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[ARCHIVE] 1.1.5 Sith Sorcerer Healing Compendium - Printable Version +- SWTOR Mechanics Forums (http://mmo-mechanics.com/swtor/forums) +-- Forum: Class Discussion (/forum-7.html) +--- Forum: Sith Inquisitor and Jedi Consular (/forum-9.html) +--- Thread: [ARCHIVE] 1.1.5 Sith Sorcerer Healing Compendium (/thread-154.html) |
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[ARCHIVE] 1.1.5 Sith Sorcerer Healing Compendium - metaspy - 08-01-2011 11:54 AM Sith Sorcerer Healing Compendium
Talent dissection Sith Sorcerer Healing Talents Our talents will be 32/7/2 Talent Skeleton looks something like this: http://www.torhead.com/skill-calc#201GGrRbd0dGzZf00MZ0M.1 Healing Abilities Comparison I am not going to try to put together a rotation, since healing is usually based upon how much is needed, how much time you have to cast, and mana / force available. I did want to compare them for their efficiency in force and in cast time. The following are base numbers using 200 Willpower for a lvl 50 SI Sorc. Dark Heal Dark Heal Sith Inquisitor (Sorcerer) Force: -50 Range: 30m Activation time: 2.0 secs Damage Type: Healing Mirror: Benevolence Heals a friendly target for [?] health. Force : 50 Casting Time : 1.5 sec Range : 30m Heals a friendly target for 605 – 748 health. Coefficient: 1.75 Dark Infusion Dark Infusion Sith Inquisitor (Sorcerer) Force: -55 Range: 30m Activation time: 3.0 secs Damage Type: Healing Mirror: Deliverance Heals a friendly target for [?] health. Casting Time: 3 secs Force: 55 Range 30m Heals a friendly target for 1235 – 1378 health. Coefficient: 3.41 Resurgence Resurgence Sith Inquisitor (Sorcerer) Force: -40 Range: 30m Channel time: 3.0 secs Cooldown: 9 secs Damage Type: Healing Mirror: Rejuvenate Immediately heals a target for [?], plus an additional [?] over 9 seconds. Force : 30 Casting Time : Instant Cooldown : 6 sec Range : 30m Heals a target for 275, plus an additional 365 over 9 (607.5 over 15 with Reconstruct Reconstruct Sith Inquisitor (Sorcerer) Activation time: Instant Mirror: Force Shelter Increases the duration of resurgeance by 3secs. In addition, Resurgeance has a [50/100]% chance to increase the target's armor rating by 10% for the duration of Resurgence. Coefficient: Initial: 0.91 HoT: 0.33 Innervate Innervate Sith Inquisitor (Sorcerer) Force: -40 Range: 30m Channel time: 3.0 secs Cooldown: 9 secs Damage Type: Healing Mirror: Healing Trance Immediately heals a target for [?] and a further [?] per second for 3 seconds. Force : 40 Channeled : 3 sec Cooldown : 9 sec Range : 30m Heals a target for 396 immediately, plus a further 396 per second over 3 seconds. Coefficient: 1.03 Revivification Revivification Sith Inquisitor (Sorcerer) Force: -100 Range: 30m Activation time: 2.0 secs Cooldown: 15 secs Damage Type: Healing Mirror: Salvation Heals all allies within 8 meters of the targeted area. Targets remaining in the area heal for an additional [?] over 10 seconds. Force : 100 Casting Time : 2 sec Cooldown : 9 sec Range : 30m Heals all allies within 8 meters of the targeted area for 259. Targets remaining in the area, heal for an additional 462 over 10 seconds. MAX 8 Targets Coefficient: Initial: 0.85 HoT: 0.12 Purge Purge Sith Inquisitor (Sorcerer) Force: -30 Range: 30m Activation time: Instant Cooldown: 5 secs Mirror: Restoration Purges a friendly target of up to 2 negative mental or Force effects. Force: 30 Casting Time: Instant Cooldown: 4.5 secs Range: 30m Purges a friendly target of up to 2 negative mental or force effects. With "Sith Purity" Talent this costs 15 force, and heals for 145-573. Coefficient: 0.1 Static Barrier Static Barrier Sith Inquisitor (Sorcerer) Force: -65 Range: 30m Activation time: Instant Cooldown: 5 secs Mirror: Force Armor Surrounds the target in a lightning shield that lasts 30 seconds and absorbs a high amount of damage. Protected targets become deionized and cannot benefit from Static Barrier again for 20 seconds. Force: 65 (35 with ) Casting Time: Instant Cooldown: 6 secs (3 with EC) Range: 30m Surrounds the target in a lightning shield that lasts 30 seconds and also absorbs 1260 damage. Protected targets become deionized and cannot benefit from Static Barrier again for 20 seconds (14 with EC). Coefficient: 3.27 Healing Totals Innervate: 1584 Dark Infusion: 1306.5 Static Barrier: 1260 (1512 with ) Revivification: 721 (multiplied