Corruption Sorcerer

Last Updated: 5/31/21

Table of Contents

Overview

About the Class

Corruption Sorcerers are a strong healer class. They have strong single target heal combinations, two AoE heal abilities, a very efficient Static Barrier shield, have arguably the most mobile healing ability set, and most importantly have the easiest energy management. All of this makes Sorcs a slightly easier healer class to learn for new players and position Sorcs as the best “triage” healer when someone is suddenly and unexpectedly low on health and needs immediate powerful healing.

Utility and Mobility

Sorcs have Force Speed and Phase Walk to quickly move around the battlefield, and can also pull friendly players to aid in movement or rescue from dangerous positions. Sorcs can off-heal, bubble, rez, and can CC any add type.

Survivability

As mentioned, most ideal Utilities for Sorcs boost healing received or damage resistance. Combined with a self-bubble, instant self heal, and a hard bubble to avoid many mechanics, a skilled Sorc should be able to offset the disadvantage of light armor and also benefit from a variety of survivability buffs in their passive skill tree. This leaves Sorc healers surprisingly hardy despite their paper thin armor.

Role in Operations

Corruption Sorcerers are well balanced healers and can handle either single-target healing or group healing as needed. All healer classes perform poorly when paired with the same class, so whenever possible Sorcs should look to pair with a Operative or Mercenary healer. When teamed with Operatives and their exceptional AoE heals, Sorcs should focus on single target triage and the tanks. When teamed with Mercenaries, specific roles are less important as both are well balanced.

6.1.1 Impact on Discipline

Corruption Sorcerer healing was fairly weak in early 6.0 and 6.1 due to a very lackluster Revitalized Mystic set bonus and very poor tactical options. The discipline received significant buffs in 6.1.1 that increased base healing for most abilities and several passive buffs to heals, completely reworked both set bonuses and all tacticals. Net of these changes, it is expected that Corruption will be much more powerful in sustained healing. Empowered Restorer makes your Static Barrier provide a moderate healing benefit and the One for All tactical buffs healing from Roaming Mend by 20% by providing a fifth charge. Energy management will be somewhat more difficult and intensive but along with tweaks to other healing disciplines forthcoming (primarily a nerf to Mercenary healing), Sorcerer should be back to being a solid sustained healer and an outstanding burst healer.

Utilities

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.

Sith Defiance - Increases damage reduction by 3%.

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

Empty Body - Increases all healing received by 5%.

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

Corrupted Flash - 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 Tempest Mastery.

Tempest Mastery - Increases the damage dealt by Force Storm 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.

Dark Resilience - Reduces the damage taken by the target of your Extrication by 25% for 6 seconds after you rescue them. Additionally increases the healing done by Unnatural Preservation by 30%.

This utility synergizes well with Unnatural Vigor to buff Unnatural Preservation. 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).

Suppression - 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.

Lightning Barrier - Your Static Barrier 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. This is usually my third choice in this tier.

Electric Bindings - Overload 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 if 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 Lightning Barrier since I would rather maximize my survivability as a healer over dealing additional DPS.

Heroic Tier

A maximum of 3 utilities

Shapeless Spirit - 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 - Thundering Blast, Innervate, and Force Leech can be activated while moving.

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

Unnatural Vigor - Unnatural Preservation increases your damage reduction by 15% for 6 seconds. Also, reduces the cooldown of Unnatural Preservation by 5 seconds.

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

Emersion - 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

Force Bending - Your Resurgence grants Force Bending for up to 15 seconds, which increases the effects of your next healing ability.

- Dark Heal: Critical chance increased by 60%.

- Dark Infusion: Activation time decreased by 0.5 seconds.

- Innervate: Critical chance increased by 25%.

- Revivification: Activates instantly.

- Roaming Mend: Immediately roams to and heals each target without waiting for the target to take damage first.

Most important passive to the class as it defines the buffs to Resurgence.

Reconstruct - Increases the duration of Resurgence by 6 seconds. Also, Resurgence grants protection to its target for 45 seconds. Protected targets have their armor rating increased by 10%.

A very powerful buff especially to tanks, make sure you keep full uptime of this buff on tanks and any DPS taking consistent damage.

Force Surge - Innervate critical heals grant 1 charge of Force Surge, which improves the effectiveness of your next Consuming Darkness, causing it to restore 5 additional Force and consume 1 charge. Consuming Darkness does not make you Weary when used with Force Surge.

The second most important passive ability, Innervate should be used very nearly on cooldown as it is your most powerful heal and stacks of Force Surge are critical to energy management.

Reverse Corruptions - Force Barrier now purges the Weary effect caused by Consuming Darkness. Aso, spending a charge of Force Surge on grants Reverse Corruptions, increasing your Force regeneration rate by 2 for up to 10 seconds if you are not Weary or removing a single stack of Weary otherwise. The Reverse Corruptions effect will be lost early if Consuming Darkness is activated without a charge of Reverse Corruptions.

This ability is key to spread out uses of Consuming Darkness to maximize Force regeneration, or enabling a 4th spam of Consuming Darkness to Force regen during down times of a fight.

Renewal - 1 second after refreshing your Resurgence on a target, the target will be healed for a low amount plus any healing that remained from the previous Resurgence.

Refreshing Resurgence will cause any remaining healing from an earlier Resurgence to be granted 1s later. This essentially means you don’t have to worry about clipping Resurgence and wasting healing as a result.

Dark Concentration - Crushing Darkness, Lightning Strike, Dark Infusion, and Revivification grant Dark Concentration, which causes Dark Heal to be an instant-cast, consume no Force and increase its healing by 50%. This effect may not occur more than once every 10 seconds.

This passive makes your Dark Heal ability a powerful combo when it is procced by this passive. This also helps energy management significantly.

Sustaining Darkness - Static Barrier grants 10 stacks of Sustaining Darkness to the target. Target loses 1 stack each time you heal them. If Static Barrier ends early, target receives healing per remaining stack.

This passive buffs the effectiveness of Static Barrier by causing it to heal the target if it expires without being fully used to absorb damage. The heal is not enough to make bubbling targets worthwhile if you do not expect them to take imminent damage but is helpful in reducing the waste of an unused bubble.

