Update on 3.3 PTS Sorc/Sage Healing Changes

 

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Due to player feedback, the SWTOR Combat Team has a few changes comming up for Sorcerer and Sage on the public test servers. Check it out below:

Update on 3.3 PTS Sorc/Sage Healing Changes | 06.08.2015, 10:48 PM

Hey everyone,
Thank you all for the continued feedback over the weekend. We wanted to take a moment to give you all a preview of Sorcerer/Sage changes that we have planned for the next PTS patch based on your feedback. Below are our intended changes.

Sith Inquisitor
Sorcerer

  • Consuming Darkness now activates instantly, restoring 50 Force (up from 30). The healing component has been removed. The original design of the ability was never intended to provide significant healing, and by removing the healing component entirely, we are able to restore a greater amount of Force (which helps us address concerns over low Force return). We also hope that removing the healing component from this ability with prevent confusion regarding the purpose of the ability (which is to restore Force).

Corruption

  • The Revivification effect of Force Surge now causes you to consume 10 less Force per charge (up from 5), along with its original additional effects. Following community feedback, we wanted to improve the viability of Revivification through a reduced Force cost.
  • The Consuming Darkness effect of Force Surge has been redesigned: Consuming Darkness restores an additional 10 Force and consumes 1 charge of Force Surge. To keep the Revivification effect of Force Surge relevant and ease the expense of Force Surge charges, we have reduced the Consuming Darkness effect back to a single charge. Alongside the increased base Force restoration of Consuming Darkness, this should improve the worth and utility of both Force Surge and Revivification.
  • Reverse Corruptions has been redesigned: Consuming a charge of Force Surge grants Reverse Corruptions, increasing your Force Regeneration Rate by 2 per second for 10 seconds. Following the removal of the healing component of Consuming Darkness, we have decided to have Reverse Corruptions offer a Force Regeneration Rate increase to bolster resource management.
  • Roaming Mend now has a base Force cost of 65 (up from 60) and its healing has been increased. To make sure that it is still strong enough to be viable in single target burst healing situations, we improved the healing, and respective cost, of Roaming Mend.

Jedi Consular
Sage

  • Vindicate now activates instantly, restoring 50 Force (up from 30). The healing component has been removed. The original design of the ability was never intended to provide significant healing, and by removing the healing component entirely, we are able to restore a greater amount of Force (which helps us address concerns over low Force return). We also hope that removing the healing component from this ability with prevent confusion regarding the purpose of the ability (which is to restore Force).

Seer

  • The Vindicate effect of Resplendence has been redesigned: Vindicate restores an additional 10 Force and consumes 1 charge of Resplendence. Following community feedback, we wanted to improve the viability of Salvation through a reduced Force cost.
  • The Salvation effect of Resplendence now causes you to consume 10 less Force per charge (up from 5), along with its original additional effects. To keep the Salvation effect of Resplendence relevant and ease the expense of Resplendence charges, we have reduced the Vindicate effect back to a single charge. Alongside the increased base Force restoration of Vindicate, this should improve the worth and utility of both Resplendence and Salvation.
  • Amnesty has been redesigned: Consuming a charge of Resplendence grants Amnesty, increasing your Force Regeneration Rate by 2 per second for 10 seconds. Following the removal of the healing component of Vindicate, we have decided to have Amnesty offer a Force Regeneration Rate increase to bolster resource management.
  • Wandering Mend now has a base Force cost of 65 (up from 60) and its healing has been increased. To make sure that it is still strong enough to be viable in single target burst healing situations, we improved the healing, and respective cost, of Wandering Mend.

We have not had the time to thoroughly test these changes, however, and you all may see some adjustments in the live PTS patch update. Initial testing has shown that these changes are over-performing on targets. While we are pleased with the playstyle, you can all expect some scaling back for the final release. Feel free to share your opinions in the meantime.

Cheers, all!

The SWTOR Combat Team

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