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Post by obbie1984 on Jan 23, 2018 23:52:29 GMT
I also agree with what others have said about screen shake in general (Venom aside, although I'm unlikely to equip it myself if the host is sniping), but I regard the Jugg's large Hex Shield as the single worst power in the game, by a country mile. There is no justification for its use which doesn't include the word scrub. It's a horrible, horrible violation of other players' enjoyment and will make me quit if I have to shoot through it more than once or twice. I'm not sure I understand. Is it because they block your shots? Like intentionally? I have actually rarely had that happen. But I can see how it is annoying. I've had a few Juggernauts use the shield to protect me when I'm doing an objectives, or they generally use it intelligently. The only kind of Juggernuts that are annoying are the ones that stand there and just keep zapping shields when they are surrounded by like Praetorians, Banshees, Phantoms, and Dragoons and do nothing but zap. And the keep going down and don't try to change up their strategy.
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Post by obbie1984 on Jan 23, 2018 23:55:47 GMT
The Drone glitch has happened to me several times, but only on White, Reactor and Vancouver. I love it if it happens to be during a Guardian-intensive wave myself, as they're always the ones who hold up my Cerberus challenge completion. I do agree with you about Flamer and ES on the Shadow, which I have vowed to skip for all time, but have no desire to open that particular can of worms again - I know I'm right and won't be persuaded otherwise! I also agree with what others have said about screen shake in general (Venom aside, although I'm unlikely to equip it myself if the host is sniping), but I regard the Jugg's large Hex Shield as the single worst power in the game, by a country mile. There is no justification for its use which doesn't include the word scrub. It's a horrible, horrible violation of other players' enjoyment and will make me quit if I have to shoot through it more than once or twice. I think of the Jugg and the Vorcha kits (and GT to a lesser extent) as being sort of similar: the Jugg, and the Vorcha Sentinel in particular, are two of the awesomest, most powerful, most entertaining kits when played properly... but two of the most obnoxious kits (for other players) when played poorly/incorrectly. There is NOTHING worse than the Troll Shield. And we all know about Puggernauts standing around heavy-meleeing shit. But the Jugg is amazing when you know what you're doing (Siege Pulse spam, mostly). Same for the Flamer kits, especially the Vorcha Sentinel. Flamer in your face is annoying af. But there isn't much more fun in this game than playing the Vorcha Sentinel like a boss, blowing up Fire Explosions left and right and meleeing shit to death with your awesome claws. You just have to get into the Vorcha mindset: KILLING! BLOOD! FIRE! Throw a Raider or Venom on him, with Adrenaline Mod, and get a little crazy. Pulse Flamer, use Incendiary cheese, apply Clusterfuck grenades liberally, melee that Banshee in the face. So much fun. I agree with this. The Juggernaut and Vorcha Sentinel are really fun when played right. I don't play the Juggernaut often enough myself. But the Vorcha Sentinel is the only flamer character I use frequently. He has grenades so that helps a lot. Plus, the Vorcha are friggin' hilarious. I think I have run into may 2 people who use the Vorcha without being obnoxious with it. And I wish I ran into more good Juggernauts too. Most people seem to just pick them because they have high health and can't be sync killed.
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Post by DistigousForest on Jan 24, 2018 0:18:29 GMT
Venom is love, Venom is life Try this: Crusader Huntress vs. Trolls. Warp ammo rips against Collectors since they're all health, barrier, and armor. You ain't lying. I'm pretty sure you were the first to recommend that gun on the Fury for me. I did three runs of Platinum yesterday and successfully extracted all of them with randoms with Venom/Fury. In fact, I have a high success rate with this build in platinum. Phantoms cannot do anything to me with this build. Only Atlas/Primes are the issue. So I take an Acolyte with me. Though I wish I didn't have to. I don't like this gun. Though I have to wonder why I almost NEVER see the Venom at all. I know its not great off host, but can it be that bad? As for that Huntress build. I have one very similar to that. I just use the Claymore instead. Its really stupid how good it is. I will try Crusader next though. Speaking of the Venom/Crusader, I actually recorded gold solo against Cerberus/Collectors respectively with the Fury. But I don't know if its worth uploading because there is some bad play. The recorder lag, the poor video quality from the recorder and my small TV don't help. But there was a bit of human error on my part. The Venom can be very bad off host, I've had both charged and in charged shot not register. I think the main reason you don't see it is because it's not really easy to use, there is some learning curve to it. In the right hands though it's a damn beast.
