SWTOR 5.0 Corruption Sorcerer PvE Guide by Seetsu |
Автор темы:
JTMarsh
Дата создания: 27.12.2016 21:23
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SWTOR 5.0 Corruption Sorcerer PvE Guide by Seetsu
Оригинал
Intro to Corruption Sorcerer Sorcerer healer have always been good at single target burst healing or triage, it’s your job to keep people alive and bursting people up quickly, though your AOE isn’t as good as our other healer friends Mercenary and Operative, we are able to keep up in nearly all aspects. Though personally you will be best at quickly bursting someone up with a few healing combos you and your friends will be sitting pretty on health and you are nearly endless in your energy regen as you can sit fairly low and be fine. In my opinion this class is a lot easier to play than other healers just due to the easy energy management with hardly any drawbacks from your energy regen, but there are definitely some tips and tricks that I will fill you all in on – on how to make yourself a better Sorc healer! Gearing 6 peice Force Mystic set bonus. Stats, you will want to look under ‘Force’ not melee. Experiment with your Critical and Alacrity, there is really no ‘Right’ or ‘Wrong’ here but here are some of my suggestions.
Utilities SKILLFUL Force Suffusion Overload heals you and 7 affected allies for ‘X’ amount of healing. (X being dependant on gear) Sith Defiance Increases damage reduction by 3% Tempest Mastery Increases the damage dealt by Force Storm by 25% Empty Body Increases all healing received by 5%. Does not affect redistributed life. Dizzying Force Reduces target’s accuracy by 20% for 8 seconds after Whirlwind ends. Additionally, your Whirlwind affects up to 2 additional standard or weak targets within 8 meters of the target Dark Speed Dark Heal increases the movement speed of the target by 50% for 6 seconds. This effect cannot occur more than once every 12 seconds MASTERFUL Suppression Activating Cloud Mind grants Suppression, which increases damage reduction by 25% for 6 seconds Corrupted Flesh Reduces the damage taken by all periodic effects by 15% Dark Resilience Reduces the damage taken by the target of your Extrication by 25% for 6 seconds after you Extricate then. Additionally increases the healing done by Unnatural Preservation by 30% Conspiring Force Targets affected by your Affliction are slowed by 30% for its duration Lightning Barrier Your Static Barrier crackles with electricity, shocking attacks for energy damage when it absorbs direct damage to you. This effect does not affect Static Barriers placed on allies and cannot occur more than once each second Torturous Tactics Reduces the cooldown of Electrocute by 10 seconds. In addition targets stunned by your Electrocute deal 25% less damage for 10 seconds when Electrocute wears off. HEROIC Emersion Force Speed grants Emersion, removing all movement-impairing effects and granting immunity to them for the duration. Shapeless Spirit Reduces all damage taken while stunned by 30%. Additionally reduces damage taken from area effects 30% Surging Speed Reduces the cooldowns of Force Speed by 5 seconds, Force Slow by 3 seconds, and Force Barrier by 30 seconds. In addition, Force Speed lasts 0.5 seconds longer, Polarity Shift increases your movement speed by 100% while active, and the active cooldown of Force Speed is finished when Force Barrier ends. Backlash Static Barriers you place on yourself erupt in a flash of light when they end, blinding up to 8 nearby enemies for 3 seconds. This effect breaks from direct damage. Haunted Dreams If your Whirlwind breaks early from damage, the target is stunned for 2 seconds. In addition, Whirlwind activates Instantly. Electric Bindings Overload binds its targets in electricity, immobilizing them for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely. LEGENDARY Force Mobility Thunder Blast, Innervate, and Force Leech can be activated while moving. Galvanizing Cleanse Expunge grants Galvanizing Cleanse, making your next ability with an activation time activate instantly. The effect cannot occur more than every 30 seconds and lasts up to 15 seconds. Corrupted Barrier Your Static Barrier, Force Barrier, and Enduring Bastion heal you for 1% of your total health every second for as long as they last. This scales up to 4% with the charges for Enduring Bastion. Unnatural Vigor Unnatural Preservation increases your damage reduction by 15% for 6 seconds. Additionally, reduces the cooldown of Unnatural Preservation by 5 Seconds Shifting Silhouettes Using Phase Walk to return to its marked location grants Shifting Silhouettes, keeping you from being leapt to or pulled and making you immune to interrupts and ability activation pushback for the next 10 seconds. Additionally the cool down of Phase Walk is Reduced by 15 seconds and all defenses are increased by 30% for the duration of Shifting Silhouettes Enfeebling Strike Lashes the Target with your lightsaber, dealing x weapon damage and immobilizing it for 3 seconds. When the Immobilization effect ends, the target is slowed by 50% for 5 seconds. Replaces Saber Strike. SUGGESTED BUILDS Build A:
Build B:
*Utilities can be changed around slightly for each fight but it’s not that necessary to change for each fight but it can definitely help. Abilities & Rotation Cooldowns Offensive Cool Downs: Recklessness Cooldown: 90 seconds. Two charges of Recklessness increase Force Critical Chance of your direct attacks and heals by 60% Stacks are consumed with each force ability. Best combo: Resurgence <Recklessness> + Roaming Mend. OR <Recklessness> Dark Infusion + Insta Dark Heal (especially good with the set bonus proc of Dark Infusion) Polarity Shift Cooldown: 120 seconds Increases Alacrity by 20% and eliminates pushback, good when you need to do a lot of healing at once and quickly. Recommend activation attempt whenever encountering a sustained incoming damage. Defensive Cool Downs: Static Barrier Cooldown: None, but can only be placed on a target every 15 seconds. Absorbs a large amount of damage for 30 seconds, with a 15 second lockout. When placed, applies 10 charges of Sustaining Darkness to the target. If the barrier breaks before duration ends without using it’s full ten stacks the target will healed for whatever stacks they had left over. Charges are removed whenever you heal the target directly. (All but Revivification and Overload heal will affect this) Force Barrier Cooldown: 3 Minutes. Makes you completely immune to incoming damage, however you cannot move or do any abilities while this is being channeled or it will break prematurely. Grants stacks of enduring bastion, which absorbs a massive amounts of damage based on how long you hold it and lasts shortly after used. This will also drop any current threat you have on enemies and can also be used while stunned. Should be saved as a last resort defensive due to it’s long CD. Healing Abilities Dark Heal Short cast, heals for a moderate amount. Can be instant cast with a proc from Dark Infusion, Lightning Strike, Crushing Darkness or Revivification. Innervate Healing over a channeled cast, builds Force Bending with a critical hit. Dark Infusion Long cast large heal, has the chance to proc an instant cast Dark Heal. Revivification AOE heal that heals over time, can affect up to 8 targets. Once Target receives healing effect they can leave the AOE and still receive healing. Roaming Mend Instant Cast heal that bounces from target to target once they take damage, grants resistance which grants a 3% resistance to internal and elemental damage Resurgence Instant cast heal over time, grant’s Force Bending , and protected which grants target a 10% armor increase for 45 sec Unnatural Preservation Powerful off-gcd self heal with 30 sec cd; should be used to top off whenever available and you’re missing more than 20% health so you can focus on the party/raid Rejuvenate grants Force Bending for 15 seconds, which will be consumed but increase the effect of your next healing ability in the following ways: + Resurgence + Dark Heal will give Dark Heal a 60% Critical Chance Increase. Not the best to use on it’s own, used best when Dark Heal is abled to be instant cast, because it will do a surprising amount. + Resurgence + Innervate, Critical chance increased by 25% This is the best way to build Force Surge which is used to regenerate your energy without penalty, great sustained heal. + Resurgence + Dark Infusion activation time is reduced by 0.5 seconds Not as great but can come in handy if both Innervate and Roaming Mend is on cool down. + Resurgence + Revivification the force cost is reduced by 30% Probably the least used, mainly used in down times in fights where you just need to throw down a drive by Revivification (ie going up ‘’the stairs on Revan) + Resurgence + Wandering Mend, instantly bounces between its targets without having to wait for said target to take damage. This will be your most used, this effect is great for burst healing. Always pair Rejuvenate and Wandering Mend together. It is a must. Force Regeneration & Optimal Force Management: When your Innervate crits, either simply on it’s own or with rejuvenate it will build stacks of Force Surge, which stacks up to three times, these can be spent to to activate Consuming Darkness without reducing your force regeneration rate and will apply Reverse Corruption (2 force/s regen buff over 10s) . If no resplendence stacks are available, you can also purge your Reverse Corruption buff as an additional stack, it’s recommended to do this near the end of its duration if the need arises. On average you will need one Consuming Darkness per Innervate to maintain force-positive rotation or 2-3 when catching up after a burst phase. During healing downtime, you should attempt to maintain force above 80%. During burst phases you may need to skip some Consuming Darkness, but keep in mind that falling too far behind will lead to Revivification (causing missed gcds) and longer heal downtimes as you recover. Using Consuming Darkness without stacks of Force Bending will cause you to become Weary (25% reduced force regen, stacks up to 4 times) and should be avoided at all costs as the Weary debuff will end up costing you more healing loss over time. If you find yourself in a stressful situation and debuff gets stacked, Force Barrier can be used to purge the debuff. This tactic can be useful for reliable regen between tight burn phases or after being revived during combat. Other Abilities Consuming Darkness: Force management on gcd. Restores 40 force and applies regen debuff unless used with stacks of