Hello all, this is my opinion of the state of juggernaut, and the post was prompted by a community discussion last night. Currently I am one, if not the only, juggernaut over level 30 playing the game. My understanding of the defender specialization roles is: knight- high threat, block, single target, paladin type; marshal- crowd control, parry, runs around; juggernaut- "aoe/damage", physical defense, "unstoppable" tank. With that being said in the current state of the game marshal seems better suited for aoe (both cc and damage) at the moment and knight clearly fills their role with single target quite well. This leaves the juggernaut in a "well he has taunts but hes not a berserker" state.
The following is a breakdown of the skills (as I see them) and possible improvements. Please note the recent changes to CD reduction on the 28th were needed and appreciated.
Offensive:
Breach- bread and butter single target skill if you don't like this skill do not play juggernaut. Suggestion- slight damage increase, slight threat increase
Collateral Damage- I want to like this skill but it only hits 2 targets. Waste of stamina when i can just tab to a new target and use perforate. Suggestion- 5 target max, slight damage increase, 150% threat increase
Perforate- I see the usefulness of DoTs, holds agro from warlord songs on a mob, and I prefer it over collateral damage. Suggestion- slight threat increase
Rip- Haven't taken this off my bar since I got it, hits 4 or 5 targets, helps hold agro with the bleed. Suggestion- 150% threat increase
Defensive:
No Time To Die- Excellent skill especially solo, not sure DoTs are always effected. Newbies beware yellow and higher con mobs get a bonus and you can die
Unstoppable- Doesn't have daze resist and should be renamed Run Forest. Great for getting past canyon mandrakes. Suggestion- Add daze resist and "Terrorize" effect: on being hit threat generation/damage shield
Brace- Love and hate this skill. The basic Screen ability from support classes can overwrite the ability. Since both use physical damage resist? Really?
Threat:
Roar- Bread and butter, love it. Suggestion- Threat increase 120%, increase buff duration +1s maybe 2s
(Note- I thought this list would be longer since defender. please see the suggestions for threat increase on all the damage skills..)
As a defender Juggernaut should be focused on threat generation and my understanding is have higher damage than the other tanks. The threat is basically generated by their attacks and right now I rely on Threatening Strike and Provoke which are the two basic defender skills. Having to rely on defender skills should give you the idea that the role is a bit underwhelming in the current state. Also I cannot even come close to holding agro from a berserker on an aoe pull so the suggested threat increase is a guess, I have done no number crunching. The suggestions above are not solely my ideas and were just thrown together.
For anyone thinking of playing juggernaut I will give you the following tips and an example of gameplay post level 30 (March 2023)
Step one take all the urine you've been collecting and give it to your knight or marshal friends.
Next, look at your skill bar, find a dark hole and throw in Unstoppable and Provoke, shed a tear and stomp Collateral Damage down on top of them.
Now you are all set to jump into a dungeon with your group. But before you start pull your warden aside, show him the hole and ask him to throw lull in there as well. Ok so now your group is ready and your warden can pull like a man.
Off they go, and a short time later here comes the warden "uh sorry guys its a big pull," quick pop your Roar, done.
The zerker looks like hes about to start frothing at the mouth, hold out your shield arm "not yet bud i need to build some agro." Rip, Threatening Strike, there's 5 of them, drop the shield arm Brace.
You can see the warlord out of the corner of your eye, quick grab him and say "if you cast Screen on me we will wipe. Use it on the zerker." 4 mobs left. Phew, he casts screen on the zerker, uh and a heal.
3 mobs peel off and crush the warlord while you're mashing the Roar button (which is still on cool down). The mobs are skating towards the zerker, Roar, good job.
Why is the brigand shaking his arms up and down and stamping on the ground? Wait what is notwarlord doing, standing there full stam, looking pretty, probably a foh box healer, sad face.
3 mobs left, brigand is attacking, zerker still frothing at the mouth, dead on the floor.
Ut oh the warden is looking around for an exit? You glare at him "if you even think of running I'll dig up the graves of the last three generations of your ancestors so you can see them rolling over in their graves." He's still attacking. Roar, Rip, Breach.
Oh crap you have 80hp left, thats like 25% health. Dammit notwarlord. Get ready to pop No Time To Die.
2 mobs left, 6 resilience saves. 1 mob left, 3 resilience saves and you're not going to get a 10th.
