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SWTOR Additional Changes 2.10 changes for sorcs and sages

Bioware has added some major changes for healing sorcs and sages in patch 2.10 that is not part of the PTS patch notes. Updated August 18 with a new round of changes.

Focused Feedback Discussion: Corruption Sorcerer / Seer Sage | 08.15.2014, 06:40 PM

Thanks again for your continued feedback, Sorcerers and Sages! Due to your feedback, we now plan to implement the following changes to our previously suggested changes:

  • Change the 4-piece PvP set bonus to make Consumption/Noble Sacrifice no longer consume health when used with a stack of Force Surge/Resplendence, rather than restore 3% of max health over 6 seconds after use.
  • Corrupted Speed/Master Speed will now apply the Hindered effect to targets damaged by Overload/Force Wave, rather than enemy targets that are within 8 meters when Force Speed is activated.
  • Leave the global cooldown on Consumption/Noble Sacrifice, or increase the cooldown to something higher than 1.5 seconds. Currently, we are leaning heavily towards keeping the global cooldown, because increasing the cooldown beyond 1.5 seconds could make it difficult to spend all of your Force Surge/Resplendence stacks on Consumption/Noble Sacrifice (assuming you might not want to spend any of those stacks on Revivification/Salvation in various situations). We definitely do not want to make Consumption/Noble Sacrifice a button that you macro or constantly push between ability uses, but instead, prefer it to be something that you use intelligently when none of your allies are in need of healing and your resources could use a boost. We think that keeping it on the GCD will encourage its use in this manner. Damage dealing Sorcerers/Sages are designed in a way that should not require Consumption/Noble Sacrifice usage, except in the direst of circumstances (not saying they should never use it, or that they do not ever use it, but our hopeful intent is that they use it rarely).
  • In addition to the bonus healing increase, Penetrating Darkness/Clairvoyance will now also have a 20/40/60% chance,whenever the Sorcerer/Sage activates a healing ability, to make the Sorcerer’s/Sage’s next Dark Heal/Benevolence activate instantly. This effect will last up to 10 seconds, gets consumed when Dark Heal/Benevolence is activated, and will not be able to occur more than once every 10 seconds.

We had to tweak the design of Penetrating Darkness/Clairvoyance for technical reasons. If the effect were triggered at the wrong time from taking damage (while the Sorcerer/Sage was activating Dark Heal/Benevolence), it could leave your character in a broken state. Fortunately, changing what causes the skill to trigger solves this issue.

Somebody also asked about needing to grind a new set of PvP gear because of the set bonus change. That will not be necessary if you already have 4 pieces of the PvP set (it will be updated automatically).

For the sake of clarity, here is a full list of all proposed Sorcerer/Sage 2.10 changes up to this point rolled into a single list together (because it can be confusing when there are multiple posts saying conflicting things):

Sorcerer

  • In addition to increasing maximum Force, Force Attunement will now also increase armor rating by 20%.
  • Unnatural Preservation no longer causes a global cooldown.

Corruption

  • Corrupted Speed now places a Hindered effect that lasts 4 seconds on enemies damaged by the Sorcerer’s Overload.
  • Reverse Corruptions now allows Recklessness to finish the cooldown of Polarity Shift, in addition to its other effects.
  • In addition to the bonus healing increase, Penetrating Darkness will now also have a 20/40/60% chance, whenever the Sorcerer activates a healing ability, to make the Sorcerer’s next Dark Heal activate instantly. This effect will last up to 10 seconds, gets consumed when Dark Heal is activated, and will not be able to occur more than once every 10 seconds.
  • The 4-piece PvP healing set bonus has been modified to make Consumption no longer consume health when used with a stack of Force Surge, rather than restore 3% of max health over 6 seconds after use.

Sage

  • In addition to increasing maximum Force, Force Studies will now also increase armor rating by 20%.
  • Force Mend no longer causes a global cooldown.

Seer

  • Master Speed now places a Hindered effect that lasts 4 seconds on enemies damaged by the Sage’s Force Wave.
  • Amnesty now allows Force Potency to finish the cooldown of Mental Alacrity, in addition to its other effects.
  • In addition to the bonus healing increase, Clairvoyance will now also have a 20/40/60% chance, whenever the Sage activates a healing ability, to make the Sage’s next Benevolence activate instantly. This effect will last up to 10 seconds, gets consumed when Benevolence is activated, and will not be able to occur more than once every 10 seconds.
  • The 4-piece PvP healing set bonus has been modified to make Noble Sacrifice no longer consume health when used with a stack of Resplendence, rather than restore 3% of max health over 6 seconds after use.

Focused Feedback Discussion: Corruption Sorcerer / Seer Sage | 08.18.2014, 01:31 PM

Hello again, Sorcerers and Sages!
This is likely to be the last time we post in this thread, because we now need to turn our attention to the other classes that we have targeted for changes in the 2.10 update. What follows will likely be the final 2.10 Sorcerer and Sage patch notes:
Sorcerer

  • In addition to increasing maximum Force, Force Attunement will now also increase armor rating by 20%.
  • Unnatural Preservation no longer causes a global cooldown.
  • Consumption now has a 1.5 second cooldown (to keep it from being used more than once every 1.5 seconds in situations where it has no global cooldown).

Corruption

  • Corrupted Speed now places a Hindered effect that lasts 4 seconds on enemies damaged by the Sorcerer’s Overload.
  • Using Consumption with a stack of Force Surge no longer causes a global cooldown.
  • Reverse Corruptions now allows Recklessness to finish the cooldown of Polarity Shift, in addition to its other effects.
  • In addition to the bonus healing increase, Penetrating Darkness will now also have a 20/40/60% chance, whenever the Sorcerer activates any healing ability other than Dark Heal, to make the Sorcerer’s next Dark Heal activate instantly. This effect will last up to 10 seconds, gets consumed when Dark Heal is activated, and will not be able to occur more than once every 10 seconds.
  • The 4-piece PvP healing set bonus has been modified to make Consumption no longer consume health when used with a stack of Force Surge, rather than restore 3% of max health over 6 seconds after use.

Sage

  • In addition to increasing maximum Force, Force Studies will now also increase armor rating by 20%.
  • Force Mend no longer causes a global cooldown.
  • Noble Sacrifice now has a 1.5 second cooldown (to keep it from being used more than once every 1.5 seconds in situations where it has no global cooldown).

Seer

  • Master Speed now places a Hindered effect that lasts 4 seconds on enemies damaged by the Sage’s Force Wave.
  • Using Noble Sacrifice with a stack of Resplendence no longer causes a global cooldown.
  • Amnesty now allows Force Potency to finish the cooldown of Mental Alacrity, in addition to its other effects.
  • In addition to the bonus healing increase, Clairvoyance will now also have a 20/40/60% chance, whenever the Sage activates any healing ability other than Benevolence, to make the Sage’s next Benevolence activate instantly. This effect will last up to 10 seconds, gets consumed when Benevolence is activated, and will not be able to occur more than once every 10 seconds.
  • The 4-piece PvP healing set bonus has been modified to make Noble Sacrifice no longer consume health when used with a stack of Resplendence, rather than restore 3% of max health over 6 seconds after use.

