Darth Hater Forums

Sith Sorcerer Compilation and Speculation

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  • #1 mauler5858

    Note, this is still a WIP so please bear with me. I don't claim to know it all, but I can put it all together regardless of the source. If you see something missing or incorrect, please let me know. I will credit when possible. I will be growing this thread throughout the coming weeks. Please stay posted for more info regarding the Sith Sorcerer.

    General Information

      

    • It is one of the two advanced classes of the Sith Inquisitor class.
        
    • Character will start on Korriban, and make their advanced class decision later in the game.
         
    • Sorcerer will fill two main roles: Healer and Caster DPS.
         
    • Character is made to inspire the Darth Sidious fantasy.
         
    • Class Ship: Fury Imperial Interceptor
         
    • Uses force points.

    Playable Races

        * Human
        * Zabrak( http://swtor.com/news/news-article/20100806 )

    Companions

    • Xalek, a Kaleesh force user who becomes your apprentice. Seems to be pure dps. Would make a good companion for healing Sorcerers.
    • Kim Vaal: A Dashade with the ability to absorb force power.

    Story

        * Inquisitor starts off as a slave who was force sensitive.
        * Rises through the ranks enduring unfair treatment because he wasn't of the proper bloodline.
        * Story has to do with the secrets of the dark side and of the Sith Empire.
        * Will probably take on roles at times of "diplomacy" aided by interrogation and torture.

    Abilities

    These abilities are courtesy of Pangscar's post: http://swtor.com/community/showthread.php?t=168236

    Force drain

    Revive

    Saber Strike
    Instant
    Range: 4m
    Deals 100% weapon damage spread across a flurry of quick melee attacks

    Shock
    Force Points: 60
    Instant
    Cooldown: 6s
    Range: 15m
    Shocks the target for high energy damage.

    Electrocute
    Force Points: 60
    Instant
    Cooldown: 35 sec
    Range: 30m
    Electrocutes the target dealing low energy damage and stunning it for 5 secs.

    Backlash
    Force Points: 60
    Instant
    Cooldown: 2mins
    Surrounds the caster in a lightning shield, increasing resistance to damage by 25% for 15 secs. In addition, once per second the shield shocks melee attackers dealing low energy damage.

    Lightning Drain
    Channeled: 6 sec
    Cooldown: 15 sec
    Range: 15m
    Deals very high energy damage to the target and restores force over the duration of the effect. Lightning Drain also slows the movement speed of the target by 50% and stuns weak and standard enemies.

    Whirlwind
    Force Points: 30
    Instant
    Cooldown: 1min
    Range: 30m
    Traps the target in a whirlwind for 15 secs. Every 3 sec. the electric whirlwind zaps up to 6 enemies within 8m of the target for low energy damage. Damage causes this effect to end prematurely.

    Dark Heal
    Force Points : 60
    Casting Time : 1.5 sec
    Range : 30m
    Heals a friendly target for a moderate amount of health.

    Meditation
    Channeled: 15s
    Cooldown: 1mins
    Pause and meditate to restore your health and force. Damage causes this effect to end prematurely. Cannot be used during combat.

    Unbreakable Will
    Instant
    Cooldown: 2 mins
    Summon the unbreakable will of the Sith, immediately freeing you of all incapacitating and controlling effects.

    Cloud Mind
    Force: 60
    Instant
    Cooldown: 1min
    Cloud the minds of your enemies, instantly lowering your threat by a moderate amount.

    Sacrifice
    Instant
    Cooldown: 10m
    Range: 100m
    Sacrifices your companion to instantly heal you for 75% of your total health.

    Nightmare
    Force: 60
    Instant
    Cooldown: 2min
    Range: 10m
    Sends a nightmare down upon all enemies within 8 meters, causing them to cower in fear for 8 sec. Damage causes this effect to end prematurely.

    Armor

        * The sorcerer will use lighter armor, probably predominantly robes. Designs tend to be a tad lavish.
        * The following links are concept examples of possible armor for the Sorcerer:

              http://swtor.com/media/concepts/sith-inquisitor-0
              http://swtor.com/media/concepts/sith-inquisitor-1
              http://swtor.com/media/concepts/sith-inquisitor-2

    Weapons

        * Single-bladed lightsaber. There seems to be different possible colors, but red and purple(credit to OmegaDarthDragon) are predominant. One of the main reasons for this is that red and purple the only colors that have been synthetically made without intense further modification of the crystal's properties.  Other color options may be available via looting or created by advanced level players (credit to Orcanus).

