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Game Update 3.0 Class Changes: Sage + Sorcerer

Hello everyone!

For the base Class changes, please see the Shadow blog here.

Sage

Sages have seen some changes to their baseline ability package. Deliverance is now only accessible to Seer Sages, but all Sages now have Rejuvenate. Force Studies now increases the Sage's maximum Force pool up to 600, rolling in the extra 100 Force from the now cut Mental Longevity skill. All Sages can now train the following passive ability:

Inner Strength: Reduces the Force consumed by Force abilities by 10%.

And as part of the operation group utility being added to all classes in the 3.0 game update, Sages also gain the following new active ability:

Force Empowerment: Increases Strength, Presence, Aim, Cunning, Endurance, and Willpower for you and your Operation group members within 40 meters by 10%. Lasts 10 seconds.

Seer

While most of the skills in the Seer discipline will be familiar to Sage healers, there are also a couple new passives. One new passive causes Rejuvenate to heal its target for an additional amount of health 1.5 seconds after the Sage refreshes its duration on the target. The other new passive causes Mind Crush, Disturbance, Deliverance, and Salvation to make your next Benevolence activate instantly and consume no Force (this effect cannot occur more than once every 10 seconds). Seer Sages also gain the following new active ability:

Wandering Mend: Places a mending Force on a friendly target that heals them the next time they take damage. After healing the target, Wandering Mend travels to another friendly target within 20 meters. Wandering Mend lasts up to 30 seconds on each target and travels up to 3 times, healing up to 4 targets. Wandering Mend can only be placed on one target at a time.

Telekinetics

Telekinetics Sages should find that they are a little more mobile than they have been in the past. They also get two new passive abilities. One of these passives increases the critical chance and critical bonus damage of Forcequake. The other new passive allows for direct damage dealt by your Mind Crush and Telekinetic Wave abilities to refresh the duration of your Weaken Mind on the targets they damage.

In addition to these passives, Telekinetics Sages also gain the following two new active abilities:

Telekinetic Gust: Blasts the target with a quick gust of Force power, which deals kinetic damage and grants Force Gust, which reduces the activation time of your next Mind Crush by 0.5 seconds. This effect lasts up to 12 seconds.
Telekinetic Burst: Summons a burst of telekinetic power that deals kinetic damage to the target.

Telekinetic Burst has no cooldown, and will effectively replace Disturbance in the Telekinetics Sage's rotation, as the former consumes less Force and deals more damage than the latter.

Balance

Like Telekinetics Sages, Balance Sages also received two new passive and two new active abilities. Similar to the new Serenity Shadow passive, one of the new passive abilities allows Force in Balance to spread Weaken Mind and Sever Force periodic effects to the unaffected targets it damages, as long as one of the targets it damages is affected by those periodic effects. The other new passive ability increases the damage dealt by Rippling Force and causes Force Suppression to restore some Force each time a charge is consumed. The following abilities are the new actives for Balance Sages:

Force Serenity: Redistributes life from an enemy, dealing internal damage to the target and healing you for 50% of the damage dealt.
Vanquish: Vanquishes the target with mighty force, dealing kinetic damage initially, plus additional kinetic damage over 6 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Shares a cooldown with Mind Crush.

While Vanquish is shared with Serenity Shadows, Force Serenity differs from Serenity Strike in the following ways: the former has a 30 meter range, a 1.5 second activation time, and deals internal damage; while the latter has a 4 meter (or melee) range, activates instantly, and deals weapon damage.

Utilities

The vast majority of Sage utilities will be familiar to players of the class, but there are some new additions as well. Here are a couple of them:

Force Mobility: Turbulence, Healing Trance, and Force Serenity may be activated while moving.
Tectonic Mastery: Increases the damage dealt by Forcequake by 25%.



Hello everyone!

For the base Class changes, please see the Assassin blog here.

Sorcerer

Sorcerers have seen some changes to their baseline ability package. Dark Infusion is now only accessible to Corruption Sorcerers, but all Sorcerers now have Resurgence. Force Attunement now increases the Sorcerer's maximum Force pool up to 600, rolling in the extra 100 Force from the now cut Reserves skill.

All Sorcerers can now train the following passive ability:

Electric Induction: Reduces the Force consumed by Force abilities by 10%.

And as part of the operation group utility being added to all classes in the 3.0 game update, Sorcerers also gain the following new active ability:

Unlimited Power: Increases Strength, Presence, Aim, Cunning, Endurance, and Willpower for you and your Operation group members within 40 meters by 10%. Lasts 10 seconds.

Corruption

While most of the skills in the Corruption discipline will be familiar to Sorcerer healers, there are also a couple new passives. One new passive causes Resurgence to heal its target for an additional amount of health 1.5 seconds after the Sorcerer refreshes its duration on the target. The other new passive causes Crushing Darkness, Lightning Strike, Dark Infusion, and Revivification to make your next Dark Heal activate instantly and consume no Force (this effect cannot occur more than once every 10 seconds). Corruption Sorcerers also gain the following new active ability:

Roaming Mend: Places a mending Force on a friendly target that heals them the next time they take damage. After healing the target, Roaming Mend travels to another friendly target within 20 meters. Roaming Mend lasts up to 30 seconds on each target and travels up to 3 times, healing up to 4 targets. Roaming Mend can only be placed on one target at a time.

Lightning

Lightning Sorcerers should find that they are a little more mobile than they have been in the past. They also get two new passive abilities. One of these passives increases the critical chance and critical bonus damage of Force Storm. The other new passive allows for direct damage dealt by your Crushing Darkness and Chain Lightning abilities to refresh the duration of your Affliction on the targets they damage.

In addition to these passives, Lightning Sorcerers also gain the following two new active abilities:

Lightning Flash: Blasts the target with a quick flash of lightning, which deals energy damage and grants Force Flash, which reduces the activation time of your next Crushing Darkness by 0.5 seconds. This effect lasts up to 12 seconds.
Lightning Bolt: Hurls a bolt of lightning at the target, dealing energy damage.

Lightning Bolt has no cooldown, and will effectively replace Lightning Strike in the Lightning Sorcerer's rotation, as the former consumes less Force and deals more damage than the latter.

Madness

Like Lightning Sorcerers, Madness Sorcerers also received two new passive and two new active abilities. Similar to the new Hatred Assassin passive, one of the new passive abilities allows Death Field to spread Affliction and Creeping Terror periodic effects to the unaffected targets it damages, as long as one of the targets it damages is affected by those periodic effects. The other new passive ability increases the damage dealt by Lightning Burns and causes Deathmark to restore some Force each time a charge is consumed. The following abilities are the new actives for Madness Sorcerers:

Force Leech: Steals life from an enemy, dealing internal damage to the target and healing you for 50% of the damage dealt.
Demolish: Crushes the target with devastating force, dealing kinetic damage initially, plus additional kinetic damage over 6 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Shares a cooldown with Crushing Darkness.

While Demolish is shared with Hatred Assassins, Force Leech differs from Leeching Strike in the following ways: the former has a 30 meter range, a 1.5 second activation time, and deals internal damage; while the latter has a 4 meter (or melee) range, activates instantly, and deals weapon damage.

Utilities

The vast majority of Sorcerer utilities will be familiar to players of the class, but there are some new additions as well. Here are a couple of them:

Force Mobility: Thundering Blast, Innervate, and Force Leech may be activated while moving.
Tempest Mastery: Increases the damage dealt by Force Storm by 25%.

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Hayward
Autor: Hayward
Hayward founded TORCommunity in 2008 the day after SWTOR was announced. Engineer by day, software dev by night, he does his best to keep the site up to date.