67-sage

Sage DPS guide

Sage DPS Guide

1. Telekinetic specialization from Handcuff
1.1 Rotation
2. Balance specialization from Soup, Sindariel, Pelara
2.1 Rotation


Thanks to Ktap, Sage DPS, for his 1337 DPS video, Soup, Sindariel, Pelara, vonBoomslang for their Balance thoughts and Nibbon for the wealth of information in his Sage/Sorc DPS thread.

GEARING

When in doubt, copy the top parsers’ profiles :)

  1. Telekinetics AMR
  2. Balance AMR
  3. Gearing questions? Ask here.

DEFENSIVE COOLDOWNS

  1. Force Barrier - 3 minut cooldown.  Projects a Force Barrier around you, granting immunity to all control, damage, and negative effects while channeled. This ability does not respect the global cooldown and can be used while controlled.
  2. Force Mend - 30 second cooldown and is your instant self-heal. Talented only by speccing into the healing tree.

OFFENSIVE COOLDOWNS

  1. Force Potency - Grants 2 charges of Force Potency, which increases the Force critical chance of your direct attacks and heals by 60% Each time a direct Force ability critically hits or you activate Telekinetic Throw, you lose 1 charge. Lasts 20 seconds.  Using an AoE abilities like Force in Balance, Forcequake or Telekinetic Wave will use up 2 stacks.  The second proc of Telekinetic Wave, Disturbance as TK spec will use the stacks up as well.  The best use of this ability is on Telekinetic Throw first (on either Balance or TK) and then on another ability.  If using Force in Balance, all targets hit will benefit from the increased critical chance.  The same goes for Telekinetic Wave.
  2. Mental Alacrity - 2 minute cooldown and grants 20% alacrity and immunity to interrupts for 10 seconds.

ENERGY COOLDOWNS/ABILITIES

  1. Noble Sacrifice - use of this ability is going to be minimal as Balance (if you can avoid it you should) and should not be used at all as Telekinetics.

UTILITY ABILITIES

Crowd Control

  1. Force Lift - 1 minute cooldown.  Lifts the target helplessly into the air, preventing all action for up to 8 seconds. Non-player, non-standard and non-weak targets heal rapidly while lifted out of harm’s way. Damage will break the effect prematurely.
  2. Force Slow - 12 second cooldown. Deals 1011 – 1164 kinetic damage and slows the target’s movement speed by 50% for 6 seconds. You won’t find a lot of uses for this abiltiy in a raid.
  3. Force Stun - 60 second cooldown. Deals kinetic damage and stuns the target for 4 seconds.  A stun ability! Obviously does not work on bosses.
  4. Force Wave - 20 second cooldown.  Deals kinetic damage and knocks back all enemies within a 15-meter cone in front of you.  Standard and weak enemies are additionally knocked down for 3 seconds. The bane of many tanks and sometimes DPS.  You don’ want to reposition or put the mobs out of position with this ability.  Use only on mobs that are immune to knock-backs, in order to prevent unecessary tank yelling in mumble.
  5. Mind Snap - 12 second cooldown. Interrupts the target’s current action and prevents that ability from being used for 4 seconds.  An interrupt ability!

Healing and Survivability

  1. Benevolence and Deliverance - allows you to off-heal (yourself or others) and can be particularly useful during downtime phases to help your healers (if needed).  Be wary of healing when spec’d for Balance since that spec is tougher on energy compared to Telekinetics (which has and shouldn’t have force problems at all thanks to Telekinetic Effusion).
  2. Restoration - your cleanse or purge ability.  Most fights have cleansable dot mechanics.  Immediately cleanse yourself of these dots since your healers will prioritize classes who do not have a cleanse ability (like Vanguards, Guardians and Sentinels)
  3. Force Armor - again useful for helping the raid during phase swaps.  Use it only if you really need to.
  4. Force Speed – movement speed buff for X seconds. Useful for quick repositioning around the map or around boss mechanics
  5. Rescue - if you are feeling generous and feel like using 1 GCD to save an ally from a boss mechanic.  
  6. Revival -  5 minute cooldown.  Revives an incapacitated ally. This ability is usable while in combat. When used, all group members can neither use nor be the target of an in-combat revival for the next 5 minutes. You along with Scoundrels and Mandos have the abiltiy to battle rez.

JEDI CONSULAR ABILITIES

  1. Mind Crush - Crushes the target’s mind with the Force, instantly dealing kinetic damage and additional kinetic damage over 6 seconds. This ability is part of your single target rotation for both specs.
  2. Project - Throws debris at the target, dealing 1838 – 2199 kinetic damage. Standard and weak targets are additionally stunned for 3 seconds.  Can be useful to finish off adds but otherwise, this ability does not have a place in both DPS spec’s sustained DPS rotation.
  3. Telekinetic Throw – bind it on the same place in your quickbar! This abiltiy along with Mind Crush are part of your single target rotation for both specs.  Especially as Balance.