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 Corruption Sorcerer, I gear as follows:

  • Set Bonus: Empowered Restorer (I still have my Revitalized Mystic set and would swap to it if co-healing with another Seer Sage so we had better synergy and I could let my co-healer handle the bubbling)

  • Tactical: One for All (I will run All for One in 16m operations with high AoE damage)

  • Amplifiers: Force Harmonization

  • Mods: Unlettered Lethal Mods

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

  • Stim: Proficient

  • Adrenal: Critical (Triage for Dxun only)

For Corruption Sorcerer, I allocate my tertiary stats as follows:

  • Accuracy: 264 (Heals don't miss! However I run a Proficient Stim in capped content so get some Accuracy, and may occasionally run a bit more Accuracy for a few prog fights like Revan where healers need to get an interrupt and want to avoid their interrupts missing.)

  • Alacrity: around 3,400, a secondary option is around 1,450 if adding Accuracy Rating to add DPS or have a reliable interrupt (around 2,000 will work in either scenario if the Zeal guild perk applies)

  • Critical: all remaining tertiary points go into Critical

  • Shield: None

  • Absorb: None

Set Bonus

Empowered Restorer

Increased drop rate from conquest.

(2) +2% Alacrity rating

(4) Static Barrier leaves a heal over time on the target for 12 seconds after being applied.

(6) Static Barrier immediately heals the target when applied.

Analysis:

The Empowered Restorer is a nice set bonus that provides a much stronger healing buff compared to the old set bonus or the old Revitalized Mystic. It primarily buffs Static Barrier, which is a very powerful and very energy efficient shield that adds another 50% in overall benefit via these heals on top of its existing damage shield. It does require a little more skill to fully benefit as compared to its peers in Concentrated Fire for Mercenaries and Tactician for Operatives. Those set bonuses provide a flat critical chance benefit to all healing that is fairly easy to maintain and Tactician provides even more benefits. Sorcs will need to be very skilled in judging when to use a Static Barrier and doing so as often as is appropriate to get the full benefit.

In terms of healing output, the total healing from the 4/6 piece set bonuses adds up to around a little more than half the healing by an unbuffed Dark Heal (but at less than half the Force cost). Static Barrier already shields for around 110% of the healing provided by Dark Heal. Adding the extra healing elevates Static Barrier to doing more combined healing/shielding than any other healing ability prior to buffs. When considering the APMs since Static Barrier takes up 1 GCD while Dark Infusion and Innervate take more than one, Static Barrier is even better. When you consider the healing buffs from Force Bending, Static Barrier more beneficial to healing per second (including shielding) than any other heals except for Innervate with Force Bending or the procced Dark Heal with Force Bending.

The key to this set bonus though is making sure to apply Static Barrier as often as possible to players that will benefit from the healing.

Impact on Rotation:

No change, you should continue to be shielding often for predictable damage on tanks and other players when AoE or mechanic-related damage is predictable.

When to Take:

Recommended in all cases for healers.

Revitalized Mystic

Increased drop rate from conquest.

(2) +2% Alacrity rating

(4) Refreshing Resurgence on a target refunds 5 Force.

(6) Healing a target with another ability while Resurgence is active on them has a 15% chance to cause your Resurgence to provide an additional, unscheduled tick of healing.

Analysis:

This set was significantly changed in patch 6.1.1. The changes essentially spread out the previous 6-piece set bonus and removed the 1.5s cooldown reduction on Innervate.

The new set bonus is not very powerful. Resurgence should be used on cooldown every 4th ability, or every 3rd if after Resurgence you channel Innervate and then cast Dark Infusion with its normal cast time. That provides fairly high uptime on the 4-piece set bonus refunding 5 Force. However, Consuming Darkness provides 45 Force with Force Surge. This means over the course of a fight the 4-piece set bonus will save you a Consuming Darkness once per minute that can be replaced with another healing ability.

The 6-piece set bonus is fairly weak due to the low chance of it proccing. A regular tick of Resurgence healing is between 1-2% of max health so that incremental heal once every 7 healing abilities is not a significant benefit as compared to predictable healing.

By comparison, Empowered Restorer provides about the same heal in its 6-piece except that it is guaranteed when applying Static Barrier and it can be applied to multiple targets, and its 4-piece provides around double the healing of Revitalized Mystic's 6-piece but is again guaranteed and can be applied to multiple targets (and doesn't have an additional condition like here and needing to refresh Resurgence versus just applying it). The marginal Force regeneration of the 4-piece set bonus here just is not nearly close enough to offset that consistent healing buff.

Impact on Rotation:

No change. Healers should already be trying to refresh Resurgence on targets for the additional Renewal healing, primarily to the tanks.

When to Take:

Not recommended. I suggest swapping those Force Harmonization armorings and augments to an Empowered Restorer set.

Gathering Storm

Increased drop rate from operations.

(2) +2% Mastery

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

(6) Activating Force Speed reduces the cooldown of Polarity Shift by 5 seconds. Polarity Shift's duration is extended by 5 seconds.

Analysis:

This set bonus was nerfed in patch 6.1.1 primarily to discourage healers from taking the set. The previous logic to using Gathering Storm was that it enabled a very high uptime on Polarity Shift and its very powerful alacrity buff that usually reduced the GCD by 0.2s (so from 1.4s to 1.2s or 1.3s to 1.1s) or sometimes 0.3s depending on gearing. This increase in APM could more than offset the healing buff provided by Revitalized Mystic or Empowered Restorer as they were previously designed.

Now the uptime on Polarity Shift is far lower due to the changes in the 6 piece set bonus. Before you could have Polarity Shift up 25s out of every minute, or 42% of the time. Now it works out to 20s of uptime every 80s, or 25% of the time. Absent the set bonus you get 15s of uptime every 105s or 15%. So the increase is nice but far lower.

The rest of the set bonus is great for DPS but not healers. RIP for Gathering Storm as a healer set bonus.

Impact on Rotation:

Use Force Speed on cooldown unless it is absolutely necessary for movement mechanics or to cheese certain slow/root mechanics. Use Polarity Shift as close to on cooldown as possible unless major burst heal phases are present, and regardless only use when buffed by Force Speed to extend its duration.

When to Take:

Not recommended in any circumstances for healers.

Tactical Items

One for All

Increased drop rate from flashpoints.

Roaming Mend receives one additional charge.

