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What is the best Siege Pulse Spam Juggernaut Build?


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#26
Loufi

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Just a prank. Neither me nor Boogie are particularly fond of the Jugg.

Yeah that's what I thought. Given your love for Drells, I easily imagine that you don't like a character moving so slowly like the Jugg. For Boogie, I'm sure that's because he doesn't like the PUGs who put the Hex Shield right in front of his face  :D ! That's too bad since a well played Juggy can be an excellent teammate.


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#27
crashsuit

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I don't know if it's the "best" but here's the build I've been using for ages. Siege Pulse recharges in 8 seconds, and the Adas is a good primer, so just keep moving, keep shooting, keep pulsing. It's good versus mooks and mid-tier enemies, but a little weaker versus bosses. The shield and melee are your emergency buttons.

http://kalence.drupa...!13X51364!98.EG

#28
earthboyjak

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I mostly play gold so I can only really speak for that difficulty, but if I'm hosting I generally have no issue top scoring while tanking everything. I rarely even dip into my consumables. Take damage/DR/defense damage on siege pulse. The first few waves you'll demolish everything with it, then you'll want to hold back a bit while you're getting swarmed.

Use hex shield for all damage. 6b just gets in everyone's way, while 6a helps mitigate the damage lost from 6b of fitness. It will still be more than big enough to block damage from one direction, and with all durability in fitness have more than enough strength to last, helping you ward off turrets and ravagers, while stunning, blasting and DOTing everything in the immediate area. Use a shotgun (GPS if you have it) with an omniblade so you're heavy melee actually hurts and use hex in between. This will whittle down the elites swarming you with surprising speed.

No turret. It's great team support but doesn't benefit you enough even with 6 ranks, and we're assuming selfishness here :)

I forget what I took in the class ability for rank 4 but it's not so critical. 5a and 6b definitely, to exploit geth weapon damage, and boost power damage which you rely on most.

Fitness is all durability. This is how you stay up. Destroying everything requires you to be on your feet. Having hex shield out will mostly replace the overall damage lost from 6b. 15% of all damage for 75% health and shields is more than worth it and you'll still have great damage output.

Ultimately you can be the tank your team needs while still dishing it out. Remember to fit in pulses even when you've got brutes and banshees all over you. Get your timing right and you can have pulses back up before you get wrecked. Use this especially when you have team mates with FIRE. When everything is glued to you, setting off a fire explosion will be extra devastating. Use them to close distances, knock back an atlas during their missile animation, and get attention off your friends. Like I said, after the first few waves it'll be all about timing.

Use any gear that gives you shields. I like the straight up shield booster, because 30% more shields on this guy is all you really need, and is a lot. Don't waste your cyclonic mods. Strength enhancers since you're gonna melee a lot, and adrenaline mods to cover the map quickly, are also most helpful on my opinion. Get creative with ammo.
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#29
q5tyhj

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I mostly play gold so I can only really speak for that difficulty, but if I'm hosting I generally have no issue top scoring while tanking everything. I rarely even dip into my consumables. Take damage/DR/defense damage on siege pulse. The first few waves you'll demolish everything with it, then you'll want to hold back a bit while you're getting swarmed.

Use hex shield for all damage. 6b just gets in everyone's way, while 6a helps mitigate the damage lost from 6b of fitness. It will still be more than big enough to block damage from one direction, and with all durability in fitness have more than enough strength to last, helping you ward off turrets and ravagers, while stunning, blasting and DOTing everything in the immediate area. Use a shotgun (GPS if you have it) with an omniblade so you're heavy melee actually hurts and use hex in between. This will whittle down the elites swarming you with surprising speed.

No turret. It's great team support but doesn't benefit you enough even with 6 ranks, and we're assuming selfishness here :)

I forget what I took in the class ability for rank 4 but it's not so critical. 5a and 6b definitely, to exploit geth weapon damage, and boost power damage which you rely on most.

