Crit & Gear
Among the healing classes, a Sorcerer benefits least from Critical.
- The only healing class with a heal that doesn’t crit is the Sorcerer. Static Barrier, which should provide a significant share of your total output, doesn’t crit.
- The only healing class without a skill that increases Surge is the Sorcerer. Skill Penetrating Darkness increases Bonus Healing instead.
Though Critical increases the likelihood of Force Surge procs from Innervate, even with 0 Critical from gear the Critical chance of Innervate is > 50% when it’s buffed by Force Bending. This provides a sufficient number of procs of Force Surge; more procs would often be wasted. - OOfalong on Sorc stats
Main healing abilities
Resurgence → Innervate
Revivification → AoE heal (mainly for raid healing)
Static Barrier → instant and absorbs more damage than what Dark Heal would heal. This ability does not crit and so will not benefit from your Surge or Crit stats.
Dark Infusion → use when the above abilities are on cooldown
Healing in a raid will comprise of you playing around with these abilities
Resurgence lasts 6 seconds and provides a non stacking 10% armor buff, to the target. It is optimal to roll the HoT on 2-3 targets particularly on the tanks. Resurgence also gives you,
Force Bending which you will ideally want to use on Innervate for the critical chance or Revivifcation for the force cost reduction.
→ as your main healing rotation. Innervate is a channeled ability that immediately heals your target and ticks 3 times in during its channel. The cooldown is brought down to 7.5 seconds with a 2-pc PVE set bonus. You want Resurgence into Innervate for the Force Bending buff that increases its critical chance which in turn increases your chance of getting the Force Surge buff. Each tick of Innervate that crits also refreshes the 25 second duration of the Force Surge buff .
and are usually good to use on cooldown. Resurgence for Force Bending on yourself and Force Shelter on the tankss and Innervate for:
Force Surge. This buff at 3 stacks gives you an instant cast Revivification. Each stack also allows you to use Consumption without the accompanying force degeneration debuff
Revivification to heal the ride when AoE damage is taken. Has a 15 second cooldown so it is important to have it when the AoE healing is needed (instead of using it on cooldown and overhealing the raid). The healing is applied when the puddle is activated on the ground with 1 tick of healing every second for 10 seconds. Up to 8 allies will receive healing from Revivification and the radius is larger than what the ground reticle indicates (approximately 8 meters about twice the size of the ground graphic) ref:
Static Barrier on priority targets. Static Barrier gives the Ionized debuff that prevents it from being cast again on the target for 20 seconds. It is usually fine to refresh Static Barrier on the tanks but there is an exception. Static Barrier is a good layer of protection that you can use when a tank takes a huge burst of damage (but you won’t have this if the tank has the Ionized debuff). Having Static Barrier available in these burst instances provides a buffer for you and the other healers while they cast/channel their big heals. Static Barrier should ideally be used on targets taking emoted damage such as Kephes’ jump in TFB or Titan-6′s grenade on the tanks for S&V.
When the above abilities are on cooldown and you need to single target heal somebody,
Dark Infusion is your next option. You can use this with Recklessness for an almost guaranteed crit to your priority healing targets. Force Bending reduces its force cost by 30% but it is generally a good idea to use Force Bending on Innervate or Revivification instead. Another ability to help when your raid gets a huge spike of damage is
Polarity Shift → Don’t forget to use these cooldowns wisely. As opposed to DPS classes that normally use their cooldowns as soon as they become available, you as a healer will make better use of your cooldowns by activating them only when needed.
Dark Heal is your last resort when your main healing abilities are on cooldown. The only time i use Dark Heal is when I estimate the target will die during Dark Infusion’s cast time and when I only need 1.5 seconds to wait before Innervate comes back up or for the Ionized debuff from Static Barrier to wear off.
is instant and absorbs more damage than what Dark Heal will heal
is more HPS than Dark Heal and the first heal ticks instantly
( ) will heal more and allow you to heal other priority targets next
Consumption – Instant – Sacrifices X% of your maximum health to restore 8% of your maximum Force. Each time this ability is used, your Force regeneration rate is reduced by 25% for the next 10 seconds. Stacks up to 4 times.
→ gives you stacks of Resplendence (stacks 3 times). Use Resplendence stacks to activate Consumption without the force degeneration debuff. For non-healing intensive situations,
→ → for one or all of the charges unless you need to cast an instant Revivification.
Keep your EHPS up
Wait for the AoE damage and then cast Revivification. This should increase your effective healing, minimize over-healing on non tanks and ensures that you have Revivification up when the raid actually takes damage. Combine Revivification with
→ (talented ) when the raid takes AoE damage
Quote from Orderken “Suppose that 4 DPS are at half health and won’t take damage for another 20 seconds, and, meanwhile, 1 tank is at half health and might die in a few seconds.” Revivification will increase your EHPS but keeping the raid from wiping and healing the tank (Innervate) in this case is the wiser choice.
Overload has no energy cost and is your second AoE healing ability. 20 second cooldown and heals all targets in a 15-m cone in front of you. Be careful of using this ability on trash or adds that can get knocked back. You should position yourself so that you can hit as many allies as possible and ideally without hitting any adds that can get knocked out of position.