by # of targets) Dark Heal: 676.5 Resurgence: 640 (882.5 with Reconstruct) Purge: 359 Healing done per force point Innervate: 39.6 Purge: 23.9 (with Sith Purity) Dark Infusion: 23.7 Resurgence: 21.3 (29.4 with Reconstruct) Static Barrier: 19.3 (23 with LB, 36 with EC, 43 with both) Dark Heal: 13.53 (27.06 with ) Revivification: 7.21 (10.3 with Force Bending) (multiplied by # of targets) Healing done per second Static Barrier: 1260 (1512 with LB) Innervate: 528 Dark Heal: 451 Dark Infusion: 435.5 (522.6 with DM talent, 653.25 with Force Bending, 1056 with both) Purge: 359 (instant cast, no HoT) Resurgence: First Half: 275 Second Half: 40.5 Total: 71.1 (58.8 with Reconstruct) Revivification: First Half: 129.5 Second Half: 46.2 Total: 60.1 (multiplied by # of targets) Coefficient comparison (thank you corrupted) 4.12 Innervate 3.41 Dark Infusion 3.27 Static Barrier 2.56 Resurgence* 2.00 Revivification 1.75 Dark Heal 0.10 Purge Analysis: When it comes to cast times, Dark Infusion has the longest cast time - 3 seconds (can be reduced to 2.5 seconds with 2 points in Dark Mending talent, lvl.1 Corruption tree) Putting talent points in Force Bending (lvl.3 Corruption tree - requires Resurgence) will also give a 1 second reduction on cast time for Dark Infusion. This will make our cast time 2 (3 -1 = 2) seconds or 1.5 seconds with Dark Mending (2.5 -1 = 1.5). Dark Infusion then becomes extremely efficient in cast time. Since Resurgence is instant cast, it would delay our casting of Dark Infusion only by the 1.5 second Global cooldown and would make the entire combo 3 seconds and give 1946.5 in healing, making HPS 648.83. Note that the Corruption 31 point talent, Revivification is not very efficient; it would have to hit 6 players to heal as efficiently per force as Innervate (4 with Force Bending). In regards to HPS, it would have to hit 9 people to be as efficient as Innervate, which is impossible. I expected a little better from the top talent of the healing tree. If low on force - Innervate might be the way to go. 1) it is the most force efficient heal 2) there is a talent that gives a free Consumption cast (40-48, force which would cover the cost of Innervate) when Innervate crits. 3) when resurgence is cast Innervate gets 50% crit rate Stats The base stats at the moment are Strength, Aim, Endurance, Cunning, Willpower and Presence. Without any items, we should have the following totals at level 50: Willpower: 200 Strength: 175 Endurance: 175 Presence: 175 Aim: 45 Cunning: 45 Dominant: Willpower Auxiliary: Strength, Endurance, Presence Inferior: Aim, Cunning The secondary stats of interest are Force Power, Alacrity, Force Crit and Surge. Force Power increases the bonus damage of our Force abilities much like Willpower. Willpower provides 0.2 to damage and 0.14 to healing per point. (possibly crit as well) Force Power provides 0.15 to damage and 0.12 to healing per point. Alacrity Rating is a stat that was introduced not so long ago. It functions like haste in other MMOs and decreases the activation time of our abilities. Alacrity rating decreases activation and channeling times. Force issues need to be taken into account as well as the question if it affects the GCD or not. If not, it might be of less use to us than otherwise. We will assume it does. Two further stats of interest are Force Critical Rating and Surge Rating. The first increases our critical chance (the chance to score a critical strike or 150% of the amount an ability hits for) and the latter increases those 150% bonus damage. Of course Surge is useless without high enough crit chance and thus it is possible its value will increase proportionally to our crit. Thus at the start Force Crit will be a higher priority and when we reach a certain threshold, we will value Surge higher. Most likely we will want to get as much +Willpower on our items as possible. The items we have seen so far contain both secondary stats (FP, Crit) and base stats (WP) without "tax" in the form of item budget (i.e. the item can have WP, Str and Crit or WP, Str and FP, but not all 4 at the same time). This might not be the case for higher level items and as everything else is subject to change. So, without taking relative stat values or ability coefficients into account, we have something like: Willpower > Force Power > Alacrity > Force Crit > Surge Gear Gear changed I will update after some