Fitness is all durability. This is how you stay up. Destroying everything requires you to be on your feet. Having hex shield out will mostly replace the overall damage lost from 6b. 15% of all damage for 75% health and shields is more than worth it and you'll still have great damage output.

Ultimately you can be the tank your team needs while still dishing it out. Remember to fit in pulses even when you've got brutes and banshees all over you. Get your timing right and you can have pulses back up before you get wrecked. Use this especially when you have team mates with FIRE. When everything is glued to you, setting off a fire explosion will be extra devastating. Use them to close distances, knock back an atlas during their missile animation, and get attention off your friends. Like I said, after the first few waves it'll be all about timing.

Use any gear that gives you shields. I like the straight up shield booster, because 30% more shields on this guy is all you really need, and is a lot. Don't waste your cyclonic mods. Strength enhancers since you're gonna melee a lot, and adrenaline mods to cover the map quickly, are also most helpful on my opinion. Get creative with ammo.

No offense, but I totally disagree with this. Never use strength mods (since you shouldn't really be using your HM, except in an emergency, and only for as long as absolutely necessary). Use Geth Scanner (knowing where all the enemies are is infinitely more valuable than a measly +20 or 30% shields). Do NOT take 6b in fitness (a -15% damage hit is unacceptable)- you don't really need to go past rank 4 tbh, although the shield recharge boost is OK- and you do NOT need Cyclonic Mods; he has a ridiculous amount of shields/health as is (3100/1500, already the most of any kit in the game by a long shot), he has two shield restoring abilities, and he is slow as molasses and desperately needs AM3. 

 

This is just my opinion, but its right.  :P


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#30
Excella Gionne

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GPS with Siege Pulse, I hate Assault Rifles and pretty much any other weapons on him besides Shotguns. I'll slap Spitfire I really want to, but I find GPS and SIege Pulse having a good combination with one another. 

 

And 4 shot Siege Pulse is definitely the way to go.



#31
earthboyjak

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No offense, but I totally disagree with this. Never use strength mods (since you shouldn't really be using your HM, except in an emergency, and only for as long as absolutely necessary). Use Geth Scanner (knowing where all the enemies are is infinitely more valuable than a measly +20 or 30% shields). Do NOT take 6b in fitness (a -15% damage hit is unacceptable)- you don't really need to go past rank 4 tbh, although the shield recharge boost is OK- and you do NOT need Cyclonic Mods; he has a ridiculous amount of shields/health as is (3100/1500, already the most of any kit in the game by a long shot), he has two shield restoring abilities, and he is slow as molasses and desperately needs AM3. 

 

This is just my opinion, but its right.  :P

I definitely said do NOT use your cyclonic mods on a jugg, and definitely DO use adrenaline mods. Congratulations on agreeing with me :P

 

The shield booster is how I reached the point where I just never get dropped on gold. And once again, from my vantage point, staying up is doing damage.

 

And there is no reason not to rely on heavy melee as a tool. There are perfectly good shotguns to use and a massive boost from the omniblade. With just a strength enhancer I on top of that I can force choke a phantom to death in one go on gold, and that's only because I only have the omniblade II at the moment. Disabling phantoms and keeping them from overwhelming your team is probably the best application of heavy melee, but other than stunning and killing most trooper sized enemies without any trouble I don't know how you keep this guy upright if you ignore heavy melee and the fitness boosts to shield restoration. What else are you going to do when everything is out for your blood (oil)? While you keep yourself alive you may as well be doing good damage. Even a shotgun rail won't make the GPS do good enough damage on this guy, I just use it on mooks to close distances while I amble my way around. So what other equipment do you recommend in that slot?

 

And I don't see how geth scanner helps this kit you unless you want to run from danger. Being a jugg is about wading into everything and coming out without a scratch.