Analysis:

One for All was reworked in update 6.1.1 and provides a much stronger tactical healing option as compared to the previous tactical options. Roaming Mend is a very powerful AoE heal for half the group and getting a fifth charge is really powerful. Given how Roaming Mend operates and that charges can bounce back to someone who received an earlier heal, this makes Roaming Mend flexible to provide more heals to just 2, 3 or 4 people or to add a heal to a 5th player.

Impact on Rotation:

Use normally in the rotation.

When to Take:

Recommended for all situations.

All for One

Increased drop rate from operations.

Revivification's pool concludes with a burst of light Force energy, healing up to 8 allies within it.

Analysis:

This tactical was reworked in 6.1.1 to provide a fixed per person healing buff at the end of the ability duration. Per testing and inquiry with the developers, it has also been clarified that the tactical's extra heal is triggered automatically once 8 people have received a HoT from the ability. As such, casting Revivification on a group of 8 people will immediately trigger the additional heal. Otherwise, the timer counts down 10 seconds and then triggers consistent with the ability tooltip description.

Testing of the heal shows that it is reasonably powerful and will provide a larger increase to healing per cast than the buff to Roaming Mend via One for All in any situations where the heal burst can affect 4 or more players. As such, it is a viable option for AoE heavy fight and is likely a preferred option for fights with high uptime on raid-wide AoE damage.

The primary weakness of the tactical is the timing requirement. I would feel more strongly about the heal if it triggered immediately upon casting Revivification. 10 seconds is long enough than in some situations players will be unable to stand in the puddle long enough to benefit from the burst AoE heal.

Another weakness in my opinion is that Revivification is less useful for burst healing. Sustained healing is rarely a major concern so losing tanks or healers to burst damage is always my biggest worry as a healer. One for All provides a fifth tick that is a smart heal that prioritizes towards the players on lowest health, which will outweigh the tick that same player gets from All for One (if they are standing in the circle in the first place, which if a tank will not usually be the case). Thus, even in situations where All for One provides a larger benefit to total sustained healing I still would prefer One for All in most situations outside extremely heavy AoE encounters (such as the Red encounter in Nature of Progress or Colossal Monolith or a few others).

Impact on Rotation:

Try to place your Revivification in such a way that as many people can stand in it as possible. If communicating in voice comms, make sure to remind people to stand in Revivification for the extra heal.

When to Take:

Recommended for very heavy AoE encounters.

Storm's Succor

Increased drop rate from Onderon and Mek'sha daily missions.

Damaging an enemy with Volt Rush causes your ally closest to the enemy to be healed, scaling with how many Empowered charges you have. Each charge of Empowered reduces the amount of Force that Volt Rush consumes by 30%.

Analysis:

This tactical was adjusted in 6.1.1 to be more useful. Now Volt Rush provides a smart heal that goes to the friendly player who has the lowest health within 20m of the boss and its heal has been significantly increased. When combined with the Endless Offensive set bonus that buffs the damage (and healing) of Volt Rush and makes it more frequently available, the combination is decent and can be preferred in some circumstances. The best application of this set bonus and tactical combination will be situations where there are two Sorc healers, where one Sorc can focus on shielding using the Empowered Restorer set bonus while the other mostly focuses on non shield heals.

Impact on Rotation:

Volt Rush can be substituted as a filler heal or when needing to heal on the move and instant abilities are not available.

When to Take:

Primarily recommended when healing alongside another Sorc healer with Empowered Restorer. Can be useful and even perhaps optimal in some fights, though generally I recommend Empowered Restorer instead. It is worth noting that getting Endless Offensive is rather difficult since Nature of Progress is the only consistent means of obtaining it.

Amplifiers

Force Harmonization

All Corruption healing abilities are Force-based heals so this is an easy one.

Key Abilities

Volt Rush NEW IN 6.0 - Deals energy damage to your target and energizes you for up to 5 seconds. The Energize effect can stack twice, with each stack increasing Volt Rush damage by 30%. The ability has 3 charges and recharge timer of 10 seconds.

The new ability in 6.0. It offers lackluster damage so is not highly useful in most situations. It can be used on the move so represents a useful ability when other abilities are on cooldown. It is best to use all 3 charges consecutively to ensure the 2nd use does +30% damage and the 3rd use does +60% damage.

Expunge - Cleanse

Consuming Darkness - Recovers 40 Force (in addition to Force regeneration during the GCD of the cast). When cast without a stack of Force Surge (granted by a crit of Innervate), it adds a stack of Weary that reduces Force regeneration by 25% for for 10s.

The Corruption Force management ability that should be used steadily through the fight. The ability should never be used without charges of Force Surge to avoid the Weary debuff (unless you can afford to do no healing for 8-10 seconds). It is much more efficient to use the ability consistently every 5-7 GCDs to maximize the Force regeneration benefit from Reverse Corruptions. Spamming Consuming Darkness to consume all stacks of Force Surge should happen only infrequently during down times.

Static Barrier - Applies a force shield around the target that absorbs a high amount of damage and lasts up to 30 seconds. The target becomes Deionized and cannot benefit from Static Barrier again for 20 seconds.

The signature Sorc bubble shield, the factor that most distinguishes highly skilled players from newer players is their use of the shield ability. It is a unique ability for which Operative and Mercenary healers have no comparable ability as they have reactive heals but no preventative shields. With the Empowered Restorer set bonus, your shield applies a small immediate heal and a moderate HoT that heals for about half the amount of a Dark Heal.

Best At: With Empowered Restorer set bonus, Static Barrier is your best overall ability to heal/shield damage.

When to Use: Use as often as necessary to apply shields to every player that (1) will mostly/fully utilize the shield for future damage; and (2) will benefit from the heal. It is also your best reactive tool when players get unexpectedly low on health to ensure they survive long enough for more powerful cast heals.

When Not to Use: Be strategic about applying shields to players at full health unless you are sure they will take a lot of damage soon. That wastes some healing and energy and the class needs to be more careful with energy than pre-6.1.1.

Resurgence - Grants a small immediate heal, a small HoT, a 10% armor buff to the target via the Reconstruct passive, and 1 stack of Force Bending.

In nearly every situation, you should look to use Resurgence on CD or within 1-2 GCDs at the most in order to maximize the benefits of its buff to your next ability. Force Bending is the key to the Sorc healing rotation, and is discussed further below.

Best At: Your best healing ability overall. It is super powerful in terms of its total heal, energy cost, armor buff for tanks, the increases heal from Renewal when refreshing it, and Force Bending.

