Swtor телекинез гайд

Обновлено: 06.07.2024

The Telekinetics Sage is a ranged burst DPS class that offers good raid utility, is quite tanky for a DPS, and is currently one of the top damage specs in the game. Telekinetics is rather easy to get into, but still requires thorough class and game knowledge to excel.

Ratings

Single Target Damage: 8/10

With 6.0, Telekinetics has been buffed quite extensively, and has extremely good single target damage. This is due, in large part, to the Stormwatch tactical and the Gathering Storm set bonus, both of which provide very large sustain damage, while also amplifying Telekinetics’ natural burst. Telekinetics is now likely one of the more preferred ranged DPS specs for groups.

AoE Damage: 5/10

AoE in Telekinetics this patch is in a weird place. Our AoE tactical, Elemental Convection, requires us to use Telekinetic Blitz, which is a terrible ability. Add on to that, that not using Stormwatch is a large DPS loss, it is generally better to play Balance for AoE heavy fights.

Burst Damage: 8/10

Telekinetics’s burst isn’t quite at the old school levels when Turbulence hit insanely hard and Telekinetic Wave was also very strong, but it is still very good. Our burst window has not effectively changed much, but the damage is just much higher now, and it is much more satisfying. Keep in mind that because of this, and changes to tanks that mean they don’t have taunt up as much, you may pull threat more in your opener, and I would recommend using Cloud Mind as soon as you use your first Telekinetic Wave.

Raid Utility: 8/10

Sages bring excellent raid utility with them into any group. We bring with us a copious amount of abilities including our pull (though used almost exclusively for trolling raid members it does have its niche uses), battle rez, cleanse, raid buff, force and AoE debuffs, self and off heals, bubble, and the ability to completely mitigate some mechanics via our Force Bubble.

Survivability: 8/10

Even though Sages have Light Armor, we are not as squishy as one would think. We have a bubble that lasts for 30s that is refreshable every 20s, being force-imbalanced from that shield gives us 10% damage reduction, a passive that allows us to have 15% additional damage reduction rotationally, and we have another shield that gives us invulnerability for 8s. Additionally, we have utilities that make our threat dump and large self-heal grant damage reduction. All of this combined with our ability to heal ourselves in a pinch, allows us to survive well in fights.

Gearing

6.0 has made optimizing gear both easier and harder due to the large amount of options for mods and enhancements as well as most content being level synced to 70. As a result of this, here are some things that need to be understood.

  • Level synced content caps your endurance, mastery, and power.
  • Changes to stat formulas means you have less crit percentage than at the end of the last expansion, forcing you to get crit from other sources
  • Certain relics that used to be standard are no longer desirable as their procs will provide no real benefit

With all of this in mind, here are the stat values and gear pieces that I recommend for Telekinetics in full 306 gear and advanced 74 augments*:

  • Alacrity – 10.42%, 1901 rating, 2x Sha’tek Quick Savant MK-19 implants, Sha’tek Quick Savant MK-19 earpiece, 1 Nimble 80 R-19 enhancement, 2x alacrity augments
  • Accuracy – 1590 rating, 1 Initiative R-18 enhancement, 1 Initiative R-19 enhancement, accuracy stim, 5x accuracy augments
  • Critical – 2240 rating, 4x Adept 80 enhancement, 7x critical augments, 2x critical crystals
  • Mods – 80-R2 (these trade 18 mastery for 20 power, and so have 2 more overall stat)
  • Relics – Sha’tek Relic of Devastating Vengeance, Sha’tek Relic of Primeval Fatesealer, Sha’tek Relic of Focused Retribution (only used in Dxun operation, replaces Primeval Fatesealer)
  • Amplifiers – 1% Force Sensitivity
  • Adrenal – Advanced Kyrprax Critical Adrenal

*These gear suggestions are subject to change as I have not had sufficient time to do the level of testing necessary for me to have absolute confidence that these stats are BiS.