 

If you have another good way to jugg that's awesome, it's a more flexible kit than it gets credit for, but I have carried a fair share of teams with this build and setup. I soloed gold with it. The other day I ran a duo with a krogan soldier against reapers and we absolutely tore up. And it relies heavily on siege pulse for damage, as the OP asked about. I am starting to get into more plat pugs, I'll tell you how it does :)

 

EDIT: I actually forgot that I took the 15% speed boost from killing with heavy melee, not the extra shield restoration in fitness. On top of an adrenaline mod III this makes him pretty quick. Sorry about that.


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#32
Deerber

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Yeah that's what I thought. Given your love for Drells, I easily imagine that you don't like a character moving so slowly like the Jugg. For Boogie, I'm sure that's because he doesn't like the PUGs who put the Hex Shield right in front of his face  :D ! That's too bad since a well played Juggy can be an excellent teammate.

 

Pretty much :)



#33
q5tyhj

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I definitely said do NOT use your cyclonic mods on a jugg, and definitely DO use adrenaline mods. Congratulations on agreeing with me  :P

Yeah, reading comprehension fail on my part there, sorry.

 

 

And there is no reason not to rely on heavy melee as a tool. 

Of course there is. Even with all the melee damage boosts (omniblade, strength enhancer, hydraulic joints), his HM still does still pretty pathetic damage, and worse, using HM means you aren't moving. Its only real utility, so far as I can see, is as an emergency shield-restoring power, which, if you're playing intelligently, you wont need anyways since he's got a bazillion shields, the turret, a mobile RHA, and can stagger everything that moves with Siege Pulse. 

 

 Disabling phantoms and keeping them from overwhelming your team is probably the best application of heavy melee, but other than stunning and killing most trooper sized enemies without any trouble I don't know how you keep this guy upright if you ignore heavy melee and the fitness boosts to shield restoration. 

The same way you do with any other kit- keep moving, use RHA, and most importantly, keep enemies staggered. And, of course, you've got twice as much shields/health as most other kits, plus 30-40%DR. Staying alive is not a problem, even without full fitness. And sure the HM can be useful, but its inefficient as hell- In the time it takes to choke one phantom out with HM, I can kill 3 or 4 of them with Venom/Siege Pulse TB's, and because they're constantly staggered, they're not even hurting me. 

 

 

And I don't see how geth scanner helps this kit you unless you want to run from danger. Being a jugg is about wading into everything and coming out without a scratch.

 

Geth Scanner shows you where the enemies are. That doesn't dictate whether you're running towards them or away from them. And since, even with AM3, you're slower than everyone else, knowing where enemies are is a necessary tactical advantage. You're not going to beat anyone to a spawn. You make up for it by knowing exactly where the enemies are (and Geth Turret helps with this, its worth putting a few points in just to have it point out where enemies are for you, which it can do from any distance). This helps you offensively (for obvious reasons), but its also adds immeasurably more survivability than that measly 30% shield boost.

 

And, of course, he's the only geth without Hunter Mode, so he needs GS to be a real geth.

 

 

If you have another good way to jugg that's awesome, it's a more flexible kit than it gets credit for, but I have carried a fair share of teams with this build and setup. I soloed gold with it. The other day I ran a duo with a krogan soldier against reapers and we absolutely tore up. And it relies heavily on siege pulse for damage, as the OP asked about. I am starting to get into more plat pugs, I'll tell you how it does  :)

I can assure you that this build does perfectly fine on platinum (tested, many times over). With this bit about Siege Pulse 6b being bugged, this is how I'm going to respec him (the turret vs. hex shield bit is entirely a matter of taste- I hate the shield and find those occasional turret shield boosts to be very nice)- http://kalence.drupa...!13N53334!38GEC

 


#34
cato potato

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...(snip)...

 

And I don't see how geth scanner helps this kit you unless you want to run from danger. Being a jugg is about wading into everything and coming out without a scratch.

