Please note the links below are currently to 6.x class guides. Updated guides are in progress.
Combat Style Legendary Implants
Legendary Implants can be purchased and upgraded on the fleet in the Supplies section. A player can equip two implants and so can equip up to two Legendary Implant bonuses.
Dynamic Force Package
The cooldown of Force Potency is reduced by 15 seconds. Package contains Critical Rating.
Comments: Force Potency is a great offensive cooldown for Sage DPS and healers. The challenge is whether it deserves a spot over other options. There really is not room for Dynamic Force for DPS since Gathering Storm and Unmatched Haste are way stronger. For healers there is some room to debate the best combination between Dynamic Force for frequent burst heal windows, Revitalize for higher sustained healing or Unmatched Haste for longer and more frequent Mental Alacrity windows. I lean strongly towards Dynamic Force and Unmatched Haste as the better options since they synergize to provide more frequent burst heal windows, which is already a Sage healer's strength since they will likely fall behind Tech healers in sustained and group healing.
Empowered Restorer Package
Activating Force Barrier puts a barrier on nearby allies, absorbing damage for up to 8 seconds and granting them an additional 25% elemental damage reduction while active. Package grants Alacrity Rating.
Comments: Empowered Restorer is the second healer focused package for Sages. I do not like this benefit because Force Barrier has a very long cooldown. The 25% damage reduction for 8 seconds to the group is far more meaningful than the damage shield in my mind, but a huge drawback is that it is implied that one must keep Force Barrier active to maintain the benefit. I haven't tested this one to confirm since I do not like its design and do not feel it is useful outside very niche circumstances. I would recommend either Dynamic Force or Unmatched Haste as better healer-focused package options than Empowered Restorer.
Force Resistance Package
Increases elemental, internal, kinetic and energy damage reduction by 3%. Package contains Shield Rating.
Comments: Terrible choice for Sages since they are not tanks. Listed here for completeness since technically they can equip it but please leave it on your Shadow or Assassin tank.
Force Training Package
Melee and force attacks deal 3% more damage. Package contains Alacrity Rating.
Comments: Force Training is not exciting but a buff to base damage is always good. All of the combat style's abilities are Force attacks so this buff should apply to all damage. This is a solid choice for damage disciplines though I feel it is still outperformed by Gathering Storm and Unmatched Haste and thus is not recommended for Sages.
Gathering Storm Package
Force Speed makes your next direct Force attack deal 20% more damage and Force attacks deal 20% more damage while Mental Alacrity is active. Package contains Alacrity Rating.
Comments: A fantastic option for damage disciplines, this legendary includes the benefits from the old Gathering Storm set bonus. A must take for Telekinetics and Balance disciplines.
While Rejuvenate is active on a target, it has a 15% chance to spontaneously heal the target whenever the target receives non-Rejuvenate healing from you. Package contains Critical Rating.
Comments: A healer-focused buff, Revitalize is fine and over the course of an encounter will add additional sustained healing. I think it is a viable option and addresses a weakness for Sage healers with respect to sustained healing compared to tech healers. However, I personally feel it is better to play to the Sage healer strengths as a burst and recovery healer. I recommend Dynamic Force and Unmatched Haste for their benefit to burst healing, though I will likely experiment with Revitalize at some point to see how it feels.
Unmatched Haste Package
The duration of Mental Alacrity is increased by 5 seconds, and using Force Speed reduces the active cooldown of Mental Alacrity by 5 seconds. Package contains Critical Rating.
Comments: A fantastic option for damage disciplines, this legendary includes some of the benefits from the old Gathering Storm set bonus. A must take for Telekinetics and Balance disciplines. Unmatched Haste is also a solid option for healers to provide longer and more frequent sustained burst healing windows.
Combat Style Tacticals
Unless otherwise noted, all tacticals can be purchased on the fleet in the Supplies area for 3,000 Tech Fragments and 1,000,000 credits. They may also be available from Kai Zykken in his rotating inventory for 2,000 Tech Fragments and 1,000,000 credits.
A Healing Hand
Rescue now heals you and the target and makes your next Rejuvenate free.
Comments: An interesting tactical to make the class' pull ability function as a self heal and providing some light Force management. The problem is that the energy management benefit is minimal and the overal heal buff is small, and an unnecessary pull (which is on a fairly long cooldown) interrupts rotations for DPS and drops threat for tanks. Cool but very very rarely useful.
An Explosive Return
Returning to your Phase Walk marker causes a force explosion around you, dealing damage to any enemies around.
