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The reason Sorcerer/Sage CC is OP in PvP

STAR WARS: The Old Republic > English > PvP
The reason Sorcerer/Sage CC is OP in PvP

me_unknown's Avatar


me_unknown
02.15.2012 , 08:38 AM | #241
Quote: Originally Posted by Waagabond View Post
So what you are trying to tell us is that 8 sorcs would not be able to beat 5 sentinels?
i wonder: are you so retarded or is it only a kind of intensional provocation?

8 sorc cannot beat 5 sentinels if.... and this i already wrote above is the case when they start 8 vs 8 and are not so skill-less like you seem to be....

the 5 sentinels are nearly all IMMUNE to cc, most of the sorcs/sages are already quite alot damaged.

it is not 8 sorcs against 5 sentinels, it is 8 vs 8 which results in 8 srocs vs 5 CC immune, already close sentinels that slow you and interrupt you stoping nearly all your damage!

edit: oh and just in case you need that explanation too:
if the srocs were so stupid to throw all their cc only on the first 3 sentinels then even though the other sentinels are not immune, the sorcs have 1min cd on their stunns while the sentienls have 12(skilled or 15 unskilled)s cd on their jump.

da_krall's Avatar


da_krall
02.15.2012 , 08:43 AM | #242
Quote: Originally Posted by Waagabond View Post
I have 10+ years of MMO PVP experience.

I can beat mediocre sages no worries, but with the scoundrel Im the rock to the scissor.
I honestly dont see the Scoundrel as the rock to toh sorc scissors. Sure if you get a jump on them, crit alot and can stun lock them a little they are toast, if not the sorc gets some distance using force speed, slows you and goes to town as you have no gap closer. But this is a problem with the scoundrel not a problem with the sorc being OP.

me_unknown's Avatar


me_unknown
02.15.2012 , 08:49 AM | #243
Quote: Originally Posted by da_krall View Post
I honestly dont see the Scoundrel as the rock teh toe srco scissor. Sure if you get a jump on them and can stun lock the ma little they are toast, if not the sorc gets some distance using force speed, slows you and goes to town as you have no gap closer. But this is a problem with the scoundrel not a problem with the sorc being OP.
a tip (it is not a guaranteed win strategy): don't waste your stuns to early. instead interrupt a sorcs/sages spam spell. if you do this he has nothing dangerous to swith to and no procs allowing long time cast spells being instant on the run.

interrupt is one of the most dangerous counters to a sorc/sage. don't hold it back for a heal or any long time casting. us it for their spammed spell!!!

edit: but i admit i have only few experiences with scoundrells. so only treat this as an idea. not more.

da_krall's Avatar


da_krall
02.15.2012 , 08:49 AM | #244
Quote: Originally Posted by Waagabond View Post
For PVE, you need a tank. For PVP, you just need a full team of sorcs.
Thats just not true in my opinion, i have seen quite a few mostly sorc teams get rolled. replace that 8 man sroc with with a 4 man sorc, a couple of tank classes and the rest maurders and they easily roll the sorc.

Honestly sorc are the easiest class to kill in the game if you have a root, a pull or an interupt, and if you cant kill them its only because they run off and left whatever fight was happening.

Wingzeron's Avatar


Wingzeron
02.15.2012 , 08:55 AM | #245
Quote: Originally Posted by biowareftw View Post
Intimidating Roar - Untalented 6 second AOE stun/mes
Not a stun. Stuns don't break on dmg. Fail.

Force Choke 3 second stun
Again not a stun. A channeled CC that can be interupted. Fail 2.

Predation 10 second run speed increase for a group
And sage/sorc throws instant heals on people (shields that can't be dispelled), can cleanse CC off people, and is the only offhealer in the game with the endless freakin force/procs as hybrid spec to effectively be able to offheal. If you use predation you aren't using your dmg zen ability. Which means less dmg for you. Utility comes at a huge cost.

Deadly Throw reduces healing to the target
Yeah a 20 percent mortal strike when expertise increases healing done by 15 percent...Compare this to mortal strikes in other games. Add to this the dmg on it is garbage, it costs a resource and with expertise it is 5 percent less healing. OMG!

Disruption interrupt
Sage/sorc has an interupt. What is your point? Yours is ranged.

Crippling Slash 50% slow for 12 seconds
You have a slow that is ranged. Along with that the button you are pressing 80 percent of the time autokites.

Cloak of Pain shield/reflect damage all in one.
Lasts 6 seconds unless people are stupid enough to hit you. Try using a CC on a marauder/sent that has it up. When it ends? They are the softest target in the game.

