The good thing about the Scorpion is that you can equip a melee mod AND a power damage mod!
The even better thing about the scorpion is the EVEN MOAR stunlock.
But the best of all is that it's my highest level UR.
Only problem is that only direct hits prime :/
The Acolyte should be pretty good (GREAT primer), since you don't have to worry about cover when charging it.
In my experience, charging weapons are great for this guy.
CSR is a good thought. No need to run for boxes. Good for ammo powers. And mine is X, and like yours, my PPR is a low level.
How to spec Juggs?
Débuté par
ThatOddGuy
, févr. 28 2013 05:44
#26
Posté 28 février 2013 - 11:02
#27
Posté 28 février 2013 - 11:07
I've had great success with 36566. Go full health regen on the turret, then toss it near your teammates. Drop the shield as needed to cover from most of the mooks while you selectively drain those around you; Siege Pulse is just for DR and the occasional tech burst/fire explosion. Spec the passive and Hardened Platform for weapon damage and moar shields respectively. Works for me.
#28
Posté 01 mars 2013 - 12:50
Yes, taking a look back at using 5a rather than 5b for speed rather than recharge does make more sense. Fire explosions are the most powerful of the tech types. Also a falcon might make sense for him, especially when using cryo ammo, as it will freeze stuff on explosion and you can use the omni-blade with it as well.
As for flamethrower or shields, it really depends on how you plan on using it. If looking for offense, then it isn't too bad of an option, but I have been having issues with getting the fire explosion from targets hit with the flamethrower. Might just be my timing tho. If you are using it defensively and are throwing it out there every two seconds to replenish your shields, then it really doesn't matter. What matters is if you want it supporting you or your teammates more. It it is teammates, then shields is probably the best bet.
As for flamethrower or shields, it really depends on how you plan on using it. If looking for offense, then it isn't too bad of an option, but I have been having issues with getting the fire explosion from targets hit with the flamethrower. Might just be my timing tho. If you are using it defensively and are throwing it out there every two seconds to replenish your shields, then it really doesn't matter. What matters is if you want it supporting you or your teammates more. It it is teammates, then shields is probably the best bet.
Modifié par stromguard555, 01 mars 2013 - 12:57 .
#29
Posté 01 mars 2013 - 01:22
question, if I shoot behind the hex shield, will it count as hitting the shield and damaging it?
I remember I used PPR on him with shield in front of me, the shield depleted when I shoot directly on it.
I remember I used PPR on him with shield in front of me, the shield depleted when I shoot directly on it.
#30
Posté 01 mars 2013 - 01:28
Powa1216 wrote...
question, if I shoot behind the hex shield, will it count as hitting the shield and damaging it?
I remember I used PPR on him with shield in front of me, the shield depleted when I shoot directly on it.
I think so, yes. The Sync Kill however, goes through the shield, and does not damage it.
#31
Posté 01 mars 2013 - 01:31
I go with a full tank spec, ignoring the turret. But after playing as my Jugg several times at this point, I'm finding the Hex Shield a bit lackluster. It's annoying having to worry about certain things ignoring it, and it seems to hinder allies as much as it helps. So I'm thinking the next time I play him I'll respec him, yanking the points from Hex Shield and putting them into the turret.
#32
Posté 01 mars 2013 - 01:38
Go for the big hex shield to properly cover your juggs.
#33
Posté 01 mars 2013 - 01:43
I hear that body glitter works great for that sort of thi-oh the Juggernaut. Why didn't you say so?
6/6/3(4)/5(4)/6
Hex Shield specced for offense, Siege Pulse specced for defense, Turret 3 or added shield, Passive on weapon damage, and Fitness on defense for max Shang Tsunging.
6/6/3(4)/5(4)/6
Hex Shield specced for offense, Siege Pulse specced for defense, Turret 3 or added shield, Passive on weapon damage, and Fitness on defense for max Shang Tsunging.
#34
Posté 01 mars 2013 - 01:54
So from what I see right now, Siege Pulse is a "must spec to 6" power.
4a: Damage is obvious; as is 5a: defense. I've seen equal opinion for rank 6, but I go with the damage. He doesn't need any more DR from one more pulse, and the overall damage is higher (except against regular health) with 3 pulses.
Between Hex Shield and Turret, it seems to be a toss-up. In my opinion, choose one and spec it to 6. I see no reason not to put 6 ranks into one or the other.
If you go with Hex, there are a few things to take note of. 1) The shield's Shields are buffed by your fitness, so 4b in Hex seems overkill (and only 600 points, which isn't much). So go with Shock Damage upon placement for rank 4. Rank 5 is a bit of a toss-up it seems, but I really don't think 36 seconds of Hex is all that necessary. I'd go with the electrical damage for passing through. It opens up options, such as Pulsing dumbdumbs at choke points and detonating them to bits while they can't shoot you. Rank 6 should always be Large Shield, as it seems to take away from the otherwise buggyness of Hex Shield.
