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Sorcerer Ability, Tactical Item, and Set Bonus Feedback

STAR WARS: The Old Republic > English > Public Test Server
Sorcerer Ability, Tactical Item, and Set Bonus Feedback
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JediMasterAlex's Avatar


JediMasterAlex
07.10.2019 , 11:54 AM | #61
Quote: Originally Posted by Rion_Starkiller View Post
^This

Overload is a strategic ability, not a rotational ability. The only time it should be used with the new Voltage stuff is to "energize" yourself right before a boss pull, or as you prepare for spawning/respawning in pvp. Players should not be using it randomly as it knockbacks grouped adds, players, etc.

Perhaps move it to the cleanse?

PS - For these reasons, Overload healing utility is also very very bad. Please remove the utility.
I agree with the overload stuff you and others have pointed out. Perhaps another option would be Cloud Mind, the threat drop, which you can make into a 25%, 6 second dmg reduction with a utility. So if that also offered some offensive potential, that would be good.

ceazare's Avatar


ceazare
07.10.2019 , 07:23 PM | #62
Quote: Originally Posted by JediMasterAlex View Post
I agree with the overload stuff you and others have pointed out. Perhaps another option would be Cloud Mind, the threat drop, which you can make into a 25%, 6 second dmg reduction with a utility. So if that also offered some offensive potential, that would be good.
Tying a defensive cooldown to threat drop is already bad. Sometimes when you're getting hit you want to either pop a defensive and tank for a while before it switches to somebody else or threat dump immediately and save the defensive.

You want to use a threat drop to do more damage. Do you see a problem with that?
Pelara <Titans>

JediMasterAlex's Avatar


JediMasterAlex
07.13.2019 , 08:46 AM | #63
Quote: Originally Posted by ceazare View Post
Tying a defensive cooldown to threat drop is already bad. Sometimes when you're getting hit you want to either pop a defensive and tank for a while before it switches to somebody else or threat dump immediately and save the defensive.

You want to use a threat drop to do more damage. Do you see a problem with that?
I was talking purely from a pvp perspective, where it's used just as an extra dcd if you take the utility.

ottffsse's Avatar


ottffsse
07.14.2019 , 04:52 PM | #64
Isn't the current Set Bonus suggested heavily swayed towards the heal spec?

The force speed/alacrity buff can be made very useful by all specs but the dps specs would never bother with overload, at least in a PvE raid nor the other healing buff from the set.

Sorcerers have two primary defensive utilities across all specs they all use: 1.) Phase Walk and 2.) Force Barrier

Improving those two should be the focus. Something like 60meter range of phase walk and a short immunity to damage after executing it.
As for Force Barrier I really think it should be a short immobilized channel of 2sec of total immunity and after that another 5 seconds of immunity while being able to move and attack. The effect can become "weaker" in those 5 seconds if a total of 5 seconds immunity to damage and effects is to long....but it is absolutely a waste currently as a defensive because the enemy will just wait next to you while you are paralyzed channeling your barrier and once it end they attack you like nothing happened. So basically anything that improves Force Barrier within reason.

Edit: if this is indeed the new set bonus in 6.0 with overload etc, I'd rather just keep my old 5x one.
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Rion_Starkiller's Avatar


Rion_Starkiller
07.15.2019 , 03:35 PM | #65
The Force-Speed-Alacrity bonus is going to be pretty sweet for Lightning TK.

Overload will be for building Energize as a sort of pre-cast to get 3 charges before a fight. My only worry is that it's carried over and used randomly during combat in pvp and pve.

Who knows
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Quote: Originally Posted by EricMusco View Post
Lies have been corrected.

Alanbra's Avatar


Alanbra
07.16.2019 , 05:58 AM | #66
My initial thought on what's described is that my madness sorc would be willing to trade all the tacticals listed and the new volt rush for the ability to use force lighting while moving.

omaan's Avatar


omaan
07.20.2019 , 11:04 AM | #67
Lightning sorc needs no buff. It is tanky too much, even 3 dps can't easily kill one lightning sorc due to its defense buffs. it's dps is mediocore, if sorc breaks rotation it becomes badly in the end yet skilled sorcs can manage it. If you buff lightning sorc dps it will become overpowered since this class will both do big damage, have great defense and have two breakers (normal breaker + bubble)

JediMasterAlex's Avatar


JediMasterAlex
07.20.2019 , 11:24 AM | #68
Quote: Originally Posted by omaan View Post
Lightning sorc needs no buff. It is tanky too much, even 3 dps can't easily kill one lightning sorc due to its defense buffs. it's dps is mediocore, if sorc breaks rotation it becomes badly in the end yet skilled sorcs can manage it. If you buff lightning sorc dps it will become overpowered since this class will both do big damage, have great defense and have two breakers (normal breaker + bubble)
Lightning sorcs still aren't better than maras in any scenario. And the new stuff for maras is light years better than the stuff for sorcs, so this complaint is beyond useless.

ArreynGrey's Avatar


ArreynGrey
07.24.2019 , 11:50 AM | #69
Having read through about 20 pages of different forum posts on this subject, including all the official stuff and everyone's reactions, the conclusion I've reached is this: sorc is absolutely "play the way you want" now. You can EITHER be a utility player, where you use your knockback, your positioning moves, all the moves that augment your playing... OR you optimize your damage. You decide!

/s

In all seriousness, having read the aforementioned material, I'm about to hop onto the PTS myself (it just finished downloading). But my hopes aren't high at this point :/ compared to the changes for sin and warriors, the universal feedback on sorc has been.... meh? Underwhelmed but cautiously optimistic at best, laughing because otherwise I'll cry at worst. I've played swtor for four years, and have mained sorc (lightning and corruption, with slight dabbling in madness) that entire time. Based on my experience up until now, I'm having a hard time maintaining hope that our commentary will yield any real results, but here goes nothing. More than anything, this is a plea for the development team to listen to player feedback here and seriously rework the sorc set bonuses and tactical items before launching 6.0.

