Aller au contenu

Photo

How to play the Juggernaut effectively... actually killing things yourself, and tanking situationally.


  • Veuillez vous connecter pour répondre
354 réponses à ce sujet

#1
megabeast37215

megabeast37215
  • Members
  • 13 626 messages
Video http://social.biowar...ndex/16559774/1 updated 4/19/13... build is slightly different from this thread, and the feeback from this thread prompted a few of the decisions.

Air Quotes thread about Juggy players meleeing everything was pretty eye opening. There are many people here on BSN who advocate using the melee as his primary form of offense... this is not how you play the Juggy effectively at all.

I have put in quite a bit of time on him over the last 3 days, and I can score/kill/tank and do objectives effectively. Hopefully, some of my friends will come in here and back that up.

Here's the first thing you need to know. The Turret is redundant. Everything you can heal with the Turret, you can prevent with Hex Shield if you have a little foresight. This does not include healing players that are far away... that's their issue... You can't save everybody and you shouldn't try. I will explain how to effectively use Hex Shield later in the thread.

Here is the build:

6 - Siege Pulse - Damage, Damage Protection, Number of Shots
6 - Hex Shield - Pulse, Shock, Large Shield
0 - Sentry Turret
6 - Passives - Weapon Damage, Stability & Ammo, Weapon Damage
6 - Fitness - Durability, Shield Recharge, Squad Command

Consumables I typically use: Cyclonic Modulator III for Gold, IV for Platinum, Stronghold Package V, Shotgun Rail Amp III, AP ammo III for Gold, IV for Platinum 

The reason I take Squad Command is simple... 15% total damage loss is completely unacceptable. You have enemies running up in your face often, you need the ability to blow their face off with a gun... a 15% gimping does not sound ideal.. wise use of Hex Shield will prevent you from missing the 75% shield increase. Also, your teammates are going to step into the 10% damage bonus radius eventually, especially if you're on the front line (which you should be).

Weapons for Juggy: You need close and long range performance. After testing about 20 weapons on him, I've personally settled on Typhoon with Extended Barrel/Extended Mag & Reegar with High Velocity Barrel/Extra ammo... but Lancer, PPR, are good long range weapons and Piranha, Claymore, Hurricane are good close range options. Someone in AQ thread mentioned using the Crusader, that seemed like a decent blend of close/long range performance. The most important choice is your close range weapon... you need to be able to wreck faces HARD in close quarters. This is why I don't advocate the GPS... it doesn't wreck shop good enough in close quarters IMO, compared to the other available options (but it is a nice mix of short/long range performance like the Crusader).

The juggy also has a unique weapons advantage: Due to being so tall he can get easier headshots because he can see the top of the enemies heads as well as their face, thus increasing the visible surface area of the heads.

How to use the Hex Shield Effectively: This is not a spam power, this is a situational power. It can be a lifesaver if used intelligently, or it can make your team hate you if used ineffectively.

If there is a large volume of incoming Prime shots, Eye Lazors, Atlas Rockets, Banshee Balls, etc. Put the Hex Shield down. It is basically, portable right hand advantage. The Large Hex Shield has a little < in the right side of it that is perfect for shooting through while remaining unable to be shot. This can be seen at the top of page 4 on this thread (thanks Max).

If there is a large mob of enemies very close to you, put down the Hex Shield and back up. Shotgun all the faces when they come through the shield. This will slow down the enemies ability to hurt you and buy time for your to whittle down their numbers.

If there is a Banshee/Praetorian... put down the Hex Shield, back up and kite them to you. This will allow you to isolate these enemies (which can stagger you) and deal with them 1 on 1. If there is more than 1 of these two particular enemies, you will need your team to help... or use a rocket.

Atlases & Primes: Put down the Hex Shield and use right hand advantage... kill them with your guns.

Ravagers/Scions: These guys seem to shoot right through the shield sometimes (other times the shield blocks them too, it's spotty). You will need to find some REAL right hand advantage cover to deal with them... like a wall/doorway or something. This is where your long range weapon will get used. The Hex Shield is also very useful at cleaning up mobs of Swarmers.

