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Hybrid Sorcerer/Sage Utility is OP in PvP

STAR WARS: The Old Republic > English > PvP
Hybrid Sorcerer/Sage Utility is OP in PvP

Tsubodia's Avatar


Tsubodia
02.21.2012 , 04:35 PM | #61
Quote: Originally Posted by Vales View Post
Such a generic post in which you could easily replace Sorc/Sage with any other CC and it would just have as much merit.

P.S.: Hot tip popularity of a class has nothing to do with it being op or not.

thats my exact point... people need to stop being bad and blaming others for them being bad

Emperor_Troll's Avatar


Emperor_Troll
02.21.2012 , 04:38 PM | #62
Quote: Originally Posted by Tsubodia View Post
thats my exact point... people need to stop being bad and blaming others for them being bad
bingo.

Tsubodia's Avatar


Tsubodia
02.21.2012 , 04:40 PM | #63
Quote: Originally Posted by DimeStax View Post
Balancing is an on-going project. Class abilities will continually be adjusted throughout the lifespan of the game regardless of who you feel is the best class or the weakest class. If there are certain abilities that are unbalanced in PvP compared to other classes I would like to see it fixed regardless of how many good players know how to utilize said abilities. Right now the focus is on Sorcerers and their abundant PvP utility.

there is one ability that is a bit ott.. thats it. you lot seem to think all sorcs run in 31/31/31 specs and have every ability possible. sorcs may have a lot of utility but that comes at the expence of damage and burst. if you take a damage/burst spec you lose a lot of utility.

but if were going by your logic i want to see warrior 99% immunity fixed and reduced to max 50% reduction as its rediculus regardless of the hp cost. all immunity spells removed or changed to dmg reductions as well as op/smugg healers ability to spam insta heals when they are under 30% hp. i could go on for ages on the"unbalaned abilities" in this game yet i just deal with it. but naturally ppl just on the "nerf class" qq train as soon as it appears. also balancing isnt something that should be"ongoing at all" it should be done and then its done. not changed and depicted by how fail players are at their own class and want something changing in another class. you'l also notice the op only specifically picks on one talent aswell. .the one that affects melee more than anything.. i wonder why that is

YMIHere's Avatar


YMIHere
02.21.2012 , 04:52 PM | #64
Quote: Originally Posted by Tumri View Post
Being able to cast it on others isn't a disadvantage. It also doesn't mean you just assume everyone has a bubble either. A Sorc can keep a bubble up 100% of the time with minimal effort. Other classes cannot have a bubble up 100% of the time unless they have a pocket Sorc. If you count bubble being active for others you might as well substitute the external bubble with an external heal for the Sorc to balance it out. This is class damage mitigation without external help I'm talking about and you can't use external bubbles in such a calculation. You can argue other classes have defensive abilities but the majority of them are on long(3m) cooldowns and can't be relied upon to be up all the time like Sorcerer bubble.
Yes, you need a pocket Sorcerer to cast something on you once every 17-30 seconds. We could also substitute an external heal for the non-sorc. If we're OP in a group setting, why would we not give the group our best ability? You're not even talking about classes damage mitigation without external help because you completely skip the fact that every other classes has at least two defensive cooldowns while we have none. The majority are not 3m cooldowns.
  • Smuggler/IO:
    • Defense Screen 45s
    • Dodge 1m
  • Assassin/Shadow:
    • Force Shroud 1m
    • Deflection 2m
    • Specced 11pts:
      • Dark Ward 12s
  • Bounty Hunter/Trooper:
    • Kolto Overload 3m
    • Energy Shield 2m
  • Warrior/Knight:
    • Saber Ward 3m
    • Juggernaut:
      • Endure Pain 90s
      • Specced 11pts:
        • Invincible 3m
    • Marauder:
      • Undying Rage 90s
      • Cloak of Pain 1m

That's three 3m cooldowns and I had to spec for the third one, so I grabbed the other specced one I saw. It's almost like 3m is the max for a defensive cooldown. Why are you exaggerating Sorcerer abilities and underplaying others like you have a "Sorcerers and Sages must be nerfed at all costs" agenda?

Quote:
This is your assumption. The 23/18 hybrid actually gets a lot of damage from Wrath Proc+CL as well as instant-cast CL procs. You could argue a 13/28 hybrid is better for 100% on the move damage but that's unrealistic. A Sorcerer kiting will typically still be casting the majority of the time while using CCs and Force Sprint to create distance repeatedly.
This is my assumption based on fact, whereas your 8% at most dps loss is based on what? You don't want to lose an argument? If a Sorcerer only moves for 1.5 seconds when he has an ideal instant cast ready (meaning following his priority list) he will only lose 8% dps with the CC spec. Now who's being unrealistic?
Gort - Sorc
Iron Citadel

Supercaptain's Avatar


Supercaptain
02.21.2012 , 04:56 PM | #65
Quote: Originally Posted by Tsubodia View Post
incorrect. smugg/op where hitting 8k+ from stealth on a 4seconds knockdown.. that is clearly op. Remember bioware have the figure that we do not as well as the analytical data. player representation wont affect anything. if anything a nerf will move players onto other classes balancing the population. the high visibility of sorcs/sages and representation probably doesnt help the nerf threads as when there is a lot of one class ppl qq and cry nerf.

the class also isnt out of balance. if anything one minor talent isnt working as intended as such. something as simple as making the blind only work when cast on self would fix a lot of issues.

as to the argument its not great. this thread has been going on far too long and the op has shown a lot of times his bias in the matter throughout the last two full threads on the issue. the fact hes asked for the title to be changed twice says everything.

