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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

Varicite's Avatar


Varicite
02.10.2012 , 07:52 PM | #371
Quote: Originally Posted by TetraCleric View Post
First off, I have 17.2k health. That's a lot. Second off, Snipers are probably the only class we actually hard counter. Third off, a sorc has more than 2 abilities to use while moving. Affliction, Death Field, Shock, and Force Slow. Lastly, Affliction has a very high DPCT when coupled with a Death Field.
I did forget Death Field which is on a 15s cd, but Force Slow is generally used for the snare, since the damage portion is pathetic <.<

So you have 1 decently damaging move on a 15 second cd, 2 very mediocre moves, and a dot.

Are you telling me that is really a lot to deal with for you? Merc might have it a bit harder, w/out a proper interrupt, but almost any other class can easily interrupt > stun > interrupt and simply deny a Sorc the ability to cast for 9-10 seconds. W/out the ability to CC and run, I assure you that there is no Sorc that is going to be able to take a beating from any decent damage class for 10 seconds and survive.

It really does sound like you are just asking for them to be punching bags so that you can have an even easier kill every time you step into a warzone. As it is already, they are already my juiciest target because they are so easy to disrupt w/out support, and will seriously screw up my team if left to freecast.
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.

TetraCleric's Avatar


TetraCleric
02.10.2012 , 07:55 PM | #372
Quote: Originally Posted by Varicite View Post
I did forget Death Field which is on a 15s cd, but Force Slow is generally used for the snare, since the damage portion is pathetic <.<

So you have 1 decently damaging move on a 15 second cd, 2 very mediocre moves, and a dot.

Are you telling me that is really a lot to deal with for you? Merc might have it a bit harder, w/out a proper interrupt, but almost any other class can easily interrupt > stun > interrupt and simply deny a Sorc the ability to cast for 9-10 seconds. W/out the ability to CC and run, I assure you that there is no Sorc that is going to be able to take a beating from any decent damage class for 10 seconds and survive.

It really does sound like you are just asking for them to be punching bags so that you can have an even easier kill every time you step into a warzone. As it is already, they are already my juiciest target because they are so easy to disrupt w/out support, and will seriously screw up my team if left to freecast.
Sorry I am a sorc, didn't mean to give the impression I was a different class. I just wanted to point out I have a high health pool, and that we have more than 2 abilities to use on the move. Also, yea Force Slow has **** damage, but its quite important to use on the move to open the gap.

shaidarlol's Avatar


shaidarlol
02.10.2012 , 08:13 PM | #373
Quote: Originally Posted by sithgrizley View Post
Ahh yes, Concussion Missile. So glad you brought that up. 2 second cast time vs instant, no stun on break. Clearly comparable abilities.
so now it's the cast time of the cc and not the cc itself? got it

Quote: Originally Posted by sithgrizley View Post
Move 15% faster? Do mean Marauders?
the talent is called Obfuscation, do you even know your own class?

Quote: Originally Posted by sithgrizley View Post
Force Slow is a 6 second slow on 15 second cooldown
1st of all the cooldown is 12 seconds the cost is 15 force
2nd of all that is for sorcerers
3rd of all assassins have a talent called Static Cling which makes an ASSASSIN's force slow on a 6 second cooldown, 12 second duration
Quote: Originally Posted by sithgrizley View Post
Cloak, yep this is pretty great. Of course it's on a 3 minute cooldown.
by cloak i mean Force Shroud
Quote: Originally Posted by sithgrizley View Post
Knockback - Like a Sorc, minus the root and the fact that Assassins don't WANT to be at range.
yes because you can't use the knockback as an interrupt or anything
Quote: Originally Posted by sithgrizley View Post
Interrupt, 4m range instead of 10 like a Sorc, but yes very solid ability.
oh, well i'm sorry you feel a melee class needs a ranged interrupt, i really feel for you i really do, but sadly i think melee abilities should stay melee
Quote: Originally Posted by sithgrizley View Post
Vanish = Force Cloak which you already mentioned.
sorry my wow terminology confused you, i apologize
Quote: Originally Posted by sithgrizley View Post
Low slash is a 21 point deception talent that is melee range and breaks on damage, but yes it's also a good ability
yes because good assassin's wont spec into that, an assassin's best dps spec is hands down x/31/x, of course you don't have to spec that way to play an assassin, just like sorcerer's dont want to play some 31 spec when a hybrid spec is better.

