How to spec Juggs?
#1
Posté 28 février 2013 - 05:44
My build was 6/6/0/6/6.
Hex Shield - for max shielding and duration.
Siege Pulse - Radius, DR, Damage
no turret
Passives - Weapons. Weapon I did best with was GPS with Omni-Blade and HCB.
Fitness - Shieldz
My questions are:
How good is Hex Shield, actually? Cuz I was dropping it here and there, but I'm not totally sure I was needing it that badly. This was on gold matches. Is this power even necessary? I find that I'd rather deploy more Siege.
Did I spec my Pulse wrong? I feel that 4 shots is kind of pointless compared to 60% more damage. That's quite a lot, even if it is just to defenses and not health.
The Turret I don't use, by I am thinking I will reconsider. My two questions here are:
Why do people spec it fore Shields Regen? It's such a pitiful amount compared to 4600 (+ gear etc), and the melee.
Rather, should I spec it for Flamethrower? With Pulses ready, fire a Flamethrower into a mob, se stuff burn, and Pulse to detonate? Does this work?
I'm thinking of going 3/6/6/5/6; switching the Passives to power damage, and putting the remaining points in Hex for panic and objectives. Hex regens fast enough to redeploy before it blows.
I also found that the weapon was superfluous. It was there, and I killed with it, but my success came from wandering around and Heavy-Meleeing everything. I was using Juggernaught gear (lol) for melee and shields, an Omni-Blade, Adrenaline and Strength equips.
I also spec'd my fitness wrong. Everyone should take note of this: don't take shield recharge speed on rank 5. That's dumb. Take the 15% movement speed after a heavy melee kill.
TL;DR SUMMARY!
-Hex Shield is of limited use, and a bit redundant.
-Pulse is quite powerful, no matter how you spec it. (Except rank 5. Don't take recharge speed...)
-Turret regen is weak for the Juggs, but the Flamethrower should prime targets for Pulse.
-Weapon Passives are counter-intuitive. Oddly enough, Juggs works best as a powers-melee class. Weapons should only be used with ammo powers to prime targets.
-Fitness should always be maxed, and should be shields, movement speed, shields.
Am I right? Or am I nuts?
#2
Posté 28 février 2013 - 08:07
#3
Posté 28 février 2013 - 08:10
#4
Posté 28 février 2013 - 08:11
Right now I'm doing a
6/6/3/5/6 build I think.. Or something weird like that.
Specced the pulse for maximum damage, but it seems rather... Meh. I'd probably do more distance dmg with a black widow or something like that.
PS: At maximum damage it does a decent job of stripping barriers shields armor and so on.
The hexshield does have it's uses. Put it down at your back to guard the rear. Or if youre tying down bosses and mooks behind them put it infront of you to block the mooks weapons shots.
PS: I specced it for damage plus size rather than survivabilite though.
I use the turret a bit to distract enemies and support both myself and teammates. The juggernaut is rather slow and I can fire it at a downed teammate from a distance. To hopefully stop any stomping enemies and to give shieldboost if I or another teammate revives the one.
PS: Thats a remnant of all my gethgineer play though.
Interesting about the fitness rank 5 evolution. Didn't pick speed either. I figured I wouldn't go hunting per say but rather just tie down as many enemies as possible.
Modifié par 78stonewobble, 28 février 2013 - 08:13 .
#5
Posté 28 février 2013 - 08:26
I'm absolutely torn on the fitness rank 6 evolution. 1500 extra shields, but at a cost of 15% damage output.
I've played around with this option for a bit, and it really allows you to tank, but your damage output takes a very noticeable hit. I played Platinum earlier with another Juggernaut and 2 Infiltrators and the juggernauts basically ended up distracting the bosses close range with their heavy melee while the infiltrators did most of the actual killing.
There's really nothing else you can do when there's 2 banshees charging at you and your damage output is cut like that.
Modifié par Jonathan2100, 28 février 2013 - 08:27 .
#6
Posté 28 février 2013 - 08:36
#7
Posté 28 février 2013 - 08:45
Full defense on Hex Shields, DR plus extra shot on Siege, then Turret for reparing shields, no passives, and all the shields available to me.
I cannot be killed except by all the bosses in the game. At once.
#8
Posté 28 février 2013 - 08:54
Silvair wrote...
I wen 6/6/6/0/6.
Full defense on Hex Shields, DR plus extra shot on Siege, then Turret for reparing shields, no passives, and all the shields available to me.
I cannot be killed except by all the bosses in the game. At once.
Can't believe I didn't think of this
#9
Posté 28 février 2013 - 08:58
#10
Posté 28 février 2013 - 08:58
HolyAvenger wrote...