1 sorc on their own isnt an issue. 2 isnt either.. loads of them are but thats an issue bioware need to adress to make other classes more appealing and nerfing the crap out of one class just isnt the answer. the more they ignore the nerf threads the more hope i have that bioware wont turn into another blizzard controlled by player qq on the forums
A lot of misinformation here,
1) Smuggler/Op was only hitting 8k out of stealth with a crit, full BM, full buffs, full bio stims pre-nerf and pvp buff. The actual crit post the nerf capped out at 6k and was more likely around 5k, sorcs can hit 4k in pretty standard conditions without the stealth requirements as they currently stand and have very strong sustained AoE which, contrary to some sorc claims, is very useful in most PvP encounters.

2) Representation does matter because, for better or worse, people will quit post nerfs. Bioware needs to show strong sub numbers for a sustained period of time to demonstrate success (for investors) and angering a base of players that by some polls represents close to 50% of the total population is way too risky at this point.

3) Explain to me the rationale for why changing the title weakens the argument? The underlying argument hasn't changed, the title change just helps clarify the exact argument.

EscVelocity's Avatar


EscVelocity
02.21.2012 , 05:00 PM | #66
I just rolled a Sorc, and I have more utility and fun playing at level 17 than I do on my 50 Powertech Iron Fist build.
Sure I'm more squishier on my Sorc at this level but it's still more fun for me to be able to knockback people off the ramps, sprint with the ball over the fire, and stun/slow people down continuously.

YMIHere's Avatar


YMIHere
02.21.2012 , 05:00 PM | #67
Quote: Originally Posted by DimeStax View Post
You know better than that =). Flash grenade is 8 Seconds PvE and 6 Seconds PvP. As for the theory crafting; I don't know, why don't you use your 4 second stun instead? I don't understand your post because if you think the 2 second stun after the whirlwind is useless then why spec into it in the first place?
I did not know better than that, only what Torhead told me. =P I use instant Whirlwind because it's instant, and I would love it to not have a stun. The downside is I have to be very sure that player won't get hit, the upside is that it's a much greater chance for a kill in the hutball fire if my stun is on cooldown and the enemy's resolve bar is empty.
Gort - Sorc
Iron Citadel

Tsubodia's Avatar


Tsubodia
02.21.2012 , 05:04 PM | #68
Quote: Originally Posted by Supercaptain View Post
A lot of misinformation here,
1) Smuggler/Op was only hitting 8k out of stealth with a crit, full BM, full buffs, full bio stims pre-nerf and pvp buff. The actual crit post the nerf capped out at 6k and was more likely around 5k, sorcs can hit 4k in pretty standard conditions without the stealth requirements as they currently stand and have very strong sustained AoE which, contrary to some sorc claims, is very useful in most PvP encounters.

2) Representation does matter because, for better or worse, people will quit post nerfs. Bioware needs to show strong sub numbers for a sustained period of time to demonstrate success (for investors) and angering a base of players that by some polls represents close to 50% of the total population is way too risky at this point.

3) Explain to me the rationale for why changing the title weakens the argument? The underlying argument hasn't changed, the title change just helps clarify the exact argument.

I was talking pre nerf not post. Sorcs CANNOT hit for 4k in any sort of cindition without stacking relics+ stims+reck ( i would know im a full dps build in full bm gear) against anyone in any sensible pvp gear so dont post ****. "strong sustained aoe" you mean that cl thats only triggerable through wrath for madness hybrids.. which requires fl spam and still has a 6sec cd.. or you mean that force storm which hits targets for about 500 dps?

doesnt make a difference how good the utility is every class has good aoe. there are videos of warriors and jedi in current state doing 7k+ aoe swipes on players in decent gear. you think thats ok but not sorc aoe?


why does changing the title weaken the argument? it shows the op is twisting the post each time to his own agenda to try and keep a reaction from the playerbase. it makes a huge difference considering 90% of posters probably havnt even read the OP or have read the part which they agree with and ignore the rest IN RELATIoN TO THE TITLE.

as for your representation remark.. why are you bothing to qq then if thats your opinion? by your logic they wont do anything anyway so whats the point in all the crying on forums by players?

Tsubodia's Avatar


Tsubodia
02.21.2012 , 05:10 PM | #69
Quote: Originally Posted by EscVelocity View Post
I just rolled a Sorc, and I have more utility and fun playing at level 17 than I do on my 50 Powertech Iron Fist build.
Sure I'm more squishier on my Sorc at this level but it's still more fun for me to be able to knockback people off the ramps, sprint with the ball over the fire, and stun/slow people down continuously.
sorc/sage base talents are very strong and you get them at relativly low lvl compared to other classes which can suck till about lvl30. low lvl pvp isnt really a comparative benchmark. Good your having fun tho

savionen's Avatar


savionen
02.21.2012 , 05:10 PM | #70
Quote: Originally Posted by YMIHere View Post
List of skills
lol at Dark Ward and Kolto Overload. Dark Ward is functionally worthless against almost every class in PvP. Kolto Overload is a 3 minute cooldown and will tick for like 1k followed by 100 hp ticks. Kolto Overload is worse than a crappy Sorcerer heal while LoS'ing. Stuff like Deflection also only works against weapon attacks, which is basically Snipers, and Marauders.

Blocking 3500 damage of any kind, is better than any other defensive cooldown aside from something like Resilience and Undying Rage in terms of actual damage reduction/mitigation. It's also effectively a 3500 damage heal on a 4.5sec cooldown for your group when you're not a healing spec.