Saber Ward - reduces melee and tech defenses by 50% and reduces all force damage by 25% for 12 seconds, MUCH better then our shield which will last about 3 seconds for a static amount.
Most fail comparison ever. 3 min cooldown vs shield which can be casted twice in any pvp encounter, can be given to other people. Fail 3.

Force Charge- built in jump to target with an 2 second imobilize and interupt, giveing you a 30m itnerupt.
Yeah we use our charge only for interupts...not to get back to the target or anything...Cus you know there aren't a ton of knockbacks, stuns, slows and roots in this game. Fail 4.

A hybrid sage/sorc brings more CC (stuns are the best CC in the game and yours is ranged), has more survival in a group settings, does equal dmg to a pure dps spec, can throw instant heals (shields which can't be dispelled) on other players, can dispel CC off players, and is a stupidly easy to play class who has to worry less about resources and managing them then any class in the game.

There are what? 200 "good" sages/sorcs on every realm? And 5 marauders/sents combined? LOL. I am sure it is cus all the good players rolled sorcs right? Oh wait...many of us beta tested sorc, reported the hybrid spec as OP, too simple to play and simply no fun. We also said the resolve system sucked, ranged stuns was a horrid idea and that people would just stack ranged stuns and sorcs up the wazoo.

Like I said feel free to roll a sent/marauder. Just because other people can lead dmg on them? Doesn't mean you will do half the dmg you do on a faceroll class that is the most stupidly OP ranged class ever seen in an MMO.

About the only class/spec that half the people in this thread could even approach the dmg they do on their sage/sorc is a commando/merc that has nowhere near the utility, sucks at off healing and has a cast time on their CC (not the stun). They are also completely screwed by interupts and line of site because they have no passive dmg.

But whatever. Please roll a marauder. I love clownstomping kids on my sentinel who can't break 100 k on a melee class. Funny thing? I bet some of them are as good or better then you at the game. They just didn't roll one of the two faceroll classes. Don't worry they got the memo. See the 10-49 brackets as proof. Out of the 10 games I played tonight. Half had ALL sages and commandos in them lol. Soon Republic will be as "skilled" as Empire.

If I am going to play a ranged class I will play WoW. At least I have to time things, my CC has cast times other then roots and those can be dispelled as soon as they are put on (no 6 second dispel timer).

Sorc/Sages are not fun, are not challenging and are simply too good when hybrid specced. The only class that comes close to them in this game as dps in a warzone is a extremely well played marauder/sent and I can do better on the sage/sorc then my sent/marauder which brings us to..

Why bother. As a sage/sorc I can sit back do more dmg, with an easier playstyle, throw out heals, dispel cc off teammates and not be kited/rooted/stunned/knockedback to the point it just isn't even fun. Yeah I can lead dmg on my sent/marauder and actually get to hit my target 3 out of every 10 seconds. Why am I leading dmg? Cus these kids can't even play an OP spec right, most are specced wrong, and most use about 1/3rd of their abilities but can be right under me in dmg lol.

They can balance the game, rework the resolve system or we will all go back to WoW when pandas hit. The game can be fixed and they need to start with the hybrid spec sorc/sage. It is the most glaring OP spec in this game with healing sorc right behind it.
You're soooo right about this. I'm also giving Bioware some time to fix it, or Iwill also go back to WoW when MoP comes out.

JustinxDuff's Avatar


JustinxDuff
02.15.2012 , 09:09 AM | #246
A good sentinel/mara will beat an equal geared sage/sorc all of the time. The only class I have real trouble with on my Sent are assassins.

I do have to say that Sorcs seems to be a tad over the top but I think this has more to do with how many people play them as opposed to them being OP as a class. 2-3 sorcs in a WZ gives that team a HUGE advantage over a team that has 1 or none.
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SicNNasty's Avatar


SicNNasty
02.15.2012 , 09:27 AM | #247
Quote: Originally Posted by Lormif View Post

A) not if speced into it
B) how can intsant spells be interupted, I would love to know.
Quote: Originally Posted by Lormif View Post
You again with this nonsense.. I have already stated SEVERAL TIMES I forgot to move that one out of my list I was seperating.
Forgot to take that one out as well, that's a juggernaught ^^

And the second leap thing is for Rage specced Marauders, and only a Big Number AoE loving noob would play a rage specced Mara in pvp. (especially since the rage spec is actually better for juggs)

Oh yeah, I said I was going to get off this board, bored at work?