Here's a good one: BAD BAD spots for the 4 points objective. Put down the shield to block the primary source of incoming fire... and get on the point while you tank damage from the other source. This is a last resort for your team typically... after several medi-gels have been used.

When to use the Heavy Melee: The correct answer is "Not all the damn time!!" It is only needed if your shields get below half. It will never outdamage CQC weapon use (if you actually put consumables on). By CQC weapons I mean... all the Rare Shotguns (except the Disciple), Wraith, Hurricane, BPP, etc.

If there is a mook mob (Marauders, Collector Captains, Centurions, etc.) kill as many of them with your gun as possible. If they drop your shields below half, then use the heavy melee. DO NOT try to heavy melee them all to death. It's a waste of time... sure you can do it, but it will take 5 times longer than gunning them down.

Phantoms: Put down your shield and shoot them from a distance, if they get close, heavy melee their barriers off then when they drop to the ground, mop them up with your gun.

Banshees: Shoot them until they get close, then heavy melee them to draw their aggro to you (and away from your teammates). Shoot their face off until you get below half shields, then melee. When your shields get to 3/4 full or more... resume shooting your gun. Ideally... when the Banshee approached, you remembered to drop down a Hex Shield behind her so you can engage her without being shot from other enemies.

Nemesis: Yeah... this is just so they can't run away and do their chicken dance.

The Heavy Melee is also useful to stop enemies from shooting you overall. A quick heavy melee will drop them to the ground and let you blow them away. This is especially useful for Collector Infantry when they start swinging their bladed fists.

The one enemy that none of these strategies work on: Brutes. They don't care about your heavy melee, nor do their care about your shield. You are going to have to prioritize them before they get to you, and gun them down hard when they get close.

That's pretty much it... I probably forgot a few things, but it's looking like a slow day at work... so I'll be checking this regularly and responding to everyone.

Modifié par megabeast37215, 19 avril 2013 - 02:35 .


#2
GallowsPole

GallowsPole
  • Members
  • 4 216 messages
Drop flame turret, HM, pay day. Screw that lame shield. I got my spitfire exactly doing that. Spitting incendiary ammo and FE'ing every damned thing, using HM and turret for shield regen. That stupid hex shield is worthless since it gets in the way and if you're lucky, will stop an Engineer from shooting you. Keep moving and prioritize targets that will drain shields. :ph34r:

Modifié par GallowsPole, 20 mars 2013 - 01:10 .


#3
Cohen le Barbare

Cohen le Barbare
  • Members
  • 1 789 messages
Javelin/geth plasma shotgun. Awesome feeling. I'll probably switch to spitfire when it raises (lvl 1 atm)

#4
MaxBoss

MaxBoss
  • Members
  • 313 messages
I 100% agree weapons are the primary source of damage. HM is for shield recharge/knocking down.
I chose the PPR as running to ammo boxes is not really his strong point. Any decent shotgun will do for close range. TBH I rarely use the shotgun as enemies die from PPR/teammates before they get close.

I've actually specced 3 point in Hex Shield as I personally find healing turret more useful, especially if you're mobile.

I can't really make up my mind about Hardened Platform evo 6 as the shield bonus is very good. Might try dropping it altogether in favour of turret,

Modifié par MaxBoss, 20 mars 2013 - 01:16 .


#5
OneTrueShot

OneTrueShot
  • Members
  • 2 538 messages
I'd like to add on, on this.

What to prioritize your damage on to increase survival

Scions: These are going to be your main cause of death if you don't deal with them quickly, if you're holding off a certain area and you communicate well with your team, don't hesitate to ask for a quick bit of extra damage on these. Whilst you can drop them yourself with ease, the quicker they're gone, the more likely you are to survive.

Posessed Praetorians - This is the only enemy you can't melee tank in Platinum save for Scions and Brutes (But they shouldn't be even remotely getting close), their melee does more damage than you can feasibly take, but if you and your team are letting these get close enough that you 'need' to melee, you probably want to rethink your approach to Praetorians.