Set Bonus

For set bonus, you want 6 pieces of the Gathering Storm set bonus, and 1 piece of Amplified Champion. Amplified Champion pieces are the only set bonuses that can have output amplifiers (more damage, healing, etc.) on the shell. Unlike the other amplifiers that can have up to 1% Force Sensitivity, the shell has a maximum roll of 0.4%. For those of you who intend to do Hateful Entity at any point, make sure your Amplified Champion is your head slot so that you can equip your mask/Crest and not lose your set bonus.

You can get Amplified Champion from either a conquest crate or you can buy from the vendor.

Tacticals
Flashpoint Bosses Operation Bosses Flashpoint Bosses Daily/Weekly Mission Crates

Stormwatch is our go-to single target tactical. It provides a large DPS increase so long as you maximize the amount of ticks you get per activation. Swapping targets or applying Stormwatch to a target that is close to dying is a massive DPS loss and should never be done.

Elemental Convection is AoE tactical for Telekinetics, but it is pretty underwhelming. We lose huge amounts of damage by not taking Stormwatch from the start. Couple this with the fact this requires you to use Telekinetic Blitz, and this tactical is very unappealing. In fights that are pure AoE where there are always a lot of adds that will die fast, this is probably better, but there are very few of those fights, and for any sustained cleave scenario it is better to play Balance. Even for most fights with add cleave, Stormwatch is most likely better because you are focusing a main target while trying to cleave other targets down at the same time.

Eyrin’s Haste is very underwhelming. With our new set bonus, all Force Speeds should be used right before Turbulence. This means that all 3 stacks of Clamoring Force will always be consumed, providing a 20% damage buff only to Turbulence once every 15 seconds while also sacrificing the increased mobility of having multiple instant Telekinetic Bursts. Overall this tactical is too large a dps and mobility loss and therefore should never be used.

Ticking Force-Bomb is just an overall underwhelming tactical. There is just no comparison between the damage this provides and Stormwatch. This tactical needs a buff and/or rework for it to be useable.

Utilities

Skillful


Masterful


Heroic



Abilities and Passives

Telekinetics Discipline Passives



Rotational Abilities


Non-Rotational Abilities



Offensive and Defensive Cooldowns



Rotation and Priorities

Opener

MC -> FS, MA, PF, WM -> FE, Adrenal, FP, T -> TkG, FB -> P-> TkW -> TkB -> TkB -> TkB -> FS, T -> TkW -> TkB -> MC -> TkG -> P -> T -> TkW -> Priority System

There is one thing I want to note here. That is that in the opener I use Mental Alacrity and Primeval Fatesealer Relic before casting Weaken Mind. This is done because the increased alacrity increases the tick rate of the DoT. This carries over whenever Mind Crush and Telekinetic Wave refresh Weaken Mind as well. This allows us to squeeze extra damage out of Weaken Mind. With the increased tick rate, Weaken Mind can now tick right before a refresh from Mind Crush and Telekinetic Wave, which will then cause it to tick again, thus gaining just a little bit more damage from Weaken Mind. More Weaken Mind ticks also means more Stormwatch ticks, so it is extremely important to maximize them.

As noted in the gearing section, this applies to old level synced content only. In Dxun, use Sha’tek MK-19 Relic of Focused Retribution.

Priority System

The nice thing about Telekinetics Sage is that it is a priority system. Because of this, you don’t have to worry about where to pick up if you experience downtime due to boss mechanics. You simply use the ability with highest priority and work from there.