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Post by DistigousForest on Jan 24, 2018 0:21:47 GMT
I also agree with what others have said about screen shake in general (Venom aside, although I'm unlikely to equip it myself if the host is sniping), but I regard the Jugg's large Hex Shield as the single worst power in the game, by a country mile. There is no justification for its use which doesn't include the word scrub. It's a horrible, horrible violation of other players' enjoyment and will make me quit if I have to shoot through it more than once or twice. I'm not sure I understand. Is it because they block your shots? Like intentionally? I have actually rarely had that happen. But I can see how it is annoying. I've had a few Juggernauts use the shield to protect me when I'm doing an objectives, or they generally use it intelligently. The only kind of Juggernuts that are annoying are the ones that stand there and just keep zapping shields when they are surrounded by like Praetorians, Banshees, Phantoms, and Dragoons and do nothing but zap. And the keep going down and don't try to change up their strategy. Hex shield blocks shots, powers, projectile weapons, and does screwy things to Recon Mines if they hit it.
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Post by MPApr2012 on Jan 24, 2018 0:39:54 GMT
...from the desk of our resident STG operatives comes a helpful video guide on dealing with Juggs shields. Kudos SalMasRac for sharing the intel hm... can we not link a usertag like a hyperlinkie now? Edit: There's more!
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Post by Urizen on Jan 24, 2018 8:01:07 GMT
And the keep going down and don't try to change up their strategy. There comes a point where they simply cannot change their tactics anymore. Trust me, I´ve been there as a juggy myself. I regularly get gangraped by banshees, fantums, cra(p)bs, goons, fprimes. I can toy with banshees no problem, their swipes are relatively easily evaded. Add in one fantum, and everything can go to shit in a heartbeat. One stagger is enough to destroy what little mobility you have. So when I see a jug about to get swarmed, I nuke if I can. Otherwise I kill as much as I can as fast as I can. Something pugs way to rarely do.
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Post by Arkhne on Jan 24, 2018 10:20:19 GMT
And the keep going down and don't try to change up their strategy. There comes a point where they simply cannot change their tactics anymore. Trust me, I´ve been there as a juggy myself. I regularly get gangraped by banshees, fantums, cra(p)bs, goons, fprimes. I can toy with banshees no problem, their swipes are relatively easily evaded. Add in one fantum, and everything can go to shit in a heartbeat. One stagger is enough to destroy what little mobility you have. So when I see a jug about to get swarmed, I nuke if I can. Otherwise I kill as much as I can as fast as I can. Something pugs way to rarely do. Target prioritizing (and as you said, a nuke) helps with this problem, general awareness helps prevent it.
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Post by Urizen on Jan 24, 2018 10:44:44 GMT
I dare say my situational awareness is well above average, doesn´t mean I don´t get surprised by a banshee that warped thru a wall. Like I said, one stagger, kiss your already lacking mobility goodbye. That´s all it needs.
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Post by Arkhne on Jan 24, 2018 11:29:55 GMT
I dare say my situational awareness is well above average, doesn´t mean I don´t get surprised by a banshee that warped thru a wall. Like I said, one stagger, kiss your already lacking mobility goodbye. That´s all it needs. For me, the only time that really seems to be a problem for me is when the Brute/Atlas is camping the doorway/hallway so there is literally no room. Of course, your experience is no less valid. Perhaps it helps that I take 5a in Fitness (and often Adrenaline 3), and try to stay mobile, but yeah, sometimes there just is no escape, and recognizing these BEFORE you get gang-raped and pre-emptively "whipping out your cobra" and "really giving it to the phantom/banshee" really helps with your enjoyment of "Big Juggs". ...I should go. (And no, I'm not sorry for the "quoted" texts).