→ Your instant hard-healing self-heal ability. Use this ability to heal yourself instead of using your main healing abilities. Not having 100% health is safe when healing isn’t intensive especially if Force Mend is available.
→ Your cleanse. Required for some boss mechanics. Priority on members who have no self-cleanse like Jedi Knights, Shadows (when Shroud is on cooldown) and Vanguards. Smugglers, Commandos and other Sages can cleanse themselves so have your raid leader tell these people to use their own abilities when they can.
→ Save yourself from sticky situations. 3 min cooldown. Using it will remove the effects of Consumption if you have any (Seer top-tier talent).
→ Force Speed Instant Cooldown: 20s Increases movement speed by 150% for 2 seconds. Does not break Stealth.
Effective use of Target of Target to Save Lives
Bind Target of Target and then Bind Extrication to a nearby button
Using Extrication by clicking on the raid frames is not efficient. Even less efficient is clicking on the target in your screen and then hitting Extrication. A good way to use, and will certainly be noticed by your raid is when you use Extrication in conjunction with Target (friendly player) or Target of Target keybindings.
My target of target is bound to F. My Extrication is bound to V. I find this combination very useful and have used it countless times to save a member from certain death or from taking a critical amount of damage.
In the “heat” of a raid you can and you should expect for some DPS to tunnel vision into their rotation and slightly neglect their surroundings. Sometimes unexpected things can happen as well and having a Sage that utilizes Extrication can be the ONLY thing that saves someone in your raid. For example:
I was doing a PUG of SM Scum and Villainy for comms and we were in the Cartel Warlords fight. Sunder was tanked quite close to center group where the range DPS were stacked. Sunder did his target swap mechanic and immediately slammed a Gunslinger down to 1/4 hp. In a split second he will do his slam again and 2-shot his target.
When you notice the first hit of Sunder on the DPS, immediately
TAB → F → V
Sunder is known, especially in HM to 2-shot DPS in seconds. Casting Static Barrier might save him, channeling Innervate won’t be enough to outheal the damage, and casting Dark Infusion or Dark Heal means Sunder will kill his target before you can get the cast off. In this scenario
TAB → F (target of target) → might just as well be the difference between life and death for your raid member.
Other instances I’ve used Extrication in Dread Fortress / Palace
- Extrication someone who is about to get blown up in Nefra’s droid’s AoE
- Extrication someone who is stacking debuffs of Grob’thok’s mines on himself
- Extrication someone with Corrupter Zero’s Concussion Mines and is not standing right next to the boss
- Extrication someone who does not notice he is tagged by Brontes’ blue orbs. Note: I’ve seen instances where the blue orb swaps target at the last second. Tab target some orbs and watch for their Target of Target for a quick Extrication when needed.
- Force Sprint out and Extrication the person afflicted with Calphayus’ slow and damage debuff who is sitting inside the raid (and has no mobility cooldowns available), and then Force Barrier
- Extrication a melee DPS who is about to drop Inferno around the tanks in the Tyrans fight (alternatively you can Extrication someone with the Simplification debuff into the “correct” platform)
Extrication also reduces your target’s threat. You can use it in the beginning of the fight on a high-threat DPS if his or her threat dump is not enough. You may want to stand nearby the target to reduce the travel time to let him continue with his DPS rotation as soon as possible. Be careful and don’t TAB → Target of Target → Extrication to a tank though. That will reduce HIS threat and we don’t want the boss swapping to somebody else.
I play my Sage as DPS as well so I went with Acc/Power DPS gear and then swapping 2 armorings for the 2-pc PVE set bonus.
ABILITY COMBINATIONS (some things I generally use; open for improvement)
Used generally on cooldown depending on who needs it most
Armor buff on Tanks
Keep rolling on both tanks to give them
Tank is less than 90% hp
When Tank gets a huge burst of damage
When above abilities are on cooldown and tank needs immediate healing
→ until and → becomes available
When DPS takes damage but is not priority
Force Positive single target healing
→ → →
When AoE damage is taken by raid (coming from above)
→ → → → → /
When multiple targets (non-tanks) are sitting at dangerously low HP, need “burstier” healing, and are spread far apart
1 . on DPS who may not take immediate damage in the next few seconds
2. → on DPS who may not take immediate damage in the next few seconds
When everyone is back up to full it’s time to regen force via
Sometimes I may need to use Revivification first before Innervate (and thus not get any stacks of Force Surge). I do 2 Consumptions for 1 duration of Revivification and this has been force positive in my experience.
→ → →
Quick summary of above 1-2-3
1. → → → on my main target followed by
2. → on allies that may need (healing)Dark Infusion or Static Barrier on those that might take damage →
this is the time I “spam” Static Barrier on raid members especially when preparing for an incoming damage phase like Titan’s Lots Of Missile, Thrasher’s Sniper mobs / AoE roar, Raptus’ Overload or the adds and debuffs in Gate Commander Draxus. After this “phase” I check for Force regeneration needs and use Consumption accordingly. When i’m comfortable with my force I use any remaining stacks of Force Surge on Revivification →
3. → → Then back to #1 again.