There are really only 6 abilities that factor into the priority system, but the caveat to that is Weaken Mind must be on your target. That being said, the priority is as follows:

  1. Turbulence
  2. Telekinetic Gust
  3. Mind Crush (with proc)
  4. Project (only while Mind Crush is on the target)
  5. Telekinetic Wave (with proc)
  6. Telekinetic Burst

Turbulence must always be used on cooldown. It is an autocrit every 9 seconds (with no alacrity) and therefore must take priority over everything else. Telekinetic Gust is next due to Stormwatch, its decent damage, and because of the Force Flash proc. This leads us into Mind Crush, which should be used only with the Force Flash proc. You should try to maximize ticks under Stormwatch. Next comes Project so long as Mind Crush is on the target. You have four GCDs to use Project after you use Mind Crush. Although Telekinetic Wave hits rather hard, its proc’s 10s internal cooldown pushes it rather low on the priority provided the proc is not about to fall off, which it never should. Telekinetic Wave does refresh Weaken Mind and force it to tick, so try to make sure these are always hitting when Stormwatch is on the target. When everything else is on cooldown, Telekinetic Burst is your filler.

AoE Rotation

There are a few ways of going about this depending on the priority of the group of adds that are being killed. However, regardless of the scenario, you want to prioritize Telekinetic Wave and Force Quake. If they will die pretty quickly this is all you want to do. If there is a higher health add in among lower health ones, then you can throw in Weaken Mind and Turbulence and then continue with Telekinetic Wave and Force Quake.

For Aoe where that are 2 targets that you are cleaving between, think Bestia Monsters and tentacle, maintain Weaken Mind on both, maintain force damage debuff on both, use Telekinetic Gust on the target with Mind Crush on it. If attempting to burn target evenly hard cast Telekinetic Wave into Turbulence and a procced Telekinetic Wave. You can swap targets every Turbulence to keep the damage even. If prioritizing one target and simply cleaving onto the other, focus all of your single target abilities onto the primary target.

As far as hard casting Telekinetic Wave is concerned, if it will hit 2 or more targets, it is a DPS gain, so don’t hesitate to do it.

Multi Dotting

Part of the skill cap in Telekinetics is being able to maintain alacrity buffed Weaken Mind on multiple targets throughout a fight. Traditionally this has been done by alternating Mind Crush and Telekinetic Wave between targets to maintain the dot while not wasting GCDs manually reapplying Weaken Mind.

This has become slightly more difficult with Stormwatch as you want to be using Mind Crush, Turbulence, and Telekinetic Wave on the target with Stormwatch on it. While you may be able to afford using that Telekinetic Wave to refresh the target without Stormwatch, doing so with Mind Crush would be too large a DPS loss. This requires more planning ahead to make sure that the target that needs to get Mind Crush to refresh Weaken Mind before it falls is the target to which you apply Stormwatch.

Some Notes on Offensive Cooldowns

Mental Alacrity is by far your best offensive cooldown. With the Gathering Storm set bonus, you must make sure you use Mental Alacrity within 10 seconds of activating Force Speed as not having the extra 10 seconds of Mental Alacrity from the set bonus is a massive DPS loss. Use this ability on cooldown as long as you have the set bonus buff. This ability makes our rotation flow smoother, faster, and do more damage. Maintaining uptime on this is extremely important. While talking about Mental Alacrity, it is also worth talking about ability usage during the time that it is active. In the past, it was considered important to prioritize Telekinetic Burst over Mind Crush during Mental Alacrity because Flowing Force doubles Telekinetic Burst’s chance to proc. However, it is still not worth delaying Mind Crush. If you look at how much damage is done by each ability, Telekinetic Burst would be better, when it procs, as far as instant damage goes. However, when you consider how much additional damage Mind Crush does with its DoT and that Stormwatch is so strong, Mind Crush comes out ahead in damage even if it doesn’t proc once and Telekinetic Burst does.

Next, we come to Force Potency. I try to use Force Potency when under the effects of Mental Alacrity as often as I can, partially because of the reduced cooldown the increased alacrity brings me, but also because with the increased chance to proc on abilities we are making an almost guaranteed crit. As far as ability usage goes, always Turbulence and Telekinetic Gust if possible. If not Telekinetic Gust then use it on Telekinetic Wave. Using Force Potency is always a little bit of weighing your options with what you will have available. Delaying it for a short time is okay, if you will get your hardest hitting abilities to align, but like all your offensives, too long of a delay will make you lose DPS. Each situation is different and it just comes down to knowing the fights and knowing your class in order to determine what to use and when.

