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Game Update 2.7 Juggernaut Changes

STAR WARS: The Old Republic > English > Classes > Sith Warrior > Juggernaut
Game Update 2.7 Juggernaut Changes
 
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TaitWatson's Avatar


TaitWatson
02.13.2014 , 10:36 AM | #1 Click here to go to the next staff post in this thread. Next  
Hi everyone!

With Game Update 2.7, we are addressing some balancing issues that have been present for a while, the primary of which is the damage of Smash.
  • Smash now requires a Primary target to activate.
  • Secondary player targets are no longer affected by the additional damage granted by Decimate and Shockwave, or the critical chance granted by Dominate.
  • Secondary NPC targets are still affected by Decimate, Shockwave, and Dominate.

There are also some other changes coming, which includes a redesign of Enraged Defense and a change for Through Passion:

  • Enraged Defense no longer costs Rage to activate, and will hold a number of charges based on if the Juggernaut is above or below 50% health. Every time the Juggernaut takes damage, a charge is expended to heal for 4% of his maximum life.
  • Enraged Defense's cooldown has been increased to 3 minutes.
  • Through Passion now reduces the cooldown of Enraged Defense by 15/30 seconds.

These adjustments are still subject to change, of course, but we just wanted to give a preview of what is coming with Game Update 2.7!

-tw
Tait "pariahloki" Watson | Community Production Coordinator
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Ottoattack's Avatar


Ottoattack
02.13.2014 , 02:06 PM | #2
Quote: Originally Posted by TaitWatson View Post
Hi everyone!

With Game Update 2.7, we are addressing some balancing issues that have been present for a while, the primary of which is the damage of Smash.
  • Smash now requires a Primary target to activate.
  • Secondary player targets are no longer affected by the additional damage granted by Decimate and Shockwave, or the critical chance granted by Dominate.
  • Secondary NPC targets are still affected by Decimate, Shockwave, and Dominate.

There are also some other changes coming, which includes a redesign of Enraged Defense and a change for Through Passion:

  • Enraged Defense no longer costs Rage to activate, and will hold a number of charges based on if the Juggernaut is above or below 50% health. Every time the Juggernaut takes damage, a charge is expended to heal for 4% of his maximum life.
  • Enraged Defense's cooldown has been increased to 3 minutes.
  • Through Passion now reduces the cooldown of Enraged Defense by 15/30 seconds.

These adjustments are still subject to change, of course, but we just wanted to give a preview of what is coming with Game Update 2.7!

-tw
Enraged defense is supposed to be moderate/weak DCD that is available on low CD, not a powerful DCD (which it doesn't even seem like it). The idea is jugg DCDs should not default to armor outside of 3 minute time window, which is the case right now. This defeats the purpose and reduces not improves juggs survivability, which is exactly the opposite of what was requested. Has any consideration been given that this skill is agro drop in PvE that should be on 30-45 sec CD?

No one will ever play rage after the current changes. Rage jugg now has nothing. No damage no survivability. Has any consideration been given that none of the jugg trees is competitive in the end game PvP (you can go go check group ranked leader boards).

GrandLordMenace's Avatar


GrandLordMenace
02.13.2014 , 02:39 PM | #3
Enraged Defense is fine. It was meant to be an aggro drop that had the side effect of keeping you alive in PVE.

In PVP all it does is reduce damage taken when you are stunned and toss out minor healing.
Rydarus of Aisthesis, Ebon Hawk's First Conqueror of Voss
GuardDPS PVE guide: http://dulfy.net/2014/01/30/swtor-vi...s-class-guide/
JuggDPS PVE guide: http://dulfy.net/2014/01/20/swtor-ve...s-class-guide/

Wonkanerd's Avatar


Wonkanerd
02.13.2014 , 02:40 PM | #4
Quote: Originally Posted by Ottoattack View Post
Has any consideration been given that none of the jugg trees is competitive in the end game PvP (you can go go check group ranked leader boards).
Rank 1 team in the WORLD is playing with a Jugg tank/Veng jug, not sure what are you talking about.

Magnusheart's Avatar


Magnusheart
02.13.2014 , 02:40 PM | #5
My MAIN for both sides is a Juggernaut and a Guardian. and let me close with this for a unlooked at balance.


