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Xigfrid

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  1. How could one gather 6x "camping" medals ? No cap, no damage, no healing ?
  2. I didn't chek the combat log to see the 6 instead of 8 ticks out of the double dip Force Lightning, but even with it, it is the best situation to use Recklessness, which is our highests burst damage. Without the bug, it is even lower. Which is sad
  3. I play a Sorcerer since the beginning and it feels totally useless in Warzones. Thanks to the many consecutive nerfs, there is no melee that will fear us now, even if we got the opening advantage. Anyway, still I continue to play it until the 30 days free period, then I would be done with this game. There is still a remaining "Double Proc" bug that can shave a garanted "15K" HP in 2.8 sec. (before armor) This is to my knowledge the best damage "burst" that the current Sorcerer has. Average stats with a mix of WH and BM set: 728 bonus dmg + 76.3% crit multiplyer: 1. Find several full Hp opponents, put Affliction on them (making them immune to our CC for 18sec) and survive an average of 5 sec for Lightning Barrage proc. 2. When Lightning Barrage is up, pop your Force relic and Recklessness to have a fast and 100% critical Force Lightning. 3.? Here come the dual proc bug: a Sorcerer can output 2x fast Force Lightning out of 1x Lightning barrage. Which is 1,451 per tick * 8 = 11,611 total 4. You can end this cast with an instant critical Death Field with the third Recklessness proc if you got the 4 pieces bonus from the Stalker set. which is 3,352. 11611+3352 = 15k This is a huge 15K HP burst, garanted on light armor/low expertise targets (they have 15-16k HP in general): so Sorcerer can easily kill a sorcerer or a fresh 50... so great. Now on the battle field, against an heavy armor, Force Lightning has a very low coeficient and is drastically reduced by Armor, it generally ends at an average of 700 per tick. (Death field is not mitiged by armor). So it turns in a total of 8,952 against 20K HP targets. Let's resume it: Sorcerer can kill itself in 2.8sec but against an heavy armor, he will be able, at best, to reduce less than half of its opponent life. This is thanks to the use of a BUG and a 2min offensive CD. Now Bioware will fix the dual proc bug and Sorcerers will not be able to kill themself and anyone. Nice perspectives !
  4. This. With 8-men warzones, you can have one OP class deal with it by just avoiding it. In arena, you will just have to roll one yourself. If BW had gone to world-pvp, it would not be such a problem: everyclass would have its utility on a certain fight type. Think how useless are the healers in WZ, the hybrid class right now ? If they want to go with ARENAs, BW will suffer the same way Blizzard is by nerfing/upping every class every month.
  5. I have noticed that a lot of pvp players in this forum don't know DAOC and as SWTOR is continuously compared to it, perhaps this little post will help them understand what this game was about when it comes to PVP (PVP was called RVR at the time where R stands for Realm). At first, DAOC's PVP was released with the simple lure of acquiring 3 Relics, the basic rules for acquiring these were as follow, destroy and acquire all the castles of one faction to lower the defenses of the big reliquary fortress. Basically, you wanted relics to obtain damage bonuses, and 2 factions could merge their efforts to reduce the strength of one dominating faction. But this bonus was not very useful to PVE players and reliquary attacks needed a lot of coordination and players to be successful. This is the reason why there were so few relic attacks and the few of us who remember this time, feel it as totally epic. The next expansion added "Darkness Falls" -DF-, the faction "shared" PVE zone. It was a very nice add, requiring less PVP coordination to gain control. It would bring infinite resources for PVE-crafters, which were required to access to the new best PVP gear, cuts the grind time by two or three times and allows small groups or stealth classes to go through large elite mobs and access to other factions areas after a "big labyrinth pattern". The best groups would also be able to go deeper in DS where there were much harder elite groups and eventually reach the bosses lairs. The ownership of this area concerned much the "PVE" population, and they would acknowledge and be grateful to a strong "PVP" population. Eventually, with the lack of PVP forces in a certain faction, the "PVE" population would gather into a large raid to gain control of the castles -whoever control the most castles gain access to DF-, but fortunately, a small group could efficiently defend a castle if it was claimed and "upgraded" with stronger NPCs. Only PVP guilds could claim a castle because it costed "Guild Valor" points, so a minimum of active PVP guilds was required in each faction to efficiently defend all the faction castles. In terms, that made a strong relationship between the PVE and PVP population of a same faction, PVE population was highly concerned with the actual war situation, and it was a cleaver self-balancing system where PVEs would occasionally go PVP until DF was accessible. Where a permanent PVP force (3-4 PVP guilds) was very useful but couldn't do much without the reinforcement of the PVE force for relic attacks. Then came TOA, that was the beginning of "the decline of DAOC". TOA was the opening of one same mirrored/instanced continent for each faction, preventing any sort of PVP in these zones. Basically TOA continents were large PVE zones divided into 10 stories called Master Levels. One character would grind his Master Levels from 1 up to 10 to gather 10 new abilities specific to its classes. In addition to the MLs, there was a completely new type of gear called Artifacts, poor in stats but with awesome "Use" or "proc" abilities. They were from easy to difficult to obtain, and needed a LOT of farming to be activated AND leveled through additional farming. At this time, large guilds would be advantaged and eventually they would end all the grinding to ML10 with full Artifacts in 2-3 months and dominate the empty PVP zones. The majority of the players felt to be turned into PVE-pigs condemned to infinite farming, then grinding, then farming again. When they were doing exclusively PVP, night and day, just before