When to Use: Use on cooldown to keep the HoT active on the tank (and others if possible) and to gain the Force Bending buff as often as possible to buff other healing abilities. Try to refresh it before expiration if possible got the extra Renewal heal.

When Not to Use: In stressful healing situations where your target may not survive beyond 1 GCD and DOES NOT ALREADY have Resurgence ticking, skip it for a more powerful heal and use it again as soon as you can. If you are refreshing Resurgence on cooldown on the tank, this is among your best heals in any situation.


Innervate - Channels 4 ticks of healing over 2.7s prior to Alacrity. Costs 10% of Force pool over duration of cast, making it very Force efficient.

Innervate received a bit of a nerf in 6.1.1. It is still quite powerful and does the most healing per activation, and especially with Force Bending is critical to generate stacks of Force Surge for energy management. That said, its importance to the rotation is diminished greatly due to buffs to Resurgence, Dark Infusion and the procced Dark Heal. It should be used often but not necessarily always on cooldown.

Best At: Providing large healing that begins ticking immediately rather than at the end of a cast, Static Barrier > Innervate your best emergency combo to recover someone from very low health.

When to Use: Combine with Resurgence/Force Bending frequently to maintain high stacks of Force Surge for use with Consuming Darkness to manage energy. Use as your heavy emergency heal if a player gets really low on health (together with Static Barrier).

When Not to Use: Try to avoid using on cooldown. It is good but not significantly better unbuffed than Dark Infusion, and is flat-out weaker than Static Barrier or Resurgence when applied correctly. For Force Bending priority, its EPS impact is weaker than all options except an unprocced Dark Heal. Use primarily for emergencies and for energy management.


Roaming Mend - Ability will tick 4 times, each adding a heal to another target and healing each existing target. As such, 1st tick heals 1 person, 2nd tick heals 2 people, 3rd tick heals 3 people, and 4th tick heals 4 people. Each tick is triggered by the target taking damage. Lasts 30s and costs around 9% of Force pool.

Roaming Mend is a very cool burst AoE heal ability for Sorc healers. It will provide a range of burst heals from very high on the main target ranging to moderate heal on the last target.

Best At: Combining burst healing on 1-2 targets with partial group healing.

When to Use: Should be used with Force Bending when you need to burst heal 3-4 players, should be used without Force Bending when the healing target (usually a tank) is taking consistent damage and will trigger its heals consistently.

When Not to Use: Roaming Mend is an expensive heal so try to avoid using it except when needed. Also try hard to only use it with Force Bending if not needed, as the buff makes Roaming Mend bounce instantly but does not buff its healing (unlike the effect applied to all other abilities).

Dark Infusion - Grants a large immediate heal and costs ~7-8% of Force pool with a 2.0s cast prior to buffs from alacrity or the Dark Concentration passive.

Dark Infusion is a much more Force efficient heal than Dark Heal (does most healing for less Force cost) so when in doubt this is a good ability to use as long as no other ability takes priority. With Force Bending it becomes a very powerful heal due to the cooldown reduction.

Best At: Great filler heal due to its low energy cost outside Force Bending and is critical to use to proc Dark Concentration to provide a massive buff to Dark Heal.

When to Use: Use every 10s to proc Dark Concentration for a free and massively buffed Dark Heal, primary filler heal when Force Bending is not available. Use with Force Bending when Dark Concentration is not available to buff Dark Heal and Innervate is on cooldown or already at 3 stacks of Force Surge. If Force Bending is not available it is your go to filler heal due to its low energy cost.

When Not to Use: Make sure not to use Resurgence on Dark Infusion when using it to proc Dark Concentration for Dark Heal. Also be aware the ability is very Force efficient without Force Bending but rather expensive with Force Bending so be mindful of energy.


Dark Heal - Grants a medium immediate heal and costs ~10% of Force pool.

Dark Heal is a spammable heal but in practice will not be used very often. An important exception is to try and proc Dark Concentration passive as often as possible to get a free instant cast of Dark Heal.

Best At: With the Dark Concentration proc available every 10 seconds, a procced Dark Heal is a very powerful heal that is free and buffed. Combine that with Force Bending's +60% critical chance and a fully buffed Dark Heal is by far the discipline's most powerful healing ability.

When to Use: Proc Dark Concentration as often as possible. Make sure to learn the rotation and how some abilities that take longer than 1 GCD (Innervate, unbuffed Dark Infusion) impact how many GCDs apart you should cast Dark Infusion to proc Dark Concentration.

When Not to Use: Do not use Dark Heal outside of Dark Concentration unless there is no other option. Only use is Static Barrier can't be re-applied, Resurgence and Innervate are on cooldown, and you don't think the player will live long enough to cast slightly longer unbuffed Dark Infusion.

Revivification - AoE healing bubble costs ~12% of Force pool and casts a HoT on up to 8 friendly targets within an 8m radius of its cast location. Lasts for 10s and a friendly player can run into the circle after it is cast to receive the HoT.

Corruption uses this ability for large party healing. The HoT provided by the ability is strong but typically sustained AoE healing will require an instant proc of Roaming Mend as well as bubbling and single target burst healing. The ability was reworked in 6.1.1 so that Force Bending no longer reduces its Force cost but makes it an instant cast, and Force Surge no longer affects Revivification at all. This makes Revivification much easier to use rotationally without messing up Force management.

Best At: Your only ability that can heal an entire 8 person group and does so via a HoT that can minimize over healing.

When to Use: Anytime the entire group is taking heavy AoE damage to fully utilize the heal on all affected players and at least 3-4 players can benefit from the healing.

When Not to Use: When 3 or fewer players need AoE healing it is very inefficient for its energy cost.

Unnatural Preservation - Instant off-GCD self heal. 25 second cooldown.

Yet another useful skill in the Sorc tool kit for survivability, Unnatural Preservation provides a free off-GCD self heal on a very low cooldown. When combined with shielding oneself, this gives Sorc healers amazing survivability for low to moderate frequent damage. The self heal can be buffed considerably through utilities and can even function as a low duration, low CD defensive as well.

Force Barrier - Force bubble channeled ability that makes you immune to most damage and controlling effects for 8 seconds. 3 minute cooldown (prior to utilities).