Force Empowerment should not be used in the opener if you will need it later for a tight burn phase. It is always important that you use your offensive CDs appropriately for the maximum potential DPS, instead of just when they are available. The time this ability is used will vary fight to fight and sometimes group to group.

One final note for Force Speed is that it provides a 20% damage boost to the next Force attack used after it. Ideally, this should always go on Turbulence as it does the most damage so, therefore, benefits the most from 20% more damage. To go along with this, Force Barrier is used solely to reset the cooldown of Force Speed so we can get another use out of it in our opener. Channel this for as little time as possible. Use the ability and as soon as it goes off take a little step to the side. This will cancel it quickly, allowing you to continue your rotation. Additionally, we want to use Force Barrier after an instant ability, not a casted one. The reason for this is that after using and instant ability, there is still some time left during that GCD. By using Force Barrier in this time window, we can reset Force Speed’s cooldown without using up valuable DPS time to do so.

Parsing

Sample Parse

Here is a link to a parse. As I do not play on Pub side, I do not have my Sage leveled yet, so this parse was done in Lightning. This gear is not full BiS yet, as I was missing some of the better enhancements, and I still do not have all of the 80-R2 mods that I need. However, those are relatively minor and this parse should give you a good idea of the damage profile for Telekinetics in 6.0. Additionally, most dummy parsing nowadays occurs with guild alacrity perks, so keep in mind that if you don’t have them your APM, and therefore also your damage, will be lower.

How to Analyze Your Parse

The most important part you should look at is if you are using Turbulence, Mind Crush, and Telekinetic Gust on cooldown. The way to check this is to look at the ability usage section and then look at the Average Time. At the very minimum, this should be the same as your abilities cooldown, heavily varying by alacrity. As a note, Turbulence’s cooldown only starts once the cast finishes. This means with no alacrity, the average usage of Turbulence should be 10.5 seconds. While talking about Turbulence, the critical % should be 100%. If it is not you have messed up somewhere.

Acknowledgements

I want to thank Dongo, Mari, and Mac for all the feedback and ideas over the past couple of years. They have always been amazing to bounce ideas off of, and I have learned a lot from each of them. I also just want to thank everyone in Failure and Origin, for all the fun times, memes, and late-night raids. This game wouldn’t be fun without you all. Lastly, a shout out to Group Amethyst. You were the best team with which I have ever had the privilege to raid, and progging NiM Gods with you was some of the most fun I have ever had playing SWTOR.

Contact Information


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TK Sage is a burst DPS class that can deal decent sustained DPS by a skilled player. TK Sage is great at target swapping, AoE damage, and has good mobility. As such, TK Sage have a lot of flexibility in their role on an Op. Sages were very squishy in earlier expansions, but as of 5.0 and 6.0 they have above-average survivability provided the player does not take avoidable damage.

Utility and Mobility

Sages have Force Speed and Phase Walk to quickly move around the battlefield, and can also Rescue to aid other players in movement. Sages can off-heal, bubble, rez, and can CC any add type.

Survivability

As mentioned, most ideal Utilities for Sages boost healing received or damage resistance. Combined with a self-bubble, instant self heal, and a hard bubble to avoid many mechanics, a skilled TK Sage should be able to offset the disadvantage of light armor. That said, Sages need to be especially careful about following mechanics to avoid damage as much as possible.

Role in Operations

TK Sage can swap targets with only a 1 GCD lag (i.e., putting Weaken Mind on the target) and do great AoE DPS with Telekinetic Wave and Force Quake. As such, they are an ideal class to handle adds during boss fights.

6.0 Impact on Discipline

Sage DPS received some interesting changings in 6.0. The overall class got a great set bonus in The Gathering Storm between making Force Speed apply a powerful damage buff to the next ability and increased uptime and duration of Mental Alacrity and an accompanying damage buff during its entire duration. The Gathering Storm is arguably one of the best overall set bonuses in 6.x to date.

