I'm not one of the people "only meleeing" everything, but i do use it quite a bit with Juggs and i think you naysayers do not give it enough credit in terms of the
risk free damage it can deal and how enjoyable that can be. For that reason, i spec 4(a) for Melee in Fitness and strictly use melee gear (either hydraulic joints or Juggernaut Shields) & strength enhancer consumable along with a shotgun omni blade. With these additions to melee damage taken into account, it can kill everything but the top tier bosses quite fast and gives a glorious little speed boost for every melee kill (fitness 5(a)).
megabeast37215 wrote...
Here's the first thing you need to know. The Turret is redundant.
I'm wondering if you really have your mind made up or not. I have seen you before heavily advocating the turret and not so much hex shield. But i do agree and recognise that perhaps the Prime shots bug being fixed with the shield is what swayed your opinion.
megabeast37215 wrote...
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
If a build needs a cyclonic modulator on Gold in order to be a good build, then it's not one i'm really interesting in using. Just saying. And personally i think Juggs is infinitely more enjoyable with an adrenaline module.
megabeast37215 wrote...
The reason I take Squad Command is simple... 15% total damage loss is completely unacceptable.
Becomes somewhat a moot point if you take 6(a) on Hex shield instead. Only a 5% loss then. For me, Squad Command is an interesting choice because of the 30% buff to melee which by lacking the 15% loss is technically a 45% buff.
megabeast37215 wrote...
Weapons for Juggy: You need close and long range performance.
If Siege Pulse wasn't a laggy piece of crap offhost, it'd function just fine as medium / almost long range solution. Even still, i spec for power damge in the passive for when i'm host and pulse away. For close range, it's gotta be a shotgun for the Omni Blade and it's hard to argue against the effenctivness of the Reegar especially on a character that isn't worried about sync kills. And even without specing for weapon damage in the passive the reegar still does an amazing job melting things.
megabeast37215 wrote...
How to use the Hex Shield Effectively: This is not a spam power
Disagree. In my experience, i gotta be able to drop that sucker down at a moments notice at all times. And if it burns out from too much damage, or if my teammates get to trollin' me like they always do and destroy it, then i gots to be able to drop it right back down again which btw is also keeping my 10% damage buff constant. If you only taking the Reegar and specced for the weight capacity evos then it's no problem.
--Ultimately i think Juggs can be played any way one chooses and if they do it properly it will be successful. He is hard to fail with. The build you describe is not quite how i would use him but i know i
could use him in that manner just fine. The people that are only meleeing all things but not doing a great job at killing are clearly not maximizing the Juggs melee potential because the fact is i have scored top spot on gold numerous times when playing around with only using heavy melee / hex shield and never shooting a gun.
I mean you talk about the 1 caveat to your build is having trouble with Brutes... a Juggs based around melee can just sit there draining them until they die and their attacks are simply not strong enough to keep up with his soul stealing. And that is true for every boss except the Praetorian. A Juggs built around melee can also melt a Phantom before the first HM drain cycle is even finished... less actions and just as fast if not faster than your suggestion of "heavy melee their barriers off then when they drop to the ground, mop them up with your gun. "
Modifié par pistolols, 20 mars 2013 - 03:42 .