Am I missing something here?

iaccidentallytwink

Guild Master
  • Double Time > Juggernaut in every situation. Juggernaut is literally a useless talent right now. The rage generation is the same and the cooldown is effectively 2 seconds less with Double Time. If you wait out for Charge CD before using your 2nd charge you end up with a 10 second CD...
     
    I concur.
     
    I wasn't always aware it was like this, upon first reading it seems to me that you charge twice then get a 20 second cooldown. Only since swapping out of the dot reduction cooldown for paladins have i learned otherwise. I imagine that most people thought the way I did.
     
    Not quite. If you have Double time, and charge twice immediately, you have to wait 20 seconds for the first charge, then another 20 seconds after that for the second charge to recharge. Only 1 charge cooldown happens at a time. As soon as one charges cooldown has finished cooling down, the second cooldown starts counting.

    So with double time, if you charge twice at the start of a battle, in a 61 second fight, you can charge a total of 5 times at maximum efficiency.

    and with juggernaut you can charge a total of 6 times at maximum efficiency.

    So double time is only better in fights lasting less than 36 seconds (if charging more counts as better, although being able to charge then charge again straight after obviously has its uses).
     
    "If you wait out for Charge CD before using your 2nd charge you end up with a 10 second CD..."

    If you do that, then after charging once immediately, then charging with the second charge at the 10 second mark, you do wait 10 seconds for your third charge, but then you have to wait 20 seconds after that for your second charge to be ready again.

    So that will mean you can charge at fight time of:
    0 seconds
    10 seconds
    20 seconds
    40 seconds

    and with Juggernaut you can charge at fight time of:
    0 seconds
    12 seconds
    24 seconds
    36 seconds

    So for a 40 seconds fight, they are both "equal" in the maximum amount of charges you can pull off. The longer the fight goes on, the better juggernaut becomes.
     
    I'm not forgetting that, that's why I said "(if charging more counts as better, although being able to charge then charge again straight after obviously has its uses)."

    Just showing that double time doesn't necessarily have a lower average cooldown than juggernaut, and therefore isn't better (better defined originally as least cooldown time on average between charges).

    But double time is still probably the better choice for pvp. But anything lasting over 40 seconds, you're gonna get more charges as juggernaut, if you always charge as soon as cool down finishes.
     
    Last edited by a moderator:
    "If you wait out for Charge CD before using your 2nd charge you end up with a 10 second CD..."

    If you do that, then after charging once immediately, then charging with the second charge at the 10 second mark, you do wait 10 seconds for your third charge, but then you have to wait 20 seconds after that for your second charge to be ready again.

    So that will mean you can charge at fight time of:
    0 seconds
    10 seconds
    20 seconds
    40 seconds

    and with Juggernaut you can charge at fight time of:
    0 seconds
    12 seconds
    24 seconds
    36 seconds

    So for a 40 seconds fight, they are both "equal" in the maximum amount of charges you can pull off. The longer the fight goes on, the better juggernaut becomes.
    That's incorrect. If you charge at 0, 10, then 20, you can charge again at 30 and 40. I've tested it out. Juggernaut loses every time.
     
    I see it this way - you want more interrupts in less time to down someone. Sometimes it's just too late to wait another 12 seconds.
     
    That's incorrect. If you charge at 0, 10, then 20, you can charge again at 30 and 40. I've tested it out. Juggernaut loses every time.

    Dude... no... you are wrong, and you have tested it wrong. Get a stop watch, charge at zero, then charge at 10, then charge as often as you can after that, noting the times that you are able to charge again. you will find that what I wrote is spot on.the third charge WILL be 10 seconds after the second, but every charge after the third is 20 seconds difference.

    I just tested it with a stop watch...
     
    Dude... no... you are wrong, and you have tested it wrong. Get a stop watch, charge at zero, then charge at 10, then charge as often as you can after that, noting the times that you are able to charge again. you will find that what I wrote is spot on.the third charge WILL be 10 seconds after the second, but every charge after the third is 20 seconds difference.

    I just tested it with a stop watch...
    My mistake. I see now. Double charge is still better in PvP pretty much all the time IMO.
     
    Two interrupts is better than one in this healer dominated bracket.
     

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