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My very long solution to fixing seer sages/corruption sorcerers


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Some of the main problems that sages/sorcs face not only in PVP, but also in PVE, are poor force management, long-time casts, survivability, and our AoE heal (salvation/revivification). This post explains my solutions in fixing these problems.

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Poor force management

A few months ago, the sage top 3 answers were questioned, and in response to the second question, Eric asked about removing the health cost of using noble sacrifice/consumption. In my opinion, this would make sage/sorc force management too easy, so I have another solution instead - remove noble sacrifice's force degeneration effect. This won't make managing force for the sage/sorc too easy, but will eliminate the use of noble sacrifice/consumption with resplendence/force surge, thereby allowing the sage/sorc to use the resplendence/force surge charges for a faster salvation/revivification or a faster cast time for deliverance/dark infusion (explained later).

Another problem that relates to the sage/sorc poor force management is the use of benevolence/dark heal. This short heal costs 70 force (66 when specced). The large force cost presents many problems with using this ability. My solution is to firstly grant two charges of conveyance/force bending when using rejuvenate/resurgence. Next, in addition to granting a 60% crit chance for the next benevolence/dark heal used, one charge of conveyance/force bending should also lower the force cost of the next benevolence/dark heal by 50%, making the next benevolence/dark heal cost 33 force instead of 65. This will allow the sage/sorc to use one charge for a lower force cost of salvation/revivification or 25% crit chance for healing trance/innervate, and the other charge for a buffed benevolence/dark heal with crit chance + lower cost, making the ability more appealing. Lastly, the force cost of deliverance/dark infusion should be reduced by 50% instead of 30% with the use of one charge of conveyance/force bending, so the ability does not look inferior to dark heal when sages/sorcs are given two charges of conveyance/force bending to use.

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Long-time casts

Another problem with the seer/corruption sage/sorcerers is long time-casts, which ultimately shuts down the class in PVP. As mentioned, the removal of noble sacrifice/consumption with resplendence/force surge will allow the sage/sorc to use the charges for a faster cast time for salvation/revivification. IN ADDITION, resplendence/force surge charges should grant another effect - each use of a charge grants a lower cast time of deliverance/dark infusion by 1 second. This means that deliverance/dark infusion now takes 1.5 seconds to cast with the use of one charge of a resplendence/force surge, and ultimately reduces the cast time of the sage/sorcs longest casted ability.

Furthermore, mental alacrity's/polarity shift's cooldown should be 90s instead of 120s, and replacing the sage's/sorc's now-useless ability amnesty/reverse corruption at the top of the seer/corruption tree should be an ability similar to the scoundrel's/operative's scramble/evasive imperatives - 'Every time you get attacked, the active cooldown of your mental alacrity/polarity shift is reduced by 3 seconds. This effect can not occur more than once every 1.5 seconds.' Both of these changes will grant interrupt immunity for the sage/sorc more often, hence removing the ever-so-common problem of our long-time casts being shut down in PVP.

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Survivability

A huge problem with the seer/corruption sage/sorc, especially in ranked arenas, is survivability. While some of the problems with sage/sorc survivability is out of the sage/sorc class control (armor rating, TTK, etc), there are some things that can be done to improve the sage/sorc survivability. Firstly, force wake/electric bindings should be a baseline talent for the telekinetics/lightning tree. In PVP, there are a large number of melee enemies who attack the squishiest class in the game as a first choice. While our knockback does knock the enemies away for a second, they can simply leap (knight/warrior), sprint (shadow/assassin), or hold the line/hydraulic overrides (vanguard/PT) back to our position in a second. A root would greatly improve our survivability as it would help us quickly get away from our enemies to a safe position, without them stopping us in the way. Furthermore, egress/fadeout, in addition to its previous effects, should also grant the sage/sorc immunity to leaps/stuns while force speed is being used. In PVP, force speed is easily shut down with the enemy using a stun or leap. To prevent force speed, ultimately our best survivability tool, from being shut down, stun and leap immunity should be granted when specced into egress.

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AoE heal (salvation/revivification)

Another problem in PvP is our AoE heal. Many people believe that our AoE heal is completely inferior to the scoundrel/operative AoE heal, as their AoE heal follows those affected wherever they go. When an ally leaves the circle, they lose the HoT given by salvation/revivification. A good solution to this is grant those who leave the circle a 50% HoT (50% of what they would get if they stood in the circle). This would make our AoE heal more useful in arenas, as those who leave the circle will now receive a small HoT, which is better than receiving no HoT at all, and this will also increase our HPS in both 8v8 warzones and warzone arenas.

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Would these solutions fix the sage's/sorcerer's growing problems in PVP? Maybe. But they definitely will contribute to a much greater spec that is not inferior to the scoundrel's/operative's and commando's/mercenary's healing specs in PvP.

Let me know what you think, and please suggest any other alternatives/solutions for the seer/corruption spec in PVP.

Thank you.

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That is a very long solution. I got a smaller one, but it is nice:

 

1. Make the set bonus worth it. The current PvP set bonus is 2-piece, reduced duration of the lockout for force armor, and the 4-piece is a 3% self heal on noble sacrifice.

I'd make the talent Preservation have twice the effect on the Force Armor lockout, and change the 2-piece PvP bonus to the same as the 2-piece PvE bonus, but code it so 2 bonus's of the same effect dont stack

 

After that, make the PvP 4-piece bonus give a 9% self heal over 1 second after using noble sacrifice, giving all the health back after 1 second.

 

That solves the Noble Sacrifice conundrum, but what about the lack of mobility and the high force cost?

Its simple. The Scoundrel and the Commando already have a free self heal in Diagnostic Scan/Combat Support Cell, and benevolence is supposed to be the quick self heal.

 

2. Adjust benevolence to be free, and instant cast, but reduce its healing output so its only as strong as your bonus healing.

In addition to that, crits from Benevolence should be added into the talent "Resplendence", allowing an alternative method to getting stacks of Resplendence for Noble Sacrifice or for Salvation

This increasing your healing output on the move, and also increases uptime for Instant Salvation or for Noble Sacrifice without the force sacrifice. And with the set bonus being a 100% refund for health lost from noble sacrifice as a healer, its also a nice boost to force management.

 

3. Finally, Force Mend + Noble Sacrifice should be taken off the GCD (though noble sacrifice should be given a 1 second cooldown to prevent yourself from accidentally spamming it)

Edited by TACeMossie
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