SWTOR Patch 5.3 Class Changes: CORRUPTION Sorcerer and SEER Sage (not final)


Sith Assassin HATRED Discipline SWTOR 5.0 Guide

Will  the Discipline become extinct in 5.3? I doubt it :)

It is time to take a look at the healers and more specifically what’s happening to the Corruption Sorc and Seer Sage. Stay up to date with Everything about SWTOR Patch 5.3.

Now, let’s take a closer look at the nerf bat that is hitting the healers. Note, nothing here is final, there may be more changes by the time the update goers live. First we have some global changes to Sorcerer and Sage, then we have specific discipline changes to the healing specs.

MY VIDEO OVERVIEW IS AT THE END OF THE POST


Sorcerer

  • Reduced the amount of healing done by Dark Heal by 4.86%
  • Increased the base Force cost of Resurgence from 40 to 50 and the amount of healing done by its initial heal by 10.59%, but reduced the amount of healing done by its heal-over-time by 14.29%
  • Reduced the amount of damage absorbed by Static Barrier by 5.3%

Corruption

  • Increased the base Force cost of Dark Infusion from 45 to 50 and the amount of healing it does by 3.38%
  • Reduced the amount of healing done by Innervate by 8.74%
  • Reduced the amount of healing done by Revivification by 10%
  • Increased the base Force cost of Roaming Mend from 65 to 70 and reduced the amount of healing it does by 25.22%
  • Force Bending now reduces the activation time of Dark Infusion by 0.25 seconds (down from 0.5 seconds) and the Force cost of Revivification by 20% (down from 30%); all other Force Bending effects remain unchanged
  • Reduced the amount of healing done by Renewal by 14.29%
  • Secrets of the Dark Side no longer increases the healing done by Roaming Mend by 5%, but still reduces its Force cost
  • Reduced the healing done by Sustaining Darkness by 5.3%
  • Twisted Force now makes Innervate channel 10% faster (down from 20%)

Sage

  • Reduced the amount of healing done by Benevolence by 4.86%
  • Increased the base Force cost of Rejuvenate from 40 to 50 and the amount of healing done by its initial heal by 10.59%, but reduced the amount of healing done by its heal-over-time by 14.29%
  • Reduced the amount of damage absorbed by Force Armor by 5.3%

Seer

  • Increased the base Force cost of Deliverance from 45 to 50 and the amount of healing it does by 3.38%
  • Reduced the amount of healing done by Healing Trance by 8.74%
  • Reduced the amount of healing done by Salvation by 10%
  • Increased the base Force cost of Wandering Mend from 65 to 70 and reduced the amount of healing it does by 25.22%
  • Conveyance now reduces the activation time of Deliverance by 0.25 seconds (down from 0.5 seconds) and the Force cost of Salvation by 20% (down from 30%); all other Conveyance effects remain unchanged
  • Reduced the amount of healing done by Renewal by 14.29%
  • Erudite Mender no longer increases the healing done by Wandering Mend by 5%, but still reduces its Force cost
  • Reduced the healing done by Soothing Protection by 5.3%
  • Force Warden now makes Healing Trance channel 10% faster (down from 20%)

Dev Note

The following text is an explanation from the Combat team why are these changes required and what is the goal for the team. You can check this to lean how Class Balancing works and why some times there are nerfs instead of buffs.

The slight Force cost increases for Resurgence / Rejuvenate and Dark Infusion / Deliverance and the reducing of the cost reduction for Revivification / Salvation provided by Force Bending / Conveyance were necessary to keep Force management from being completely trivial at low levels of Force. These cost increases allowed an anomaly for Dark Infusion / Deliverance and Resurgence / Rejuvenate in that they both saw at least partial increases to their healing output while all other healing abilities saw a decrease.

The changes to Roaming Mend / Wandering Mend remove it from normal single-target healing usage. It still remains a valuable heal when more than one target requires healing, or when combined with Force Bending / Conveyance in single-target healing situations where the target simply will not survive if forced to wait for a heal with an activation time.

The rest of the changes for Corruption Sorcerers / Seer Sages all have one singular goal: wrangling their HPS down to the healing target while maintaining the Corruption / Seer playstyle with which players have become familiar.

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