View Single Post

Laforet's Avatar

01.07.2013 , 06:57 PM | #337
Quote: Originally Posted by fungihoujo View Post
That would be nice- frankly we just need what everyone else has- either some CC breaks/defensives and a perma snare and root at baseline- or, the pure builds buffed up and every tree having something along those lines.

I definitely think root immune on force speed needs to be baseline- it is already way too easy to shut down. Make fadeout give stun immunity- our lack of defensive means we must have better mobility than we currently do- meaning, our mobility has to work when we use it and not be so easy to counter. Thing is- if you CC force speed, you nullify it's effects entirely- for anyone with a defensive, CCing them through it might indeed waste it to a degree- but that defensive is still working through the stun or root- force speed is not, and that makes all the difference in the world.

Our mez should be baseline instant, I think the KB should be a baseline 2 second root on top of it- then have bindings increase it to be a 360 KB like it used to be, as well as adding 1 second/point to the root duration.

Force slow must last its cooldown, and I think should be our baseline root- 2 second root, 12 second snare. Or, make madness tree add a root to it, as well as extra snare time/damage. (or reduce CD)

DoT protection- can't say this one enough, Creeping Terror needs dot protection
If you look at a marauders baseline abilities you will notice that they have everything baseline, then they can spec in whatever they want.

If you look at our baseline abilities, you will notice that they arent much different from a shadows baseline abilities.

But wait, isnt shadow that melee class with acces to a tanky tree and skills like resilence and whatnot?

Yup. So all the baseline design philosofy is flawed, they give us almost the same abilities of a MELEE CLASS with TANKING TREE, and told us were suposed to survive with that.

Then they make it so our upper tree skills are either underwhelming or crap for PvP (slow AoE heal swag).

The result is most of the sorcs go hybrid and spread thin to improve our survivability and actually have a fighting chance.

Thats why sorc has been hybrid since day 1. Even when we werent sufficiently nerfed by scumbag devs everyone ran some kind of hybrid for PvP.

This is not just about numbers, like "sorc is weak because it hits low", well we DO hit low (lower than any other DPS and some tanks actually) but its a design stance that is flawed and rotten to the core.

Sorc is the class that:
- Has, hands down, the lowest survivability in the game, even if we have some half decent escape moves, they are all highly counterable, thats why any sorc is focus fire target number one on ANY CIRCUNSTANCE. If you have a healer and a dps sorc you can braindeadly train the sorc, it will take some time for him to blow his espace but after that hes dead meat, you dont even have to control the healer.

- Has, hands down, the weakest PvP burst in the game, while also having arguably very weak sustained pressure. For petes sake, CD + afflicition combo prolly ticks lower than a ptech plasma cell dot with lower uptime, im pretty sure plasma cell has like near 100% uptime.

- In the healing area, same as DPS, is the healer most vulnerable to braindead zerging. Can be dropped twice in the space of a 4 second stun, and, most important, when damaged has like minimal chances of recuperating. Sure we can move around a lot with force sprint but we cant heal while doing that. If you train a sawbones, he can quickly spam hots and cockpack on himself to recuperate, if you train a mando, he can pop shield and almost guarantee a big heal coming in, plus he has nature swiftness (makes **** insta cast). What the devs dont understand is that the sorc healer dont have how to recuperate from assaults so, no matter how good you are or how much you outplay your opponents youre not going to make it because you cant recuperate properly.

Healing sage motto: "Outplay everyone, die anyway".
Believer - Seer - Fatman - RETIRED