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  #1 (permalink)  
Old 07-23-2006, 10:26 AM
Bob_TheMadCow
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Default [juggernaut]the non-squishy squishy?

Flame Surge + Defense

Basically

Maxed out Flame Surge and it's synergies, then get some active (Batter) and passive (Armour Handling, Adrenaline, Battle Awareness) from Defense and a few passive damage boosters/defensive skills from Earth too. Thinking of spamming Flame Surge and using Batter to stay alive in melee range of the mobs.

Stat-wise I'd be putting enough into Str to carry off some of the heavier armour and a good shield (-20% from armour handling) and then putting a boat-load into Int for the damage boost and some energy regen, though I don't know how much difference that'll make as I'm gonna have -4 energry regen from passives...

So far I'm lvl 14 and successfully going through both health AND mana potions at an extortionate rate Tough though, only just got the -recharge skill maxed for Flame Surge. Damn thing lied and said it would reduce the energy cost and it doesn't... But at least I can pretend to be a proper spell caster now

Any thoughts, flames, suggestions, reasons it won't work in Legendary? All feedback welcome
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Old 07-23-2006, 01:33 PM
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Once you have some decent gear you will breeze thorugh Normal, but im afraid that Hybrid builds jsut dont cut it in Epic or Legendary.

My build is here I think thats it anyway, not at home at present and cant remember properly :P
Basically gone for melee based with the skills to boost elemental damage and burn damage.
Put a few points into some actives as well to give me something to do
Although sheild charge and batter seem a bit crap to me.
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Old 07-23-2006, 03:20 PM
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Yeah I had to scrap my build when I hit epic. I was leaning more towards defense with volcanic orb as backup, was beautiful in normal. Worthless in epic. Now he's all tank with a little help from earth, kinda sucks. It works though.
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Old 07-23-2006, 03:31 PM
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Why don't use a Juggernaut with some defense skills along with Fire Enchantment? I'm gonna build me one as soon as I can get my hands on Hephasteus' Club, Shield, and Ring. =)
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Old 07-23-2006, 04:43 PM
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Earth enchantment doesn't seem nearly as useful as the storm aura, or the spirit aura. I'm thinking Juggernaut isn't that great, and I'm in Epic Egypt with one.
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Old 07-23-2006, 07:22 PM
BlakMajiK
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Quote:
Originally Posted by Dreamer
Earth enchantment doesn't seem nearly as useful as the storm aura, or the spirit aura. I'm thinking Juggernaut isn't that great, and I'm in Epic Egypt with one.
It seems to be the most "spell" oriented hybrid, as earth enchantment adds +% fire and very little straight fire damage. With melee being mostly physical damage, it doesn't do much, so you gotta get straight fire numbers from your equipment (I use molten rings of sulfur and such). What it does do though, is give eruption awesome damage even with low int, and when volativity procs things go boom.

Earth is probably best with warfare, using the pet to tank and warfare to dps. But, armor handling does allow you to place more points into int and still wear good armor.

If I had to do my juggernaut over, I would almost totally ignore dex and point up int more (was my first character and I put a ton of points in dex). I really like him though, and he's my highest character at lvl 50. Currently in legendary trying to get better gear.
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Old 07-23-2006, 10:44 PM
Bob_TheMadCow
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I also have a Thane (War/Storm) at the moment, so I already have a magically enhanced meleer, I just fancied having a defensively enhanced spell caster too. I'm using Earth Enchantment to boost fire damage and defense (from the second synergy). As I say, I'm gonna be primarily a spell caster with high armour. Probably aiming to be what Dreamer was disapointed to be forced into being

I've also fired up a Spellbinder (Def/Spirit) going the more traditional melee route. So it's not for lack of thinking that I'm doing this. It's to see if a daft idea can work
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Old 07-26-2006, 05:33 AM
Zyloch
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Yea, I checked the skills list over and over again, and I just can't quite figure out how to balance the skills. This is just one of those classes, which doesn't complement each other very well.
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Old 07-30-2006, 09:26 PM
Yanni S
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Default Re: [juggernaut]the non-squishy squishy?

I don't really hear anything good about the juggernaut, one thing for sure is you have to be melee based. If you are more of a caster and using caster equipment, mineaswell just pick 2 mage masteries.

I'm making a juggernaut and thinking of doing this..(this is only until level 56 or so)

Earth
Earth Enchantment: (Rank: 12 of 12)
Stone Form: (Rank: 12 of 12)
Summon Core Dweller: (Rank: 15 of 15)
Inner Fire: (Rank: 8 of 8)
Wildfire: (Rank: 12 of 12)
Volativity: (Rank: 12 of 12)
Metamorphosis: (Rank: 8 of 8)


Defense
Concussive Blow: (Rank: 6 of 6)
Armor Handling: (Rank: 6 of 6)
Adrenaline: (Rank: 1 of 10)
Shield Smash: (Rank: 6 of 6)
Resilience: (Rank: 1 of 6)
Disable: (Rank: 6 of 6)
Defensive Reaction: (Rank: 1 of 8)
Colossus Form: (Rank: 8 of 8)
Pulverize: (Rank: 6 of 6)
__________________
Xfire=yanni318
Level 53 Ranger, Level 45 Juggernaut, Level 30 Assasin, Level 40 Oracle(Normal typhon lvl 20, epic 32, legendary 37 )
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  #10 (permalink)  
Old 07-30-2006, 10:34 PM
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Default Re: [juggernaut]the non-squishy squishy?

That build will not work.

First, scrap the stone form. I never used it once I hit epic, and didn't use it much in normal either. It's simply not that useful. Second, you need to max out resilience before any other skill. It lowers the recharge on ALL skills used while adrenaline is running. In fact, max out all 3 skills in the adrenaline line. You wouldn't need stone form if you had maxed adrenaline. 20+hp regen, not counting any bonuses you have from gear. At that point even a 50% increase to health regen is 10hp per second! Defensive reaction is great for lots of damage fast. Don't need to really cap out armor handling unless you are looking at using less str, but then what else would you put stats into? You don't need int at all. Concussive blow is only useful if you plan on using maces exclusively. Personally I've always used swords for their speed and piercing damage. More speed means more shield bashing.

Volativity is a waste. You have zero fire attacks so it doesn't help you at all. Earth Enchantment is only going to give you a little fire damage, really the aura is going to help the core dweller more than you. In fact 1 point in brimstone helps you more than 2 points in earth enchantment.

Battle awareness. In itself it's not that great of aura. But I have maxed focus and points in iron will. More shield blocking means less getting hit, and more stun resist means surviving later in the game. Shield charge + Disruption, even with a couple points, is great. Hitting 3 people immediately for lots of damage is a great way to start a fight. I only recently picked this up on my juggernaut, and it works great.
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