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1.2 notes discussion [Guardian/Jugg Tank]
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03-22-2012, 05:37 AM
Post: #21
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RE: 1.2 notes discussion [Guardian/Jugg Tank]
15% damage reduction for 10 seconds every 45 seconds seems like a pretty nice cooldown. In a 5 minute fight thats about 1 minute of uptime, and that doesnt even take into consideration the 3% per second healing. I realize that I will lose threat, but as long as I use taunt right after, I don't see it being a problem. Again, the only thing we are losing from a mitigation/avoidance perspective is the 4% increased shield and we still gain the 4% passive damage mitigation. Obviously a more "traditional tanking build" using 31/7/2 or the like would be an easier build with more single target and aoe threat, but I don't like easier!
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03-22-2012, 11:06 AM
Post: #22
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RE: 1.2 notes discussion [Guardian/Jugg Tank]
be careful with the act plugin data its parser isnt quite right
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03-23-2012, 03:15 AM
Post: #23
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RE: 1.2 notes discussion [Guardian/Jugg Tank]
Has anyone been able to tell if you have to actually purchase the new skill "Crash" because if you have to purchase it I simple won't so that I don't have that crappy resolve building stun.
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03-27-2012, 01:44 AM
(This post was last modified: 03-27-2012 01:45 AM by Vintego.)
Post: #24
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RE: 1.2 notes discussion [Guardian/Jugg Tank]
According to patch notes "Crash" is a passive added to Force Charge at level 10.
You don't have a choice and that's the big negative everyone's complaint is based on. It's been verified that passive crash does cause Resolve to fill (justifiably so) but it's definitely not something you want in PVP. Most people skip the current version of Crash for that reason. I do think Rage is dead to me. It took too big a hit with decimate becoming available to Marauders while losing 10% dmg. Also the loss of Alacrity is seen as a direct DPS hit. The lack of being able to reduce Force Choke cooldown also hurts the tree. Don't forget, Sundering Throw moves over to Vengeance as well. I feel we're definitely being 'nudged' into a tankier, single target role, even in PVP. The change to "Single Saber Mastery is no longer restricted to certain stances" is a door opened for Soresu. Ravage getting some much needed help is also nice. For me Vengeance looks better on paper and it needed help IMO. I hope it looks good because I am pretty sure I won't be playing Rage anymore. |
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03-27-2012, 06:54 AM
Post: #25
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RE: 1.2 notes discussion [Guardian/Jugg Tank]
I'm not quite sure why everyone keeps complaining about the stun from Force Charge. I use it all the time in PVP. The key thing is how it still stuns a target with full resolve.
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03-27-2012, 07:59 AM
Post: #26
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RE: 1.2 notes discussion [Guardian/Jugg Tank]
(03-27-2012 06:54 AM)cardiac Wrote: I'm not quite sure why everyone keeps complaining about the stun from Force Charge. I use it all the time in PVP. The key thing is how it still stuns a target with full resolve. Inaccurate. Is does not stun a target with full resolve, it roots them and interrupts casts, just as it would without the Crash talent (or training in 1.2). Roots are unaffected by resolve (the exception to this is abilities that apply roots pending their effect - I.E. if my resolve prevents Overload from knocking me back, I do not get rooted). At least that's how it is working currently. It's an issue because it fills the resolve bar unnecessarily, and it similar abilities from other classes will not have this qualification. |
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03-28-2012, 02:19 PM
(This post was last modified: 03-28-2012 02:19 PM by DarthxRage.)
Post: #27
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RE: 1.2 notes discussion [Guardian/Jugg Tank]
Can anyone confirm if we will have the option of not training crash as many of us are hoping? That ability will really mess up pvp for me BIG TIME. I'd need to talk to someone with a character transfer since you can obviously not train it if you are leveling a new toon.
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03-29-2012, 03:24 AM
Post: #28
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RE: 1.2 notes discussion [Guardian/Jugg Tank]
(03-28-2012 02:19 PM)DarthxRage Wrote: Can anyone confirm if we will have the option of not training crash as many of us are hoping? That ability will really mess up pvp for me BIG TIME. I'd need to talk to someone with a character transfer since you can obviously not train it if you are leveling a new toon. When I was copied over I did not need to train Crash, I just had it. I did have to train Enraged Defense though. I also leveled a Jugg to 12 before mine was copied over. It was like 3 AM the night 1.2 went up, so I'm not 100% positive..... but if recall it was just given to me when I chose the AC at level 10, like blade turning. So, I would say its not an option atm, you just get it. Destroying Endgames since 2005
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03-29-2012, 04:41 AM
Post: #29
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RE: 1.2 notes discussion [Guardian/Jugg Tank]
(03-29-2012 03:24 AM)Rystet Wrote:(03-28-2012 02:19 PM)DarthxRage Wrote: Can anyone confirm if we will have the option of not training crash as many of us are hoping? That ability will really mess up pvp for me BIG TIME. I'd need to talk to someone with a character transfer since you can obviously not train it if you are leveling a new toon. Well that blows. I hope bio understands that this is a nerf for us. I just don't get why marauders and powertechs aren't getting the same treatment with their same abilities. |
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03-30-2012, 12:26 PM
Post: #30
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RE: 1.2 notes discussion [Guardian/Jugg Tank]
Hi there.
"Sith Warrior (Forum / Skill Calculator / Abilities) General Force Charge now places a "root" visual effect on the affected target. Ravage damage has been increased by approximately 15%. Juggernaut CRASH HAS BEEN REMOVED" source : http://www.darthhater.com/articles/swtor...es-3-29-12 First time in my geek life that I'm happy with a "nerf". Cain
Juggernaut
Nemesis
Baron Deathmark
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