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Defensive Cooldown for Sorcerer/Sage

STAR WARS: The Old Republic > English > PvP
Defensive Cooldown for Sorcerer/Sage

PloGreen's Avatar


PloGreen
01.23.2013 , 03:24 PM | #61
Quote: Originally Posted by -IceHawk- View Post

Indeed 5K Death Field are possible.
However, I think you need Two Points into Force Suffusion (10% Buff) to reach those numbers.
Ye, and its still pretty rare.

But its deffo possible.

wwkingms's Avatar


wwkingms
01.23.2013 , 03:26 PM | #62
Quote: Originally Posted by SEANeD View Post
A good sorc can beat a melee, but like i said earlier, there is never just one smasher on a sorc. Ive had games where 3 sentinels and 1 gunslinger would leave their targets and focus me. Even if it meant leaving the door in a voidstar they chased me everywhere for as long as it took.
a good veng or rage jugg has all the tools necessary to control and dominate a sorc from begining of the encounter to the end
NIHIL

THE BASTION

Monterone's Avatar


Monterone
01.23.2013 , 03:31 PM | #63
Quote: Originally Posted by -IceHawk- View Post
Balance is an issue of mean and median ability, not of an outlier.

Why is that such a difficult concept for people to grasp? The ability of an individual to play an AC to its maximal potential [i]has no bearing whatsoever on the overall balance of the class...
Very good post, thanks for your feedback IceHawk.
Saminette
Star Forge

wwkingms's Avatar


wwkingms
01.23.2013 , 03:31 PM | #64
Quote: Originally Posted by SEANeD View Post
5k death fields. plus we have more attacks that do over 2.5k instant damage than most other classes
5 k deathfields are un realistic

the onyl way to attain this is 7/3/31 or 7/6/28, near bis gear, on a light armor wearer
to me those are both weak builds with poor resource management and survivability

i myself run 7/18/16 with an extra 10% buff to aoe, i have 1260 expertise, 960 bonus dmg and 76% surge ~1920 willpower.. not the best gear but FAR fromt he worst and my deathfields scarcely hit 4k

yes those 2.5k attcks r bringin down the house...what are they again.. deathfield, CL and...crushign darknesses total dmg combined maybe?

guess whats better than 2.5k? a 7k smash, 3.5k force scream and 5.5k vicious throw

guess what else is? 5k rail shot, 5k thermal, 3.5k flame burst.

guess what else is 5k maul, 3-4k shocks (assasin), assasins deathfield as well, 5-6k assasinates and please correct me if im wrong but thrash can smoke 2.5k too

i coudl keep goign.. your just wrong dude, sorcs have the least dmg mitigation, with NO defensive cooldowns with the worst burst in pvp... even a merc if left unfocused crits for larger numbers
NIHIL

THE BASTION

SEANeD's Avatar


SEANeD
01.23.2013 , 03:59 PM | #65
i get 5k death fields with 7-3-31. power is 848. crit multiplier is 78.39. willpower is 1848 expertise is 1267

NoTomorrow's Avatar


NoTomorrow
01.23.2013 , 04:03 PM | #66
Quote: Originally Posted by MusicRider View Post
Better post in another thread discussing wished changes for 1.7. Still my 2 cents.

A few things to help the survivability of dps sages are:
1. Remove the bubble stun and take it back to mezz. Please if it is not too much to ask for move it in tier 1 balance? Thanks.
2. Knockback to have a bigger knockback distance. A smasher is still in a position after the knockback to scream/dispatch.
3. Knockback roots target for x seconds.
4. Egress on force speed by default (sages only).
5. An instant/basic attack to give a fighting chance against powertechs who at 15m blast you to pieces.

I am aware some of these are skills in tk tree. So give them by default to all and add new skills that fix the tk tree so it is a perfectly viable option for competitive games.

