Discipline Guides

Advanced Class Set Bonuses

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 Mental Alacrity is active.

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

Comments: BIS for Sage DPS due to its frequent +20% damage buff to individual abilities and high uptime on +20% overall damage. Once a viable option for Sage healers, net of changes in 6.1.1 to reduce the uptime on Mental Alacrity and buffs to Empowered Restorer it should no longer be taken by healers.

Revitalized Mystic

Increased drop rate from conquest.

(2) +2% Alacrity rating

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

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

Comments: No longer best in slot due to changes in 6.1.1, Revitalized Mystic is now strictly worse than before. It dropped the 4 piece CD reduction on Healing Trance and spread the old 6 piece over both the new 4 and 6 piece bonuses. Empowered Restorer is now strictly better given its far better buffs to Force Armor.

Empowered Restorer

Increased drop rate from conquest.

(2) +2% Alacrity rating

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

(6) Force Armor immediately heals the target when applied.

Comments: This set bonus was revamped in 6.1.1 and is now strictly the best in slot set bonus for healers. It provides a very sizable buff to Force Armor by making it provide a healing effect up front and over time similar to a slightly weaker Rejuvenate and equivalent in total to around half the heal of a Benevolence. Combining the healing with the shielding, it makes Force Armor the most effective healing ability when considering energy cost, effective mitigation, no cooldown and usable on multiple targets, and an instant cast time. Combined with other buffs to the discipline in 6.1.1, this greatly helps level the playing fields for Sage healers.

Endless Offensive

Increased drop rate from Dxun / Nature of Progress. Not available from the Tech vendor.

(2) +2% Mastery

(4) Telekinetic Blitz deals 10% more damage.

(6) Energize now stack up to 3 times. Force Speed immediately recharges two Telekinetic Blitz ability charges.

Comments: A neat set bonus to buff the class' new ability but far less powerful than other options.

Undying Protector

Increased drop rate from The Nature of Progress Operation on Master Mode Difficulty, and has a small chance from Unidentified items on the Spoils of War vendors.

(2) +2% Mastery

(4) Activating Force Barrier heals all allies around you.

(6) 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.

Comments: An interesting new set bonus introduced in 6.1.2 via MM Dxun. The challenge to this set bonus is that Force Barrier has such a long cooldown that it greatly reduces the utility of the set bonus. For it to be preferable over existing set bonuses (and primarily for healers), the 4/6 piece buffs would have to be massive to the point that it could cheese massive AOE damage. More testing is needed but this seems unlikely to be useful on most fights.

Advanced Class Tacticals

A Healing Hand

Increased drop rate from Onderon/Mek-sha daily missions.

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

Increased drop rate from conquest crates.

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. This would be an amazing option if there was both a "direct buff" tactical and a "utility" tactical.

Endless Barrier

Increased drop rate from PVP.

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 it, 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.