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


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#51
OneTrueShot

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megabeast37215 wrote...

OneTrueShot wrote...

Oh, I know that, but I place it so it's not only me benefitting. The hex shield when used correctly is definitely more beneficial, I just -prefer- the turret as I'm less likely to ****** anyone off with it.


What!?!? Image IPB How could anyone ever get pissed off at Elite_Danneh!?!?

You were the BSN version of Santa Claus for awhile... all you ever did was bring happiness/elation. Image IPB


Whilst I dig at my friends occasionaly, I prefer to avoid rustling any jimmies. When all is said and done, I value my friends a great deal. People like SSG Orbino, BlackProject, NuclearTech, Mass Shuft, and even on the rare occasion, Jamal Dobry, they've all given me a lot of support on my downer-days, so when it comes down to it, I'd rather not risk anything to stress them out more than reviving my scrubby ass.

Silly, I guess, maybe I'm just a little sentimental, maybe I'm a little considerate? More over, I'm mostly crazy.

#52
megabeast37215

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january42 wrote...
Basicly, the key to this build is: You heavy melee can actually kill things.   But you still have enough shield restore to tank pretty well. Even without consumables, you heavy melee will eat basic troopers in 2-3 seconds and tier 2 guns in about 5 ish.   If you get surrounded, your light melee also has decent damage.


While this is true.... Reegar/Piranha/Claymore/Raider/GPS can kill trooper class enemies instantly, and  kill shielded mooks either instantly or in less than 2 seconds.

No need to tank when everything is dead already.

#53
Geist.H

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I always take the Damage Aura and Speed Buff as well. The 15% damage penalty is to high and with a cyclonic you are not going to die anytime soon anyway.

Hexshield vs turret is a matter of debate, I would prefer the shield against Cerberus or Collector, but I find it completely outclassed by the turret against Reapers and Geth, Ravagers & Primes are just not threatening in comparison to Sions & Atlases.

One thing I absolutely hate however is a juggernaut always blocking his team line of fire with hexshield specced for size.

PS: Turret spammed to reload cancel = Win.

Modifié par Geist.H, 20 mars 2013 - 02:20 .


#54
FlowCytometry

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well, I can't quite agree that turret should be completely skipped, and got pretty pissed at pug Juggy's w/ large shield blocking ally powers/shots in hallways, so I only take 3 ranks into hex shield atm- not like I'm depending on it close range to setup TBs for me since I'm usually just firing away. W/ power transfer's extra shields the hex shield still has like 5000 shields even at rank 3, which is fine for its cd, imo.

I may consider a build w/ more weapon dmg and less tankiness, but I'm not sure yet just how much I'm cozy giving up. You are def right that if you actually want to kill things and contribute as a Juggy, heavy weapons are where its at.

#55
iOnlySignIn

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Still, while I agree with all the strategic advice that you have given...

Is Large Shield necessary? It takes 6 ranks to get there, and the 4th and 5th ranks of Hex Shield are really underwhelming. A 36665 build (full healing Turret) may be better, simply because

(1) A Rank 3 Hex Shield is usually enough to provide right hand advantage

(2) You can place Turret behind cover, or behind Hex Shield so that it doesn't get hit as often

(3) Turret has lower base cooldown compared to Hex Shield, so it can be refreshed relatively often with near 200% cooldown (Spitfire + Reegar is my preferred setup)

Modifié par iOnlySignIn, 20 mars 2013 - 02:24 .


#56
kelly ripas bicep

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I went all melee and learned that it wasn't a tenable strategy, so I would love to give this a try.

I would like to add that siege pulse sets off all sorts of splosions, and a little incendiary ammo is a game changer if no teammates have help. In a survival situation, a little shot of PPR followed by siege pulse can set off a fire explosion by the time you are ready to melee again.

#57
Tinfangwarble

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One minor thing I use Juggernaut Gear instead of Stronghold. It gives same shield boost but gives some extra damage to his HM. Since his HM recharges his shields I don't see the need for shield recharge.

