Jump to content

_Minmaxer_

Members
  • Posts

    130
  • Joined

Everything posted by _Minmaxer_

  1. Yes, lightning strike does need a boost, it's laughably bad.
  2. In regards to pvp... The top sorcs & sages can compete with the best of any class. The things is, there really aren't that many that fall into this category. This is why you have a large percentage of the sorc population complaining, and a few people perfectly content with where the class is. The classes potential is the same, it's just harder to reach. The class is tougher to play than other classes, that doesn't mean it isn't as good. You mention you are fully augmented War Hero. That doesn't mean you have a good stat distribution. I have seen a ton of people with gear that just makes me scratch my head. I am still highly successful, and get a ton of enjoyment out of playing my sorc. They just need to fix the rubberbanding caused by roots introduced in 1.3. That is a source of frustration.
  3. Ignore set bonuses and first aim for pieces with power/surge enhancements.
  4. Reserves vs Induction isn't as simple as it sounds. It takes 5 minutes of constant fighting for me to have force issues with induction. Our set bonuses are weak, you should prioritize stats over set bonuses. Power/Surge is the way to go as the HoT proc gives bonus to crit on the channeled heal. I use the melee dps 2pc(35m snare and interrupt) and healer 2pc sets.
  5. I've been playing the hybrid spec in my sig since 1.2 was announced. In rated matches I am a support healer and the first to rotate to support other nodes. Having the ability to both dps and heal is incredibly valuable in small skirmishes.
  6. If you just stun and heal you also risk more players switching to focus you. At the very least you should move along the side of the building. This removes you from LoS of attackers and forces any dps that follow you to also break LoS from their healers. If the dps following you doesn't have a knockback or push, you can also lure them to the edge behind the hut and knock them off.
  7. I have been playing a heal/dps hybrid sorc since 1.2. The sorc version of the build is in my sig.
  8. I intend to load up on 41 power/53 surge enhancements as Force Bending gives a huge crit bonus. As long as my self-buffed crit is over 25% I am more than happy.
  9. For the most part it seemed pretty good, just a few things... Purging snares on yourself is one of the top priorities Your knockback is a 360, you don't have to turn around to use it You can snare people behind you as you are running away if you jump and turn slightly. If you are LoSing someone to heal, you can run to cover, starting healing, then mouselook to watch instead of turning your character. I play a sorc, so it was difficult for me to watch which skills you were actually using, but your play seemed reasonable.
  10. When my guild starts doing rateds next week (lots of people busy this week) we will probably have a couple PoV streams. Not sure who will be doing it, but we do have 3 sorcs in our 8man. I'll post again if we have a sorc running one.
  11. Innervate is channeled, which is why it's better, you always get some value out of it. If you anticipate the play you can put yourself in a good position to get off a full duration Innervate on cooldown. If your only AoE is force storm, and you are using it to deny caps...the extra 10% damage is pretty irrelevant. The 50% slow from force lightning is better on the ball carrier, it also doesn't break CC on nearby supporting enemies. There are some very good hybrid specs, lightning/corruption is for a defensive healer, and madness/corruption (in my sig) is for heals/dps.
  12. You have 20 points in the heal tree but you don't have the 21st point in Innervate, which is far and away our best heal. You also have 2 points in force suffusion, with no AoE skills, while only having 1 point in Lucidity. These really need to be changed.
  13. What are you trying to do? Our most important skills for rated will be Revivification, Innervate, Resurgence, Sith Purity, Electric Bindings, Deathfield (guard bustting), Haunted Dreams(2/2), Creeping Terror. These skills provide the most value to your team. You should be looking at builds that allow you to talent the most of these skills, there are several ways you can do this and encompass many different play styles. Personally, I will be playing 21/2/18 with another sorc on our team playing full heals. It's possible we will be running a third with creeping terror.
  14. Finally. Someone else that understands.
