Which is better madness or lightning




















Let's compare to other DoT classes:. Engineering Sniper - Unload is channeled but it has the same cooldown as Plasma Probe, only minimally conflicts with Corrosive Dart and Interrogation Probe only has to be applied once with the Ruthless Interrogation tactical.

Innovative Ordnance Mercenary - Unload is channeled but Incendiary Missile and Serrated Shot have the same cooldown so they do not conflict. Is it possible to change the rotation to be more efficient? In theory this should be possible but in practice it has a lot of potential trade-offs and difficulties to execute properly.

For example, any other rotation would involve more clipping of Force Lightning that can be difficult to do properly and a significant DPS loss if done incorrectly. Demolish and Death Field take higher priority generally than your DoTs, so most attempts to restructure the rotation would leave to occasionally not having DoTs active. Having a tiny bit of downtime on DoTs might be okay but leaves us open to forgetting to refresh them and destroying our rotation. I've outlined some alternative approaches to the rotation below for your consideration.

Please note that I recommend following the above rotation unless you are a highly advanced player or are really comfortable with much more complicated rotations. It is slightly sub-optimal particularly with regards to using Lightning Strike see more below on that and the early refresh on DoTs but it will still deal high damage, is easy to execute and can clear virtually all content in the game. If refreshing DoTs early bothers you as much it does me, then you can try running Madness as a priority rotation.

The idea here is to let our DoTs, Creeping Terror and Affliction, float and only refresh them as they expire if possible. Demolish and Death Field take higher priority. The upside to this approach is that you will gain a few extra GCDs due to less frequent application of DoTs, which will enable more frequent channels of Force Lightning.

The downside is that you will occasionally have to either refresh them a bit early or let them drop off for a GCD due to Demolish or Death Field coming off cooldown. I have also found this makes use of Force Lightning difficult by requiring much more frequent clipping.

As discussed in detail further below, there is some weird ability activation delay that commonly occurs that can make this priority rotation less efficient than it should be in theory. My experience has been that playing Madness as a pure priority rotation discipline is roughly the same DPS due to the benefits and costs mostly offsetting or being within the margin of RNG on damage, crits and how often Tempest of Rho and Lightning Burns trigger.

I do not recommend it as being better than the fixed rotation above, so would generally recommend newer players run the fixed rotation and then try this out later to see if it fits better after you know the discipline well.

Ability Priority. I suggest applying this DoT slightly early to avoid it falling off due if Vanquish or Force in Balance will come off cooldown when it needs to be refreshed. Affliction - Deals slightly less damage than Creeping Terror and cannot be ticked for extra damage. I suggest letting this one fall off for a GCD before re-applying if that is more convenient.

Force Leech - Deals significantly more damage than Force Lightning so we want it to use it on cooldown. Force Leech can be used 1 GCD more often than Demolish or Death Field, so it will tend to float until eventually it gets "stuck" behind either Demolish or Death Field under this priority system.

Force Lightning - Filler for most situations since it deals more damage after considering bonus damage from Tempest of Rho and Lightning Burns. I only recommend Lightning Strike when you need to DPS on the move or the target will die in a few seconds. Be really careful not to use Lightning Strike with Wrath unless you know you will have time for a full Force Lightning channel before Demolish, as if not you will have to delay Demolish which is a big DPS loss.

If this guide has not yet convinced you I am a bit crazy, this part may do the trick. Can we design a rotation that follows the priority but leads to a fairly smooth rotation? I think we mostly can by looking to Madness' cousin, the Hatred Assassin. The key to Hatred's rotation is spacing the DoT application apart far enough to let abilities float without being delayed. We can do the same for Madness.

This rotation design leads to 6 blocks that repeat until the DoTs get back to the same position. The major downsides to this rotation are the much higher complexity and blocks involving a LOT of clipped Force Lightning.

That is pretty messy to do effectively. I do not necessarily recommend this rotation as I have not had significantly better DPS with it than the base rotation. I do recommend considering it as a way of visualizing how your rotation would eventually look if you tried to avoid refreshing DoTs early. I think it can outperform the base rotation when played well and I think helps one understand how the abilities work even if not.

A numbered Force Lightning without an unnumbered Force Lightning after it means the channel should be clipped by activating the next ability. As discussed elsewhere, I generally recommend replacing Lightning Strike with additional channeling of Force Lightning due to the extra damage from Tempest of Rho and Lightning Burns.