The "God bubble" that is also unique to the class, it makes the player immune to the vast majority of mechanics in the game. It is most useful to cheese various mechanics in progression encounters, such as purge/cleanse of debuffs/DoTs that are otherwise not cleanseable.

Polarity Shift - Grants 20% alacrity and immunity to pushback and interrupts for 15 seconds. 1:45 cooldown prior to any reductions to passive abilities.

One of two powerful healing cooldowns available to the Sorc healer, its powerful alacrity buff will typically reduce your GCD by 0.2s or more and enable you to get 2 or so extra healing abilities over its duration.

Recklessness - Grants 2 charges of Recklessness, 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. 1:30 cooldown.

The second of two powerful healing cooldowns, Recklessness will make your next two healing abilities far more powerful through a nearly guaranteed critical chance.

Cloud Mind - Threat drop for all enemies. 45 second cooldown.

Your threat drop, it can also become a useful defensive ability via the Suppression utility that causes it to grant 25% DR for 6 seconds. This is very powerful when used smartly in combination with shields and your self heal.

Extrication - Lowers the targets threat by a moderate amount and pulls them to your location. 1 minute cooldown.

The Sorc pull. For fights with positioning or movement phases, it can be helpful to save a teammate from standing in a bad position to avoid damage. And of course, it is most famous for trolling your teammates...

Rotation

Ability Priority

Net of class balance changes in update 6.1.1, the healing abilities for Corruption Sorcerer have dramatically changed in their priority. The changes that affect the discipline include the new Empowered Restorer set bonuses, buffs to Renewal healing for refreshing Resurgence, a massive buff to Dark Concentration's benefit to procced Dark Heal, buffing the healing impact of Dark Infusion with Force Bending, and overall changes to class ability base healing and energy costs.

Net of all these changes, a relatively clear ability priority comes into focus for Corruption Sorcerer. These are discussed below. HOWEVER, please note that THERE IS NOT A DEFINED ROTATION for healers. In a dummy parse world there likely is an optimal rotation, but healing is reactive. Therefore, I discuss below the rotational priorities to help you decide in the moment which specific abilities to prioritize over others, and then further below go over much smaller level mini-rotations or combos that are probably more useful to healers to use in an actual operation.

Note this discussion only considers single target healing abilities so does not consider the use of Roaming Mend or Revivification, as they should generally not be utilized for sustained singlet target healing. That said, both abilities will be necessary periodically (or nearly on cooldown in some fights) depending on the situation. The quick version is that when AoE is more important, prioritize those abilities on cooldown versus all others here as energy permits. Generally Resurgence is not as relevant for use on either ability, so typically Innervate will take on more importance for Force Bending for energy regeneration purposes.

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Static Barrier

Special Buff (Empower Restorer 4-piece): Static Barrier leaves a heal over time on the target for 12 seconds after being applied.

Special Buff (Empowered Restorer 6-piece): Static Barrier immediately heals the target when applied.

Comments: Static Barrier provides the highest net healing (healed damage + shielded damage) per GCD for the discipline with the Empowered Restorer set bonus. At full 306 gear rating with augments, it should shield around 21k damage. The Empowered Restorer set bonus applies an initial heal and HoT that combined will heal for around half that much, so combined each Static Barrier can mitigate up to 30k damage through healing and shielding. Combine that with an energy cost almost half that of Resurgence or Dark Infusion and less than half of Innervate and its ability to be applied to multiple players at once, and you have an incredibly powerful ability.

The key to using Static Barrier effectively is making sure both the shield and HoT are utilized. Shielding every player might waste shielding and healing and healers should be careful not to over-shield. Applying a shield on cooldown to a tank will waste some of the healing but is still probably a good idea given they should be taking fairly steady damage so over-healing should be minimized. For non-tanks, I would generally recommend only shielding in anticipation of big hit damage either for specific players (e.g., DPS picking up a Dismantler in the Dread Fortress Draxus encounter) or for high damage AoE phases. Doing so might waste the initial heal but the shield will be fully used and most of the HoT.

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Resurgence (with or without Renewal)

Special Buff (Renewal): 1 second after refreshing your Resurgence on a target, the target will be healed for a low amount plus any healing that remained from the previous Resurgence.

Special Buff (Force Bending): Grants Force Bending

Comments: Resurgence is your most important healing ability, top priority other than Static Barrier and should always be used on cooldown. The ability does a lot of awesome things between being highly energy efficient, granting an armor buff and granting Force Bending.

A change to the discipline in 6.1.1 is the buff to Renewal causing it to do extra healing when refreshed on a target. When applied and continually refreshed on a tank, this provides a sizable burst heal every 4 GCDs. As such, as of 6.1.1 I generally do not recommend trying to spread Resurgence around lots of targets. Use it on cooldown and try to keep it focused on the tank taking the most damage. If both are taking damage, prioritize whichever tank is your primary responsibility.

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Dark Heal (with Force Bending & Dark Concentration buffs)

Special Buff (Dark Concentration): Crushing Darkness, Lightning Strike, Dark Infusion, and Revivification grant Dark Concentration, which causes Dark Heal to be an instant-cast, consume no Force and increase its healing by 50%. This effect may not occur more than once every 10 seconds.

Special Buff (Force Bending): Increases critical chance by 60%

Comments: Dark Heal without any buffs is a really weak and very expensive healing ability that should never be used outside really rare "player is going to die in 1 GCD and everything is on cooldown" situations. That changes dramatically when considering Dark Heal with both the Force Bending and Dark Concentration buffs. That makes the ability free, instant, increases its critical chance by 60% (making it a guaranteed crit for most players given current gearing levels) and increasing its healing (including critical healing) by 50%. Wow!!!

Based on my research, Dark Heal with both buffs up is your best healing ability by far and is the best use of Resurgence's Force Bending buff. Using round numbers, I found that Dark Heal with all its buffs did around 80% of the heal of Innervate with Force Bending but over 1 GCD (and instant and free) instead of the nearly 2 GCD duration of Innervate. Thus, its incremental healing effect on HPS is huge and should be utilized as close to every 10 seconds as possible.

10 seconds is slightly awkward timing as it doesn't line up neatly with the GCD and Innervate and Dark Infusion (without Force Bending) have cast/channel times greater than 1 GCD as well. Fortunately, there is an easy way to keep track via the cooldown of Resurgence since it is needed for its buff anyway. Every other Resurgence should be used to buff an Dark Concentration-procced Dark Heal. This leads to the rotation of Dark Infusion -> Resurgence -> Dark Heal being used every other time Resurgence comes off cooldown.

