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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

Aidank's Avatar


Aidank
02.19.2012 , 02:59 AM | #931
Quote: Originally Posted by bellok View Post
The easy fix would be to make it so that there is a cooldown for force lighting, and telekinetic throw........
There is a cooldown for force lightning, and telekinetic throw.


There's also a talent that removes that cd.
Quote: Originally Posted by HileyQuiggley View Post
Nerf Grav Round are you serious? What else could we possibly do after that?

Guioki's Avatar


Guioki
02.19.2012 , 03:00 AM | #932
Interrupts and snares are the best form of CC currently in game (that and knockdowns/the powertech 4 second stun) as neither are affected by the resolve bar.

Sniper gets a snare, interrupt, aoe mez for 8 seconds, 2 knockbacks with more range then the sorc one, one with a snare attached and also aoe, shield, evasion, 20% reduced damage for all allies in an easy to see bubble, immunity to cc thanks to entrench, 45% accuracy reducing atk and a meelee range stun. (this is for marksman tree, i havn't looked at the other ones) Edit: one of their trees has a huge slow but not the one i posted abilities from.

Sorc gets sprint, bubble, possibly a 3 second (not 8 second) aoe mez, ranged stun, short range aoe knockback with a snare attached, whirlwind (8 sec mez) with a 2 second stun if broken by damage (which fulls resolve bar on its own, if resolve bar is full you dont get the stun) and a ranged interrupt. Also a 2 second snare if you spec 31 points into madness) Edit: Sorry forgot to add slow.

I may have missed some things, but not intentionally. One of those classes has more utility then the other, one also does more burst damage, and even more sustained single target damage. One does more aoe damage then the other and is more mobile.

Both have weaknesses, both have strengths, that is how you make a game balanced... neither of them are OP as you will see in many other forum posts people stating how easy it is to kill both classes.

One of those classes has more utility then the other,

bellok's Avatar


bellok
02.19.2012 , 03:04 AM | #933
Quote: Originally Posted by Aidank View Post
There is a cooldown for force lightning, and telekinetic throw.


There's also a talent that removes that cd.
I know this. What I'm saying is the talents madness/telekinetic balance need to be nerfed to the point where there is at least a 2 second cooldown before force lightning, and telekinetic throw can be activated.....

Aidank's Avatar


Aidank
02.19.2012 , 03:06 AM | #934
Quote: Originally Posted by bellok View Post
I know this. What I'm saying is the talents madness/telekinetic balance need to be nerfed to the point where there is at least a 2 second cooldown before force lightning, and telekinetic throw can be activated.....
That would just screw up pure madness builds, which really aren't a problem. Imo they should just move it up the tree
Quote: Originally Posted by HileyQuiggley View Post
Nerf Grav Round are you serious? What else could we possibly do after that?

bellok's Avatar


bellok
02.19.2012 , 03:09 AM | #935
Quote: Originally Posted by Aidank View Post
That would just screw up pure madness builds, which really aren't a problem. Imo they should just move it up the tree
Like to the top of the tree perhaps? I agree with that.

bellok's Avatar


bellok
02.19.2012 , 03:11 AM | #936
Believe it or not madness/telekinetics balance ARE the most important talents of the madness/balanced skill trees, I am all for putting them all the way to the top.

dunkelhaar's Avatar


dunkelhaar
02.19.2012 , 03:21 AM | #937
Some facts forgotten:

- We got no knockback or stun immunity
- We have light armor
- Heals are interruptable (if you dont go for corruption tree)

I tell you something. If I dont call every CD I have (interrupt, cc, bubble, etc) an equal equipped merc kills me with his tracer missiles in like 4-6 sec? Same goes for Commando. Hurts like hell.

And well, if i would go for all the CCs and improvements described by OP, I would loose some important dps improvements in skill tree. So it's like a 300+ dps loss with your weird (you really need to post the spec you are talking about) hybrid thingy.

The hybrid spec I use (0-13-28) has only 3-4 CCs (Instant Whirlwind, Eletrocute, Force Slow, slowing effect of Lightning Storm).

bellok's Avatar


bellok
02.19.2012 , 03:25 AM | #938
Quote: Originally Posted by dunkelhaar View Post
Some facts forgotten:

- We got no knockback or stun immunity
- We have light armor
- Heals are interruptable (if you dont go for corruption tree)

I tell you something. If I dont call every CD I have (interrupt, cc, bubble, etc) an equal equipped merc kills me with his tracer missiles in like 4-6 sec? Same goes for Commando. Hurts like hell.

And well, if i would go for all the CCs and improvements described by OP, I would loose some important dps improvements in skill tree. So it's like a 300+ dps loss with your weird (you really need to post the spec you are talking about) hybrid thingy.

The hybrid spec I use (0-13-28) has only 3-4 CCs (Instant Whirlwind, Eletrocute, Force Slow, slowing effect of Lightning Storm).
Believe it or not madness/telekinetics balance ARE the most important talents of the madness/balanced skill trees, I am all for putting them all the way to the top. please stop wasting our time.

dunkelhaar's Avatar


dunkelhaar
02.19.2012 , 05:27 AM | #939
Quote: Originally Posted by bellok View Post
Believe it or not madness/telekinetics balance ARE the most important talents of the madness/balanced skill trees, I am all for putting them all the way to the top. please stop wasting our time.
not everyone goes for sorc healer hybrid. and most of the additional CC described are in the lightning tree.

ShamNineOThree's Avatar


ShamNineOThree
02.19.2012 , 09:18 AM | #940
I played alot of sorc in other mmo.. BUT in SWTOR SORC SUCKS BIG TIME!!!!!
they are weak, dps sucks, healing need items to get it to good just good enough, cant use em in PVP...