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Corruption 1.4


piethief

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I'm quite surprised that we didn't get a reset, as there are some significant changes to our tree. How has everybody been dealing with this?

 

Fadeout and Dark Resilience seem unmissable now, for PvP at least, and Force Surge seems skippable.

 

Skill Tree

 

Sith Purity has fallen by the wayside, but I found myself only using it sparingly anyway.

 

How have others been dealing with the change?

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I'm quite surprised that we didn't get a reset, as there are some significant changes to our tree. How has everybody been dealing with this?

 

Well, I just 'payed' 0 credits, that is about it. :)

 

How have others been dealing with the change?

 

I am pretty much happy when it comes to healing changes. It is a buff and my instant heal can crit 6k+ in PvP.

Need to get used on my new overload, tho.:o

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I re-specced post-1.4, as the changes are good (for me at least).

 

I'm now using this set up, and I have to say it's going amazingly well for me in comparison to a pure-spec from any of the 3.

 

Healing I had low damage, not enough self-heal to survive a confrontation. Low Force regen abilities. Very limited.

Lightning I had to stand still way too long. Too long activation times led to moderate damage output, and very low healing.

Madness was my favoured one. High damage output, lots of maneuverability, moderate healing available. High Force regen also.

 

Switching to the new Hybrid build I have up there^ has made me generate high damage and moderate healing, with endless Force power thanks to the Madness/Sith Efficacy combination.

 

2 insta-cast heals, Innvervate, Static Barrier, Overload, Electrocute, Whirlwind, Force Slow, Force Speed (which removes, and provides immunity to CC effects for the duration) and endless Force Lightning/Force Regen = a ***** of a challenge to catch and kill.

 

Also made me more durable in fights, less focused, and way more of a challenge for enemies to kill. Most of the time I either out-last them, or they run away and choose another target.

 

Do have to say I'm enjoying most of the changes in 1.4 (especially the new Fadeout effect, giving Force Speed CC ummunity).

Edited by Harsisus
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I'm quite surprised that we didn't get a reset, as there are some significant changes to our tree. How has everybody been dealing with this?

 

Fadeout and Dark Resilience seem unmissable now, for PvP at least, and Force Surge seems skippable.

 

Skill Tree

 

Sith Purity has fallen by the wayside, but I found myself only using it sparingly anyway.

 

How have others been dealing with the change?

 

You talk about Fadeout and Dark Resilience in regards to PvP. You don't specify whether you want advice on a pvp or pve spec though.

 

If indeed you want advice on a pvp spec, you would never drop sith purity ever. You should never spec 31 pts into corruption. You should really just hit up a sticky or do some searching as you are basically playing a pve spec in pvp. You need a lot of help with your spec and how to play it properly.

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I re-specced post-1.4, as the changes are good (for me at least).

 

I'm now using this set up, and I have to say it's going amazingly well for me in comparison to a pure-spec from any of the 3.

 

Do have to say I'm enjoying most of the changes in 1.4 (especially the new Fadeout effect, giving Force Speed CC ummunity).

 

I have a few friends with a similar setup to you, and it must be more fun to play, but I personally think you make too many sacrifices to get there. It's no exaggeration to say that revivification usually provides 50% of my healing in a WZ. It's excellent for use when you're casting consumption too. Similarly, losing those 7 points in Lightning is quite a sacrifice - 20% less effective bubble, and losing the 9% force reduction cost of healing (although the part I snipped from your quote, explains that your hardly need that with madness). They’re some rather painful concessions.

 

I do completely agree that 1.4 has been great for us though. I initially groaned when I saw the knockback change, but even that has turned into a bonus. Now it's instant, it's far more controllable. But mostly, like you say, Fadeout is incredible. What a difference. Melee classes are suddenly far less potent against us.

 

You talk about Fadeout and Dark Resilience in regards to PvP. You don't specify whether you want advice on a pvp or pve spec though.