Waagabond's Avatar


Waagabond
02.15.2012 , 09:27 AM | #248
Quote: Originally Posted by da_krall View Post
I honestly dont see the Scoundrel as the rock to toh sorc scissors. Sure if you get a jump on them, crit alot and can stun lock them a little they are toast, if not the sorc gets some distance using force speed, slows you and goes to town as you have no gap closer. But this is a problem with the scoundrel not a problem with the sorc being OP.
Its actually supposed to be.

Especially with the arp nerf on flechette round a scoundrel have no business hitting on a heavy armored target anymore.

And with the nerf reduction it have not much business going for sorcs either.

Whats left is snipers really, and unguarded, unweary, solo roaming sorcs that forgot to bubble themself.

And yes, there is a problem with the scoundrel and operative as they was over nerfed and I agree its not the sorcs problem.

The sorc should not be overly nerfed. But they should not be able to spec hybrid as they currently do, to get the most bang for the buck, and its a big bang rather then a small puff.

The fact is that apart from scoundrels or operatives the sorc really have very little that threaten them in a team oriented environment. While other healers have nothing to compare with when it comes to survival.
Merc or commando healers do have good survival vs a few when they can focus heal themself while under a guard, but they have no cc to speak of or able to get out of a sticky situation as the sorc can.

I think the bubbles should just be removed, then again, that would be a huge blow for PVE.
Solution: Place the bubble as a high tier talent in the healing tree so you are forced to spec into it, tier 4 minimum, tier 5 preferably.

I think the general issue is with hard hitting sorcs that still can bubble themself AND be able to self heal, if not great, so good.

Or reduce the strenght of the bubble by say 75% but make it on a shorter cd.

I honestly dont know, but something needs to be done about this class to restore pvp balance in the game, but not at the cost of PVE balance.

Waagabond's Avatar


Waagabond
02.15.2012 , 09:33 AM | #249
Quote: Originally Posted by me_unknown View Post
a tip (it is not a guaranteed win strategy): don't waste your stuns to early. instead interrupt a sorcs/sages spam spell. if you do this he has nothing dangerous to swith to and no procs allowing long time cast spells being instant on the run.

interrupt is one of the most dangerous counters to a sorc/sage. don't hold it back for a heal or any long time casting. us it for their spammed spell!!!

edit: but i admit i have only few experiences with scoundrells. so only treat this as an idea. not more.
Thanks mate.
But honestly, as I earlier said. personally I dont have too much trouble with the sorc in a 1vs1.
I have never lost to one. But the game is team oriented, and its near impossible to kill a sorc healer compared to other healers.
Operative healers or merc healers, or rep equivalent is far easier to kill then a sorc.

And ofc interupt is the most important tool.
Personally I never burn the stun unless I need too.

But usually the scenario is this:

Shoot first, backblast
Sorc: Aoe knockback, root...then ccd..sorc escapes and start nuking at 30m range, where you have no gap closers, and unless vanish is off cd you are toast.

Personally though:

I let them knock me back and root me, at which point I tendom blast them for a root, they cc me and I trigger our of it, at which point all movement impairing effects also is off.
Flash bang with 10m range, and either another backblast or vanish, shoot first, backblast, interupt, suckerpunch...etc etc...the scenario ends in a beaten sorc most of the time.

We have many tools to deal with sorcs in a 1vs1.
But the sorc brings too much utility to the team. Thats the issue I have.

Waagabond's Avatar


Waagabond
02.15.2012 , 09:37 AM | #250
Quote: Originally Posted by JustinxDuff View Post
A good sentinel/mara will beat an equal geared sage/sorc all of the time. The only class I have real trouble with on my Sent are assassins.

I do have to say that Sorcs seems to be a tad over the top but I think this has more to do with how many people play them as opposed to them being OP as a class. 2-3 sorcs in a WZ gives that team a HUGE advantage over a team that has 1 or none.
And this is the problem me and others are saying as well.

Its their utility coupled with heals and damage.

There is no class that brings even half of what a sorc brings to a team.

Either they should be healers or dps, with some cc.

Bubble should be a talent high up in the healing tree, not a baseline spell.
And the cyklone cc should not have a 2 sec stun at its end but just act as a mez.

Tbh thats it to ensure this class is more balanced.

Healers will be hard to kill, but dps sorcs will be just like any other pure dps class, able to sustain and cc but their survival will be just as other healers since bubble is removed.
Their bubble is their movement speed ability, they dont need anything else.
To have bubble AND movement speed, AND a huge amount of CC makes this class near impossible to kill in a team vs team encounter.