Quote: Originally Posted by sithgrizley View Post
Basically you highlight the problem with Sorcs very well. If Low slash took 10 or 11 points in a tree and you could also spec into the cooldown reduction abilities then Assassins might be problematic.
the only thing i've highlighted is the fact that i know your class better than you do. the best dps spec for assassins just happens to be x/31/x while the best spec for sorc isn't a 31 point spec. you basically want every sorc to play a much weaker spec, if that's the case i hope they nerf the deception tree down as well, so you'll be forced to play bad spec like 31 madness

Quote: Originally Posted by sithgrizley View Post
However, you can't. The cooldowns on the abilities the Assassin does have over the Sorc are very long, 3 minutes. Mostly useful for either running away (which will fail) or using shockwater (which will get nerfed eventually).
yes the cooldowns you have are indeed longer than a sorcerer's just like marauder cool downs are much longer because they are more powerful hence longer cooldown.

wwkingms's Avatar


wwkingms
02.10.2012 , 08:40 PM | #374
Quote: Originally Posted by TetraCleric View Post
Sorry I am a sorc, didn't mean to give the impression I was a different class. I just wanted to point out I have a high health pool, and that we have more than 2 abilities to use on the move. Also, yea Force Slow has **** damage, but its quite important to use on the move to open the gap.
if u have 17k hp your not in pvp gear which means idc about u and u die even faster

id love to 1v1 cause id finaly break a 5k CL im sure



so ANYWAY

in pvp gear sorc's have the lowest HP with lowest dmg mitigation

any other sorcs who are probably bad wanna chime in?
NIHIL

THE BASTION

wwkingms's Avatar


wwkingms
02.10.2012 , 08:43 PM | #375
if you are a

marauder/sentinel

juggernaut/gaurdian (lolsmash build)

sniper/ gunslinger facing a sorc straight up

merc/trooper facing a sorc straight up

operative/scoundrel

hybrid OR full dps assasin/shadow..

and you CANT 1v1 a sorc...

then YOU were OUT SKILLED SORRY

sorces provide aoe pressure and utility..

however they will drop like a rock if focus'd by 2 or more people just like every other class



ok sorcs can run away from a 1v1..

so can assasins, operatives and marauders even


just stop bads plz
NIHIL

THE BASTION

TetraCleric's Avatar


TetraCleric
02.10.2012 , 08:43 PM | #376
Quote: Originally Posted by wwkingms View Post
if u have 17k hp your not in pvp gear which means idc about u and u die even faster

id love to 1v1 cause id finaly break a 5k CL im sure



so ANYWAY

in pvp gear sorc's have the lowest HP with lowest dmg mitigation

any other sorcs who are probably bad wanna chime in?
What? I have full Battlemaster gear.

BoDiE's Avatar


BoDiE
02.10.2012 , 08:50 PM | #377
Another enthralling QQ thread. Awesome.

No nerf inc for sorcs. Get over it.
epicfail
Nothing ever good comes from gaming forums.

wwkingms's Avatar


wwkingms
02.10.2012 , 08:51 PM | #378
Quote: Originally Posted by TetraCleric View Post
What? I have full Battlemaster gear.
first off bm gear is slightly above champion stat wise

i hav 4 piece BM witht he rest champ and without hunters boone i dont even break 16k so i fail to see how u break 17k buddy
NIHIL

THE BASTION

TetraCleric's Avatar


TetraCleric
02.10.2012 , 08:53 PM | #379
Quote: Originally Posted by wwkingms View Post
first off bm gear is slightly above champion stat wise

i hav 4 piece BM witht he rest champ and without hunters boone i dont even break 16k so i fail to see how u break 17k buddy
I use a columi relic over the BM relic, so maybe thats why? I get 720 health from that. Other than my relic, I have all BM.

But you know what, I always have the 5% end buff because I always run with a BH when I can, otherwise I'm at 16.5.

Megamaid's Avatar


Megamaid
02.10.2012 , 09:07 PM | #380
Quote: Originally Posted by sithgrizley View Post
I think you are correct. It's not the raw numbers of the abilities that are OP, it's the utility and survival package is too good for the rest of the package. I don't support an across the board numbers nerf, I would rather see the talents shuffled around until they can't all be grabbed into the super spec that never goes more than 20ish points into any tree.