Another cool part to this buff is that it has a duration so can be "banked" for a few GCDs and used when helpful. Dark Heal should never be used otherwise, so it's not like you will need to use it otherwise!

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Innervate (with Force Bending buff)

Special Buff (Force Bending): Increases critical chance by 25%

Comments: Innervate suffered the most in the 6.1.1 class rebalancing as it is no longer the top overall priority ability. It is still a powerful heal that starts healing immediately rather than at the end of a cast, so it remains an amazing option for emergency reactive heals. The ability must be used frequently to maintain stacks of Force Surge for use with Consuming Darkness to recover energy. The main changes in 6.1.1 were that other healing abilities were buffed more and stacks of Force Surge are now easier to maintain as Revivification does not consume them any longer.

As noted above with Dark Heal, every other Resurgence should be used on a procced Dark Heal for its amazing free burst heal. Innervate should be used for the alternating Resurgences in most instances. That will maintain plenty of stacks of Force Surge for energy regeneration while providing a big heal.

The main question for Innervate outside of its use in energy regeneration is how it compares to Dark Infusion, considering them both with Force Bending and without Force Bending. Dark Infusion on average should do around 60% or so of a full Innervate channel but over either 1.33 GCDs or 1 GCD depending on the presence of Force Bending.

Overall I feel that Innervate with Force Bending is the best heal as it does slightly less healing per GCD than Dark Infusion with Force Bending but is far more energy efficient. This is reversed when considering use without Force Bending, as Dark Infusion does both more healing per GCD and is more energy efficient. Either ability is better with Force Bending than the other without, as seems obvious.

5

Dark Infusion (with Force Bending buff)

Special Buff (Force Bending): Activation time decreased by 0.5 seconds (from 2.0 to 1.5s without Alacrity).

Comments: All abilities are really good with Force Bending and Dark Infusion is no exception. That said, it doesn't benefit as much as the others and thus is at the bottom of the priority for buffed abilities. Dark Infusion does the same amount of healing with or without Force Bending. Using Force Bending for Dark Infusion increases its HPS by doing the same healing over 1 GCD instead of 1.3 GCD.

The downside to this buff has a few elements and leave it at the bottom. As noted, it does not increase raw healing output, so despite it technically helping HPS it does not feel as helpful in stressful healing situations. A buffed Dark Infusion provides less raw healing output per activation any higher priority ability. Also, if you really need a burst heal immediately then there are many faster options than Resurgence -> Dark Infusion, including Dark Infusion being hard cast.

Also, it's worth noting Dark Infusion with Force Bending has a significantly negative impact on your energy usage versus Innervate with Force Bending. Dark Infusion becomes less energy efficient due to the shorter cast time and less natural Force regeneration, while Innervate with Force Bending generates Force Surge stacks on crits that are the key to energy regeneration. As such, it really is not recommended to use Dark Infusion with Force Bending in most circumstances.

6

Dark Infusion (without Force Bending buff)

Comments: Despite being the lowest priority healing ability to consume the Force Bending buff, Dark Infusion jumps back up as your best filler healing ability outside Rejuvenate windows. This swap is due primarily to how Dark Infusion changes as a healing ability due to the increased cast time. It reduces Dark Infusion's HPS impact due to it taking up more time, but it remains a powerful cast healing ability and becomes extremely energy efficient. It provides the highest level of healing relative to its energy consumption of all unbuffed healing abilities (excluding Static Barrier). As such, it is your preferred filler heal for most purposes.

7

Innervate (without Force Bending buff)

Comments: Innervate also changes a lot without Force Bending (see a trend?) due to the reduced critical chance. The loss of 25% critical chances takes Innervate from typically getting a critical heal on 2-3 out of 4 ticks of the channel to typically 1 or maybe 2, so the loss of 1-2 critical healing ticks is very substantial. It makes an unbuffed Innervate much less reliable to generate Force Surge and far less energy efficient. In comparison to Dark Infusion, it is less powerful in terms of HPS impact and is noticeably less energy efficient.

A notable exception to this priority is that an unbuffed Innervate would be a better use of Recklessness when needing emergency heals or low on energy and needing a full 3 stacks of Force Surge.

8

Dark Heal (without Force Bending buff)

Comments: Dark Heal costs 58 Force in comparison to 60 for Innervate and 45 for Dark Infusion. It typically will do around two-thirds of so of the healing of either alternative. So that makes it technically more powerful than Innervate by compressing the healing into a shorter window. However, the Force cost is horrifically bad when you consider natural energy regeneration.

Innervate does slightly less healing per second but at barely more Force and over nearly 2 GCDs, meaning net of natural energy regeneration it is significantly cheaper than Dark Heal. Dark Infusion is flat out a more powerful heal than Dark Heal, way cheaper overall and also generates from some bonus Force regeneration over its 1.33 GCD cast time.

So to summarize, do not ever use Dark Heal unless there is no other option. No other option would mean that Resurgence and Innervate are on cooldown, you can not apply Static Barrier yet due to the 20s debuff and you do not think the target will live long enough to hard cast an unbuffed Dark Infusion. In any other situation I would not use an unbuffed Dark Heal at all, though ironically it is my favorite ability when buffed with Force Bending and using a Dark Concentration proc.

Healing Combos

Healing is a very reactive class compared to tanks (defined high threat rotation intermingled with taunts) and DPS (very defined rotation/priority system). As such, it is easier to think in terms of healing “combos” that will vary depending on the situation. Here are some of the most common situations and how a Corruption Sorcerer might generally approach them.

Combo #1 - Maximum Burst Heal

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  1. Static Barrier - Cast to mitigate damage and provide initial heal and HoT

  2. Resurgence - Applies armor buff, HoT, if refreshing will grant large burst heal 1s later

  3. Innervate - +Crit% from Force Bending, big heals, grants Force Surge w/ crit

  4. Dark Infusion - Force efficient single target heal, used to proc Dark Concentration for Dark Heal

  5. Resurgence (refresh) - Refreshing will grant large burst heal, grants Force Bending

  6. Dark Heal - Free and powerfully buffed, will end combo with a huge burst heal

Conclusion - This is your "opener" that will provide some massive burst healing over a relatively short time. It will use up around a fifth of your energy pool so will need to use Consuming Darkness either before or after.