As it's been pretty universally acknowledged for the set bonuses:
- Energized Overload is at best a laughable meme (what, are we supposed to spam an ability with a CD prior to boss fights in PvE just for an extra Energized stack, which is unclear and contradictory because in other places you've talked about Energized like it applies to the target rather than you? Or in PvP, use Overload on CD and screw everyone else's AOE/DOT spead/CC/stun with random knockbacks everywhere because MUST OPTIMIZE ENERGIZED) just omg please no
- Gathering Storm -- Thanks for tying a defensive/repositioning move (Force Speed) still more into our rotation? It at least makes sense to tie it to the two instant cast Lightning Bolts, as we're then able to do more damage while repositioning. But that already created a disparity between "do I save this move for when I need to reposition, or use it now for more damage?" Please don't make that worse.
- Dark Consumption looks interesting, BUT... Dark Heal is not the move you want to use when you're low on Force. For a healer, this is dumb unless the healing done has been SERIOUSLY buffed, and even then, it encourages risky behavior (using a move with a heavy Force cost when you're potentially already low on Force)... Honestly, I can see myself utilizing this set bonus more as DPS, because depending on how much more healing is done, maybe I'll hit Consuming Darkness just to regen a little Force, get the Weary debuff, and then get a stronger Dark Heal off that also takes care of that Weary debuff? Was that the plan for this ability?
- Revitalize - for healers, a little tiny buff, yay? But I'd rather keep my current set bonus, it's SO much more useful. For lightning, a slight chance to get a tiny Resurgence tick on myself with Unnatural Pres, or encouragement to offheal other players? Either way... I'll take the set bonus I have right now over these updates any day. Completely underwhelmed here.

Everything I'm seeing about Volt Rush is that it's freaking terrible, so I'm not even going to touch that commentary until I go try it for myself. But I'm comfortable reiterating what others have said... please take another look at this ability, because it doesn't sound promising.

Tactical items... oh god there's so much, and I'm not going to touch on it all. Across the board, nothing stands out as good the way it is right now. There's nothing on this list that, in its current form, has me excited to play this new content.
- I'm hearing that Stormwatch is super fun but probably OP, okay great. We needed a damage buff so yay, but I already see people calling for it to get nerfed. And really, the only reason I'm commenting on this is that it's actually a damage buff coupled with actual damaging moves. As far as things to get excited about, that's setting the bar a little low... Also, please clarify, is this the next time the target is critically hit by anyone (as it seems currently written) or just by you?
- Dark Return in its current form is, again, laughable-- hey let's tie another defensive into damage! But I saw someone else say something that looked really cool, and I'd like to reiterate his good idea. Make this Dark Departure: returning to your phase walk point causes an explosion of damage around you as you LEAVE the area, damaging enemies around the point you're departing. Since Phase Walk is generally utilized (and intended, unless I'm terribly wrong) to get you out of a tight spot, like when you're getting piled on by melee, it makes sense that you'd want to do damage to THEM, not hope that someone is close enough to your Phase Walk destination that maybe you'll hit them-- or worse, turn this into a cluster-f**k where people are placing their Phase Walks on bosses/in high traffic areas in order to do more damage. While we're at it, make this ability extend your Phase Walk radius to 60m and maybe consider granting Shifting Silhouette also. Not trying to make this OP, but you said game-changing, and so far, all these things have been tiny nudges rather than anything meaningful.
- Preserve Self just looks like a terrible plan for lightning sorcs, as our Deionize debuff gives us DR. Please address whether using Unnatural Pres under the effects of the Preserve Self tactical item will cost us DR?

I don't mean to be universally "doom and gloom," and will be talking all this through with my guildies before coming back to post suggestions on how these abilities could be fixed, or giving suggestions for new abilities. But as it stands right now, this is primarily an entreaty that our feedback actually be taken into account. I know it's a lot, and reading complaints and criticism isn't anyone's favorite thing. But I'm speaking as a player/subscriber/guild master who's been here for years and who hopes to be here for years to come. I've played other MMOs-- I don't love them the way I love SWTOR. Every time I've left this game, I've come back before too long. This game feels like home, and I'm speaking from a place of wanting to see it continue indefinitely. I'm tired of reading game magazines writing eulogies about it, tired of seeing "game is dead" in gen chat-- please, let's work together to make this game patch one that shuts up the critics.

ArreynGrey's Avatar


ArreynGrey
07.24.2019 , 01:34 PM | #70
So I'm on the PTS now, have spent the past hour looking at all the new vendors, new gear, new bonuses... and I just don't know. I love that there are general tactical items, they honestly look better than any of the class-specific tactical items I've seen described so far. I'm loving the vendor for augments and kits, and am really hoping that's going to be something we get to keep, and not just something for the PTS. Same with the vendor for mods/armorings/enhancements. I hated relying on crafting for so much stuff, especially with the components needed for Grade 10 crafting coming from top tier operations... as a PvPer and head of a guild too small to field a full ops group at a NiM level... that really sucked.

BUT... but. None of these set bonuses are remotely appealing. None. As a lightning sorc, I'm most inclined to take one of the healing bonuses, because broad spectrum, the DPS set bonuses suck. Yeah, I could get two extra seconds of stun, and that's lovely for PvP... but how many gear sets am I going to have to carry here?? One for heals, one for PvE DPS, one for PvP DPS... I would trade every one of these set bonuses to keep the 236-258 ilevel set bonuses we have right now.