 

If you have another good way to jugg that's awesome, it's a more flexible kit than it gets credit for, but I have carried a fair share of teams with this build and setup. I soloed gold with it. The other day I ran a duo with a krogan soldier against reapers and we absolutely tore up. And it relies heavily on siege pulse for damage, as the OP asked about. I am starting to get into more plat pugs, I'll tell you how it does :)

 

EDIT: I actually forgot that I took the 15% speed boost from killing with heavy melee, not the extra shield restoration in fitness. On top of an adrenaline mod III this makes him pretty quick. Sorry about that.

 

Geth Scanner is, by a distance, the most powerful gear in the game for non-grenade kits, in my opinion. All the other gears with their piddly damage/shield/etc increases can't even come close to competing with easy situational awareness and wallhax. The Juggernaut might not get quite as much from it as other characters because he can't be sync-killed (and therefore getting ambushed might not be as terminal a problem for him) but it's still easily the best choice for the kit.

 

Good posts otherwise.


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#35
earthboyjak

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I believe you do great with that build, and I'm glad. Watching people run juggs poorly is particularly painful for some reason. But I bet I couldn't play mine that way.

Here's my build for visual reference.
http://kalence.drupa...!13956334!89.EE

#36
q5tyhj

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I believe you do great with that build, and I'm glad. Watching people run juggs poorly is particularly painful for some reason. But I bet I couldn't play mine that way.

Here's my build for visual reference.
http://kalence.drupa...!13956334!89.EE

I'd encourage you to give it a try at least, it is tons of fun, and you'd be surprised how much of a difference knowing where all the enemies are, and being able to stagger everything (between Venom, Siege Pulse, and TB's), makes for your survivability. And you'll notice a difference on the scoreboard the less you stand around HM'ing stuff. 

 

But yeah, I agree, watching someone suck with a Jugg or Krogan is more painful than watching them suck it up with an asari or something. It's just something that should never happen. 



#37
earthboyjak

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I'd encourage you to give it a try at least, it is tons of fun, and you'd be surprised how much of a difference knowing where all the enemies are, and being able to stagger everything (between Venom, Siege Pulse, and TB's), makes for your survivability. And you'll notice a difference on the scoreboard the less you stand around HM'ing stuff. 

 

But yeah, I agree, watching someone suck with a Jugg or Krogan is more painful than watching them suck it up with an asari or something. It's just something that should never happen. 

 

I don't have a venom yet, among a handful of other rares I still lack that I really want for other kits, like the valiant :(

 

And I think the pain in watching geth go down comes mostly from their sad lament of "UNIT OFFLINE."

 

 

Geth Scanner is, by a distance, the most powerful gear in the game for non-grenade kits, in my opinion. All the other gears with their piddly damage/shield/etc increases can't even come close to competing with easy situational awareness and wallhax. The Juggernaut might not get quite as much from it as other characters because he can't be sync-killed (and therefore getting ambushed might not be as terminal a problem for him) but it's still easily the best choice for the kit.

 

Good posts otherwise.

I see your point, but while 30% more anything wouldn't make a huge difference on most kits, it's 600 more shields on the jugg with DR over it. That's big, depending on your strategy.



#38
Black_Mage

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Siege Pulse rank 6b gives a 40% multiplicative bonus rather than a 60% (additive) bonus as stated.  Slightly more damage than rank 6a (3 X 1.4 as compared to 4 X 1) but 6a has more shots for detonating ammo explosions, damage reduction and damage to health so still the better option.  Rank 6b because of the multiplicative bonus would be better if Power Amp is used.  Power Amp IV + power damage gear V would add (50% + 30%) X 1.4 = 112% power damage.



#39
Jeremiah12LGeek

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Power Amp IV + power damage gear V would add (50% + 30%) X 1.4 = 112% power damage.

 

I think you mean Mental Focuser V?

 

It lists adding 12% damage, but I've been told that it was a cosmetic change in the description only, and that the original 15% power damage bonus still applies (none of the power boosting Gear actually gives +30%, but 15% is nothing to shake a stick at.)