Hopefully, you can see from the notes above that your feedback regarding Sorcerers and Sages was instrumental in forming what will likely be the Sorcerer/Sage class changes that go Live with the 2.10 update. The latest change to Penetrating Darkness/Clairvoyance was for technical reasons, because when Dark Heal/Benevolence could trigger the effect, it would also instantly consume the effect (never giving a player the chance to activate Dark Heal/Benevolence instantly). The changes to Consumption/Noble Sacrifice and Force Surge/Resplendence were implemented because they further encourage what we consider to be the proper use of Consumption/Noble Sacrifice (which is using it when you have stacks of Force Surge/Resplendence), without simultaneously encouraging improper use of the ability or allowing for behavior that we consider to be somewhat exploitive.
We would like to thank you again for your continued feedback regarding the Sorcerer/Sage class in this thread, and while we are likely done posting in this thread, you do not have to be. We noticed some posts in the thread that expressed general dissatisfaction with Consumption/Noble Sacrifice. As bigger class changes approach in a future update, we would like to collect your thoughts on possible changes to Consumption/Noble Sacrifice.
We do not have any current plans to do this, but what if we were to turn Consumption/Noble Sacrifice into more of a flurry-like ability for Sorcerers/Sages? By "flurry-like" ability, we mean something like Rapid Shots/Hammer Shot for Bounty Hunters/Troopers, or in this case, Assault/Strike for Sith Warriors/Jedi Knights might be an even better example, because it generates a resource when they use it.
For example, it could potentially be a 30-meter range ability that heals a target ally for a small amount while also restoring some amount of Force. Obviously, the amount of Force it returns would be less than the current amount (because now the ability is healing somebody, rather than taking away your health). We could even make it an ability that can heal or deal damage, depending on your target. Though, that may not be necessary, since the damage dealing Sorcerers/Sages do not really have much use for Consumption/Noble Sacrifice.
Please let us know what you think about this idea. We know it would be a pretty big change for Sorcerers/Sages, so we probably would not redesign Consumption/Noble Sacrifice without it being a change that Sorcerer/Sage players get excited about. Also, please keep in mind that this change would not necessarily be a buff to Sorcerers/Sages (we would be carefully balancing the exact numbers); it would simply be a different way of looking at the ability to regain Force. The goal of the change would just be to make the Consumption/Noble Sacrifice ability feel less punishing to use, because it would no longer involve any health loss or Force regeneration rate degradation.

By Dulfy

MMO guide writer and blogger. Currently playing and covering SWTOR, GW2, and TSW.

33 replies on “SWTOR Additional Changes 2.10 changes for sorcs and sages”

They need to make the 4 set PvP bonus the same as the 4 set PvE bonus. Otherwise, PvE will still not get a four set.

Yeah, PvE 4 set sucks, like that 50 extra Force is going to do me much good, it is maybe one more heal out of a full tank of Force, but if I get that low for it to make a difference, I am already using Sacrifice. That and the Scoundrel/Op 4 set they really need to work on to make them actually desirable (and there are a couple more that escape me at the moment), it is nice to only need the 2 set to be effective, but it also feelsa little cheated to not get something nice at 4 set.

4 set piece for dpsers is quite good, you can use it for a healer getting a 5% alacrity boost without a single alacrity piece 😉 just replace mods, there isnt 1 good set anyway, in all of them you need to change mods to call it decent.

I was referring to the heal 4 set, which is why I mentioned the 50 extra Force.
I wouldn’t go with 4 set dps bonus, because I would miss out on the 2 set heal bonus, which I actually think it pretty decent.

When I say a set is good, I don’t mean the mods and everything, I just mean the bonus listed on the armorings. I mix and match everything else as a matter of course. I have 4 piece set bonus on my dps set, and I love it when dps-ing, but I would not give up the 2 piece heal bonus for it.

I just arrived back home from Cologne. I have the Cologne thumbdrive pictures for you, if you want. Is there a way i can upload them to you?

This is a bit off topic but in a raid with good healers consume should always be used at around 70% force, whether youre a healer or madness sorc. Lightning not so much but definktely on madness or youll face the end of a 15 minute battle with 10 force and nothing to do

whats funnily i seem to never use it on my sorc unless I’m learning the OPS or the group sux or the group is so good i run out of force DPSING. , once i got it down consume all most never gets used . but then my ala is like 10 % with all my other stats were they should be .

mate if you have 10% alacrity all your stats are not where they shoud be!!
Any spec of sorc/sage can have at most 2 alacrity pieces for the sake of loosing any decent multiplier//damage/healing bonus (power).

u need like 400+ alacrity rating to reduce 0.1secs, its absurd. even accuracy is better for a healer lol.