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Post by GruntKitterhand on Jan 24, 2018 13:53:53 GMT
I also agree with what others have said about screen shake in general (Venom aside, although I'm unlikely to equip it myself if the host is sniping), but I regard the Jugg's large Hex Shield as the single worst power in the game, by a country mile. There is no justification for its use which doesn't include the word scrub. It's a horrible, horrible violation of other players' enjoyment and will make me quit if I have to shoot through it more than once or twice. I'm not sure I understand. Is it because they block your shots? Like intentionally? I have actually rarely had that happen. But I can see how it is annoying. I've had a few Juggernauts use the shield to protect me when I'm doing an objectives, or they generally use it intelligently. The only kind of Juggernuts that are annoying are the ones that stand there and just keep zapping shields when they are surrounded by like Praetorians, Banshees, Phantoms, and Dragoons and do nothing but zap. And the keep going down and don't try to change up their strategy. Yeah, as others have explained, or demonstrated with the help of visual aids, there are some Jugg players who will just plonk their big shield down wherever they feel like at the first sign of trouble, or even worse, they will strategically place a shield to block off one avenue of approach while focusing on another - the top of the ladder on White would be a good example, screening off access to the lower part of the map making it impossible for any player with a ranged weapon to do any damage. Or Giant, at the opening into the main courtyard when other players are using the relative safety of the LZ to filter enemies (not necessarily camping, just getting ammo or whatever). Sal's second video with the Justicar Bubble is an excellent example too. The Jugg and Justicar can and should be a match made in heaven, but the big shield just buggers that up completely. To be clear though, I'm not a player who instinctively feels unhappy when I see a Jugg in a lobby. On the contrary, I usually take it as a positive, especially if their loadout points to a lack of melee-focus. It's just that if and when a big shield appears, I know I'm with a player who is either very inexperienced or very bad, as they've turned down a 10% platform-wide damage boost, which probably means they've gone for 6b in Fitness as well, so their overall damage contribution will likely end up restricted to melee kills. I have a non-BSN friend who plays a really bad Jugg, but is delusional about his own abilities and rants incomprehensibly about people stealing his kills. I don't use my mic when playing with him, partly as I don't want to offend him with my laughter. My main tip for anybody trying to get the most out of the Jugg is that an Adrenaline mod combined with the ability to walk backwards should be considered essential, as should maxed Siege Pulse, (small) Shield and Passives (for Geth weapon damage, even though the PPR is probably the single best weapon he can use). The other points can go wherever you like but I consider either rank 6 option of Fitness to be better avoided. I go for a 4/4 split between the Turret and Fitness, casting the Turret at any teammates whose shields are down. Then play like any other character, resorting to light melee to stagger and heavy melee only when absolutely necessary or to help out teammates when Phantoms or Banshees are around. But if you're using heavy melee, you're standing still. Standing still as a Jugg is a bad idea, for the most part. One last thing to remember is that while Siege Pulse spam (or at least frequent use) with Incendiary PPR is probably as good as he gets, it can be a little dodgy off-host, as the Pulses just don't do anything sometimes. That's partly why I tend to stick with any of the Geth weapons, as he can rock them all. Yes, even the GPSMG - with the mag upgrade and Incendiary ammo. And as for the Vorcha Sentinel, I have to be absolutely 100% clear that in my earlier post I was also talking exclusively about badly played Flamer characters, not the characters themselves. The Vorcha Sentinel is one of the greatest characters in the game, if played right. Just don't try to take hard cover with the wee maniac as it won't last long. GRAAAAH!!!....BIG MACHINE!!!!...WOUNDED!!!..........I'M ALIIIIIIIIIVE!!!!