Combo #2 - Light Energy Management

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  1. Resurgence - Applies armor buff, HoT, large burst heal if refreshing, grants Force Bending

  2. Innervate - Powerful channeled heal, crits will grant Force Surge (usually 2-3)

  3. Consuming Darkness - Consume to regenerate Force and grant the Reverse Corruptions Force regeneration buff

Conclusion - This combo should be used every other Resurgence to maintain Foce Surge stacks. If you energy level is high, you can replace the Consuming Darkness with a cast Dark Infusion. That said, with the current discipline setup you will need to use Consuming Darkness every 7-8 GCDs to avoid burning through Force too fast.

Combo #3 - Heavy Energy Management

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  1. Static Barrier - Very energy efficient to shield and heal and give some buffer to regen energy safely

  2. Consuming Darkness - Begin combo with energy regen and applying Reverse Corruptions Force regen buff

  3. Resurgence - Applies armor buff, HoT, large burst heal if refreshing, grants Force Bending

  4. Innervate - +Crit% from Force Bending, big heals, grants Force Surge w/ crit

  5. Dark Infusion - Energy efficient cast heal, also lines up cooldown for Resurgence next, may proc Dark Concentration

  6. Resurgence - Refreshes HoT and applies a large burst heal 1s later, applies Force Bending to Dark Heal

  7. Dark Heal - Used if Dark Infusion procced Dark Concentration, free powerful buffed heal

  8. Consuming Darkness - More energy regen, refreshes Reverse Corruptions right at or just after expiration

Conclusion - This is a little move involved combo rotation to mostly focus on energy regeneration with an upfront shield to give us some leeway to regen, 2 Consuming Darkness for energy and very energy efficient healing with 2 Resurgence, a free buffed Dark Heal, a buffed Innervate and a highly energy efficient unbuffed Dark Infusion.

Combo #4 - Buffed Dark Heal

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  1. Dark Infusion - Force efficient single target heal, used to proc Dark Concentration for Dark Heal

  2. Resurgence - Applies armor buff, HoT, large burst heal if refreshing, grants Force Bending

  3. Dark Heal - Free and powerfully buffed, will end combo with a huge burst heal

Conclusion - This combo is already inside of #1 and #3 but will sometimes be off on its own. As discussed above, always use Resurgence on cooldown and every other time you should be able to proc a free Dark Heal the GCD before you use Resurgence so you can combine the Force Bending and Dark Concentration buffs for a very powerful and free burst heal.

AoE Healing

AoE healing is even more difficult to advise for strategy because each fight is different, each healer team is different and different players have different levels of experience with fights and overall philosophies towards healing. As such, I think it best to primarily give some high level points about AoE healing to supplement the single target discussion above and below.

  1. Be careful about using Force Bending with either Roaming Mend or Revivification. Neither are actually buffed by Force Bending but instead get situational benefits (instant proc for Roaming Mend's bouncy ball heal, instant cast for Revivification). Those may be situationally useful and necessary to consume a Force Bending buff when not doing so will mean players get less AoE healing. That said, it sacrifices raw healing output so be thoughtful when doing so.

  2. Be pro-active with Static Barrier when its shielding and healing are effective. Corruption Sorcerer remains the best triage healer but weakest sustained AoE healer. As such, Static Barrier is amazing to stabilize players for a few GCDs to provide time for AoE healing or single target burst healing to bring them back up. When the group is taking consistent AoE damage, I try to fit in a few shields in between Roaming Mend and Revivification to stabilize players that get a bit low. That said, be careful only to use Static Barrier when both its healing is needed and the shield will be used against future AoE damage. Do not lean on Static Barrier coming out of an AoE damage phase but only entering or during an AoE damage phase. Wasting the shield makes Static Barrier a terrible option but fully utilizing it makes it incredibly useful.

  3. Coordinate with your co-healer. Corruption Sorcerer is a strong healing class but remains likely the weakest sustained AoE healer in comparison to Medicine Operative and Bodyguard Mercenary. When healing with another class, let them lean on stronger AoE healing while you use your unique kit of shields, AoE healing and strong burst to focus healing on stabilizing the players with lowest health. Corruption Sorcerer is a great companion for Medicine Operative in particular since they excel at massive raw healing output but can struggle to do so while providing burst, so play to your strengths!

  4. Prioritize Resurgence -> Innervate and Consuming Darkness for Force management. Prioritizing Roaming Mend and Revivification on cooldown can get very expensive for energy management. As awesome as a Force Bending/Dark Concentration Dark Heal is, Innervate becomes more useful in this context since it is also a good heal but is more relevant to energy management. You don't have enough GCDs to spare to regularly do the Dark Infusion -> Resurgence -> Dark Heal combo as often, so sacrifice that for Resurgence -> Innervate when needed to keep stacks of Force Surge up.

  5. Keep refreshing Resurgence on cooldown on the player taking the most damage. Resurgence being refreshed provides a decent additional heal via Renewal and causes its remaining healing to come at once. This makes Resurgence great to maintain a cheap burst heal on the main tank. Combine that with a buffed Innervate on cooldown and a Static Barrier should be plenty to keep the main tank up for a little bit during heavy AoE phases.

Unique Buffs - Force Bending & Force Surge

The Corruption Sorcerer has two unique and very important buffs to track while playing. These are Force Bending and Force Surge. The first, Force Bending, is used to provide a buff to your other healing abilities, with the buff applied different for each ability. The second, Force Surge, is utilized as the key element to Corruption Sorcerer energy management to regenerate Force. We will discuss each of these in turn to make sure you are super comfortable with what they are, what they do, and a few additional tips on priority and strategy to maximize the benefit you get from these abilities.

FORCE BENDING

Force Bending is granted each time you cast Resurgence. As noted above, Resurgence is a great ability that applies a small HoT, applies a 45s armor buff of 10s to its target and grants Force Bending. The armor buff is often overlooked as a nice mitigation benefit to tanks but the real power is the charge of Force Bending, which is consumed on the next healing ability to which Force Bending can apply.

These are the abilities to which Force Bending can apply and its applicable buff, ranked in approximate order of priority and with discussion on when to use Force Bending for that ability.

