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NICKjnp

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  1. For a TK build I use: Disturbance (or force quake when defending a node/bomb site) until force wave proc appears Force potency Force wave Weaken mind Turbulence Tk throw (if proc appears) Rinse and repeat. I haven't tried with the buff to mental alacrity yet. I also have a balance sage and I use a rotation similar to those mentioned above.
  2. The way I see it the 50 gear issue is the same as the 10-49 ability issues. The gear grind is just like level grinding for PvP. A recruit set is like a lvl 10 and a WH set is like a lvl 49. I usually don't PvP after 50...only in 10-49 so I can buy lvl 40 orange gear and a BM weapon at 50. I honestly can't stand the pre-mades in either tier. In 10-49 you always end up going up against pre-mades that are 40 and above. In 50 you end up going against pre-mades that are full WH. Now add to the fact that there are class balance issues that will only get worse when 1.4 drops (because of Biowares magic metric numbers that leave most individuals scratching their heads). I don't think Bioware will be able to salvage their PvP debacle. I was hoping for improvements to the game but they seem more focused on free-to-play and less on their current customers. I'm not all that good at PvP. I still enjoy it now and again...but it is few and far between when I do enjoy it.
  3. I have a corruption sorcerer (lvl 50), a balance sage (lvl 50), and a telekinetic sage (lvl 34). The lightening/telekinetic builds are by far the toughest to play in PvP. The reason that is because of our cast times. That said...it is doable and fun. One thing to remember is that in 10-49 PvP the gear you have makes a huge difference. My suggestion is to get as many oranges as you can and keep all the mods up to your lvl. It will make a difference for you. Another factor is positioning. You need to place yourself near a large group but out of the way where you aren't that visible. Lastly...tk/lightening is a proc tree. When you proc telekinetic wave (and the lightening equivalent) then pop your skill that gives you the plus 60% crit possibility. Follow that with affliction and the top skill that you have from the lightening tree and you should have two crits hit one after another. When 1.4 comes out this will be a near guaranteed double crit when you use the 10 second alacrity and uninterruptible ability. Just remember to attack in a group so your team is distracting others...and mess with the enemy healers (it really takes them out of the fight).
  4. NICKjnp

