Fireswraith Posted March 23, 2013 Share Posted March 23, 2013 (edited) Well folks, 2.0 is out in full swing and I'm sure a lot people are wanting to know BiS temps and what not. Well finally AskMrRobot has updated their databases to 2.0, so that means we can much more easily come up with possible BiS gear templates. What we know so far..... > The new Ops bosses have 10% resist rate, so having 110% Accuracy is needed to avoid your damage being resisted (or at the very least having 105%) > Alacrity was given a nice Global CD reduction buff, though number wise you're not going to be seeing a base ~10% without some special buff on you > Critical Chance is said to be nerfed to be around 20% soft cap (down 15% from 35%) > The new top tier augments are impressive (32 main/20 secondary stat.... so 32 Willpower/20 Endurance is an extra 448 WP and 280 End [2,800 HP]) *** Before we start getting into a little more detail it should be noted, and this is key, that everyone should be getting a free +1% to Accuracy, Crit. Chance, and Crit. Mult. from maxing companion affection (so if you haven't done that do it lol) *** Should also be noted that all the below is PvE centered and using Arkanian (69) gear and not Underworld (72) gear so absolute final stuff might be different So now for the stats themselves and how much gives what to each stat..... *** very much a work in progress to find the "sweet spot" for all values *** mathematical values found using equations here: http://mmo-mechanics.com/swtor/forums/thread-1190.html Willpower Self-explanatory and hasn't changed, still going to want as much as you can. Accuracy Ideally the target is 110%, and you're in luck reaching this target. You'll get 1% from Companion Affection Bonus (CAB) and another 3% from Electric Induction in the Lightning Tree (this 3-point skill is going to be very important). So that leaves only 6% that you need to get from mods...... and with 432 Accuracy Rating (non-min/maxed full Arkanian Force-master gear) that gives you 5.97%. Critical Chance I heard that the soft cap was reduced to about 20%, but in the 3/14 PTS patch notes read that they increased how much CC you got from your main stat and critical rating; so I'm going to assume a general range of about 20-25% (buffed ofcourse). But here is an example, and for arguments sake I'm going to assume a 20% target cap. With a 5% base C.C., 6% from Op. buff and CAB, and 6.80% from Willpower (2451 WP: Arkanian F-M set, no augments except +36 WP from relics, NOT gotten all WP Datacrons, and 154 WP from lvl 52 stim) you get 17.8% C.C.; leaving 2.2% to get from elsewhere. With the 3% C.C. skill from Corruption you get 20.8%, so assuming 20% is the Crit Chance target you don't even need to ever have any Crit mods in your gear (kind of strange isn't it). OR you can get 2x Arkanian F-M MK-X Implants (98 WP each, 196 total) which gives 3.77% C.C. Then with 5% base, 6% buff+CAB, and 6.8% from WP you have 21.57%; add 3% from Corruption for 24.57. Critical Multiplier Not really sure what this one was lowered to, I thought I heard a number in the 60's tossed around somewhere but hell if I can find it again. I'll just say that at 360 Surge Rating it's giving 19.06% Crit Mult, with 1% from CAB and 50% base comes to a total of 70.06%. Doesn't seem that bad, but remains to be seen. Alacrity This one is kind of tricky because it mostly is going to depend on your spec and I'm still not really sure how much is worth it. Madness certainly gets more of an Alacrity buff than Lightning interestingly enough. But at 216 Alacrity Rating it's giving 3.03% Alacrity, add in 2% Alacrity skill from Corruption for 5.03% and I think it's a pretty good base. Lightning spec can get Polarity Shift down to a 1min 30sec cooldown (15s from 2 piece dps bonus and another 15 from Chaos Nexus, and assuming 5.03% Alacrity can get up to 10.03% with 4 piece dps bonus and 30.03% with Polarity Shift; Madness has access to 14.03% and 34.03% with Polarity Shift. So what does all this look like in gear form? Well if AskMrRobot had updated stuff I could come up with something. But as is I am so not doing it by pen and paper. At first glance full Arkanian Force-Master gear doesn't seem too badly modded and probably isn't that far off from BiS, both dps specs included. PVE SPECS Full 36 point (just my suggestions): Lightning: http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=230000000000000000000000000000000323122102120210023001020230001003020000000000000000000000000000&ver=20 Madness: http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=230000000000000000000000000000000023000000000000000000000000000003222302013120010122030002120100&ver=20 Hybrid dps 1) http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=230000000000000000000000000000000323122100120210023000000000000003020302013100010000000000000000&ver=20 2) http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=030000000000000000000000000000000302122002120212023000020000000003020302013100010000000000000000&ver=20 Hybrid heals Heal/Lightning: http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=230012202122120001000000000000000023122202120210003000000000000000020000000000000000000000000000&ver=20 Heal/Madness: http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=230012202122120001200000000000000023000000000000000000000000000003022302013100010000000000000000&ver=20 Heals [uPDATED 3/27] http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=232012202122120001220230031001000023000000000000000000000000000000220000000000000000000000000000&ver=20 PVP SPECS [uPDATED 3/27] Full 36 point Lightning: http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=032000010000000000000000000000000320122002120212023021020230001002020000000000000000000000000000&ver=20 Madness: http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=032000010000000000000000000000000310000000000000000000000000000003222302013120010122030002120100&ver=20 Hybrid dps 1) http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=032000010000000000000000000000000320122002120212003000000000000003020302013110010000000000000000&ver=20 2) http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=030000000000000000000000000000000302122002120212023000020000000003020302013100010000000000000000&ver=20 (more dps focus, less utility) Heals http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=032012202122120221220230131001000020000000000000000000000000000000220000000000000000000000000000&ver=20 2.0 BiS Gear Templates [uPDATED 5/2] Madness1: http://swtor.askmrrobot.com/character/7dd2a8f8-9879-4c8d-86f9-6bb0d1839ed9 (note: only a POSSIBILITY, little lower crit chance, little higher bonus damage) Madness2: http://swtor.askmrrobot.com/character/ce893460-919f-44ca-81c1-83c6b9549ca0 (note: only a POSSIBILITY, little higher crit chance, little lower bonus damage) http://swtor.askmrrobot.com/character/1d2121b0-7d25-43ce-bf70-33ef6932e9d3 Lightning: TBD Comments welcome! I know it's not perfect or complete, but it's a start. Edited May 7, 2013 by Fireswraith Link to comment Share on other sites More sharing options...
joedivision Posted March 23, 2013 Share Posted March 23, 2013 Thanks for the awesome information! Link to comment Share on other sites More sharing options...
Fireswraith Posted March 25, 2013 Author Share Posted March 25, 2013 (edited) Thank you! It's no where near what I or anyone would like at the moment, but unfortunately askmrrobot nor the SimC tool used from mmomechanics are really updated with current stuff anymore (SimC might be I'd have to double check). It's like everyone is getting off the SWTOR train. Anyways. I thought it was about time for us Sorcs to stop arguing and complaining (though completely valid points don't get me wrong) so much and start coming together here for the betterment of our class community. We may have the squishiest class in the game, we may have a lot lower dps than we would like, and we might always seem to be overlooked by BioWare....... but I'll be damned if we don't have the best class in the game. So anyone feel free to add any 2.0 PvE or PvP specs you think look nice, or whatever else. I'll try and keep this updated, sort of like a Sorcs one stop shop for current info. Edited May 3, 2013 by Fireswraith Link to comment Share on other sites More sharing options...
Fireswraith Posted May 3, 2013 Author Share Posted May 3, 2013 (edited) So askmrrobot.com finally got updated with the latest 2.0 stuff, and that means finally some POSSIBLE BiS gear templates can be figured out. I've updated my original post with, well, I guess a possible Madness BiS template. Though I'm sure it's certainly far from being the actual BiS since I've got zero way of testing it. Anyways, I'm sure it's also a good starting point for a Lightning BiS temp also. Anyways, to talk about the Madness Temp I threw together. I tried to aim for 110% Acc, 3-5ish% Alac, 25% Crit Chance, and 65% Crit Mult. In the end I came out with..... 110.48% Acc, 3.15% Alac, 25.44% Crit Chance, 65.56% Crit Mult, 3038.7 Endurance (probably rounds to 3039), 3112 Willpower, 1403.7 Bonus Damage, 1011.9 Bonus healing, and 34,731 HP (heh). I used all Willpower 28 augments Edited May 3, 2013 by Fireswraith Link to comment Share on other sites More sharing options...
Flalia Posted May 3, 2013 Share Posted May 3, 2013 (edited) Could somebody post the rotation for the hybrid spec? I can't find anything about it. Also why take oppressing force in the madness tree instead of conduction? This is pve btw. Edited May 3, 2013 by Flalia Link to comment Share on other sites More sharing options...
Undead_Prince Posted May 3, 2013 Share Posted May 3, 2013 (edited) Could somebody post the rotation for the hybrid spec? I can't find anything about it. It's right in the next thread: http://www.swtor.com/community/showpost.php?p=6244226&postcount=12 Also why take oppressing force in the madness tree instead of conduction? This is pve btw. Better yet, why not take Chaos Nexus and maybe even Reverberating Force? Also, no Electric Bindings for PVP is just criminal. Edited May 3, 2013 by Undead_Prince Link to comment Share on other sites More sharing options...
Flalia Posted May 3, 2013 Share Posted May 3, 2013 I didn't look at that thread because it was a pvp thread my rotation question is for pve. Link to comment Share on other sites More sharing options...
g_land Posted May 4, 2013 Share Posted May 4, 2013 Try this! Sage DPS with gear suggestions, you dont need any crit rating. http://www.swtor.com/community/showthread.php?t=627405 Link to comment Share on other sites More sharing options...
Fireswraith Posted May 4, 2013 Author Share Posted May 4, 2013 (edited) Try this! Sage DPS with gear suggestions, you dont need any crit rating. http://www.swtor.com/community/showthread.php?t=627405 Sorry but us Sorcs > Sages, we run the show in this game for our archetype! And while I won't say anything against not moding any crit (I even said it myself), I also won't completely believe it until someone can prove it in a simulation or actually testing it through having the actual gear. I really don't trust theories any more than I trust data mined "no-info" info. But to meet people half-way, I'll make two. This also goes for Alacrity, before it used to be BiS for a Lightning Sorc to mod it; was at around 10% at one point pre-2.0. Now that Alacrity is better than it used to be it's better to not mod it at all? For Lightning which is all about cast times? I'll believe it when I see it. Edited May 6, 2013 by Fireswraith Link to comment Share on other sites More sharing options...
Genttry Posted May 5, 2013 Share Posted May 5, 2013 Well folks, 2.0 is out in full swing and I'm sure a lot people are wanting to know BiS temps and what not. Well finally AskMrRobot has updated their databases to 2.0, so that means we can much more easily come up with possible BiS gear templates. What we know so far..... > The new Ops bosses have 10% resist rate, so having 110% Accuracy is needed to avoid your damage being resisted (or at the very least having 105%) > Alacrity was given a nice Global CD reduction buff, though number wise you're not going to be seeing a base ~10% without some special buff on you > Critical Chance is said to be nerfed to be around 20% soft cap (down 15% from 35%) > The new top tier augments are impressive (32 main/20 secondary stat.... so 32 Willpower/20 Endurance is an extra 448 WP and 280 End [2,800 HP]) *** Before we start getting into a little more detail it should be noted, and this is key, that everyone should be getting a free +1% to Accuracy, Crit. Chance, and Crit. Mult. from maxing companion affection (so if you haven't done that do it lol) *** Should also be noted that all the below is PvE centered and using Arkanian (69) gear and not Underworld (72) gear so absolute final stuff might be different So now for the stats themselves and how much gives what to each stat..... *** very much a work in progress to find the "sweet spot" for all values *** mathematical values found using equations here: http://mmo-mechanics.com/swtor/forums/thread-1190.html Willpower Self-explanatory and hasn't changed, still going to want as much as you can. Accuracy Ideally the target is 110%, and you're in luck reaching this target. You'll get 1% from Companion Affection Bonus (CAB) and another 3% from Electric Induction in the Lightning Tree (this 3-point skill is going to be very important). So that leaves only 6% that you need to get from mods...... and with 432 Accuracy Rating (non-min/maxed full Arkanian Force-master gear) that gives you 5.97%. Critical Chance I heard that the soft cap was reduced to about 20%, but in the 3/14 PTS patch notes read that they increased how much CC you got from your main stat and critical rating; so I'm going to assume a general range of about 20-25% (buffed ofcourse). But here is an example, and for arguments sake I'm going to assume a 20% target cap. With a 5% base C.C., 6% from Op. buff and CAB, and 6.80% from Willpower (2451 WP: Arkanian F-M set, no augments except +36 WP from relics, NOT gotten all WP Datacrons, and 154 WP from lvl 52 stim) you get 17.8% C.C.; leaving 2.2% to get from elsewhere. With the 3% C.C. skill from Corruption you get 20.8%, so assuming 20% is the Crit Chance target you don't even need to ever have any Crit mods in your gear (kind of strange isn't it). OR you can get 2x Arkanian F-M MK-X Implants (98 WP each, 196 total) which gives 3.77% C.C. Then with 5% base, 6% buff+CAB, and 6.8% from WP you have 21.57%; add 3% from Corruption for 24.57. Critical Multiplier Not really sure what this one was lowered to, I thought I heard a number in the 60's tossed around somewhere but hell if I can find it again. I'll just say that at 360 Surge Rating it's giving 19.06% Crit Mult, with 1% from CAB and 50% base comes to a total of 70.06%. Doesn't seem that bad, but remains to be seen. Alacrity This one is kind of tricky because it mostly is going to depend on your spec and I'm still not really sure how much is worth it. Madness certainly gets more of an Alacrity buff than Lightning interestingly enough. But at 216 Alacrity Rating it's giving 3.03% Alacrity, add in 2% Alacrity skill from Corruption for 5.03% and I think it's a pretty good base. Lightning spec can get Polarity Shift down to a 1min 30sec cooldown (15s from 2 piece dps bonus and another 15 from Chaos Nexus, and assuming 5.03% Alacrity can get up to 10.03% with 4 piece dps bonus and 30.03% with Polarity Shift; Madness has access to 14.03% and 34.03% with Polarity Shift. So what does all this look like in gear form? Well if AskMrRobot had updated stuff I could come up with something. But as is I am so not doing it by pen and paper. At first glance full Arkanian Force-Master gear doesn't seem too badly modded and probably isn't that far off from BiS, both dps specs included. PVE SPECS Full 36 point (just my suggestions): Lightning: http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=230000000000000000000000000000000323122102120210023001020230001003020000000000000000000000000000&ver=20 Madness: http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=230000000000000000000000000000000023000000000000000000000000000003222302013120010122030002120100&ver=20 Hybrid dps http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=230000000000000000000000000000000323122100120210023000000000000003020302013100010000000000000000&ver=20 Hybrid heals Heal/Lightning: http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=230012202122120001000000000000000023122202120210003000000000000000020000000000000000000000000000&ver=20 Heal/Madness: http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=230012202122120001200000000000000023000000000000000000000000000003022302013100010000000000000000&ver=20 Heals [uPDATED 3/27] http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=232012202122120001220230031001000023000000000000000000000000000000220000000000000000000000000000&ver=20 PVP SPECS [uPDATED 3/27] Full 36 point Lightning: http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=032000010000000000000000000000000320122002120212023021020230001002020000000000000000000000000000&ver=20 Madness: http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=032000010000000000000000000000000310000000000000000000000000000003222302013120010122030002120100&ver=20 Hybrid dps http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=032000010000000000000000000000000320122002120212003000000000000003020302013110010000000000000000&ver=20 Heals http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=032012202122120221220230131001000020000000000000000000000000000000220000000000000000000000000000&ver=20 2.0 BiS Gear Templates [uPDATED 5/2] Madness1: http://swtor.askmrrobot.com/character/7dd2a8f8-9879-4c8d-86f9-6bb0d1839ed9 (note: only a POSSIBILITY, little lower crit chance, little higher bonus damage) Madness2: http://swtor.askmrrobot.com/character/ce893460-919f-44ca-81c1-83c6b9549ca0 (note: only a POSSIBILITY, little higher crit chance, little lower bonus damage) Lightning: TBD Comments welcome! I know it's not perfect or complete, but it's a start. Very helpful! +1 reputation (wish we could do that) and thanks man! Link to comment Share on other sites More sharing options...
Fireswraith Posted May 6, 2013 Author Share Posted May 6, 2013 Thanks man. And don't forget if anybody has any specs out there that they like feel free to post a link, I'll add them. Unless they're a secret. Link to comment Share on other sites More sharing options...
mastirkal Posted May 6, 2013 Share Posted May 6, 2013 (edited) Healer build http://swtor.askmrrobot.com/character/afc7f908-bf3e-4226-b547-aa29a290ef2d You need 1 adept enhancements to replace in your helm or gloves. You also want to have the power high wrist, waist, main and offhand which are all sorc master. Only thing differently I would do for that healer build is put two in lightning barrage instead of sith defiance. Obviously this comes down to which is more important, the 10% extra damaged absorbed on the raid or the 2% damage reduction on yourself. Neither are wrong, it simply comes down to which is more important. Arguably you can play around with the alacrity and the surge, those are just numbers I enjoy and seem to fit. Arguably yet again, you can go no critical and all power, but more work in it. If you do want to go this way you'd need. http://swtor.askmrrobot.com/character/3d1913aa-0d31-4063-9c57-6e3236985156 2 more adept 31 enhancements 2 aptitude 31 mods. Also you can trade in the conquer's SA relic for the Underworld boundless ages. Edited May 6, 2013 by mastirkal Link to comment Share on other sites More sharing options...
Nibbon Posted May 6, 2013 Share Posted May 6, 2013 Sorry but us Sorcs > Sages, we run the show in this game for our archetype! And while I won't say anything against not moding any crit (I even said it myself), I also won't completely believe it until someone can prove it in a simulation or actually testing it through having the actual gear. I really don't trust theories any more than I trust data mined "no-info" info. But to meet people half-way, I'll make two. This also goes for Alacrity, before it used to be BiS for a Lightning Sorc to mod it; was at around 10% at one point pre-2.0. Now that Alacrity is better than it used to be it's better to not mod it at all? For Lightning which is all about cast times? I'll believe it when I see it. I converted it to sorc terms here: http://www.swtor.com/community/showthread.php?t=627473 I did test everything in there and the results were very tangible in parses. No crit is better - low to no alacrity is better. The reason for the alacrity change not being helpful is owed to two things: 1. the alacrity curve being really bad 2. alacrity not effecting dot speed or cooldowns (a 10 second cooldown will stay 10 seconds, thus your frequency of casting something like turbulence isn't sped up). Link to comment Share on other sites More sharing options...
Alrinea Posted May 8, 2013 Share Posted May 8, 2013 (edited) I have to say your pvp heal spec is complete rubbish. Sorry, but u don’t seem the type who really plays pvp at all, if you do sorry in advanced, still your spec is not very useful at all. PVP changed since the add-on completely, groups with more healer can stall away a bg seriously very long. In many bgs you win it because you have 3+ healer. Hutball is a 2nd sage heal very helpful, the same goes for Alderaan etc. DMG reduction through very different types (- accuracy, etc.) can decide that a player lives or dies. You ignore several very competent decreases in dmg to yourself or others. I hope you DONT take my criticism personally: - First: Take 2% Alarity with you, it gives you more force reg. and you cast a bit faster (in pvp you don’t have the time to always cast greater heal.....). Your heals have been increased pretty much, just shielding and only healing trance or Innervate don’t cut it anymore. You use greater heal/flash heal much more often, especially flash heal. - 2nd: Thanks to the skill tree, you can now taunt a target every 1 min for 10 seconds for 25% dmg reduction. Don’t you know how nice that is..... Seriously..... a maru/jugger jumps to you, you stun him, he uses breaker and smashes you instead of 8-10k just for 5-6 k. And the continue incoming is still very much weaker, if you have a guard he will not do much dmg anymore. You can also charge at the opponent sniper with sprint (root immune) stun him and he will do 25% dmg less for 10 seconds, that’s very powerful way to use your direct stun. - 3rd: What do you want with a 6 secs. longer hot and 10% more amore? The 10% Amor increase does not effect the incoming dmg mostly at all. You use the hot just for the increase in your other heals and for the instant, nothing more. - 4th: YOU DONT NEED the slow from your dot at all, if you have a useful tank he will mostly slow everybody constantly. 20% is a joke stripe that away COMPLATLY. - 5th: I am Sorry, as a heal sage/ heal sorc you will be mostly constant under pressure from the opponents DDs, sometimes by 1/2/or 3 dds. YOUR FORCE BARRIER/ STATIC BARRIER will not hold more than 2 seconds maximum 3. In that time it will healed your by 30-32k life for 1200-1600 VERY 15 seconds. What do you want seriously with something that heals you for just a minimum amount if a maru or sniper hits you for 5-7k or more constantly..... - 6th: Why not take extra 100 force in? I am not quite sure what you do in pvp, i know a heal sage/sorc goes rarely oom/oof but still 100 more is nice to have. And you need the 100 force for 10% more absorb by your barrier - 7h: 10% absorb by your shield is a must have for a heal sage/sorc. The First thing you do if possible (no debuff is up) you cast your shield to the person you want to heal. A big amount of heal you do in a RBG i by your shield, why not increase it?............................. - 8th: Here is my spec: heal sage: http://www.torhead.com/skill-calc#60...bGuoZbc0MZ0M.3 heal sorc: http://www.torhead.com/skill-calc#20...bGuoZbc0MZ0M.3 You have 1 point you can use for your free extortion, I personally have put in reverse corruptions. Alternate you can take 3 more secs. for your hot or 1% more dmg reduction. Edited May 8, 2013 by Alrinea Link to comment Share on other sites More sharing options...
