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veyl

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  1. PVP perspective and dailies - I play 0/30/16 and it's great for group play and survivability (Well, as much as a sorc can have). Solid aoe pressure + instants galore. (death field - instant CD/boosted LS - Insant CL - Chain Shock) Problem is it's totally RNG dependent in the burst area... but at least you're the most mobile that you'd ever be in any other spec. Full madness isn't as good until dot protection comes into play and full lightning is really dependent on good teammates who can free you up to turret. The thing that I like most about the build though is being able to throw instant Potentially hard hitting crits at low health targets from 30 meters anywhere around me. I think the build you want to play depends more on if you're a team player or just want a 1v1 spec. Also, having plenty of AOE to do dailies with = Awesome. PVE perspective: Full lightning if you're lazy and don't want to pay attention to your dot timers
  2. Did some testing with this today just between Kell dragon SA // Obroan SA as an annihilation marauder (for the heal/damage test) When paired together there was a proc followed by another proc. resulting in 12 seconds (sometimes there were a few seconds between the second proc) HOWEVER::: I then decided to test them separately: When Obroad SA was alone, it did NOT proc a second time off the heal. It would only proc once every 20 seconds. When Kell Dragon SA was alone, it DID PROC a second time off the heal resulting in 12 seconds (6 and 6) of uptime. (again, sometimes there were a few seconds between the *heal* proc). So... The relics are still pretty much not working as intended. At least some of them. They do, however, not proc at the same time with 2x SA of different variations. ALSO: Focused Retribution is beyond bugged and has a ridiculous uptime. (It is refreshing upon the heal)
  3. - Blink. They need an instant 20 meter teleport because Force Speed is just pathetically horrible in nearly every circumstance comparitively. A 20 meter blink allows the Healing // Lightning Sorc to get to a spot to continue healing // dps'ing with no downtime where as force speed you're stuck to using a few instants that are gigantic dps/HPS losses. I want to point this one out the most from a PVP perspective: Right now, a non healing sorc is dead weight in arena's because: 1- No real defensive CD's outside of immunity bubble. 2- They are not mobile enough to escape the ridiculous amount of snares/roots/slows that can't be cleansed to give them the opportunity to help their team. Instead of the team concentrating on an objective // target, they are forced to protect the sorc. Putting a Blink type of ability into the game for the sorcerer class would help the defensive issues immensly and it wouldn't make them "too op". As a "sorcerer", there should be no reason why it isn't in the game... Force speed is just too easily countered and is pathetic. With a 20 meter blink, it would give the sorc enough space to escape melee and possibly outrange a sniper who can easily obliterate a sorc. I know this is a "wow" ability, but it is in nearly every MMO I've ever played and this is the class that should have it.
  4. Reposting my thoughts: I like the idea about this thread, however, I hope it doesn't turn out to be like the Class Feedback thread that was posted way back in 1.4 and then 0 changes happened until the Makeb Expansion. WHen those changes were on test there was a lot of theory crafting going on (specially with PVP) and the same issues were still spoken out about but had nothing done about them on the development end. I do hope that the developers start class balancing WAY MORE OFTEN then they have been. From a PVE DPS perspective: Sorcs are still behind. There should not be a "hybrid tax" because we can offheal // shield. Right now, I feel sorc's are a worthless support class while Marauders (who are supposed to be a pure dps class) have better group support with bloodthirst-predation. -- Both Lightning and Madness builds are lacking something that almost every other class has in some variation: An Execute range ability. This should either be a baseline ability that is accessible for the class or it should be a low tier talent that can be snagged. I just simply don't understand why there isn't one yet. The other healer/dps classes have sub 30% damage increase talents (and it's incredibly strong for operatives)... Sorcs should as