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Sith Sorcerer PvP Builds - Printable Version

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RE: Sith Sorcerer PvP Builds - Uninformed - 12-21-2011 02:43 AM

I will tell you I find the find and forget DOTing a much more effective pvp strat of late. It is very hard to burst down in pvp unless you have a true one on one. Then again I am finding a lot of pvp with players above my brackets still (why is the game still allowing 30s and 40s in the same brackets? sigh). And it just isn't a true indication of how my toon racks up against others.


RE: Sith Sorcerer PvP Builds - Psion - 12-22-2011 09:13 AM

(12-20-2011 02:47 PM)Trident911 Wrote:  Looks great mate, might put it into action and see how I go - unfortunately theres only about 5 of us playing atm, we'll begin to start looking for premades/guilds come 50 as we start to gear up.

How do you go with throwing a bit of damage out with that build above? If someones coming RIGHT FOR YOU haha, you just CC and run, or could you kite and take someone down?

Been reading up on the PvP forums, and see us healers are getting shafted when it comes to Awards in PvP, making me think we'll have to do some damage to get maximum XP/Commendations.

I usually DoT up everyone on the screen with Affliction, if I have the time for it. That will end up doing about 3k damage to each person over the next 18 seconds if they don't Purge (counting in crits), and slow them for 20% as well. If I do have time and don't have to just heal, I'll throw a Shock and a FL out once in a while, but I don't bother with much else for direct damage. Force Storm has its uses, and the small amounts of damage from Overloads and Electrocutes also add up. In general, my dps stays at about a third of my healing in WZs -- so if I heal for 300k, I'll dps another 100k.

As for 1-on-1, kiting. A regular rotation of keeping Affliction up, Force Slow on CD, and FL after gaining sufficient distance (like after the opponent is slowed and you Force Speed backwards to ~30m distance). With this build your goal is to keep your health topped, as it always should be, while using Innervate with Consumption to keep force up as well, since the fights can be a bit long. You rely on DoT damage for most dps, with Shock and FL in between. You'll never see any huge burst damage from this build, but they will outlast most other classes. Smile

If the opponent really has no clue what they're doing then, yes, I will take the time to cast a Crushing Darkness, follow it with a FL and then a Shock for a small amount of burst damage.


Psion


RE: Sith Sorcerer PvP Builds - Trident911 - 12-25-2011 07:33 PM

So been playing PvP quite a bit with your spec so far Psion - going great.

Couple of things I wanted to ask the Gurus here - what are your thoughts on some of the 'fillers' in the Corruption tree in respect to PvP optimization.

Using Psion's Build as a base (http://www.torhead.com/skill-calc#201GhrRbdbdGzZf0zMZ0M.1) I was thinking about a few things;

1. How many times do we actually get to use Consumption - atm (non-premade/lack of PvP gear) its more a sense of running in, defending a node and dying - rinse and repeat. I don't find myself running out of 'Force'?

2. I think the speed increase from Static Barrier could help in all Warzones (Bombing in Void, Hutball Caps etc) - maybe taking the points from Force Surge and Consiring Force.

Something along the lines of - http://www.torhead.com/skill-calc#201GhrRrdMdhzZf00MZ0M.1 (With a filler spare).

Thoughts/Suggestions?


RE: Sith Sorcerer PvP Builds - Darklighter - 12-29-2011 04:25 PM

I tried a 31/10 (Lightning/Madness) tonight just for shits and giggles, was curious how the non-hybrids faired. And as I thought it turned out to be a huge disappointment. Here is why you shouldnt even waste the credits on trying it:

I used the following rotation after some trial and error: Affliction-Force Slow-Thundering Blast-Shock-Lightning Strike-FL or another LS-Thundering Blast. Under ideal situations it worked..okay I guess. But if you have to move to keep up with the target (and most times you will) then Affliction drops off before the 2nd TB. And on the flipside of that, if you are able to just stand still and spam that on targets you eat through your force fast.

I thought the more on demand burst from Thundering Blast could be useful/fun. And since it will always crit with Affliction up, it does throw out some pretty numbers, until you think about it. You lose 1.5 seconds to apply affliction, then another 2 seconds (less depending on Alacrity) on TB, so thats 2.5s to get a crit of ~2.5k (not counting Affliction dmg) every 9 seconds. If you spec into Madness (for the Madness talent) a full crit FL hits for 600+ x3 (1800) every 3 seconds with no cooldown and doesnt require setup, less chance of the target moving out of range due to the slow. All in all Thundering Blast is very disappointing as expected.

The rest of the tree to get to TB is also lackluster for PvP. Chain Lightning is nice in some situations, but most hybrids go far enough into Lightning they can get CL if they wanted anyways. The buff from Lightning Strike is nice, but nothing earth shattering and the proc rate on Lightning Strike/Chain Lightning is a little too low in my opinion, could stand another ~15% on it to make the talent stand out more.

