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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

Orangerascal's Avatar


Orangerascal
02.22.2012 , 07:53 PM | #131
So much misinformation in the opening post I don't even know where to begin:
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Fallacy #1: Listing abilities with no control group
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Quote: Originally Posted by Tumri View Post
1. 4 second 30yrd range stun with a 60s CD(50s Talented). [Electrocute]
2. A 30 yard range 6s 50% slow with a 12 second cooldown. [Force Slow]
3. A slow build into their main filler attack. [Force Lightning]
4. A 20(30 untalented) second cooldown 150% speed boost that is the best of it's kind. [Force Sprint]
5. A 20 second CD(shortest in the game except for BH knockback with a set bonus) knockback. [Overload]
6. A 5 second root attached to the above knockback. [Talent: Electric Bindings]
Op talks about utility but does not compare it with any other calling. Shall we compare it to a sentinel that has:

1) Pacify - 90% accuracy reduction for 6sec every 60s
2) Saber - A 50% damage reduction shield every 3 mins
2) Force Camouflage - A 3 second stealth and 30% movement buff every 45s
3) Force stasis - a channel damage ability that cc's you in place
4) Transcendence - A group sprint
5) Inspiration - A group damage/healing buff every 5 mins
6) Guarded by the force - a 5 sec immunity 99% damage immunity
7) Force leap - A gap closer every 15s with a built in root
8) Zealos leap - a 2nd gap closer every 15s
8) Awe - An aoe mez every 60s
9) Force Kick - an interrupt ever 8s (specced to 6s)

and whole load more goodies they can spec like group heals

Mentioning the utility of one class without comparing it with the other classes (a control group) is just bad science. Of course you can list an ability of one class out of context and make it look good.



Fallacy #2: Shady Math

What is he trying to prove with this? First he fails to mention that all classes have some fort of damage mitigations. For example: My scoundrel has a 3s melee and range immunity and a 1.5k shield every 45s. Not as good as the sorc, but hey Medium armour, a vanish and stealth make up for it.

Quote: Originally Posted by Tumri View Post
Static Barrier Math(PvP)

16k+3.5k(Static Barrier) = 19.5k w/16% mitigation = L (Light Armor)
16k+0 = 16k w/24% mitigation = M (Medium Armor)
16k+0 = 16k w/30% mitigation = H (Heavy Armor)

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20k damage(6k internal/elemental) in 20 seconds:
L = 11,760(Kinetic/Energy) + 6k(Internal/Elemental) = 1740 health remaining
M = 10,640(Kinetic/Energy) + 6k(Internal/Elemental) = -640 health remaining
H = 9,800(Kinetic/Energy) + 6k(Internal/Elemental) = 200 health remaining

40k damage(12k Internal/Elemental) in 20 seconds:
L = 23,520(Kinetic/Energy) + 12k(Internal/Elemental) = -16,020
M = 21,280(Kinetic/Energy) + 12k(Internal/Elemental) = -17,280
H = 19,600(Kinetic/Energy) + 12k(Internal/Elemental) = -15,600
What percentage of the damage in the game do you think is Internal/Elemental. The OP cleverly tricks you into thinking 30% of the damage you will take is Internal/Elemental. Let's think about the most complained abilities: Grav rounds .... nope, force lightning .... nope, shot first ... nope , force sweep ... nope ... oh my, so which abilities use internal or elemental damage?

Read this:
http://www.jedilace.com/2012/02/09/a...-damage-types/

and go to torhead.com

And check just how many abilities use internal or elemental damage (sorcs ... they have only 1 ability .... a dot).


Fallacy #3: Burst Smurst

Quote: Originally Posted by Tumri View Post
There is also the constant whining that "Sorcerers have no Burst". A Wrath Proc Chain Lightning can do up to 4k damage with Adrenal/Relic. This can be followed up by Death Field and Shock for almost 10k damage in 3 GCDs. DoTs can also add a decent amount to the burst if the Sorcerer put up Affliction and Crushing Darkness. This is more burst damage(not to mention it's AoE) than most non-gimmick specced classes can output.
1) When have you ever seen a sorc have highest hit 4k in any scenario ?. When have you actually died to the sorc burst damage in 4.5s. Sorcs kill you by attrition. This is why there are very very frustrating to play against. If we had so much burst, why are people complaining about cc?

10k in 4.5s ... assumes 3 crits on inflated numbers and proccing every ability. A string of improbabilities .... and even so it's impossible to get to 10k.

Adding DOTS is a nice touch too on burst



P.S Good luck getting the sorc nerfed. Bioware gets the metrics, especially in r60 premades. Rated WF's will provide them with even more metrics. Most good teams will tell you sorcs are where they are suppose to be, especially since melee classes tear them a new one. But good luck anyway ... you'll need it
Lace - Sage / Fleet - Scoundrel / Vaine - Guardian - www.jedilace.com
<Sphinx> - Tomb of the Freedon Nadd

Wesleyhjw's Avatar


Wesleyhjw
02.22.2012 , 08:23 PM | #132
terrible analysis by OP with inflated numbers used to justify his point. Above poster provides much more accurate information.