I would suggest keeping that even if most of the time you avoid Lightning Strike. Lightning Strike has long been a key ability in the Madness Sorcerer rotation due to the Wrath passive skill. Force Lightning builds stacks of Wrath each time it deals damage.

A full channel of Force Lightning deals damage 4 times and will build 4 stacks of Wrath. Historically the approach to Madness was to use one buffed Lightning Strike per rotation cycle then build another 4 Wrath stacks to use Demolish instantly when it came off cooldown.

This rotation goal was complicated in 6. The numbers quoted below are from some baseline parsing without using any cooldowns like raid buff, adrenal, Recklessness, Force Speed or Polarity Shift.

Force Lightning usually did around 17k damage per full channel prior to any critical bonus damage or bonus damage from tactical or passive skills. This damage was over a 1. Lightning Strike with Wrath did around Lightning Strike is instant with Wrath so consumes one 1. So Lightning Strike is the winner and we should always try to use a buffed one when we can without delaying Demolish?

Not so fast! In my testing Lightning Burns typically ticked for around 1. It is also possible we get really lucky and all ticks deal damage…. Tempest of Rho is a tactical item introduced in the 6. In my testing Tempest of Rho typically ticked for around 4. Lightning Strike still dealt around 16k base damage plus a guaranteed tick of Tempest of Rho for 4k, which works out to a total of 20k damage over 1 GCD or a bit over Force Lightning deals base damage of around 17k, plus it should average 0.

Force Lightning's total damage contribution of This is supported by most top parses that only use Lightning Strike at the end of a parse if an instant cast can end the parse a second or so earlier than a channeled Force Lightning.

The only exceptions to this analysis is that Lightning Strike with Wrath can be activated instantly so can be used on the move. Force Lightning deals damage 4 times during its channel. I noticed the exact timing for some ticks of damage varies a bit but overall was fairly consistent. When I gear just enough alacrity to get a 1. First tick 0. Second tick 0. Third tick 1.

Fourth tick 1. A common strategy for Madness Sorcerer players is to clip Force Lightning after the third tick of damage, since the rotation usually requires clipping to use Demolish as it comes off cooldown. An important observation from the above results is that a full GCD for these purposes was 1. Mathematically this should work out to the same damage whether we do a full channel or a clipped channel. You cannot clip Force Lightning via re-activation of Force Lightning. Whether spamming the button or trying to hit at the right moment, the ability queue loads the ability but will not interrupt the first channel.

You can move to break a channel of Force Lightning then channel again. This will always be a DPS loss due to the delay imposed by movement. The best I could consistently do with this strategy took the same time as a full channel of Force Lightning only with just 3 ticks of damage.

You can consistently clip Force Lightning with another ability. It works most consistently with instant abilities, of which all Balance abilities are instant or become instant via procs except Force Leech.

Spamming the button is less consistent than simply hitting the ability key around 1 second into the channel, which let me semi-consistently clip the channel at 0. Instead of 1. Even using full channels of Force Lightning nonstop for a few minutes still caused some delays between ending one channel and beginning another channel. Despite my alacrity causing Force Lightning to have a 1.

Sorry if that is not super helpful. The lesson I learned from playing the discipline and testing clipping in a few ways is that it is theoretically a DPS gain if you can do it right but it dramatically increases the difficulty and can even be a DPS loss if done poorly.

So my conclusion and belief thus far is that a perfectly clipped Force Lightning is a slightly DPS gain over a full channel. However, I noticed some ability activation delays with both a clipped and full channel as discussed above. The delay was usually bigger with a clipped channel than a full channel. The only time clipping Force Lightning will be a DPS increase is if it lets us use an ability closer to its cooldown, as is usually the case to align our rotation with the cooldowns of Demolish and Death Field.

Force Speed has a 20 second cooldown. Force Speed can be buffed by a few utilities. Surging Speed is a Masterful utility that buffs Force Speed by lowering its cooldown by 5 seconds down to 15 , increases its duration by 0.

The Emersion Heroic utility also causes Force Speed to cleanse the player of movement-impairing effects and makes them immune to them for its duration. Emersion is great for fights where you need to use Force Speed to deal with knockbacks, slows, etc. Thanks to the Gathering Storm set bonus, Force Speed is a very powerful offensive cooldown that can and should be used very often. The Gathering Storm set bonus has the following effects:.

The buff applied by Force Speed is called Galvanized and has the buff listed here next to Force Speed. Fortunately for our rotation, Force Speed has a 15 second cooldown with the Surging Speed utility. Our rotation is designed around the pre-alacrity 15 second cooldown of Force in Balance and Demolish, so this all lines up to let us use Force Speed once per rotation. Which ability should we use to consume the Galvanized buff from Force Speed? Force Speed should be used in the following priority based on its impact on each ability note the numbers here are approximate as of some quick parsing in 6.