New ability? Force jumb yoda/palpatine style as shown in their duel: Either a) Jumps 20-30m away from current position (if that's ok please?:P) or b) jumps back to your initial position if you are pulled/harpooned. Without the bubble stun which totally takes the fun away there must be some counter-mechanism to gang-attacks, especially for the weakest armor class and even more when other classes have such abilities in terms of stealth. Together with a rooted/longer knockback these two abilities are perfect to counter coordinate attacks.Does this ability makes sages (over)powered for hutball? Probably, but there are cooldowns, it can be on double time than a 45sec harpoon if I recall well.
1. Yes it's too much to ask. It should stay high up in lightning.
2. You don't just knockback and stay, you move in the opposite direction.
3. It should stay a lightning tree exclusive. You can get it with Madness at the expense of sacrificing creeping terror. You trade on root for another root. Working as intended.
4. No. Roots are supposed to counter DPS sorcerers, especially madness. Giving egress to everyone, will make sorcerer mobility way too good, and currently sorcerers don't need extra mobility. They already god the force speed CD lowered. Legshot should remain a powerful counter against DPS Sorcerers.
5. If you as a sorcerer plan to melee a PT, you are doing it wrong. No thrash damage buff will save you.

Oh and why would you a single sorcerer would want to counter coordinated attacks on you? I don't see why you should be able to counter 1vsMultiple enemies scenario. This is what your team mates are for, tanks for taunting and guarding, healers for healing, other sorcs for extricating you, as well as everyone for CCing your enemies.

I understand your suggestions are fueled by frustration, but lets keep it within some reasonable balance.
Quote: Originally Posted by EricMusco View Post
Scatter Bombs are meant to be a fun bit of extra damage that occurs when you roll into or away from the action. That said, we’re okay with you trapping an unsuspecting enemy for a “wall bang” every now and then.

SEANeD's Avatar


SEANeD
01.23.2013 , 04:05 PM | #67
Quote: Originally Posted by wwkingms View Post
5 k deathfields are un realistic

the onyl way to attain this is 7/3/31 or 7/6/28, near bis gear, on a light armor wearer
to me those are both weak builds with poor resource management and survivability

i myself run 7/18/16 with an extra 10% buff to aoe, i have 1260 expertise, 960 bonus dmg and 76% surge ~1920 willpower.. not the best gear but FAR fromt he worst and my deathfields scarcely hit 4k

yes those 2.5k attcks r bringin down the house...what are they again.. deathfield, CL and...crushign darknesses total dmg combined maybe?

guess whats better than 2.5k? a 7k smash, 3.5k force scream and 5.5k vicious throw

guess what else is? 5k rail shot, 5k thermal, 3.5k flame burst.

guess what else is 5k maul, 3-4k shocks (assasin), assasins deathfield as well, 5-6k assasinates and please correct me if im wrong but thrash can smoke 2.5k too

i coudl keep goign.. your just wrong dude, sorcs have the least dmg mitigation, with NO defensive cooldowns with the worst burst in pvp... even a merc if left unfocused crits for larger numbers
If you want burst and an easy ranged class to play make a sniper. i can do 4 tics of force lightning in 2.8 seconds that crit for 1400. There is burst when you get you're stats right, but if you're playing a sorc for burst than you are wrong. its not the damage problem with sorcs. its staying alive long enough to do damage (skill).

PloGreen's Avatar


PloGreen
01.23.2013 , 04:17 PM | #68
Quote: Originally Posted by NoTomorrow View Post
1. Yes it's too much to ask. It should stay high up in lightning.
2. You don't just knockback and stay, you move in the opposite direction.
3. It should stay a lightning tree exclusive. You can get it with Madness at the expense of sacrificing creeping terror. You trade on root for another root. Working as intended.
4. No. Roots are supposed to counter DPS sorcerers, especially madness. Giving egress to everyone, will make sorcerer mobility way too good, and currently sorcerers don't need extra mobility. They already god the force speed CD lowered. Legshot should remain a powerful counter against DPS Sorcerers.
5. If you as a sorcerer plan to melee a PT, you are doing it wrong. No thrash damage buff will save you.

