective a lot of the time. That's really the only downside to hybrid (as it does more damage and is actually tankier), but it's a big one. Given the low damage output in the immortal tree, and the difficulty of rage management if you go hybrid, I see effective juggernaut tanking as having a high barrier to entry at the moment.

Your two choices with 1.3 if you want to tank juggernaut are:

1.)A severely gimped (in terms of damage) immortal specced melee tank that has 1.3 buffed in useless areas, but which has no rage issues and possesses basically the exact same survivability as 1.2, or

2.)A hybrid tank that at least preserves, but probably improves, upon the damage output of a 1.2 immortal specced tank, has better survivability than a 1.3 immortal specced tank, but which is going to have a very high energy and skill requirement in terms of rage management.

These are not good choices.
Completely agree.

Most importantly, neither of those 2 choices are fun to play. Jugg went from satisfying and fun to play to broken and boring.
V'ox

vandana_'s Avatar


vandana_
06.28.2012 , 06:18 PM | #94
Quote: Originally Posted by Craxim View Post
You do not have better survivability as hybrid. That notion is ridiculous. Tank DPS shouldn't be required to beat any enrage currently in the game, the hybrid's better damage is pointless.
Well using your logic - if better damage isn't important, skills hitting diminishing returns and useless abilities from Immortal tree aren't important either. As you said before - we start to overgear the current content anyway. Also why do you say you don't have better survivability in hybrid - do you have any logs to prove it? I already tanked EC HM in it and had no issues whatsoever. You have to be careful with rage which, frankly, makes things somewhat interesting in comparison to current Immortal idiot-mode.

That being said, both those specs are broken ATM, hybrid is unintended and immortal is a joke. Boring, broken, testament to incompetence and listening to moaning crowds.
V'ox

Craxim's Avatar


Craxim
06.28.2012 , 07:22 PM | #95
Quote: Originally Posted by vandana_ View Post
Well using your logic - if better damage isn't important, skills hitting diminishing returns and useless abilities from Immortal tree aren't important either. As you said before - we start to overgear the current content anyway. Also why do you say you don't have better survivability in hybrid - do you have any logs to prove it? I already tanked EC HM in it and had no issues whatsoever. You have to be careful with rage which, frankly, makes things somewhat interesting in comparison to current Immortal idiot-mode.

That being said, both those specs are broken ATM, hybrid is unintended and immortal is a joke. Boring, broken, testament to incompetence and listening to moaning crowds.
You tanking in HM EC doesn't mean it has better survivability. Define which skills hit DR please?
Aoroc Jugg Tank -||- Maul Tankasin

Sykomyke's Avatar


Sykomyke
06.29.2012 , 02:54 AM | #96
Quote: Originally Posted by BanetheDarkLord View Post
^ This ^

A good question because even though Chilling Scream being free is nice, its not worth alone 2 points in the Immortal tree.
Well, I agree with a lot of points in this thread. (I think Immortal has been curb-stomped by the devs for some unknown reason) However, the new chilling scream talent, while it looks underwhelming, is very very VERY useful for PvP.

Previously it reduced the force cost of backhand and chilling scream to 1 and 0 respectively. Now backhand is a free skill, and chilling scream is still free with the talent.

The difference is you now have chilling scream trigger 1/2 the global cooldown it did before. This is HUGE. HUGE.

Anything that disrespects or alters the GCD is pure gold in MMO's. Now for every 2 chilling screams you throw out in a fight (be it PvP or PvE, though PvP will see far more mileage) you are gaining a global cooldown you didn't in 1.2.

Assuming that in a 10 second period in 1.2 you were attacking enemies constantly you had 10 moves with the very first and 9th move being used by chilling scream to keep your enemies slowed. That left you 8 attacks to deal damage with.

Now after 1.3, using the same amount of time you will have 11 moves in a 10 second period. Effectively gaining one GCD to attack with. Since we can't presume what your damage is based upon skill usage, buffs, gear, etc. We can only assume that one GCD is equal to another in terms of raw DPS.

