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Juggernaut suggestions for our Representative

STAR WARS: The Old Republic > English > Classes > Guardian / Juggernaut
Juggernaut suggestions for our Representative

Marb's Avatar


Marb
08.04.2013 , 08:19 PM | #91
Quote: Originally Posted by arkitip View Post
This is the point I was trying to make earlier, and the questions you've formed are along the lines of what I was thinking.

The only thing I could add to the Vengeance question is that not only is the spec reliant on the Rampage proc, it also doesn't have a spammable ability that procs it like Mercs and PTs do with Barrage and PPA while maintaining a lower proc rate than either of those abilities as well.
I understand where you were coming from.

And in UncleOst's defense, a brief reference to one or two proposed changes wouldn't be out of the question, as long as they could be brief and made to flow as part of the overall question, without launching into links to paragraphs and dot points of "what you should do to fix it".

There is a similar thing happening in the guard forum where there are no actual questions being put forth for group review. Also I don't want to give the impression that I am trying to muscle in on the actual class reps job, I am just getting concerned that we are not putting forth questions. The sniper's have already submitted their 3.
Harbinger

Icebergy's Avatar


Icebergy
08.04.2013 , 10:08 PM | #92
Quote: Originally Posted by UncleOst View Post
Can we get our guard and jug reps to collaborate? We need to start a new official "3 concerns list" in a new thread.




Edit:

I've thrown our two big concerns over to the guardian thread.

Topic 1... Rampage revamp
Topic 2... Enraged defense revamp for each tree.

Topic 3, I had left that open for possible synergies with guards, for the general quality of life improvements will of course benefit us all. Please post ideas for topic 3 with them as well, for the time to collaborate is NOW. Thanks.
Knock back defense for tanking is more important than either of those, imo.
Unsubscribed due to no new Operations.
I am happy that there will be a renewed focus on story, I love story, its why I picked this MMO. But I picked an MMO, not an episodic single player RPG that I have to pay a subscription to receive the episodes.

AGSThomas's Avatar


AGSThomas
08.05.2013 , 09:31 AM | #93
Juggernauts need an offensive cooldown. Just 1. I got reminded of this last night when we were doing HM Styrak. The enrage timer begins after the beast goes down for the first time. So my raid leader calls out "save your offensive cooldowns until after the beast is down" and all I can ask is, "What If my class has NO offensive cooldowns?"

My suggestion is to give us something small, maybe just a boost to % damage when we hit Enrage, now we will have plenty of fury and some limited time to use it in. Perfect, I think.
Medïvh - Deception Assassin (PvP DPS)
Dïomedes - Vengeance Juggernaut (PvP DPS)
Server: 5 Prophecies

ArenCordial's Avatar


ArenCordial
08.05.2013 , 10:16 PM | #94
Quote: Originally Posted by AGSThomas View Post
Juggernauts need an offensive cooldown. Just 1. I got reminded of this last night when we were doing HM Styrak. The enrage timer begins after the beast goes down for the first time. So my raid leader calls out "save your offensive cooldowns until after the beast is down" and all I can ask is, "What If my class has NO offensive cooldowns?"

My suggestion is to give us something small, maybe just a boost to % damage when we hit Enrage, now we will have plenty of fury and some limited time to use it in. Perfect, I think.
Offensive cooldowns don't just mean class abilities. For most classes its relics and adrenals, which everyone can use.

UncleOst's Avatar


UncleOst
08.06.2013 , 08:12 AM | #95
Quote: Originally Posted by Marb View Post
I understand where you were coming from.

And in UncleOst's defense, a brief reference to one or two proposed changes wouldn't be out of the question, as long as they could be brief and made to flow as part of the overall question, without launching into links to paragraphs and dot points of "what you should do to fix it".

There is a similar thing happening in the guard forum where there are no actual questions being put forth for group review. Also I don't want to give the impression that I am trying to muscle in on the actual class reps job, I am just getting concerned that we are not putting forth questions. The sniper's have already submitted their 3.
By all means, I encourage you to continue with this train of thought!

I appreciate your offer of assistance, and ask for an updated version of our questions. With great thanks, I respect any mention of proposed specifics and expect your best!!!

Please include brief specifics on:

1. Vengeance Rampage and Seething Hatred revamps.

2. Enraged Defense revamps, intrinsic to each tree.

AGSThomas's Avatar


AGSThomas
08.06.2013 , 02:23 PM | #96
Quote: Originally Posted by ArenCordial View Post
Offensive cooldowns don't just mean class abilities. For most classes its relics and adrenals, which everyone can use.
This is not true at all. Marauders have one, a raid wide one at that. Snipers have one that makes their next snipe a automatic crit. Sorcs and Assassin have one that makes their next 2 force attacks crit. Mercs have an ability that makes their next ability free and instant cast, and one that makes the next 2 casts free heat to use. I'm sure there are more I'm missing. Juggs have 0
Medïvh - Deception Assassin (PvP DPS)
Dïomedes - Vengeance Juggernaut (PvP DPS)
Server: 5 Prophecies

ssfish's Avatar


ssfish
08.06.2013 , 06:16 PM | #97
Quote: Originally Posted by AGSThomas View Post
This is not true at all. Marauders have one, a raid wide one at that. Snipers have one that makes their next snipe a automatic crit. Sorcs and Assassin have one that makes their next 2 force attacks crit. Mercs have an ability that makes their next ability free and instant cast, and one that makes the next 2 casts free heat to use. I'm sure there are more I'm missing. Juggs have 0
It is 100% true. It's just a different truth than what you are trying to point out.
Lift

Marb's Avatar


Marb
08.06.2013 , 09:50 PM | #98
I like the idea of an offensive cooldown, but I would be wary of adding any more buttons. Ability bloat is already a bit too much. Some players like lots of different buttons, but the designer in me can't help but see the redundancies. I think the idea behind enrage is that our damage is so enmeshed with our resource that it was envisioned as a dps cooldown in a way, but it doesn't really feel like it.

Seeing unload on my powertech class trainer just makes me facepalm, just as an example of thoughtless ability distribution.
Harbinger

Luckygunslinger's Avatar


Luckygunslinger
08.07.2013 , 06:08 AM | #99
Quote: Originally Posted by Icebergy View Post
Knock back defense for tanking is more important than either of those, imo.
Knock back defense? Not an issue in PVE. For adds, sure, it's annoying, but it doesn't kill you. For Ops bosses? Doesn't matter again. As for PVP, just run a Hybrid because it doesn't matter.

Luckygunslinger's Avatar


Luckygunslinger
08.07.2013 , 06:14 AM | #100
Quote: Originally Posted by AGSThomas View Post
This is not true at all. Marauders have one, a raid wide one at that. Snipers have one that makes their next snipe a automatic crit. Sorcs and Assassin have one that makes their next 2 force attacks crit. Mercs have an ability that makes their next ability free and instant cast, and one that makes the next 2 casts free heat to use. I'm sure there are more I'm missing. Juggs have 0
We don't NEED an offensive cooldown. Sure it would be nice. But you just said. Marauders get a raid wide one, so, why bothering to give more? :P If we get the Marauder one, it's one less thing to click and manage.