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JuMpStyleForEver

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  1. Hello, just wanted to throw in some feedback from the point of a noobish player. I only play Lighning Sorcerer DD in PvE content, so i will judge every proposed Set Bonus and Tactical Item solely for its usefulness in this content. Also I only did storymode Operations and mastermode Flashpoints, so i have no experience in higher difficulty gameplay. If you have and find my thinking to be completly off, feel free to correct me. (So why do I even care about endgame gearing? Yeah good question, dunno what to tell you, I just like to theorycraft? Is that even a thing in SWTOR? Anyway atleast I plan to attend higher difficulty content someday.) So here are my thoughts: Not sure about Overload. To me it seems its an PvP ability (in combination with the Utility that roots people), can't really think about a fight where you want to use it, i never do. (again correct my ignorance pls) Using Overload, and therefor an GCD, which you could have used for a damage ability, just to generate an stack of Energize seems doesn't seem worth to me. (again correct me) So basically an useless bonus. Well, this means basically a higher uptime on the offensive CD in fights where you want/need to move a lot anyways. Honestly don't know how many fights that are. But Bioware balances dps of melee classes higher, because they have to move more to deal with mechanics, so ranged can't be required to move that often. (Yes you probably guesed right, i don't really like that design approach, but again who am i to judge? Maybe i got it all wrong.) In fights where you don't need to move, it would again be a wasted CD you could have used for a damage ability. Not sure if this is worth. More uptime on 20% alacrity will improve dps quite a bit. Someone with math skills needs to investigate if the shorter GCD time equals (or excels) the lost GCD. Both Bonuses are obviously aimed at healers, which is of course not a bad thing, but useless for my DD sorcerer. From the general inquisitor Set Bonuses: Its an PvP Bonus as you can't sloe bosses. I only use whirlwind when soloing H4 heroics, don't see much other use, so meh. Basically an interesting option, damage reduction and guaranteed crit don't seem bad. (Compared to the rest) But why Overload? Same problem as above, don't think its worth using Overload for this. Seems to be pretty much a PvP thing, as you can't stun bosses. Tactical items: Sorcerer in general: I think these are intended for healer, not really usefull for DD. Very defensive. I don't think sorc should be about defense, as they are no tanks, but that could just be me. Who uses Phase walk to get back into the fight? Specifically for lightning: I think the devs did a great job with these, really like them, all of them would be useful, if I continued to play like i do just now (so not even trying to make to best out of it). No need to change anything here. So i critizised like all of the Set Bonuses, but what would i like to see instead? Maybe something like this: "Upon dealing critical damge, there is a chance of X% to gain Buff Y, which allows you to instant cast Thundering Blast." Or something like that, that enhances the main damage abillities of the sorcerer. That's it. Explanations why i am wrong are encouraged. PS: Sorry for incorrect english tl,dr: Lightning specific tacticals are good, everything else is meh for lightning sorc dps
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