Force Leech - Base damage around 20k. Death Field - Base damage around k, Galvanized does not buff the DoT debuff applied to the target. Demolish - Base damage around k for the direct damage, Galvanized does not buff the DoT applied by Demolish. Force Lightning - Galvanized only buffs the first tick from Force Lightning that is around 3. This ranking leads us clearly to use Force Speed to buff Force Leech if possible with Death Field being nearly as good for single target and even better for AoE.

Using Force Speed on a buffed Lightning Strike is okay if the target is about to die or if down time will occur in a few seconds, but it is optimal to only buff Force Leech or Death Field.

Do not ever use Force Speed prior to Force Lightning as it is a huge DPS loss, as the buff there is a few hundred points of damage versus around four thousand for Force Leech. It also makes Force Leech net positive to energy while a target is affected by Madness which should have nearly full uptime of the Deathmark buff, aka the 15 stacks of damage increase.

For longer fights, Madness tends to Parse better maybe not anymore, not sure , but for leveling, I'd strongly go with Lightning. Also, 1Death Field overwhelms its targets for 45 seconds. Volt Rush consumes all stacks of Wrath. Press question mark to learn the rest of the keyboard shortcuts.

Because Force lightning does the highest damage overall and you cast it the most and I thought If I enhance the skill it will do more damage then creeping terror. This passive provides an automatic DPS increase when in the execute range without any rotational change. You must take 6 between Heroic and Masterful. Another powerful survivability utility that should always be taken as very nearly every operation has AoE damage.

This rotation design leads to 6 blocks that repeat until the DoTs get back to the same position. MajinUltima 9 years ago 4. However, I noticed some ability activation delays with both a clipped and full channel as discussed above. MajinUltima 9 years … In this essential Star Wars Legends novel, the second in the Darth Bane trilogy, the fearsome Sith lord takes on a deadly new apprentice.

SWTOR 5. His mission: to climb the towers of Thauilu Vah and awaken the Earth empire"--Page 4 of cover, volume 1. For Madness Sorcerer, I allocate my tertiary stats as follows: Accuracy: 1, - 1, anything outside this approximate range and I usually try to re-optimize by swapping around enhancements and augments , Alacrity: around 1, at least 1, if the Zeal guild perk applies , Critical: all remaining tertiary points go into Critical.

Force Speed has a 20 second cooldown. Spamming the button is less consistent than simply hitting the ability key around 1 second into the channel, which let me semi-consistently clip the channel at 0.

To all of you Sorcerers out there, what are your PvP tactics? This Guide Force Lightning deals damage 4 times during its channel. Please note that I recommend following the above rotation unless you are a highly advanced player or are really comfortable with much more complicated rotations. Also, reduces the cooldown of Unnatural Preservation by 5 seconds. Have fun out there and may the Force be with you.

Emperor Palpatine has a new weapon -- one that can annihilate a planet. Force Speed should be used in the following priority based on its impact on each ability note the numbers here are approximate as of some quick parsing in 6. Purely for leveling what spec is working best atm. Lightning everywhere with lots of direct damage? Force Lightning - Galvanized only buffs the first tick from Force Lightning that is around 3. This is usually my third choice in this tier. Equipped with a brilliant array of flashy lightning abilities, the Lightning Sorcerer is a light-show all their own.

Stacks up to 5 times. I think we mostly can by looking to Madness' cousin, the Hatred Assassin. The inefficiency comes from us committing the first sin of a DoT class Please see the "Lightning Strike v. Force Lightning" discussion below. Each time a direct Force ability critically hits or each time a channeled Force ability is activated, 1 charge is consumed. It provides the greatest single target sustained damage increase and is preferred in most PVE encounters.

The upside to this approach is that you will gain a few extra GCDs due to less frequent application of DoTs, which will enable more frequent channels of Force Lightning. In this book Smil presents the best possible quantifications of past and current global losses in order to assess the evolution and extent of biomass harvests. Always take. Force Leech can be used 1 GCD more often than Demolish or Death Field, so it will tend to float until eventually it gets "stuck" behind either Demolish or Death Field under this priority system.

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It has a 1. Various other passives also cause this ability to apply a debuff to AoE attacks,increase the self heal component, and enable it to spread your DoTs to other affected targets.