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Post by q5tyhj on Jan 25, 2018 22:24:27 GMT
And as for the Vorcha Sentinel, I have to be absolutely 100% clear that in my earlier post I was also talking exclusively about badly played Flamer characters, not the characters themselves. The Vorcha Sentinel is one of the greatest characters in the game, if played right. Just don't try to take hard cover with the wee maniac as it won't last long. GRAAAAH!!!....BIG MACHINE!!!!...WOUNDED!!!..........I'M ALIIIIIIIIIVE!!!! Yeah hopefully you were aware my bit about the Vorcha Sent only quoted you because your post was a useful point of departure, not because my comment was actually directed at you or I was saying anything that you didn't know perfectly well already... Think it was obbie who had said something about Flamer characters not being much fun, that's what I was substantively replying to, that and the talk about annoying Juggernaut players. (and of course I agree 100% with the rest of your post about the troll shield and proper Jugging)
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Post by obbie1984 on Jan 26, 2018 22:51:15 GMT
And the keep going down and don't try to change up their strategy. There comes a point where they simply cannot change their tactics anymore. Trust me, I´ve been there as a juggy myself. I regularly get gangraped by banshees, fantums, cra(p)bs, goons, fprimes. I can toy with banshees no problem, their swipes are relatively easily evaded. Add in one fantum, and everything can go to shit in a heartbeat. One stagger is enough to destroy what little mobility you have. So when I see a jug about to get swarmed, I nuke if I can. Otherwise I kill as much as I can as fast as I can. Something pugs way to rarely do. I'm not sure if I specified this or not, but I meant on gold. On platinum I can totally understand being overwhelmed easily as a Juggernaut. Especially against Collectors. But I am referring to Gold. As I said, I am not a frequent Juggernaut player. But I put all my points into tankiness and played the Juggernaut against all factions at one point and did pretty well. If played smart, the Juggernaut is hard to take down on Gold. The only things I struggled on were Praetorians a bit and trying not to get sniped by Scions, Ravager, etc. But again, smart playing can avoid this. I have seen too many Juggernauts who just zap all day and nothing else and still can't survive long.
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Post by obbie1984 on Jan 26, 2018 22:57:58 GMT
My main tip for anybody trying to get the most out of the Jugg is that an Adrenaline mod combined with the ability to walk backwards should be considered essential, as should maxed Siege Pulse, (small) Shield and Passives (for Geth weapon damage, even though the PPR is probably the single best weapon he can use). The other points can go wherever you like but I consider either rank 6 option of Fitness to be better avoided. I go for a 4/4 split between the Turret and Fitness, casting the Turret at any teammates whose shields are down. Then play like any other character, resorting to light melee to stagger and heavy melee only when absolutely necessary or to help out teammates when Phantoms or Banshees are around. But if you're using heavy melee, you're standing still. Standing still as a Jugg is a bad idea, for the most part. To be clear though, I'm not a player who instinctively feels unhappy when I see a Jugg in a lobby. On the contrary, I usually take it as a positive, especially if their loadout points to a lack of melee-focus. It's just that if and when a big shield appears, I know I'm with a player who is either very inexperienced or very bad, as they've turned down a 10% platform-wide damage boost, which probably means they've gone for 6b in Fitness as well, so their overall damage contribution will likely end up restricted to melee kills. I have a non-BSN friend who plays a really bad Jugg, but is delusional about his own abilities and rants incomprehensibly about people stealing his kills. I don't use my mic when playing with him, partly as I don't want to offend him with my laughter. My main tip for anybody trying to get the most out of the Jugg is that an Adrenaline mod combined with the ability to walk backwards should be considered essential, as should maxed Siege Pulse, (small) Shield and Passives (for Geth weapon damage, even though the PPR is probably the single best weapon he can use). The other points can go wherever you like but I consider either rank 6 option of Fitness to be better avoided. I go for a 4/4 split between the Turret and Fitness, casting the Turret at any teammates whose shields are down. Then play like any other character, resorting to light melee to stagger and heavy melee only when absolutely necessary or to help out teammates when Phantoms or Banshees are around. But if you're using heavy melee, you're standing still. Standing still as a Jugg is a bad idea, for the most part. What about if a Juggernaut drops a shield right where he is zapping to avoid incoming fire from bosses or something? I have seen some Juggernauts who place a shield between a Banshee or Praetorian and themselves and zap shields. Is this not a good strategy? Also, who plays a Juggernaut to get kills? Isn't your role as a Juggernaut to divert bosses, tank damage, and be a support character mostly? Not saying the Juggernaut can't do some killing, but I always figured that was the role of a Juggernaut. If you want kills, play GI, AIU or the Paladin. And I always use Adrenaline mods on the the Juggernaut. I can't imagine playing him without it. Being that painfully slow bores the hell out of me.