 

What is the 1.4 x damage multiplier that you use in the equation? I know enemies receive that multiplier against out-of-cover players, but I don't think it applies for our damage against them, does it?



#40
Barrogh

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What is the 1.4 x damage multiplier that you use in the equation? I know enemies receive that multiplier against out-of-cover players, but I don't think it applies for our damage against them, does it?

6th Pulse evo provides 40% bonus to damage against defenses, although tooltip states that it's 60%. It's multiplicative with "normal" power damage bonuses.



#41
Face of Darkness

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NEVER take rank 6b of fitness on the Jugg, that is the worst spec in the game I think. The extra health is not worth it at all at the cost of 15% damage. Even if you don't like the turret, at least take the +10% allied damage. Way WAY better

 

ALWAYS put an adrenaline module on the Jugg, makes all the difference in the world. Not sure how robots use adrenaline, but I will accept the space magic involved.

 

As for weapons, I like going with the Lancer or PPR. Not needing to go the ammo box as a Jugg is amazing since you will always be the last one of your teammates to get there, not to mention the annoyance of running out of ammo in the middle of a wave as the slowest character in the game. PPR is prob slightly easier to use since the Lancer can have really annoying stability if you're not used to it

 

 

6a vs. 6b of Siege Pulse is a good debate. I have always gone 6b figuring 30% DR was more than enough, but didn't know about the bug that gives only 40% additional damage. I should give 6a a try, especially since I always use incendiary ammo and use SP as a detonator.


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#42
Excella Gionne

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Spec into Hardened Platform Rank 7b: Enable Running!!!!!!!


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#43
Jeremiah12LGeek

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6th Pulse evo provides 40% bonus to damage against defenses, although tooltip states that it's 60%. It's multiplicative with "normal" power damage bonuses.

 

Oh, I understand the equation now, thanks! :)

 

(I'm pretty sure Mental Focuser should be 15%, not 30% tho')



#44
capn233

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Saying that Power Transfer is the worst evo in the game is a bit hyperbolic.  Jugg gains the most from shield evolutions since you have the highest base shields, and Power Transfer is another 1500.  In a team game it might not matter depending on the strength of the teammate and the number of them that can turn invisible.

 

If you are going pure weapon then I agree that it isn't the best idea, but for combo spam it isn't a big deal since it isn't going to affect combo damage.  Also it is a simple "additive" penalty, so it isn't like it is really reducing your damage by the listed amount if you have other bonuses.


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#45
TheNightSlasher

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Cyclonics and power amp are better than adrenaline on the juggernaut. In fact, I would even say that those two are way better.

 

Due to the huge base shields of the jugg, cyclonics make a huge diff if you want to tank.

Power amp increases the damage of siege pulse by a good amount.

Adrenaline module is 'okay' at best. It's not like jugg can keep up with other characters with AM III. And moreover, AM III doesn't let the juggernaut avoid ravager/scion shots as it does for some of the other characters.


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#46
RealKobeBean

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Cyclonics and power amp are better than adrenaline on the juggernaut. In fact, I would even say that those two are way better.
 
Due to the huge base shields of the jugg, cyclonics make a huge diff if you want to tank.
Power amp increases the damage of siege pulse by a good amount.
Adrenaline module is 'okay' at best. It's not like jugg can keep up with other characters with AM III. And moreover, AM III doesn't let the juggernaut avoid ravager/scion shots as it does for some of the other characters.

Yeah, his base speed is too low for Adrenaline Mod III. It's kinda wasted on such a character.

#47
capn233

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It is good if you are racing another Juggernaut.


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#48
Jeremiah12LGeek

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It is good if you are racing another Juggernaut.

 

Someone needs to do some video editing with the Theme from Chariots of Fire!



#49
TheNightSlasher

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I think AM III helps a jugg out-speed a destroyer+DM+spitfire. :P



#50
Excella Gionne

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It is good if you are racing another Juggernaut.

What do you want? A marathon? My Jugg would be a Geth Trooper at the end of that. :crying: