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Class Changes: Corruption Sorcerer / Seer Consular

STAR WARS: The Old Republic > English > Classes > Sage / Sorcerer
Class Changes: Corruption Sorcerer / Seer Consular
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EricMusco's Avatar


EricMusco
06.22.2017 , 02:21 PM | #1 This is the last staff post in this thread.  
Hey folks,

Below you will find the upcoming changes for Corruption and Seer Disciplines coming in 5.3.

Quote:
These changes will undoubtedly look and feel harsh to players who have been healing on their Sorcerers / Sages for a long time. The healing changes for Sorcerers / Sages pull the Corruption / Seer discipline down to the target HPS. We say the target HPS instead of their target HPS because all three healers have the same target HPS. In future balance patches, the other healers can expect to see changes to their healing capabilities as well to ensure they are in line with the target.

Note: All changes below are currently in development and are subject to change before being released.

Sorcerer
  • Reduced the amount of healing done by Dark Heal by 4.86%
  • Increased the base Force cost of Resurgence from 40 to 50 and the amount of healing done by its initial heal by 10.59%, but reduced the amount of healing done by its heal-over-time by 14.29%
  • Reduced the amount of damage absorbed by Static Barrier by 5.3%
Corruption
  • Increased the base Force cost of Dark Infusion from 45 to 50 and the amount of healing it does by 3.38%
  • Reduced the amount of healing done by Innervate by 8.74%
  • Reduced the amount of healing done by Revivification by 10%
  • Increased the base Force cost of Roaming Mend from 65 to 70 and reduced the amount of healing it does by 25.22%
  • Force Bending now reduces the activation time of Dark Infusion by 0.25 seconds (down from 0.5 seconds) and the Force cost of Revivification by 20% (down from 30%); all other Force Bending effects remain unchanged
  • Reduced the amount of healing done by Renewal by 14.29%
  • Secrets of the Dark Side no longer increases the healing done by Roaming Mend by 5%, but still reduces its Force cost
  • Reduced the healing done by Sustaining Darkness by 5.3%
  • Twisted Force now makes Innervate channel 10% faster (down from 20%)

Sage
  • Reduced the amount of healing done by Benevolence by 4.86%
  • Increased the base Force cost of Rejuvenate from 40 to 50 and the amount of healing done by its initial heal by 10.59%, but reduced the amount of healing done by its heal-over-time by 14.29%
  • Reduced the amount of damage absorbed by Force Armor by 5.3%
Seer
  • Increased the base Force cost of Deliverance from 45 to 50 and the amount of healing it does by 3.38%
  • Reduced the amount of healing done by Healing Trance by 8.74%
  • Reduced the amount of healing done by Salvation by 10%
  • Increased the base Force cost of Wandering Mend from 65 to 70 and reduced the amount of healing it does by 25.22%
  • Conveyance now reduces the activation time of Deliverance by 0.25 seconds (down from 0.5 seconds) and the Force cost of Salvation by 20% (down from 30%); all other Conveyance effects remain unchanged
  • Reduced the amount of healing done by Renewal by 14.29%
  • Erudite Mender no longer increases the healing done by Wandering Mend by 5%, but still reduces its Force cost
  • Reduced the healing done by Soothing Protection by 5.3%
  • Force Warden now makes Healing Trance channel 10% faster (down from 20%)

DevNotes: The slight Force cost increases for Resurgence / Rejuvenate and Dark Infusion / Deliverance and the reducing of the cost reduction for Revivification / Salvation provided by Force Bending / Conveyance were necessary to keep Force management from being completely trivial at low levels of Force. These cost increases allowed an anomaly for Dark Infusion / Deliverance and Resurgence / Rejuvenate in that they both saw at least partial increases to their healing output while all other healing abilities saw a decrease.

The changes to Roaming Mend / Wandering Mend remove it from normal single-target healing usage. It still remains a valuable heal when more than one target requires healing, or when combined with Force Bending / Conveyance in single-target healing situations where the target simply will not survive if forced to wait for a heal with an activation time.

The rest of the changes for Corruption Sorcerers / Seer Sages all have one singular goal: wrangling their HPS down to the healing target while maintaining the Corruption / Seer playstyle with which players have become familiar.

Eric Musco | Community Manager
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Rion_Starkiller's Avatar


Rion_Starkiller
06.22.2017 , 02:26 PM | #2
Muhuwahahaha! bout time. As an ex-scoundrel healer, I can't help but snicker with glee.


PS - Poor Vroom :'(
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Deewe
06.22.2017 , 02:33 PM | #3
Holy penguin!

Some people are going to be seriously disappointed, ...brace for impact.
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Master-Nala
06.22.2017 , 02:34 PM | #4
It's not going to stop the whining, but sure why not? Nuking the set from orbit really is the only way to be sure. I'm glad I don't play Seer. Scared to see what happens to Balance. Supposed to be a buff, but who knows what that means to these folks.
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Alssaran
06.22.2017 , 02:42 PM | #5
This has been a long time coming.

I can see how people might feel upset about these changes simply because they appear to be ground-breaking. Reading numbers such as 10% and 25.22% can have a very disappointing effect on people who main Seer Sages.

However, I agree that a big adjustment was necessary. Force management was often trivial, and Wandering Mend was a "go to" ability for any situation, and not the intended group heal with emergency single target use. With these changes, I hope we can see Corruption Sorcerers/Seer Sages see to play more ressource-conserving and time/plan their heals around situational usage, and not just approach arena/pvp matches as a "master of all trades" kind of deal.

They were simply too versatile with strong healing at this point.

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Lammia
06.22.2017 , 02:44 PM | #6
Well, when in the next Operation the team dies and wipes... I'll now why
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RikuvonDrake
06.22.2017 , 02:48 PM | #7
Class was in dire need of a nerf, will be interesting to see how these ones play out in Nightmare operations tho, heavy nerfs to sustained healing.

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FerkWork
06.22.2017 , 02:51 PM | #8
Lol Rip Sorc heals. Good thing they nerfed Arsenal to the ground now I can make my Merc a healer. XD
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GUN_GAME
06.22.2017 , 02:55 PM | #9
Finaly we gonna see nerf for sorc healer, i wonder which fotm class they will reroll now, rest healing classes require brain to do any healz.
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Evolixe
06.22.2017 , 02:57 PM | #10
Holy smoking bananas

I mean this is going to hurt a LOT. However.. this could be very good.
A little afraid these nerfs being so big sorcs would become obsolete though.

Curious to see if you guys have plans for nerfing other healing specs too then. Kinda needs to happen anyway.
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