this expansion. A few months later, New Frontiers expansion came out, as the majority of the players were still grinding their artifacts and MLs, the PVP zones were completely revamped to offer more group vs group opportunities and faster travel to combat zones. Due to the lack of cohesion between the PVP and the PVE populations since TOA: the PVE population could spend all its time in the new faction zones without the need of PVP action and grind all their soul the new content. The PVP population would have large empty fields without the risk of large raids aiming to relics, the PVP experience turned into the notorious and glorious time of "veterans only" groups vs groups fights all night long. This is, imo, where all the troubles began because there were no "game mechanics" to make new veterans from fresh players: the new players had to grind endlessly in TOA zones, because they were told that without the MLs and Artifacts, they would be helpless in the challenging PVP zones full of veterans. They were -in some way- educated to love PVE after 4-5 months of hard grinding without the need to ever meet an enemy. End when they finally come to the end of their long PVE trip, they learnt that PVP is a completely different way to play and have to learn everything from scratch against "realm rank 10" veterans. At this very same time, the famous game editor Blizzard released its first MMO, with the firm promise of an endlessly enjoyable PVE universe. So DAOC lost the PVE part of its population, and finally as the last DAOC veteran left the time-consuming game for real life, DAOC had reach the end of its path. Exactly the same thing happened to WoW 4 months ago, where the hungry PVP veterans were told that SWTOR would be an endless enjoyable PVP experience with the long-awaited Realm vs Realm come back and new exciting rules. And this is also the reason why SWTOR should fear GW2 more than WoW's monk expansion if they don't come up with a real and working PVP plan.
  6. Managing world pvp is an art, I am not that kind of artist but I have spent 10 last years into MMO-games and have some taste for acknowledging what could be a great pvp experience from a bad one. First, you asked us about the rules or story line that would excite us more. This would define the rules telling who our opponents are and the "objectives". These define the "game mechanics", in other terms the hidden rules that controls how often and how long a certain player would spend in the PVP area. It has absolutely nothing to do with the enjoyment and excitement a player could feel. The enjoyment and excitement comes from great fights, epic ones. And this is quiet difficult to make it great for everyone: I mean soloers, stealth ones, 4-men / 8-men groups and for large scale raids. Everyone should find a lasting motivation to spend its entire playing time with a great scenario and great rewards. Raw PVP without population restriction is quiet outdated. But anyway, you can make it viable even when a faction is 1v3+ ratio. You got to have some "mechanic" or "map configuration" where the under-numbered faction can stand and still have fun. Here comes to my mind the medieval fortress. They were build in a manner where the defenders would easily stand a larger group of attackers: Casters would dps and hide from small windows, healers would hide from attackers' LOS and heal their partners quiet easily, and surprise me to make a cac able to defend such a point. In Ilum, the turret were a total fail: placed in wide open space, if a single player can reach it, that turret can wipe out an entire raid within seconds: this is going from total domination to total wipe in seconds. You should have called these turrets the nuclear launch site to be more explicit. Make opportunities for soloers, some places where they safely see incoming groups and could hide behind walls or in houses or making a place that would randomly split a group and giving a fair chance to 1v1. PVPVE balanced is commonly used in PVP environments for one simple reason. People need to sleep. If a server has "low" hours, PNJs should prevent small groups from unbalancing the current state of the world PVP. In Ilum this is just ridiculous to have all the points tagged by a single player in 10min maximum and being said that the "Empire/Republic controls Ilum"... That is not Epic. Also PNJs should guard something important, key-turning for the PVP "story", not just assisting players (we got our pets for that), that should be difficult to obtain without resistance, and totally epic with defenders. Faction Balancing with strict balance of population: we already got that, you called it Warzones. If you want to make a larger Warzone, do it but never call it "world-pvp" please. How can you likely make a scenario that would limit the dark/light side balance to instanced matches between limited population? How would you justify that one Valor Ranked 90 character couldn't be participating to the world effort when a fresh character has been randomly selected in his place to determine the world balance? What is the logical aspect on World balance of such instanced combats where the dark side can be winning one and the light side winning the other one? I really can't see a matching scenario for that option. Guild based PVP. Can be really an interesting concept, but NOT by literally using guilds as "faction groups". SWTOR need more than 2 factions to proper balances its world pvp. But going to the extreme where anyone is an enemy except your own guild is BAD. I would see a 3 to 4 "factions", with a political story lines to back it up, where any player should choose his political camp determined by his DARK/LIGHT levels by example, preventing players to change faction within hours, and the world pvp would be battles for political ideals. (instead of guild domination) Anyway, choosing a faction should give advantages and disadvantages over the others, this where temporary alliances can start and this can turn to be exiting world pvp. To conclude, the great solution would be a 3 to 4 factions revamp using the "Guild based system" as explained, with as few as possible PNJs to maintain the factions equilibrium during "empty hours". The fightings would take place in "Raw PVP areas" where small groups could eventually contain larger ones thanks to the "last" fortress and soloers can still enjoy 1v1 combats.