Ravagers - These things will really **** on your cornflakes if given the chance. If there's no Scions, Brutes or Praetorians, gun these down as quickly as you can.

Hunters - Whilst not that much of a risk, a pair can lock you out of gunning allowing most any mooks to clean you up and your heavy melee won't always track on them correctly, think of these as a tertiary priority.

Bombers - If you aren't using a close range weapon of any kind, these can really **** up your day, fortunately, they drop like flies. Kill 'em at a range.

#6
megabeast37215

megabeast37215
  • Members
  • 13 626 messages

GallowsPole wrote...

Drop flame turret, HM, pay day. Screw that lame shield. I got my spitfire exactly doing that. Spitting incendiary ammo and FE'ing every damned thing, using HM and turret for shield regen. That stupid hex shield is worthless since it gets in the way and if you're lucky, will stop an Engineer from shooting you. Keep moving and prioritize targets that will drain shields. :ph34r:


Shotgun/Typhoon damage > Spitfire/Turret/Heavy Melee Damage

The shield provide a tactical advantage which is unmatched by any other power in the game. The ability to isolate bosses, save your team of squishies from incoming Atlas rockets, etc. is far more valuable IMO.

Preventing damage > healing damage

Modifié par megabeast37215, 20 mars 2013 - 01:18 .


#7
MaxBoss

MaxBoss
  • Members
  • 313 messages
The shield is good though glitchy sometimes. One thing to remember is not to stand too close to it as you'll get splash damage from Atlases, Ravagers and Scions. Also, even the small shield provides good protection, I've never felt the need for the big one (I've tried it).

#8
megabeast37215

megabeast37215
  • Members
  • 13 626 messages

Cohen le Barbare wrote...

Javelin/geth plasma shotgun. Awesome feeling. I'll probably switch to spitfire when it raises (lvl 1 atm)


I tried to Javelin with him... but it wasn't working to well for me. I had a lot of off host issues... particularly with shooting right through Scions/Crabs and them not taking any damage. I know that's not the Javelin's fault though... I should probably give it another go.

#9
megabeast37215

megabeast37215
  • Members
  • 13 626 messages

MaxBoss wrote...

I 100% agree weapons are the primary source of damage. HM is for shield recharge/knocking down.
I chose the PPR as running to ammo boxes is not really his strong point. Any decent shotgun will do for close range. TBH I rarely use the shotgun as enemies die from PPR/teammates before they get close.

I've actually specced 3 point in Hex Shield as I personally find healing turret more useful, especially if you're mobile.

I can't really make up my mind about Hardened Platform evo 6 as the shield bonus is very good. Might try dropping it altogether in favour of turret,


That was the build I used before... 3 in shield, 5 in turret. Then I figured out how to maximize the potential of the shield... and I found I didn't need the turret anymore, because I was able to prevent a very large majority of damage taken by using the shield tactically.

Modifié par megabeast37215, 20 mars 2013 - 01:28 .


#10
NuclearTech76

NuclearTech76
  • Members
  • 16 229 messages
Yeah mega is pretty good with him. Probably the best Juggernaut I've played with as far as offensive output.

Now quit shooting me in the ass between waves.

Modifié par NuclearTech76, 20 mars 2013 - 01:22 .


#11
OneTrueShot

OneTrueShot
  • Members
  • 2 538 messages

megabeast37215 wrote...

Cohen le Barbare wrote...

Javelin/geth plasma shotgun. Awesome feeling. I'll probably switch to spitfire when it raises (lvl 1 atm)


I tried to Javelin with him... but it wasn't working to well for me. I had a lot of off host issues... particularly with shooting right through Scions/Crabs and them not taking any damage. I know that's not the Javelin's fault though... I should probably give it another go.


PPR/Lancer + Reegar/Scorpion is my personal loadout, that way, only time I'm taking precious ammo (Think - Condor/Reactor) is when I'm desperate for some up-close destruction. This makes the loadout less reliant on ammo packs/bad map boxes.