I wouldn't spec out of the passive, personally. His damage output is pretty subpar as it is.
What damage output?
#11
Posté 28 février 2013 - 09:05
And I love siege pulse. While its damage is nothing special, his capability to stagger and knockdown mobs is awesome, especially when they are trying to stomp a team mate and you're far from him. Also DR is awesome. That's the character I'm enjoying the most at the moment.
#12
Posté 28 février 2013 - 09:15
I don't understand why anybody would spec for healing turret. One pulse of heavy melee recharges more shields... the Turret's healing numbers are very low in comparison to the Jugg's max shields. Just think, your Gengineer is far from indestructible with that turret by his side. That little bit of shields pales in comparison to the amount of firepower Juggs draws. His survival is contingent upon the use of the Heavy Melee. Not the Turret.
I say go with Flamethrower, or no Turret at all.
EDIT: I managed to top gold scoreboards with this guy. The damage outpt is there, you just have to dig a little deeper. It's no Geth Infiltrator for score hogging, but Juggs is very consistent and steady.
EDIT2: The more I think about it, the more I feel that it is necessary to find a balance with Juggs. I spec'd out of healing Turret, made minimal use of Hex Shield, and only took 3 Pulses and rarely had them ready for the DR as I fired them regularly. And I was still indestructible. If you take away from your all-out defense slightly and push it towards a balance between weapons, powers, and melee, then you will see more success.
One cool tip: press and hold trigger to charge GPS -> Fire some pulses -> Fire GPS -> start charge again -> more pulses -> rinse and repeat. With no headshot multiplier in the passives, might as well use a weapon that is on the same page.
Also, Charge GPS, press O to heavy melee, and your charged GPS fires as you grab an enemy. It's fun to watch.
Another thing I found useful was to heavy melee quickly, drop dumbdumb on the floor, and blow his head off. Coup de Grace. Faster than bleeding them out entirely with the heavy melee (although it is very satisfying to watch a Phantom twitch and writhe helplessly.
Modifié par ThatOddGuy, 28 février 2013 - 09:23 .
#13
Posté 28 février 2013 - 09:46
First off, abilities. You have to get used to the idea of using the power you want first, and THEN refreshing siege pulse. It comes naturally if you've played a Volus, but it can feel a bit awkward for some to throw down a power BEFORE triggering the long reload of your main ability.
The shield doesn't appear to block AoE attacks like the Banshee's projectile, Atlas rockets, or others. As for letting bullets through, that may not be happening because the shield is letting them through, but because it's so small - I found I didn't have this problem with the larger shield. Do remember that projectiles are blocked both ways, and allies can't shoot through (though grenades do go through, and the Cain mines can be stuck on them too).
Siege Pulse. It does loads of damage, sure, but it's got a long reload, so every shot counts. Fortunately, Siege Pulse appears to be an excellent detonator power! It detonates a flamethrower upgraded turret, it detonates incendiary ammo, it detonates a lot of things. You only get a few of these at once, and depending on your spec, they're also your defense, so make'm count!
The last talent in the Juggernaut's shield+melee tree is what's going to define you. The last talent, combined with earlier ones, will bring you to over 4000 shields. It effectively lets a Jugger tank anything, and indeed, I've been able to tank up to two banshees and a brute, with a ravager raining on me before I broke even. The loss of damage is going to be noticeable though, since it's added after everything else is calculated, and depending on your playstyle, the shields may not be necessary (do you REALLY need to tank three ravagers and two brutes?)
I don't have a specific build, since I'm really torn on Hex Shield. 0/6/6/6/6 still feels plenty tanky when you have full regen-specced melee, but you start to notice situations on big, open maps where a shield could have been really handy. 3/6/6/6/5 lets you use the shield and doesn't force you to pick that 15% damage drop (and you're still plenty tanky), but the shield really works best when it's large. My first build had involved 6/6/3/5/6, and the large hex shield is really nice for protecting people and ESPECIALLY for safely bringing someone up, but in retrospect, the lack of a turret means less damage, and no flamethrower means no setups with Siege Pulse which is what was killing my damage.
Still can't figure out a decent weapon either. Reegar's Carbine with armor-piercing is fantastic since it lets you burst down enemies that get close and also lets you slap on the Shotgun omni-blade without too much weight penalty (granted, the Jug doesn't need so much recharge speed), but suffers when it comes to putting down long range foes. Acolyte's fantastic for shields, but Reegar's does it better, and the Jug doesn't need to worry about weight as much anyways. The M-300 Claymore was actually a fairly fun weapon, as it gave an extra 'pulse' while in close range if yours was on cooldown, but the one-shot nature isn't for everyone. Last, but not least, using the Pirhana gave me decent results - if you stick incendiary on it and point it in the general direction of an enemy, it's bound to hit something, and then you can detonate it with a siege pulse without needing a flame-thrower turret (Falcon could accomplish the same thing, but Pirhana lets you use the Shotgun Omni-blade).