20% boost to armour and another instant, free heal … really ?!?! So now it’ll take 3+ dps to kill a sorc/sage healer. Why not just give every class god mode: no damage for anyone, ever !

Did you ever stop to think why they are giving these boosts to healers? Its because they are the first to be attacked. And how do you expect a healer to win a 1v1 fight? They can’t. The point of it is so they can stay alive long enough to get help from other players on their team.Why do you think healers are so rare in pvp? Its because no one likes dying over and over as soon as they jump in the fight. They are trying to encourage more people to heal in pvp because sorc healing in pvp sucks. So suck it up, be a man and fight other dps rather than trying to act like a good dps by attacking a healer, or learn how to play as a team and kill a healer. DPS like you irritate the daylights out of me because you get so pissy when you can’t dominate a 1v1 with a healer. Grow up

Umm I don’t know what server you play on but the two I’m on are choke full of healers, like 3-4 every single warzone match – I’ll make a stream on Twitch if you really want me to rub it in. So calm yourself ! On Ebon Hawk no one even attacks them anymore, everyone goes after merc/mando dps and slingers/snipers since they’re the only class without god mod abilities.

Captain, I’m detecting no signs of intelligence in this thread. I am however detecting minute traces of two rare elements known to Vulcans as trollanium and butthurttonium. Recommend we station ourselves in a polar troll orbit and monitor for sciences sake.

I kind like being attack as sick as they may sound makes the tank work more . In pve which i do mostly with some pvp.

its the same free heal, it has just been removed from gcd, it was already a contraditcion callint it “instant” with gcd of 1.5sec.

LOL OVER load some hate it all ready i see more sorc making more mad due to this change love it .
and Yes i have two healing sorc in full 78 or 180 ( no interest what so ever in NIM Gear or id have it ). and one sage in 72 and 78 . :>) they all heal .

i really dunno, but sorcs are in fact better… at least in dps specs, sages are awesome healers.. but i do in arkanian/verpine damage with sorcerer as much as with my sage in full oriconian… almost as much to be fair.

Yet again more affirmation that certain devs protect their personal favorite class. Their heals were already difficult to overcome with dps giving often times bringing warzones to a stalemate. Add to that the recent announced 2nd nerf of the already struggling sniper/gunslinger. If you recall they had their orbital strike nerfed a few upates ago.

It’s not hard to see the makeup of 2.10 warzones to only consist of sorcs/operatives/assassins.

PvP:
20% armor rating.
Sorcs are real good Offhealers as dps so its a bit hard to finish them up when they boost half of their hp hope that 20% isn’t worth much.

Here’s an Idea if they are trying to get more sorc/sage healers in pvp then make that new instant heal a talent in the healers tree at the very top. This would avoid having stun/heal/god sorcs and sages in pvp. Just a thought..

As opposed to the mega-stun heal operative/smuggler or the mega-stun over-powered assassin/shadow builds? Sages and Sorc’s need that heal, in all specs. We would die VERY quickly with out it.

I see no comments on additional force consumption for PvE DPS Sorcerers. I can actually run out of force now when I DPS post patch 2.10. AOE seems to be taking a lot more force, or my force regeneration is just a lot lower. In a typical operation on story mode I will, depending on the tanking, be in combat almost constantly while clearing trash and throwing out aoe after aoe on the mobs, death field, lightning storm and chain lightning, often clearing a pack in sm without needing to single target anything. I have before noticed that aoe is a big drain on force, but those short breaks between packs was enough to regenerate the force used each fight, now however, I will go into the next pack with 1/2 force and on boss fights, like Corrupter Zero, I will actually completely drain my force less than halfway into the fight having started at full. The only time I ran out before this patch was when off healing a lot, which has been necessary in some groups I have ran with. Im confused, am i supposed to start using Consumption to dps and balance the force regen debuff from that with with force regen buff from lightning strike?

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