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Post by Deleted on Jan 26, 2018 23:24:07 GMT
I play that kind of juggernaut, only because I'm not a fan of being a tanky support juggernaut. Typically they tank, but I prefer the latter and be a damage dealing juggernaut instead.
The damage from a siege pulse spamming juggernaut is respectable, I wouldn't underestimate it, it's a viable way of playing the juggernaut for people like me, that don't wanna heavy melee 24/7 on the jugg.
It's always satisfying, to surprise people with an alternative way of playing the juggernaut, and not expect them to do crazy amounts of damage, and down something like a ravager on gold in like 5 seconds.
And I just thought of it now, I think siege pulse benefit from tech vulnerability from sabotage, so that's even scarier to think about.
Plus siege pulse is a great detonator power to boot.
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Post by GruntKitterhand on Jan 27, 2018 1:11:42 GMT
What about if a Juggernaut drops a shield right where he is zapping to avoid incoming fire from bosses or something? I have seen some Juggernauts who place a shield between a Banshee or Praetorian and themselves and zap shields. Is this not a good strategy? It's a fine strategy....with a small shield. I'm not saying that you can't do that well with a big shield too, but the benefits are greatly outweighed by the cons. Small shield is a must-have for me, but the problem with poorly played Juggs is that they just stand around in the middle of nowhere thinking they can melee their way out of trouble, and the big shield is more likely to hamper their teammates' efforts to help them than it is to provide actual protection, blocking wider sightlines to enemies. Offense is the best defence in this game, and the big shield is overly defensive. That's how I see it anyway, expressed more succinctly in Sal's videos. (Edit: And everything @bestvolussupportau said. PPR/Incendiary Jugg is a serious killing .... erm.... machine.)
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Post by q5tyhj on Jan 27, 2018 6:59:28 GMT
My main tip for anybody trying to get the most out of the Jugg is that an Adrenaline mod combined with the ability to walk backwards should be considered essential, as should maxed Siege Pulse, (small) Shield and Passives (for Geth weapon damage, even though the PPR is probably the single best weapon he can use). The other points can go wherever you like but I consider either rank 6 option of Fitness to be better avoided. I go for a 4/4 split between the Turret and Fitness, casting the Turret at any teammates whose shields are down. Then play like any other character, resorting to light melee to stagger and heavy melee only when absolutely necessary or to help out teammates when Phantoms or Banshees are around. But if you're using heavy melee, you're standing still. Standing still as a Jugg is a bad idea, for the most part. To be clear though, I'm not a player who instinctively feels unhappy when I see a Jugg in a lobby. On the contrary, I usually take it as a positive, especially if their loadout points to a lack of melee-focus. It's just that if and when a big shield appears, I know I'm with a player who is either very inexperienced or very bad, as they've turned down a 10% platform-wide damage boost, which probably means they've gone for 6b in Fitness as well, so their overall damage contribution will likely end up restricted to melee kills. I have a non-BSN friend who plays a really bad Jugg, but is delusional about his own abilities and rants incomprehensibly about people stealing his kills. I don't use my mic when playing with him, partly as I don't want to offend him with my laughter. My main tip for anybody trying to get the most out of the Jugg is that an Adrenaline mod combined with the ability to walk backwards should be considered essential, as should maxed Siege Pulse, (small) Shield and Passives (for Geth weapon damage, even though the PPR is probably the single best weapon he can use). The other points can go wherever you like but I consider either rank 6 option of Fitness to be better avoided. I go for a 4/4 split between the Turret and Fitness, casting the Turret at any teammates whose shields are down. Then play like any other character, resorting to light melee to stagger and heavy melee only when absolutely necessary or to help out teammates when Phantoms or Banshees are around. But if you're using heavy melee, you're standing still. Standing still as a Jugg is a bad idea, for the most part. What about if a Juggernaut drops a shield right where he is zapping to avoid incoming fire from bosses or something? I have seen some Juggernauts who place a shield between a Banshee or Praetorian and themselves and zap shields. Is this not a good strategy? Also, who plays a Juggernaut to get kills? Isn't your role as a Juggernaut to divert