Telekinetics as a discipline received a large buff through the combination of a great class set bonus in The Gathering Storm and one of the most powerful tactical items in Stormwatch. Stormwatch applies a very powerful sustained damage buff. Taken in combination, the outstanding set bonus and tactical combinations gave the discipline arguably the greatest buff of any disciplines in 6.x (with the possible exception of Scrapper Scoundrel) and elevated it from bottom of the barrel to among the best burst DPS classes.

In addition, Balance received a smaller buff mostly through a less powerful tactical. More buffs are expected in 6.1 and beyond to normalize the performance of both disciplines, but as of 6.1 it is expected that Telekinetics will continue to be the preferred DPS discipline for Sage players due to its far superior burst, comparable sustained damage, and far greater mobility.

I usually take some combination of the following Utilities, though the optimal combination can change from fight to fight. As of 6.0, the tiers have been reorganized.

Skillfull Tier

You must take 3 to advanced to Masterful.

Jedi Resistance - Increases damage reduction by 3%.

A straight boost to damage reduction is the best kind of damage mitigation. Take every time.

Pain Bearer - Increases all healing received by 5%.

A mandatory utility that provides a helpful survivability increase and synergizes well with other utilities that buff Force Mend as a powerful off-GCD self heal on a fairly low cooldown. I always take.

Mind Ward - Reduces the damage taken by all periodic effects by 15%.

Another helpful damage mitigation utility. I always take as a healer and usually take as a DPS unless I know the fight (1) has a lot of AoE damage potential; AND (2) does not have any DoT damage mechanics. In those cases, I will swap it for Tectonic Mastery.

Tectonic Mastery - Increases the damage dealt by Forcequake by 25%.

A situational utility that can be taken primarily for DPS disciplines where AoE DPS will be relevant to fight mechanics. That said, I usually do not take this utility as it requires sacrificing a survivability utility in the Skillful tree or a utility from a higher tier.

Masterful Tier

You must take 6 between Heroic and Masterful.

Valiance - Reduces the damage taken by the target of your Rescue by 25% for 6 seconds after you rescue them. Additionally increases the healing done by Force Mend by 30%.

This utility synergizes well with Valorous Spirit to buff Force Mend. The pull buff is nice but rarely useful in an operation, though it could be situationally used for big hitting mechanics where the pull’s aggro drop will not cause issues (i.e., either because the mechanic doesn’t follow aggro or because the boss can’t change targets mid-cast).

Blockout - Activating Cloud Mind grants Blockout, which increases damage reduction by 25% for 6 seconds.

This gives the class another defensive cooldown. A 6 second duration is fairly short, but when timed well for predictable unavoidable heavy/moderate damage can be very useful.

Telekinetic Defense - Your Force Armor crackles with Force Energy, blasting attackers for energy damage when it absorbs direct damage to you. This effect cannot occur more than once each second.

A situational utility. It is useful on any fights where you as a DPS or healer are likely to be directly attacked by adds or the boss to add incremental DPS. It is especially useful on fights where there is raid wide steadily ticking damage such that one shield can tick damage multiple times before collapsing. Only take if you know how to maximize its benefit.

Force Wake - Force Wave unbalances its targets, immobilizing them for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely.

A PVP utility that has highly situational use in PVE content. A few specific fights in Hard or Nightmare modes may benefit from this utility. The best example is Master Mode Styrak or Hard Mode or Master Mode Tyth in the Gods from the Machine operation, where using your knockback as a root is extremely helpful to root adds during the Inversion mechanic so they do not get cleaved by the boss. There are a few other examples and should only be taken when the root will be relevant to key mechanics.

If I need to take this utility for mechanics, I will let it replace Telekinetic Defense since I would rather maximize my survivability over a little extra DPS.

