anwg Posted September 26, 2012 Share Posted September 26, 2012 So it no longer breaks on damage, in essence the same as any other stuns, yet it's still only 300 resolve? Link to comment Share on other sites More sharing options...
PloGreen Posted September 26, 2012 Share Posted September 26, 2012 I wouldnt worry. Sages are hardly in a good place right now. Link to comment Share on other sites More sharing options...
FourTwent Posted September 26, 2012 Share Posted September 26, 2012 that would be called a buff Link to comment Share on other sites More sharing options...
Blasphemerr Posted September 26, 2012 Share Posted September 26, 2012 Wait, that sounds awesome. Link to comment Share on other sites More sharing options...
PloGreen Posted September 26, 2012 Share Posted September 26, 2012 Sounds better than it plays out. Does not compensate for a ****** 180 cone, and a reduction of range in a hard stun. Not to mention certain clasees hitting much harder than they did previously. Link to comment Share on other sites More sharing options...
Blasphemerr Posted September 26, 2012 Share Posted September 26, 2012 I should probably read the patch notes, which classes are hitting 'much harder?' Link to comment Share on other sites More sharing options...
PloGreen Posted September 26, 2012 Share Posted September 26, 2012 (edited) Jugs, from what i noticed. I dont understand the changes to sage at all. 20 second reduction in force speed is good, but people spec hybrid for that anyway, simply because force management is so poor in balance, and they want the bubble mezz. Loss of 360 knockback is game breaking defensively, shorter range on hard stun compounds the issue, especially now the knockack pushes people out of range. Force mend the new heal? 2-4k instant heal on 30 seconds is not cutting it against multiple melee, it might help you regen some force in balance if you use it right. You play a sage by control and being on your toes, this has been significantly reduced as to almost make this aspect redundant. We needed the issue of force management and survivability looked at, I dont these changes have helped this class whatsoever. Sure you could do well with bis gear and min maxed but you had to work hard to get the best out of this class post 1.2, and now I think the situation is worse. I will try multiple builds and comps see if I can adapt but initial impressions are not good. Feel free to disagree but it feels ****** to me. Edited September 26, 2012 by PloGreen Link to comment Share on other sites More sharing options...
Lightzzoutt Posted September 26, 2012 Share Posted September 26, 2012 2-4k instant heal on 30 seconds is not cutting it against multiple melee Yeah because you are totally supposed to outlast multiple enemies at once...... Link to comment Share on other sites More sharing options...
Slicktime Posted September 26, 2012 Share Posted September 26, 2012 Yeah because you are totally supposed to outlast multiple enemies at once...... its not about outlasting... its about how quick sages die. everything and i mean everything hits sages very very hard. Link to comment Share on other sites More sharing options...
Darth_Philar Posted September 26, 2012 Share Posted September 26, 2012 Yeah because you are totally supposed to outlast multiple enemies at once...... Logical Fallacy. Poster is not asking to outlast. He is asking to have a similar level of CD-related survivability against multiple enemies as every other class in the game. Link to comment Share on other sites More sharing options...
vimm Posted September 26, 2012 Share Posted September 26, 2012 (edited) Pretty awesome buff - go lightning sorcerers! Edited September 26, 2012 by vimm Link to comment Share on other sites More sharing options...
Spoletta Posted September 26, 2012 Share Posted September 26, 2012 Movement impairing immunity + insta cast heal goes a long way against "Multiple Meele". These changes are no doubt a buff to the sorcerers. Link to comment Share on other sites More sharing options...
L-RANDLE Posted September 26, 2012 Share Posted September 26, 2012 Movement impairing immunity + insta cast heal goes a long way against "Multiple Meele". These changes are no doubt a buff to the sorcerers. Healers/Hybrid Healers, yes. DPS/Hybrid DPS, no... DPS got the short end of the stick (a small stick at that), especially Bal/Mad spec'd. DPS got issues with Burst and Force Management, survivabilty was the last thing we cared about. Link to comment Share on other sites More sharing options...
AsiriusNazriel Posted September 26, 2012 Share Posted September 26, 2012 There are zero issues when you spam force lightning as Madness. Stop saying force management when that is clearly not an issue. Lightning has a 30% increase from lightning blast after 3 cds. Stop throwing blatant lies out there. Link to comment Share on other sites More sharing options...
MidichIorian Posted September 26, 2012 Share Posted September 26, 2012 (edited) Sounds better than it plays out. Does not compensate for a ****** 180 cone, and a reduction of range in a hard stun. Not to mention certain clasees hitting much harder than they did previously.About that, they are, arent they? I tried to find something specific in the patch notes but couldnt fine anything. In-game however I'm taking +4K hits every time someone touches me now. I had 80 % HP at one point, dropped from a ledge in Huttball and was dead before I hit the ground, all from two ranged enemies. Not even kidding. Also, funny how people like to pretend that sages/sorcs arent squishy at the same time as every "highest hit" story ends with " yeah it was on a sorc of course". Edited September 26, 2012 by MidichIorian Link to comment Share on other sites More sharing options...
Groncho Posted September 26, 2012 Share Posted September 26, 2012 time to put mai sorc back on track Link to comment Share on other sites More sharing options...
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