If you go with Turret, it's really up to you. Flamethrower/Damage/etc for Fire Combos and more damage, which the Juggs needs. Or Shield Restoration; but keep in mind that if you intend to recharge your own shields with the Turret, you're wasting your time. I personally find pugs too stupid to make use of other peoples' healing turrets. I also feel that Juggs draws enough fire to make the healing Turret a moot point. In my opinion, spec for Flamethrower, or spec out of Turret.
The passives are pretty straight forward. Do note, though, that 5b is a waste of time unless you're going all-out weapons (DON'T!).
For Fitness, the Juggs' melee is powerful, but I would stick with Health and Shields. If you don't, you're taking away from your Juggernaut's biggest asset. Rank 6 is a toss-up, but IMO, most people don't want to stand very close to the Juggernaut. There is a lot of splash damage hitting him. I go with the Shields. I don't care about 15% damage reduction, personally.
Are my assessments pretty accurate?
4a: Damage is obvious; as is 5a: defense. I've seen equal opinion for rank 6, but I go with the damage. He doesn't need any more DR from one more pulse, and the overall damage is higher (except against regular health) with 3 pulses.
Between Hex Shield and Turret, it seems to be a toss-up. In my opinion, choose one and spec it to 6. I see no reason not to put 6 ranks into one or the other.
If you go with Hex, there are a few things to take note of. 1) The shield's Shields are buffed by your fitness, so 4b in Hex seems overkill (and only 600 points, which isn't much). So go with Shock Damage upon placement for rank 4. Rank 5 is a bit of a toss-up it seems, but I really don't think 36 seconds of Hex is all that necessary. I'd go with the electrical damage for passing through. It opens up options, such as Pulsing dumbdumbs at choke points and detonating them to bits while they can't shoot you. Rank 6 should always be Large Shield, as it seems to take away from the otherwise buggyness of Hex Shield.
If you go with Turret, it's really up to you. Flamethrower/Damage/etc for Fire Combos and more damage, which the Juggs needs. Or Shield Restoration; but keep in mind that if you intend to recharge your own shields with the Turret, you're wasting your time. I personally find pugs too stupid to make use of other peoples' healing turrets. I also feel that Juggs draws enough fire to make the healing Turret a moot point. In my opinion, spec for Flamethrower, or spec out of Turret.
The passives are pretty straight forward. Do note, though, that 5b is a waste of time unless you're going all-out weapons (DON'T!).
For Fitness, the Juggs' melee is powerful, but I would stick with Health and Shields. If you don't, you're taking away from your Juggernaut's biggest asset. Rank 6 is a toss-up, but IMO, most people don't want to stand very close to the Juggernaut. There is a lot of splash damage hitting him. I go with the Shields. I don't care about 15% damage reduction, personally.
Are my assessments pretty accurate?
#35
Posté 01 mars 2013 - 01:58
I just switched to
Full pulse with the armor evo, although I have been thinking of that extra 10dr.
Full damage hex shield. I don't use it for protection, well, not as my primary defence. The reason is that it doesn't block some things like previously stated, it does seem to block pyros flames though. What it does do is taze mooks when you drop it on them and staggering them sometimes. The walk though damage evo is nice for tech bursts as well.
0 on turret. I depend on my melee to restore shields, it does suck when jugs gets stuck though. I think light melee solves this but I have to play him a bit more
Full passives with weapon/ power/ weapon then full fitness with the extra shields.
Works rather well actually.
Full pulse with the armor evo, although I have been thinking of that extra 10dr.
Full damage hex shield. I don't use it for protection, well, not as my primary defence. The reason is that it doesn't block some things like previously stated, it does seem to block pyros flames though. What it does do is taze mooks when you drop it on them and staggering them sometimes. The walk though damage evo is nice for tech bursts as well.
0 on turret. I depend on my melee to restore shields, it does suck when jugs gets stuck though. I think light melee solves this but I have to play him a bit more
Full passives with weapon/ power/ weapon then full fitness with the extra shields.
Works rather well actually.
#36
Posté 01 mars 2013 - 02:02
I'm beginning to lean towards passives rank 4b. I don't use my weapons as much as Pulse... or it may be equal. But that 10% capacity is then the difference maker.
I don't think passive power damage has any effect on any Hex Shield damages. It DOES affect Flamethrower damage, though.
I don't think passive power damage has any effect on any Hex Shield damages. It DOES affect Flamethrower damage, though.





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