For the melee-tanking, just remember that once you commit to tanking, you're going to have a hard time moving away. It's preferable that you have team mates helping you bring down what you tank, or you'll never get out of there. Since your melee damage is also fairly low while tanking, it's probably a good idea to drop your turret or barrier in between heavy attacks.
I'm still screwing around with him, but I'm starting to get used to his playstyle more and find I quite like it. It's funny to hear your team-mates say, "where are all the mobs?" when you have 5 bosses piled on you as you and your turret slowly whittle them down while waiting for help.
#14
Posté 28 février 2013 - 09:48
#15
Posté 28 février 2013 - 09:59
#16
Posté 28 février 2013 - 10:05
Silvair wrote...
I wen 6/6/6/0/6.
Full defense on Hex Shields, DR plus extra shot on Siege, then Turret for reparing shields, no passives, and all the shields available to me.
I cannot be killed except by all the bosses in the game. At once.
I just redid it to this as well. Though with full damage on hex shield instead.
Helluva fun albeit slow.... Untill your melee button stops working. Then you're screeeeeeewed in the middle of 2 atlasses, 2 phantoms and god knows what else plus a turret.
But really .... The ability for someone to reliably distract bosses was sorely needed
Modifié par 78stonewobble, 28 février 2013 - 10:07 .
#17
Posté 28 février 2013 - 10:09
HolyAvenger wrote...
I wouldn't spec out of the passive, personally. His damage output is pretty subpar as it is.
You only need to worry about damage output at ALL if you are speccing for pure damage, or are soloing.
A defensive Juggernaut is all about tanking, so there's no need to even fire a single shot, other than to draw attention to yourself.
#18
Posté 28 février 2013 - 10:14
78stonewobble wrote...
Silvair wrote...
I wen 6/6/6/0/6.
Full defense on Hex Shields, DR plus extra shot on Siege, then Turret for reparing shields, no passives, and all the shields available to me.
I cannot be killed except by all the bosses in the game. At once.
I just redid it to this as well. Though with full damage on hex shield instead.
Helluva fun albeit slow.... Untill your melee button stops working. Then you're screeeeeeewed in the middle of 2 atlasses, 2 phantoms and god knows what else plus a turret.![]()
But really .... The ability for someone to reliably distract bosses was sorely needed
I just kinda laugh because with my build, I can tank the entire wave to the point where I'll see a teammate wandering by on the way to an objective, see me in a corner (literally) knee deep in all the bosses of the platinum wave 10...and just keep right on walking to finish the objective while I'm distracting the entire wave.
I ain't even mad. I got this.
#19
Posté 28 février 2013 - 10:35
#20
Posté 28 février 2013 - 10:37
HolyAvenger wrote...
I'm using 36566 pretty succesfully. Turret is better when mobile, shield for holding a position. I tend to like being mobile (closing in on and tanking bosses and sync-killers for my squad) so I prefer the turret.
i'm going to respec into this. Max Hex Shield is redundant... I don't need it that long and I don't need it that size.
#21
Posté 28 février 2013 - 09:54
I will reiterate that the GPS is a good pick. HCB and Omni-Blade, relatively light, and the charging nature works well by alternating it and Siege Pulse. Good stuff.
#22
Posté 28 février 2013 - 10:17
Siege Pulse: 4a, 5a, 6a.
- Damage protection is a must, and getting that 4th shot allows a 40% DR. Essential for the slow moving tank this guy is. Generally will not be shooting unless the enemies are really far away, or to trigger tech/cryo/fire explosions.
Hex Shield: 4a, 5a, 6a.
-Pulse and shock are really nice for that little bit of extra damage. The idea here is to depoly the shield on the enemy you are about to target for heavy melee. It takes the initial damage, plus the continuous damage while you hold it in heavy melee. It also blocks any fire coming from behind your target, keeping your shields full and limiting the damage you take.
Geth Turret: -not used-
Geth Juggernaught: 4a, 5b, 6b.
Spec for weapon damage and ammo capacity so you are not having to fight on top of ammo boxes (depending on the weapon you use). And the idea is that this guy is a melee build, so you want to get the most out of every shot you take.
Hardened Platform: 4b, 5b, 6b.