Oh and why would you a single sorcerer would want to counter coordinated attacks on you? I don't see why you should be able to counter 1vsMultiple enemies scenario. This is what your team mates are for, tanks for taunting and guarding, healers for healing, other sorcs for extricating you, as well as everyone for CCing your enemies.

I understand your suggestions are fueled by frustration, but lets keep it within some reasonable balance.
I actually agree with most of these responses. I think sages do need some love in the dps department but it must be done very carefully as to not make them OP. The only thing that I disagree with is the survival talent (bubble stun) being so high up in the tele tree. It should be moved lower in the balance tree, made a mezz and self caster only, we dont have enough defensive cooldowns to deal with coodinated attacks on ourselves, and we are a priority target regardless of spec because of this. Simply put madness/balance is weak survival wise, and the trade off is too much because the dot and damage is not as good as it could be/used to be.

I understand guard/peel heals are important to this class and it works better in a group setting but I do not think its in a great place - simply put we do not have much in the way of mitigation from burst classes if we go madness/balance and this is why people dont see them much in rateds.

If they spec bubble as dps they are giving up alot of effective damage - might look good on the scoreboards in hybrid but this is because its taking you longer to kill stuff.

Madness/balance should be the spec that sages use in a ranked environment if they want to do good pressure dot and dps but its too weak with all the bursty fotm classes around. Force resources are not too bad if you dont rely on project much and no when to duck in out of a fight, pop a medpack, self-heal etc. Still compared to other classes its far to reliant on kiting and you spend alot of time on the move and using los.

Yes I do play it in ranked 7/3/31 - but then on my server (red eclipse) we have an agreement to limit bubble stunning and stacking smash, so this makes it more viable for me.

TLR - not an easy class to play in balance spec, probably not in an ideal place but not as terrible as some people say imo. If buffs are applied to this class they should be applied very carefully. Dont want anything ridiculous.

DeepFreese's Avatar


DeepFreese
01.23.2013 , 05:33 PM | #69
I just want to explain to the players of other classes why DPS sorc's are in a bad position. As much as most players want it to be, this game cannot be balanced around 1v1's and playing terribads in unranked warzones. In a ranked match a DPS sorc does not have the survivability to live against focus fire. That is fine, no class can survive against focus fire. The issue is that sorcs and sages have the lowest survivability, and therefore they will have the most deaths, and be focused first by any competent team. If that is what bioware wants out of sorcs, then they can make it that way, but we need the burst capabilities to punish people while we are on the battefront. Sustained damage doesn't cut it with the low survivability we have. We bring nothing to the table except a free kill for the other team because we are killed too fast to get our sustained damage going. Do not try and tell me that sorcs are mobile without fadeout either. Any decent coordinated team with focus will not let you move with force speed. You may if lucky get 10 meters away, but that is negated with a pull anyways. A sorc cannot put out enough dps to offset the amount of downtime he/she will have in a ranked warzone.

Some players will try to say that ranked is dead, and a buff to burst will make sorcerers overpowered in unranked, but really, all it will do is force sorcs to be targeted more... just like glass cannons should be... and hell.. maybe players will get better and start focusing...

Also please do not tell me to learn to play. I know how to play my class. I have played it since launch, and I do very well with it. I just want a reason to be on a ranked team when they nerf bubble stuns. I love me some ranked.
Creus
The Squirtle Squad[The Harbinger}

NoTomorrow's Avatar


NoTomorrow
01.23.2013 , 06:04 PM | #70
There are certain things you cannot combine together within one spec.
Ranged, mobile, burst = you can only pick any 2.
Quote: Originally Posted by EricMusco View Post
Scatter Bombs are meant to be a fun bit of extra damage that occurs when you roll into or away from the action. That said, we’re okay with you trapping an unsuspecting enemy for a “wall bang” every now and then.