AKfourtyseven's Avatar


AKfourtyseven
02.22.2012 , 08:32 PM | #133
Quote: Originally Posted by Orangerascal View Post
Most good teams will tell you sorcs are where they are suppose to be, especially since melee classes tear them a new one. But good luck anyway ... you'll need it
I think the problem is most PuG level players arent very good on melee so they get eaten by Sorc. I know when i was still playing my Sorc i used to eat 90% of Warrior/Knights. On my Jugg i find many Sorcs will target me early in the warzone expecting easy kills- once you rock them a couple times they just switch to somebody else since you arent worth the hassle.

All that being said, i have consistently held the view the Sorc trees need rebalancing so that 31pt Lightning is more effective. As things stand 31 lightning is just about the worse choice a Sorc could make and thats a fundamental problem.

Keldaur's Avatar


Keldaur
02.22.2012 , 08:32 PM | #134
Quote: Originally Posted by Orangerascal View Post
So much misinformation in the opening post I don't even know where to begin:
----------------------------------------------------------------------------------------------

Fallacy #1: Listing abilities with no control group
-----------------------



Op talks about utility but does not compare it with any other calling. Shall we compare it to a sentinel that has:

1) Pacify - 90% accuracy reduction for 6sec every 60s
Ranged and melee accuracy. You know what that means ? yep, only works on marauders, non focus specced juggys and snipers.
2) Saber - A 50% damage reduction shield every 3 mins
"25% damage reduction, 50% defense (avoidance, remember how it works? tech/force ignore it".
2) Force Camouflage - A 3 second stealth and 30% movement buff every 45s
3) Force stasis - a channel damage ability that cc's you in place
Best stun in game!!! ****wtfbbq
4) Transcendence - A group sprint
Must be engaged or use a 3min / 2.5 min cd. It's great mind you, but isn't a gogo power rangers go, especially if you haven't the talent points invested.
5) Inspiration - A group damage/healing buff every 5 mins
5 minutes. Nuff said.
6) Guarded by the force - a 5 sec immunity 99% damage immunity
Consumes half of your current health. The way to use it is as a cheat death, CC the marauder before he gets to 30% health, and kill him directly... but you shouldn't be focusing a marauder to begin with.
7) Force leap - A gap closer every 15s with a built in root
12 sec when talented. On a world everyranged and their mothers have knockbacks with snare/root, well pretty much it's a given ability so you can have some uptime on the target.
8) Zealos leap - a 2nd gap closer every 15s
Talented on focus. Guardians/juggys do Focus better, move on.
8) Awe - An aoe mez every 60s
It's great, can't say it isn't.
9) Force Kick - an interrupt ever 8s (specced to 6s)
Everybody should spec to 6. Bad thing is, atleast for sentinels, it has an amazing delay. But it's great to lockout rangeds... well if you don't get knocbacked, rooted, stunned, rooted again, force leap again and the same.

and whole load more goodies they can spec like group heals

Mentioning the utility of one class without comparing it with the other classes (a control group) is just bad science. Of course you can list an ability of one class out of context and make it look good.

I know why you did it, but baddies will take your words as gospell, so i had to clarify ;P, oh about the group heals... it's a bit more than 4% of health everytime you use, big deal eh ?
123char

TetraCleric's Avatar


TetraCleric
02.22.2012 , 08:42 PM | #135
Quote: Originally Posted by Keldaur View Post
123char
how are you getting rooted, knockbacked, and rooted again by the same sorc?

Keldaur's Avatar


Keldaur
02.22.2012 , 08:46 PM | #136
Quote: Originally Posted by TetraCleric View Post
how are you getting rooted, knockbacked, and rooted again by the same sorc?
Good groups, tend to have teammates. And those teammates help each other making harder for melees to DPS.

I mean, you know i am not speaking about 1vs1 because that's a retarded discussion, right ?

TetraCleric's Avatar


TetraCleric
02.22.2012 , 08:49 PM | #137
Quote: Originally Posted by Keldaur View Post
Good groups, tend to have teammates. And those teammates help each other making harder for melees to DPS.

I mean, you know i am not speaking about 1vs1 because that's a retarded discussion, right ?
Well it just seems like you have no teammates either, so I assumed you were doing a 1v1.

Keldaur's Avatar


Keldaur
02.22.2012 , 08:52 PM | #138
Quote: Originally Posted by TetraCleric View Post
Well it just seems like you have no teammates either, so I assumed you were doing a 1v1.
My teammates doesn't "un-knockback" me. Stop assuming.

gwrtheyn's Avatar


gwrtheyn
02.22.2012 , 08:54 PM | #139
Death Field = internal damage up to 4k
Affliction = internal damage
Creeping Terror = internal damage

Edit:Shoot First -> Flechette Round = internal damage

Redmarx's Avatar


Redmarx
02.22.2012 , 08:54 PM | #140
Reality check.

If you think sorcs are OP, that means you're a bad player. Luckily for you, the vast majority of players are bad at PVP, and you're just one of them.

Good players know how easy sorcs are to shut down and kill.

If you don't take this on board and deal with it, you will never get better at PVP.