Sage (seer) talents

Sage (seer) talents

Unread postby $had0w » 24 Dec 11, 2:56 am

Seeing as i cant post on the official forums for some unknown reason, i was wondering maybe someone can explain these to me...

"Pain Bearer: Increases all healing recieved by 4%"
Sounds pretty simple, right. Being a healing spec, you'd think it'd increase all healing recieved by everyone in the group by 4%?
But the way its worded doesnt really indicate that, it looks like its only the heals that you yourself recieve. Which doesnt make sense, because you're a healer.. You're meant to be healing others, not yourself (if they do their jobs right)

"Psychic suffusion: Increases the damage healing of area effect abilities by 5%"
Sounds simple again, yeah? But its on the second row, so you'd be able to use it by level 15.
My sage is level 28, and has NO aoe heals or damage, and the only aoe heal i can see, is the max level Seer talent. Seems a long wait for something? Perhaps it buffs all aoe dmg and heals of the entire group you're in?

"Confound: Targets affected by your Weaken Mind are slowed by 10% for its duration"
Just a general 'wtf'. Weaken mind is a damaging spell... Why is this even IN the Seer (healing) tree..

"Valiance: Reduces the health spent by noble sacrifice by 1%"
Leading onto
"Egress: Force Armor increases the targets movement speed by 10% for 3 seconds"
Again, general 'wtf'. How are the two spells even related...? Why can i not get Egress without maxing out Valiance in the first place..

It appears, to me at least, that seer talents are pretty retarded. As much as i love the class ,theres so much that can be improved upon :/

Edit: actually. It seems the entire talent tree for sage is a mess..

Telekenetics (damage)
"Inner strength: Reduces the cost of force attacks and heals by 3%" (should be on the 'balance' tree)
"Metal Logevity: Increases total force by 50" (should be on the 'balance' tree)
"Telekenetic defense: Increases the amount absorbed by your Force Armor by 10%" (should be on the healing tree)

The balance tree however has a mix of both healing and dmg buffs, as it should...

Are all trees this broken? :/
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Re: Sage (seer) talents

Unread postby Mythor » 24 Dec 11, 10:27 am

Pain bearer: Increases the heals you RECEIVE. 4/8% is a hefty boost, Wisdom in the first tier is just 1% boost to healing DONE.
Taking this talent makes it much easier to keep YOURSELF healed, meaning you can get back to healing the rest of the group sooner.

Psychic suffusion: You get Force Quake at 34. And Force Wave at 3. You can also get Telekinetic Wave from the Telekinetics tree which would be boosted by Psychic Suffusion. And Force in Balance, from the Balance line.
Taking that talent gives a hefty boost to a variety of skills from a variety of levels. Don't take it if you don't use those skills?

Confound: Just because you're a healer doesn't mean you don't ever need to do damage. Doing damage and making an enemy run slower is an even better combination, since they can't run over and hit you with sticks. If you pull aggro while healing you could drop a Confound enhanced Weaken Mind to buy yourself some time for the tank to regain its attention while also reducing its health even further.

Valiance/Egress: I assume the thinking there was that you'd cast Noble Sacrifice and then Force Armor on a target with the power gained, giving them a big shield and with the talent a quick speed boost so they could get out of trouble. I wouldn't be surprised to see those unlinked in the future, though. It doesn't make a whole lot of sense as is.

Inner Strength: Fine where it is. Allows progress up the Telekinetics tree for TK Sages with a boost to their damage, is in first tier so Seers can get it if they want the boost without a big investment.
Mental Longevity: Fine where it is, as above.
TK defense: You shouldn't get hit as much as a healer. Your tank or companion should take aggro and your DPS should sacrifice itself - including TK Sages, who could stand in harm's way a little longer with that talent. ;)

Sage trees aren't broken. :)
"Wasabi is a sometimes food." - Elmo
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Re: Sage (seer) talents

Unread postby Marius » 24 Dec 11, 10:58 am

Mythor wrote:Confound: Just because you're a healer doesn't mean you don't ever need to do damage. Doing damage and making an enemy run slower is an even better combination, since they can't run over and hit you with sticks. If you pull aggro while healing you could drop a Confound enhanced Weaken Mind to buy yourself some time for the tank to regain its attention while also reducing its health even further.

Healers that don't do damage annoy me.

There's such a thing as over healing. Often I'll receive heals when I'm in absolutely no danger of dying.

Casting a useless heal is akin to standing still do nothing for 3 seconds.
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