Cerconus Posted May 8, 2013 Share Posted May 8, 2013 Thanks man. And don't forget if anybody has any specs out there that they like feel free to post a link, I'll add them. Unless they're a secret. Thanks much for the guide and here is a spec I've been using. I can't remember where I found it and I haven't done anything serious with it, just a few SM ops and FPs, but I got CL back! Everyone check it out let me know what you think. http://swtor.askmrrobot.com/character Link to comment Share on other sites More sharing options...
Eugee Posted May 16, 2013 Share Posted May 16, 2013 The main issue for Accuracy/Alacrity/Surge is they all share a finite pool of points. Setting aside the little you'll get from Implant/Ears, all three of these are obtained from the same "slot" on your Enhancements. Link to comment Share on other sites More sharing options...
dipstik Posted May 16, 2013 Share Posted May 16, 2013 (edited) fyi, simulation craft for dos sorcs for 2.0 is in beta right now. healing hasnt been updated for 2.0 https://code.google.com/p/simulationcraft-swtor/downloads/list?saved=1&ts=1368076873 Edited May 16, 2013 by dipstik Link to comment Share on other sites More sharing options...
Soxbadger Posted May 20, 2013 Share Posted May 20, 2013 (edited) I have to say your pvp heal spec is complete rubbish. Sorry, but u don’t seem the type who really plays pvp at all, if you do sorry in advanced, still your spec is not very useful at all. PVP changed since the add-on completely, groups with more healer can stall away a bg seriously very long. In many bgs you win it because you have 3+ healer. Hutball is a 2nd sage heal very helpful, the same goes for Alderaan etc. DMG reduction through very different types (- accuracy, etc.) can decide that a player lives or dies. You ignore several very competent decreases in dmg to yourself or others. I hope you DONT take my criticism personally: The original post was not a very good healing spec, youre ideas were much better. I do things slightly different than you, although it is predominantly similar. http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=212012212122120201210230031001000023000200000000000000000000000000020000000000000000000000000000&ver=20 The first thing I do that some healers do not, is put 2 points into force suffusion. Why? It is a free instant heal. Whenever that heal is up, I use it. It costs no force and it can heal a group. The rest is pretty much what everyone does. Sometimes I flip a crit point for corrupted speed, it really just depends on what Im feeling at the moment. It also depends on gear, if Im already at crit cap, then there is no point in 1% bonus crit. I also like 6 second resurgence, because sorcs really only have 2 instant heals (outside of reviv proc), that is shield and resurgence. In a real tough match, those are 2 spells I am going to have to use a lot, while trying to find time to get my bigger heals off. 10% armor on a tank for 6 seconds plus hot, can give me time to shield and then hopefully hit innervate, etc. Edited May 20, 2013 by Soxbadger Link to comment Share on other sites More sharing options...
