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Sorcerer Ability, Tactical Item, and Set Bonus Feedback

STAR WARS: The Old Republic > English > Public Test Server
Sorcerer Ability, Tactical Item, and Set Bonus Feedback
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septru's Avatar


septru
06.26.2019 , 09:49 AM | #41
Echoing what everyone else said about the tacticals: the Sorcercr tacticals don't define any build or make any meaningful impact on gameplay.

This is some ideas for PVP tacticals.

Give us the ability to choose to play single target "burst-ish" madness or focus on more AOE madness. For example:
Madness:
- Creeping terror and affliction hit 1.5x harder on the initial target they were applied to, but hit for their regular amount on any targets that they are spread by deathfield.
-Creeping terror and affliction hit for their regular amount on the initial target they were applied to, but hit for 1.5x harder on any targets that they are spread by deathfield.

Lightning. I am disgusted that there has not yet been any ideas to allow chain lightning to become a "smart aoe." As of right now any benefits of the lightning spec are negated by the fact that chain lightning breaks almost every single mezz. It's range is actually impressive. So then the best thing to do is to allow it to "no longer damage a sleeping, lifted, or incapacitated enemy unless it is the primary target." This is the exact thing you did in 1.0 and 2.0 to smart aoe abilities like wither.

In addition, sorcerer has several really nice utilities that could be packaged into tacticals. For example:
- You no longer have to face the target to knock them back with overload but instead overload acts similarily to the Mercenary and Sniper knockbacks. In addition overload now roots it's targets for 2 seconds just like the electric bindings utility.
-
-Prum

EmperorRus's Avatar


EmperorRus
06.26.2019 , 10:58 AM | #42
Quote: Originally Posted by septru View Post
You no longer have to face the target to knock them back with overload but instead overload acts similarily to the Mercenary and Sniper knockbacks. In addition overload now roots it's targets for 2 seconds just like the electric bindings utility.
Quote:
Give us the ability to choose to play single target "burst-ish" madness or focus on more AOE madness.
That would be great

Delani's Avatar


Delani
06.27.2019 , 08:46 AM | #43
Quote: Originally Posted by septru View Post
Echoing what everyone else said about the tacticals: the Sorcercr tacticals don't define any build or make any meaningful impact on gameplay.

This is some ideas for PVP tacticals.

Give us the ability to choose to play single target "burst-ish" madness or focus on more AOE madness. For example:
Madness:
- Creeping terror and affliction hit 1.5x harder on the initial target they were applied to, but hit for their regular amount on any targets that they are spread by deathfield.
-Creeping terror and affliction hit for their regular amount on the initial target they were applied to, but hit for 1.5x harder on any targets that they are spread by deathfield.

Lightning. I am disgusted that there has not yet been any ideas to allow chain lightning to become a "smart aoe." As of right now any benefits of the lightning spec are negated by the fact that chain lightning breaks almost every single mezz. It's range is actually impressive. So then the best thing to do is to allow it to "no longer damage a sleeping, lifted, or incapacitated enemy unless it is the primary target." This is the exact thing you did in 1.0 and 2.0 to smart aoe abilities like wither.

In addition, sorcerer has several really nice utilities that could be packaged into tacticals. For example:
- You no longer have to face the target to knock them back with overload but instead overload acts similarily to the Mercenary and Sniper knockbacks. In addition overload now roots it's targets for 2 seconds just like the electric bindings utility.
-
or Phasewalk cooldown is now 30 seconds

Kalibath's Avatar


Kalibath
06.27.2019 , 09:22 AM | #44
Quote: Originally Posted by tolaez View Post
No.
Stop.
Please, seriously stop attaching things to overload. And extricate too for that matter, but I doubt that will see much use anyway.

Seriously no one wants mobs needlessly being flung around constantly. As a melee player this is beyond annoying.

Please! Stop incentivizing trolltastic behavior! PLEASE
I totally agree we keep seeing good abilities go wasted in pve because NO ONE USES OVERLOAD in raid situations all it does is make things worse Same with other useless abilities that get things cool added to them. I'm sure this all revolves around pvp.... sigh
Kalidath, Kalminda, Kalkatia, Krystikal, Xanthem, Shebah
Depraved Indifference / Pandamonium

Wolf_Knight's Avatar


Wolf_Knight
06.27.2019 , 03:06 PM | #45
if you want to make build defining items, Sorcerers and Sages lack a lot of mobility available to other classes so maybe a generic tactical item that at a cost of reducing dps a little giving them the ability to use more spells on the fly because if Thundering Darkness and Turbulence, 2 of the heaviest hitters can me used while moving why not telekinetic strike or Lightning strike. I not asking for all the abilities to be allows mobile casting just a few, channeled abilities should remain as they are for all classes.
What ever doesn't kill you makes you stronger - old saying

Or it leaves you weaker for the next, and the next and the next.....

