megabeast37215 wrote...
There are other tanks in the game.. like the Kroguard who is a better tank than the Juggy IMO, the Batguard who is slightly less than the Kroguard, and the Volus/Krolord to some extent.
I don't get where you're coming from about extraction is all that's important. TTK is very very important IMO. I don't want 30 minute Gold games and 35 minute Platinum games.. I want sub 20 Gold game and sub 25 Platinum games. The ability to kill quickly trumps everything when speaking about the Juggernaut because he already has so much suvivability anyway. Huge shields, damage reduction, two ways to refill shields and right hand advantage on demand.. he doesn't need EVEN MOAR SHIELDS because it's redundant.. he needs ways to amplify his killing potential.
As it was said a dozen times in this thread, "You don't have to tank when everything is dead already."
Juggy solos are easy btw.. the worst situation is devices and with the big shield and the turret on you, devices become much, much easier.
I agree with these principles. I just don't think 15% weapon damage one way or the other has anything to do with majorly affecting these principles whatsoever. What matters is the Jug player equipping weapons that he'll actualy use in battle & playing accordingly. If someone wants to HM, you can put on Hydraulic Joints V, Strength Enhancer III + shotgun Omni-blade V & your HM will kill things quite quickly, especially if you take the 30% melee evolution for 4 in Hardened Platform (which still leaves you with 4200 shield btw). I've done it & you can clear waves very quickly with HM in this scenario. You've also not mentioned the value of while HM is being used, you've essentially "killed" that weapon from the battlefield which is equivalent to death, just not permanent. However, as shown in the video, if they don't die, they drop to the ground, you shoot them with Reegar & now their dead. The value of keeping an enemy from shooting for 6-8 seconds is difficult to measure but it's quite useful. Addiitonally, the grab distance on HM is enormous & it can grab out of cover. I use this extensively to grab Phantoms & Nemesis before they become issues for the team.
My guess is you don't play with noobs much. If you did, it is guaranteed that you will get swarmed eventually & you'll want every bit of shield back you can get as it takes 40% more effort for enemies to take it down again so it's not an equivalent transfer. The Jug benefits significantly more from shield transfer than any other character. I tend to alternate between Reegar & HM as needed based on my shield level. I tend to use the 25% - 50% range as my threshold for switching to HM depending upon the situation. It's also a good time to evaluate if using a missile might not be the right tactic as even just 2-3 seconds stacking up might spell death if you're alone (it happens a lot if you have inexperienced teammates on gold/platinum). 2 Geth Pyro on Platinum can strip a Jug to death in literally like 2-3 seconds from a full tank build. This build is even less resilient under that scenario. The HM look-around tactic you mentioned is pretty key to keep situational awareness to avoid these types of scenarios.
It's the guys who HM but don't put on any synergistic equipment and/or don't build their character accordingly that slow things down so much. Personally, having played the Jug a lot, & playing with randoms a lot, having the highest shield transfer gives me the best "oh sh*t" reliability. The Reegar X is a must have though for any Jug build imo. It's simply the most synergistic weapon for the Jug due to enemies tending to go straight for the Jug. It's nice to have another weapon to engage them a bit earlier though too. Hence why I like the Geth SMG X. When it gets spun up, it can stun & take down lesser enemies pretty well.
I just feel like you made such a big deal of the 15% damage point & it's just not that big a deal in reality. It certainly won't make a poor damage dealing Jug into a monster. It simply helps out a bit but I get almost the same effect from my damage evolution shield while still retaining Power Transfer which is a unique ability for the Jug & very useful. You've equated the 15% damage with the ability to trap/kill an opponent on the battlefield while replenishing your shields simultaneously. I just don't really agree with this. I think learning to shoot with weapons is great advice but keep the Power Transfer. It's simply too good to lose in my view. Now put your equipment towards shield regeneration & get the 40% DR benefit all over again all the time. This is the way to maximize the synergy of the Jug shield bonuses.
thanks & best regards...
Modifié par pedal2metal, 23 janvier 2014 - 10:33 .