  15. There are so many factors involved that it is tough to verify this one way or the other. To really math is out you would have to incorporate how often you use consumption, force lightning (because of sith efficacy) and the length of the fight. You also have to consider every bit of force you gain is essentially 6% higher. I have no force problems with Electric Induction so I won't be changing any time soon.
  16. So the Jugg lands and has 2-3 skills before unstoppable fades. One will be a snare, which you purge. If they snare again they have basically wasted two skills and their unstoppable is about to fade, opening them up to proper CC. Otherwise they get in 1-2 dps skills which won't be remotely close to killing you. If you want to get away stun them before you sprint. If they stunbreak to choke you, you stun break to whirlwind them. I'm a heal/dps hybrid so I can actually wear down the warrior classes, but as you said, its better to just ignore them and do more important things.
  17. If you want to be mainly heals 21/20 is the way to go, if you want to heal and dps http://www.torhead.com/skill-calc#201GhrRMd0zZMZcMcRsMz.1 is better.
  18. There is a guy on the fleet that will reset your skill tree. Each time you reset the cost gets more expensive, but the charge resets to 0 once a week. I would focus on a profession that lets you maximize your own gear/stats.
  19. The ability is good, but a nuisance more than anything else. Purge their snare and start kiting until the glowing shields disappear. It only gives them a couple seconds of immunity.
  20. There is a huge difference between having to stop to CC and being able to do it on the move. Having whirlwind instant speed is also critical for protecting people trying to cap nodes. Like any CC, you have to be careful when to use it to not fill someones resolve bar at the wrong time.
  21. This is my heal/dps hybrid: http://www.torhead.com/skill-calc#201GhrRMd0zZMZcMcRsMz.1 The two points in Electric Induction make a world of difference.
  22. Juggs can talent so that their charge makes them immune to impairing effects. You can tell this is active by the glowing gold shields circling them.
  23. Only bad healers try to heal while in LoS of people. If a healer is not standing beside an object they can LoS with they are doing it wrong.
  24. You always want to have Force Bending up before an Innervate. I try to keep Resurgence up on myself and one other person at all times. If the player had 2+ people attacking them I would Extricate them, this will remove them from the melee and ideally pull them out of LOS/range of the ranged attackers. Chances are this saved a lot more damage than you could have healed. Then follow up with Resurgence and Innervate. If I feel I can keep someone alive through damage I do the following: Resurgence, Innervate, Recklessness, Dark Infusion, Dark Infusion, Bubble, Resurgence, Innervate. Don't forget that sometimes stuns/snares can negate a bunch of potential damage as well. Purge will also remove most of the Marauder/Sentinel damage. Good melee will kite if taking lots of damage, bad melee will just stand there, you have to know who you are healing and what you can get away with. One thing to keep in mind though, is there isn't a true "rotation" for pvp, you have to quickly analyze each situation and decide on what will work best.
  25. If only the game was so simple that you could just spam skills at training dummies. I won't argue with the numbers that you provide, but there should be a big notice that screams "PVE BEST CASE", because theory crafting in a vacuum only gets you so far. What happens while theorycrafting is a far cry from what actually happens in the game. What happens when you get stunned every 10 seconds for 4 seconds. What happens when you cannot cast a spell with a cast time for 2 minutes straight. What happens when every cast you attempt (including channeled) gets interrupted at 3/4 completion, 1/2 completion, after the first tick? Should your goal be to maximize the worst case, the best case, or the average case? Does my group comp, play style, or skill effect my stat choices? Not saying what you do doesn't have its uses, knowing which effects are multiplicative and additive and in what order they are applied is incredibly useful. As are many of your formulas and comments on the workings of skills. But sometimes you quote your numbers like they are gospel, that going X,Y, Z for stats will always give you the best results. At best, they can point you in the right direction, at worst, they can be totally misleading. I urge players to try different approaches, and to find what works best for them, in their spec and playstyle. It's the in-game results that matter, not what the numbers on the message board say.
×
×
  • Create New...