Comments: This creates some cool potential to get some extra AoE damage for situations where you can pre-place a Phase Walk then later trigger it amongst adds or the boss to get some free extra damage. The downside is Phase Walk has such a low cooldown that it just isn't sufficiently powerful or available often enough to really be useful.
Cleanse the Agony
Crafted by Artifice.
Vindicate lowers the cooldown of Restoration by 3 seconds.
Comments: This would be a really cool and useful tactical for fights with lots of cleanses, especially when running with several Vanguard or Gunslinger players that cannot self cleanse. The challenge is that doing so means sacrificing a tactical that can provide more direct DPS/HPS benefits.
Activating Force Mend removes Force Armor's Force-imbalanced effect from you.
Comments: A cool utility tactical that could let you apply a shield, absorb damage, self-heal, then apply a second shield. Combined with the utility that lets your threat drop add 25% DR for 6s, this would let Sage feel pretty tanky for short bursts. Would be cool if not for much more powerful tacticals available to each discipline.
Base Class Abilities
Increases Mastery by 5%, internal and elemental damage reduction by 10%.
4m range. Deals weapon damage spread across a flurry of 3 melee attacks.
30m range, 6s cooldown, costs 36 Force. Throw debris at the target, dealing kinetic damage. Standard and weak targets are additionally stunned for 0.5 seconds.
30m range, 1.5s cast, costs 36 Force. Fires a blast of telekinetic energy at the target, deals kinetic damage.
30m range, 6s cooldown, 3s channel, costs 40 Force. Deals kinetic damage to the target and consumes 40 Force over the duration of the channel. Also, slows the movement speed of the target by 50% and immobilizes weak and standard enemies.
15m range, 20s cooldown, costs 9 Force. Deals kinetic damage and knocks back up to 8 enemies within a 15-meter cone in front of you, binding them in electricity and immobilizing them for 5 seconds. Standard and weak enemies are additionally knocked down for 3 seconds. Direct damage dealt after 2 seconds ends the immobilization effect prematurely.
30m range, 3s channel, costs 60 Force. Channels the Force into the ground at the target location, causing it to quake and tremble, consuming 60 Force and dealing energy damage to up to 8 targets within 8 meters over the duration of the channel. Standard and weak targets have a 33% chance to be stunned by the storm each second.
10m range, 60s cooldown, costs 9 Force. Deals kinetic damage and stuns the target for 4 seconds.
30m range, 1.5s cast, costs 58 Force. Heals a friendly target.
Force of Will
120s cooldown. Demonstrate your force of will, immediately purging incapacitating and movement-impairing effects.
90s cooldown. 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 each time a channeled Force ability is activated, 1 charge is consumed. Lasts 20 seconds.
30m range, 6s cooldown, costs 45 Force. Immediately heals the target, plus an additional heal over 15 seconds.
30m range, 15s cooldown, 2s cast, costs 36 Force. Crushes the target’s mind with the Force, instantly dealing kinetic damage and additional kinetic damage over 6 seconds.
20s cooldown. Increases movement speed by 150% for 2 seconds. Does not break stealth.
Weakens the target’s mind, dealing internal damage over 18 seconds.
25s cooldown. Immediately restores health to you. Cannot be used on others.
30m range, 18s cooldown. Interrupts the target’s current action and prevents that ability from being used for 4 seconds.
Calls upon the light energy surrounding you, restoring 40 Force. Utilizing Vindicate makes you Weary, reducing your Force regeneration rate by 2 for 10 seconds. This effect can stack up to 4 times.
30m range, 12s cooldown, costs 14 Force. Cleanses a friendly target of up to 2 negative mental or Force effects.
120s cooldown. Grants 20% alacrity and immunity to pushback and interrupts for 10 seconds.
30m range, 60s cooldown, costs 27 Force. Lowers the target’s threat by a moderate amount and, if the target is a group member, pulls the target to your location.
180s cooldown. Channels a protective barrier around you, granting immunity to all negative, controlling, and damaging effects and building up to 4 charges for Enduring Bastion, which absorbs damage per charge and grants immunity to interrupts for up to 5 seconds after the channel ends. This ability does not respect the global cooldown and can be used while controlled.
Base Class Passive Skills
Attuned to the Force, your maximum Force is increased by 500.
Reduces the cooldown of Revive by 100%.
Increases the range of Project, Mind Snap, Force in Balance, and Force Slow by 20 meters. Also increases the duration of Force Lift to 60 seconds.
Reduces the Force consumed by Force abilities by 10%.