I think AM III helps a jugg out-speed a destroyer+DM+spitfire.
I want to see the race
!
I think AM III helps a jugg out-speed a destroyer+DM+spitfire.
I want to see the race
!
krogans and Juggy are not concerned by the movement penalty of the spitfire ? (is ther another weapon btw ?)
krogans and Juggy are not concerned by the movement penalty of the spitfire ? (is ther another weapon btw ?)
Never tested if the krogans were affected by the penalty besides the KroSent(he's not excluded from the penalty).
Yeah, his base speed is too low for Adrenaline Mod III. It's kinda wasted on such a character.
Unless you are constantly using soft cover/shield gating. The quick steps around corners and added speed in general help me a lot more than extra shields
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.
Tanking as a Jugg is easily the lamest way to play him. If you want to sit in the middle of a platinum game and melee banshees all day, sure, go with a cyclonic. But if you're playing a normal shooting style, the increased movement helps a ton and you shouldn't really need any extra shields/health
I can see power amp doing well, I'll give it a try, but that would probably require adjusting my style a good amount
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.
I just don't think you should need the extra shields, and 15% less damage over the course of an entire game adds up. It is worth it though if you want to go puggernaut style.
But if you are going pure weapon like you should be, then yea it is definitely the worst evo in the game. It gives you a sizable downgrade on weapon damage and siege pulse, which will contribute more total damage to your enemies than combo explosions over the course of a game. Look at this build from earlier in the thread; http://kalence.drupa...!13956334!8B.EB
Taking 6b results in more than 10% loss in weapons damage, and about 9% on siege pulse. To do the same amount of damage you will need 11 shots instead of 10, I really don't think thats ever worth it for the extra tankiness. Maybe if you're soloing with a reegar?
Geth Scanner is, by a distance, the most powerful gear in the game for non-grenade kits, in 'virtually everyones' opinion. Blah Blah Blah
QFT mated with FTFY
OFC I am badly addicted to Geth Scanner.
I have rarely played a 'spam siege pulse' build .. generally when starting a new account and being given the Juggy and an Eagle, this is one of the combo's I will use to do Gold right away.
Think I'm going to have to come back to ME3 soon ...
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.
While the Juggernaut obviously makes the most out of shield gear of any kit, having the highest base shields in the game, there still is no comparison between Geth Scanner and an extra 600 shields. 600 shield/health points is less than the amount of damage that many enemies in the game do in a single shot/burst on Gold+. So while 600 sounds like alot, it really isn't. And you simply can't quantify how much survivability knowing where all the enemies are gives you. Its far more than the equivalent of an extra 30% shields, that's for sure.
I wish Hunter Mode didn't render me blind. It would be interesting to have some concept of how using it could actually improve survivability.
Thinking about it, I only just now realized another reason why the Drell Assassin is one my favourite/most survivable kits. It's the only one that has a "Hunter Mode"-like power that I can actually use.
I can certainly understand the argument for using Cyclonics or Power Amps on him- maximize strengths rather than trying to minimize weaknesses- but I seriously cannot stand playing him without AM3, he's just too goddamn slow. And while obviously AM3 isn't going to allow him to sidestep enemy fire like a drell, or beat anyone else to a spawn, it definitely makes a very noticeable difference in moving around.
QFT mated with FTFY
OFC I am badly addicted to Geth Scanner.
I have rarely played a 'spam siege pulse' build .. generally when starting a new account and being given the Juggy and an Eagle, this is one of the combo's I will use to do Gold right away.
Think I'm going to have to come back to ME3 soon ...
Never tested if the krogans were affected by the penalty besides the KroSent(he's not excluded from the penalty).
The other Krogans are not affected by the speed penalty.
http://kalence.drupa...!53X51364!88.AG
I do not like the siege spam, I run as weapon platform and use the siege pulse as O SH!T button.... (or when a teammate is getting sync killed and I want to stagger...)
I can also do 3 in turret and 5 on last tier... never being a fan of turret...
The other Krogans are not affected by the speed penalty.
Hmm, I remember playing as the KroSol, and I still got penalized.
Well, according to this thread I'm playing my Juggernaut completely wrong. Eh, who cares. I am having fun and I am still effective enough to top the score board most of the time.
http://kalence.drupa...!13Q57364!.8GAG
This clearly isn't a build for spamming Siege Pulse, most games I charge it and then ignore it until extraction. I just had to comment because of a few things said in this thread like "Do NOT take 6b in fitness (a -15% damage hit is unacceptable)" and similiar. In the end it comes down to math. The 6b evolution allows you to restore your shields faster, while giving you a 75% bonus on health and shields. That means you have to stop shooting to recharge your shields less often and are done more quickly. Using the Geth Turret repeatedly to restore your shields while you walk around is enough to weather a Scion or Ravager barrage, allowing you to close in and take them out without ever having to stop for melee once.
In the end I more than make up for the lost 15% damage simply because I can spend significantly more time doing damage, even if each shot does a little less damage.
There are several valid ways to play Juggernaut and each player has to see what works best for them. Saying something is unacceptable or stupid or a mistake is more than just a little arrogant. Everyone has their opinion but no one's opinion is better than the other's. That's what facts are for. ![]()
Well, according to this thread I'm playing my Juggernaut completely wrong. Eh, who cares. I am having fun and I am still effective enough to top the score board most of the time.
I don't think you are. The capn was asking for a Siege Pulse Spam build, so posters gave him what they considered the best SP spam build.
I consider as you do that the Reegar is the most effective weapon for the Jugg, but that's probably not the best option for a Siege Pulse spam build (not enough range). I agree also that a 75% boost to health and shields is the best option for your build, despite the 15% penalty to damage. Shooting 3 seconds before taking cover with the Reegar > shooting 2 seconds with 15% more damage.
Well, according to this thread I'm playing my Juggernaut completely wrong.
There is no such thing as 'playing a character wrong'.
I just don't think you should need the extra shields, and 15% less damage over the course of an entire game adds up.
With the GPS it comes out to around 101 damage per uncharged shot that you lose. This can be pushed as low as a 7% loss while still running power damage evolutions at rank 4 and 5 of passive.
Damage never really adds up over the course of a match in the way you are suggesting. What matters is simply the number of shots required to kill an enemy target. Glancing at that build, the number of shots vs a common enemy like a gold CAT or Centurion appears to be identical regardless of whether or not you take Power Transfer. It also shouldn't matter a great deal on the Arc Pistol or Crusader.
For beam weapons or automatics it does matter a slight amount, but many of those aren't ideal for SP spam builds anyway.
I use this http://kalence.drupa.../me3-builder#2B!1C04555!!24T51364!B83GF on platinum.
Basically use any AR with armor piercing mod, fire till you see flames, siege pulse for explosion, repeat.
Normally by the time you've fired 4, you're ready to reload. I go with 4 cause that gives me 4 explosions, and more DR if clutching or doing objectives alone.
Acolyte Incendiary Pulse x4
Secondary Weapon for boss armor
Acolyte Incendiary Pulse x4
Secondary Weapon for boss armor
... Why am I nor surprised?
Oh, and you forgot to add: platinum only build.
Thank you, I did leave that out
Oh, I understand the equation now, thanks!
(I'm pretty sure Mental Focuser should be 15%, not 30% tho')
I was referring to the pistol and SMG power magnifier mods. ![]()
I was referring to the pistol and SMG power magnifier mods.
I understand now.