 

If indeed you want advice on a pvp spec, you would never drop sith purity ever. You should never spec 31 pts into corruption. You should really just hit up a sticky or do some searching as you are basically playing a pve spec in pvp. You need a lot of help with your spec and how to play it properly.

 

I do realise that there's a trend for every single advanced PvP healer spec, to move away from getting your AOE at the top of the tree in favour of damage trees. I've always taken the opinion, however, that we aren't built for solo action in WZs. Our biggest responsibility is to keep our specialised dmg dealing friends alive, who will be much more effective at dealing damage than our handicapped hybrid could ever be. Our biggest contributor towards a damage score is in the maintenance of our team mate’s output, not in directly pitching in ourselves.

 

Clearly this overly simplifies the situation – contributing to a spike in Alderaan to clear a node before the respawn, and similarly in Voidstar, is massively important; but I’ve always believed there are more situations that benefit from a full heal spec, than don’t.

 

Finally, your point on sith purity is well made, but just brings up the problem, where do you get the point from to afford it? I completely agree it’s needed, but, in case you haven't followed the changes (which aren't yet updated in the skill tree I linked) fadeout now removes all movement impairing effects when force sprint is activated, and force sprint is, of course, now on a much shorter cooldown.

Edited by piethief
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I have a few friends with a similar setup to you, and it must be more fun to play, but I personally think you make too many sacrifices to get there. It's no exaggeration to say that revivification usually provides 50% of my healing in a WZ. It's excellent for use when you're casting consumption too. Similarly, losing those 7 points in Lightning is quite a sacrifice - 20% less effective bubble, and losing the 9% force reduction cost of healing (although the part I snipped from your quote, explains that your hardly need that with madness). They’re some rather painful concessions.

 

I do completely agree that 1.4 has been great for us though. I initially groaned when I saw the knockback change, but even that has turned into a bonus. Now it's instant, it's far more controllable. But mostly, like you say, Fadeout is incredible. What a difference. Melee classes are suddenly far less potent against us.

 

 

 

I do realise that there's a trend for every single advanced PvP healer spec, to move away from getting your AOE at the top of the tree in favour of damage trees. I've always taken the opinion, however, that we aren't built for solo action in WZs. Our biggest responsibility is to keep our specialised dmg dealing friends alive, who will be much more effective at dealing damage than our handicapped hybrid could ever be. Our biggest contributor towards a damage score is in the maintenance of our team mate’s output, not in directly pitching in ourselves.

 

Clearly this overly simplifies the situation – contributing to a spike in Alderaan to clear a node before the respawn, and similarly in Voidstar, is massively important; but I’ve always believed there are more situations that benefit from a full heal spec, than don’t.

 

Finally, your point on sith purity is well made, but just brings up the problem, where do you get the point from to afford it? I completely agree it’s needed, but, in case you haven't followed the changes (which aren't yet updated in the skill tree I linked) fadeout now removes all movement impairing effects when force sprint is activated, and force sprint is, of course, now on a much shorter cooldown.

 

That was a well thought out post. To answer your very last question first, I drop both points from Haunting Presence. This lets me take Sith Purity, and place a point in Life Surge. I would recommend you do this as you get a lot of bang for each of those points spent in this way. You can afford to do this because Haunting Presence's 2% healing over an entire game is measly. Do the math and see for yourself. That is the best way to test things.

 

You should be using Purge basically on cooldown. You said you found yourself barely using it. Whenever you or a team mate is being targeted undoubtedly there are things you can Purge off yourself or others. So do this a lot.

 

As far as not going 31 pts into Corruption goes, Revivification is extremely situational and takes time to cast. It is sort of a no-brainer at this point. You take the last 6-7 points in the Corruption tree and instead place them into the Lightning tree (with all your other points) where you gain the best survival tools available, period. I won't bother to list all of the talents and how great they are. Surely you can handle that but if you need clarification just ask.

 

Also it does not make sense to put points into the madness tree as you just gain more dps.