#12
megabeast37215

megabeast37215
  • Members
  • 13 626 messages

OneTrueShot wrote...

I'd like to add on, on this.

What to prioritize your damage on to increase survival

Scions: These are going to be your main cause of death if you don't deal with them quickly, if you're holding off a certain area and you communicate well with your team, don't hesitate to ask for a quick bit of extra damage on these. Whilst you can drop them yourself with ease, the quicker they're gone, the more likely you are to survive.

Posessed Praetorians - This is the only enemy you can't melee tank in Platinum save for Scions and Brutes (But they shouldn't be even remotely getting close), their melee does more damage than you can feasibly take, but if you and your team are letting these get close enough that you 'need' to melee, you probably want to rethink your approach to Praetorians.

Ravagers - These things will really **** on your cornflakes if given the chance. If there's no Scions, Brutes or Praetorians, gun these down as quickly as you can.

Hunters - Whilst not that much of a risk, a pair can lock you out of gunning allowing most any mooks to clean you up and your heavy melee won't always track on them correctly, think of these as a tertiary priority.

Bombers - If you aren't using a close range weapon of any kind, these can really **** up your day, fortunately, they drop like flies. Kill 'em at a range.


Agree 100%

Nice post OTS

#13
UnknownMercenary

UnknownMercenary
  • Members
  • 5 547 messages
Yep this is exactly how I play him.

#14
MaxBoss

MaxBoss
  • Members
  • 313 messages
I'll give the shield another try. Worth exploring could be damage synergy instead of large shield. Makes up for some of the damage lost in Hardened platform 6b. Might give that one up though.

#15
megabeast37215

megabeast37215
  • Members
  • 13 626 messages

MaxBoss wrote...

The shield is good though glitchy sometimes. One thing to remember is not to stand too close to it as you'll get splash damage from Atlases, Ravagers and Scions. Also, even the small shield provides good protection, I've never felt the need for the big one (I've tried it).


Very true about the Splash damage... probably should've included that in the OP... but there were so many things I was trying to remember.

I like big shield because of the ability to COMPLETELY block off damage lanes for enemies. This is especially useful during hacks and escorts. In Hacks, you block off one entire side of incoming enemy fire while you and the team focus on the other side. On escorts you spam the shield to keep blocking incoming fire from all the enemies you ditched as the escort moved away from them. This also prevents some of the dumber teammates from killing everything during the escort and having the bad guys respawn closer to the group/escort destination.

#16
tfoltz

tfoltz
  • Members
  • 666 messages
I only play platinum and find the hex shield awful. Too situational and easily destroyed by enemies and allies combined. It's more effective to just stand in front of everyone and shield them that way. The occasional shield recharge from the turret is preferred for me so I can keep shooting and not need melee as much. I agree with the weapons; typhoon/reegar or crusader/hurricane. I also use an adrenaline mod since cyclonics feel like overkill. You can take on two banshees and mooks with no problem; you will get into trouble if phantoms and ravagers join the mix, so they are always top priority.

#17
megabeast37215

megabeast37215
  • Members
  • 13 626 messages

NuclearTech76 wrote...

Yeah mega is pretty good with him. Probably the best Juggernaut I've played with as far as offensive output.

Now quit shooting me in the ass between waves.


Thanks.

I will never stop shooting my teammates... or meleeing them between waves... or teabagging them when they are on the 4-points. I am a child at heart Image IPB

#18
han shot shepard

han shot shepard
  • Members
  • 544 messages
Great thread, I hope at least 10% of the one million Juggs playing right now read this... convinced me to put points in Squad command. I try to play this way, Don't usually melee until after wave 3, and when I do, Prioritize on the ranged attackers like One True Shot suggested.

#19
megabeast37215

megabeast37215
  • Members
  • 13 626 messages

OneTrueShot wrote...

PPR/Lancer + Reegar/Scorpion is my personal loadout, that way, only time I'm taking precious ammo (Think - Condor/Reactor) is when I'm desperate for some up-close destruction. This makes the loadout less reliant on ammo packs/bad map boxes.