In laymens terms: It theoretically gives you a 9% increase in overall damage if you choose this talent.
"I find your lack of faith disturbing."
Sith Empire

vandana_'s Avatar


vandana_
06.29.2012 , 10:01 AM | #97
Quote: Originally Posted by Craxim View Post
You tanking in HM EC doesn't mean it has better survivability.
Well, your statement that it's ridiculous to think so doesn't mean it does not have it.

Lets see the defensive skills in both trees.
Immortal:
- Shield specialization: 4% Shield chance
- Dark Blood: Endure pain 5 seconds longer and 4% less elemental/internal damage
Vengeance:
- Unstoppable: 20% less damage for 4 seconds after Force Charge
- Deafening Defense: 4% less damage from all sources + 15% using Enraged Defense
- all damage increasing skills cause higher bubble values from Sonic Barrier, most notably Dreadnaught and even Savagery if you want to go for it. Vengeance lets you bubble more often.

I would say that Immortal is more flexible (you can't get Deafening Defense if you want Shield Specialization so you are left without 4% damage reduction for elemental/internal damage enemies). But better? If so, slightly and only on Firebrand & Stormcaller where you need that flexibility. Field respec is in the game now so respec for this particular fight is not a problem. Besides, there is still a question - is 4% shield chance or 4% all damage reduction + more absorption from bubble better? I'd agree that shield chance but nothing gamebreaking (there is still that 15% Enrage Defense + Taunt cooldown which is completely stupid but quite effective).

Quote:
Define which skills hit DR please?
I shouldn't have said DR. My point is you have skills that are effectively useless because of how much rage and sunder stacks they generate if you take them all which you will have to do in Immortal spec from the lack of other options. So you are putting points that can be used more effectively (for single target mobs) there. Eg. Crushing Fist and Improved Sundering Assault let you apply 5 stacks of Sunder Armor without using Crushing Blow (did I mention that CB is useless?). all abilities reducing rage cost + free Backhand + Sweeping Fury cause you never to be rage starved... At this point you start spamming Vicious Slash because there is nothing better to spend this rage on. Is spamming Vicious Slash a compelling rotation to you?

Let me also ask you a question. What is your point? Are you trying to prove that Immortal is the way to go because of arguably better defense than hybrid? In the end you may be right but that doesn't change the fact that vengeance is still viable and to say it's ridiculous to say it has better defense should be backed with some logs.

You have also said it's unnecessary to go hybrid. Well I hate new Immortal and CB especially so much that I refuse to play it.

The only way to go for a serious endgame tank right now is to roll Assassin/Powertech because Juggernaut is broken in any spec you want to play it.
V'ox

TSDx's Avatar


TSDx
06.29.2012 , 10:52 AM | #98
This was a nerf pure and simple. I agree with one of the posters above. This patch does nothing to help Juggernauts on single target Ops encounters. I was easily holding single target aggro before on any encounter, and I'm easily holding single target aggro now. Benefit? 0. EC is a 2 tank operation. CC to stun some of the champions, and a second tank to pick up some of the small fries renders any boost to AoE aggro a moot point. Not to mention a high end DPS is STILL going to rip on those extra adds. Benefit in raids is 0. Benefit in PvP is -42215643653267 squared.

I can't begin to describe how retarded this was. Threat issues? Gee how about you just make guard syphon 10-20% of the threat generated by the recipient to the tank and forgo all the ridiculous and unneeded nerfs that provided me with 0 benefit?

Armor debuffs no longer stack, making the change to smash useless on single target encounters, and even worse in raids.

Bioware went in the wrong direction with these changes.

Harey's Avatar


Harey
06.29.2012 , 11:30 AM | #99
Quote: Originally Posted by Craxim View Post
You do not have better survivability as hybrid. That notion is ridiculous. Tank DPS shouldn't be required to beat any enrage currently in the game, the hybrid's better damage is pointless.
While enjoying most of your posts i'm confused about the statement above.

The only talents a hybrid 18/23 build can not get are shield specialisation and inner peace , they are i.m.o. fairly weak talents to begin with and the trade off you get in a hybrid spec more than makes up for them.

Shield Specialisation is a good skill to have when your leveling/still upgrading most of your gear - once your mostly blackhole you will have more than enough points in shielding to make it a fairly pointless investment

Inner Peace is one of the worst talents high up on any of the tanking trees , a pitiful 4 percent from internal and elemental damage.