Metaphysical Alacrity - Reduces the cooldown of Force Speed by 5 seconds, Force Slow by 3 seconds, and Force Barrier by 30 seconds. In addition, Force Speed lasts 0.5 seconds longer, Mental Alacrity increases your movement speed by 100% while active, and the active cooldown of Force Speed is finished when Force Barrier ends.

Previously a utility primarily limited to PVP, in 6.0 it offers a strict DPS increase for DPS players running the Gathering Storm set bonus. As the set bonus causes Force Speed to provide a +20% damage buff to the next damaging ability and to reduce the cooldown of Mental Alacrity, this utility’s reduced CD means more frequent usage of this buff and thus higher DPS potential.

Heroic Tier

A maximum of 3 utilities

Mental Defense - Reduces all damage taken while stunned by 30%. Also, reduces damage taken from area effects by 30%.

Another powerful survivability utility that should always be taken as very nearly every operation has AoE damage.

Force Mobility - Turbulence, Healing Trance, and Force Serenity can be activated while moving.

A mandatory utility. All Sage disciplines struggle at times to be mobile and this utility makes a big difference. Always take.

Valorous Spirit - Force Mend increases your damage reduction by 15% for 6 seconds. Also, reduces the cooldown of Force Mend by 5 seconds.

I like to take this utility whenever possible to synergize with Valiance. When combined with Blockout as well, that gives me two extra defensive cooldowns between Cloud Mind (25% damage reduction for 6 seconds) and Force Mend (15% damage reduction for 6 seconds and a buffed self-heal on a reduced cooldown).

Egress - Force Speed grants Egress, removing all movement-impairing effects and granting immunity to them for the duration.

A highly situational utility, I rarely take this utility in PVE except if a fight has a stun/root/slow. The best example is HM Underlurker where the adds AoE damage imposes a very powerful Slow debuff, and this utility lets me Force Speed behind a rock if the adds are still alive.

Example Utility Build

Here is what I run for most encounters, though I frequently take other situational utilities for specific fights.

Key Passives

Tidal Force - Disturbance, Telekinetic Burst, Turbulence, and Forcequake grant Tidal Force when activated. Tidal Force immediately finishes the cooldown on Telekinetic Wave and makes your next Telekinetic Wave activate instantly and consume 50% less Force. This effect cannot occur more than once every 10 seconds.

Telekinetic Effusion - Direct Force attacks grant Telekinetic Effusion when they critically hit, reducing the Force consumed by your next two non-channeled Force attacks by 75%.

This is one of several passives for Telekinetic that makes its pool of Force essentially limitless while DPSing.

Concentration - Reduces the pushback suffered while activating Telekinetic Wave, Disturbance, Mind Crush, Turbulence, and Telekinetic Burst by 75%. Also, you have a 25% chance when taking direct damage to gain Concentration, which causes your next Disturbance or Telekinetic Burst to activate instantly. This effect cannot occur more than once every 8 seconds and lasts for up to 15 seconds.

TK is a heavily RNG dependent discipline for its overall damage due to this passive ability as well as Mental Momentum.

Mental Momentum - Mind Crush makes its targets vulnerable for 45 seconds and has a 25% chance to tick twice. Vulnerable targets take 5% more damage from Force attacks. In addition, when you activate Turbulence, there is a 25% chance the ability will produce a second blast that strikes the same target for 25% damage.

This passive provides another RNG dependent DPS boost.

Clamoring Force - Force Speed gives 2 stacks of Clamoring Force which allows Disturbance and Telekinetic Burst to be activated instantly. In addition, while Force-imbalanced by Force Armor your damage reduction is increased by 10%.

This passive is extremely helpful for mobility purposes.

Telekinetic Momentum - Disturbance, Telekinetic Wave, Telekinetic Gust and Telekinetic Burst have a 25% chance to produce a second attack that strikes the same target for 25% damage. Also, Telekinetic Wave overwhelms its targets for 45 seconds. Overwhelmed targets take an additional 10% damage from area attacks.

Another RNG dependent passive ability that affects DPS.

