MMO News and theorycrafting for advanced MMO gamers. News and articles that relate to your gameplay. World of Warcraft, SWTOR, Guild Wars 2, Rift, TERA, Eve Online, Star Wars the Old Republic, Diablo3, The Secret World and all Western AAA MMOs

Your login from any MMO-Mechanics forum or site will work here.

Hello There, Guest! Register

Post Reply 
Sith Sorcerer PvP Builds
09-08-2011, 02:11 PM
Post: #1
Sith Sorcerer PvP Builds
I have been reading quite a bit of beta weekend write-ups (Including the one here pertaining to IA vs. other classes) and it looks like Sith Sorcerer's are very viable in PvP currently. I am not certain from what I have read, or seen on the vids, what spec most people are running. Is it Madness, Lightning, or some bastard hybrid.

I played around with the talent calculators and while it is easy for me to figure out strong builds for the Warrior, I am kind of lost with the Sorcerer. Anyone have any thoughts of what a strong PvP build would be? I am in a big mental debate between rolling a Warrior or Sorcerer and this data may help.

Thanks.
Find all posts by this user
Quote this message in a reply
09-08-2011, 02:41 PM
Post: #2
RE: Sith Sorcerer PvP Builds
(09-08-2011 02:11 PM)Ajaxes Wrote:  I have been reading quite a bit of beta weekend write-ups (Including the one here pertaining to IA vs. other classes) and it looks like Sith Sorcerer's are very viable in PvP currently. I am not certain from what I have read, or seen on the vids, what spec most people are running. Is it Madness, Lightning, or some bastard hybrid.

I played around with the talent calculators and while it is easy for me to figure out strong builds for the Warrior, I am kind of lost with the Sorcerer. Anyone have any thoughts of what a strong PvP build would be? I am in a big mental debate between rolling a Warrior or Sorcerer and this data may help.

Thanks.

Well, if you haven't seen it yet, there is a really good write up of the Sorcerer available on BetaCake. http://www.betacake.net/2011/08/star-war...el-50.html

It looks like the madness tree is more dot and survival oriented while lightning gives bigger burst. To be honest, even their healer tree looks awesome for pvp. All of that is subject to change however, which is part of the problem with choosing any build at this point, but especially a hybrid build. Hybrid builds work when you can find extreme value at the low to mid level of trees that exceed the highest end talents. Bioware will likely do their best to take those options away and move them higher. With the trees as they stand now, I probably wouldn't want to put any more than 17 points in madness for my play style. Obviously you could feel differently, particularly if you enjoy a more 'warlock' type of play style.

There is a reason that so many people are interested in the Sorcerer right now. It is hard to go wrong in any of their trees with any of their talents. I suppose off the top of my head, oppressive force and electric bindings would both be extremely useful in pvp. It would be extraordinarily difficult for any melee to touch you... ever.

Anyway, just play around until you find something that feels comfortable. But remember that a lot of changes are still to come before release.
Find all posts by this user
Quote this message in a reply
10-21-2011, 09:29 PM (This post was last modified: 10-21-2011 09:30 PM by Piree.)
Post: #3
RE: Sith Sorcerer PvP Builds
I will try to get this topic active again :-)

I got 2 builds, 1 of them is more of a healing build than damage, but I think it will be very good.

Build 1:

http://torguild.net/calculator/sith-inqu...0000000000

MADNESS

- Tier 1: Should be self-explanatory, I didn't take damage reduction because I want to focus on our damage.

- Tier 2: Oppressing Force is not mandatory, but I think we won't be using shock very much, and OF gives us a stun on lower CD for survivability and better CC. Parasitism is very good in this build because we have Affliction, Crushing Darkness and Creeping Terror as DoTs, and I also think Death field adds to this. We will be regenerating a lot of force and health this way as we will always try to DoT up our targets as much as possible. And if you are fighting multiple opponents, it just regenerates faster. Desintegration: FL is our main damaging ability.

- Tier 3: Self-explanatory. Good ability, Reduced pushback and CD remover.