Delani's Avatar


Delani
06.27.2019 , 08:53 PM | #46
I tihnk this was said before but force lightning on the move would be a playstyle defining tactical.

Delani's Avatar


Delani
06.29.2019 , 12:57 PM | #47
Quote: Originally Posted by EricMusco View Post
Hey folks,

Let's talk about what Spoils of War has in store for the Sorcerer! Below you will find the Sorcerer's new ability, the set bonuses that are planned for them, and a list of their new Tactical items. You may see bonuses which refer to charges. We are introducing new tech in Onslaught which will allow abilities to have multiple charges, meaning you can use them more then once (per charge) and the cooldown will simply add a charge up to the maximum.

Keep in mind that all of this is subject to change

New Ability - Volt Rush
Deals energy damage to your target and energizes you for up to 5 seconds. The Energize effect can stack twice, with each stack increasing Volt Rush damage by 30%. The ability has 3 charges and a recharge timer of 10 seconds.

Set Bonuses
These bonuses will likely have the high end of piece requirements, such as requiring 4 or 6 pieces. The smaller piece bonuses will be more passive in nature (stat benefits, etc).
  • Energized Overload - Overload energizes you. Volt Rush deals more damage when you are under the Energize effect.
  • Gathering Storm - Activating Force Speed reduces the cooldown of Polairty Shift by 5 seconds. Using Polarity Shift immediately after extends its duration.
  • Dark Consumption - Dark Heal heals more if you have a Weary or Reverse Corruption stack and consumes 1 stack upon use.
  • Revitalize - Healing a target with another ability while Resurgence is active on them has a chance to cause an extra Resurgence tick for half. Refreshing Resurgence on a target refunds some force.

Tactical Items
This a new item slot coming in Onslaught. You can only wear one Tactical Item at a time.

Sorcerer
  • Dark Cleanse - Consuming Darkness lowers the cooldown of Expunge by 3 seconds.
  • Liberate - Extrication now heals you and the target and makes your next Resurgence free.
  • Preserve Self - Activating Unnatural Preservation removes Static Barrier's Deionize effect from you.
  • Dark Return - Returning to your Phase Walk marker causes a force explosion around you, dealing damage to any enemies around.

Corruption
  • All For One - Revivification heals more for each ally it affects.
  • One For All - Revivification heals more the fewer allies it affects.
  • Extra Mend - Roaming Mend can now heal up to 5 targets instead of 4.
  • Healing Volts - Damaging an enemy with Volt Rush causes your ally closest to the enemy to be healed, scaling with how many Energized stacks are on the enemy.

Lightning
  • Death Channel - Forked Darkness now has a greater chance to activate and Crushing Darkness deals more damage each time it ticks.
  • Volt Flux - Volt Rush triggers Lightning Storm when activated. Chain Lightning spreads the Energized effect and causes your next Volt Rush to arc to nearby targets.
  • Convection Burst - While under Convection, activating Lightning Flash grants an additional Convection stack. 3 Convection stacks allow Thundering Blast to be activated instantly, consuming all stacks.
  • Stormwatch - Lightning Flash applies Stormwatch to it's targets. Anytime this target it critically hit in the next 10 seconds, a weaker Lightning Flash is applied to them.

Madness
  • Exhaustion Field - Death Field does 10% more damage to all targets spreads Force Slow's effects.
  • Ruthless Demolition - Demolish deals 20% more damage on initial hit. Additionally, under Polarity Shift, Demolish resets the cooldown of Force Leech, and causes the next Force Leech to activate instantly.
  • Writhing Terror - Creeping Terror has a 10% chance to tick an additional time whenever Force Lightning deals damage.
  • Wrath Rushdown - When Force Lightning generates 4 stacks of Wrath, you gain Wrath Rush, allowing your next 3 Volt Rushes to deal 25% more damage and cost 50% less Force. Volt Rush consumes all stacks of Wrath.
As a note, if you are a Consular player, you can expect to see these set bonuses mirrored for you as well, they are still in process.

Let us know your thoughts! Here are the types of feedback we are looking for. XX seems too strong or too weak. XX Set Bonus combined with XX Tactical seems too strong or too weak. I wish there was a Set Bonus or Tactical that had a specific effect or modified a specific ability not listed. Be as specific as possible in your feedback.