Force Bending (read above for more on force management) Static Barrier:Likely the most forgotten ability in fights. Static Barrier is an instant cast and low cost. It will remain on the target for 30 seconds or until it absorbs approximately 13k, but it can be put on any player every 15 seconds. As of 5.0, placing Static Barrier on a target also applies 10 charges of Sustaining Darkness which will heal the target if the bubble collapses for 6-11k (depending on gear/crit). Charges are removed whenever you heal the target directly, so it’s best to swap targets or start a cast after placement to ensure effective use. Take advantage of this ability, place liberally on targets who are actively taking damage and currently missing some health or in anticipation of a big hit on the target. It can also be effective as a precast or during healing downtime (but ensure force % is high first) on any targets expected to take damage or as simply a filler. So bubble my friends! Bubble them all! Reanimation: Combat-rez; only one can be used raid-wide every 5 minutes, If Reanimation is down, notify your co-healer just in case. CD proceeds through death. Phase Walk: Teleport. Mainly used strategically but can also be used to get away from something if you have it already placed. It marks a location for 10 minutes, when the ability is activated and if you are within 60 meters of the location, you will return instantly to said location. If you are 60 meters away from the location the ability will not activate and the location will be lost, resetting the cooldown. Should be set strategically to improve mobility in certain ops or in pvp, it should be set out of LoS before engaging an enemy * If you click it while too far away, or you manually click off the buff from your buff bar, it will not go on cooldown. Expunge: Cleanse on 12s CD, can be used to remove up to 2 negative status effects including certain DoTs in pve and force stuns/roots/slows in pvp Unlimited Power: Raid buff- increases mastery/endurance/pres by 5% raid-wide for 10 seconds (5 min cd) Jolt: Interrupt – used to stop the cast or channel of enemy abilities most bosses are immune, but it is use occasionally for pve mechanics, if you are to interrupt something as a healer you will usually be notified on what. Cloud Mind: Threat drop on 45s cd (can also be used as a dcd, mitigating 25% dmg for 6s if you take the Blackout utility) Extrication: Friendly pull with 30m range that will lower threat of target (and reduce their damage taken by 25% for 6s if you take the Dark Resilience utility) Overload: Knockback cone on 20s CD – typically used defensively for kiting in pvp (especially w/ Electric Bindings utility for root) or as an aoe heal in pve w/ Force Suffusion utility (effective when 4 or more players within the cone of effect are missing health) Whirlwind: 8 second stun, this stun can be broken if target takes damage, used to manage certain adds, don’t be afraid to use it on certain trash packs, it can make everyone’s life a little bit easier. Electrocute: 4s hard stun on 60s cd; can be used offensively to lock down a target or defensively to get an enemy off you (especially melee) Force Slow: Another valuable kiting tool, slows target by 50% for 6s (12s cd), bosses are immune to this effect. Force Speed: Increases movement speed by 200% for 2s (30s cd); should be saved for when you need to escape or quickly reach a player who needs healing Unbreakable Will: CC breaker (2m cd) should be used to avoid mechanics in certain ops or when resolve is filled (white bar) in pvp and you need to escape Healing Rotation Primary Healing Rotation: Static Barrier -> Resurgence( Force Bending Proc) Roaming Mend -> Innervate(Force Surge) – > Consuming Darkness
AOE Rotation: Revivification-> Overload (If taking utility) -> Static Barrier -> Instant Dark Heal (Will have proced off of Revivification, on target with the lowest health) -> Resurgence -> Roaming Mend.
Single Target: Static Barrier -> Resurgence -> Roaming Mend -> Dark Infusion -> Dark Heal (Proced) -> Resurgence-> Innervate
Of course these rotations are simply examples and recommendations, there will always be adjustments in your ‘rotation’ simply because healers don’t necessarily have rotations simply guidelines they should follow, such as Resurgence and Roaming Mend or Innervate for large burst or sustained healing, always make sure you are using your Force Bending buff in one way or another. There will be times where you accidently dry yourself out of force, I have done it on more than one occasion, but don’t panic because force is easy to get back, even if you have to spam Consuming to get it back you can easily drop the stacks by using your Force Surge stacks as they will remove a penalty stack one by one. Before fights always expect some sort of damage and try to bubble up your team before engaging in a fight. DPS AOE: You necessarily don’t have that much powerful AOE in your arsenal, however you can spam Force Storm on adds with low health, and tab target (Rotate between targets) and place a Affliction on said targets. However this can drain your force surprisingly fast so use with caution. Single Target: Shock -> Crushing Darkness -> Affliction -> Force Lightning -> Shock
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