#58
megabeast37215

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FlowCytometry wrote...

well, I can't quite agree that turret should be completely skipped, and got pretty pissed at pug Juggy's w/ large shield blocking ally powers/shots in hallways, so I only take 3 ranks into hex shield atm- not like I'm depending on it close range to setup TBs for me since I'm usually just firing away. W/ power transfer's extra shields the hex shield still has like 5000 shields even at rank 3, which is fine for its cd, imo.

I may consider a build w/ more weapon dmg and less tankiness, but I'm not sure yet just how much I'm cozy giving up. You are def right that if you actually want to kill things and contribute as a Juggy, heavy weapons are where its at.


The problem with the small shield IMO is that it gives up a lot of it's tactical usefulness. It doesn't really block much. Sure you can still use it for RHA... but you can't actually defend with it.

For example: Yesterday... we were playing Hydra/Platinum and we got a wave 10 Hack in the control room (the one over by the pipes). Wherever all the heavy fire was coming from... that's where the big shield went. I could block almost the entire doorway, or almost the entire window from incoming heavy fire.

It was by far the easiest hack I've ever had in that spot (which can get pretty bad quickly IMO).

#59
Geist.H

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Also, if you like to play Juggernaut, find a friend who likes ot play Justicar.

Then enjoy your litteral godmode.

#60
ryoldschool

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I like this thread, as Big Jack Ship and I had concluded that we had to use this guy as a weapons platform. We ran close to your build, but both of us had spitfires, UKstory as a merc, and zero as a krogan with the hammer - collectors/gold/London - easiest match we ever had, we gunned down almost everything and zero hammered all the things, and the mines, lol.

Anyway I have zero in turret, but have not tried those evolutions of the shield. Also, I took abuse for not using the graal as my shotgun. I eventually decided that the reeger + typhoon were the better choices. However I never thought this class would be a great place to use shotgun rails, but maybe it is.

Your build is worth another respec card, so thanks.

#61
megabeast37215

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iOnlySignIn wrote...

Still, while I agree with all the strategic advice that you have given...

Is Large Shield necessary? It takes 6 ranks to get there, and the 4th and 5th ranks of Hex Shield are really underwhelming. A 36665 build (full healing Turret) may be better, simply because

(1) A Rank 3 Hex Shield is usually enough to provide right hand advantage

(2) You can place Turret behind cover, or behind Hex Shield so that it doesn't get hit as often

(3) Turret has lower base cooldown compared to Hex Shield, so it can be refreshed relatively often with near 200% cooldown (Spitfire + Reegar is my preferred setup)


It's useful in the sense that b/c it's so damn big... you can actually stand behind it and regen your shields naturally, and not rely on the pitiful amount of healing the turret provides. This allows you to keep shooting your gun, instead of spamming the turret 5 times to get fully healed.

It's a 'tactical advantage' and it requires a bit of finesse to maximize it's potential, while not screwing over the power spammers in the party. Also... the right hand advantage offered by the big shield is FAR superior to the right hand advantage offered by the small one. This is why:

With the small shield, your head/shoulders are exposed somewhat... with the big shield, there is a little indentation that is shaped like this: <

That little < is at the perfect height for right hand advantage, and it's even BETTER than regular right hand advantage on walls because you can get even father behind the protection.

I wish I could verbalize/describe it better... but I'd have to show you in game to clearly illustrate my point.

#62
megabeast37215

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Geist.H wrote...

Also, if you like to play Juggernaut, find a friend who likes ot play Justicar.

Then enjoy your litteral godmode.


Oooooo.... hadn't thought of that. Very nice Geist...

#63
Kuato Livezz

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Thanks for the insight! I always picked the health/shield bonus for evo 6, but will skip it in my next build and will tack on a cyclonic and sheild booster instead.