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That was a well thought out post. To answer your very last question first, I drop both points from Haunting Presence. This lets me take Sith Purity, and place a point in Life Surge. I would recommend you do this as you get a lot of bang for each of those points spent in this way. You can afford to do this because Haunting Presence's 2% healing over an entire game is measly. Do the math and see for yourself. That is the best way to test things.

 

You should be using Purge basically on cooldown. You said you found yourself barely using it. Whenever you or a team mate is being targeted undoubtedly there are things you can Purge off yourself or others. So do this a lot.

 

As far as not going 31 pts into Corruption goes, Revivification is extremely situational and takes time to cast. It is sort of a no-brainer at this point. You take the last 6-7 points in the Corruption tree and instead place them into the Lightning tree (with all your other points) where you gain the best survival tools available, period. I won't bother to list all of the talents and how great they are. Surely you can handle that but if you need clarification just ask.

 

Also it does not make sense to put points into the madness tree as you just gain more dps.

 

Ahh now we're getting to it. That's exactly the feedback I was after. Thanks.

 

Your point on Haunting Presence is excellent, and I'm sure I'll work that into my template. Now you mention it, I'm trying to work out why the hell I had reservations about losing such a small healing bonus, for 2 whole skill points. Crazy.

 

On to your Purge on CD point, timewise I just think there's better things to use my GCD on. DoTs are so ineffective nowadays, that I feel it's easier to out-heal them, than cleanse them. I can either pull a 5k heal taking 2.5 secs, or a cleanse that will waste a GCD and stop a DoT that will probably only do about 2-4k damage over an awfully long time. Another over-simplification I know as sometimes there are multiple DoTs, but still I think the point is mostly valid. The effort it takes to monitor those around you and the DoTs on them just led me to a place where I would only bother cleansing myself and my tank. I've only really cleansed DoTs to get rid of movement impairing effects; something I certainly need to improve on.

 

Lastly onto your hybrid built. Building further into lightning to gain utility, rather than the dmg of the madness hybrid that another has posted on this page, is certainly the way I would go if I did decide to hybrid. The PvP role I play, as I explained above, is more about filling a support role, but that must include supporting objective play as well as healing your team mates. The utility those points in Lightning give are incredible and would certainly hugely help in supporting objective play... but I still don't think it worth ditching revivification for.

 

You describe revivification as extremely situational, which it is, but I think a good healer can overcome that. Revivification offers a stabilising heal, that you can then build upon with the rest of your arsenal. Its best attribute is that it helps keeps the peripheral members of your team alive, whilst you triage heal yourself, your tank and the other healer. With revivification, I would just have to let them die unaided.

 

If I might simplify just once more, it's basically revivification vs electric bindings, and I would personally prefer the AOE heal.

Edited by piethief
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I guess with an aoe heal to cast it is harder to fit in Purges. But a lot of certain A/C's damage comes from dots that can be Purged.

 

I encourage people to play how they want. If you like that playstyle more power to you. Just know you are gimping your survival tremendously. My motto is, you can't heal if you're dead. And if any one A/C takes the most damage, and gets targeted the most, it is us sorcerers. It is your job to avoid damage like a fiend, because just one smash could be your life. Without a 5s aoe root and a 3s aoe stun every 17-20s, your ability to stop damage before it happens is minimized greatly. Your aoe heal certainly doesn't help you out when you have 2-3 dps ripping into you. You need tools to get away and stop damage from happening.

 

At least try my way and see how it goes. When you are pressured hard, you will see the benefits.

Edited by Hairyzac
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A full corruption Sorcerer should use two pieces from the PVE set with WH mods/enhancements.

 

Firstly expertise is less influential on healing as you know, so you can suffer a small drop in expertise (especially given it's diminishing returns in full WH).

 

So take the extra willpower (better than power for healers) and endurance (for survivability) from the PVE set pieces, and get the 2/5 bonus to reduce innervate's casting time. I may even recommend a WH relic with defense on it, in addition to an augmented matrix cube.

