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Post by Deleted on Sept 7, 2016 15:29:07 GMT
Siege pulse hate surf with the batglove That is an interesting idea... Any proof of concept videos? Not off the top of my head, but I have done it. It's tricky but so funny when it works. The same as any other surf. Siege pulse and heavy melee asap, works the same way as a vanguard charge + heavy melee. your subject has to be moving when you lock on, and it's even better if there is ample space behind them. I remember doing it on Condor down one of those short ramps. In fact, it's bringing back memories of a 4 x juggernaut comedy match.... edit: Ninjaed by Clyde
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Post by dzejkob on Sept 7, 2016 15:32:03 GMT
That is an interesting idea... Any proof of concept videos? that's pretty fun although no shield regeneration :C (shame it cant like give a boost when you land a punch)
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Post by docsteely on Sept 7, 2016 16:14:23 GMT
That is an interesting idea... Any proof of concept videos? That is an interesting idea... Any proof of concept videos? Not off the top of my head, but I have done it. It's tricky but so funny when it works. The same as any other surf. Siege pulse and heavy melee asap, works the same way as a vanguard charge + heavy melee. your subject has to be moving when you lock on, and it's even better if there is ample space behind them. I remember doing it on Condor down one of those short ramps. In fact, it's bringing back memories of a 4 x juggernaut comedy match.... edit: Ninjaed by Clyde Yup, I can confirm it works, tried it on Glacier against Geth. And the surf is fun! Thank you, both.
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Post by Terminator Force on Sept 7, 2016 19:07:30 GMT
AM III is far better than cyclonics, on Platinum he get's dropped fairly quickly even with a CM IV. Because when you're in a mess, fast feet get you to safety faster then Cyclonics can tank until you get there. And you always need to keep moving for maintaining optimum defence and offence (ie. RHA) positions.
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Post by emuller42 on Sept 7, 2016 20:38:16 GMT
My Juggy build, a.k.a. "The Babysitter"Pretty much the only actual "tank" strategy that's viable on platinum. Mostly, your job is to tank Phantoms and heavies so that your team can kill them without getting sync'd. Someone above suggested Adrenaline Module for extra mobility; I agree, and also take Fitness 5a since the heavy melee shield drain means that your shields will never be recharging naturally. The GPSG is a pretty good weapon - it mounts an omni-blade, works at any range, provides stagger, and doesn't leave you at -200% cooldown (You have shields and turrets to deploy) - but you'd much rather be in melee range so you can drain shields. Unlike the other builds in this thread, this one makes you very much a support to your team instead of a massive damage dealer, but no less valuable. Leave the DPS to the Furies and TGIs, since they're going to be better at it anyway. =P
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Post by docsteely on Sept 7, 2016 21:32:36 GMT
My Juggy build, a.k.a. "The Babysitter"Pretty much the only actual "tank" strategy that's viable on platinum. Mostly, your job is to tank Phantoms and heavies so that your team can kill them without getting sync'd. Someone above suggested Adrenaline Module for extra mobility; I agree, and also take Fitness 5a since the heavy melee shield drain means that your shields will never be recharging naturally. The GPSG is a pretty good weapon - it mounts an omni-blade, works at any range, provides stagger, and doesn't leave you at -200% cooldown (You have shields and turrets to deploy) - but you'd much rather be in melee range so you can drain shields. Unlike the other builds in this thread, this one makes you very much a support to your team instead of a massive damage dealer, but no less valuable. Leave the DPS to the Furies and TGIs, since they're going to be better at it anyway. =P I've rarely seen (and frankly never used) Fitness 5a in practice: what is your experience with it? What do you feel is different from the 5b?
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Post by emuller42 on Sept 7, 2016 21:47:28 GMT
I've rarely seen (and frankly never used) Fitness 5a in practice: what is your experience with it? What do you feel is different from the 5b? I just find that 5b does actual nothing for you - you always recharge your shields by draining instead of by waiting, so your shield recharge delay is completely irrelevant. It could be 10 seconds and you wouldn't mind too much. 5a has a chance of doing something, possibly allowing you to reposition or get to an ammo box a little quicker if you happen to get a killing blow.
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Post by docsteely on Sept 7, 2016 21:51:14 GMT
I've rarely seen (and frankly never used) Fitness 5a in practice: what is your experience with it? What do you feel is different from the 5b? I just find that 5b does actual nothing for you - you always recharge your shields by draining instead of by waiting, so your shield recharge delay is completely irrelevant. It could be 10 seconds and you wouldn't mind too much. 5a has a chance of doing something, possibly allowing you to reposition or get to an ammo box a little quicker if you happen to get a killing blow. OK, that makes sense, I'll try it and let you know. Thanks!
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Post by Qui-Gon GlenN7 on Sept 8, 2016 0:32:01 GMT
You only are recharging your shields with heavy melee, in my opinion, for lulz and either an Arc Pistol charged headshot (another great choice for Siege Juggy) or a Siege Pulse to the face.