research. Consumables If you go biotech as one of your crewskills you can have the non-consumed version of these which give +30 on the stat for Adrenals and +8 (on main stat) for the Stims. They are bind on pickup though. Stimulants (Flasks) Exotech Resolve Stim Use: Increases Willpower by 128 and Power by 56 for 120 minutes. Persists thru death Only one stimpack can be active at a time. Adrenals (Potions) Exotech Triage Adrenal Use: Increases Force Power and Tech power by 535 for 15s. Reduces incoming damage by 50% You cannot use another adrenal for 3 minutes. Exotech Efficacy Adrenal Use: Increases Alacrity by 535 for 15s. You cannot use another adrenal for 3 minutes. Exotech Critical Adrenal Use: Increases Critical Rating by 535 for 15s. You cannot use another adrenal for 3 minutes. Exotech Force Adrenal Use: Increases Surge by 535 for 15s. You cannot use another adrenal for 3 minutes. RE: Healing Talent Dissection - Caketown - 08-01-2011 12:30 PM "If it turns out that willpower will not affect healing crits, then switching the 2 points from Will of the Sith to Force Suffusion and Empty body should work out. In addition, if Presence is more effective per point in healing than increasing the shield utility, then the trees could be switched to 5/31/5 giving the full 5% increase to Presence. " I think willpower has been confirmed to give crits to heals, but it is currently unknown how much, etc. It will probably depend how much willpower our gear gives us. In addition, I think going 5/31/5 might be good, but once again we might need to crunch the numbers because that 20% shield absorb may be more efficient than 2% of presence which may be very minimal. I think charged light is more of a PvP talent, and I think I'd invest the 3 points into Empty Body (cause probably Raid bosses do use AoE attacks) and Force suffusion (for more effective AoE heal). Most operation mobs will be immune to blinding effects. Now Fadeout may be important in PvE as well as PvP. My revise: Lightning: Electric Induction - 3; Reserves - 2 Lightning barrier - 2 Madness: Haunting Presence - 3 Corruption: Dark Mending - 2; Seeping Darkness - 3 Lucidity - 3; Empty Body - 2; Force Suffusion - 2 Resurgence - 1; Force Bending - 2; Efficacious Currents - 2 Sith Purity - 1; Reconstruct - 2; fadeout - 2 Innervate - 1; Life Surge - 2 Force Surge - 2; Penetrating Darkness - 3 Revivification - 1 If willpower turns out to be high X amount of crit at level 50, I would prob put 2 points into Will of the sith and take it out of Empty Body. I would definitely not get Charged shield for PvE though, and pickup fadeout. Let me know what you think
RE: Healing Talent Dissection - metaspy - 08-01-2011 01:03 PM Discussion of talents: As pointed out in other threads, we can only take up to the second level in other talent trees while getting the 31 point in our main tree. Therefore, we only need to look at the bottom 2 levels to judge which ones to take. Madness (lvl.1) Torment (0/2) - DPS related, not useful for healing Calcify (0/3) - DPS Crits Will of the Sith (0/2) - Now that Willpower is the main stat of all sorcs, this will increase our healing and crits. Exploitive Strikes (0/3) - DPS Crits, not useful for healing (lvl.2) Chain Shock (0/3) - DPS Sith Efficacy (0/2) - DPS Parasitism (0/2)- DPS Oppressing Force (0/2) - CC Lightning (lvl.1) Electric Induction (0/3) - Per point, Reduces force cost of force attacks and heals by 3%. Healing efficiency is always good, especially if we can get our heals to cost 9% less. Reserves (0/2) - Increases force by 50. With a pool of 500 for Sorcs, this may not be a necessity, but it may be useful. Convection (0/3) - DPS (lvl.2) Lightning Spire (0/1) - DPS Exsanguinate (0/2) - DPS Subversion (0/2) - DPS Lightning Barrier (0/2) - Increases Absorb by Static Barrier. Very useful, as damage prevention can be better than healing. On to our Main Tree: Corruption (lvl.1) Dark Mending (0/2) - Reduces a 3 second cast heal to 2.5 seconds. Seeping Darkness (0/3) - Increases crit on periodic damage and healing. We will have at least 3 hots, so this might be useful. Haunting Presence (0/2) - Per point, increases Presence by 3% and healing by 1%. Even with Presence stat not giving healing - the 2% increase in healing will be useful (lvl.2) Lucidity (0/3) - Reduces pushback and threat; This is good for both PvE and PvP Charged Shield (0/3) - Static Barrier will