Note that the discussion here is primarily related to the situational use of Force Bending with AoE healing abilities, as single target healing priority is discussed above under Ability Priority.

Revivification: Activates instantly.

When to use Force Bending: Only when healing on the move to place a puddle where the group will run into it and get the HoT.

Comments: Revivification used to be ideal to use with Force Bending in group AoE situations since it would reduce its Force cost noticeably. Patch 6.1.1 changed Force Bending and simplified it to remove Force Surge from impacting Revivification and moving the instant proc from 3 stacks of Force Surge to Force Bending. This makes using Force Bending for Revivification a poor decision in most cases since it does not increase its healing. It is only advisable if you have to provide AoE healing on the move, in which case you can apply Roaming Mend without Force Bending (as it should proc through regular AoE damage) and instant place Revivification where the group is moving. Otherwise avoid using Force Bending for Revivification and save it for abilities that will actually do more healing via the buff.

Roaming Mend: Immediately roams to and heals each target without waiting for the target to take damage first.

When to use Force Bending: When burst AoE healing is necessary to stabilize several players but you cannot be sure that damage will come quickly enough to trigger all 4 (or 5 with tactical) bounces of the healing ball.

Comments: The buff to Roaming Mend does not increase its healing ability, so it is only really useful if it lets you get its healing faster when you can't wait for it to trigger over time or when you wouldn't otherwise get all of its charges to trigger.

I suggest trying to primarily cast Roaming Mend on the tank, as in that case you will nearly always get all the charges to trigger. In that scenario, you only should use Force Bending for burst phases to get a powerful burst heal to 2 players and a light to moderate heal to another 2 players.

I do think it's worth noting that if damage is not coming regularly enough to consistently proc Roaming Mend without Force Bending, in those cases you likely will be better off combining Revivification, Static Barriers and rotating single target heals to heal up everyone in a more efficient manner than wasting Force Bending. That said, sometimes it's better to inefficient in order to top people off when you know heavy damage mechanics are imminent.

Dark Heal: Increase critical chance by 60%

When to use Force Bending: Every other Resurgence to proc Dark Concentration every 10 seconds.

Comments: See Ability Priority discussion above. Dark Heal with Force Bending and Dark Concentration is your best and most powerful healing ability.

Innervate: Critical chance increased by 25%

When to use Force Bending: When Dark Heal's Dark Concentration proc is on cooldown, low on Force Surge stacks and/or energy is below 500.

Comments: See Ability Priority discussion above. Innervate is fairly close to Dark Infusion in terms of its healing ability when buffed by Force Bending, but Innervate gets the nod due to (1) being necessary to maintain stacks of Force Surge for energy regeneration via Consuming Darkness; and (2) it is much more energy efficient than a buffed Dark Infusion and so will require less frequent use of Consuming Darkness.

Dark Infusion: Activation time decreased by 0.5 seconds (from 2.0s to 1.5s without Alacrity)

When to use Force Bending: When Dark Heal's Dark Concentration proc is on cooldown and energy is fairly high

Comments: See Ability Priority discussion above. Buffed Dark Infusion does slightly more healing per GCD than a buffed Innervate but is less energy efficient. When you have plenty of stacks of Force Surge and energy is in a decent state, you can opt to use Dark Infusion instead for a slight increase in healing output.

FORCE SURGE

Force Surge is a stacking buff for which one charge is granted each time Innervate crits. You can have up to 3 stacks of Force Surge at any time. Innervate ticks 4 times during its full channel, so it is possible to go from 0 stacks to 3 stacks in a single usage.

Consuming Darkness restores 5 additional Force and consumes 1 charge of Force Surge. Consuming Darkness does not make you Weary when used with Force Surge. Using Consuming Darkness to consume a charge of Force Surge grants Reverse Corruptions, which increases Force regeneration by 2 for 10 seconds.

The Reverse Corruptions Force regeneration buff is very helpful to your energy management, so the ideal strategy is try and keep nearly constant uptime on the buff. This leads to using Consuming Darkness once every 8-9 GCDs, which should be enough in most instances when you consider the combination of natural energy regeneration, the buffed regeneration from Reverse Corruptions and the energy regeneration from Consuming Darkness.

Energy Management

Force management is much easier for Sorcerers than Operatives or Mercenaries because a Sorc's Force regeneration is the same whether at 10% of Force pool or 90% of Force pool. As such, the overall key is balancing efficient Force usage and regeneration whenever possible so that you can go through a “burn phase” of maximum healing without negative consequences unlike other classes. Some key tips and tricks in this regard are below.

Whenever possible try to spread out uses of Consuming Darkness for around 8-10s. This is because of the passive ability Reverse Corruptions granted by a buffed Consuming Darkness, which boosts Force regeneration after its use.

Don’t be afraid to over heal if it helps your energy. If I enter a low damage phase and don’t have stacks of Force Surge, I will use Innervate even if everyone is at max health to get stacks so I can spam Consuming Darkness to top off my energy before entering a high damage phase.

If you can follow the Reverse Corruptions buff granted by a buffed Consuming Darkness, an optimal strategy is to let it tick down until about to expire then use Consuming Darkness again. This will consume the Reverse Corruptions buff to buff Consuming Darkness. Put differently, with 1 stack of Force Surge you can use Consuming Darkness to recover 45 Force, receive a Force regeneration bonus for around 8s, then use Consuming Darkness again. This makes Force regeneration really easy and places less pressure on using Resurgence solely to buff Innervate to grant you Force Surge stacks.

As an exception to the above rule, when in heal-intensive fights and you have a “down period” feel free to spam 4 Consuming Darkness (3 stacks of Force Surge and 1 stack of Reverse Corruptions) to quickly recover a lot of Force.

Make sure to always take advantage of a procced Dark Heal via the Dark Concentration passive ability. Dark Heal isn’t a huge heal but instant and free are very nice, and doing so will make it easier to cast expensive Aoe healing abilities like Roaming Mend and Revivification.

As discussed above, Dark Infusion is your best single target filler heal anytime you do not have a Force Bending buff from Resurgence. It is highly Force efficient, so make sure to use it whenever the healing pressure is low. Be careful though to coordinate its use with Resurgence so that if you proc Dark Concentration to buff Dark Heal you can use Resurgence to massively buff Dark Heal and turn an energy efficient filler into the opener in a powerful burst combo!