#64
Catastrophy

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Here's mine

6 - Siege Pulse - Damage, Damage Protection, Number of Shots
6 - Hex Shield - Pulse, Shock, Damage Synergy
0 - Sentry Turret
6 - Passives - Weapon Damage, Stability & Ammo, Weapon Damage
6 - Fitness - Durability, Speed Boost, Power Transfer

I don't like the big shield as it really blocks off many fire lanes for teammates as well. I use the small one situationally and for the damage boost it gives.
Siege Pulse is a great room cleaner! Buddies go down? Walk leisurely in and blast the mooks, help up your team and continue to shoot and mop up. I mostly use incendiary ammo and pull off quite some FEs with Juggs.
Passives tree is self-explanatory.
Fitness is debatable, I prefer the durability.
There is no sentry turret.

Playstyle-wise:
I shoot a lot. Gotta prime enemies for FEs and highlight the cloaked enemies for my mates. If I see a juicy primed target I let go some siege pulses.

Hex shield is mostly used in CQ with its additional direct damage and damage boost it offers. I also use it to divide enemies massing around me. I find the small one sufficient to gain right hand advantage, especially being on higher elevations.

I tend not to go into melee and rather beckpedal from enemies if they get close. Getting swarmed by Brutes and Banshees while under ranged fire is a bad situation even for Juggs. Even more so considering his speed. I try to position Juggs in a way he attracts decent attention without getting totally swarmed

Damage output isn't usually great most of the time but it peaks in situations when Siege pulse is used and detonates explosions. With the pulse throwing enemies to the ground it is an excellent CC power.

Grabbing: I use it to strip shields off, for phantoms, as the ultimate attention getter (Sync killers) preferably during objectives and of course to replenish shields. I also use it to get rid of enemies whose numbers that exceed safety protocols - it staggers them long enough to finish them, drop a hexy shield or retreat around a corner (usually).
Can't wrap my head around it, but I often saw Juggers grab enemies while mates were lying around them, bleeding out. I mean, it's OK to grab when you let loose instantly to stagger them. But why wasting so much time in killing a mook while you could revive a guy is beyond me. Revive a guy and get another gun to take out the enemies.

Light melee: It staggers, so I use it frequently when my team is getting swarmed or I need to get out or through enemy concentrations. And for high-fives of course. Show some respect.

Weapons: I mostly use high-ROF assault rifles. Lancer, PPR, GPR and Typhoon all worked out OK for me. I tried the GPS and wasn't impressed at all. Got a Crusader X and used it with good effects, recommend that for platinum but for gold I rather take an AR and I play mostly gold.
I try not to totally wreck my cooldown as I frequently use the siege pulse.

All in all, if I don't go totally nuts and have normal people playing with me, Juggs still dishes out decent damage. With good players, equipped with high level stuff, I find myself rather lower on the food chain. I don't complain, less work for me. There are enough other games where I have save a lot of asses dropped by grenades and whatnot.
I also often notice people ignoring geth bombers, I guess it's because their small model and ridiculous dodges. They are a nice thing to grab, too.

#65
Fortack

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Jug with the Jav and Claymore with Phasic rounds - the Champion of fast cooldowns.

#66
megabeast37215

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ryoldschool wrote...

I like this thread, as Big Jack Ship and I had concluded that we had to use this guy as a weapons platform. We ran close to your build, but both of us had spitfires, UKstory as a merc, and zero as a krogan with the hammer - collectors/gold/London - easiest match we ever had, we gunned down almost everything and zero hammered all the things, and the mines, lol.

Anyway I have zero in turret, but have not tried those evolutions of the shield. Also, I took abuse for not using the graal as my shotgun. I eventually decided that the reeger + typhoon were the better choices. However I never thought this class would be a great place to use shotgun rails, but maybe it is.

Your build is worth another respec card, so thanks.


I always use Shotgun Rails on him because I think it is more important for him to have top notch weapon performance in close quarters than it is to perform well at range. I feel this way because... well... he spends more than half of the match with bad guys in his face, and they need killed quickly.

You gonna be on today? I have a short work day.

#67
FlowCytometry

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megabeast37215 wrote...

FlowCytometry wrote...

well, I can't quite agree that turret should be completely skipped, and got pretty pissed at pug Juggy's w/ large shield blocking ally powers/shots in hallways, so I only take 3 ranks into hex shield atm- not like I'm depending on it close range to setup TBs for me since I'm usually just firing away. W/ power transfer's extra shields the hex shield still has like 5000 shields even at rank 3, which is fine for its cd, imo.

