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publicado originalmente en: January update concerns.
1/17/2019 8:57:11 PM
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I wouldn't underestimate the shoulder slam. It's pretty good considering the animation is the quickest, does ohk a normal guardian and the cost will be reduced 85 percent.
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  • It's not horrible, and will be a great movement option. But, if you're dealing with multiple enemies in close proximity; you should be rewarded for using your heavy/smash properly, not forced to shoulder charge each one. Not saying that's how it'll be post-update, but it sounds like that's what they're going for. And the super already feels short in comparison to other roaming supers, too. I personally would like them to clarify if the smash attack would be able to regen super energy like Attunement of Flame Daybreak does. The Juggernaut's super would then be great, but lack a neutral game much like Flame Dawnblade. But at least it's a step in the right direction.

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  • Editado por Mighty Shisno: 1/18/2019 11:47:50 AM
    Code of the Juggernaut actually has a really good neutral game. I've been playing with it in PvE and Gambit the past few days, and I'm more impressed with it than I remember. Health regeneration on melee kills, breaking shields/critically injuring enemies increases melee range and damage, and striking an enemy with the melee ability reloads your gun and increases stability. And the super is really good at clearing trash mobs because as long as you're killing with every slam, you can get about seven slams out of it. Clears Gambit waves very quickly.

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  • The Juggernaut still needs help, tho. The melee is nice, but was designed for a game where you wouldn't be takin' out in one shot. Not many things in PVE instant kill you, and the energy regen on the super is also suffering from the old design philosophy. Hell, the super itself was designed for a balanced 4v4 experience. That's why it's one of the shortest roaming supers in the game, and the gains from trample are so low. For me: it could use one more perk to help you get into melee range safely, and bring the super up to the levels of the other top picks in the game.

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  • Don't get me wrong, Juggernaut is great in PvE, but Earthshaker will always win out in PvP. It feels like Earthshaker is simply more PvP-centric. It's got Seismic Strike as a OHK, dual grenades that have longer duration, and its FoH does more damage per slam thanks to the aftershocks. I'm not sure anymore but Earthshaker used to be able to kill enemy supers in 'one slam' as long as the slam and one tick of the aftershocks hit.

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  • The only thing I remember them nerfing on Earthshaker, is the aftershocks on cast. Still a great subclass, super's just a little short. But having that melee almost makes up for it. Missile and Earthshaker definitely have fun factor.

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