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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

Lormif's Avatar


Lormif
02.13.2012 , 07:30 PM | #961
Quote: Originally Posted by Tumri View Post
Now I realize my mistake. I've been calling the bubble pop an immobilize when it's a blind that acts as an AoE stun that's broken on damage. Electric Bindings is an immobilize though.
Except even then it does not work as well as you say, it only works on those in melee range, so about half the classes will still be ok and stun/snare/damage me to their desire, so your argument is still flawed.

Tumri's Avatar


Tumri
02.13.2012 , 07:32 PM | #962
Quote: Originally Posted by Rallic View Post
I don't get away much when im getting my *** handed to me but some Times I do.
I don't see sorcs as op I see the there is a broke cc system in that we can all just stump and stun and stun. That's the problem as I se it
While the resolve system's epic failure is a huge issue that is part of why hybrid CC spec sorcerers are OP I highly doubt we're getting a resolve rework anytime soon. The point is with current game mechanics the hybrid CC spec is OP. In the future if they change the resolve system then they'll have to rebalance for it. Ignoring a class that's overpowered when picking up a lot of CC talents just because of the current resolve system doesn't make sense. You balance the game around current mechanics, not possible future mechanics.
Wrath
Pre-Launch Hardcore Guild that has moved on to better games.
www.wrathnation.com

Tumri's Avatar


Tumri
02.13.2012 , 07:34 PM | #963
Quote: Originally Posted by Lormif View Post
Except even then it does not work as well as you say, it only works on those in melee range, so about half the classes will still be ok and stun/snare/damage me to their desire, so your argument is still flawed.
The original scenario we were talking about involved being piled by two melee. They'd be in melee range so I don't see how it's a flawed argument.
Wrath
Pre-Launch Hardcore Guild that has moved on to better games.
www.wrathnation.com

shaidarlol's Avatar


shaidarlol
02.13.2012 , 07:39 PM | #964
Quote: Originally Posted by Tumri View Post
The original scenario we were talking about involved being piled by two melee. They'd be in melee range so I don't see how it's a flawed argument.
so what if 1 of the melee uses his brain and waits for the 1st melee to break the bubble 1st?

Lormif's Avatar


Lormif
02.13.2012 , 07:40 PM | #965
Quote: Originally Posted by Tumri View Post
The original scenario we were talking about involved being piled by two melee. They'd be in melee range so I don't see how it's a flawed argument.
So it is a very situational argument, that covers only half of the classes, and still doesnt work... See the stun only lasts 2 seconds, the legth of the force run. Force run takes you 30m max before it runs out, so the meless can still leap/grapple...

Tumri's Avatar


Tumri
02.13.2012 , 07:41 PM | #966
Quote: Originally Posted by shaidarlol View Post
so what if 1 of the melee uses his brain and waits for the 1st melee to break the bubble 1st?
Whirlwind. Stun. Knockback+Root(immobilize). Force Sprint whenever you have the chance.

The original point that I was trying to make was that Sorcerers have the best chance of escaping a 2v1 not "If two people perfect coordinate absolute everything will a Sorcerer still be able to escape with 100% certainty".
Wrath
Pre-Launch Hardcore Guild that has moved on to better games.
www.wrathnation.com

Lormif's Avatar


Lormif
02.13.2012 , 07:45 PM | #967
Quote: Originally Posted by Tumri View Post
Whirlwind. Stun. Knockback+Root(immobilize). Force Sprint whenever you have the chance.

The original point that I was trying to make was that Sorcerers have the best chance of escaping a 2v1 not "If two people perfect coordinate absolute everything will a Sorcerer still be able to escape with 100% certainty".
Again, it does not work like you state, force run will never get you out of range from a melee character before your other abilities, short of whirlwind (which is single target) runs out.

shaidarlol's Avatar


shaidarlol
02.13.2012 , 07:48 PM | #968
Quote: Originally Posted by Tumri View Post
Whirlwind. Stun. Knockback+Root(immobilize). Force Sprint whenever you have the chance.

The original point that I was trying to make was that Sorcerers have the best chance of escaping a 2v1 not "If two people perfect coordinate absolute everything will a Sorcerer still be able to escape with 100% certainty".
so how do you feel about marauders popping their invincible cd and then vanish vs 8 ppl?

Darth_Eclipses's Avatar


Darth_Eclipses
02.13.2012 , 07:50 PM | #969
Quote: Originally Posted by Tumri View Post
Whirlwind. Stun. Knockback+Root(immobilize). Force Sprint whenever you have the chance.

The original point that I was trying to make was that Sorcerers have the best chance of escaping a 2v1 not "If two people perfect coordinate absolute everything will a Sorcerer still be able to escape with 100% certainty".
They get 30m away Max. That doesn't mean that they've escaped.

Assassins/Shadows, Scoundrels/Operatives and Sentinels/Marauders have the best chance of escaping 2v1's with their in combat stealth, that usually comes talented with a speed increase so they can get away from any PBAoE that might land thereafter.

You can see where a Sage/Sorc runs too after they get off an AOE mezz or root. You can chase. You cannot chase what you cannot see and therefore they will always come in after those other classes.

Not to mention that Shadows/Sins and Ops/Scounds both leave combat in their in combat stealth, whereas a sage or sorc will still be in combat, therefore any healing that they MIGHT do after running away will:

A. Take forever to cast (rooting them in place for 2seconds) as they aren't healing speccd and

B. Be debuffed by Trauma

Rallic's Avatar


Rallic
02.13.2012 , 08:28 PM | #970
Quote: Originally Posted by Tumri View Post
While the resolve system's epic failure is a huge issue that is part of why hybrid CC spec sorcerers are OP I highly doubt we're getting a resolve rework anytime soon. The point is with current game mechanics the hybrid CC spec is OP. In the future if they change the resolve system then they'll have to rebalance for it. Ignoring a class that's overpowered when picking up a lot of CC talents just because of the current resolve system doesn't make sense. You balance the game around current mechanics, not possible future mechanics.
This is my point , your asking to nerf a class that don't need it , fix tje problem. Needing sorc still leaves a busted cc system that other classes can use.

This is group play so stunned 8 times by 1 sorc or 8 players still the same outcome

Fix resolve and this tjread is moot.