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Defensive Cooldown for Sorcerer/Sage


Monterone

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DPS sorcerers especially could use a survivability boost, I think most would agree. This could be introduced via a talent in a dps tree, probably low in Madness/Balance. Personally, I'd add it to Corrupted Flesh and move it lower in the tree.

 

- Unnatural Preservation gives 6 seconds of 25% damage reduction.

- Use of Recklessness resets the cooldown of Unnatural Preservation.

 

This means that sorcs could have 6 seconds of a simple cooldown, every 30 seconds. It also means they could chain that into a 12 second cooldown every 1.5 minutes.

 

I imagine the Stalker set might become more helpful to all sorcs with this update, although it is already more helpful for Madness sorcs.

 

Thoughts?

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Funny that nobody posted on this. Serious posts always seem to get ignored on these forums. DPS sorcs do need a defensive cooldown or at least a way to maintain their mobility.

 

Your ideas aren't bad and are pretty reasonable honestly. Personally I would prefer and actual ability to use for the damage reduction and separate talents in the trees to reduce our damage (like 30% aoe damage reduction) but thats just me.

 

Hope your post gets some more attention, Bump

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DPS sorcerers especially could use a survivability boost, I think most would agree. This could be introduced via a talent in a dps tree, probably low in Madness/Balance. Personally, I'd add it to Corrupted Flesh and move it lower in the tree.

 

- Unnatural Preservation gives 6 seconds of 25% damage reduction.

- Use of Recklessness resets the cooldown of Unnatural Preservation.

 

This means that sorcs could have 6 seconds of a simple cooldown, every 30 seconds. It also means they could chain that into a 12 second cooldown every 1.5 minutes.

 

I imagine the Stalker set might become more helpful to all sorcs with this update, although it is already more helpful for Madness sorcs.

 

Thoughts?

 

Frankly it's too good to become true imo :) Oh how i wish any sorc buff comes true, although i'm not complaining about current sorc survivability.

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sorcs need a new ability... which does dmg to its target...

 

that would be a start

 

You're doing it wrong. I can top the warzones constantly on my sage or sorc..... You just don't know how to play the class.

 

Sage/Sorc have so many spec variations they can run in pvp and in PVE they're monsters in the hybrid spec.

 

I think sage/sorc are fine where they are however I think the bubble pop needs to be nerfed, and smash jugs/guards.

 

If you learn how to play the class properly you'll be fine. :)

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You're doing it wrong. I can top the warzones constantly on my sage or sorc..... You just don't know how to play the class.

 

Sage/Sorc have so many spec variations they can run in pvp and in PVE they're monsters in the hybrid spec.

 

I think sage/sorc are fine where they are however I think the bubble pop needs to be nerfed, and smash jugs/guards.

 

If you learn how to play the class properly you'll be fine. :)

 

Yeah I know enough sorcs to know that damage is not really the issue. I know sorcs can use something but mine is at such a low level my experience is limited and really cannot comment on to what that would be.

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The Unnatural Preservation with 25% damage reduction is a good idea. With that sorcs can counter the smash/ force weep used after force choke. I'm usually never in favor of buffing sorcs or nerfing other classes because i know that this class is already better than most, but its the hardest to play and most aren't very good, so they'll complain on the forums that we need more dps and smashers don't, but damage isn't the problem.The problem is sorcs are targeted more than any other class by a lot. At the end of every game i'll out damage smashers easily, but I'll take at least over 100k damage than everyone else. The problem is Smasher are so concerned with chasing sorcs all over so they can get a 7k hit bc they know sorcs wear light armor. I can give a smasher the slip with force speed, stuns and roots but there is never just one smasher on a sorc. A 6 second damage reduction would make this class fair and would balance out the damage taken amoungst dps in a wz because smashers won't want to target them. And when this happens you'll see that good sorcs will out damge any sniper or marauder because now they can stay alive just as long as them.
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I will always say the same thing every time someone uses their own success as commentary on class balance:

 

Balance is a function of mean and median capability, not of the outlier.

 

Sage/Sorc have so many spec variations they can run in pvp and in PVE they're monsters in the hybrid spec.

Monsters in hybrid spec?

 

If you mean they are CC specialists whose primary utility is in grinding the mDPS game to a halt, then sure. Otherwise, no.

 

Sorcerers/Sages do not produce a level of damage comparable to the vulnerabilities they suffer in survivability.

 

Either Survivability or Damage need to be boosted.

 

And there is a gaping hole in the middle of the Skill-Screen for PVP Sorcs known as "Lightning," that needs some attention.

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Considering how mobile Marauders are why don't we remove their defensive cool downs?

 

They should be fine so long as they don't face tank either, just hit and run like a Madness Sorc...

 

1 gap closer on a 15 second cool down? Totes mobile.

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Sorcs can instant root and run away..

