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Sylvan

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Posts posted by Sylvan

  1. I was a dual spec fanboy for the longest time with a preference on Madness. After the update I went Madness and found it about as good as it used to be roughly. Then I tried lightening and it has blown me away. If you know your rotation and play smart almost everything in the rotation is instant cast on the move. I'm in love.
  2. As others have said, even if the Dev's did give Sorc/sages an energy free 30m ranged attack, it would really only be used by level 1-10 characters, after which point using this kind of move in a rotation would be wasteful. It isn't like with Smugglers who have such high damage/cost moves they occasionally need to throw a free shot into their rotation whilst levelling (Until they get cooldowns and what not). We get 500/600 force to play around with at the start of every fight and the force management for every major rotation is childs play.

     

    With 3.0 coming up we are not going to see any brand new moves or major changes coming to us any time soon in terms of melee skills. However, what the devs could do is replace one of force based attacks with a melee skill, but this would be cosmetic only. So you take a power like force slow or our 10m stun, keep it the same in terms of its power etc but the animation would use the sage/sorce lightsaber, maybe have it flash out in a right arc around the player. This is something they could do without adding to balance issues.

  3. I think, with the exception of boss fights you can get away with another full dps companion because you can still heal and shield you and your comp and with the combined dps very little will be left standing long enough to kill you. I used Nadia, who is dps but I have her geared as a tank and I always send her in first to big groups.
  4. I was almost full madness pre 2.0, but with the changes to some of the procs in the lightening tree, and the possible burst they can provide, combined with the damage increase for shock etc, I'm not mostly lightening with wrath and death field from madness. (30./16 I think the build is)

     

    It is working out a treat.

  5. Alacrity I think isn't as useful as most people seem to think in 2.0. The build I run makes all the charge abilities of the lightening tree instant, combined with the instants we already have from taking death field. Sure, you get some regen from alacrity but really if you are managing your buffs properly you should never run out of force even if you constantly spam every available power.
  6. It was fun the first time, neat even to know you had my back in the security of my account situation. Now, it seems like every time I log in I'm rolling the dice on having to wait for a password to be sent to my hotmail account.

     

    Is this working as intended, and if it is can I opt out please?

  7. I have to take issue with quite a few of the "improvements" to Sorc. Gonna list em point by point. Before I do, I want to say well done on the healing side of things. You took nothing away from healers and added in some very nice boosts. What a pity you couldn't do the same for the other two trees!

     

    Better Static Barrier: We’ve removed the cooldown from Static Barrier so that it’s easier to protect your allies even when not spec’d in the Corruption skill tree. It still has its Deionized debuff lockout of course.

     

    True, but you also nerfed how powerful the barrier is. Given this is our only mobile defensive cooldown, nerfing its strength is a big loss to a squishy light armour class. No need for this to happen, though I think the bubble stun nerf was totally acceptable. Taking away the cooldown is a minor boost to every Sorc who isn't fully spec'd into healing (healers already have no cooldown on static barrier). If I'm dps I'm not going to be blowing my force reserves bubbling up a whole team!

     

    Force Barrier (New ability): This ability grants total immunity to all hostile effects and damage while channeled. Force Barrier can be channeled up to 10 seconds, but like any other channeled ability, you can cancel it or move out of it at any time. While channeled, incoming damage and debuffs will fail to apply.

     

    This ability is sooo NOT what we needed as Sorcs/Sages. We already suffer from being so easily rooted, slowed and held in place by Melee. We needed a defensive cooldown that we could use on the move, ideally one that meant we couldn't be stunned or slowed and still gave us a boost to defence. As is, this is basically a delayed suicide button. Decent for PvE, terrible for PvP.

     

    Haunted Dreams: The activation time reduction on Whirlwind has been reduced in effectiveness. Previously, this skill gave Madness a lot of extra lockdown that we weren’t too pleased with, and after the introduction of Force Barrier, Madness’s ability to flee and avoid conflict exceeded acceptable levels. Now this skill reduces the activation time of Whirlwind to 1.5 seconds. The stun effect when Whirlwind ends prematurely due to damage has not been altered.

