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Olostur

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  1. We got multiple mines on 8-man. The people ran to other corners and dodged around them instead of with the group. 1 person died to stupid, but up to 4 mines can go out before someone truly has to eat a laser blast. In any case, we risk derailing the thread. There's a discussion of this fight elsewhere.
  2. Assuming you have people call 'move' if needed when they see where the boss lands, then there are 4 different places someone can stand and still have to move at the same time as everyone else. We got it on our second try. One person died to idiocy, the others dealt with it. The fight is more irritating, but still completely doable.
  3. My god, you're still talking about a Jugg in tank stance. It's like talking to a brick. There are only so many times it can be said that the discussion regards PvE DPS for both classes before I'd hope the message would sink in, but apparently not. If you haven't gotten it by now, you never will. I only hope that people looking for good information in this thread will be smart enough not to be mislead by your rambling. DPS Juggernauts are fine for most content. I've even taken them to NiM Ops. You will get groups. That said, marauders do more DPS and are more survivable in most cases. The DPS Jug who did NiM S&V/TFB with me rolled a marauder and had a much easier time of it.
  4. While they can't damage him as much as some ranged classes, if you to kite Raptus they can do pretty much whatever they want and still not get caught. Damnable scamper!
  5. This has been said before, but you seem to be struggling with reading comprehension so I'll give it one more whirl. A Carnage Marauder has an additional 6% flat damage reduction and an additional 6% defense chance. End result? My marauder has 30% damage reduction, which is within a few points of a vengeance juggernaut, but it also has 11% defense. Against melee and ranged, that actually ends up yielding more mean mitigation. Add in the 30% AOE damage reduction, which will affect most of what you take as a DPS, and juggernaut is blown out of the water. Since all of that has been said before and you missed it, please take a moment to re-read and digest the information. Thank you. Ok, I accept your challenge. - Here is a video of my sentinel soloing the Corellia Heroic 4 at level 50 in Rakata gear. - Here is a video of my sentinel soloing Hard-Mode Maelstrom Prison at level 50. I apologize for the aspect ratio. I played on 3 monitors. Now here is a raid story: one night while doing Hard-Mod Dash'roode, back before NiM when we didn't over-gear it, both tanks died with the boss at 30%. My sentinel stood in front and tanked him. Given that defense works on his attacks and his cleave ran into my AOE damage reduction, I was able to tank him from 30% to dead without losing any DPS. By contrast, a juggernaut switching into tank stance would lose significant damage. That final point is key. If you are doing content where DPS doesn't matter then you shouldn't be in that emergency situation unless your group is bad. Otherwise, having your Juggernaut switch stances for your quoted 'more than 30 seconds' is likely a deal breaker anyway. Your scenario is pointless.
  6. In comparison to: - 20% damage reduction once a minute, lasting up to 30 seconds if damage keeps coming. - 30% AOE damage reduction always (one spec, and another can take it at a loss of only about 50 DPS) - 99% damage reduction for 4 seconds (health cost, but to be used when low anyway) - 50% damage reduction for 4.5 seconds every 45 seconds as well as a target-drop due to stealth - A 90% accuracy debuff on a 45-second or 1-minute cooldown (doesn't work on bosses but does on most adds) - Damage reduction at most 10% less (Watchman) or as little as 3% less (Combat, yes 3%). A juggernaut's: - 15% damage reduction at a cost of shredded DPS every 45 seconds - 20% less damage for 4 seconds after Force Charge - Reflect single target (as a DPS, how much of your incoming damage is single-target anyway?) ranged/force/tech for 3 seconds, once a minute. ...seems rather weak. Absolutely DPS jugs to not have the survivability that marauders do. But wait! They have Blade Turning! For a few seconds every three minutes on a cooldown that Marauders have too.
  7. Never Tell Us the Odds finally got Brontes. We were 33k away from getting it pre-nerf but alas, it was not to be
  8. Never Tell Us the Odds got Brontes. We were 33k away from getting it pre-nerf but alas, it was not to be
  9. Not really focused on competition and didn't care about maintaining the order of the operations, but none the less here are our kills so far: Never Tell Us the Odds The Bastion Republic Dread Fortress Boss 1 Boss 2 Boss 3 Boss 4 Dread Palace Boss 1 Boss 2 Boss 3
  10. Not really focused on competition and didn't care about maintaining the order of the operations, but none the less here are our kills so far: Never Tell Us the Odds The Bastion Republic Dread Fortress Boss 1 Boss 2 Boss 3 Boss 4 Dread Palace Boss 1 Boss 2 Boss 3
  11. This is silly. I've been farming this in an alt group over the last few days. The tank was an un-geared, un-augmented shadow alt and the healer was a poorly geared sage alt in DPS gear. We didn't even notice this mechanic. Maybe your problem was that you were on a shadow...oh no, so was our tank. It wasn't a matter of burning it quickly either, seeing how our DPS were equally under-built. Stun the reds. They're more irritating than the boss.
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