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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

hallucigenocide's Avatar


hallucigenocide
03.06.2015 , 05:57 PM | #51
Quote: Originally Posted by mmmbuddah View Post
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.
perhaps not.. i'd rather see a slight increase in damage tbh.

DarthOvertone's Avatar


DarthOvertone
03.06.2015 , 06:10 PM | #52
Quote: Originally Posted by hallucigenocide View Post
perhaps not.. i'd rather see a slight increase in damage tbh.
I would prefer to see some added mobility on my Guardian.
Alphanoob, Alpha-zen (among others) - Garbage S1 Champion
Ebon Hawk | Harbinger
SWTOR 4.3: It was good while it lasted. Thanks BW

clearsighted's Avatar


clearsighted
03.06.2015 , 06:20 PM | #53
Quote: Originally Posted by SirMannii View Post
They do now have 12 stacks of selfheal instead of 10 in 3.1.2 patch.

Is this good and needed for Juggernaut/Guardian damage dealers or tanks? Why do you guys think BioWare made this change, were they a little squishy? Are Marauder/Sentinel way too overpowered so they felt Juggernauts/Guardians needed something to balance those differences out?

Plz feel free to discuss this matter with me.

3.1.2 Patch (mined data I found on reddit, legit source): http://torcommunity.com/database/upd...update-2-mined
It was to give them added protection against rampant and very powerful dot attacks. But it's still only once every 2 minutes.

clearsighted's Avatar


clearsighted
03.06.2015 , 06:21 PM | #54
Quote: Originally Posted by SirMannii View Post
That is entirely another thing and a little false to be honest. Good players play a class you need to be good for, and when you master current #1 FOTM class which is Shadow/Assassin you are a MONSTER TRUCK. While some players chose to play Juggernaut because it's their main, or it's easy to play, they will never carry a team, nor will they therefor get good ratings.
LOL. Playing a good juggernaut is way harder than playing a good PT or Shadow. Dot dot fib, run and hide. What's so hard about that??

skarlson's Avatar


skarlson
03.06.2015 , 06:33 PM | #55
Quote: Originally Posted by clearsighted View Post
LOL. Playing a good juggernaut is way harder than playing a good PT or Shadow. Dot dot fib, run and hide. What's so hard about that??
Not a question of ease of play. Question is ease of surviving to do your job. This is a survival change on a class no one picks to kill first regardless of spec because they have ZERO survivability issues; quite the opposite, they are a pita to kill.
"Unlimited powahahaha! I can't say it..." -Darth Sidious as a Sorcerer

clearsighted's Avatar


clearsighted
03.06.2015 , 07:02 PM | #56
Quote: Originally Posted by skarlson View Post
Not a question of ease of play. Question is ease of surviving to do your job. This is a survival change on a class no one picks to kill first regardless of spec because they have ZERO survivability issues; quite the opposite, they are a pita to kill.
All I see in this thread is powertechs and shadows b/tching.

Also? Operatives are shadows are more often the last killed. They get to start in stealth, and they have combat stealth.

Sorcs have barrier, which is a massive pain in arena and far more powerful than anything the juggs have.

Killing juggernauts is easy. They have their one ED, which is currently gone in a mere 10 seconds, and then all you need to do is dot them and watch them die. I've been in many arenas, with 3-4 shadows on the other team, and there's nothing I can do about my inevitable death, except do as much damage while I'm alive.

The increase to 15 seconds and 12 uses was to give them more sustainability against dots.

The faux-outrage in this thread is disgusting, and it's coming mostly from shadow/sins who think their class is SO hard to play. It's NOT. It has more survivability and more damage than anyone else.

Anyone that has actually played arena will know that sins/shadows and operatives are ALWAYS the last survivors, unless they suck. Especially in 4 DPS vs 4 DPS games, the jugg dying is just not a matter of time, as the dots will run him down eventually. Whereas ops/sins can keep cleansing them.

Sorcs are next, because of their barrier and self-healing.

Powertechs put out a LOT more burst than juggs, and are more survivable. They have an ED-like ability, and are the best kiting class in the game by far. A great powertech can have a field day with a jugg, in the 10-15m range, slowing him and superspeeding about. It's only the crap powertechs that die more easily.

I have a powertech and a jugg, and my powertech can literally not lose to any melee class.

Savej's Avatar


Savej
03.06.2015 , 07:51 PM | #57
Quote: Originally Posted by mmmbuddah View Post
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.
Explain to me how your "first hand" testing is going to trump the results of thousands of committed, motivated people banging on each other for weeks/months? And while I'm sure our dev team tests things more than some on this board might suppose, PVP has too many variables for any small group of people to test everything with any degree of reliability. As for "first hand accounts": ask any cop (or scientist) how inconsistent and unreliable those can be...