Enter the 6-piece set bonus to provide a massive synergistic buff to the 4-piece. If you are interested in getting involved in the new SWTOR efforts at Noxxic as of , please use the contact link below to get in touch! Join me for my first PVP match in the new 6. The second DoT for Madness is an existing ability for all Sorcerers. Lightning being channeled and Terror being a DoT.

It deals slightly more damage for significantly less Force. Even using full channels of Force Lightning nonstop for a few minutes still caused some delays between ending one channel and beginning another channel. Force Speed should be used very close to on cooldown. Lightning Sorcerer.

In my testing Lightning Burns typically ticked for around 1. It should be used within the rotation to enable an instant cast of Lightning Strike, then again to enable an instant cast of Demolish, and then is typically channeled a third time but clippped at 0. Despite my alacrity causing Force Lightning to have a 1. So Lightning Strike is the winner and we should always try to use a buffed one when we can without delaying Demolish?

Lightning looks cooler and is good for leveling because of all the AoE, so I'd go with that. Star Forge. Going forward, this means that Force Speed should be used after Polarity Shift instead of before in order to benefit from the cooldown reduction.

Normally, Recklessness will come off cooldown about 20 seconds before Polarity Shift does, but you should use Recklessness immediately if it comes off cooldown while the cooldown for Polarity shift is above seconds. Always use the charges on Death Field and Force Leech and remember that Death Field will consume both charges if it hits multiple enemies.

Unfortunately, Force Speed is not affected by Alacrity so the exact point in the rotation when it comes off cooldown will gradually shift over time. Force Leech does have a travel time though, so if your APM is high, you can still use Force Speed immediately after the cast of Force Leech finishes and it will get consumed on Force Leech. Make sure this item is always used during Polarity Shift, even if you have to delay it a while.

It is highly unlikely that a fight will last long enough where this delay will be enough to where it will result in missing out on a use of the Adrenal and most of the delay will end up being counteracted by the Alacrity increase from Polarity Shift anyway.

It should be used on cooldown because it is not affected by Alacrity like Recklessness and the Adrenal are. It should also be saved for burst phases and DPS checks if they exist in a given fight. Unlimited Power. Your raid buff should be used on cooldown just like any other offensive cooldown unless it needs to be used for a burst phase or DPS check, normally the raid lead will make the call on when these should be used.

It also only has a 40m range, so be mindful on larger maps that it might not catch everyone and position yourself accordingly so that it catches as many people as possible. Use this on trash mobs if you want to troll your team. This is a battle rez. Often, if somebody dies, the healers have a lot on their plate and you should attempt to use this as soon as you see the text appear on your screen. Use this to revive someone who died on a trash mob if you want to troll your team. This is the famed sorc pull!

While it is primarily used for trolling to great effect, especially when paired with Phase Walk to jump off ledges while pulling an unsuspecting victim to their doom while you teleport back safely, it does still have some utility in combat. You will probably get yelled at if you mess up. If you ever have to do this, something has clearly gone wrong with the attempt, or someone is not pulling their weight and you should complain to the raid lead and make a big scene about having to off-heal.

You should not ever off-heal yourself unless you literally think you will die if you do not receive healing right now and the pull is salvageable. You should also not waste your time healing another player with Resurgence or Dark Heal, just bubble them and go back to DPSing because the other heals do not do very much and waste time.

There are only a handful of instances in operations where CC is required, so I will briefly go over what the sorc has at their disposal. This is your conal knockback. This is your interrupt. If you really want to be a clicker, I highly recommend you at least keybind this ability or you will have trouble with some of the shorter casts that need to be interrupted.

This is your mez, a CC ability that breaks on damage. Force Slow. This is your slow. Its force cost is extremely cheap and its damage is decent. It even deals more damage than Volt Rush does on first use. Unbreakable Will. Volt Rush. This is your last resort as an ability that you can use while moving if everything else is unavailable. If you find yourself having to move a lot in a given fight, I would recommend playing Lightning.

Endonae has mained a Sith Sorcerer continuously since release. He began nightmare raiding in 4. He also leads a raid team that has been around since late 1. It has slowly worked its way up from getting lost in the lava caves on the way to Gharj in EV SM to completing timed runs in nightmare. Endonae also provided most if not all of the ability icons. In Update 7. We respect your privacy. Your email address will never be shared or sold. Your contribution helps us provide content you enjoy.

About Vulkk Contact. SWTOR 6. Updated October 17, His passion for video games as well as his love for all things Star Wars are reflected in his news and in-depth guides available here! Connect with D.



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