Sorcs can bubble yourself (if specced stuns the target)

Sorcs has 8sec mezz

Sorcs has 4sec stun

Sorcs has slow

Sorcs has force speed

Sorcs has slow on force lightining

Sorcs has instant self heal

Sorcs has knockback (if specced 5sec root)

 

Really, I think you need L2P because a good sorc can kill a melee with no problem.

Edited by NogueiraA
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Sorcs can instant root and run away..

Sorcs can bubble yourself.

Sorcs has 8sec mezz

Sorcs has 4sec stun

Sorcs has slow

Sorcs has force speed

Sorcs has slow on force lightining

Sorcs has instant self heal

 

Really, I think you need L2P because a good sorc can kill a melee just using these tricks.

A good sorc can beat a melee, but like i said earlier, there is never just one smasher on a sorc. Ive had games where 3 sentinels and 1 gunslinger would leave their targets and focus me. Even if it meant leaving the door in a voidstar they chased me everywhere for as long as it took.

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A good sorc can beat a melee, but like i said earlier, there is never just one smasher on a sorc. Ive had games where 3 sentinels and 1 gunslinger would leave their targets and focus me. Even if it meant leaving the door in a voidstar they chased me everywhere for as long as it took.

 

oh so the class should be balanced around sorc/sage vs 2+ encounters. I see.

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oh so the class should be balanced around sorc/sage vs 2+ encounters. I see.

 

I'm not saying that. Sorcs are the only class to run into these situations bc they have light armor and take the biggest hits. It's the appeal of hitting sorcs so ppl can get big hits. Also marauders shouldn't be complaining on this page bc you guys have everything.

Edited by SEANeD
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Better post in another thread discussing wished changes for 1.7. Still my 2 cents.

 

A few things to help the survivability of dps sages are:

1. Remove the bubble stun and take it back to mezz. Please if it is not too much to ask for move it in tier 1 balance? Thanks.

2. Knockback to have a bigger knockback distance. A smasher is still in a position after the knockback to scream/dispatch.

3. Knockback roots target for x seconds.

4. Egress on force speed by default (sages only).

5. An instant/basic attack to give a fighting chance against powertechs who at 15m blast you to pieces.

 

I am aware some of these are skills in tk tree. So give them by default to all and add new skills that fix the tk tree so it is a perfectly viable option for competitive games.

 

New ability? Force jumb yoda/palpatine style as shown in their duel: Either a) Jumps 20-30m away from current position (if that's ok please?:p) or b) jumps back to your initial position if you are pulled/harpooned. Without the bubble stun which totally takes the fun away there must be some counter-mechanism to gang-attacks, especially for the weakest armor class and even more when other classes have such abilities in terms of stealth. Together with a rooted/longer knockback these two abilities are perfect to counter coordinate attacks.Does this ability makes sages (over)powered for hutball? Probably, but there are cooldowns, it can be on double time than a 45sec harpoon if I recall well.

Edited by MusicRider
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Sorcs can instant root and run away..

Sorcs can bubble yourself (if specced stuns the target)

Sorcs has 8sec mezz

Sorcs has 4sec stun

Sorcs has slow

Sorcs has force speed

Sorcs has slow on force lightining

Sorcs has instant self heal

Sorcs has knockback (if specced 5sec root)

 

Really, I think you need L2P because a good sorc can kill a melee with no problem.

I agree. There is no problem at all and it is a piece of cake. Even if you mess up one rotation it's ok, you can still recover. Vanguards/Powertechs are sages expertie, I think sages where made to counter this class in fact. And this is why sages and sorcerers are well known for being the best guards of turrets and this is why everyone trusts them and it is so common.

Edited by MusicRider
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What I'm really trying to say is if a class is being targeted the most by a lot then they should have defensive cooldowns that are up to par with everyone else. I know when the smash is coming. so why can't i have something like an unnatural preservation that gives me 6 sec 25% dmage reduction. It will make smashers think twice about targeting a sorc.
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1 gap closer on a 15 second cool down? Totes mobile.

 

  • Force Leap
  • Obliterate (Rage Spec)
  • Crippling Slash (Slow)
  • Rupture (Slow if annihilation specced)
  • Force Choke
  • Ravage (Root if carnage specced)
  • Deadly throw (root if specced)
  • Intimidating Roar (Can be used if you feel like wasting it, to interrupt force speed)

 

You have many tools.

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  • Force Leap
  • Obliterate (Rage Spec)
  • Crippling Slash (Slow)
  • Rupture (Slow if annihilation specced)
  • Force Choke
  • Ravage (Root if carnage specced)
  • Deadly throw (root if specced)
  • Intimidating Roar (Can be used if you feel like wasting it, to interrupt force speed)

 

You have many tools.

 

Forgetting the most important part, all their damage is instanteous with one or two exceptions. Anyway, any marauder who dares whine/flame/complain that balance is alright is a complete noob and needs to have his forum privilege removed.

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