- Tier 4: Haunted Dreams: Instant WW ftw! and with OF, we can do this on mutiple targets. And the 2 sec stun afterwards makes it useful in more occasions.
Corrupted Flesh: We need some survivability, this will help us much vs other SS and all other classes that use DoTs. Wrath: We don't really got many damaging abilities with casting time, but we still got Crushing Darkness, good DoT but doesn't stay long on the target, with Wrath it will be easier to apply it. You can also use it for Lightning Strike if it's the only option available.

- Tier 5: Deathmark = WIN, 20% more damage on Affliction, CD and CT. So make sure Death Field is your opener. Force Horrors: Increases damage done by 1 DoT even more. Lingering Nightmares: CD only stays like 4-6 seconds on the target, a 1 second improvement is nice. You might even get a point of OF in Tier 2 to increase this if it seems better.

- Tier 6: Creeping Death: Like our DoTs aren't buffed enough already, 30% more Crit. Damage, just hope we crit enough. Devour: Sorta filler, depends on how good Parasitism ends up to be and if we need the extra healing. Otherwise you can change this for something else.

- Tier 7: Creeping Terror: Use death field and then trap them on it with this ability. It's also an extra DoT, which has been buffed in the whole Madnesst tree.

OTHERS


I think the other trees are self-explanatory again. You can maybe swith Exsanguinate for Lightning Barrier, play around with them.


Build 2


http://torguild.net/calculator/sith-inqu...0000000000

It's a hybrid build between Healing and Damage, we will heal when necessary but we got the tools to do high damage with Force Lightning and Death Field.

MADNESS

- Chain Shock We won't use shock much like last time
- Parasitism Less DoTs, makes this less useful
- The rest is the same as build 1, except we stop after Wrath


CORRUPTION


Tier 1: I don't take Haunting Presence because I rather have .5 sec reduced cast time in PvP on a very good healing spell.

Tier 2: Pushback, Survivability and again Survivability. I don't take Forcue Suffusion because we only have Death Field as AoE.

Tier 3: Self-explanatory

Tier 4: Sith Purity Because I think dispelling will be very useful in PvP, i'm sure you will be able to remove slowing abilities cast on you with it.

Tier 5: Only Innervate because it's a very good heal, the other talents in this tier are also good, but not as good as this one obviously.

That leaves u with 1 point left you can put anywhere, I suggest in Life Surge, but you can also put it in Conspiring Force, this is a good ability if you are trying to run away or just kiting someone.
Find all posts by this user
Quote this message in a reply
10-22-2011, 04:40 AM
Post: #4
RE: Sith Sorcerer PvP Builds
Lightning tree atm is overpowered to the extreme .

U have surviability of a disc priest, damage of elemental shaman and PvP tools almost like a frost mage

If i make a Sorcerer alt i would be using this build for PvP
http://torguild.net/calculator/sith-inqu...2030013151

Optimal talents per taste of players
Seeping Darkness(in my build i used this one)
Electric Bindings
Oppressing Force
Ethereality(but this was nerfed in last build so not so great anymore)
Find all posts by this user
Quote this message in a reply
10-22-2011, 04:49 AM
Post: #5
RE: Sith Sorcerer PvP Builds
check out:

http://torguild.net/calculator/sith-inqu...0200000000

This build is really jack of all trades here, you can deal solid damage, do respectable healing, and you have basically every CC improvement through talents available: (backlash, haunted dreams, oppressing force, electric bindings)

The main function of this build in a pvp role isn't to blast people to smithereens off the bat, yet play a more controlling strategy that wins in the long run. This build will definitely be very powerful in a group role, and more than viable 1v1. Lots of CC, decent healing (especially to self), and decent damage output come together to make one of the most versatile builds from any class.
Find all posts by this user
Quote this message in a reply
10-22-2011, 04:56 AM (This post was last modified: 10-22-2011 04:57 AM by GWARRR.)
Post: #6
RE: Sith Sorcerer PvP Builds
(10-22-2011 04:40 AM)Pantelijus Wrote:  If i make a Sorcerer alt i would be using this build for PvP
http://torguild.net/calculator/sith-inqu...2030013151

Any reason you don't take Electric Induction? I think -9% Force would help you stay around facerolling noobs for longer and would be more beneficial. I think the Sorc has too many CC options to make the Static Barrier bonus as important, while the range increase isn't super necessary since most of your spells already go out to 30m to begin with (only exception really is Force Lightning).

