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The reason Sorcerers/Sages are OP in PvP

STAR WARS: The Old Republic > English > PvP
The reason Sorcerers/Sages are OP in PvP

shaidarlol's Avatar


shaidarlol
02.10.2012 , 05:16 PM | #331
Quote: Originally Posted by sithgrizley View Post
The problem isn't that a sorc has CC, it's the AMOUNT of cc and defensive cooldowns they have. As set up currently a sorc can grab an unintended number of survivability talents and because they stack multiplicitavely each additional defense not only adds it's utility but increases the value of every other defense they have.

Also, if you think Force lightning is Sorcs only offense... you're a bad sorc.
jesus dude every nerf sorc thread you are in it complaining, and you play an assassin....
are you serious right now?

i believe in another post i listed every cc every class has, sorc has about the same amount of cc as any other class *** are you smoking.

Scoobings's Avatar


Scoobings
02.10.2012 , 05:24 PM | #332
Quote: Originally Posted by Caelrie View Post
So..... You did more damage than any sorc, and none of the sorcs did any real healing either. You got more medals than any sorc. You got more commendations, credits and valor than any sorc...

But it's sorcs who need to be nerfed...

I need a 1024x1024 icon for rolling my eyes.

P.S. I just feel the need to point out that YOU EVEN DID MORE HEALING THAN ANY OF THE SORCS.
LMAO, I love the logic of trolls in this game.

"MAD CUZ U BAD. U GOT ROLLED BY A SORC SO YOU QQ. L2P"

"Actually, I consider myself pretty good, *10 screenshots of solid game scores*"

"OMG, U DID BETTER THAN A SORC UR CLASS IS OP!"

In what world can anyone win that arguement? Shut the **** up and leave this thread grown-ups are talking.
- Kaeljen, 50 Powertech - Mal'Shek, 50 Juggernaut
- Adien, 50 Assassin - Jest, 50 Sniper
- Kijaar, 15 Sentinel

sithgrizley's Avatar


sithgrizley
02.10.2012 , 05:26 PM | #333
Quote: Originally Posted by shaidarlol View Post
jesus dude every nerf sorc thread you are in it complaining, and you play an assassin....
are you serious right now?

i believe in another post i listed every cc every class has, sorc has about the same amount of cc as any other class *** are you smoking.
Wait wait, are you trying to say that Assassins are OP?

I want to get this on record just so I can link it so every time you post I can copypasta and ignore the drivel you're spitting.

shaidarlol's Avatar


shaidarlol
02.10.2012 , 05:32 PM | #334
Quote: Originally Posted by sithgrizley View Post
Wait wait, are you trying to say that Assassins are OP?

I want to get this on record just so I can link it so every time you post I can copypasta and ignore the drivel you're spitting.
no i'm not saying assassin's are op, frankly i believe every class is currently pretty balanced outside of maybe operative healing.

what i am saying is assassins probably have the easiest time killing sorcerers given their tool set. you play one, and still complain about how overpowered sorcerers are, that is the irony. you love to victimize yourself in basically every situation.

"the problem with sorcerers isn't their dmg, it's the AMOUNT of cc's"

are you joking? i can only think of 1 class that has less cc's than a sorcerer and that's marauders...and they are also one of the classes that can effectively beat/outperform sorcerers. but of course when or if they do, it's not because they are more skilled it's simply because the sorcerer(s) in question are terrible right?

sithgrizley's Avatar


sithgrizley
02.10.2012 , 05:52 PM | #335
Quote: Originally Posted by shaidarlol View Post
no i'm not saying assassin's are op, frankly i believe every class is currently pretty balanced outside of maybe operative healing.

what i am saying is assassins probably have the easiest time killing sorcerers given their tool set. you play one, and still complain about how overpowered sorcerers are, that is the irony. you love to victimize yourself in basically every situation.

"the problem with sorcerers isn't their dmg, it's the AMOUNT of cc's"

are you joking? i can only think of 1 class that has less cc's than a sorcerer and that's marauders...and they are also one of the classes that can effectively beat/outperform sorcerers. but of course when or if they do, it's not because they are more skilled it's simply because the sorcerer(s) in question are terrible right?
Really?

Two blatant glaring issues that you have in this post.

The best equipped to deal with a Sorc is a Marauder hands down. 9 Second interrupts combined with Force Leap. Plus the ability to snare you as long as they have a dot on you, that's as bad as it gets for a Sorc.

You think one class has less CC/defense than a Sorc hmm?

4 second stun, all classes have this.
Instant Whirlwind, bonus 2 second stun after it's broken.
Knockback, bonus 5 second root puts this over the top even vs other classes with a knockback, plus a cooldown reduction talent.
Shield explosion

That's 5 hard CCs.

Shield -Absorbs roughly 175 hp a second. If you're constantly taking damage.
Force Speed - For most classes this is just a trololo I'm gonna walk away from melee and theres nothing you can do. At best it's "K, now you gotta blow your force speed and good lucking hitting me for the next 2 seconds"
Lightning applies 50% snare
9 second cooldown snare
10 range interrupt


That is a completely retarded amount of CC/defensive utility for one class.

Lets look at the Arsenal Merc since that's the other strong ranged class.

4 Second stun - Everyone gets
30 second knockback - can be talented to knock back a little further
Knockback talent for rocket punch - much shorter than Overload, but gets them out of melee.
Talent for snare ability during unload - Not nearly as much of a mercs dps time is using unload a sorc is using lightning. They have to rely on procs to do it more than once per 12(?15) seconds.

Reveillere's Avatar


Reveillere
02.10.2012 , 05:54 PM | #336
Quote: Originally Posted by shaidarlol View Post
no i'm not saying assassin's are op, frankly i believe every class is currently pretty balanced outside of maybe operative healing.

what i am saying is assassins probably have the easiest time killing sorcerers given their tool set. you play one, and still complain about how overpowered sorcerers are, that is the irony. you love to victimize yourself in basically every situation.