In comparison a hybrid tank build gets a great skill in commanding awe - a flat 4 percent reduction from all types of damage and a 15 percent damage reduction every 45 seconds( this works fairly well in conjunction with taunt and the flat agro increase of 1.3 )

On top of that a hybrid can produce faster blade baricades than a pure 31pt defence build.

I just don't understand how you are maintaining that the 31pt defence build has actually more survivability .

The only real problem with the Hybrid is occasional focus starvation if you mess up your attacks , but as you seem to profess that a tank does not need to do any real dps this should not be problem.

This post is not an attack and i'm sorry if it comes across as such , I personally hate the animation for overhead slash and would gladly respec back into a full 31pt defence build but the top tiers of the defence tree are extremely poor and i.m.o next to useless in comparison to the options available in the other trees.

I'd also dispute that patch 1.3 has improved the overall tanking experience , the flat agro increase has i.m.o only succeeded in dumbing down the overall skill level required ( not much was needed before but its even less now )

Sorry for the guardian terms in a Sith Forum but i'm at work and i couldn't remember the sith talents.

Craxim's Avatar


Craxim
06.29.2012 , 12:03 PM | #100
Quote: Originally Posted by Harey View Post
While enjoying most of your posts i'm confused about the statement above.

The only talents a hybrid 18/23 build can not get are shield specialisation and inner peace , they are i.m.o. fairly weak talents to begin with and the trade off you get in a hybrid spec more than makes up for them.

Shield Specialisation is a good skill to have when your leveling/still upgrading most of your gear - once your mostly blackhole you will have more than enough points in shielding to make it a fairly pointless investment

Inner Peace is one of the worst talents high up on any of the tanking trees , a pitiful 4 percent from internal and elemental damage.

In comparison a hybrid tank build gets a great skill in commanding awe - a flat 4 percent reduction from all types of damage and a 15 percent damage reduction every 45 seconds( this works fairly well in conjunction with taunt and the flat agro increase of 1.3 )

On top of that a hybrid can produce faster blade baricades than a pure 31pt defence build.

I just don't understand how you are maintaining that the 31pt defence build has actually more survivability .

The only real problem with the Hybrid is occasional focus starvation if you mess up your attacks , but as you seem to profess that a tank does not need to do any real dps this should not be problem.

This post is not an attack and i'm sorry if it comes across as such , I personally hate the animation for overhead slash and would gladly respec back into a full 31pt defence build but the top tiers of the defence tree are extremely poor and i.m.o next to useless in comparison to the options available in the other trees.

I'd also dispute that patch 1.3 has improved the overall tanking experience , the flat agro increase has i.m.o only succeeded in dumbing down the overall skill level required ( not much was needed before but its even less now )

Sorry for the guardian terms in a Sith Forum but i'm at work and i couldn't remember the sith talents.
Shield Spec is way better than you think it is, 4% shield + 4% internal and elemental is just as good as 4% flat damage reduction, especially when you factor in your absorb rating. The 15% damage reduction from the CD is unnecessary as Juggs/Guards already have good CD's and your healers shouldn't need you to be using that off CD.

You can produce Sonic Barriers slightly faster, but the damage it mitigates is very very minimal over a fight as long as HM Kephiss. The only real problem with hybrid is the main problem with hybrid, it is hard to manage rage, and the damage you gain shouldn't be necessary for your raid.

Hybrid: Same or very close to the same survivability as Immortal, hard to manage rage, unnecessary damage increase.

Immortal: Easy to manage rage, AoE Crushing Blow, same or close to the same survivability as Hybrid, lower damage that doesn't matter because you're a tank.

What's the point in going hybrid? It's unnecessary, and since most likely BW will eventually change the Immortal spec to be the "be all end all" tanking spec as it should've been from 1.0, it's best to get used to it in my opinion.

If someone wants to play hybrid, I say go for it, but don't pretend it's better than Immortal, and don't pretend it's necessary as it was in 1.0. Not that you are, I'm just saying in general.
Aoroc Jugg Tank -||- Maul Tankasin