  7. That happens BUT I have discussed with friends who admitted to do it on purpose (killing you when stun down to the floor, ie scoundrels) to get people booted out of the match. They do it when the match is too tight and getting an enemy down for 1 min usually changes the match issue...
  8. Oh my... I missed this thread. I don't have such issues because you actually NEED to use both -"target next ennemy" -"target nearest ennemy" Bind them to Tab and ctrl+Tab by exemple, if your tab selects ennemies to far from you, reset its rotation with ctrl+Tab. Problems solved for most. But there is still a weird issue: You cannot Tab target an ennemy who is not in line of sight... That means that if you have an ennemy just in front of you, but in the opposite corner of a wall, you will never be able to Tab target him, BUT you still can target him with mouse clicking ... COMON
  9. I would have found it funny if SWTOR was a 3-factions game and people were complaining about realm balance instead of class balance. But yeah, it really disturbs me to change my play-style every 2 months because some devs read QQs and want to balance things up.
  10. Well that's remind me why I quitted WOW because I would have to level and play 3 toons at high level to counter these 3-monthly "minor class balances". I definitely won't enjoy doing 3 times the 2 swotr dailies to keep up with class balance and upgrades. Concerning Madness Sorcerer, sure they will be pure annoyance, un-killable and top-of-the-DPS-chart... Also, who would care about channelling the new "nerfed" Force Lightning once all the dots are out, I would personally just run the opposite way, hoping my dots don't get healed. Guess what, that play-style doesn't suits me, and Madness Sorcerer will deserve a big nerf soon after patch 1.2.
  11. I have played from lvl1 to lvl50 in full heal tree, after realizing that my pet couldn't help me in Ilum to defeat one single DPS without hiss pet, I decided to go half healing/dps tree. After many attemps making a good surviving spec for WZ, it sad to say that a BM healing/dps Sorcerer cannot sustain the high burst damage from BM dps thanks to the inifinite kick/stun/bump/whatsoever that interrupts. So to me, the spec that brings more survival and utility in WZ was going to full dps and taking flashing bubule / rooting bump / instant whirlwing. If one wants to heal in Warzone, he'd better go into an Heavy Armor class.
  12. It seems that most of the replies are not made of full knowledge and insight of the sorcerer class. I have been playing sorcerer since the beta, and I realized also the great impact coming with the 1.2 changes. It is not as terrible as the OP thinks. BUT he is right on 1 single point concerning the Wrath nerf. He is wrong about the others: -Force bending: is a healing capability, no impact on burst damage -Force surge: same as above, and was a near-to-zero use -Force lightning: gains less from talents, but this lost is compensated by Affliction being up with same talent. In terms of final DPS, full madness or lighting/madness are both equal, but completely different play-style. Full madness is based on a combination of debuffs and dots on the target in order to make it un-healable. Lightning/Madness spec is based on DPS bursts thanks to the use of the 2 most damaging single target capabilities of sorcerers' trees: Death Field+Chain Lightning within 2 GCDs. Yeah, that is so stupid that the most damaging SINGLE target capabilities are in fact ... MULTI-TARGET. So what does really the Wrath change imply? Basically Lightning/Madness Sorcerers will not be able to cast Chain Lightning as an instant directly from wrath, instead they will have to cast Lightning Strikes (low damage) which in the long term will proc an instant Chain Lightning each 3-4th LS. In theory this is a small nerf, but seriously... Playing lightning/madness before the 1.2 patch is like playing to the lottery: 1. Channel Force Lightning, if you get lucky, you got a wrath proc on the first channel, if not, on the second. 2. Pop/drink/use everything you have so that this spiky damage burst occurs 3. If everything crits, you may end with a 6k damage burst, if nothing crits, you would be lucky to do 3-4k damage. 4. Wait and try not to die until both Death field + Chain Lightning are not on CD and the next Wrath proc After this 1.2 patch, you have to get more lucky on the proc rate so that this Wrath procs+Lightning Strike would procs the Chain lightning proc. Erm... sorry but, this sounds like it will never happen more than twice in a match. So every Sorcerer will switch back to full madness, unable to do any kind of burst damage, being useless in killing healers or DPS being healed. Still on the top of the chart, but useless against large heals. Ok now, Bioware, you should focus on giving Sorcerers the ability to gain this 5k damage Medal before planning another nerf. Full BM set + mods and enhancements with only Power/Willpower/Force/Surge + Expertise buff + Force/Crit&Surge trinkets gets me to a 4k once in a while when I am lucky.
  13. So you do agree with this obvious "profiting" politic ?
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