well. -Thundering blast hits for too little for the length of its cast time. This should be shortened as a top tier talent. There's something wrong in basic game design when Orbital strike for snipers and operatives crits for 6.5k+ x3 while other "big hitting abilities" are nowhere near this damage at top Tier Talent abilities. --Force Management. Someone already stated this that you guys think it's fine. It's not. Madness sorcs are out of force in long fights while other dps do not have to worry about this issue. To throw GCD's into an ability that kills us for miniscule force feedback is not only dangerous in High end raids, but a loss of dps. To counter this, the force regen talents in the Madness tree either need to be boosted or there should be an ability that acts like adrenaline probe // vent heat with force regen. (this also goes well with helping healing force managment in high damage/output needing fights) PVE Healing Perspective: It really is pretty solid but it needs another HoT. The only major issue is the higher end content, sorc healers do not have the defensive CD's to use and can be one shot by a lot of things. (or nearly killed) Again: Force management- While operatives and mercs can use an ability that regens energy (diag scan) // can heal with a basic gcd until heat is manageable (rapid shots ), Sorcs are putting themselves (and essentially the raids liveliness) in danger with consumption. The other two healing classes are still putting out healing in a GCD while Sorcs are forcing healing to be done -to- them. This is not class balance at all. Not to mention the fact that both of the other healing AC's have an ability to regen resources. More of an issue for pvp, but in PVE it can also occur that on the move healing and sorcs do not go hand in hand. I would increase the healing done talent while static barrier is up and this should help out. Or when the bubble is broken by damage it then leaves the HoT. Dark infusions cast is still too long. I know this is because of innervate, but it should be a 2.5 second baseline cast - down to 2.0 seconds talented. BASELINE ABILITIES // TALENTS THAT SORCS NEED: - Blink. They need an instant 20 meter teleport because Force Speed is just pathetically horrible in nearly every circumstance comparitively. A 20 meter blink allows the Healing // Lightning Sorc to get to a spot to continue healing // dps'ing with no downtime where as force speed you're stuck to using a few instants that are gigantic dps/HPS losses. - The 2% damage reduction in Madness tree should be changed to : Detaunt-- WHen using Cloud mind on an enemy player // target, it decreases damage done by the target to you by 30-40% for 6 seconds. The 45 second cooldown is long enough to make it viable for PVP and it would become an essential PVE talent to use as well during those fore-mentioned instances of being one shot // nearly killed. PVP Healing Perspective: Like I stated earlier: The lack of defensives in arena's make sorc healers the immediate target. Force them into the bubble, switch targets until they come out, kill them when out of bubble. It's the same story in every match of someone bringing a sorc healer. The mentioned changes above should help. PVP DPS Perspective: I think the above changes would make Sorcs very viable on their own and not have to depend on teammates to keep them alive in order for them to do what they were brought to do. DPS. Having a blink // Force regen fix for madness // execute range talent/ability and a defensive CD that's worth a damn would bring the sorc to where it should be.. Right now: Lightning is too easily shutdown and needs interrupt protection outside of polarity shift (If we have bubble up, it should make us immune to interrupts). Sorc's are melee candy no matter what spec they're up against because of no real escapes. Force Barrier SHOWS the cast time so it's easily locked down by any player who is paying attention to cast bars (and PVPers 100% do.... well most of them). I'd also like to mention that MOST of the defensive talents that are needed against melee are in the lightning tree. (Cl root // bubble blind // knockback root) Force speed is a joke in pvp. Period. Root/snare/stun...absolutely no protection to it. There needs to be a Blink Madness is not going to get better with dot protection because they have no protection aside from the 30% dmg reduction talent. The sorc will always be the first target in any arena match because once you're down a player, the odds are much better in your favor.
