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Juggernauts/Guardians Heal Buff in 3.1.2

STAR WARS: The Old Republic > English > PvP
Juggernauts/Guardians Heal Buff in 3.1.2

Nebdar's Avatar


Nebdar
03.06.2015 , 10:59 AM | #41
Quote: Originally Posted by SirMannii View Post
Watch this video and understand how we feel about BioWare:

https://www.youtube.com/watch?v=BtA3V1aNxho

Best. Explanation. Ever. (from a PvP perspective)
I LOLed my pants

don't forget to rewatch
https://www.youtube.com/watch?v=sClZu0ahn8I
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Alec_Fortescue's Avatar


Alec_Fortescue
03.06.2015 , 11:39 AM | #42
after 3.0 the healing got decreased. it's only reasonable that it got buffed but it should have remained 10 stacks and 10 seconds.

however jugs need damage buff more than healing at this stage.

mmmbuddah's Avatar


mmmbuddah
03.06.2015 , 11:54 AM | #43
Quote: Originally Posted by DrthTorkwemada View Post
5 sec reflect + 12 sec ED = 17 sec 17 sec 17 sec Operatives could have a rest
This exactly. They have 17 seconds of ridiculous defense! I mean, really , how much do they want to give them?! People are whining about commandos getting 5 charges of absorb over ten seconds! Yet, THIS, THIS is ok.?!

hallucigenocide's Avatar


hallucigenocide
03.06.2015 , 12:09 PM | #44
Quote: Originally Posted by mmmbuddah View Post
This exactly. They have 17 seconds of ridiculous defense! I mean, really , how much do they want to give them?! People are whining about commandos getting 5 charges of absorb over ten seconds! Yet, THIS, THIS is ok.?!
mandos damage i imagine is far beyond juggs so them surviving longer may cause some concerns.. juggs damage is not really that awesome.

DarthOvertone's Avatar


DarthOvertone
03.06.2015 , 12:39 PM | #45
Quote: Originally Posted by DarthRaistlin View Post
its probably needed for pve. most likley some boss fight and instead of tuning the boss down, they buffed jug tanks. now 1 tank can do it, but not the others so they think problem solved.

They do not care about pvp so they just threw it together as a band aid and went home.
Pretty sure this is exactly what happened.

The change does make sense for Jugg/Guards against Double Hatred comps in 4s, but beyond that it's overkill for PvP.
Alphanoob, Alpha-zen (among others) - Garbage S1 Champion
Ebon Hawk | Harbinger
SWTOR 4.3: It was good while it lasted. Thanks BW

funkiestj's Avatar


funkiestj
03.06.2015 , 12:58 PM | #46
Quote: Originally Posted by DerSchneider View Post
You wanna kill a non-stealth non-cleanse class without using your 2 escape abilities?
Exactly. Not that SWTOR is (or should be) balanced around 1v1.

Quote: Originally Posted by mmmbuddah View Post
You do NOT balance classes depending on leader boards, you balance them on performance data and real life testing.
LOLWUT? Leaderboards are not great but they are pretty much the only performance data we players have. Also, if playing in ranked (against the best PvP opposition available) is not real world what, pray tell, is?

Quote: Originally Posted by IsserWoloch View Post
The buff to last 15 seconds is the bigger deal of the two though. Previously you could try to kite or cc the jugg for 10 seconds, you can't for 15.
root, knockback, mezz or hard stun, kite. Roots are best as they add no resolve. I can't tell you how often I get double knockback rooted by a pair of consular/inquisitors who know how to work together. If you time it right, you can even do a casted mezz (force lift / whirlwind) that lands just as the root is ending -- do this from about 9m (if the target is not focus/smash) to prevent them from leaping.

Mr. Hat says "BW support is the best"!
I am a bad player, so what?

DerSchneider's Avatar


DerSchneider
03.06.2015 , 02:23 PM | #47
Quote: Originally Posted by DrthTorkwemada View Post
5 sec reflect + 12 sec ED = 17 sec 17 sec 17 sec Operatives could have a rest
What If I will tell you that juggs can be stunned and killed through enraged defense?

mateushanai's Avatar


mateushanai
03.06.2015 , 02:52 PM | #48
Quote: Originally Posted by Nebdar View Post
I LOLed my pants

don't forget to rewatch
https://www.youtube.com/watch?v=sClZu0ahn8I

OMG. This pretty much sums it all up.
LOLOLOLOL

mmmbuddah's Avatar


mmmbuddah
03.06.2015 , 04:57 PM | #49
Quote: Originally Posted by hallucigenocide View Post
mandos damage i imagine is far beyond juggs so them surviving longer may cause some concerns.. juggs damage is not really that awesome.
We.Have.5.charges of absorb, guardians have MUCH more, even if they do less damage, there was no need to make them have 2 or 3 lives.

mmmbuddah's Avatar


mmmbuddah
03.06.2015 , 04:58 PM | #50
Quote: Originally Posted by funkiestj View Post
Exactly. Not that SWTOR is (or should be) balanced around 1v1.



LOLWUT? Leaderboards are not great but they are pretty much the only performance data we players have. Also, if playing in ranked (against the best PvP opposition available) is not real world what, pray tell, is?



root, knockback, mezz or hard stun, kite. Roots are best as they add no resolve. I can't tell you how often I get double knockback rooted by a pair of consular/inquisitors who know how to work together. If you time it right, you can even do a casted mezz (force lift / whirlwind) that lands just as the root is ending -- do this from about 9m (if the target is not focus/smash) to prevent them from leaping.
The devs test out ALL classes themselves, and you know, do their jobs. First hand experience is better than second or third hand, which is what the leader boards are. Yes community feedback is important, but going soley off of leader boards is the VERY lazy approach.