Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Juggernaut Ability, Tactical Item, and Set Bonus Feedback

STAR WARS: The Old Republic > English > Public Test Server
Juggernaut Ability, Tactical Item, and Set Bonus Feedback
First BioWare Post First BioWare Post

EricMusco's Avatar


EricMusco
07.05.2019 , 09:06 AM | #1 Click here to go to the next staff post in this thread. Next  
Hey folks,

Let's talk about what Spoils of War has in store for the Juggernaut! Below you will find the Juggernaut's new ability, the set bonuses that are planned for them, and a list of their new Tactical items. You may see bonuses which refer to charges. We are introducing new tech in Onslaught which will allow abilities to have multiple charges, meaning you can use them more than once (per charge) and the cooldown will simply add a charge up to the maximum.

You will note that compared to the Sorcerer, the Juggernaut has fewer set bonuses. The reason for this is that although the Advanced Class has less, the base class of Sith Warrior has more than the Inquisitor. It still results in 8 set bonus options overall.

Keep in mind that all of this is subject to change

New Ability – Furious Focus
(this is a mirror of the new Marauder ability)
Furious Focus has 4 ability charges and recharges every 30 seconds. Activating Furious Focus consumes all charges causing your next attacks to do 25% additional damage. Ex: If you consume 3 charges, your next 3 attacks do 25% increased damage.

Set Bonuses
These bonuses will likely have the high end of piece requirements, such as requiring 4 or 6 pieces. The smaller piece bonuses will be more passive in nature (stat benefits, etc).
  • Retaliator - (4) Retaliate no longer has a cooldown. (6) Taking damage during Endure Pain grants Retaliator stacks, increasing the damage of your next Retaliation by 10% per stack.
  • Strengthening Scream - (4) Threatening Scream's cooldown is reduced by 5 seconds. (6) Threatening Scream increases your damage reduction by 5% for each enemy you hit. This effect lasts 10 seconds.

Tactical Items
This a new item slot coming in Onslaught. You can only wear one Tactical Item at a time.

Juggernaut
  • Higher Focus - Enrage builds one Furious Focus charge.
  • Keep Away - Activating Saber Ward finishes the cooldown of Force Push.
  • Grit Teeth - Taking damage while Endure Pain is active reduces the cooldown of Enraged Defense by 10 seconds per hit. This effect cannot occur more than once every 2 seconds.
  • Interceding Defense - Reduces the cooldown of Intercede by 5 seconds. Intercede grants 2.5% damage reduction per ally around you after Interceding.

Immortal
  • Crushing Defense - Crushing Blow generates Crushing Defense stacks for every enemy it hits, increasing your damage reduction per stack for 10 seconds.
  • Indomitable - Using Backhand while Invincible extends the duration of Invincible by 5 seconds.
  • Retaliating Defense - Retaliation consumes Aegis Assault's damage reduction and grants Retaliating Defense, increasing damage reduction by 5% for 20 seconds.

Vengeance
  • Bloody Vengeance - When a bleed tick critically hits, it reduces the cooldown of Vengeful Slam by one second.
  • Payback - Retaliation finishes the cooldown of Hew and allows it to be usable on a target with any health level, it also causes your next Hew to enable Retaliation. This effect cannot occur more than once every 10 seconds.
  • Crimson Slash - Vicious Slash refreshes the duration of Force Scream and Impale's bleeds on the target.

Rage
The current plan is that these will be mirrored to the Fury options we listed for the Marauder. The team is exploring adding some unique ones for Rage as well.
Quote: Originally Posted by EricMusco View Post

Fury
  • Detonate - Raging Burst detonates Force Crush, dealing damage and slowing any enemies in an area around the primary target.
  • Obliterator - Using Obliterate with Furious Focus causes it to critically hit.
  • Force Barter - Furious Strike refunds one additional rage after it hits, but refunds all its rage if you would have fallen to zero.
As a note, if you are a Guardian player, you can expect to see these bonuses mirrored for you as well, they are still in process.

Let us know your thoughts! Here are the types of feedback we are looking for. XX seems too strong or too weak. XX Set Bonus combined with XX Tactical seems too strong or too weak. I wish there was a Set Bonus or Tactical that had a specific effect or modified a specific ability not listed. Be as specific as possible in your feedback.