bosses, tank damage, and be a support character mostly? Not saying the Juggernaut can't do some killing, but I always figured that was the role of a Juggernaut. If you want kills, play GI, AIU or the Paladin. And I always use Adrenaline mods on the the Juggernaut. I can't imagine playing him without it. Being that painfully slow bores the hell out of me. Imo, "zapping" should properly be a last-second emergency "oh shit" button, if you're doing it so much/for so long that you're picking a cozy spot to drop a Hex Shield and hunker down to drain shields, you probably should rethink your strategy. Jugg HM does shit-all for damage, and it can't really keep up with enemy DPS even on Gold (if you have much more than a couple mooks, they're going to do damage to you more quickly than heavy-melee restores your shields, and if you have e.g. double Atlases/Primes/Praetorians/etc. its quickly going to be game over). So the less time you spend HM'ing, the better. And when played properly, the Juggernaut can be an absolute monster: Siege Pulse spam with ammo-primed combos cleans house, and on-host its almost ridiculously powerful. And he's got a bazillion health/shields so as long as you keep moving and don't let yourself get trapped or cornered, you shouldn't have to heavy-melee more than a couple times per game to get out of a sticky situation. And since he's going to divert boss aggro and tank damage basically no matter what you do, you might as well make use of his quite respectable offensive capabilities and kill some shit while you're at it. But I agree that Adrenaline Mod is a complete must for him. Which is too bad, because with its extremely high base damage Siege Pulse would benefit spectacularly from a Power Amp... but crawling around the map like a drunken snail for 20 minutes is just too steep a price to pay.
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Post by q5tyhj on Jan 27, 2018 7:04:43 GMT
What about if a Juggernaut drops a shield right where he is zapping to avoid incoming fire from bosses or something? I have seen some Juggernauts who place a shield between a Banshee or Praetorian and themselves and zap shields. Is this not a good strategy? It's a fine strategy....with a small shield. I'm not saying that you can't do that well with a big shield too, but the benefits are greatly outweighed by the cons. Small shield is a must-have for me, but the problem with poorly played Juggs is that they just stand around in the middle of nowhere thinking they can melee their way out of trouble, and the big shield is more likely to hamper their teammates' efforts to help them than it is to provide actual protection, blocking wider sightlines to enemies. Offense is the best defence in this game, and the big shield is overly defensive. That's how I see it anyway, expressed more succinctly in Sal's videos. (Edit: And everything @bestvolussupportau said. PPR/Incendiary Jugg is a serious killing .... erm.... machine.)I love the Jugg (of the non-standing-around-HM'ing variety), and I love the PPR, but I've never really understood this- doesn't the ramp up on the PPR make it sort of an imperfect fit for a fire-exploding/tech-bursting Siege Pulse-spamming Jugg? Either you wait to Siege Pulse until you've used the whole clip, or you're constantly having to restart the ramp-up after detonating your combos. I usually go GPS or Venom on the Jugg, but if I'm going to use an AR I use the Lancer precisely because it doesn't have the PPR ramp-up mechanic. Am I possibly missing something here?
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Post by Urizen on Jan 27, 2018 7:30:15 GMT
I'm not sure if I specified this or not, but I meant on gold. On platinum I can totally understand being overwhelmed easily as a Juggernaut. Especially against Collectors. But I am referring to Gold. As I said, I am not a frequent Juggernaut player. But I put all my points into tankiness and played the Juggernaut against all factions at one point and did pretty well. If played smart, the Juggernaut is hard to take down on Gold. The only things I struggled on were Praetorians a bit and trying not to get sniped by Scions, Ravager, etc. But again, smart playing can avoid this. I have seen too many Juggernauts who just zap all day and nothing else and still can't survive long. You didn´t and yeah, he really shouldn´t go down ( that often ) on gold.
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Post by obbie1984 on Jan 27, 2018 9:25:50 GMT
The way you guys mentioned is similar to how I played my Juggernaut as well. Though I am sure I will get booed for my choice of weapon of choice and attachments at the time (Reegar with omni blade). Thanks for you comments and suggestions. I also tried that Asari/Crusader build. It is ridiculous how good it is. The Crusader might be my favorite weapon next to the Venom now.
But I got three questions if you guys would indulge me.