  5. I like the idea about this thread, however, I hope it doesn't turn out to be like the Class Feedback thread that was posted way back in 1.4 and then 0 changes happened until the Makeb Expansion. WHen those changes were on test there was a lot of theory crafting going on (specially with PVP) and the same issues were still spoken out about but had nothing done about them on the development end. I do hope that the developers start class balancing WAY MORE OFTEN then they have been. From a PVE DPS perspective: Sorcs are still behind. There should not be a "hybrid tax" because we can offheal // shield. Right now, I feel sorc's are a worthless support class while Marauders (who are supposed to be a pure dps class) have better group support with bloodthirst-predation. -- Both Lightning and Madness builds are lacking something that almost every other class has in some variation: An Execute range ability. This should either be a baseline ability that is accessible for the class or it should be a low tier talent that can be snagged. I just simply don't understand why there isn't one yet. The other healer/dps classes have sub 30% damage increase talents (and it's incredibly strong for operatives)... Sorcs should as well. -Thundering blast hits for too little for the length of its cast time. This should be shortened as a top tier talent. There's something wrong in basic game design when Orbital strike for snipers and operatives crits for 6.5k+ x3 while other "big hitting abilities" are nowhere near this damage at top Tier Talent abilities. --Force Management. Someone already stated this that you guys think it's fine. It's not. Madness sorcs are out of force in long fights while other dps do not have to worry about this issue. To throw GCD's into an ability that kills us for miniscule force feedback is not only dangerous in High end raids, but a loss of dps. To counter this, the force regen talents in the Madness tree either need to be boosted or there should be an ability that acts like adrenaline probe // vent heat with force regen. (this also goes well with helping healing force managment in high damage/output needing fights) PVE Healing Perspective: It really is pretty solid but it needs another HoT. The only major issue is the higher end content, sorc healers do not have the defensive CD's to use and can be one shot by a lot of things. (or nearly killed) Again: Force management- While operatives and mercs can use an ability that regens energy (diag scan) // can heal with a basic gcd until heat is manageable (rapid shots ), Sorcs are putting themselves (and essentially the raids liveliness) in danger with consumption. The other two healing classes are still putting out healing in a GCD while Sorcs are forcing healing to be done -to- them. This is not class balance at all. Not to mention the fact that both of the other healing AC's have an ability to regen resources. More of an issue for pvp, but in PVE it can also occur that on the move healing and sorcs do not go hand in hand. I would increase the healing done talent while static barrier is up and this should help out. Or when the bubble is broken by damage it then leaves the HoT. Dark infusions cast is still too long. I know this is because of innervate, but it should be a 2.5 second baseline cast - down to 2.0 seconds talented. BASELINE ABILITIES // TALENTS THAT SORCS NEED: - Blink. They need an instant 20 meter teleport because Force Speed is just pathetically horrible in nearly every circumstance comparitively. A 20 meter blink allows the Healing // Lightning Sorc to get to a spot to continue healing // dps'ing with no downtime where as force speed you're stuck to using a few instants that are gigantic dps/HPS losses. - The 2% damage reduction in Madness tree should be changed to : Detaunt-- WHen using Cloud mind on an enemy player // target, it decreases damage done by the target to you by 30-40% for 6 seconds. The 45 second cooldown is long enough to make it viable for PVP and it would become an essential PVE talent to use as well during those fore-mentioned instances of being one shot // nearly killed. PVP Healing Perspective: Like I stated earlier: The lack of defensives in arena's make sorc healers the immediate target. Force them into the bubble, switch targets until they come out, kill them when out of bubble. It's the same story in every match of someone bringing a sorc healer. The mentioned changes above should help. PVP DPS Perspective: I think the above changes would make Sorcs very viable on their own and not have to depend on teammates to keep them alive in order for them to do what they were brought to do. DPS. Having a blink // Force regen fix for madness // execute range talent/ability and a defensive CD that's worth a damn would bring the sorc to where it should be.. Right now: Lightning is too easily shutdown and needs interrupt protection outside of polarity shift (If we have bubble up, it should make us immune to interrupts). Sorc's are melee candy no matter what spec they're up against because of no real escapes. Force Barrier SHOWS the cast time so it's easily locked down by any player who is paying attention to cast bars (and PVPers 100% do.... well most of them). I'd also like to mention that MOST of the defensive talents that are needed against melee are in the lightning tree. (Cl root // bubble blind // knockback root) Force speed is a joke in pvp. Period. Root/snare/stun...absolutely no protection to it. There needs to be a Blink Madness is not going to get better with dot protection because they have no protection aside from the 30% dmg reduction talent. The sorc will always be the first target in any arena match because once you're down a player, the odds are much better in your favor.