-eric
Eric Musco | Community Manager
Follow us on Twitter @SWTOR | Like us on Facebook
[Contact Us] [Rules of Conduct] [F.A.Q.]

DzastinBiberi's Avatar


DzastinBiberi
07.05.2019 , 09:51 AM | #2
Immortal
Crushing Defense - Crushing Blow generates Crushing Defense stacks for every enemy it hits, increasing your damage reduction per stack for 10 seconds.

By how much? 1%, 2%, 5%, 10% ?

HKtheindomitable's Avatar


HKtheindomitable
07.05.2019 , 10:04 AM | #3
I can haz PTS nao?
PAX REPUBLICA
Casual PVP&PVE
Star Forge | Captain |International Guild

TheDramaKing's Avatar


TheDramaKing
07.05.2019 , 10:13 AM | #4
Jugg Immortal is literally gonna be immortal and Venge is gonna spam Vengeful Slam like there is no tomorrow.

czartorysky's Avatar


czartorysky
07.05.2019 , 10:45 AM | #5
I'd like to share my thoughts about Vengeance tacticals and set bonuses from PVE point of view.

<Vengeance>

Bloody Vengeance tactical without any cooldown, might result in Vengeful Slam coming off cooldown in 2 GCDs. I think that change is going to be overpowered, so my suggestion is to make an effect occur every 3 seconds.
Payback might make it interesting for PVP, although I don't see it being useful for PVE, unless player is currently offtanking the boss/add.
As for Crimson Slash I'm definetely into it, because player will have to keep an eye on bleeds, what's gonna make gameplay more interesting.

<Juggernaut>

Higher Focus Makes Enrage even more of a offensive cooldown, good one.
Keep Away Useful in PVP.
Grit Teeth If Endure Pain lasts 10 seconds, we can ideally have Enraged Defense coming off cooldown every 40-50 seconds. I think it's a bit too much, so my suggestion is to reduce cooldown per hit by 6 instead of 10 seconds.
Interceding Defense Makes intercede even more useful, good change.

Speaking of set bonuses:

Retaliator - Useful in PVP, since in PVE there aren't many opportunities to use Retaliation as a Juggernaut DPS.
Strengthening Scream - Very strong deffensive boost, but I'd suggest having damage reduction up to 35%, AoEing a large group of adds might result in having 100% or nearly 100% damage reduction.

Eventually, i think those changes might positively affect Juggernaut Vengeance gameplay, although it will require some practical testing to balance it properly.
<Team Mango>


World First Slayer of the Machine Gods 16 Nightmare

TrixxieTriss's Avatar


TrixxieTriss
07.05.2019 , 10:50 AM | #6
I don’t see the point of us playing “theory crafting”??

Until we can actually test these changes on the PTS, none of this really means anything.

@MUSCO - When are you going to make it live for us to test?

Otaktey's Avatar


Otaktey
07.05.2019 , 11:06 AM | #7
I have two things I would like to note at this point:
1. Concerning the additional skills given, I would like to try them out to get a feel for the gameplay. I'm trying to log into the PTS now to see if it is up. I can say right off the bat, that I was really hoping to see at least a little AOE ability for the Rage discipline.

2. (This feedback is relevant to all classes, not just the Juggernaught). Please look at making it easier to switch specs. Not only for testing the new skills but for game play in general. When I get in a group and the group wants me to tank instead of DPS, I have to change my specs, gear and quick bars. Other older MMO's have been able to do a running change to the game that allows your character file to hold your skill bar information for each spec. In other words please make it so we can change from Rage to Immortal and our last known skill bar set up loads with the combat proficiencies. You could also give us the ability to save our trait set up for each proficiency. This will make testing easier for us and also gameplay much more efficient. You have already made it so we can import and export our keybindings, which is awesome for altoholics, can't you do the same for the icons locations on our quick bars and our trait trees?

I can load up the PTS but it says the server is down. Is there any plan to load these changes on there so we can try them out? That will give you the best feedback.

Delani's Avatar


Delani
07.05.2019 , 01:12 PM | #8
Quote: Originally Posted by EricMusco View Post
Hey folks,

Let's talk about what Spoils of War has in store for the Juggernaut! Below you will find the Juggernaut's new ability, the set bonuses that are planned for them, and a list of their new Tactical items. You may see bonuses which refer to charges. We are introducing new tech in Onslaught which will allow abilities to have multiple charges, meaning you can use them more than once (per charge) and the cooldown will simply add a charge up to the maximum.

