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_Minmaxer_

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Posts posted by _Minmaxer_

  1. 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.

  2. 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.

  3. 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.
  4. 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.

  5. 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.
  6. Innervate is a channeled heal and in Huttball I rarely have a chance to sit still long enough for that. I use Force Storm AOE for area denial, to prevent points from being capped or bombs from being defused and, most often, for the 30% movement snare by planting it just ahead of the enemy ball carrier. Most of the time I am spamming SB or out of range to be hit while channeling Force Infusion. But maybe I should give up on the DPS part and go full heals. It's the jack-of-all-trades utility that I like. Thanks for the feedback.

     

    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.

  7. Thank you for the feedback. This is my current "Huttball Utility Build" I'm working toward, designed for high mobility, some heals and some DPS.

     

    http://www.torhead.com/skill-calc#201GorRMdMZfzMRbMMZMM.1

     

    It is *fantastic* in Huttball. I use it to score big time but also to assist the ball carrier all the way to the goal line with heals, Static Barrier, Purge and force pull.

     

    I'm on the fence about Reconstruct because I could put those two points elsewhere (for added force lightning DPS and reduced cool down on Electrocute or perhaps reduced cool down on Force Whirlwind). As it is right now, without Reconstruct, I am consistently the best healer in most of the WZ I play. On the other hand, that 10% armor from Reconstruct buff seems attractive to help the ball carrier. I just don't know how much of an impact it has.

     

    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.

  8. 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.

  9. 2. Backlash is terrible for PvP as it's an uncontrolled AOE stun. While this sounds great, a passive AOE stun it's lack of control means you will often fill up a large number of enemies' resolve bar with an, in most cases, useless stun. Nothing is worse than filling a ball carrier's resolve bar with Backlash while that resolve could have been used for stunning him in a fire pit. Same goes for other maps, where an organized group can regularly coordinate stuns to efficiently stunlock and CC people. Backlash is frowned upon by any serious PvP'er and my (heavily PvP-oriented guild) would not accept it in Ranked Warzones. We already don't want it in a premade.

     

    Finally. Someone else that understands.

  10. That is the classic 21/2/18. Note having 100 extra Force instead of 6% cheaper Force is better.

     

    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.

  11. Their CC is spammable while purge is on 5 sec cd, they have 18k hp which is increased to 20k hp with cd, they can use a medpack for 6k, they have 2 more defensive cds, they take less damage in unstoppable, which applies AFTER they land and lasts for 4 seconds, which means 3 abilities while you cannot apply any snares, slows, stuns. Only way to escape is to sprint but they can shake off the damage and catch up in the 15 seconds they need for charging again, they have ranged damaging abilities and they can kill you in only 8 seconds uptime if you are extremely well geared as my sorcerer is. Plus, a good juggernaut will always force choke you in mid-sprint which you will need to cc-break to get away 5-10 meters less than a full sprint.

     

    Trying to beat them is futile, go CC others, prevent caps, stun a healer and damage that while he pounds you, much more constructive imo...

     

    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.

  12. I just switched my Sorcerer to 21/20/0.

     

    I used to be fully specced in lightning, which was fun, then i wanted to try healing full specc, which was even more fun...except for how my damage was literally nothing. I didn't stand ANY chance against anyone who would targets me. Which I guess is kind of the point. SO I decided to try this build - gives me my four main heals, including the instant, PLUS a good number of the damage increases and chain lightning.

     

    Just tried my first few pvp matches and I didnt see any decrease in my healing but not much increase in my damage lol. Im still focusing on healing as my main job. But has anyone tried this build or something similar? Does it work well and do you have any tips on it? Im wondering if a hybrid is any good for socerers...

    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.

  13. Well, I would like to know 2 things related with my class:

     

    - Can I reset my Sith Sorcerer skill tree? Is just that at the beginning I didnt use to come to the forum and now that I do, I would like to correct some of mine choice mistakes.

     

    - What's the best crafting skill for my companions ?

     

    (PS: I'm lvl 23)

     

    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.

  14. Personally I hate it when sorcerers have 2 points in haunted dreams - typically results in an instantly filled resolve bar if the target gets hit by an AoE or teammate. I find one point in haunted dreams typically gives a better result (since I can actually use electrocute or overload if they did happen to get hit during the mez) and it also helps your team a bit since you're not just going around filling someone's resolve when the target could only be taken out of the fight for 2s. The casting time for whirlwind with 1 point is typically quick enough to avoid getting interrupted, so it's kinda' worth considering.

     

    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.

  15. I was PVPing last night and in Huttball and Voidstar, i kept bumping into the same Juggernaut, it was ridiculous, my jolt didn't work, stuns didn't work, knockback which I had specced into didn't work, and he could kill me off the bat, not even the blinding effect from my bubble popping stopped him, what the hell is going on?

     

    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.

  16. its not hard at all, you stun them then kill thm and when they try to get any decent heal off u interupt it and they are dead. I do it and so does everyone esle that understands how to CC and interupt. Fast running bubbles and knockbacks down matter to range DPS and range interupts.

     

    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.

  17. Before 1.2 I was the generic lightning/madness spec nothing special or interesting. After 1.2 I read how nerfed we had become so I just did not play for several weeks. But Monday I choose to play again and specked 100% healer. So here is were it gets fuzzy.

     

    Long story short I am normally 1-2 on healing at the end of the WZ, and with all luck the outer team will not mark and focus me over and over. So my death count is usually under 2-3. But I do not 100% force bending. I know it changes the values of the heal that comes after it proccs, but it seems like in a WZ you do not have time to choose to heal, you just have to use what ever is not on cool down. It just seems rather chaotic and almost unplanned. Can some one point out the logical rotation or progression. It just seems like the big heal, Dark mending I think has a really long cast time, so usually if the guy your healing is under 50% hp, it does not seem to help. Example...

     

    (Target A) has 45% hp. You bubble the target, use the channeled heal, he gets to 50% or so cuz he is still taking damage. So do you Burn the instant heal? Or do you try for a dark mending? It seems like you just have to burn every thing and hope he has some kind of defensive cuz when the fight is over its like you did not gain any hp in the process of healing (target A)

     

    I am just trying to learn here, I have never done healing before and I just want to be useful, it seems like I am on the right track, but at the same time the rotations seem so illogical.

     

    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.

  18. Lots of Theorycrafting

     

    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.

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