Herocross's Avatar


Herocross
03.06.2015 , 10:59 PM | #58
Quote: Originally Posted by SirMannii View Post
It's absolutely the most easy class to play. Good Guardians will always outplay bad ones, but when it comes to damage it's just who is the quickest retard. Spamming same skills over and over and get autocrit on blade storm/force scream and resetproc on dispatch/vicious throw with a Master Strike/Ravage reset on 1 skill hit lol. Also you heal yourself for up to 80k after this patch on 1 ability use, just hilarious.

People who play Guardian/Juggernauts are players who are complete failures as Sentinel/Marauders in current state of the game.
lol so mad... cry a little more, I need some salt to cook. Probably sad because Mara/Sent isn't no.1 anymore, huh?

CLEARLY every single human that plays a Juggernaut in this game sucks and only chose the class because it's so easy. I'll just play my Marauder tank... wait It's probably always been the other way around, since Jugg DPS was actually harder to play than Mara/Sent because their defenses were crap against GbtF/Rebuke/Force Camo, but yeah... every Jugg player is a complete retard who's just clicking and backpedaling his way to the top of the leaderboards... wait˛

But this post shows *** is wrong with this community: All these years people complained about Smashtards and now that they're gone and something else is fotm/op, that's somehow way worse than Smash was and everything else is SO FKING BROKEN (80k selfheal with 1 ability!!!!!111 cmon dude be serious 2 charges more OBVIOUSLY result in ~2x heal... such a joke). Srsly a top contender for the post of the year awards in the category "most butthurt crybabies"

WannEras's Avatar


WannEras
03.06.2015 , 11:24 PM | #59
Focused defence getting buffed again? Makes no sense... This class is one of the only ones that can actually look after themselves in arenas with players that contribute nothing in the way of team survivability.

I was pretty gob smacked when they initially changed focused defence, it was quite powerful before the change, just that it required more than simply pressing a button to reap the full benefits of it.

It was originally a 3% heal per second for 10 seconds as long as you took damage (hello DOTs) with a 45 second cool down, but each heal cost 1 focus. For vigilance trees it also had the current enure damage reduction buff attached to it. I used to get more healing per warzone than the current FD, the main thing people didn't do was save combat focus and pop it with FD to solve the focus cost problem (used to see lots of Juggs/Guardians with like 20k max heals on the scoreboard, they were quite simply not keeping their focus up when the ability was active). So back in the old days you had a 15% damage reduction buff that lasted 10 seconds and a 30%heal (10-15k depending on if you popped the 1 min 30 enure with it), all with a 45 second cool down, not bad at all really.

Like normal, Bioware took a huge leap when redesigning focused defence, rather than taking things one step at a time to avoid creating a new ez-mode FOTM class. They should have started off by removing the focus cost, and upping the heal to 5% instead of 3%, rather than the current ability we have which has the potential for 10 x 5k heals in one global cool down.

DerSchneider's Avatar


DerSchneider
03.06.2015 , 11:32 PM | #60
Quote: Originally Posted by WannEras View Post
Focused defence getting buffed again? Makes no sense... This class is one of the only ones that can actually look after themselves in arenas with players that contribute nothing in the way of team survivability.

I was pretty gob smacked when they initially changed focused defence, it was quite powerful before the change, just that it required more than simply pressing a button to reap the full benefits of it.

It was originally a 3% heal per second for 10 seconds as long as you took damage (hello DOTs) with a 45 second cool down, but each heal cost 1 focus. For vigilance trees it also had the current enure damage reduction buff attached to it. I used to get more healing per warzone than the current FD, the main thing people didn't do was save combat focus and pop it with FD to solve the focus cost problem (used to see lots of Juggs/Guardians with like 20k max heals on the scoreboard, they were quite simply not keeping their focus up when the ability was active). So back in the old days you had a 15% damage reduction buff that lasted 10 seconds and a 30%heal (10-15k depending on if you popped the 1 min 30 enure with it), all with a 45 second cool down, not bad at all really.

Like normal, Bioware took a huge leap when redesigning focused defence, rather than taking things one step at a time to avoid creating a new ez-mode FOTM class. They should have started off by removing the focus cost, and upping the heal to 5% instead of 3%, rather than the current ability we have which has the potential for 10 x 5k heals in one global cool down.
Play ranked on a decent pvp server with this "ez mode fotm class", especially versus 3-4 hatred team and then show me your experience.