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Madness / Balance Set Bonuses and Tactical Items

STAR WARS: The Old Republic > English > Classes > Sage / Sorcerer
Madness / Balance Set Bonuses and Tactical Items
First BioWare Post First BioWare Post

Delani's Avatar

05.27.2019 , 01:44 AM | #31
What if Sorcerers could use a projection kind of ability that allows them to summon something or someone and makes them attack an enemy. The projection does low damage but because of its existence, it causes confusion to the oponent.

Delani's Avatar

05.30.2019 , 05:04 PM | #32
Force leech stuns the enemies for 2 seconds
Deathfield stuns/root the enemies for 2 second
Cloud mind creates 3 other copies of yourself (cloning)
unnatural preservation resets the cd of phasewalk
unnatural preservation is now an instant heal to full ability
Force lightning now stacks dmg, so whenever you consecutively use it, it will do more dmg and caps at 3 times in a row
Lightning stike is now an aoe ability
Force lightning stuns all abilities within the diameter and but does no dmg
Static barrier is now force wall, that displays a force wall that enemies must attack or wait out the duration in order to deplete its affects. It works similar to Fortnites wall ability which creates seperation from an enemy
dark heal is now an instant cast abilitiy
overload now works as a 360 aoe knockback and increases its knockback push to 30 meters
Overload knocks enemies down (PVP)
Overload works as an aoe stun
Overload lifts the enemies up, does some dmg, then pushed them back
Using force storm makes you immune to all incoming dmg
Polarity shift allows you to clone yourself
Force slow is now force push
Force speed is now a projectile ability that allows the player to create 3 copies of him/herself
Force speed makes you immune to all damage
Force speed increaed to 200% speed and makes you immune/resist all dmg/stuns/movement impairment abilities

Fennriir's Avatar

05.30.2019 , 05:14 PM | #33
A Tactical item that makes Chain Lightning spread Affliction to all targets hit if at least one of those targets is affected.

Delani's Avatar

05.30.2019 , 05:42 PM | #34
Jump is now force glide, which allows the sorcerers/sage to glide in the air up to 10 meters instead of just jumping

sharkfishman's Avatar

06.01.2019 , 10:11 PM | #35
Discipline: Madness Sorc

Tactical Item:

Allows crushing darkness, creeping terror and affliction to be applied to a single target within range, even if target is not within line-of-sight. The damage of these abilities is reduced by 50-60% and their CD increased by 10-20%. Each time death field is used to refresh or spread the DoTs, their potency increases by 10-25%.

Explanation: This allows a madness sorc to play as a kind of hidden sorcerer. They would apply DoTs from behind pillars, in hard-to-reach corners, etc., causing far less burst damage but incredible sustained damage over time due to the difficulty for the enemy of finding their hiding spot. Of course, in order to refresh DoTs, spread DoTs and perform other damaging moves, they would have to emerge.
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Delani's Avatar

06.05.2019 , 03:05 PM | #36
I know that sorcerers are going to be on the PTS soon so this thread will not matter but, madness sorc is one of those classes where speed/agility should matter. Sorces now have PW and force speed but thats it, they need an ability or a set bonus that allows them to escape their enemies on a consistent level. Anything that you guys offer in regards to that will aid sorcerers in survival and make the class better overall.

Some examples
Vortex pull (that the Walker has in the first mission of Knight of the Fallen Emperor)
A dash ability where the player turns into mist/fog and appears 10-20 meters from the original place they were initially standing
More knock backs and roots
Abilitiy to make compies of yourself so that enemies now have to figure our which one is the real you
A force ability that spawns a wall or something similar that protects the player from dmg and other player proximity
An ability where the player can spawn friendly allies that are npcs and attack other players
Anything creative that will allow sorcerers to fend/flee from melee.

EmperorRus's Avatar

06.07.2019 , 05:17 AM | #37
Force Leech tactical. Targets affected by Force Leech are slowed by 30% and their alacrity rating reduced by 150%. 6 s.
#MakeSorcsGreatAgain #RemoveOperatives

Equeliber's Avatar

06.07.2019 , 07:25 AM | #38
Quote: Originally Posted by EmperorRus View Post
Force Leech tactical. Targets affected by Force Leech are slowed by 30% and their alacrity rating reduced by 150%. 6 s.
You know, this is actually a cool idea, to have a debuff that can slow down the cast times/GCD.

Delani's Avatar

06.08.2019 , 12:45 PM | #39
Force bubble/barrier grants stun, grapple, and immobilizing resistance

EmperorRus's Avatar

06.20.2019 , 04:36 AM | #40
Tactical item:

Creeping Terror reduces the target's movement speed by 20%. In addition, increase Creeping Terror and Affliction critical damage by 50%, but only one Creeping Terror can be active at a time(so Death field spreads only one DoT - Affliction)
#MakeSorcsGreatAgain #RemoveOperatives