JDotter Posted May 27, 2013 Share Posted May 27, 2013 So I've decided to make a madness sorc dps guide, This is all my personal preference you may agree/disagree but this is what I feel is best currently. I've completed all the new content and I'm currently ranked top three for sorcs in every fight on S/V & TFB on torparse I guess those are my merits. The Basics Pros 1. Unmatched sustained and multi-target damage. 2. Amazing personal utility and raid utility (two aggro drops, sprint, bubble (7-8k absorb), self heal, off heal on dmg intensive phases (NM EC kephess), raid pull) 3. Simple rotation compared to other classes and really easy to manage your resource pool. Cons 1. Lacks burst when you have no cooldowns up 2. Takes time to get your damage to full potential and at times you won't want to get the damage to 100% efficiency because the target will be dead and you'll waste resources. 3. Extremely bland and boring and you are mainly filling until you get cooldowns up or need to recycle dots. The spec (talent tree) http://www.torhead.com/skill-calc#201GZbcZcMfRsbkrfRR.3 (5-5-36)http://www.torhead.com/skill-calc#201hZbcMZcMfRsbkrfRR.3 (3-7-36) I personally only use the first spec, they are nearly identical only difference is you gain an additional 4% DMG from Lighting Strike and Crushing Darkness (really 34% considering when you use those two abilities you 100% have a wrath proc of you've done something wrong. So 4% more DMG on one of your main abilities or 2% alacrity all the time. I choose the 2% because it ties in with your set bonus nicely and you'll be running zero alacrity. Stat priority Willpower > Power > Surge > Accuracy (110%) > Crit > Alacrity Willpower & power are king we want these at any and all cost. You'll need 110% accuracy (440<=), you'll get this mainly from enhancements. I'm personally runnnig 5 enhancements and one earpiece and i'm sitting at 109.99% or (434 stat) You'll want x5 of the Advanced Initiative Enhancement 31 ( these are only attainable from stalker (assassins) offhand and pants. I know beyond dumb and quite counterproductive to you and your raid group. You'll want x9 of the Advanced Aptitude Mod 31 give you everything you want willpower and power do not use another mod. You'll want x9 of the Advanced Resolve Armoring 31 same as above. For your last enhancement slot get x1 Advanced Adept Enhancement 31. Power and surge. You'll want to augment for mainstat (we get 6% mainstat from tree) and use resolve augments 28. I'm currently in a mix of 69/72 gear with some non BIS mods/enhancements and my numbers are Stim/all buffs/companion +1% Mu UI/Stats http://i.imgur.com/cW8Rgeq.jpg?1 Rotation So first I'll list abbreviations before going into detail. FL = Force lighting DF= Death Field CD = Crushing Darkness Aff = Affliction CT = Creeping TerrorLS = Lighting Strike FS = Force Storm SB = Static barrier FB = Force BarrierShock = Shock Jolt = JoltRec = Recklessness General Rotation CD > Aff > CT > DF > FL General Rule on multiple dots If it has over 150K and isn't being the #1 target it gets aff/CT. If it isn't a burn phase and the target won't disappear in < 15 seconds apply dots.If it is a add do not apply dots (IE titan 6 probes, tfb council adds) If it is a add that stays around and doesn't die in 2 raid rotations apply. So on a single target fight you'll want to get a hard count from your tanks and hard cast CD when they hit 2 or 3 seconds. Doing this allows you to get a free LS or CD if you get unlucky with wrath procs. After you'll go into aff > CT > DF for 18 seconds aff and CT will tick and do 755 to 850 and crit for around 1200. After applying your dots you go into mass FL spam for 18 or so seconds until you need to re-apply your dots. Tip & Tricks When you have all of your cooldowns you can cheat recklessness, once you active your consumables (relic/polarity shift/adrenal/REC) you will auto crit your next two abilities unless you get that 8% no crit. You'll want to auto crit DF and FL, however you'll get a extra tick of crit if you go FL > FL (stop before last tick (1.2-1.4 cast time) and use DF ASAP. Dots and the bonus % DMG from deathfield. You want to get every deathfield tick (15 ticks ) on either CT or aff you do this because CD ticks for around 400 and 20% on 400 or 700-800 is > 40 DMG compared to 160 DMG. Burn phases Rotation changes a tad. If its a true burn phase do everything the same outside of the > 6-8 LS CD rule (see below) and use LS on wrath proc unless CD is up. If its a burn phase that last <18 seconds only apply affliction and a wrath proc CD because your dots need 18 seconds to tick. Use Shock/LS after applying dots. Shock and Lighting Strike Both are extremely force negative and bad to use outside specific circumstances. I'll use shock when a mobility phase occurs ( dash-rode move sequence, titan 6 red circle phase, etc) Mainly when you can't stand still and spam FL. LS will only ever be used if you have CD applied and you get a proc when CD is on a > 6-8 second CD. This is why I ask for a tank hard count so while all of my consumables and actives and bloodthirst is up I may get a LS that will hit for 4.5k+. Consumables/actives I'll generally apply dots and do one DF rotation before going using everything. This allows the tanks to build aggro and you have dots applied to spam FL W/polarity shift active. This will do about 14000-18000 dps in about 4-5 seconds so I usually use cloud mind after using all my stuff. Activation order is as follows REC > on use power relic > adrenal > polarity shift, I personally macro all these to one button to get the most uptime. My personal logs from operations http://www.torparse.com/a/190743/14 Single target (Titan 6)http://www.torparse.com/a/190743/38 multiple target (Cartel Warloads) http://www.torparse.com/mylogs ( My torparse ) In-game toons are Milas/Irelia'Riven/Salim Hope this helps and Thank you if you read it all. What I wrote awhile back for MoX. Link to comment Share on other sites More sharing options...
