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Game Update 3.0 Class Changes: Guardian + Juggernaut

STAR WARS: The Old Republic > English > General Discussion
Game Update 3.0 Class Changes: Guardian + Juggernaut
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Vodamin's Avatar


Vodamin
11.20.2014 , 04:11 PM | #61
Quote: Originally Posted by Santonius View Post
I love how none of you know how this game works. I'll clear it up for you guys.

In PVE
All classes start off with 90% melee/ranged accuracy and 100% force/tech accuracy. Even when you get your accuracy to 100% in PVE, all operations bosses have 10% defence, so in essence, your accuracy will be reduced back down to 90% melee/ranged and 100% force/tech.
This is not true. You confidence is funny tho.

Ashuranrx's Avatar


Ashuranrx
11.20.2014 , 04:14 PM | #62
Quote: Originally Posted by TezMoney View Post
CC break and ED breaks stuns. It's not impossible to kite a jug, but its about as close as one can get.
Actually, a good Jug may just be impossible to kite. They have:

- Cooldown reduction on Force Charge. Force Charge cooldown is effectively 9s if he is constantly being hit (Doted).

- Endure, the Jug version Hydraulic Override. 10s for DPS spec. 20s for Tank spec!

- Force Push + Force Charge.

- Unstoppable with Force Charge and Ravage root if Vengeance spec. A second 10m leap if Rage spec. 10m Force Choke stun if Tank spec.

- 8m AoE Snare, another 10m snare with Force Crush if Rage spec.

- Saber Throw 3s Root.

- Saber Reflect if caught under attack while running towards target.

- Enrage Defense for second life, if things really get bad.

On top of all that, Force Charge, Enrage, and Saber Throw can reset when get out of combat. So a Jugg will never be caught without his cooldowns for the next battle! And by the time, the Jug runs out of gap closer techniques, he will be white bar.

Jug will be the new melee king, regardless of spec. The only range that can stand a good chance vs Jugs will be Snipers, because they are getting so much defensive utilities that they can face tank for a while.

Glower's Avatar


Glower
11.20.2014 , 04:21 PM | #63
Quote: Originally Posted by Nightkin View Post
Refuses to give mercs an escape or defensive cooldown because it would make them too powerful, gives the cc immune Vengeance Jug Hydraulic Override~ /facepalm

http://sv.tinypic.com/view.php?pic=l...8#.VG5A2ckXJ8F (the current joy of merc pvp)
Agree. And maras "buffs" are so meh vs juggs buffs...
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TezMoney's Avatar


TezMoney
11.20.2014 , 04:22 PM | #64
Quote: Originally Posted by Ashuranrx View Post
Actually, a good Jug may just be impossible to kite. They have:

- Cooldown reduction on Force Charge. Force Charge cooldown is effectively 9s if he is constantly being hit (Doted).

- Endure, the Jug version Hydraulic Override. 10s for DPS spec. 20s for Tank spec!

- Force Push + Force Charge.

- Unstoppable with Force Charge and Ravage root if Vengeance spec. A second 10m leap if Rage spec. 10m Force Choke stun if Tank spec.

- 8m AoE Snare, another 10m snare with Force Crush if Rage spec.

- Saber Throw 3s Root.

- Saber Reflect if caught under attack while running towards target.

- Enrage Defense for second life, if things really get bad.

On top of all that, Force Charge, Enrage, and Saber Throw can reset when get out of combat. So a Jugg will never be caught without his cooldowns for the next battle! And by the time, the Jug runs out of gap closer techniques, he will be white bar.

Jug will be the new melee king, regardless of spec. The only range that can stand a good chance vs Jugs will be Snipers, because they are getting so much defensive utilities that they can face tank for a while.
Don't forget about sorcs with their blinding barriers, overload w/ hinder effect, and slows. Ops still have stealth. Unless you wanna blow through half you dcds in the first 30s of a match, even mercs will have ways to kite jugs. Again... it won't be easy, but your up time will not be guaranteed 100%.
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Sith-Viscera's Avatar


Sith-Viscera
11.20.2014 , 04:38 PM | #65
It looks good on paper, but will it play in Peoria?
I'll hold my Judgment till after i play with these new changes.
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venomlash's Avatar


venomlash
11.20.2014 , 04:40 PM | #66
Can we please have "Vigilant Thrust" called something else? Anything else? Call it "Vigilant Thump" or "Vigilant Crash" or something...

Sith-Viscera's Avatar


Sith-Viscera
11.20.2014 , 04:46 PM | #67
Quote: Originally Posted by venomlash View Post
Can we please have "Vigilant Thrust" called something else? Anything else? Call it "Vigilant Thump" or "Vigilant Crash" or something...
Why, do you get a fuzzy feeling when you hear or read the word THRUST?
I mean really its just a name. It can be called 'Mustard on my knee' for all i'm concerned.

It's just a name...
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Vember's Avatar


Vember
11.20.2014 , 04:55 PM | #68
Quote: Originally Posted by bzotta View Post
Alright all you ranged classes with all your running, rolling, rooting, stunning, slowing, and cover.... I'm coming for you and I'm going to be right up in your face with my new enraged defense!!! Muahahaha
This. On my melees I spend 99% of my pvp time in combat stunned/rooted/slowed and it is about time i have a way to combat that.

Poor Marauders tho...

holmeskywalkr's Avatar


holmeskywalkr
11.20.2014 , 05:21 PM | #69
This only confirm devs dont know their class at all and totally imbalance PvE by buffing more PvP (how it that possible ?) nobody dreamt of that, they made it ! Being guard/jugg dps in PvE is almost a no-sense today 'cause in devs minds we are just supposed to tank ! Delete dps trees, seriously, the vigilance is just a bad hybrid of watchman/combat sentinel tree so let it go, but we're already on the way. Enough complain, thanks for the awesome changes, will do my best with it while others able tanks classes rocks more than ever.

Ridiculous...

NogueiraA's Avatar


NogueiraA
11.20.2014 , 05:52 PM | #70
I don't know if 100% accuracy will still miss bla bla bla... What I know is that I have 100.36% melee accuracy, I have 0 miss/dodge/parry on bosses fights playing vigilance.
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