I may consider a build w/ more weapon dmg and less tankiness, but I'm not sure yet just how much I'm cozy giving up. You are def right that if you actually want to kill things and contribute as a Juggy, heavy weapons are where its at.


The problem with the small shield IMO is that it gives up a lot of it's tactical usefulness. It doesn't really block much. Sure you can still use it for RHA... but you can't actually defend with it.

For example: Yesterday... we were playing Hydra/Platinum and we got a wave 10 Hack in the control room (the one over by the pipes). Wherever all the heavy fire was coming from... that's where the big shield went. I could block almost the entire doorway, or almost the entire window from incoming heavy fire.

It was by far the easiest hack I've ever had in that spot (which can get pretty bad quickly IMO).


I may consider large shield, but tbh it would be for mostly me to setup right-hand advantage w/ more leeway to cover incoming fire, but not so much taken for my teammates :P

#68
megabeast37215

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dr_random wrote...


Here's mine

6 - Siege Pulse - Damage, Damage Protection, Number of Shots
6 - Hex Shield - Pulse, Shock, Damage Synergy
0 - Sentry Turret
6 - Passives - Weapon Damage, Stability & Ammo, Weapon Damage
6 - Fitness - Durability, Speed Boost, Power Transfer

I don't like the big shield as it really blocks off many fire lanes for teammates as well. I use the small one situationally and for the damage boost it gives.
Siege Pulse is a great room cleaner! Buddies go down? Walk leisurely in and blast the mooks, help up your team and continue to shoot and mop up. I mostly use incendiary ammo and pull off quite some FEs with Juggs.
Passives tree is self-explanatory.
Fitness is debatable, I prefer the durability.
There is no sentry turret.

Playstyle-wise:
I shoot a lot. Gotta prime enemies for FEs and highlight the cloaked enemies for my mates. If I see a juicy primed target I let go some siege pulses.

Hex shield is mostly used in CQ with its additional direct damage and damage boost it offers. I also use it to divide enemies massing around me. I find the small one sufficient to gain right hand advantage, especially being on higher elevations.

I tend not to go into melee and rather beckpedal from enemies if they get close. Getting swarmed by Brutes and Banshees while under ranged fire is a bad situation even for Juggs. Even more so considering his speed. I try to position Juggs in a way he attracts decent attention without getting totally swarmed

Damage output isn't usually great most of the time but it peaks in situations when Siege pulse is used and detonates explosions. With the pulse throwing enemies to the ground it is an excellent CC power.

Grabbing: I use it to strip shields off, for phantoms, as the ultimate attention getter (Sync killers) preferably during objectives and of course to replenish shields. I also use it to get rid of enemies whose numbers that exceed safety protocols - it staggers them long enough to finish them, drop a hexy shield or retreat around a corner (usually).
Can't wrap my head around it, but I often saw Juggers grab enemies while mates were lying around them, bleeding out. I mean, it's OK to grab when you let loose instantly to stagger them. But why wasting so much time in killing a mook while you could revive a guy is beyond me. Revive a guy and get another gun to take out the enemies.

Light melee: It staggers, so I use it frequently when my team is getting swarmed or I need to get out or through enemy concentrations. And for high-fives of course. Show some respect.

Weapons: I mostly use high-ROF assault rifles. Lancer, PPR, GPR and Typhoon all worked out OK for me. I tried the GPS and wasn't impressed at all. Got a Crusader X and used it with good effects, recommend that for platinum but for gold I rather take an AR and I play mostly gold.
I try not to totally wreck my cooldown as I frequently use the siege pulse.

All in all, if I don't go totally nuts and have normal people playing with me, Juggs still dishes out decent damage. With good players, equipped with high level stuff, I find myself rather lower on the food chain. I don't complain, less work for me. There are enough other games where I have save a lot of asses dropped by grenades and whatnot.
I also often notice people ignoring geth bombers, I guess it's because their small model and ridiculous dodges. They are a nice thing to grab, too.


