FA: Taking down Kurz Jugg

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brainlizard
Pre-Searing Cadet
#1
Does anyone know the stats for the Kurz Jugg in FA? Some matches, my team can't seem to bring him down, others, he drops like a fly. I'd thought it must be other teams using bonds on him, so I brought heavy ench hate (corrupt ench, rip ench, etc...), and it hasn't really changed much, even though I can pretty much guarantee he doesn't have any enchants on him.

I don't often see heals/weapons either (though if xinrae's is being used, it's generally bad, bad news for us). What am I missing? Is the bugger uber resilient to certain types of damage? Or is he being protted by spirits (thus no ench to remove)? What's the dirty secret I'm missing

I'm tempted to ditch the necro/mesmer builds I love so much for bonder builds to prot the turtles...

Thanks for any info!
L
Lux Aeterna
Jungle Guide
#2
Juggs are warrior class, so you need elemental damage. Deep wound helps as well, I can take Juggs down quite fast on my sin using an abbreviated attack chain minus KDs and plus deep wound. Especially on JQ, sins can kill juggs in under 10 seconds, but they're much tougher in FA.

Basically, it's going to come down to whether your team has reliable sources of damage vs. the enemy team's healers.
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Omgopolis
Academy Page
#6
The juggernaut tends to go down pretty fast unless there are prots or woh spam flying around. I've had a bit of fun using a fragility mesmer with Illusion of Pain. It wipes out the juggernaut pretty quickly if he isn't being protted, and you can slot in some enchant removal if prots are an issue.

Yesterday I ran a touch ranger for kicks, and it's pretty decent for FA. You can tank like 4 assassins while you slowly vamp touch gunther or the keepers to death, and it's super easy. The juggernaut is a bit more annoying with the long k/d skill, but the only way you'll die is if you're taking tons of dmg and whirling defense drops. Plus the touch stuff goes right through prots like SoA that usually prevent important npcs from dying if a monk is around.
C
Catchphrase
Frost Gate Guardian
#8
^ Here's the problem, killing of healers only worked if the fight is not in the innermost courtyard of Gunther. Else, they will just insta res with full energy ready to jump in the battle again. Your best counter is to have a necromancer to soul bind/LC the NPCs, or a mesmer/ranger to interrupt them but the odds of having at least 1 of these people performing to the expectations is rare.
Reverend Dr
Reverend Dr
Forge Runner
#9
Defending works better when you have more healers/defensive characters? Who thought!

Most people don't want to play defensive characters, especially when you know that you cannot rely upon the rest of your team, as such Kurzicks lose often because they have nothing but offensive characters and can't figure out how to stop the assault.

Change JQ/FA to AB-styled three groups of 4-man teams. Would do wonders for the formats.
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brainlizard
Pre-Searing Cadet
#11
I've been wondering about Gunther's area as well. Kurz had 3 healers continuously spawning and keeping him up. They went from ~60% to 100% complete while we were hammering on Gunther. We tried suppressing the healers, but no luck. I'll have to give LC a shot, though it will sadden me to lose Corrupt Enchantment.
Shadow Slave
Shadow Slave
Lion's Arch Merchant
#12
I used to run the old Lingering Curse in FA all the time...

*sigh* Man...those were the days....It's like it were made for that format.

(+1 for organised FA)
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Elephantaliste
Krytan Explorer
#13
Use Soul bind or scourge healing.
It pawns MM aswell if they use BoTM.