Telekinetics Sage

This is a preliminary guide that provides details on abilities and skill changes and initial recommendations for skill tree choices and an overview on the changes to the rotation. I suggest reading this guide in combination with the 6.0 class guide to understand the previous rotation to then adapt to 7.0 as discussed briefly herein. More detailed guides will be forthcoming after preliminary guides are posted for all disciplines.

6.0 Class Guide Link

Combat Style Abilities & Passive Skills

Discipline Passive Skills

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%. Increases the maximum range of your force attacks by 5 meters.

Tidal Force

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


Reduces the pushback suffered while activating Telekinetic Wave, Power of the Force, Disturbance, Mind Crush, Turbulence, and Telekinetic Burst by 75%. Additionally, 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 up to 15 seconds.

Mental Momentum

Mind Crush makes its target vulnerable for 45 seconds and has a 25% chance to tick twice. Vulnerable targets take 5% more damage from Force attacks. Direct damage dealt by your Mind Crush and Telekinetic Wave abilities refreshes the duration of your Weaken Mind on affected targets. In addition, Telekinetic Burst increases your Force regeneration rate by 10% for 45 seconds. Stacks up to 3 times.

Clamoring Force

Force Speed gives 2 stacks of Clamoring Force which allows Disturbance and Telekinetic Burst to be activated instantly. Increases the critical damage dealt by Telekinetic Wave, Power of the Force, Mind Crush, Turbulence, and Telekinetic Gust by 15%.

Telekinetic Momentum

Disturbance, Telekinetic Wave, Power of the Force, Telekinetic Gust, and Telekinetic Burst have a 25% chance to produce a second telekinetic blast that strikes the targets for 25% damage. Telekinetic Momentum is twice as likely to trigger while Mental Alacrity is active. Additionally, increases the duration of Mental Alacrity by 5 seconds and reduces its cooldown by 15 seconds.

Telekinetic Focal Point

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


Each Telekinetic Momentum and Mental Momentum reduces the active cooldown of Mental Alacrity by 1 second. In addition, being interrupted grants Unshakable for 4 seconds. This can only occur once every 15 seconds.

Magnifying Vibrations

Project deals 35% more damage to targets affected by your Mind Crush. In addition, Mind Crush deals 10% more damage while Mental Alacrity is active. Increases the critical chance of Forcequake by 15% and its critical damage bonus by 30%.

Discipline Skill Tree


Level 23

Power of the Force

Power of the Force does around 65% more single target damage so is a clear winner and should be taken unless AoE damage is absolutely critical to success.

Dormant Tremors

Dormant Tremors should only be taken on fights where AoE damage is important and the group lacks sufficient AoE DPS. Most disciplines have plenty of AoE DPS so this should rarely be taken in group content and is primarily a solo option for dailies and heroics.

Level 27

Cloud Mind

Cloud Mind is helpful to provide strong burst DR for predictable spike damage mechanics and as a threat drop during openers.

Level 39

Mental Disparity

An extra tick of Weaken Mind damage should be roughly x2 the damage of a 5% buff to TK Wave or Power of the Force so is preferred for single target.

Incoming Turbulence

A good option for AoE situations as the 5% buff will add more splash damage. If hitting at least 3 targets this will likely add more overall DPS, though in general Mental Disparity will still be more useful for sustained single target in the majority of fights.

Level 43

Defensive Blast

TK Sages should take the extra 5% DR if someone else is bringing the raid buff or if running solo content.

Force Empowerment

At least one TK sage in group content should bring the raid buff.

Level 51

Force Mobility

Force Serenity on the move is important given the need to turret channel Telekinetic Throw.

Level 64

Metaphysical Alacrity

Metaphysical Alacrity synergizes with Gathering Storm to increase DPS through more frequent usage of Force Speed and higher uptime of Mental Alacrity.

Level 68

Phase Walk

Phase Walk is useful on nearly all encounters for movement while other options are rarely useful.

Level 73

Mind Ward

Mind Ward offers DR against periodic damage that is present in most encounters. Other options are highly situational.

Skill Tree

Level 15 - Gain 2 Abilities

Imbued Force Armor

30m range, costs 41 Force. Surrounds the target in a Force shield that lasts up to 30 seconds and absorbs damage. The target becomes Force-imbalanced and cannot benefit from Force Armor again for 20 seconds. When under the effect of Force-imbalanced you gain 5% damage reduction.

Telekinetic Wave

35m range, 6s cooldown, 2.5s cast, costs 45 Force. Sends a wave of telekinetic energy that deals kinetic damage to up to 8 targets within 8 meters of the primary target. Telekinetic Wave immobilizes all affected targets for 0.5 seconds and slows all affected targets by 50% for 6 seconds. Telekinetic Wave overwhelms its targets for 45 seconds. Overwhelmed targets take an additional 10% damage from area attacks.

Level 23 - Pick 1 Upgrade for Telekinetic Wave

Power of the Force (ability)

Replaces Telekinetic Wave. Power of the Force only affects one target and deals significantly more damage.

