Now all we need is the lower cooldown.
Now all we need is the lower cooldown.
Click My Signature to Check Out My YouTube Channel.
Warning: Any Beggars Will Be Put On Ignore List
I was thinking about this upgrade too..2.5% HP seems very low actually, and with only 33% chance to proc..humm not sure about this being better than before!
How about making it 5-7% with same 33% chance to proc, or change the chance to proc to 50-60% and maintain the 2.5% HP regain?
And I also think the cooldown should be reduced..coz 45 sec?? zzz too long..almost double time of the 2nd longest skill cd in game! =/ Make it 30-35 sec, this seems totally fair! As it is right now, tanks fight for 30 sec with 3 skills only, and we can't forget our attack skills have already long cooldowns, for example, skyward smash 4 sec and axe 7 sec.
The other suggestions for juggernaut are great, exactly what I've been saying, thank you!
Last edited by Pedgon; 11-25-2015 at 11:06 AM.
Omg 7 pages about one broken skill? Lets not talk about cs *.%
Warrior need Dash on charging Cs!
Ps: Juggernaut is not be used either pve ( Cd is ridiculous anno 19Th century) nor pvp (because of one button no charge class)
With all the armor boost and whatnot, aimed shot will only be hitting 500-1k on critical hits. I would suggest if they are going to raise the HP return, then raise it to 3.5% and 50% chance to heal. Anything more is really pushing the capabilities of juggernaut so that a tank could alternate HoR and Juggernaut to survive even ridiculous onslaughts.
Click My Signature to Check Out My YouTube Channel.
Warning: Any Beggars Will Be Put On Ignore List
again, please consider using character's level as a part of calculation for any fixed value, please.
i think it is not okay for a skill to have increased mana comsumption each level, without gaining more effectiveness
thank you
always milking, no service
AL IGN: Extrapayah/Extraparah/Extrajelek
Support Shared Pet Stable Please!
It is, but it's indirectly referenced. The amount of armor you can acquire is scaled based on level, so in effect it is just not in an obvious way. This seems more complicated at first, however it provides many options moving forward on itemization in regards to the skill.
Make duration of juggernaut longer or decrease CD time. I'm glad to see warriors are being heard though.
we should stick to strictly not create redundantly similar abilities IF we have access to all of the skills simultaneously... but with the strict rules you're trying to force players by giving only 4 active slots, and locking skills on cooldown, i don't think having one of the skill upgrade has similar aspect is a problem
this indirect reference is way too heavily depended on gears... which i don't think a good idea. i prefer something like +50 as initial value + 5x char level + 10-15% of armor, which will make warrior's gear preferences vary greatly. variety is always good
always milking, no service
AL IGN: Extrapayah/Extraparah/Extrajelek
Support Shared Pet Stable Please!
I've been thinking about "Second Wind" upgrade proposal, and I realized it CANNOT be like this! This upgrade it's what makes tanks alive for 15 sec (if jugger does not get broken), but, with this ridiculous HP regain (only 2.5%) and a lower chance to proc it, we will die for sure very quickly; doubling damage reduction percentage won't change anything if HP regain does not compensate damage taken, even if damage reduction was 75-80%, for example. On a PvP clash, for example, even with multiple hits, damage will still be higher than HP regain; and on 1x1, particularly vs rogue, juggernaut will not keep us alive for more than 6-8 sec for sure, and this if we "jugger" with high HP (60-70% at least), coz with low HP it will be a really fast death!
And here comes another problem..most of times tanks use juggernaut when we have less than 50% HP, sometimes we use it with very low HP (5-15%), and these "big" heals (sometimes 2500-3000 damaged HP with 1 hit - that's around 30% HP) when below 25% is what keep us alive; but with this new proposal for HP regain process, that will never happen again!! It will ruin the "meaning" of this upgrade on juggernaut; actually, it will ruin entire juggernaut skill purpose.
Even with 10% HP regain with 50% chance to proc, this problem mentioned above would still be happening, and that is a serious issue when "tanking"!
So, why not keep the current "Second Wind" as it is? Since the damage reduction and HP/armor boost will be much bigger, I don't think the constant "jugger broken" will be a problem anymore! Or even keep it same, with a slight change on minimum health requirement, instead of healing when below 25%, why not 30-35%? This, combined with the other changes you propose, will finally make juggernaut skill what is HAS to be!
And, please, take in consideration, the BIZARRE cooldown of 45 sec and a necessary change to 30-35 sec! (It will still be the longest cooldown in entire game!!)
Thank you!
I want to say thank you for giving us warriors some love for a change.
Ok I've been following this thread for a while. I say why can't we address the 800 pound gorilla in the room? I work my tail off to get new mythic set and my stats droped including armor. Since I'm a tank it hurts to see that.
I know this is a thread on jug, but armor keeps getting talked about so thought it fitting to add...
Sent from my SM-S975L using Tapatalk
why can't you just combined both skills into one skill? And let us play with more than one attack skill? Veng and jugg combined and then have a attack skill set up like skyward smash and chest splitter and horn of renew. I think end game and other zones would have a chance against Rogs cause it seems that tanks have to have 5 skills and rotate between each one to survive in PvE and pvp. Just give classes a five skill slot then.
All the proposed changes by carapace should be made except the change to second wind.
Click My Signature to Check Out My YouTube Channel.
Warning: Any Beggars Will Be Put On Ignore List
Bookmarks