(no, not like the band GWAR, they suck and they're not Sith-y)

Mercenary (BH) | Commando (TR) DPS Compendium
Find all posts by this user
Quote this message in a reply
10-22-2011, 10:40 AM
Post: #7
RE: Sith Sorcerer PvP Builds
(10-22-2011 04:49 AM)cobb Wrote:  check out:

http://torguild.net/calculator/sith-inqu...0200000000

This build is really jack of all trades here, you can deal solid damage, do respectable healing, and you have basically every CC improvement through talents available: (backlash, haunted dreams, oppressing force, electric bindings)

The main function of this build in a pvp role isn't to blast people to smithereens off the bat, yet play a more controlling strategy that wins in the long run. This build will definitely be very powerful in a group role, and more than viable 1v1. Lots of CC, decent healing (especially to self), and decent damage output come together to make one of the most versatile builds from any class.

I really don't think that build will be very viable at all, much less "very powerful."

I'm not really sure where to start, but there are incredible synergies in all 3 trees of the Sorcerer AC. You fail to get to or choose any of them because you are spread too thinly. I am not saying that hybrids will be completely unviable, but not the level of hybridization that you are using.

Too much CC, not enough damage:
Your build goes for alot of CC but is woefully lacking DPS output. I think the saying, "the best defense is a good offense" applies here in PvP. The Base Sorcerer already has strong CC abilities, so your points haven't really gained you that much additional CC (mostly b/c of cooldowns/uptime of the abilities), but you have dramatically lowered your DPS output.

And even then, there is still a ways to go before launch, and BW has been adding synergy to these trees for a while now, making the upper tier talents way more powerful and stack very well with the theme of the particular tree.

Choose a playstyle, on the move vs stand and cast, also solo vs group:

I think the best thing for you to do is to decide whether you want a run and gun style that is full of instant casts (Madness) or whether you want to be a group friendly healer which has great defensive augments to static barrier, and force management, or whether you want to be a solo/group raw aoe damage dealer w/ casting times (Lightning).

For example, if you want a build that is extremely group friendly and solo viable, pick Pantelijus' Lightning build from 1 post above. It is almost the exact build that I am thinking of playing for my sorcerer alt (but like he already mentioned, some player tastes vary). If you like lightning, look at what he has first as a starting point, and modify it. The above lightning build is still vulnerable to very good interrupt players, but if the group can keep you from being focused, a Lightning Sorcerer will may enemy players pay so dearly.

I think you should take another look at the trees, see which attacks are the strengths of the tree, and some which will never be used because the tree makes some just way too good. This may shed some light as to why some of these deep 3-tree hybrid builds will be weak.

Try not to pick any major hybrid builds right now, just keep it simple, there is still alot that could potentially change, just focus on a playstyle you want and whether you want to be solo or grouped. The good news is that the Sorcerer has so many options regardless of which way you want to go.
Find all posts by this user
Quote this message in a reply
10-22-2011, 09:11 PM
Post: #8
RE: Sith Sorcerer PvP Builds
(10-22-2011 04:40 AM)Pantelijus Wrote:  Lightning tree atm is overpowered to the extreme .

U have surviability of a disc priest, damage of elemental shaman and PvP tools almost like a frost mage

If i make a Sorcerer alt i would be using this build for PvP
http://torguild.net/calculator/sith-inqu...2030013151

Optimal talents per taste of players
Seeping Darkness(in my build i used this one)
Electric Bindings
Oppressing Force
Ethereality(but this was nerfed in last build so not so great anymore)

That's not a PvP build, it's just PvE. Where do I start:

- You got no instants, if you are the target of a melee opponent, you are pretty much screwed. 1 counterspell/silence and you are screwed.
- You can't escape snares, you will never outrun someone.