Mysteries of the Force (passive)

Dealing damage with Telekinetic Wave builds stacks of Mysteries of the Force, increasing the healing done by Force Mend and reducing its cooldown.

Dormant Tremors (passive)

Telekinetic Wave applies Tremors to all targets it hits. The next Forcequake detonates the Tremors and deals additional damage.

Level 27 - Pick 1 Ability or Passive Skill

Cloud Mind (ability)

45s cooldown. Wipes your enemies' thoughts, instantly lowering your threat by a moderate amount. Activating Cloud Mind grants Blockout, which increases damage reduction by 25% for 6 seconds.

Forceful Retribution (ability)

35m range, 1.5s cast, costs 36 Force. Fires a blast of telekinetic energy at the target, dealing kinetic damage to up to 3 enemies.

Clarity (passive)

Project deals bonus damage to slowed targets and increases your movement speed by 20%.

Level 35 - Gain Ability


35m range, 9s cooldown, 1.5s cast, costs 45 Force. Deals internal damage to a single target. Turbulence automatically critically hits targets affected by your Weaken Mind. 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.

Level 39 - Pick 1 Upgrade for Turbulence

Incoming Turbulence (passive)

Turbulence causes your next Telekinetic Wave to deal 5% more damage.

Mental Disparity (passive)

Dealing damage with Turbulence ticks Weaken Mind.

Off Balance (passive)

Targets hit by Turbulence are immobilized for 2 seconds.

Level 43 - Pick 1 Ability or Passive Skill

Defensive Blast (passive)

Turbulence grants Defensive Blast, which increases your damage reduction by 5% for 18 seconds.

Force Empowerment (ability)

300s cooldown, costs 45 Force. Increases mastery, endurance, and presence for you and your operation group members within 40 meters by 10%. Lasts 10 seconds.

Enhanced Force Armor (passive)

Increases all healing received by 5% and increases damage absorbed by Force Armor by 10%.

Level 47 - Gain Ability

Telekinetic Gust

35m range, 15s cooldown, costs 45 Force. Blasts the target with a quick gust of Force power, which deals kinetic damage and grants Force Gust, which reduces the activation time of your next Mind Crush by 0.5 seconds. This effect lasts up to 12 seconds.

Level 51 - Pick 1 Passive Skill

Telekinetic Defense

Your Force Armor reverberates with Force energy, blasting attackers for energy damage when it absorbs direct damage to you. This effect does not affect Force Armors placed on allies and cannot occur more than once each second.

Force Mobility

Turbulence, Healing Trance, and Force Serenity may be activated while moving.


Increases damage reduction by 3%.

Level 60 - Gain Ability

Telekinetic Burst

35m range, 1.5s cast, costs 30 Force. Summons a burst of telekinetic power that deals kinetic damage and slows the target by 30% for 3 seconds. Telekinetic Burst increases your damage reduction by 5% for 10 seconds. Stacks up to 3 times. Replaces Disturbance.

Level 64 - Pick 1 Passive Skill

Metaphysical Alacrity

Reduces the cooldowns of Force Speed by 5 seconds, Force Slow by 3 seconds, and Force Barrier by 30 seconds. In addition, Mental Alacrity 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.

Valorous Spirit

Force Mend increases your damage reduction by 15% for 6 seconds. Additionally, reduces the cooldown of Force Mend by 5 seconds.

Kinetic Collapse

Force Armors you place on yourself erupt in a flash of light when they end, blinding up to 8 nearby enemies for 3 seconds. This effect breaks from direct damage.

Level 68 - Pick 1 Ability

Telekinetic Blitz

30m range, 10s cooldown, costs 45 Force. Deals kinetic damage to your target and leaves you feeling Empowered for up to 5 seconds. The Empowered effect can stack three times, with each stack increasing Telekinetic Blitz damage by 30%. The ability has 3 charges and recharges every 10 seconds. In addition, Telekinetic Blitz’s damage is increased by 10% and if applicable healing.

Force Lift

30m range, 60s cooldown, costs 9 Force. Lifts the target helplessly into the air, preventing all action for up to 60 seconds. Non-player, non-standard, and non-weak targets heal rapidly while trapped. Damage causes this effect to end prematurely.

Phase Walk

1.5s cooldown, 0.5s cast. Activating this ability marks your current location for 10 minutes. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. Phase Walk goes on cooldown for 60 seconds when used to return to the marked location.

Level 73 - Pick 1 Passive Skill


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


Targets affected by your Weaken Mind are slowed by 30% for its duration.

Mind Ward

Reduces the damage taken from all periodic effects by 15%.

Gearing in 7.0


Please see my initial 7.0 Gearing Guide for more information on gearing.

