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Sages/Sorcs running rampant in WZs help BW?

STAR WARS: The Old Republic > English > PvP
Sages/Sorcs running rampant in WZs help BW?

tehrealdealz's Avatar

02.17.2012 , 06:08 PM | #1
If there's one thing ive learned about MMOS is that people will flock to the most OP classes in the game. That being said everyone and their grandma is rolling Sages and Sorcs and if you were one of the unlucky ones to NOT roll one, then you might as well do it now. Last night was doing some WZs for about an hour straight and one of two things happened. Either 1 the enemy team was filled with Sages or 2 the enemy team was filled with Sages and my team was filled with Sorcs. I mean its time to thin the herd a little BW and NERF THESE CLASSES pls. TY.

Narat's Avatar

02.17.2012 , 06:14 PM | #2
how about polish the consular class so they can have the same casting / animation abilities as sorceres first. Then look at the matching mechanics.
*Jedi Covenant*
Narat - Sage / Anasazi - Guardian
Icok - Commando / Jackalman - Shadow
Rodman - vanguard / Q'tesh - Gun Slinger

tehrealdealz's Avatar

02.17.2012 , 06:32 PM | #3
Quote: Originally Posted by Narat View Post
how about polish the consular class so they can have the same casting / animation abilities as sorceres first. Then look at the matching mechanics.
what does that have to do with nerfing sorcs/sages??

Rehtiz's Avatar

02.17.2012 , 06:37 PM | #4
Quote: Originally Posted by tehrealdealz View Post
what does that have to do with nerfing sorcs/sages??
to make sure they are nerfed equally?
If you have to use insults to win an argument, you have lost the argument already.

PalawaJoko's Avatar

02.17.2012 , 06:38 PM | #5
Here's what you do:

1) Roll a Jedi Knight/ Sith Warrior
2) Learn to play one
3) ????????????????????????????????????????
4) Dead sorcs.
"You can run, but you'll only die tired."

Raideag's Avatar

02.17.2012 , 06:41 PM | #6
From what I can tell they will be nerfing them in March according to the latest Q&A today. Specifically their Area-of-Effect healing for both clasess.


RuQu: Can you provide some details on Healer class design philosophy? Commando/Scoundrel AoE does not scale with group size due to player caps. Are they not intended to fill the raid-healer role? Scoundrels can be highly efficient, but have no tools for doing a short burst of healing.

In short, what is the design intention for each of the healers, and is it intended for them to be balanced so that any possible combination is competitive in Operations, or is a certain mix expected?

Georg Zoeller: Our stance is that all full healer specs should be viable for all type of content, which is the case, even for 16 man Operations. Our own players have no issues clearing any of the content in the game, on all difficulty levels, with any healer spec. Data from the Live game shows Operations, at all sizes, being successfully run with Commando and Scoundrel healers. It is expected for certain Operations bosses to create challenges for different healer archetypes (e.g. due to mobility requirements), but overall, every healer archetype is capable of successfully healing through any Operations and Flashpoint content in the game (currently and in the future).

With regards to your question about Commando/Scoundrel Area of Effect healing not scaling to group size, please understand that no heal, on any class, scales with group size. The most powerful Area of Effect heals in the game (Salvation/Revivification) affects up to 8 players, but does not scale with group size. These abilities are very costly, have an activation time requirement and require the targets to stand in a localized area for ten seconds to receive the full benefit. We plan on improving the overall Area of Effect healing performance of the Mercenary/Commando in the next major Game Update (1.2) by increasing the number of targets affected by Kolto Missile/Kolto Bomb.

As for Scoundrels having no tools for short burst healing, we donít agree with that assessment. A scoundrel, for example, is capable of producing rather significant burst healing output by using Upper Hand gained from Underworld Medicine or Kolto Injection to trigger an instant Emergency Medpack or Surgical probe when needed. That said, we certainly think thereís room for improvements (and our upcoming Game Update 1.2 has a sizeable chunk of such improvements). For example, we are shifting the healing created by the Kolto Cloud ability to be front loaded in 1.2 to allow it to act as an emergency Area of Effect healing tool.

Finally, the perception of a specific class being not desirable can also be affected by the desirability of other classes. For example, Sage/Inquisitor healers are currently able to exceed our intended healing performance at times by affecting multiple heals with the same Conveyance/Force Bending buff. Game Update 1.2 will remove the ability to do so.
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Shredbull's Avatar

02.17.2012 , 06:43 PM | #7
tehrealdealz you have made multiple '"nerf sorcerer/sage'" threads.

Just give up buddy. Don't you have a life?

DirtyDiggler's Avatar

02.17.2012 , 06:44 PM | #8
prolly because everyone wants to play a sith or jedi in a star wars games and the socs/sages are easier to play.

The game does not have that many classes anyways so its to be expected....

Nisha's Avatar

02.17.2012 , 06:45 PM | #9
Because you see to many people playing with sorc that means they have to be nerf?.

This is starwars ok? people like being a sith, and people like lightsaber,the dark side, the force and this things,the real problem here is why the other classes are no so cool than sorcers.

Shredbull's Avatar

02.17.2012 , 06:47 PM | #10
Go to tehrealdealz profile, select threads started, and see what this little troll does.

3 threads in a row about how an angry kid wants sages/sorcerers nerfed because he got owned a few times in PvP with no real evidence providing the class is OP at all.