KTap Posted May 27, 2013 Share Posted May 27, 2013 Pros 1. Unmatched sustained and multi-target damage. Unmatched sustained compared to what? Link to comment Share on other sites More sharing options...
Pearasite Posted May 27, 2013 Share Posted May 27, 2013 So I've decided to make a madness sorc dps guide.... Meh. Your 'guide' is taped onto page 2 of an existing thread. It's hard to take it seriously. Your advice is littered with grammatical errors and looks like it was stiched together and not proofread. More importantly, you make several suggestions as to gearing and rotation but fail to list why the theorycrafting behind it is important. Listing a stat priority without any reasoning behind it is hardly convincing. Considering that many different sources suggest various stat priorities it is not obvious or common knowledge as to why one stat is rated higher than another. Link to comment Share on other sites More sharing options...
dougiepants Posted May 28, 2013 Share Posted May 28, 2013 So im a pvp healer on PoT5. I ha e played with both maxing out power and trying to max out willpower the best I can with out losing to much expertise. Im running 6 lvl 30 armors and 1 lvl 28 hilt from pve gear. I havent yet figured out which setup is actually better yet to stacking power or willpower. My highest numbers so far is 1.65 Million Heals in a Voidstar. im trying to figure out if I should ditch surge for alacrity but I havent noticed any difference with adding alacrity. At this time I am way over the soft cap for surge but thats only because im not really sure alacrity works well in pvp. Is anyone seeing a difference with alacrity over surge? Link to comment Share on other sites More sharing options...
JDotter Posted May 29, 2013 Share Posted May 29, 2013 Meh. Your 'guide' is taped onto page 2 of an existing thread. It's hard to take it seriously. Your advice is littered with grammatical errors and looks like it was stiched together and not proofread. More importantly, you make several suggestions as to gearing and rotation but fail to list why the theorycrafting behind it is important. Listing a stat priority without any reasoning behind it is hardly convincing. Considering that many different sources suggest various stat priorities it is not obvious or common knowledge as to why one stat is rated higher than another. Fair enough I'll work on it and look it improve. Link to comment Share on other sites More sharing options...
ValantheLiadon Posted June 2, 2013 Share Posted June 2, 2013 From a Personal healer perspective, I've found that the extra ~5% crit I'm getting from crit mods/Enhancements becomes extremely relevant in Ops. (Note that I'm not currently in Underworld gear, but I'm in full Arkanian.) Current stats (no stim): 1017.7 bonus healing 29.42% Crit chance 73.69% Surge 5.03% Alacrity (Upgraded to Underworld for purposes of this argument, spec also included:) http://swtor.askmrrobot.com/character/f0340e7f-c89d-4702-a862-46a9de68fdc0 You lose very little in Surge by adding some Alacrity, so that seems obvious. Being able to force a crit on a Dark Infusion when you need it with Recklessness is very relevant as well. Link to comment Share on other sites More sharing options...
Anthraxal Posted June 3, 2013 Share Posted June 3, 2013 From a Personal healer perspective, I've found that the extra ~5% crit I'm getting from crit mods/Enhancements becomes extremely relevant in Ops. (Note that I'm not currently in Underworld gear, but I'm in full Arkanian.) Current stats (no stim): 1017.7 bonus healing 29.42% Crit chance 73.69% Surge 5.03% Alacrity (Upgraded to Underworld for purposes of this argument, spec also included:) http://swtor.askmrrobot.com/character/f0340e7f-c89d-4702-a862-46a9de68fdc0 You lose very little in Surge by adding some Alacrity, so that seems obvious. Being able to force a crit on a Dark Infusion when you need it with Recklessness is very relevant as well. With all due respect, your choices defy all the numbers crunched so far. I ain't judging your skill and abilities, mind you (one of the most successful Sorcerer heal of my server made choices that go against maths as well), just saying that there is no mathematical justification to them. Link to comment Share on other sites More sharing options...
Recommended Posts