1 mob left and the brigand is hopping up and down in joy, warden is mumbling about only being vegan on the weekend. Yay not warlord is finally doing something, the only thing he's good for, rezzing the dead.
The group kills the last mob and you're ready for the next pull.
-jugg life
The following is a breakdown of the skills (as I see them) and possible improvements. Please note the recent changes to CD reduction on the 28th were needed and appreciated.
Offensive:
Breach- bread and butter single target skill if you don't like this skill do not play juggernaut. Suggestion- slight damage increase, slight threat increase
Collateral Damage- I want to like this skill but it only hits 2 targets. Waste of stamina when i can just tab to a new target and use perforate. Suggestion- 5 target max, slight damage increase, 150% threat increase
Perforate- I see the usefulness of DoTs, holds agro from warlord songs on a mob, and I prefer it over collateral damage. Suggestion- slight threat increase
Rip- Haven't taken this off my bar since I got it, hits 4 or 5 targets, helps hold agro with the bleed. Suggestion- 150% threat increase
Defensive:
No Time To Die- Excellent skill especially solo, not sure DoTs are always effected. Newbies beware yellow and higher con mobs get a bonus and you can die
Unstoppable- Doesn't have daze resist and should be renamed Run Forest. Great for getting past canyon mandrakes. Suggestion- Add daze resist and "Terrorize" effect: on being hit threat generation/damage shield
Brace- Love and hate this skill. The basic Screen ability from support classes can overwrite the ability. Since both use physical damage resist? Really?
Threat:
Roar- Bread and butter, love it. Suggestion- Threat increase 120%, increase buff duration +1s maybe 2s
(Note- I thought this list would be longer since defender. please see the suggestions for threat increase on all the damage skills..)
As a defender Juggernaut should be focused on threat generation and my understanding is have higher damage than the other tanks. The threat is basically generated by their attacks and right now I rely on Threatening Strike and Provoke which are the two basic defender skills. Having to rely on defender skills should give you the idea that the role is a bit underwhelming in the current state. Also I cannot even come close to holding agro from a berserker on an aoe pull so the suggested threat increase is a guess, I have done no number crunching. The suggestions above are not solely my ideas and were just thrown together.
For anyone thinking of playing juggernaut I will give you the following tips and an example of gameplay post level 30 (March 2023)
Step one take all the urine you've been collecting and give it to your knight or marshal friends.
Next, look at your skill bar, find a dark hole and throw in Unstoppable and Provoke, shed a tear and stomp Collateral Damage down on top of them.
Now you are all set to jump into a dungeon with your group. But before you start pull your warden aside, show him the hole and ask him to throw lull in there as well. Ok so now your group is ready and your warden can pull like a man.
Off they go, and a short time later here comes the warden "uh sorry guys its a big pull," quick pop your Roar, done.
The zerker looks like hes about to start frothing at the mouth, hold out your shield arm "not yet bud i need to build some agro." Rip, Threatening Strike, there's 5 of them, drop the shield arm Brace.
You can see the warlord out of the corner of your eye, quick grab him and say "if you cast Screen on me we will wipe. Use it on the zerker." 4 mobs left. Phew, he casts screen on the zerker, uh and a heal.
3 mobs peel off and crush the warlord while you're mashing the Roar button (which is still on cool down). The mobs are skating towards the zerker, Roar, good job.
Why is the brigand shaking his arms up and down and stamping on the ground? Wait what is notwarlord doing, standing there full stam, looking pretty, probably a foh box healer, sad face.
3 mobs left, brigand is attacking, zerker still frothing at the mouth, dead on the floor.
Ut oh the warden is looking around for an exit? You glare at him "if you even think of running I'll dig up the graves of the last three generations of your ancestors so you can see them rolling over in their graves." He's still attacking. Roar, Rip, Breach.
Oh crap you have 80hp left, thats like 25% health. Dammit notwarlord. Get ready to pop No Time To Die.
2 mobs left, 6 resilience saves. 1 mob left, 3 resilience saves and you're not going to get a 10th.
1 mob left and the brigand is hopping up and down in joy, warden is mumbling about only being vegan on the weekend. Yay not warlord is finally doing something, the only thing he's good for, rezzing the dead.
The group kills the last mob and you're ready for the next pull.
-jugg life