You will note that compared to the Sorcerer, the Juggernaut has fewer set bonuses. The reason for this is that although the Advanced Class has less, the base class of Sith Warrior has more than the Inquisitor. It still results in 8 set bonus options overall.

Keep in mind that all of this is subject to change

New Ability – Furious Focus
(this is a mirror of the new Marauder ability)
Furious Focus has 4 ability charges and recharges every 30 seconds. Activating Furious Focus consumes all charges causing your next attacks to do 25% additional damage. Ex: If you consume 3 charges, your next 3 attacks do 25% increased damage.

Set Bonuses
These bonuses will likely have the high end of piece requirements, such as requiring 4 or 6 pieces. The smaller piece bonuses will be more passive in nature (stat benefits, etc).
  • Retaliator - Taking damage during Endure Pain grants Retaliator stacks, increasing the damage of your next Retaliation by 10% per stack.
  • Strengthening Scream - Threatening Scream increases your damage reduction by 5% for each enemy you hit. This effect lasts 10 seconds.

Tactical Items
This a new item slot coming in Onslaught. You can only wear one Tactical Item at a time.

Juggernaut
  • Higher Focus - Enrage builds one Furious Focus charge.
  • Keep Away - Activating Saber Ward finishes the cooldown of Force Push.
  • Grit Teeth - Taking damage while Endure Pain is active reduces the cooldown of Enraged Defense by 10 seconds per hit. This effect cannot occur more than once every 2 seconds.
  • Interceding Defense - Reduces the cooldown of Intercede by 5 seconds. Intercede grants 2.5% damage reduction per ally around you after Interceding.

Immortal
  • Crushing Defense - Crushing Blow generates Crushing Defense stacks for every enemy it hits, increasing your damage reduction per stack for 10 seconds.
  • Indomitable - Using Backhand while Invincible extends the duration of Invincible by 5 seconds.
  • Retaliating Defense - Retaliation consumes Aegis Assault's damage reduction and grants Retaliating Defense, increasing damage reduction by 5% for 20 seconds.

Vengeance
  • Bloody Vengeance - When a bleed tick critically hits, it reduces the cooldown of Vengeful Slam by one second.
  • Payback - Retaliation finishes the cooldown of Hew and allows it to be usable on a target with any health level, it also causes your next Hew to enable Retaliation. This effect cannot occur more than once every 10 seconds.
  • Crimson Slash - Vicious Slash refreshes the duration of Force Scream and Impale's bleeds on the target.

Rage
The current plan is that these will be mirrored to the Fury options we listed for the Marauder. The team is exploring adding some unique ones for Rage as well.

As a note, if you are a Guardian player, you can expect to see these bonuses mirrored for you as well, they are still in process.

Let us know your thoughts! Here are the types of feedback we are looking for. XX seems too strong or too weak. XX Set Bonus combined with XX Tactical seems too strong or too weak. I wish there was a Set Bonus or Tactical that had a specific effect or modified a specific ability not listed. Be as specific as possible in your feedback.

-eric
You are literally making jugg tanks invicible. Grit teeth should be availible to dps juggs ONLY!!!!!!

Delani's Avatar


Delani
07.05.2019 , 01:18 PM | #9
Yea so, inquistors are going to need more mobility in order to combat sith warriors and jedi knights. You are giving both meleee saber classes immunity to immobilization and more dmg. And juggs are literally getting two Heal to Fulls with the tactical grit teeth. I am not sure what amplifiers will do nor what the combat proficiencies are going to be but from what we have been showed so far, inquistors are much weaker (from a PVP stand point) than Knights and Warriors!!!!!.

Can we see the other class changes please so we can compare and contrast all of them? That will allow us to get a better insight and provide more accurate feedback as to what is too strong versus too weak.

Rogean's Avatar


Rogean
07.05.2019 , 01:44 PM | #10
Quote: Originally Posted by EricMusco View Post
[*]Grit Teeth - Taking damage while Endure Pain is active reduces the cooldown of Enraged Defense by 10 seconds per hit. This effect cannot occur more than once every 2 seconds.
So Juggs gain yet another full health bar in ranked.