Telekinetic Focal Point - Damage dealt by Telekinetic Wave and Telekinetic Gust has a 100% chance and damage dealt by Disturbance and Telekinetic Burst has a 50% chance to grant Telekinetic Focal Point, which increases alacrity by 1%. Stacks up to 5 times. Lasts 15 seconds.

This passive ability is very important with respect to gearing. Due to the passive 5% alacrity buff that should have full uptime starting very shortly after beginning combat, less alacrity is required for TK than most other disciplines to have optimal gear.

Mental Continuum - Direct damage dealt by your Mind Crush and Telekinetic Wave abilities refreshes the duration of your Weaken Mind on affected targets. Also, Telekinetic Burst increases your Force regeneration rate by 10% for 10 seconds. Stacks up to 3 times.

Another TK passive ability that boosts Force regeneration. TK should never run out of Force unless doing a LOT of off healing.

Telekinetic Refuge - Telekinetic Burst increases your damage reduction by 5% for 10 seconds. Stacks up to 3 times.

This passive is often overlooked and is another of the many ways that Sages have significantly better survivability than most believe.

Magnifying Vibrations - Project deals 35% more damage to targets affected by your Mind Crush. Mind Crush deals 10% more damage while Mental Alacrity is active.

This passive makes Project a high priority ability during the Mind Crush window.

Gearing in 6.0 Gearing Stat Allocation

Please see my Gearing Guide for a detailed overview of gearing in 6.x in SWTOR. Please also see my Alacrity Guide for a much more in-depth look at alacrity.

For Telekinetics Sage, I gear as follows:

Set Bonus: Gathering Storm

Amplifiers: Force Sensitivity

Mods: Unlettered Lethal Mods

Relics: Devastating Vengeance & Primeval Fatesealer (Serendipitous Assault & Focused Retribution for Dxun/PVP)

Adrenal: Critical (Attack for Dxun only)

For Telekinetics Sage, I allocate my tertiary stats as follows:

Accuracy: 1,585 - 1,630 (anything outside this approximate range and I usually try to re-optimize by swapping around enhancements and augments)

Alacrity: around 2,300 (at least 1,000 if the Zeal guild perk applies)

Critical: all remaining tertiary points go into Critical

Gathering Storm

Increased drop rate from operations.

(4) Force Speed makes your next Force attack deal 20% more damage and Force attacks deal 20% more damage while Mental Alacrity is active.

Analysis:

Gathering Storm is an amazing set bonus. The 4-piece set bonus alone is quite strong. Force Speed has a cooldown of 15s with the Metaphysical Alacrity utility (reduces CD by 5 seconds), so this provides a very frequent 20% damage buff to your hardest hitting abilities. In addition, the 20% damage buff during Mental Alacrity is quite strong even before the 6-piece set bonus based on its 15s duration and 105s cooldown.

Enter the 6-piece set bonus to provide a massive synergistic buff to the 4-piece. Using Force Speed on cooldown for the 20% single ability damage buff should significantly reduce the effective cooldown of Mental Alacrity from its base 1:45 minute cooldown. Combine that with extra 5 seconds of duration and together you get much higher uptime on a very powerful cooldown and its 20% damage buff.

So to recap, using Force Speed on cooldown and Mental Alacrity on cooldown grant a 20% buff to your high damage abilities once every 9-10 GCDs and grants high uptime on a 20% damage buff to ALL abilities.

Impact on Rotation:

No impact on the priority of damaging abilities. Force Speed should be used very close to on cooldown. Mental Alacrity should be used on cooldown.

When to Take:

Recommended in all cases for Sage DPS.

Tactical Items Stormwatch

Increased drop rate from flashpoints.

Telekinetic Gust applies Stormwatch to its targets. For the next 10 seconds, whenever the target takes damage to Weaken Mind, Mind Crush or Turbulence a force gust is called down upon the target, dealing energy damage.