SAGE ABILITIES

  1. Force Reach and Force Studies are passive skills available to you as a Sage.
  2. Disturbance - 1.5 second cast time. Fires a blast of telekinetic energy at the target, dealing kinetic damage
  3. Forcequake - Channels the Force into the ground at the target location, causing it to quake and tremble. Up to 5 enemies within 8 meters of the target location are struck for kinetic damage over 6 seconds and knocked off balance, reducing movement speed by 30%. In addition, standard and weak targets have a 33% chance to be knocked down by the quake each second.  Your basic spamable AoE ability.  Uses for this ability is situational for both specs.
  4. Weaken Mind - weakens the target’s mind, dealing internal damage over 18 seconds.
  5. Cloud Mind - 45 second cooldown. Wipes your enemies’ thoughts, instantly lowering your threat by a moderate amount.  Your threat dump ability.  Use on cooldown and ideally after or during the big burst in your opener.

TELEKINETICS

3/36/7 - Highest DPS spec as theorycrafted by Nibbon

tksage

Passive Skills

  1. Mental Longevity – increases your Force by 100
  2. Inner Strength – reduces cost and increases accuracy of Force attacks

New Abilities

  1. Turbulence - Deals internal damage to a single target. Turbulence automatically critically hits targets affected by your Weaken Mind. Internal damage is not mitigated by armor.
  2. Telekinetic Wave  - Sends a wave of telekinetic energy that deals kinetic damage to up to 5 targets within 8 meters of the primary target. Kinetic energy is mitigated by armor and requires an armor penetration to be up on the target for it to do its maximum damage. The same goes for Project, DisturbanceMind Crush and Telekinetic Throw.  More than half of your total damage done are mitigated by armor so having a Gunnery Commando, Guardian or Gunslinger provide the armor penetration buff is very important to TK Sages’ DPS.

tkchart

If all abilities are kept on cooldown, Turbulence will make up the most of your DPS along with Disturbance which is your core filler ability. Disturbance (among other things) is crucial in Telekinetics to proc several things: 1) Tidal Force, 2) Telekinetic Effusion, 3) Telekinetic Momentum and 4) Tremors.

  1. Tidal Force – is a proc that allows you to use Telekinetic Wave instantly. This allows you to do extremely high burst DPS when your abilities crit.
  2. Telekinetic Effusion – is a talent that allows you to sustain your rotation by reducing the force costs of your next two abilities by 75%
  3. Telekinetic Momentum – gives a chance for you Disturbance or Telekinetic Wave to produce a second Disturbance or Telekinetic wave, but at a lower damage. After it procs you have 10 seconds to use it before the buff can proc again. Be sure to use a Telekinetic Wave prior to that so you don’t clip and waste another one. This is similar to your other talent
  4. Mental Momentum – gives a chance for yourTurbulence to do the same thing, but like Telekinetic Momentum, the reproduced ability deals lower damage at 30% of the original one you just cast. Additionally your Mind Crush has a 30% chance to tick twice with 3 points into this talent.
  5. Tremors – which is a stacking buff that procs when you gain a Telekinetic and Mental Momentum which stacks up to 3 times and increases your bonus damage by 2% up to 6%. And finally…
  6. Psychic Projection – your Weaken Mind critical hits have a 100% chance to grant you this buff and allows you to channel your next Telekinetic Throw twice as fast! Like Telekinetic Momentum it has an internal cooldown of 10 seconds.

These are the core DPS talents and abilities in the Telekinetics tree and doing max DPS depends on how well you are able to utilize these skills.  TK is a turret and a casting specialization for Sages with exceptional AoE capabilities.  It is very proc dependent but can put out some amazing burst (and sustained DPS) when RNG is in your favor.   Because it requires you to cast and stand still, TK suffers from movement heavy fights.  This guide is inspired by Nibbon’s Sage DPS (TK + Balance) found in the swtor class forums. 

MAX DPS OPENER

The max DPS opener is derived from Ktap‘s parses.  His opener is:

1. 

2. 

3. 

4.  …

Throughout your Disturbances and Turbulences you will have a chance to proc Telekinetic Momentum and get an instant cast Telekinetic Wave. The same goes for Psychic Projection which grants you a hasted Telekinetic Throw. These procs have an internal cooldown of 10 seconds so be sure to use them before then.