Why not speck for melee damage if this is a melee build? The idea is to stand and tank, keeping your shields full and allowing your teammates to target the enemy you have grabbed. Speccing for full shields and getting the most out of the power transfer is important to keep you and your squad alive. Keep tanking and focus on keeping the enemy close to you.
Equipment: Juggernaught gear. Cyclonic Modulator. Strength Enhancer. Cryo/Incendiary Ammo to set up tech explosions when needed.
Weapons: Hurricane, Wraith, Claymore, Talon, Valiant, Indra, PPR. There are certainly others you can use, but contrary to belief, it is important to keep your weight capacity from falling below 40%. This is a melee build, so targeting enemies at long range is not ideal and can potentially get you killed, as you won't notice those pesky phantoms or pyros hacking away at your shields. Also be sure to use the omni-blade attachment!
Note: When fighting boss enemies, it is important to throw down the hex shield on top of the enemy, then heavy melee. When you see your cooldown reset, throw out another shield, fire off your weapon really quickly, and heavy melee again. Repeat until boss is down. This is the best strategy when dealing with any armored enemy or any enemy in general.
Modifié par stromguard555, 28 février 2013 - 10:19 .
#23
Posté 28 février 2013 - 10:22
mongosbongos wrote...
I specced mine 6/6/6/6/6, max shields and damage, it has worked fine for me.
Reported.
#24
Posté 28 février 2013 - 10:35
stromguard555 wrote...
How I spec the Geth Juggernaught:
Siege Pulse: 4a, 5a, 6a.
- Damage protection is a must, and getting that 4th shot allows a 40% DR. Essential for the slow moving tank this guy is. Generally will not be shooting unless the enemies are really far away, or to trigger tech/cryo/fire explosions.
Hex Shield: 4a, 5a, 6a.
-Pulse and shock are really nice for that little bit of extra damage. The idea here is to depoly the shield on the enemy you are about to target for heavy melee. It takes the initial damage, plus the continuous damage while you hold it in heavy melee. It also blocks any fire coming from behind your target, keeping your shields full and limiting the damage you take.
Geth Turret: -not used-
Geth Juggernaught: 4a, 5b, 6b.
Spec for weapon damage and ammo capacity so you are not having to fight on top of ammo boxes (depending on the weapon you use). And the idea is that this guy is a melee build, so you want to get the most out of every shot you take.
Hardened Platform: 4b, 5b, 6b.
Why not speck for melee damage if this is a melee build? The idea is to stand and tank, keeping your shields full and allowing your teammates to target the enemy you have grabbed. Speccing for full shields and getting the most out of the power transfer is important to keep you and your squad alive. Keep tanking and focus on keeping the enemy close to you.
Equipment: Juggernaught gear. Cyclonic Modulator. Strength Enhancer. Cryo/Incendiary Ammo to set up tech explosions when needed.
Weapons: Hurricane, Wraith, Claymore, Talon, Valiant, Indra, PPR. There are certainly others you can use, but contrary to belief, it is important to keep your weight capacity from falling below 40%. This is a melee build, so targeting enemies at long range is not ideal and can potentially get you killed, as you won't notice those pesky phantoms or pyros hacking away at your shields. Also be sure to use the omni-blade attachment!
Note: When fighting boss enemies, it is important to throw down the hex shield on top of the enemy, then heavy melee. When you see your cooldown reset, throw out another shield, fire off your weapon really quickly, and heavy melee again. Repeat until boss is down. This is the best strategy when dealing with any armored enemy or any enemy in general.
Amlost identical to my current Jugg build. Only difference is your use of Shield. And I gotta say, that totally makes sense! Never thought of that. Also, Pulse can detonate the electricuted dorks. Using the Shield in this way almost makes me wonder if I should actually go with Flamethrower Turret. Which would you say is better? Shield damage, or Flamethrower damage? Tech combos, or Fire Explosions?
A quick note for you: Fitness Rank 5b is pointless. Chose 5a for movement speed. Your Shield Regen comes from heavy melee. That 15% makes such a small difference. from 4 seconds to 3.4, or something.
#25
Posté 28 février 2013 - 10:45
Collector Sniper Rifle 10/Scorpion 10 + Incendiary Ammo + Siege Pulse Cannon = Awesomesauce
The CSR works very nicely with this just because it applies ammo effects well, and with such a short clip, you can constantly take breaks to fire your Pulse Cannon while waiting for the recharge on the CSR, for fire explosions each time. I've only got a level 3 PPR so I found the CSR to be much better for me... a little less effective on big boss units, but on any infantry (even Phantoms and Dragoons) this was a far more effective combo.
Modifié par Ares Caesar, 28 février 2013 - 10:46 .





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