Analysis:

This tactical has shown itself to be one of the most overpowered tacticals and a big reason Telekinetics jumped up the DPS charts in 6.x. Stormwatch ticks for decent damage and should get several ticks during each window and adds considerable sustained damage to supplement the discipline’s already quite strong burst DPS.

Impact on Rotation:

Telekinetic Gust is elevated to second priority ability after Turbulence (this assumes Weaken Mind is active on the target, as if applying it takes top priority). It was already third priority after Mind Crush so represents only a very minor tweak in priority.

When to Take:

Recommend for all PVE encounters.

Elemental Convection

Increased drop rate from flashpoints.

Telekinetic Blitz triggers Tidal Force when activated. Telekinetic Wave gives you Telekinetic Flux, causing your next Telekinetic Blitz to arc to multiple targets for the next 10 seconds.

Analysis:

Elemental Convection is intended to be an AoE tactical for Telekinetics Sages. Telekinetic Blitz is not a very good ability generally for Telekinetic Sages but this tactical provides some interesting buffs for AoE DPS.

First, Telekinetic Blitz triggers Tidal Force, a passive ability that resets the cooldown of Telekinetic Wave and makes it activate instantly. Tidal Force is triggered by Turbulence, Disturbance, Telekinetic Burst or Forcequake and in the normal rotation should be triggered by Telekinetic Wave approximately every 10 seconds. Telekinetic Blitz has a cooldown of 10 seconds so by using it on cooldown a Telekinetics Sage can use Telekinetic Wave twice as often.

The combination of these is interesting for making Lightning Sorcerer a stronger AoE discipline by doubling the rate at which you can use Telekinetic Wave.

The question then becomes what is the trade-off for taking Elemental Convection over Stormwatch? You lose a LOT of damage without Stormwatch in exchange for higher AoE DPS. When is that helpful? In my opinion, only rarely at least for PVE content.

The biggest AoE DPS checks in PVE content are Hive Queen and the Control Center encounter in the Dxun Nature of Progress operation. Both encounters feature lots of adds. The Control Center encounter is especially difficult in higher difficulties as a team can be quickly overwhelmed by adds. However, even those difficulties ultimately still depend more on single target damage to clear. Once you have enough AoE DPS to avoid being overwhelmed by adds, the priority is single target DPS to kill the Hive Queen before the soft enrage or to kill the big adds and droids in Dxun before you run out of flares.

The primary use case for Elemental Convection in PVE then is in group compositions where no one has strong baseline AoE DPS. In that case, a Lightning Sorcerer might need to completely prioritize AoE DPS so that other DPS players can remain focused moreso on single target damage. Elemental Convection might be a great choice in that circumstance. However, it is also worth mentioning that a more optimal answer would be to respec to Madness since that discipline can output superior AoE and single target DPS compared to a Lightning player with Elemental Convection.

Impact on Rotation:

Use Telekinetic Blitz on cooldown to proc Telekinetic Wave a second time in addition to the proc provided by Turbulence. Make sure though to use the Telekinetic Wave proc from Turbulence first! Try to use filler spots in your rotation to apply Weaken Mind to multiple targets so Telekinetic Wave can keep the DoT refreshed and ticking on multiple targets for additional AoE damage.

When to Take:

See Analysis above, I only recommend Elemental Convection when the group composition has very low AoE sustained DPS and encountering a PVE boss with very high AoE DPS requirements such as Hive Queen or the Control Center in Dxun Nature of Progress.

Тайны Силы - бесконечны. Джедаи-мудрецы знают это лучше всех, так как много времени уделяют её изучению. Они славятся своими знаниями, обладают навыками целителей.

Древа навыков

У джедая-мудреца два собственных дерева навыков - Телекинез и Провидение, и дерево навыков Баланс - общее с джедаем-тенью.

Провидец (Seer)

Основная статья: Провидец

Телекинез (Telekinetics)

Основная статья: Телекинез

Искривление пространства и перемещение мощных энергетических волн, которые разрывают противника.

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