Ofcourse your DPS is awesome, but that's with all PvE builds, if you play with a PvE build on WoW you just rip everything apart, but they kill you double as fast. If you are standing on a ledge and noone attacks you, this build is very good, but that's not what PvP is about, that's just PvE mechanics vs other players.
Find all posts by this user
Quote this message in a reply
10-22-2011, 11:36 PM
Post: #9
RE: Sith Sorcerer PvP Builds
(10-22-2011 04:56 AM)Darth GWARRR Wrote:  
(10-22-2011 04:40 AM)Pantelijus Wrote:  If i make a Sorcerer alt i would be using this build for PvP
http://torguild.net/calculator/sith-inqu...2030013151

Any reason you don't take Electric Induction? I think -9% Force would help you stay around facerolling noobs for longer and would be more beneficial. I think the Sorc has too many CC options to make the Static Barrier bonus as important, while the range increase isn't super necessary since most of your spells already go out to 30m to begin with (only exception really is Force Lightning).

Honestly -9% Force cost reduction isnt so great for PvP atleast in my book
If i put 3 points into Electric Induction i would have to skip Convection or other important talent

Also Lightning Effusion pretty much solves all your force cost issues in PvP

Static Barrier is a very powerfull tool + 20% makes it even greater .



(10-22-2011 09:11 PM)Piree Wrote:  
(10-22-2011 04:40 AM)Pantelijus Wrote:  Lightning tree atm is overpowered to the extreme .

U have surviability of a disc priest, damage of elemental shaman and PvP tools almost like a frost mage

If i make a Sorcerer alt i would be using this build for PvP
http://torguild.net/calculator/sith-inqu...2030013151

Optimal talents per taste of players
Seeping Darkness(in my build i used this one)
Electric Bindings
Oppressing Force
Ethereality(but this was nerfed in last build so not so great anymore)

That's not a PvP build, it's just PvE. Where do I start:

- You got no instants, if you are the target of a melee opponent, you are pretty much screwed. 1 counterspell/silence and you are screwed.
- You can't escape snares, you will never outrun someone.


Ofcourse your DPS is awesome, but that's with all PvE builds, if you play with a PvE build on WoW you just rip everything apart, but they kill you double as fast. If you are standing on a ledge and noone attacks you, this build is very good, but that's not what PvP is about, that's just PvE mechanics vs other players.

U got Overload,Electrocute,Force Lightning(snare),Static Barrier(u can spec it to blind targets for 3 seconds after it ends) also its not true that 1 counterspell/silence will screw u over , this isnt Wotlk tbh and Sorcerer has many tools to espace melee or create gap.
And i even mentioned what talents can be swaped per players prefereance.

Seen multiple videos of Lightning speced Sorcerers(+alot of beta testers said the same thing),they said/i saw Sorcerers destroying pretty much everything on their path , only problem or equal were tank speced Assassins in new build.
Find all posts by this user
Quote this message in a reply
10-23-2011, 12:16 AM
Post: #10
RE: Sith Sorcerer PvP Builds
(10-22-2011 11:36 PM)Pantelijus Wrote:  U got Overload,Electrocute,Force Lightning(snare),Static Barrier(u can spec it to blind targets for 3 seconds after it ends) also its not true that 1 counterspell/silence will screw u over , this isnt Wotlk tbh and Sorcerer has many tools to espace melee or create gap.
And i even mentioned what talents can be swaped per players prefereance.

Seen multiple videos of Lightning speced Sorcerers(+alot of beta testers said the same thing),they said/i saw Sorcerers destroying pretty much everything on their path , only problem or equal were tank speced Assassins in new build.

To spec into the Static barrier so it blinds targets for 3sec, I would need to have 5 spare points. Then you should take almost everything from Madness tree.

Force Lightning if the target is already in close range? You stand still and he can still hit you.

1 well timed Counterspell CAN get you down, and even if it doesn't, u will lose a lot of hp and do no damage, + you are easily counterspelled because u got no instants besides affliction.

And ye, there are some videos where sorcerers destroy everything on their path, because they don't get attacked. That's just PvE mechanics and not PvP
Find all posts by this user
Quote this message in a reply
Post Reply 


Forum Jump:


User(s) browsing this thread: 1 Guest(s)