    Crew Skills

    According to the information given, we will be able to pick from three Crew Skills. The only limitation is that we can only pick one Crafting Skill, but any other combination of the rest is accepted.

    Gathering Skills:
    Bioanalysis  the practice of collecting genetic material from creatures and plants. Should be fairly useful to a Sorcerer in conjunction with the Biochem Crafting skill.
    Scavenging  the art of recovering useful materials and parts from old or damaged technology. Possibly useful if it is used in conjunction with Artifice.
    Slicing  a skill in accessing secured computer systems and lockboxes to acquire valuable data and rare schematics. Seems like a possible universal skill. Not enough info to speculate much on this one.

    Crafting Skills:
    Armormech  the ability to work with hard metals and electronic shielding to construct all types of personal armor. Probably fairly useless to a Sorcerer, as it seems they will not be using this armor type.
    Artifice  the delicate work of constructing Jedi and Sith artifacts. So far this seems like the most compelling choice for a profession for a Sorcerer.
    Biochem the engineering of performance-enhancing chemical serums and biological implants. Seems like this could be useful, as it could be used as a source to regenerate Force Points and health in battle.
    Armstech - Creates blasters only. Completely useless to a sorcerer.

    Mission Skills:
    Diplomacy  the art of conducting and managing negotiations. Seems like a universal profession. Quite possibly a large focus for maintaining force alignment and faction alignment.
    Treasure Hunting  the ability to track down and recover valuable items by investigating a series of clues. Seems universally useful as well.

    Links

        * Holonet Class Page: http://swtor.com/info/holonet/classes/sith-inquisitor
        * Ship: http://swtor.com/info/holonet/starships/fury
        * Korriban: http://swtor.com/info/holonet/planets/korriban
        * Designing The Dark Side: http://swtor.com/media/trailers/designing-dark-side
        * Combat video of early Inquisitor @ E3: http://www.youtube.com/watch?v=xvc_WIz3OOA

    Speculation:

    Combat Mechanics:

    From what we can tell the Sorcerer seems to work from leeching life from its opponents, and using this power to generate its attacks. What I infer from this is that drain life spells and your more basic spells are usable at a lower energy cost or a free cast. This would allow the Sorcerers spells to ramp up over time and let you use the more devastating abilities later in combat. This falls in line well with the Sith perspective of showing dominance of power over a weakened opponent.

    This would open up some good balancing mechanics. It would allow foes to have a better window of opportunity to best the Sorcerer before he powers up. This would allow the Sorcerer to use abilities such as the Force Whirlwind and Ground Slam to buy him time to build up for stronger attacks. This would also force the Sorcerer to focus on keeping this drain alive on a target to facilitate regaining power.

    Talent Trees:

    We know that the sorcerer is going to have two roles: Caster DPS and Healing.

        * Each class is getting a third tree as well that spans both advanced classes. I imagine this tree would give buffs to damage modifiers, self-heals, persuasion, possibly buffing core attributes (strength, dexterity, etc.), and possibly even ability to modify alignment gains.

    * The healing tree will probably focus on converting that drained life into healing spells for you and your counterparts. Possible ideas include stronger healing spells, faster healing spells, AOE healing spells, in-battle revive, reduced cost heals, ability to return a portion of what you drained automatically back into your allies on a periodic "tick, more powerful drain, group attribute buffing abilities, range extension, and passive abilities that improve your capacities as a healer.

       *The damage tree will probably focus on converting that drained life into more devastating lightning based damage spells. Possible ideas include: Stronger single target damage spells, stronger AOE spells, stronger/better crowd control spells, a group buff to damage(like a force aura sort of), individual ally damage buffs, boss de-buffing abilities, stronger drain, a drain that ticks damage to nearby enemies, range extension, and also passive abilities to make you a better damage dealer.

    Playable Races Speculation:

    Right now we know of two races Human and Zabrak. There is no definitive answer if this will be the cap or not. According to the story, this would have to be a race that could easily come from slave origins. I would personally speculate that Twi'lek could be a possibility for that reason.

    Crew Skills Speculation:

    Here are my predictions for possible new Crew Skills and how they relate to the Sorcerer. Names obviously may vary, but focus more on the concept of the skill.
    Sabercrafting - This will probably be a special crafting skill that only the force users can use. I predict that once the player engages this to create or modify a saber, it will bind the saber and all parts to that person.
    Tailoring - The ability to make "soft" armor and means of storage.
    Droidbuilder - If this is in, it would probably be a universally useful ability.

