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Give Force camouflage to Sorc Healers

STAR WARS: The Old Republic > English > PvP
Give Force camouflage to Sorc Healers

Thorriin's Avatar


Thorriin
01.06.2013 , 05:41 PM | #21
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AdmiralParmesan's Avatar


AdmiralParmesan
01.06.2013 , 06:47 PM | #22
Quote: Originally Posted by Cilas View Post
I'm all for removing bubble spec. I don't use it, i don't like it. But i think they should put a force camouflage somewhere very high up (probably tier 6) into corruption, that way full heals take advantage of that skill.

op heals have stealth all the time AND a combat stealth, why shouldn't we have one more little simple escape
I agree, most good sorcs don't even like the bubble stun, we just don't have much defensively going for us and certainly no cooldown that makes you feel like a "master of the force"

To reiterate I don't think healing sorcs are in that bad of shape, but when the bubble stun is removed/fixed the sorcerer class does need something defensive. Currently getting chain force charged or chain rooted is a death sentence for a DPS sorc. For a class that's entire survivability is based on kiting, it certainly is shutdown very easily by roots.
Depreva (Sith Sorcerer) - Prophecy of the Five-

Raansu's Avatar


Raansu
01.07.2013 , 01:36 AM | #23
Quote: Originally Posted by AdmiralParmesan View Post
I agree, most good sorcs don't even like the bubble stun, we just don't have much defensively going for us and certainly no cooldown that makes you feel like a "master of the force"

To reiterate I don't think healing sorcs are in that bad of shape, but when the bubble stun is removed/fixed the sorcerer class does need something defensive. Currently getting chain force charged or chain rooted is a death sentence for a DPS sorc. For a class that's entire survivability is based on kiting, it certainly is shutdown very easily by roots.
The issue with bubble stun is being able to put it on the entire team, and the fact that it takes up to 5-6 bubbles to fill resolve. The stun being only the sorc would be perfectly fine.

As for the root thing, the same can be said for melee, and they don't get 30m to attack outside of leap. Chain roots/stuns will mess up any class, not just sorc/sages.

AdmiralParmesan's Avatar


AdmiralParmesan
01.07.2013 , 01:58 AM | #24
Quote: Originally Posted by Raansu View Post
The issue with bubble stun is being able to put it on the entire team, and the fact that it takes up to 5-6 bubbles to fill resolve. The stun being only the sorc would be perfectly fine.

As for the root thing, the same can be said for melee, and they don't get 30m to attack outside of leap. Chain roots/stuns will mess up any class, not just sorc/sages.
The problem of the whole "bubble stun" would be fixed if they moved it up one tier in the skill tree out of the healer's reach. A dps cannot shield an entire team due to the force cost and the cool-down; bubble stun teams are created by corruption/lightning hybrids, not DPS. Regardless the entire bubble-stun mechanic is poorly designed and should be removed.

Yes everyone is aware that melee are affected by roots as well, but as a sorcerer your priority as dps is always to get away from melee range. In melee range you can't produce any decent damage because you can't cast and your damage is inferior even if not interrupted to any decent melee. The problem lies in the fact that there are many gap closer for melee but not many effective means of keeping away in a group setting as ranged. The best keep away ability Sorcerer's have is force speed which is hard countered by any CC or root as dps. As well Sorcerers are much more squishy than many melee in game other than perhaps full madness Assassins. This is because of a complete lack of a defensive mitigation cooldown or mitigation talents in the Sorcerer tree (example 30% Aoe damage reduction in the carnage tree)


Also that would be incorrect as far as "melee dont' get 30 meter attacks"
Reckless + force lightning = 30 meter attack for assassins
Saber throw for Juggernauts
Unload/Auto shot for Powertechs
ETC

The only real exception is marauders but why would you be focusing on 30 meter range anyway? Most melee have the proper cooldowns to keep in melee range anyway if played properly, still have far superior defensive abilities/mitigation and have superior/more reliable single target burst.
Depreva (Sith Sorcerer) - Prophecy of the Five-