I try to heavy melee very rarely with big robot, he is a weapons platform/ammo detonator for me, lots of movement and soft cover abuse, constant turret deployment (occasionally with flamethrower turret for moar FE's) and rare but useful Hex Shield deployment, can be very helpful on larger maps to have the small shield as some form of cover while your lumbering ass is trying to get to some form of safety.
Therefore, 5b.
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Post by BDaddy1968 on Sept 8, 2016 4:09:22 GMT
I checked mine:
4 6 4 6 6
This is what I used for soloing U/U/P with cheesger, incendiary ammo, adrenaline3 and AC5.
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Post by spacev3gan on Sept 8, 2016 6:41:35 GMT
I like to spam Siege Pulse and I normally give my Juggernaut Incendiary Ammo for Fire Explosions, or Disruptor Rounds for Tech Bursts when fighting Geth or Cerberus.
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Post by docsteely on Sept 8, 2016 10:49:42 GMT
I checked mine: 4 6 4 6 6 This is what I used for soloing U/U/P with cheesger, incendiary ammo, adrenaline3 and AC5. Weapon or power in passives? As for Siege Pulse do you go 6a (more protection) or 6b (more damage)?
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Post by Deleted on Sept 8, 2016 12:40:47 GMT
I roleplay with the Spitfire : kalence.drupalgardens.com/me3-builder#2B!1C05545!!13251364!6839G I consider rank 4 and 5 of Hex Shield mandatory for how I like to play (that is doing the maximal number of different things in a match), and from a pure efficiency point of view the staggers and priming it gives is great when chased by a group of Dragoons / Phantoms or GRT / Pyros, etc. There's no real interest to push the turret beyond 3 ranks IMO (that's either 3 or 6 to me, but since I already prime everything for FE with the Spitfire, the Flamethrower is partly redundant), it already distract enemies at this point and I find the little shield regen is enough in almost all situations. When I'm seeking for max effiency with him, I go with the Reegar.
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Post by docsteely on Sept 8, 2016 13:21:34 GMT
I roleplay with the Spitfire : kalence.drupalgardens.com/me3-builder#2B!1C05545!!13251364!6839G
I consider rank 4 and 5 mandatory for how I like to play (that is doing the maximal number of different things in a match), and from a pure efficiency point of view the staggers and priming it gives is great when chased by a group of Dragoons / Phantoms or GRT / Pyros, etc. There's no real interest to push the turret beyond 3 ranks IMO (that's either 3 or 6 to me, but since I already prime everything for FE with the Spitfire, the Flamethrower is partly redundant), it already distract enemies at this point and I find the little shield regen is enough in almost all situations. When I'm seeking for max effiency with him, I go with the Reegar. Your Build (updated to weebly since drupalgardens is supposedly closed) Sounds like a Jack of all trades...
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Post by Arkhne on Sept 8, 2016 14:53:45 GMT
I roleplay with the Spitfire : kalence.drupalgardens.com/me3-builder#2B!1C05545!!13251364!6839G I consider rank 4 and 5 mandatory for how I like to play (that is doing the maximal number of different things in a match), and from a pure efficiency point of view the staggers and priming it gives is great when chased by a group of Dragoons / Phantoms or GRT / Pyros, etc. There's no real interest to push the turret beyond 3 ranks IMO (that's either 3 or 6 to me, but since I already prime everything for FE with the Spitfire, the Flamethrower is partly redundant), it already distract enemies at this point and I find the little shield regen is enough in almost all situations. When I'm seeking for max effiency with him, I go with the Reegar. I like this build. I really do. I've seen few Juggernaut builds are good as this one. Probably even better than my own. Seems like a Frontlines Combat Engineer. You're totally right about Turret, despite the fact I usually favour it, there is little difference between 3 ranks, and 5/6. And the Shield has quite a few utility purposes (Especially specced like that). It's not often somebody gets me to rethink my Jugg speccing, so well done, was considering promoting my Soldiers anyway, so we'll see how it goes
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Post by Qui-Gon GlenN7 on Sept 8, 2016 15:23:32 GMT
I am surprised by many people choosing to take fitness rank 6.
I am a damage dealer, and so my line of thought is that anything gimping your damage output by 15% is a line I cannot cross.
I always take Destroyer Mode extra damage over shields too.
...
Do you find that this evolution keeps you alive? To me, it only makes sense for a solo build on Platinum.
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Post by Arkhne on Sept 8, 2016 15:29:35 GMT
I always take the Damage on Rank 6 of Devastator Mode, even with my no-fitness builds.
Yes, I take rank 6 Fitness on my Juggernaut, I often solo with them, or solo with corpses (Leeches), so yes, I need my Fitness, he's too slow to skip it.
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Post by Jeremiah12LGeek on Sept 8, 2016 15:56:23 GMT
I put three ranks in fitness and use a spitfire. Hex Shield is set for damage and priming, and I grab extra shot on the pulse and use incendiary ammo for more combos. Turret is set for offense.