The key to playing this spec is to remember the following:

  1. Weaken Mind
    • Lasts 18 seconds. Turbulence has a 9 second cooldown. For every 1 Weaken Mind you need to do 2 Turbulence
  2. Mind Crush
    • Has a 15 second cooldown and will not align with the rest of your abilities. This ability is buffed by Mental Momentum specifically and needs to be used on cooldown. Use and keep Turbulence and Mind Crush on cooldown FIRST, before using your procs (unless they are about to reach the 10 second limit).  This is the one thing you want to avoid in the first. Remember you can delay using your procs as long as they don’t reach the 10 second ICD otherwise you risk them getting overwritten.
  3. Turbulence
    • Don’t wait. While casting Turbulence be sure you have Disturbance lined up in your ability queue. Do not sit and wait for one ability. If Turbulence or Mind Crush have one second left, cast a Disturbance. The key to this spec is to always be casting something. - Kindran
  4. Weaken Mind
  5. Force Management
    • There is none.  Seriously. Thanks to Telekinetic Effusion you should never have force problems.  Ever.

ROTATION (VISUAL AID)

2 Turbulence for every 1 Weaken Mind

  1. Mind CrushWeaken MindTurbulence
  2. Disturbance spam → use Telekinetic Wave and Telekinetic Throw procs
  3. Turbulence
  4. Disturbance spam → use Telekinetic Wave and Telekinetic Throw procs. From here it’s Disturbance spam until your Mind Crush or Turbulence comes up again.

1 GCD before Turbulence comes back up

  1. Weaken MindTurbulence
  2. Disturbance spam → use Telekinetic Wave and Telekinetic Throw procs
  3. Turbulence
  4. Disturbance spam → use Telekinetic Wave and Telekinetic Throw procs. From here it’s Disturbance spam until your Mind Crush or Turbulence comes up again.

Repeat.


OFFENSIVE COOLDOWN USE

  1. Mental Alacrity on cooldown but you can delay it a little to time it with your adrenal or relic.  Mental Alacrity as Telekinetics has a pretty short cooldown due to Flowing Force.  In addition everytime you produce a second Turbulence or Disturbance/Telekinetic Wave, the active cooldown of this ability is reduced by 1 second thanks to Tremors.
  2. Force Potency ideally should be used on a hasted Telekinetic Throw first and then an instant Telekinetic Wave second.  Be careful of second ability procs for Disturbance and Telekinetic Wave since those 30% damage procs will use up a stack of Force Potency and wasting what could have been a big burst of DPS.  Also if it’s not that obvious by now, don’t use Force Potency with Turbulence :)  That ability is an instant crit with Weaken Mind anyways.

AOE ROTATION

  1. Hard Cast Telekinetic WaveDisturbance spam or Forcequake → Instant cast Telekinetic Wave.
  2. You can finish up with Force Wave if the adds are about to die (and if they are immune to knockbacks.  Unless you want to get yelled at in mumble).

Do not lose yourself in AoE situations.  You have Mind Crush and Turbulence to keep on cooldown as well!


BALANCE

5/5/36 - Force Gift & Penetrating life theorycrafted highest DPS spec as per Nibbon

balancespec

Passive Skills

  1. Jedi Resistance - Increases your damage reduction up to 2%
  2. Mind Ward - Reduces the damage taken by all periodic effects by 7.5%.
  3. Mental Defense –  Reduces all damage taken while stunned by 15%. This can be useful for some niche boss fights like Nightmare Cartel Warlords.
  4. Focused Insight – Causes youd dots that critically hit to restor 1% of your total health
  5. Will of the Jedi – Increaes total Willpowewr by 3/6%

New abilities

  1. Force in Balance - 15 second cooldown. Deals internal damage to up to 5 targets within 8 meters of the targeted area and heals you for 1% of maximum health for each target struck.
  2. Sever Force - 9 second cooldown. Weakens the target, freezing it in place for 2 seconds and dealing internal damage over 18 seconds.

balancechart

An important thing to note about Balance DPS is that even though Force in Balance and Sever Force deal internal damage, a big chunk of your DPS is mitigated by armor and that is Telekinetic Throw. Telekinetic Throw deals energy damage and is affected by armor rating. Having an armor penetration up is going to greatly increase your DPS.  In fact, according to this parse by Pelara, mitigated damage comprises up to 64% of Balance DPS.

With that said, a majority of your damage will come from spamming Telekinetic Throw which is made possible by the talent Telekinetic Balance.  Telekinetic Throw is also your major source of force regen thanks Psychic Barrier.  On top of that Telekinetic Throw will proc Rippling Force to give you extra DPS, Telekinetic Focal Point to add to your sustained DPS and Presence of Mind which is a proc that you need to manage.