They shouldn't be able to change lightsaber stances so easily. They should be a channel like it is for Troopers and Bounty Hunters. We lose our focus when changing? 3 abilities and we get it all back to full or spec dependant getting hit charges it up too. It should be a cast, because its to easy for jugs and guardians to switch stances to their Leisure to get free guarding points in pvp. We should be working harder to get them. and this is a way to do it.

Ottoattack's Avatar


Ottoattack
02.13.2014 , 02:53 PM | #6
Quote: Originally Posted by Wonkanerd View Post
Rank 1 team in the WORLD is playing with a Jugg tank/Veng jug, not sure what are you talking about.
The highest ranked jugg in group ranked is rated 1,935. That's a couple of hundred points from the highest ranked marauder, sorc, PT, sin, ops and sniper and beat merc by 30 points. This is straight from leader boards right now. So it is safe to say juggs in PvP are not doing good, at all. Granted, this does not reflect recent changes to veng, but as single target damage goes I asure you that veng is no where close to pyro PT, carnage marauder or deception sin.

Wonkanerd's Avatar


Wonkanerd
02.13.2014 , 02:56 PM | #7
Quote: Originally Posted by Ottoattack View Post
The highest ranked jugg in group ranked is rated 1,935. That's a couple of hundred points from the highest ranked marauder, sorc, PT, sin, ops and sniper and beat merc by 30 points. This is straight from leader boards right now. So it is safe to say juggs in PvP are not doing good, at all. Granted, this does not reflect recent changes to veng, but as single target damage goes I asure you that veng is no where close to pyro PT, carnage marauder or deception sin.
?? name's Rommer, he plays with R1 Assassin, Oper and a marauder. He is in their team, and for every win he gets like +2/+3 since Roudy and others in his team are all above 2.2k. So it is safe to say juggs can do good in PvP with right hands and brain along with a good team. And yes, vengeance is good.

Luckygunslinger's Avatar


Luckygunslinger
02.13.2014 , 03:03 PM | #8
Meh, I just wonder how Vengeance's 15% DR will work now considering our dump is every 3 minutes!

Balance - Sinais - Infiltration
Artorias - Juggernaut Guardian - Sairotra
<Antithesis> <Aisthesis>
5/5 NiM DF - Eternal Warrior - Dread Slayer - 4/5 NiM DP

ArchangelLBC's Avatar


ArchangelLBC
02.13.2014 , 03:06 PM | #9
Quote: Originally Posted by Ottoattack View Post
Enraged defense is supposed to be moderate/weak DCD that is available on low CD, not a powerful DCD (which it doesn't even seem like it). The idea is jugg DCDs should not default to armor outside of 3 minute time window, which is the case right now. This defeats the purpose and reduces not improves juggs survivability, which is exactly the opposite of what was requested. Has any consideration been given that this skill is agro drop in PvE that should be on 30-45 sec CD?

No one will ever play rage after the current changes. Rage jugg now has nothing. No damage no survivability. Has any consideration been given that none of the jugg trees is competitive in the end game PvP (you can go go check group ranked leader boards).

The point about having an aggro drop on a 3 minute cooldown is well taken. I really don't see that Enraged Defense, with the changes mentioned, is a powerful enough DCD to warrant that huge a cooldown increase.
In update 2.9 the game will simply uninstall itself for you.

-Wnd

Luckygunslinger's Avatar


Luckygunslinger
02.13.2014 , 03:20 PM | #10
To justify a 3 minute CD with 4% a charge. Realistically, the charges should last 1 minute and be 10 charges and 15 when below 50%. Vengeance's 15% DR should last as long as the charges you currently have are on your bar. Your next 10-15 incoming attacks are weakened by 15% and you're healed for 4% of your total health. Enraged Defense was never a great CD, Cloak of Pain/Rebuke is still 100 times better but to give us a 3 minute CD is harsh when the ability isn't that great. In PVP sure but PVE? I dunno, the issue boils down to. Our Aggro dump is a defensive Cooldown, this needs to be changed so Enraged Defense is a CD and our Dump is separate.

Balance - Sinais - Infiltration
Artorias - Juggernaut Guardian - Sairotra
<Antithesis> <Aisthesis>
5/5 NiM DF - Eternal Warrior - Dread Slayer - 4/5 NiM DP