 

Lastly I think surge should be capped out for a healer-specced Sorc for the high percentage of crits an innervate yields after a resurgence. Whether full corruption or hybrid-with-heals Innvervate is basically your bread and butter.

 

Sorc healers benefited most from 1.4 to be sure. I am finding them much more difficult to kill, particularly if there are two giving each other reach-arounds. Myself I'll still be madness because I like having fun.

 

Addendum: Spec into your purge and use it. There's no reason to spend two points on reducing consumption and buffing the self-heal. Your bonus healing should be high enough to make the new self-heal jib good enough already. Purge is necessary in pvp and it's also a nice instant self-heal to boot.

Edited by Dioforce
actually making post relevent
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  • 2 weeks later...
A full corruption Sorcerer should use two pieces from the PVE set with WH mods/enhancements.

 

Firstly expertise is less influential on healing as you know, so you can suffer a small drop in expertise (especially given it's diminishing returns in full WH).

 

So take the extra willpower (better than power for healers) and endurance (for survivability) from the PVE set pieces, and get the 2/5 bonus to reduce innervate's casting time. I may even recommend a WH relic with defense on it, in addition to an augmented matrix cube.

 

Lastly I think surge should be capped out for a healer-specced Sorc for the high percentage of crits an innervate yields after a resurgence. Whether full corruption or hybrid-with-heals Innvervate is basically your bread and butter.

 

Sorc healers benefited most from 1.4 to be sure. I am finding them much more difficult to kill, particularly if there are two giving each other reach-arounds. Myself I'll still be madness because I like having fun.

 

Addendum: Spec into your purge and use it. There's no reason to spend two points on reducing consumption and buffing the self-heal. Your bonus healing should be high enough to make the new self-heal jib good enough already. Purge is necessary in pvp and it's also a nice instant self-heal to boot.

 

I was considering something like this mostly for survivability (I spam purge on CD :p) and some crowd control, padded by a little more range for lightning to keep up the force regen, and that 2 seconds extra lockout for those heals that really are important that they need be stopped. Perhaps I can take the 2 points out of madness (will of the sith) and put them else where but I couldn't see anything extremely important.

 

But I agree with the PvE armor mods, I do the same for 2/4 PvP and 2/4 PvE.

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I re-specced post-1.4, as the changes are good (for me at least).

 

I'm now using this set up, and I have to say it's going amazingly well for me in comparison to a pure-spec from any of the 3.

 

Healing I had low damage, not enough self-heal to survive a confrontation. Low Force regen abilities. Very limited.

Lightning I had to stand still way too long. Too long activation times led to moderate damage output, and very low healing.

Madness was my favoured one. High damage output, lots of maneuverability, moderate healing available. High Force regen also.

 

Switching to the new Hybrid build I have up there^ has made me generate high damage and moderate healing, with endless Force power thanks to the Madness/Sith Efficacy combination.

 

2 insta-cast heals, Innvervate, Static Barrier, Overload, Electrocute, Whirlwind, Force Slow, Force Speed (which removes, and provides immunity to CC effects for the duration) and endless Force Lightning/Force Regen = a ***** of a challenge to catch and kill.

 

Also made me more durable in fights, less focused, and way more of a challenge for enemies to kill. Most of the time I either out-last them, or they run away and choose another target.

 

Do have to say I'm enjoying most of the changes in 1.4 (especially the new Fadeout effect, giving Force Speed CC ummunity).

 

ok im really not trying to be a jerk, but imho, that spec is horrid :/ you didnt get dark mending? or reserves? or dark resilience? or sith purity? if you arnt using sith purity all the damn time, then you should learn to! so manythings can be purged to prevent damage! it is a healing MUST! mara bleeds, sorc dots, slows, some roots, mind maze or anything else of the sort can all be purged by a healing sorc! if you dont use your purge in general imho you are just bad

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