blind enemies; GREAT for PvP! Empty Body (0/2) - Meh, increases incoming heals... Force Suffusion (0/2) - aoe damage and healing increased; I only see one AOE heal, so this may not be that great (lvl.3) Resurgence (0/1) - Instant heal + HoT; has a 6 sec cooldown, is a good heal Force Bending (0/2) - Resurgence grants different bonuses for different heals. Dark Resilience (0/2) - Reduces Consumption down to 13% (from 15%); Not sure taking damage for force will be that useful Efficacious Currents (0/2) - Reduces cost, cooldown and debuff of Static Barrier. Practically mandatory. (lvl.4) Sith Purity (0/1) - Decreasing cost and increasing utility of purge + heal, seems like a good deal for 1 point Reconstruct (0/2) - increases duration on Resurgence HoT and gives + Armor Fadeout (0/2) - requires Dark Resilience, and makes consumption remove movement impairing effects, not very useful (lvl.5) Conspiring Force (0/2) - DPS Innervate (0/1) - Channeled heal (very cost efficient!) Life Surge (0/2) - Damage reduced, increased crit - useful in PvP (lvl.6) Force Surge (0/2) - Crits on innervate, make consumption not take hp. Penetrating Darkness (0/3) - bonus healing up 15%. hells yes! (lvl.7) Revivification (0/1) - AOE + HoT heal Our talents will be 2/32/7 Talent Skeleton looks something like this: Madness Will of the Sith - 2; Torment - 0; Calcify - 0; Exploitive Strikes - 0 Lightning Electric Induction - 3; Reserves - 2; Convection - 0; Lightning Spire - 0; Exsanguinate - 0; Subversion - 0; Lightning Barrier - 2 Corruption Dark Mending - 2; Seeping Darkness - 3; Haunting Presence - 2 Lucidity - 3; Charged Shield - 3; Empty Body - 1; Force Suffusion - 2 Resurgence - 1; Force Bending - 2; Dark Resilience - 0; Efficacious Currents - 2 Sith Purity - 1; Reconstruct - 2; Fadeout - 0 Conspiring Force - 0; Innervate - 1; Life Surge - 2 Force Surge - 2; Penetrating Darkness - 3 Revivification - 1 (08-01-2011 12:30 PM)Caketown Wrote: I would definitely not get Charged shield for PvE though, and pickup fadeout. Fadeout requires 2 points in Dark Resillience from the previous Tier. Which means in order for you to pick it up, you would have to invest not just 2 points but 4. And if our force regeneration is decent, you are wasting talent points on things that will not be used. Consumption Instant Consumes 15% of your maximum health to restore 8% of your maximum force. Each time the ability is used, your force regeneration rate is reduced by 25% for the next 10 seconds. Stacks up to 4 times. Consumption does not seem to be an ability that I would use very much. I cannot imagine a scenario where I would want to cough up 15% of my max hp (13% with talents) to receive 40 force (48 with talents) and then on top of that reduce my ability to normally regen that force. RE: Healing Talent Dissection - Caketown - 08-01-2011 07:46 PM I did not realize the requirements for fadeout, my bad on that, but to answer your question, consumption may be very good during a boss fight that is nearly over but enters a "berserk" stage for last 10-15 seconds. Kind of like during WoW when bosses hit enrage timer. In any case, you could always invest those 2 points into Will of the Sith if you do not like Dark resilience RE: Healing Talent Dissection - metaspy - 08-02-2011 07:11 AM (08-01-2011 12:30 PM)Caketown Wrote: In addition, I think going 5/31/5 might be good, but once again we might need to crunch the numbers because that 20% shield absorb may be more efficient than 2% of presence which may be very minimal. After looking at it, I am almost positive it will be more beneficial to keep the 2 points in extra shielding. For a 3/31/7 build. Think about how much presence we would need for 2% presence to equal 20% shielding. Lets just assume a couple things: 1) Prevention of an amount of damage is equal to healing that same amount of hp 2) Our shield is for a "high amount" of 500. (I think it will be higher) 20% of that is 100. After searching through some screen shots and some revealed info, I found that approximately 3.5 presence gives 1 bonus healing. To get that same 100 increase in actual healing from the 2%, we would need 17,500 presence. Which is highly unlikely. Even if presence is a 1:1 ratio, we would still need 5,000 presence to equal the same 100 hp. RE: Healing Talent Dissection - Caketown - 08-02-2011 08:06 AM (08-02-2011 07:11 AM)metaspy Wrote:(08-01-2011 12:30 PM)Caketown