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.
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.
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:
* 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.
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
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.
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.
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.
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
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.
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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Posted 11/30/2010 5:13:50 AMNote, 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
Playable Races
* Human
* Zabrak( http://swtor.com/news/news-article/20100806 )
Companions
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***
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Posted 11/30/2010 12:15:18 PMNice 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.
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Posted 11/30/2010 4:01:06 PMUpdated links, errors, companions, and lore.
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Posted 11/30/2010 11:50:23 PMIf 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.
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Posted 12/1/2010 2:45:05 PMAdded crew skills, and crew skills speculation.
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Posted 12/1/2010 3:11:28 PMIn 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.
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Posted 12/2/2010 3:58:29 AMGreat compendium mauler5858! When continuing this thread, if you could please add your update notes to the bottom of your compendium. Thanks
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Posted 12/2/2010 5:32:17 AMYay.....I got stickied. Will do :)
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Posted 3/1/2011 8:25:16 PMBookmarked! I especially like your analyses of the crafting professions :D
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Posted 8/14/2011 5:20:56 PMI 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.
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Posted 8/14/2011 6:24:15 PMCongrats-but-I-hate-you.
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Posted 8/14/2011 9:06:46 PMYou certainly are not the first to have expressed that sentiment.
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Posted 8/14/2011 10:47:19 PMYou 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
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Posted 10/7/2011 1:48:48 AMApparently 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.
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Posted 10/11/2011 5:24:32 AMBeing 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.