Basically, if you pop Alacrity talent and everything lines up (target stays in range, you dont have to move, plenty of targets to make the most of the cooldowns) then yes you can see lots of pretty numbers on your screen. But I found those situations were rare and couldn't justify the talent losses from other trees through a hybrid build.


RE: Sith Sorcerer PvP Builds - Kaedis - 12-29-2011 06:25 PM

Quote:a full crit FL hits for 600+ x3 (1800) every 3 seconds

Just a head's up, Force Lightning ticks 4 times, not 3. However, comparing an auto-crit TB to a full crit Force Lightning (which generally has a crit chance of around 30-35% in PvP if spec'd Madness) is rather unfair. TB is balanced around always critting, Force Lightning isn't.


RE: Sith Sorcerer PvP Builds - Darklighter - 12-30-2011 02:15 AM

(12-29-2011 06:25 PM)Kor Wrote:  
Quote:a full crit FL hits for 600+ x3 (1800) every 3 seconds

Just a head's up, Force Lightning ticks 4 times, not 3. However, comparing an auto-crit TB to a full crit Force Lightning (which generally has a crit chance of around 30-35% in PvP if spec'd Madness) is rather unfair. TB is balanced around always critting, Force Lightning isn't.

Dunno what I was thinking, yeah its 4 times not 3 lol. And while its true that TB is balanced around always critting, FL can be forced to Crit via Recklessness in PvP. But aside from that TB is still a very under-preforming talent to me, especially for being the big 31pt talent in a tree, and the talents past mid Lightning Tree dont give much for PvP and (just my opinion) aren't heafty enough for PvE either.

Of course one could argue that the talents up to Wrath in Madness are just too good to pass up lol.


RE: Sith Sorcerer PvP Builds - Kaedis - 12-31-2011 11:01 PM

Since hitting 50, I've been kicking around a few specs in Warzones, and by far the most successful I've found is any variant on 21/2/18. This particular build gets you the majority of the healing talents in Corruption, only really lacking Force Surge and Penetrating Darkness. The latter hurts a bit, but the former I've found really isn't that useful in PvP. Often you'll forget or be unable to easily check if you have the buff, either not casting Consumption or casting it occasional and nuking your HP. Usually not an issue, but I've also found you just flat don't need it. There are ample opportunities to stop and seethe in most Warzones, and where there isn't, you're usually dying too quickly to run out of force. Reviv I've found is next to useless in PvP. Not only does it cost ridiculous amounts of force for it's benefit, it's rare to have 3-5 allies stacked up in a single place, and due to have movement-centric PvP is, the area heal it leaves behind rarely gets more than a single tick on any one target, and rarely more than 5 ticks in total on all targets. Beyond that, a lot of players still see it and think "Void zone! RUN!"

In exchange for those, you gain a spammable Force Lightning, instacast Crushing Darkness, Deathfield for AoE or pinging out stealthies (or breaking multiple node caps), instacast Whirlwind with a stun if it's broken early, and Chain Shock for additional burst. For a dedicated healer, these don't look like much, but I found myself casting Force Lightning nearly as much as Resurgence in Warzones. The snare is amazing for places like Huttball and Voidstar, it does quite solid damage for a healer, and is force-positive with that spec, meaning you're actually restoring your healing endurance while damaging people. The instant Crushing Darkness is really more for convenience, though I rarely hardcast it in PvP, so I cast it a great deal more with Wrath. Instant Whirlwind just won me a Voidstar (room opened at 14 seconds left, I'm the only one unsnared, run down, JK leaps at me and starts beating my face in, Whirlwind, cap with 2 seconds to spare), and Whirlwinding people in the flame on Huttball will never get old (stuns them when it breaks, essentially guaranteeing a death-by-fire). Chain Shock is really just filler, a case could be made for other options.

The idea for this build is flowing between damage and healing as the fight requires. Fight starts turning in your favor, drop into damage and clean up faster, getting to/back to the objective, getting in range to help your teammates, or getting out of combat for Seething faster. If the fight gets rough, go into focused healing mode. With this setup, I've broken 250-300k simultaneously in both damage and healing in a fair number of Warzones.

On a side note, it also makes an excellent soloing build.


RE: Sith Sorcerer PvP Builds - Darklighter - 01-01-2012 12:30 AM

Yea Kor I've been running a build almost the exact same as that, and I agree it seems to be the ideal combonation of damage and healing. Though I went with a little more into healing than damage. But you hit it spot on reguarding Reviv, its just not worth it in PvP. The only time I found it worth casting is in pugs where you have 3-4 people trying to cap the node at once. Other than that people never receive enough ticks to warrant casting it.