  1. Rippling Force - Damage dealt by Telekinetic Throw has a 20% chance and damage dealt by Disturbance has a 60% chance to apply Rippling Force to the target, which deals kinetic damage after 1 second.  Damage dealt by Rippling Force restores 2 Force.  Although not do a lot of DPS, it is still free DPS that you don’t need to manage.
  2. Telekinetic Focal Point - Damage dealt by Telekinetic Throw has a 20% chance and damage dealt by Disturbance has a 100% chance to grant Telekinetic Focal Point, which increases alacrity by 1%. Stacks up to 4 times. Lasts 15 seconds.
  3. Presence of Mind – When your Telekinetic Throw deals damage, you have a 30% chance to gain Presence of Mind, causing your next Disturbance or Mind Crush to activate instantly and deal 35% more damage.

Outside of Telekinetic Throw you are required to keep your dots and debuffs on cooldown or give tham as close to a 100% uptime as you can.  These abilities are: Force in Balance, Mind CrushWeaken Mind and Sever Force.

OPENER


STATIC ROTATION FOR QUALITY OF LIFE

Repeat.

This way, your dots line up with your Death Field’s cooldown, very well (with a ~1s gap due to GCD reduction from alacrity). In addition, you can spam Force Lightning without clipping it.  In a 5 min parse with the priority order, you only gain 2 more Death Fields compared to this static rotation. DPS-wise, there’s no difference between a priority order and a static rotation, but the static rotation is much easier to handle. - Sindariel


The key to playing this spec is to remember the following:

  1. Force Potency
    • Use the first stack of Force Potency on Telekinetic Throw first and then Force in Balance (always on Force in Balance).  If you have Force Potency up and you use Force in Balance on multiple targets, it will use up all your stacks..
  2. Force in Balance
    • Will use up as many stacks of Force Potency as it criticall hits.  Look for instances where you can Force PotencyTelekinetic Throw first, and then use your last stack on Force in Balance
  3. Presence of Mind
    • You will do more DPS than another Balance Sage depending on how (lucky) you mange Presence of Mind.  If you can keep Mind Crush on cooldown while using as many Disturbances as you can on Presence of Mind, you are going to do more DPS (assuming both of you have 100% uptime on dots and keep Force in Balance on cooldown).  HOWEVER, due to the random nature  of Presence of Mind and the fact that using Disturbance is force negative, you may not be able to keep Mind Crush on cooldown if you don’t get a proc as its about to come up.  Imo, one Disturbance for every line of the static rotation is my minimum.  Two is pushing it, while 3 is really really pushing your luck.
  4. Disturbance
    • Using Disturbance with Presence of Mind will be a DPS increase for you but your force regeneration will become slightly negative since you’d be using it instead of a full channel of Telekinetic Throw which is force positive. However, if by using Disturbance you end up delaying your Mind Crush it’s going to be a DPS loss - Pelara
  5. Mind Crush
    • Both Mind Crush and Force in Balance are on a 15 second cooldown.  Using them one after the other as seen in the static rotation above will greatly increase quality of life.  The same can be said for Sever Force and Weaken Mind which both have an 18 second cooldown
  6. Force Management
    • A good way to drain your force quickly is by doing a mixture of several of these things, 1) multi-dotting like heaven, 2) using Disturbance with Presnce of Mind like hell.  Hopefully you won’t get yourself much in these situations but when you do know that one full cast of Telekinetic Throw is force positive (using Disturbance is force negative).  Finishing a full cast of Telekinetic Throw is the best way to regen force while maintaining your DPS. Again.. make sure you always have enough force to keep Sever Force, Weaken Mind, Force In Balance and Mind Crush on cooldown.   If you need the Force, finish your Telekinetic Throw before reapplying your dots.
  7. Project
    • Costs a  huge chunk of force and should only be used if you need a little bit more burst to finish of an add.  Not part of your sustained DPS rotation

 Some things to note:

  1. Force Potency
    • Will not use up a stack if the ability does not crit.

OFFENSIVE COOLDOWN USE

  1. Mental Alacrity on cooldown. Talented by Metaphysical Alacrity
    • TK Throw spam during Mental Alacrity restores a huge chunk of your force pool and also increases your chance for Presence of Mind / Wrath to proc.
  2. Force Potency on cooldown, with Telekinetic Throw first, and then Force in Balance second.  Other people prefer using both stacks on Telekinetic Throw but using at least one on Force in Balance is guaranteed to do more damage especially when you are able to hit more than one target (on the second stack of Force Potency not the first!)

AOE ROTATION

  1. What rotation?  Force in Balance → Forcequake.. lol. I’d rather use Force In Balance once and then head back to the boss to make sure i keep my dots up.  AoE is better handled by the token TK Sage or the (soon to be nerfed) Freighter Flybys and Orbital Strikes