Then I plant myself in convenient places and mow the bastards down while they come to me. It's not super-effective except for the part that I almost never have to do anything but kill, and it ends up being much more effective than I expect.
Maps like Rio suck, while Glacier is generally a breeze.
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Post by Jeremiah12LGeek on Sept 8, 2016 18:27:07 GMT
I hadn't played him in a while, so I gave him another run. I really do enjoy that build. In general, there will be a few waves where there is enough relocation to make the slow speed a bit annoying, but never enough to overcome how fun it is to mow things down without dealing with shield gate.
And fitness 3 ranks 4 lyfe!
Edit: And I ran into Smeckie. Do we have a thread for that yet? O.o
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Post by Deleted on Sept 8, 2016 19:24:44 GMT
I roleplay with the Spitfire : kalence.drupalgardens.com/me3-builder#2B!1C05545!!13251364!6839G
I consider rank 4 and 5 mandatory for how I like to play (that is doing the maximal number of different things in a match), and from a pure efficiency point of view the staggers and priming it gives is great when chased by a group of Dragoons / Phantoms or GRT / Pyros, etc. There's no real interest to push the turret beyond 3 ranks IMO (that's either 3 or 6 to me, but since I already prime everything for FE with the Spitfire, the Flamethrower is partly redundant), it already distract enemies at this point and I find the little shield regen is enough in almost all situations. When I'm seeking for max effiency with him, I go with the Reegar. Your Build (updated to weebly since drupalgardens is supposedly closed) Sounds like a Jack of all trades... Yes. I don't see a mission where it wouldn't work in gold and even platinum. The Spitfire has many flaws but it has one strong point : it has a very solid sustained dps. For many characters this stat doesn't mean much but with the Jugg it really does (hence the full fitness, here to exploit the weapon's main quality). Besides, the "15%" loss with rank 6 of fitness is actually only a 7,5% loss once you have added all the other bonuses (-6,4% VS armor, so really not a game breaker).
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Post by BDaddy1968 on Sept 8, 2016 22:00:56 GMT
I checked mine: 4 6 4 6 6 This is what I used for soloing U/U/P with cheesger, incendiary ammo, adrenaline3 and AC5. Weapon or power in passives? As for Siege Pulse do you go 6a (more protection) or 6b (more damage)? Weapon on passives. Protection on Siege Pulse.
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Post by Nightman on Sept 8, 2016 22:44:22 GMT
I usually skip the shield......or will maybe put the 1st 3 ranks into it for laughs cuz dropping it in front of teammates to block their shooting and powers never gets old. I take the damage reduction evo for siege pulse and number of shots carried....I go full weapons damage.....healing turret...once in awhile I pick squad command but nobody ever stands next to me. ..go with the scanner and adren 3 for the gear....and usually roll with the spitfire cuz unloading it point blank into a bosses face feels great.
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Post by srgtcolon on Sept 8, 2016 23:58:35 GMT
My favorite for gold & platinum is the Swiss army knife of Juggernauts. - PPR for range and free roaming, independence from ammo boxes. - Reegar when boss gets into your face. - Turret for shield regen and recon, flamer not really used with these weapons (but see further down). - Siege pulse is for damage protection and emergencies. - Hexshield mainly as I won't put points into Health 5/6, but has it's uses. (like devices) Adrenaline, absolutely, so you can run circles around Banshees. Demo: Alternatively, with lighter weapon loadyou can better afford the siege pulse cool down, this way - siege pulse is constantly used to detonate tech burst (ammo) and fire explosions - set up by the turret flamer playstyle is like TTT's Jug solo, except allowing for the turret:
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Post by Voluptuous Volus on Sept 9, 2016 0:02:40 GMT
I always take at least 3 points in Hex Shield. I try not to use it as much as possible as not to block teammate fire/powers, but I do place it from time to time to block those Atlas shots/rockets, Praetorian laz0rs and things like that. Not just because that prevents damage to me, but because the Juggy is vulnerable to staggers and his recovery is slow.
Turret goes to help teammates the most, but I will use it on myself if I'm in pickle.
Melee is the last resort, I don't go meleeing stuff, cos it's slow. Better to just pick up a bad guy, drop him and shoot him in the face on the ground.
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Post by docsteely on Sept 9, 2016 1:05:42 GMT
I always take at least 3 points in Hex Shield. I try not to use it as much as possible as not to block teammate shots, but I do place it from time to time to block those Atlas shots/rockets, Praetorian laz0rs and things like that. Not just because that prevents damage to me, but because the Juggy is vulnerable to staggers and his recovery is slow. Turret goes to help teammates the most, but I will use it on myself if I'm in pickle. Melee is the last resort, I don't go meleeing stuff, cos it's slow. Better to just pick up a bad guy, drop him and shoot him in the face on the ground. 1. Like Banshee warpballs? 2. And inefficient from the damage point of view. So absolutely as a last resort, a short burst to restore your shields and after that you continue dealing damage with either weapons or powers. Did I get it right?
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