    Lore:

    Background:

    A Sith sorcerer or sorceress was an individual who was proficient in the arts of Sith magic, using spells, talismans or incantations to focus the power of the dark side. They were discovered during the time of the original Sith Empire. Sith sorcerers gained their powers through intense study of Sith traditions, and applications of the dark side of Force. Occasionally, an aspiring sorcerer's powers were developed through sheer innate talent, rather than harnessing them through study, or spontaneously, or being bestowed upon them by another source. The term was synonymous with Sith magician, with females who dabbled in Sith magic being sometimes referred to as Sith witches. (ref. http://starwars.wikia.com/wiki/Sith_sorcerer )

    Known Sith Sorcerers in Star Wars:
    Queen Amanoa
    King Ommin
    Freedon Nadd
    Naga Sadow
    Exar Kun
    Darth Zannah
    Darth Sidious

    ***Update Log***

    • Updated links, errors, companions, and lore. - November 30th, 2010
    • Added crew skills, and crew skills speculation. - December 1st, 2010
    • Updated Crew Skills. - December 3rd, 2010

  • #2 stoffi

    Nice thread, good read.  In my opinion the Sorcerer class plays a lot like a Warlock would in a fantasy setting.

    IE, taking in to consideration the look of the armor/robes and the spells, such as drain life etc.

  • #3 mauler5858

    Updated links, errors, companions, and lore.

  • #4 Raeth

    If you want to compare it to WOW classes, I see it as a hybrid of Warlock, Mage and Priest. So I probably wouldn't draw from WOW.

    I must say, Sith Inquisitor would have been low on my priorities to play, but it's shot up as I've learned more. Starting as a slave, taking an apprentice, the pure lightning dynamo and various effects achievable with the use of said Sith Lightning. All of that is quite interesting. I also like the gear that's been shown for the SI, I like that it's a little outside the norm, a little eccentric.

    Also, if you're looking to play a light side Sith, the SI makes perfect sense, harbouring resentment towards the Sith for the slavery endured. I wouldn't play my SI that way I don't think, but still, it makes the class interesting.

    One thing I'm hoping to see for the Sorcerer especially, and no other class or AC, is some kind of 'hover' ability. Sidious in Star Wars Battlefront did this, and I thought it was awesome, and made perfect sense for such a character.

  • #5 mauler5858

    Added crew skills, and crew skills speculation.

  • #6 AddisonX

    In regards to the Crew Skills.  Saber crafting they've stated won't be a part of it, so I'd seperate that out.  Artificing which is the craft of making Force Relics will be something more attuned to an Inquisitor.  As well I could (And plan to have mine be so) see a SI focusing on Biochem.  Poisons, dealing with manipulation (Think of the creatures mentioned in the Exar Kun video, the name escapes me), seems more of an intellectual persuit which fits into their sort of being.  I would agree that Armor Mech, Weapon crafting (Blasters, Vibro blades and the sort) don't really seem them bag.

    In regards to tailoring, I would tend to think that that won't exist.  If you even look at the avatar you have for your SI, its wearing an awful lot of metal.  And storage in a star wars setting would probably fall under more of a metal working capacity.  I wouldn't be surprised if that's a side product that Armor Mechs could make.

    Great post.  I'm looking forward to enjoying my SI.

  • #7 Sleeper

    Great compendium mauler5858! When continuing this thread, if you could please add your update notes to the bottom of your compendium. Thanks

  • #8 mauler5858

    Yay.....I got stickied.  Will do :)

  • #9 strawbeki

    Bookmarked! I especially like your analyses of the crafting professions :D

  • #10 mauler5858

    I just wanted to update anybody who may have followed this thread.  I have been accepted into Game Testing, so I will not be able to update this thread any longer.

  • #11 Crazing

    Congrats-but-I-hate-you.

  • #12 mauler5858

    Quote from thecrazing
    Congrats-but-I-hate-you.

    You certainly are not the first to have expressed that sentiment.

  • #13 RogueJedi86

    You could update it based on non-game testing knowledge, like how those of us who visit leak sites can still discuss on forums by mentally partitioning our knowledge gleaned from leaks separate from our knowledge gained from official sources. Just segregate what you see in testing away from what you see stated online. Basically if you see it on Darth Hater, you can add it to this thread. The thread hasn't been touched in 9 months anyways. :P

  • #14 Malice

    Apparently the Inquisitor can now tank as well as range DPS, Melee DPS, and Heal.  Assassin is Tank and Melee DPS whereas Sorcerer is Range DPS and Healer.

  • #15 totaldarkness

    Being in beta, I have to say this post is lacking a few details... also being in beta I can't say what they are, but there is more information out there, This post isn't wrong, it's just missing.

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