GARhenus's Avatar


GARhenus
01.07.2013 , 02:53 AM | #25
give sages/sorcs a talent that extends range of force stun to the original 30m

there's your offensive/defensive spell right there

(this does not concern bubble stuns and just tackles the issue with lack of escape abilities of sage/sorcs)

reason why ops can cloak and heal while sorcs cant = coz they're designed to be different classes

as for sent cloak vs op/sin cloak = *shrug* at least it's just 4 seconds

AdmiralParmesan's Avatar


AdmiralParmesan
01.07.2013 , 05:08 AM | #26
Quote: Originally Posted by GARhenus View Post
give sages/sorcs a talent that extends range of force stun to the original 30m

there's your offensive/defensive spell right there

(this does not concern bubble stuns and just tackles the issue with lack of escape abilities of sage/sorcs)

reason why ops can cloak and heal while sorcs cant = coz they're designed to be different classes

as for sent cloak vs op/sin cloak = *shrug* at least it's just 4 seconds
While that would help that does not fix the problems that class has. The sorceror class has nothing to stop it from being tunnel visioned by melee and "buffs" like the overload change have made it even worse in an online environment to survive. Having classes like assassin that can cloak off all your dots and vanish make it impossible to build momentum back in your favor. The class fundamentally needs a defensive cooldown, something that says hey you should attack another target for 4 seconds.

Right now there is no reason to stop attacking a sorc unless a guard is put on the sorc. Even then you can still shut down all of the sorcerer's casts and mobility.
Depreva (Sith Sorcerer) - Prophecy of the Five-

Ycoga's Avatar


Ycoga
01.07.2013 , 05:41 AM | #27
Quote: Originally Posted by Raansu View Post
I know plenty of sages and have seen plenty of sages play their class right and annihilate melee with ease. They don't sit there and face tank like 90% of the sages out there do. You guys have plenty of utility, go figure out how to use it and stop face tanking everything.
I wonder, does 'facetanking' = 'rooted' in your mind?
'Pre-2.0 PvP... The gear gap was too big and some players became non-contributors quickly because of the gear gap. It wasn’t fun for the majority of players' - Alex Modny

Ycoga's Avatar


Ycoga
01.07.2013 , 05:50 AM | #28
Quote: Originally Posted by Raansu View Post
As for the root thing, the same can be said for melee, and they don't get 30m to attack outside of leap. Chain roots/stuns will mess up any class, not just sorc/sages.
Not entirely true; Juggs can have up to 3 leaps (2 aggressive, 1 defensive) which all allow superior mobility and 3 escape methods. They are of course dependant on other people being nearby, but WZ populations being 8 per side, this is fairly certain to happen.
Using leaps, your jugg can escape being rooted twice while a sorc cannot, unless he gets a fairly high tier force speed ability in the healing tree.
'Pre-2.0 PvP... The gear gap was too big and some players became non-contributors quickly because of the gear gap. It wasn’t fun for the majority of players' - Alex Modny

Aliensorigin's Avatar


Aliensorigin
01.07.2013 , 06:20 AM | #29
For starters, I think it's a completely bad idea, what I think would be nice though is an immune to interrupt ability like commandos do with there shield, place is on a 2ish minute CD a bit like mental alacrity, how many times does a sage have too click salvation before they finally are able to place it somewhere on the floor below them, ya know?

Also another surgestion, might make this class OP dunno but it's an idea, making healing trance while healing another person as usual also heal yourself the same amount, so your not in the middle of a situation where your tank is low HP and you are low HP and salvation is interrupted and you gotta decide who best too place a heal on.
Lobak - going commando -Combat Medic (I mean like, who still plays this spec?)

madtycoon's Avatar


madtycoon
01.07.2013 , 08:36 AM | #30
Sorcerers already have a sprint. I don't know if another escape would really solve their problems.

I would like to see them get some kind of % damage reduction cooldown baseline a little weaker than reactive shield and doesn't last as long with a longer cooldown. That or give each spec a unique defensive at the top of the tree. Some ideas: A dispersion type mechanic where you can't take damage, but can't do anything for x amount of seconds. Or something like spirit guardian where when you use it you can't be killed for say 6 seconds or it heals you back to 3/4. I like those kind of mechanics that require thinking to use and verse properly.

Bubble stun needs to only work on the caster and should give proper resolve. Force sprint should maybe be a longer cooldown.