    WZ Leavers

    I will gladly quit when I know that the entire game some marauder or power tech is going to run around the entire field of play to only come after my sage. I don't play to give them comendations. It isn't fun, it isn't the point of the warzone and I don't play for their benefit. I'll quit till I find a warzone where people are playing the objective and I actually can have fun.
  5. They gave the saber to be iconic. They gave the saber combat because a consular can also choose to be a shadow which is a combination of saber combat and casting.
  6. It is annoying but it is one of those match types where gaurdians/juggernauts shine.
  7. I won't quit when I'm losing. A better team is a better team. I will quit when my sage or sorcerer becomes the sole attention of marauders and powertechs the entire match. That is not fun so I don't see the point in staying when that happens...but it is never a team issue that makes me quit. It is an enjoyment issue. Being attacked now and again is fine because it is part of the game.. Being the sole focus of someone for valor and comms is not.
  8. I know I'm going to be told to "stop qq'ing". But I pay so I'mgoing to gripe all I want...so accept that paying customers will always be doing that. 1. Force wave/overload was used to get a group off of me, get an operative or assassin off of my back, and strategically placed for an aoe effect. This throw field (because that is what it is now) is not something I wanted nor is it something anyone asked for. They say it is for unintended hits as well....then the better nerf death from above (or any aoe power) because it is aoe and it might hit a target that people did not intend. 2. Electrocute/force stun was used strategically as well. I would use it on people capping/planting and over fire traps. Again it still fills resolve the same as before but now you have to run into melee kill range to use it. This hurts a madness/balance build by removing one of the 30 m stuns. So now there is only lift/whirlwind. It hurt lightning/telekinetic builds by removing one of the two kb's it has for escape if it gets swarmed. And I have a lvl 50 corruption sorc, lvl 50 balance sage, and am working on a telekinetic sage (which is easier that people make it out to be). If this update happens...I'll probably ditch them and go with a powertech instead since Bioware seems intent on nerfing weak classes and ignoring overpowered ones. And yes...I QQ. I also pay pay so telling me to stop whining isn't going to do anything.
  9. I vote negative. They nerfed one of our only defensive abilities and they nerfed our stun. What they gave us nobody asked for and they nerfed defenses rather than buffed them. I want to stay and fight...not run away constantly. What we really wanted was some good dps and that was completely ignored. Most everyone was calling for a nerf on the marauders/sentinels but instead they nerfed the class that needed a buff offensively and defensively. This is going to be the death of the sage/sorc when 1.4 comes out. Sorry for the longer post than you wanted OP...I vote negative.
  10. I play both a sage and a sorcerer. You just really hurt the class by making overload/force wave have a 120 angle arc. That makes it useless as a defense when you are trying to get someone who is hitting you from behind. Furthermore you made our only quick stun a 10 meter range. Seriously? So now we have to run into the range of melee classes range attacks if we want to stun. We are a ranged class!!! We need to fight at range. All we asked for was a dps increase with some defensive abilities...and instead you gave us a nerf to our cc (which is all we have going for us) and the ability to run away easier. Running away is what we disliked about the class...we want to stay in the fight and make a difference with damage. So to sum it up...you took away our ability to root an area with our force wave (now only able to do it in a 120 meter arc), forced us to enter melee class range to be force choked, and made it so we can run away more often. Congratulations on not listening to us by not giving us any dps increase and reducing our cc. You have officially killed the class.
  11. Attis station is an issue for under geared crew members. It is one of my main frustrations between the consular and inquisitor. As an inquisitor (sorcerer especially) if you take stnthweaving as a crew skill you can keep both your tanks and your melee dps geared. Crewmember leveling gear sucks for tanks. If you play consular then your tanks require you to have armormech..and only your melee dps uses synthweaving gear. So you either have to pay a lot of credits to gear them or take armormech and be under geared yourself. This could have been fixed if Nadia was gotten at Attis station and was a ranged tank (like Xalek) and Irresso was a melee dps. But they did what they did so when it comes to a consular...you should play another class (with synthweaving or armormech) first so you can gear yourself and your tanks.
  12. 1. I think that other's view my dps sage as a minor nuisance in PvP. The sage is easy to kill and poses no real threat. We are quick commendations for people. 2. I joined after 1.2 so I wanted to play the "mage" class purely because I like those types of classes in games. I'm dissapointed that the sage has such low dps for being so weak defensively. Please make it so we can actually burst damage with the tk tree and have that damage actually pack a punch.
  13. I'm a balance sage but I started out as a tele sage. I would drop anything out of your rotation that isn't connected to the tele tree. You might want to give balance a try and see if you like it (I never run out of force). If you are dps make sure to bring Qyzen, Iresso, or Theran. If this is your first toon then I also suggest you take armormech as your crew skill to gear your crew (and just use the orange armor and purchase mods for yourself).
  14. I've found that the biggest problem for a sage is that their tanks all use armormech while the sage uses synthweaving. So the difficulty for me was having tanks that were properly geared. I was luck enough to complain about it on Voss and a very nice person volunteered to make me two sets of tanking gear so Qyzen and Iresso were geared up. If that person hadn't of done that then I would have probably have just given up. Another thing to remember is that Theran can make all the difference in an interrupt fight. He was under geared in both the Stark fight and class end game boss fight and still helped me to win. Sorcerers on the other hand really benefit from the fact that both of their tanks as well as their mele dps use armor from synthweaving. So basically if you decide to go sage and don't have a armormech or cybertech toon then seriously think about having armormech as your crew skill.
  15. The only reason I'm playing a Sage/Sorcerer in WZ right now is because the Battlemaster armor has good stats for starting end game content. Other than that I have no desire to PVP but people just chase me down for an easy kill (often times trying to spend the entire game doing it). I would love to be more involved in PVP but Bioware took away the sage/sorcerers bite so now they are just a wolf without teeth..they look pretty but pose no danger at all. I subscribed 3 months ago and got into PVP about a month ago. I was hoping for a dmg increase in 1.3 so I resubscribed. That didn't happen so I'm not resubscribing unless they actually fix the sage/sorcerer mechanics in the next update (and either seriously reduce the marauders/sentinels defenses and damage as well as fix the OP pyrotechs).
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