  6. Will 2.5 actually be bringing these hinted at changes to make these stats (alacrity/crit) more viable and not completely worthless to certain classes? Also: Will all classes be seeing a % main stat increase talent anytime soon? It seems that the further along the Main Stat continues to grow, the #'s game will continue to spread further apart between classes. And will all classes be getting an "Execute" range ability that is baseline? (this ability is big reason some DPS are left behind in the PVE environment , imo.)
  7. I use thrash for killing blows in pvp on my sorc because it is funny: Ultimate humiliation kill. ((Killing someone with overload/force slow is also fun))
  8. I'm surprised people are shocked by this. SWG did it and Battlefront did it with smaller teams years ago.... Why would anyone think that a current generation of developers would be able to make a flight game? I mean, it's only a decade+ later, right? Surely the technology has advanced to the point that they'd be able to make something... Yet another strike against the current development team. Dear EA: Hire people that are confident they CAN do something instead of pushing it off to the side when customers are demanding it.
  9. way less players on hoth? Also a lot less going on visually there... I'm actually assuming the next pvp even brings in a lot more players. 40+ on each faction in Hoth, you'll see a big frame rate drop whereever the battle is in the center. (like ilum.) I'm saying if you split up the groups and spread them on two instances (20 v 20 each instance) you'll have a lot less lag/frame rate loss due to graphics going off in one consolidated spot. But regardless, Thanks to those that put the event together. This server needs them more often for the community.
  10. I think this would lead to more lag though. Look at planets like Voss, or even ilum, during their population heights (Summoned boss on voss, ilum event // old pvp area). The higher pop planets seem to get crushed in lag when there's more players. If there's a ton of people maybe having multilpe instances isn't so bad. Would just take more coordination on vent etc between factions.
  11. I enjoy coming up against pre-mades as a mostly solo que player. Always have a lot of respect for people that play together and enjoy seeing how well I can perform against obvious stacked odds. Although I might tease /giggle or ask someone to please stop in Say chat... It's all out of mutual respect. I don't pvp for bragging rights, I just que up for fun times. If I took it seriously and min // maxed, I don't think I would have nearly as much fun. But playing against better teams? That is a good time. So much respect to all of the premades out there. -Answer. and pretty much anything "Ruined". Also: Still enjoy seeing some of the originals from Dreshdae too.
  12. Except they didn't address any of the concerns that were brought up (except for marauders/sentinels annihilation/watchmen specs, and still gaining fury during predation/bloodthirst). Everyone else? This isn't a "balance" patch at all. It's a joke.
  13. It's not irrational at all. The current development team still takes ages to do class balancing that is pointed out on Test Servers when they're being tested. It takes upwards of 6 months to see ANY substantial changes to a class for both PVE and PVP and that is unacceptable in any MMO. "Smash" spec and operative healing have been pointed out since 1.4 as being too "op" in the PVP environment and what happened in 2.0? They both got buffed. The complete opposite of the feedback. Your point on the original development team making a great game is simply wrong. (in my opinion of course.) The original development team didn't listen to a damn word the beta testers stated about any of the game and they told them: "You're just here to find bugs". How much of the original team is here again? Oh right... You don't think there is a reason for that? They abandoned ship // were fired when they realized that the game was mediocre at best once you finished the class story//world hubs. It wasn't until 2.0 that this game got somewhat better. Since 2.0, the current development team is making better strides in the PVE raid environment (I will give them that) but it has taken 2 years to see any change to the space game, something that has been pined over since beta, and it's only a "PVP" thing right now. These are things that the development team should be making priorities (Or Bioware needs to expand with all the f2p cash that's being hauled in) and create content for. This development team is just way too small or the engine they have to work with is really -THAT- bad to see changes in the game that need to happen. The way development teams should operate and consistently give feedback/react to feedback should be more like Rift's. They have a great team working for them and great with their community. ((I would just rather play star wars instead of it, or I would still be playing it. Oh. Their F2P model is also infinitely better.))
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