There is a lot of truth in this post Image IPB

#69
Max Dmian

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megabeast37215 wrote...

iOnlySignIn wrote...

Still, while I agree with all the strategic advice that you have given...

Is Large Shield necessary? It takes 6 ranks to get there, and the 4th and 5th ranks of Hex Shield are really underwhelming. A 36665 build (full healing Turret) may be better, simply because

(1) A Rank 3 Hex Shield is usually enough to provide right hand advantage

(2) You can place Turret behind cover, or behind Hex Shield so that it doesn't get hit as often

(3) Turret has lower base cooldown compared to Hex Shield, so it can be refreshed relatively often with near 200% cooldown (Spitfire + Reegar is my preferred setup)


It's useful in the sense that b/c it's so damn big... you can actually stand behind it and regen your shields naturally, and not rely on the pitiful amount of healing the turret provides. This allows you to keep shooting your gun, instead of spamming the turret 5 times to get fully healed.

It's a 'tactical advantage' and it requires a bit of finesse to maximize it's potential, while not screwing over the power spammers in the party. Also... the right hand advantage offered by the big shield is FAR superior to the right hand advantage offered by the small one. This is why:

With the small shield, your head/shoulders are exposed somewhat... with the big shield, there is a little indentation that is shaped like this: <

That little < is at the perfect height for right hand advantage, and it's even BETTER than regular right hand advantage on walls because you can get even father behind the protection.

I wish I could verbalize/describe it better... but I'd have to show you in game to clearly illustrate my point.



I agree with this. I've come to like the large shield. More cover means less (in fact none, so spec out of it) Turret casting and more damage output. You should show it sometime, however. I think people should see that.

Modifié par Max Dmian, 20 mars 2013 - 02:53 .


#70
megabeast37215

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FlowCytometry wrote...

I may consider large shield, but tbh it would be for mostly me to setup right-hand advantage w/ more leeway to cover incoming fire, but not so much taken for my teammates :P


Give it a try... I'd be interested in your feedback.

The little < on the right side of the Hex Shield is the best RHA cover in the game. Image IPB

#71
megabeast37215

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Max Dmian wrote...

I agree with this. I've come to like the large shield. More cover means less (in fact none, so spec out of it) Turret casting and more damage output. You should show it sometime, however. I think people should see that.


Maybe... If I'm lucky... someone will post a pic of the Big Shield and photoshop a little red circle around the < on it.
BSN pls...

I'm at work, and I can't do things like that here (I'm on my phone).

#72
january42

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megabeast37215 wrote...


While this is true.... Reegar/Piranha/Claymore/Raider/GPS can kill trooper class enemies instantly, and  kill shielded mooks either instantly or in less than 2 seconds.

No need to tank when everything is dead already.


I forgot to mention it, but one of the other modivations for making melee useful was to strech the ammo supply. Reegaring all the things runs you out in no-time and it can be hard to get back to a box(depends on the map). I find I get pretty good weapon damage with my Crusader. I will sometimes swap to short range shotgun on known maps however.   You pretty much need to keep moving as a juggy to keep up with your team.

#73
FlowCytometry

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megabeast37215 wrote...

FlowCytometry wrote...

I may consider large shield, but tbh it would be for mostly me to setup right-hand advantage w/ more leeway to cover incoming fire, but not so much taken for my teammates :P


Give it a try... I'd be interested in your feedback.

The little < on the right side of the Hex Shield is the best RHA cover in the game. Image IPB


thanks for the tip; just waiting on respec cards :P

#74
koschwarz74

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megabeast37215 wrote...

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.


yep. if someone use it situtational, the big shield is better without any doubt.

or with damage synergy, one can summon it frequently, making up the fitness rank 6b -15% damage. i do this, and if the shield is definitely not needed for protection, i put it in front of a wall or any other place where it doesn't bother the teammates. 

#75
CmnDwnWrkn

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Thanks for telling me how to play effectively. Since there's only one way.