     

    You are all so wrong on this I'm pondering whether or not you actually ever play Madness Sorc in PvP against good players. Our whirlwind stun didn't kill people, or do massive damage whilst stunning them (hello smashers). It gave us a few seconds to heal up and get a bit of distance from the very OP melee classes who had been handing us our little force wielding backsides for months. You need to put this back in as an instant. For a DOT tree that needs time to build up damage to not have an instant long range stun is very bad. We aren't OP in PvP by any stretch of the imagination. Please fix this.

     

    Shapeless Spirit: This new utility skill reduces all damage taken by 30% while stunned. Madness has a good deal of self healing through effects like Parasitism and Death Field, but this healing isn’t on-demand and can’t counter burst at key moments. As a result, Madness is especially vulnerable to being bursted down while controlled, so we added Shapeless Spirit to help Madness’s survivability in that department.

     

    This is a welcome addition, but you must be joking about the "good dealing of healing" from parisitism and Death field. The kind of healing you get back from this might keep you healthy against 1-3 normal npc mobs if you dot them all up, but against a pure dps player or a Champion level boss the healing we get back from DOTs is all but worthless. If you really wanted to make stunning a Madness Sorc a bad idea, to counter how slowly our damamge builds up you'd raise this to 50% (in PvP only) so melee players would think twice about smashing into us.

     

    All in all, we're in the same boat we were before. Everyone has had their damage boosted, so the improvements we've seen to our dps trees don't exactly address the problems we had before. The OP classes are still OP, especially the melee ones and speaking as a Madness Sorc, I now have one of the best defences against them taken away and reduced to a charged ability I just know they are going to interupt easily.

     

    Please return whirlwind to an instant cast for a 2 point investment. It wasn't OP. You don't see threads in the Sentinel/maruader forums whining about how OP Madness Sorcs are. Come on.

     

    Ps, we need an execute ability for targets under 30%. Everyone is asking for this for a very good reason and I don't see any other dps prof saying we'd be OP if we had it.

  8. I was playing huttball last night and had 500K healing and 350K DMG with a healer hybrid spec. I haven't come close to those numbers since, I wish I remembered to screenshot it. I usually get at least 600K healing. I LOVE THE ABILITY TO HELP MANAGE FORCE IN 2.0!!!

     

    Any scores you get in huttball don't count, as we all know teams can extend games for a very long time to boost up their numbers.

  9. Sorry if this is common knowledge, and clearly my search Fu is weak but I have a question.

     

    I've recently rolled a sniper and I often find when I'm on the move and have an enemy targetted when I hit my cover roll button my toon rolls in place, but doesn't go into cover. Is this a bug or is it working as intended that I need to stop moving...and then roll into cover.

  10. Buy the ticket, take the ride.

     

    You are all fine with storylines where your character kills, betrays and abandons npc's and even allies, but you can't handle a bit of same gender romance?

     

    I suggest you take a look at the real world outside your basement and wise up.

  11. The simple fact is, if I spec into pure dps on my Sorc I should have as much chance to kill another pure dps profession as they do me. We're both meant to be pure dps and our low armour should mean we are powerful glass canons. Right now we're glass canons without balls, canon balls I mean. :D Everyone knows it so please stop pretending this is s L2P issue. Only tanks should be able to shrug off our dps and attack us, not other dps classes like sentinels. If I get the drop on a sentinel and manage to reel off 2/3 moves before they turn and jump at me, THEY SHOULD DIE FIRST. This isn't the case.

     

    Some folks are bigging up the slight boost to dps Sorcs are getting in 2.0, but the problem professions for us are also getting boosts! Plus, Bioware took the instant WW out of madness.

     

    Everyone is saying it, Sorcs/sages are good only for healing in 2.0. This isn't balance, 2.0 is the same old nonsense dressed up in new boxes.

     

    tsk tsk.

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