-What is the best build for the Demolisher Engineer? I like to have Arc Grenades and Homing Grenades for most amount of grenades and easy tech bursts. But a friend told me to ignore Homing Grenades and put it into fitness so she can take some hits. The build I had before had her at 700 shields and 650 health with maxed arc/Homing Grenades. I had more fun with it than when I tried a pure arc grenade build I tried with her. Though I can't imagine this build being effective on Platinum. I only ever cleared Platinum once with this build, but I had good team mates. Team-mates on 360 are not reliable AT ALL.
- What weapon is good for the Cerberus Defector Adept? I generally use Hornet/Acolyte with him. He doesn't really need weapons but what fits good with him? I'm asking for Platinum really.
- I just got done carrying a fairly bad squad on Platinum against the Geth. I was using Shadow/Piranha with flame rounds (level 4) and melee build. I had to solo 2-3 waves alone, but I noticed enemies were way more aware. Like even while cloaked they seemed to know where I was. Drones were stunning me and were making my life tough. I managed it, but it was a real pain at times. Are enemies more aware on Platinum for infiltrators? I noticed their response time if I Shadow Striked and enemies near by was much quicker.
Though I don't think that it helped that I picked melee build over other infiltrators who can do what she does better.
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Post by Urizen on Jan 27, 2018 9:43:32 GMT
-What is the best build for the Demolisher Engineer? I like to have Arc Grenades and Homing Grenades for most amount of grenades and easy tech bursts. But a friend told me to ignore Homing Grenades and put it into fitness so she can take some hits. The build I had before had her at 700 shields and 650 health with maxed arc/Homing Grenades. I had more fun with it than when I tried a pure arc grenade build I tried with her. Though I can't imagine this build being effective on Platinum. I only ever cleared Platinum once with this build, but I had good team mates. Team-mates on 360 are not reliable AT ALL. 1 Build I tend to use: Spammy gurl. Spam those nades like there is no tomorrow. Another: Fuck your shields all day everyday. Mooks get a headshot first and if they survive, throw nade for a tb. Just your run of the mill sniper - What weapon is good for the Cerberus Defector Adept? I generally use Hornet/Acolyte with him. He doesn't really need weapons but what fits good with him? I'm asking for Platinum really. I have run him with a wide variety of pistols and smgs. But I only have a couple games with him. - I just got done carrying a fairly bad squad on Platinum against the Geth. I was using Shadow/Piranha with flame rounds (level 4) and melee build. I had to solo 2-3 waves alone, but I noticed enemies were way more aware. Like even while cloaked they seemed to know where I was. Drones were stunning me and were making my life tough. I managed it, but it was a real pain at times. Are enemies more aware on Platinum for infiltrators? I noticed their response time if I Shadow Striked and enemies near by was much quicker. Though I don't think that it helped that I picked melee build over other infiltrators who can do what she does better. Enemies will move towards the last known location, read the location you cloaked at. Prime drones however don´t give a fuck about your cloak at all. I think Husks/abombs behave the same way. Their situational awareness in general is obviously dependent on difficulty but also the host. The latter is less important for you consoleros but can turn a match on PC into a nightmare very fast.