"the problem with sorcerers isn't their dmg, it's the AMOUNT of cc's"

are you joking? i can only think of 1 class that has less cc's than a sorcerer and that's marauders...and they are also one of the classes that can effectively beat/outperform sorcerers. but of course when or if they do, it's not because they are more skilled it's simply because the sorcerer(s) in question are terrible right?
nvm above posted the same

Varicite's Avatar


Varicite
02.10.2012 , 06:02 PM | #337
Quote: Originally Posted by sithgrizley View Post
Really?

Two blatant glaring issues that you have in this post.

The best equipped to deal with a Sorc is a Marauder hands down. 9 Second interrupts combined with Force Leap. Plus the ability to snare you as long as they have a dot on you, that's as bad as it gets for a Sorc.

You think one class has less CC/defense than a Sorc hmm?

4 second stun, all classes have this.
Instant Whirlwind, bonus 2 second stun after it's broken.
Knockback, bonus 5 second root puts this over the top even vs other classes with a knockback, plus a cooldown reduction talent.
Shield explosion

That's 5 hard CCs.

Shield -Absorbs roughly 175 hp a second. If you're constantly taking damage.
Force Speed - For most classes this is just a trololo I'm gonna walk away from melee and theres nothing you can do. At best it's "K, now you gotta blow your force speed and good lucking hitting me for the next 2 seconds"
Lightning applies 50% snare
9 second cooldown snare
10 range interrupt


That is a completely retarded amount of CC/defensive utility for one class.

Lets look at the Arsenal Merc since that's the other strong ranged class.

4 Second stun - Everyone gets
30 second knockback - can be talented to knock back a little further
Knockback talent for rocket punch - much shorter than Overload, but gets them out of melee.
Talent for snare ability during unload - Not nearly as much of a mercs dps time is using unload a sorc is using lightning. They have to rely on procs to do it more than once per 12(?15) seconds.
I like how people harp on how much CC ability a Sorc has, but still no one will understand that these CCs exist because a Sorc has TWO DAMAGE ABILITIES that can be used while moving. Both of them suck.

Interrupt Force Lightning, no damage. Focus a Sorc, no damage.

You want this class nerfed based totally on its ability to annoy people, or to run away and not do any real harm to anyone while running?
Quote: Originally Posted by JayPres View Post
Strap your digital dog to your digital roof and take your ideologies, lovely wife, and sweet little 8yr old girl to a PVE server where you fit best.

Tumri's Avatar


Tumri
02.10.2012 , 06:04 PM | #338
A lot of people seem to be in denial about Sorcerers. I literally listed out the CCs a Sorcerer has and still people claim that "Sorcerers don't have more CC than anyone else". I can't decide if I should laugh or if I should feel pity that reading comprehension is something lost to such a large portion of the community.

There are some still posting about Sorcerers being "easy to counter". FYI with the amount of control they have they're actually the most difficult class in the game to counter. The interrupts and slows so many are crying about barely have an effect. Unlike WoW an interrupt locks you out of a SINGLE spell for 4 seconds. It causes a caster to waste 1-2 seconds at best. Slows also effect every class negatively. A melee that is slowed literally cannot get in range to do damage. A Sorcerer that is slowed is forced to use one of his/her many short cooldown CC/defensive skills to avoid taking damage. A slow doesn't effect their ability to do damage in a serious way. The fact that their "counters" merely annoy them or slow down their progress to a small degree is why they are so imbalanced in the hybrid CC heavy spec. Nothing can stop a Sorcerer specced this way except the combined efforts of multiple players. That's not balance.

A few say that the spec I posted is trash and sacrifices too much damage. Please enlighten me. Other than 30% critical damage bonus on a few abilities what does this build sacrifice? What does a Sorcerer using this spec give up to gain such incredible control, AoE damage, and utility? From my perspective it's not much. To those saying that only an idiot would use this sort of utility/CC spec I ask just one question: Why do you care if it's changed if you think it's worthless?
Wrath
Pre-Launch Hardcore Guild that has moved on to better games.
www.wrathnation.com

pyradius's Avatar


pyradius
02.10.2012 , 06:04 PM | #339
As a Seer based Sage, I agree with the OP. I have bore witness to these builds/playstyles firsthand. Neither the OP's personal dmg numbers nor the others in his WZ remotely represent what a good Sorc can do with this type of build.

If you have never had to deal with Sorcs dishing out > 600k dmg (along with some healing) in a match then you simply haven't witnessed what good Sorcs can do.

The OP rationalizes his points well and makes a solid case, vs. the people coming here to QQ who obviously lack the skill or understanding of what this build can do in PvP.

sithgrizley's Avatar


sithgrizley
02.10.2012 , 06:06 PM | #340
Quote: Originally Posted by Varicite View Post
I like how people harp on how much CC ability a Sorc has, but still no one will understand that these CCs exist because a Sorc has TWO DAMAGE ABILITIES that can be used while moving. Both of them suck.

Interrupt Force Lightning, no damage. Focus a Sorc, no damage.

You want this class nerfed based totally on its ability to annoy people, or to run away and not do any real harm to anyone while running?
Do me a favor and check how many damage abilities a Merc can use on the run.

Since I know you won't, I'll give you a hand.

They can use Heatseeker missiles, which require Tracer Missile to do any real damage.

They can use Railshot. Which needs at least 1 Tracer Missile hit to even be usable and does very low base damage increased by 6% per Tracer Missile.

That's two abilities that can be used on the run... ASSUMING they have already had a chance to stand still and Tracer Missile you.