Assassins used to do that, there weren't even balance problems with that hybrid spec and they nerfed it saying it was unintended and while they were at it added a 100% force cost to changing stances.
I think you are missing some of what I posted. There toolkit is the way it is because when you actually play a DPS sorcerer you will realize that it feels like a utility spec and not a real damage dealer. Granted the Hybrid spec the OP talks about gives the player more utility then they probably intended any spec to have and that should be adjusted. But in no way do i think the class is OP even with that extra utility. There are seen as OP because they stack amazingly well with any class and its own, and people automatically associate representation with OP or something is amiss.

When you take that hybrid spec you are embracing the role as a utility class sacrificing damage, and of the 31 point builds does more raw damage then the utility build the OP is taking about, and the Deep Madness hybrid build is the best for Damage, but even then it isn't as good as most other classes can do for damage. Even that build is largely a utility spec. Do the specs put up impressive numbers when you look at the scoreboard? Of course, Sorcerers do great AoE especially the hybrid builds, they can pad the WZ damage meters like no other, but something everyone should of learned from WoW or any MMO is that those numbers mean ****. That damage is mostly sustain low damage and AoE. If we could look at damage that actually matters and kills people, you would see Sorcerers are quite low. Burst wins, not sustained and even the bust Sorcerer build have low burst compared to other classes.

Bioware should adjust things to ton down Hybrid builds, such as making it so Wrath doesn't work with Force Lightning but only applies to lightning Strike, but buffs the damage by 30-40% so that LS actaully hits for a decent amount instead of being a tickle to anyone in decent gear. Crushing darkness should be instant or have a shorter C/D when specced into the talent that increases its duration. It would also help if Creeping Terror was worth a damn. Just shuffling talents doesn't fix anything aside from breaking hybrid builds.

Quote: Originally Posted by sithgrizley View Post
This I will take exception to.

They are similar in terms of playstyle but the similarities end there.

The Merc abilities that can be used on the run are Heetseeker, which requires Tracer Missile debuffs to do damage and Railshot, which not only relies on a stacking buff to the next railshot to do damage but requires at least 1 TM debuff to even be used. That is at best a wash with the Sorc instant dots.

The Merc relies on RNG procs both in the form of TM crits to be able to maintain their rotation and to reset the cooldown on Unload.

If the Merc is allowed to sit and cast they can stack up a 10% damage reduction self buff that will last 10 seconds after the last TM is fired. That plus heavy armor is the sum total of their survivability and the heavy armor doesn't buy you nearly as much as you might expect. Shield alone would tip survivability to the Sorc and that's before getting into Force Speed, exploding bubbles, instant Whirlwind and all that package.

Something that I notice a lot of Sorcs seemingly missing is that both damage 31 point talents ignore armor. Does that mean they're worth giving up the crazy utilty of a hybrid spec? Probably not, but it's what Bioware expects a damage Sorc to do.

EDIT: Oh also I agree that one of the issues with the Sorc is how well they stack. Several Sorcs standing together are far far far more problematic than a lone Sorc. 4 Sorcs in a pile is a knockback and 5 second root on a 5 second cooldown.
I think you missed my point by comparing those two. The point was to show how week a full 31 point build of a sorcerer is when compared to a spec of another class, that has a similar play style. It is there to show why so many spec hybrid, full 31 point spesc just fail for sorcerers. And you also forget that Commandos also have hammer shot, a spamable not ammo/heat shot. It doesn't do a whole lot of damage. So many people don't realize that the Sorc/Sage is the only class without a resource free spamable damage ability. These abilities don't do a crap ton of damage as they aren't meant to, however they are incredibly useful, and i have killed plenty of people who try to LoS chasing while spamming hammer shot, and they are also extremely useful when you need to run away from a melee. All i have my sorcerer is a dot that does crap damage and shock that is on a C/D and requires a proc to even do decent damage.

Like i said earlier we see the class as OP because they are everywhere, and they stack well, but that is because they are really a utility class in PvP, and the only one that. Maybe that design is overpowerd in a game like this, and they should look into adjusting that, so that when they are Damage specced they fill more of that damage role. If that is the case they need a rework and not a nerf. Of course a rework would be hard as long as they keep with the stupid shared tree concept, especially when one of ACs is melee and they other is ranged, it rarely ends up being good for both classes, and sometimes they flat out feel out of place.