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-- Buy swtor credits at swtor2credits No Confirmation Needed! If you buy swtor credits now, 10% free bonus for you with 8% discount code - SW2NOKF. I have always found Madness-specced Assassin and Sorcerer a lot of fun, even when it was one of the least popular builds because its damage frankly stank. But I never ran a Sorcerer nor Assassin in a raid situation except for the unfortunate times that I healed. However, I did run both advanced classes multiple times in flashpoints and loved PvPing on my madness Assassin.
The difficult thing for Madness-specced Inquisitors was keeping track of DoTs. Thankfully, the developers have now added a highlight on the enemy's debuff bar that shows you which effects are yours. You can even arrange the debuffs so that yours appear first in succession. However, despite my enjoyment of DoT classes, I'm not a fan of staring at buff bars the whole time. That's why I've developed a synergy with my DoTs. Although I'm a bit out of practise now, I have been able to instinctually know when to hit the next DoT. I could also know when my Force power was low without having to stare at my energy bar the whole time. For me, the ultimate goal of any class is to still maximize the rotation without having to constantly keep my eye on the UI.
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I've never liked playing a Powertech or Vanguard, but I do have a Mercenary and Commando that I've healed with and played as arsenal and gunnery specced roles. And although they weren't my favorite classes, I do understand their rotations well enough to do group content. Of all the Advanced classes, arsenal-specced Mercs and gunnery-specced Commandos have best ability synergy. Of course, it helps that those two classes have the fewest useful abilities in their rotations, but the abilities also flow one into the other. And with the visuals on the character, there isn't really any reason to ever have to look at your toolbar except to look at your health.
Each of these disciplines have abilities that replace an existing ability. And to be frank, I don't exactly understand why the developers would do that. Each of the existing abilities has purchasable upgrades as it is. Why not just add a discipline passive ability that augments the existing ability?
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