Yeah... if I'm not taking the Typhoon... I'm taking the PPR/Lancer. Those are the next best options IMO.

I prefer the Typhoon b/c of it's natural bonuses vs all those different protection types.

The ammo thing isn't a big deal IMO... I've yet to use all my Thermal Clips in a match playing as the Juggy.

Modifié par megabeast37215, 20 mars 2013 - 01:32 .


#20
Chealec

Chealec
  • Members
  • 6 508 messages
Not sure if I missed it ... but it's possibly worth noting that Siege Pulse will detonate ammo powers so you can strap on that Typhoon/PPR/Spitfire, chuck on some Incendiary ammo and Fire Explosion things if there's a mob of mook level stuff you want to clear quickly (or Brutes, Ravagers, Scions).

#21
Petiertje

Petiertje
  • Members
  • 300 messages

megabeast37215 wrote...
...

Ravagers/Scions: These guys seem to shoot right through the shield sometimes (other times the shield blocks them too, it's spotty). You will need to find some REAL right hand advantage cover to deal with them... like a wall/doorway or something. This is where your long range weapon will get used. The Hex Shield is also very useful at cleaning up mobs of Swarmers.

...



First, a nice advice, thanks.

I found out that if you keep a bit more distance from your shield it wil block most projectiles (or whatever it is) form those enemy´s,
Some do pass through indeed, but in the games i played i found that its mostly some kind of splash damage like the atlas rocket which makes that everything seems to pass through the shield. It can be just luck though, i have no hard data or something like some people here on BSN. don`t know how to do that anyway:)

#22
Kocka007

Kocka007
  • Members
  • 957 messages
Get that word out Megabeast!! Juggy's you are allowed to kill stuff. I really feel like every PUG I play lately I have to score 200,000 points on Gold just to clear the match when (random) Juggy's are involved.

I also agree that turret is better than HS, just use it wisely. If all you want to do is HM at least have the common courtesy not to throw up a wall in between me and the 5 enemies that are about to kill you.

#23
megabeast37215

megabeast37215
  • Members
  • 13 626 messages

MaxBoss wrote...

I'll give the shield another try. Worth exploring could be damage synergy instead of large shield. Makes up for some of the damage lost in Hardened platform 6b. Might give that one up though.


I tried the Damage Synergy shield... it's ok. I think the tactical advantages of Big Shield outweigh it though...

It really one of those rare evos where both options are pretty decent.

#24
OneTrueShot

OneTrueShot
  • Members
  • 2 538 messages

megabeast37215 wrote...

OneTrueShot wrote...

PPR/Lancer + Reegar/Scorpion is my personal loadout, that way, only time I'm taking precious ammo (Think - Condor/Reactor) is when I'm desperate for some up-close destruction. This makes the loadout less reliant on ammo packs/bad map boxes.


Yeah... if I'm not taking the Typhoon... I'm taking the PPR/Lancer. Those are the next best options IMO.

I prefer the Typhoon b/c of it's natural bonuses vs all those different protection types.


Makes sense, but being the accuracy **** I am, I find the PPR with Clip/Heavy AP works perfectly, otherwise, it's Lancer with Thermal Scope (Yeah, crazy, I know) and Clip. I personally prefer accuracy over down-range fire rate. I imagine both have the same end result of making the enemies fall down quickly, though.

Modifié par OneTrueShot, 20 mars 2013 - 01:36 .


#25
han shot shepard

han shot shepard
  • Members
  • 544 messages

Kocka007 wrote...

Get that word out Megabeast!! Juggy's you are allowed to kill stuff. I really feel like every PUG I play lately I have to score 200,000 points on Gold just to clear the match when (random) Juggy's are involved.

I also agree that turret is better than HS, just use it wisely. If all you want to do is HM at least have the common courtesy not to throw up a wall in between me and the 5 enemies that are about to kill you.


I was all about the Turret on my first build with him, but I found it dosn't survive long enough, although it did a decent job of inflicting damage, and I played a match with a guy that knew how to run a shield and it saved a device round and helped a couple other times and I was sold