-eric
Tactical item, increase the range of phasewalk to 60 meters

TrixxieTriss's Avatar


TrixxieTriss
06.29.2019 , 10:02 PM | #48
Quote: Originally Posted by Delani View Post
To be honest, I agree. The question now is, what could they do to actually define the gameplay though? I was making suggestions in the forums as to new abilites but thats beyond their capabilities. I beleive that they should have tacticals that increase your primary attack by 400% but decrease your other abilities or have tacticals were you can make pure speed builds or control builds. A control build would include roots/hardtuns and ccs and a speed build would include reduction of cooldown on force speed, and high alacrity. Maybe even a distance build were your entire build is based off of roots and knockbacks, allowing players to maintain there distance from melee classes. Or even include high damage intake builds were you take a lot more dmg but your dps is reduced. Those would be better tacticals imo ie, your armor rating is increased by 200% but you do 50% less dmg. Or your movement speed is increased by 175% but your armor rating is decreased by 25%. Something like that.
I like most of these ideas, except the control builds. Which would be hugely infuriating to play against.

I would have like to see lightning Sorc have the option of instant cast crushing darkness and use force lightning on the move. But have their range reduced to 15m.
Also have an option for chain lightning to only hit one target with a higher amount of damage (maybe 25%) instead of 8 targets.
This would make them a mid range build and highly mobile that specialises in 1v1 situations instead AOE and controlling affects. Essentially they would be in “knife fighting” range with the melee classes most of the time, but they wouldn’t be using a melee weapon.
The trade off could be losing the ability to off heal and healing can only be applied to yourself. I would even accept a small nerf to self healing in return for the extra damage.
The other trade off for a build like this could be a 25% reduction in damage from Force Storm or Force storm has a maximum range of 15m, but slows the target for 30% or roots them in place.

In my opinion, that’s how you could open up the class using tactical’s and set bonuses.
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Delani's Avatar


Delani
06.30.2019 , 01:09 AM | #49
Quote: Originally Posted by TrixxieTriss View Post
I like most of these ideas, except the control builds. Which would be hugely infuriating to play against.

I would have like to see lightning Sorc have the option of instant cast crushing darkness and use force lightning on the move. But have their range reduced to 15m.
Also have an option for chain lightning to only hit one target with a higher amount of damage (maybe 25%) instead of 8 targets.
This would make them a mid range build and highly mobile that specialises in 1v1 situations instead AOE and controlling affects. Essentially they would be in “knife fighting” range with the melee classes most of the time, but they wouldn’t be using a melee weapon.
The trade off could be losing the ability to off heal and healing can only be applied to yourself. I would even accept a small nerf to self healing in return for the extra damage.
The other trade off for a build like this could be a 25% reduction in damage from Force Storm or Force storm has a maximum range of 15m, but slows the target for 30% or roots them in place.

In my opinion, that’s how you could open up the class using tactical’s and set bonuses.
Yea, they shouldnt even have to nerf the healing at all. Especially since Marauders are getting even more dmg which is honestly terrifying. Its like the people making decisions do not play pvp or do pve at all. As long as they focus on players being able to make build out of the options we are given, then 6.0 should be fine. To be honest, with the options they listed as of yet, I do not beleive 6.0 will be the "play your way" it should be.

zerglord's Avatar


zerglord
06.30.2019 , 02:49 PM | #50
Everything Sorc is getting look really week compering to Mara or warrior.
Yes, this all need to be put on PTS to be properly tested and actually see how much of difference it is.
With 6.0 you are making huge changes that would need a lot o time to be properly tested and there is not that much time.

You do know that DPS Sorc dmg is on bottom for almost 3 years(since 5.0) if after 6.0 DPS Sorc stay at bottom then i am not sure that i will have will to keep playing. I am refusing to be pushed to play other class just because balance is bad and after 3 years of pain if this continue, well i really hope it doesn't because i love this game.

What Sorc need is "nuke" some hard hitting ability, Sorc has enough AOE, but it need single target hard hitting ability. For example lightning which is suppose to be burst spec, looks more like tickling spec.
For madness as was said before give tactical item to be able to use force lightning while moving, but everything will be pointless if dmg stay at bottom.

Also i am confuse with your design to tie crit or more +dmg with DCD abilities, tie more dmg with dmg abilities, and more defense and CC with DCD abilities - rotation should feel smooth.
You should try to reduce number of abilities not increase - number of dmg abilities in rotation is not to high, but there is just to many situational utilities abilities buffs, debuffs, cc, dcd, etc.

I hope you won't leave Sorc at bottom, currently both Sniper and Merc(also range) are far better for PVE but especially for PVP, please fix this.