Preliminary gearing targets for Telekinetics Sage should be as follows:

  • Legendary: Gathering Storm and Unmatched Haste

  • Tactical: Stormwatch

  • Relics: Focused Retribution and either Serendipitous Assault or Devastating Vengeance

  • Crystal: Eviscerating or War Hero

  • Stim: Proficient stim (Versatile works too but Proficient is more convenient for Accuracy)

  • Adrenal: Critical or Attack adrenal

Regarding Relics and Crystals, Critical Rating will be more valuable in lower tiers of gear or gear that has not yet been augmented. As the player moves through Rakata gear up to item rating 330 and beyond, it is expected that Mastery will be preferred. As such, I'd mostly suggest using whichever is most convenient as the impact on performance will be relatively low.

Tertiary stats and augments should be allocated as follows:

  • Accuracy Rating: 2,694 (110% accuracy)

  • Alacrity Rating: 600-800 (1.4s GCD w/o Zeal perk) or 3,210 - 3,400 (1.3s GCD w/o Zeal perk) or 1,500 - 1,700 (1.3s GCD w/ Zeal perk)
    I initially recommend gearing for the 1.4s GCD if the Zeal perk does not apply due to the lower stat budget greatly benefiting from as much Critical Rating as possible. If the Zeal perk applies then gearing for the 1.3s GCD will likely yield the best results. This may change as players are fully geared up and as higher gear tiers become available.

  • Critical Rating: All remaining tertiary stats

Legendary Implants

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.

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.


Elemental Convection

Telekinetic Blitz triggers Tidal Force when activated. Telekinetic Wave grants Telekinetic Deluge, causing Telekinetic Blitz to arc to multiple targets for the next 10 seconds.


Elemental Convection offers an interesting option to add more AoE damage by allowing more procced uses of Telekinetic Wave and making Telekinetic Blitz an AoE attack. See the 6.0 guide for more details. This tactical is expected to continue to be a bit niche and more of a suboptimal but fun alternative to Stormwatch that sees uses primarily for AoE encounters.

Eyrin’s Haste

Force Speed grants an additional Clamoring Force stack. 3 Clamoring Force stacks allow Turbulence to be activated instantly, consuming all stacks. Telekinetic Burst deals 10% more damage and Turbulence deals 20% more damage while Clamoring Force is active.


Not recommended.


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


Stormwatch provides the best DPS increase in most situations so is highly recommended. The primary impact is that Telekinetic Gust becomes a higher priority ability after Turbulence.

The Rushdown

Mental Momentum now has a greater chance to activate on Mind Crush and Mind Crush deals more damage each time it ticks.


Not recommended.


The Telekinetics Sage rotation sees very few changes from 6.x. Telekinetics retains its key set bonus and tactical bonuses for the Gathering Storm and Stormwatch.

The primary consideration is taking Power of the Force at level 23, which massively buffs Telekinetic Wave’s damage by around 65% but making it a single target attack. This skill choice removes any AoE damage from the discipline’s core rotation but adds a powerful single target damage buff. Telekinetics also gets a little extra sustained damage from the level 39 Mental Disparity skill to get an extra tick of Weaken Mind with each use of Turbulence.

Telekinetics loses nearly all of its survivability buffs from 6.x due to those skills being locked into skill trees with higher priority options like your raid buff, mobility and cooldown reduction on Force Speed. This loss includes the reflect damage from Force Armor. Taken together, Telekinetics will feel significantly weaker from a survivability perspective in 7.0.

The core rotation in 7.0 remains very similar to 6.x and continues to follow a priority system:

  1. Apply Weaken Mind on target

  2. Turbulence on cooldown (auto-crit w/ Weaken Mind on target)

  3. Telekinetic Gust to apply Stormwatch and Force Gust

  4. Mind Crush when buffed with cooldown reduction from Force Gust

  5. Telekinetic Wave / Power of the Force when proceed and make sure it is used before the next Turbulence

  6. Project within 4 GCDs of Mind Crush

  7. Telekinetic Burst filler

There are a couple wrinkles to this priority to consider in 7.0:

  1. Hard casting Power of the Force will generally be a DPS increase when one can do so without delaying core abilities. Any time you can swap a hard cast Power of the Force for Telekinetic Burst fillers you should try to do so. Generally this will only be possible in the GCDs right before Turbulence comes off cooldown.

  2. Force Potency should always and only be used right before Turbulence and Power of the Force takes top priority in this situation. Power of the Force does significantly more direct damage than Telekinetic Gust and Mind Crush, both of which deal significant damage through other effects. In other situations it is fine to use Gust or Mind Crush first to keep their cooldown rolling per the above priority.

  3. Force Speed should only be used to buff Turbulence or Power of the Force. In 6.x the general advice was to try and align Force Speed with Turbulence but if not it was better to use it on Telekinetic Wave or Telekinetic Gust due to the delay in waiting for Turbulence to come off cooldown. In 7.0 if your Force Speed is not aligned with Turbulence I would try to delay my Power of the Force proc until Force Speed is up. Consistently using Force Speed’s damage buff only on Turbulence and Power of the Force will be a significant DPS increase over using it on other abilities.