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Post by Deleted on Jan 27, 2018 10:13:10 GMT
-What is the best build for the Demolisher Engineer? I like to have Arc Grenades and Homing Grenades for most amount of grenades and easy tech bursts. But a friend told me to ignore Homing Grenades and put it into fitness so she can take some hits. The build I had before had her at 700 shields and 650 health with maxed arc/Homing Grenades. I had more fun with it than when I tried a pure arc grenade build I tried with her. Though I can't imagine this build being effective on Platinum. I only ever cleared Platinum once with this build, but I had good team mates. Team-mates on 360 are not reliable AT ALL. This is my build that I run on my demo. Don't worry about, the rank 6 choice on homing grenades if you're used to armor damage. Split works really well on the demo, not only do you get more tech bursts out of split after throwing an arc grenade, but it's also a good detonator, for detonating snap freeze and flamer for multiple CEs and FEs. On a side note, I found out the setup with using the claymore and the VMS together works really well. My favourite shotgun and kit
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Post by GruntKitterhand on Jan 27, 2018 12:20:01 GMT
It's a fine strategy....with a small shield. I'm not saying that you can't do that well with a big shield too, but the benefits are greatly outweighed by the cons. Small shield is a must-have for me, but the problem with poorly played Juggs is that they just stand around in the middle of nowhere thinking they can melee their way out of trouble, and the big shield is more likely to hamper their teammates' efforts to help them than it is to provide actual protection, blocking wider sightlines to enemies. Offense is the best defence in this game, and the big shield is overly defensive. That's how I see it anyway, expressed more succinctly in Sal's videos. (Edit: And everything @bestvolussupportau said. PPR/Incendiary Jugg is a serious killing .... erm.... machine.)I love the Jugg (of the non-standing-around-HM'ing variety), and I love the PPR, but I've never really understood this- doesn't the ramp up on the PPR make it sort of an imperfect fit for a fire-exploding/tech-bursting Siege Pulse-spamming Jugg? Either you wait to Siege Pulse until you've used the whole clip, or you're constantly having to restart the ramp-up after detonating your combos. I usually go GPS or Venom on the Jugg, but if I'm going to use an AR I use the Lancer precisely because it doesn't have the PPR ramp-up mechanic. Am I possibly missing something here? I would say in theory you're absolutely right, but then I played with firerider a few times and saw that practice and theory are obviously not the same thing (as noted in Qui-Gon GlenN7's sig), as he was monstrously destructive, without being a try-hard in any way shape or form. I think a PPR X gives the best of both worlds: you can spray and prime multiple mooks and fire off a SP or two to finish them off, or you can go for the whole clip against bosses and spam all 4 (or 3, I guess, but I usually go for 4) SPs to cover the reload duration. All I really know for sure is that it works, as subsequent games with Arkhne proved. My playstyle with the PPR is pretty identical to my playstyle with the GPSMG, with the admission that the GPSMG takes considerably longer, but they both benefit from his stagger-proof capabilities. I too prefer the GPS, with GPSMG backup, overall, but that's just because I'm a bit of a lore nut. That was the first setup I took to Plat, and I don't think I've ever had a wipe with it. Lancer is also a very sensible choice, obviously. I also want to second everything you said about not meleeing everything. The Jugg has one of the weakest melees in the whole game, but it fools people into using it because of the shield-restore. If you're meleeing for anything but an emergency or to protect teammates from sync-killers, you're very definitely doing it wrong. It's worth remembering that if you're thinking of equipping an Omniblade if you are using a Shotgun......... or the Reegar. And obbie1984, I wouldn't be fit to give advice about the Demogirl as I don't play her much, but I favour the Talon on the Ex-Cerberus Adept.
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Post by Qui-Gon GlenN7 on Jan 27, 2018 12:37:29 GMT
The PPR thing is a stylistic discussion! This game man...
I generally would have the same issues using the PPR with Jugg for SP spam, because muh rampup is serious business.
But, that's because I'm fixated on the head, and killing with the gun... I can see ramping the PPR just as high as you need to go to prime a whole spawn, spam your SPs out, then kill what's left with PPR. This is my theory on that playstyle.
I prefer Hurricane and Mantis on Juggs.
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Post by Arkhne on Jan 27, 2018 14:32:20 GMT
Now that we've all exhaustively covered Incendiary goodness and NOT Meleeing on the Jugg.
I'd like to propose one of the few offensive uses the Juggernauts Heavy Melee. Scrub-aiming that shotgun. Yup, just pick that nemesis up, move your aim to her head, and let go and shoot.Works great with Disruptor Ammo, but SHOULD she survive, you've now created a flying Tech Burst bomb for detonating with Siege Pulse. Launch her back at enemies and ZAP. Cleanup in Aisle 3.
Also, holding Phantrolls for your team to wail on, because the b*tch deserves no less. Or just strangling her to death, because again, she deserves it.
Otherwise, yeah, just say no. Shoot and Siege Pulse.
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Post by Urizen on Jan 27, 2018 14:46:30 GMT
Also, holding Phantrolls for your team to wail on, because the b*tch deserves no less. Or just strangling her to death, because again, she deserves it.
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