I am curious about something, and perhaps you have ran across it as well: I tend to get my butt kicked by Assassins/Stealthed Operatives, it seems they just have a solid counter for anything I try to throw at them. Are you noticing that as well?


RE: Sith Sorcerer PvP Builds - Kaedis - 01-01-2012 12:36 AM

Quote:I am curious about something, and perhaps you have ran across it as well: I tend to get my butt kicked by Assassins/Stealthed Operatives, it seems they just have a solid counter for anything I try to throw at them. Are you noticing that as well?

The entirety of my success against them generally comes from kiting them long enough for them to get bored or someone else to come along to help (or get them near an edge I can knock them off). I've yet to manage to kill one solo. I'm usually quite good at kiting them however. Overload -> Force Speed -> aerial spin Electrocute is usually enough to get me a good 60 yard lead, and more than half the time this is enough to convince them to find a target easier to stick to. I've also found a jawdropping number of them don't really know what their Jolt button does, but I imagine that effect will diminish as the game gets older. That said, even if they interrupt you, you've still got 3 other heals to use, plus shield on CD, so you're not really as squishy as you look. They are annoying, certainly, but you've got options too. That's also, btw, another reason I pick up Haunted Dreams. Instant 8 second CC to give time to get away.


RE: Sith Sorcerer PvP Builds - Lackies - 01-01-2012 08:04 AM

(01-01-2012 12:36 AM)Kor Wrote:  
Quote:I am curious about something, and perhaps you have ran across it as well: I tend to get my butt kicked by Assassins/Stealthed Operatives, it seems they just have a solid counter for anything I try to throw at them. Are you noticing that as well?

The entirety of my success against them generally comes from kiting them long enough for them to get bored or someone else to come along to help (or get them near an edge I can knock them off). I've yet to manage to kill one solo. I'm usually quite good at kiting them however. Overload -> Force Speed -> aerial spin Electrocute is usually enough to get me a good 60 yard lead, and more than half the time this is enough to convince them to find a target easier to stick to. I've also found a jawdropping number of them don't really know what their Jolt button does, but I imagine that effect will diminish as the game gets older. That said, even if they interrupt you, you've still got 3 other heals to use, plus shield on CD, so you're not really as squishy as you look. They are annoying, certainly, but you've got options too. That's also, btw, another reason I pick up Haunted Dreams. Instant 8 second CC to give time to get away.

As an assassin who finds Sorcerors/Agents and their mirrors deliciously squishy targets I can agree with Kor's advice, and maybe share some things that I noticed about being against sorcs. Admittedly not all are applicable to all specs.
1) Range. Obviously whenever possible be on top of geometry or attacking/opening on me from long range. Stealth can make it difficult but when possible take advantage.
2) KB w/ root. Really annoying. Assassin's have a max of range of 10 yards on anything truly dangerous. Take advantage of the root to cast something or heal.
3) Instant WW. Any instant CC is obnoxious as heck, and if I break WW, I can be rooted and vice versa.
4) Don't use WW/casted spells when Force Shroud is up. For assassins its a bright white shimmer, and for shadows I believe its a yellow glow. Its pretty obvious when its up and Assassins are immune to almost everything a sorceror has while its up.
5) don't assume because you just got jolted you can cast on me. I'll use Low Slash
Low Slash
Sith Inquisitor (Assassin)

Force: -30
Range: Melee (4m)
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Low Slash

Slashes the target low, dealing [<1>] weapon damage and incapacitating the target for 4 seconds. Damage causes this effect to end prematurely. Requires a double-bladed lightsaber.
, Electrocute
Electrocute
Sith Inquisitor

Force: -20
Range: 30m
Activation time: Instant
Cooldown: 60 secs
Damage Type: Energy
Mirror: Force Stun

Electrocutes the target, dealing [?] energy damage and stunning it for 4 seconds.
, Overload
Overload
Sith Inquisitor

Force: -20
Range: 8m
Activation time: Instant
Cooldown: 20 secs
Damage Type: Energy
Mirror: Force Wave

Deals [?] energy damage and knocks back all enemies within 8 meters. Standard and weak enemies are additionally knocked down for 3 seconds.
, and can even force cloak into spike
Spike
Sith Inquisitor (Assassin)

Force: -30
Range: Melee (4m)
Activation time: Instant
Cooldown: 30 secs
Damage Type: Energy
Mirror: Spinning Kick

Spikes the target upon an overloaded lightsaber, dealing [<1>] energy damage and knocking the target down for 2 seconds. Requires a double-bladed lightsaber. Only usable in stealth mode.
to interupt casts.
6) Preshield yourself. pretty self explanatory. 2k ( or more) extra hp with the option to possible cast it again mid fight ( while moving no less) is very potent.