Wrote: In addition, I think going 5/31/5 might be good, but once again we might need to crunch the numbers because that 20% shield absorb may be more efficient than 2% of presence which may be very minimal. Very good point, I do agree with the 3/31/7. Now where do you think you would put the 3 points from charged shield? (judging that operation mobs/bosses will be immune to this blind. I am kind of lost on it, because empty body may be good, but 1 point into fadeout (after getting dark resilience) may be pretty important as well. RE: Healing Talent Dissection - metaspy - 08-02-2011 08:31 AM (08-02-2011 08:06 AM)Caketown Wrote: Now where do you think you would put the 3 points from charged shield? (judging that operation mobs/bosses will be immune to this blind. Personally, being a PvP-centric healer, I will keep the 3 points in Charged Shield. Beyond that, I have made my opinion clear that putting points into DR and Fadeout are not optimal - much less recommended. If you are dead set on not getting Charged shield you can probably dump the 3 points into Empty Body and Force Suffusion. These would increase your AOE heal, and your self heals. RE: Healing Talent Dissection - Caketown - 08-02-2011 11:04 AM (08-02-2011 08:31 AM)metaspy Wrote:(08-02-2011 08:06 AM)Caketown Wrote: Now where do you think you would put the 3 points from charged shield? (judging that operation mobs/bosses will be immune to this blind. If you are going PvP you should consider the need to pickup fadeout as well as Conspiring Force for PvP purpose, in addition to Charged Shield. Fadeout will be important for the impairing effect removal and conspiring force for slowing down targets for kiting. So a PvP would be: Seeping Darkness 3/3; Dark Mending 2/2 Charged shield 3/3; Lucidity 3/3 dark Resilience 2/2; Resurgence 1/1; force bending 2/2; efficacious currents 2/2 Sith Purity 1/1; Fadeout 2/2; reconstruct 2/2 Conspiring Force 2/2; Life surge 2/2; innervate 1/1 Penetrating darkness 3/3; force surge 2/2 Revivification 1/1 I might actually put 2 points from Conspiring Force into empty bodied because I will often get targeted in group PvP due to healing, so healing your self for 8% extra will be clutch...depends how much you get targeted. For this build i removed all points from Haunting presence so its 0-34-7 PvE: Seeping Darkness 3/3; Dark Mending 2/2; Will of the sith 2/2 Lucidity 3/3; Force suffocation 2/2; empty body 2/2 Resurgence 1/1; force bending 2/2; efficacious currents 2/2 Reconstruct 2/2; Sith purity 1/1 Innervate 1/1; Life surge 2/2 Penetrating darkness 3/3; force surge 2/2 Revivification 1/1 I could not find where you got the 8% increase in force gain from consumption talents. If it is from Dark resilience I would prob take points from empty body and put it into dark resilience So the build would stay 3-31-7 RE: Healing Talent Dissection - metaspy - 08-02-2011 11:40 AM (08-02-2011 11:04 AM)Caketown Wrote: I could not find where you got the 8% increase in force gain from consumption talents. If it is from Dark resilience I would prob take points from empty body and put it into dark resilience No, 8% is what consumption gives you. The only way you get 48 force instead of 40 is if you pick up Reserves (8% of 500 = 40; 8% of 600 = 48) PvP is not a good time to use Consumption - it is worse than in PvE!!! You never want to give your enemy 15% off the top of your HP for free. Consumption on the whole, sucks. The only time I will cast it is when it is free because of an Innervate crit. Possibly as a PvP build I would drop all of the points in Haunting Presence and put them in Conspiring Force and Sorcerous Defense. It really depends on how much presence actually matters in heals. RE: Healing Talent Dissection - Caketown - 08-02-2011 11:52 AM In a time of need I would probably use it, but I misread it I thought you said 40% force, not 40 force. I would still use it if not targeted and my allies are getting super low as i am out of force (oof) or oom w/e u wanna call it. That may be another good choice with Conspiring Force and Sorcerous Defense. I would probably like that more now that I misread the consumption. With my build, however, you have Conspiring Force and you can pick-up sorcerer defense. You would still have 1 left over. Might possibly be worth investing into Empty body or Exsanguinate...depending on how long affliction lasts. So it would be 0-33-8 |