Balance Sage

Last Updated: 5/31/21

Table of Contents

Overview

About the Class

Balance Sage is a DoT DPS class that can deal decent sustained DPS by a skilled player. Balance Sage does not generally target swap well due to the need to re-apply DoTs, and has fairly poor mobility due to the need to channel Telekinetic Throw. However, Balance does extraordinary AoE between DoT spreads and Force Quake spam. From a survivability perspective, Sages overall are in a better position in 5.0 and Balance has significant self-heal capability. As a result, despite wearing light armor Balance Sage will frequently be the last person to die in a group wipe.

Utility and Mobility

Sages have Force Speed and Phase Walk to quickly move around the battlefield, and can also pull to aid other players in movement. They can off-heal, bubble, rez, and can CC any add type. A key to success in high movement fights is finding parts of the rotation (re-applying DoTs, Force in Balance, Force Serenity) that can be cast while moving and being strategic as to when to turret cast Telekinetic Throw.

Survivability

As mentioned, most ideal Utilities for Sages boost healing received or damage resistance. Combined with a self-bubble, instant self heal, and a hard bubble to avoid many mechanics, a skilled Sage should be able to offset the disadvantage of light armor. That said, Sages need to be especially careful about following mechanics to avoid damage as much as possible. Balance Sages also bring self-heals through their rotational use of Force in Balance (heals 10% of damage dealt) and Force Serenity (heals 50% of damage dealt).

Role in Operations

Balance Sages do not target swap well between disparate targets due to the need to re-apply DoTs, so generally they are best served to stay focused on damaging the boss. An exception to this is when adds can be grouped up or pulled to the tank, in which cases Balance does exceptionally well to AoE DoT spread.

6.0 Impact on Discipline

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

Balance Sage as a discipline received a decent buff through the combination of a great class set bonus in The Gathering Storm and some useful tactical options. The discipline has suffered a bit in comparison to Telekinetic, which does nearly as much DPS while offering better burst and mobility. That said, buffs in 6.1 and beyond are intended to buff the discipline to an appropriate level so it should continue to be a solid sustained ranged DPS discipline and offer very good sustained AoE DPS through DoT spreading.

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.

Jedi Resistance - Increases damage reduction by 3%.

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

Pain Bearer - Increases all healing received by 5%.

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

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

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

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

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

Masterful Tier

You must take 6 between Heroic and Masterful.

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

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

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

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

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

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

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

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

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

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

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

Heroic Tier

A maximum of 3 utilities

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

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

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

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

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

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

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

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

Example Utility Build

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

Key Passives

Telekinetic Balance - Telekinetic Throw no longer has a cooldown. Also, your Rejuvenate increases your armor rating by 30% while it heals you.

Telekinetic Throw is used nearly 3 times per rotation by Balance, so eliminating its cooldown is necessary.

Psychic Barrier - Reduces the pushback suffered while activating Force Serenity by 75% and Telekinetic Throw by 100%. Also, each time your Telekinetic Throw deals damage, you recover 2% of your total Force.

This passive streamlines Telekinetic Throw as a filler and ensures Force will almost never be an issue for this class.

Force Suppression - Force in Balance now suppresses resistance to the Force, increasing the amount of damage the targets suffer from your next 15 damaging abilities by 15%. Lasts 30 seconds.

This is a key to max DPS for Balance by ensuring that maximum uptime for all DoTs after Force in Balance (Vanquish, Sever Force, Weaken Mind).

Presence of Mind - Dealing damage with Telekinetic Throw produces a stack of Presence of Mind. At 4 stacks, Presence of Mind causes your next Disturbance, Mind Crush, or Vanquish to activate instantly, consume 50% less Force, and deal 25% more damage.

You should always cast Vanquish when procced in this manner, and strive to only cast Disturbance when procced as well.

Abundant Justice - Force in Balance spreads your Weaken Mind and Sever Force to the targets it damages, as long as it damages targets already affected by your Weaken Mind and Sever Force. Also, Force in Balance overwhelms its targets for 45 seconds. Overwhelmed targets take 10% more damage from area attacks.

This passive makes Force in Balance your DoT spread. It’s AoE circle is fairly small so careful positioning becomes critical to maximizing AoE DPS. It also provides a helpful debuff that will make targets take more damage from Force in Balance.

Rippling Force - Damage dealt by Telekinetic Throw has a 20% chance and damage dealt by Force Serenity has a 60% chance to restore 2 Force and deal low kinetic damage to the target.

This passive makes Telekinetic Throw a spammable way to deal damage and recover energy. As of the 5.X content expansion, Balance does not struggle with energy management as in past versions of the game, so additional spamming is typically not necessary.

Mental Scarring - Increases the damage dealt by periodic effects by 15% on targets below 30% of max health. Also, Force Serenity restores 15 Force when used on a target affected by your Force Suppression.

This passive provides an automatic DPS increase when in the execute range without any rotational change. It also makes Force Serenity net positive to energy while a target is affected by Force in Balance (which should have nearly full uptime of the Force Suppression buff, aka the 15 stacks of damage increase).

Focused Insight - Increases the life stolen by Force in Balance and Force Serenity by 100% and causes Weaken Mind and Sever Force to reclaim life from enemy targets, healing you for 10% of the damage they deal.

This passive explains why Balance provides enormous self heals. When a DPS player can play optimally to avoid damage, they will usually have the best overall survivability of the raid team due to being a ranged player with surprisingly strong defensive abilities and the enormous self heals.

Pyschic Projection - Telekinetic Throw channels and ticks 33% faster but deals 25% less damage.

This passive explains why the Balance rotation can be so wonky due to the weird channel time for Telekinetic Throw being 1.33 GCDs instead of 2.

Mind's Eye - Force Serenity deals 30% more damage when used on a target affected by your Weaken Mind. In addition, each time a charge of your Force Suppression is consumed, you gain 2 Force.

This passive provides an automatic DPS increase when in the execute range without any rotational change. It also makes Force Serenity net positive to energy while a target is affected by Force in Balance (which should have nearly full uptime of the Force Suppression buff, aka the 15 stacks of damage increase).

Psychokinetic Torrent - Dealing damage with Telekinetic Throw increases critical chance of DoTs by 3% for 10 seconds. Stacks up to 4 times (so 12% max boost). Should strive for continuous uptime of this buff.

This passive should have 100% uptime within the Balance rotation to provide a continuous 12% critical chance buff. The base rotation should never go more than 5 GCDs between uses of Telekinetic Throw so it should have full uptime.

Resonant Pulse - Targets hit by Force in Balance have a 50% chance to emit a Resonant Pulse, damaging itself and up to 7 targets within 5 meters for internal damage.

This passive should have 100% uptime within the Balance rotation to provide a continuous 12% critical chance buff. The base rotation should never go more than 5 GCDs between uses of Telekinetic Throw so it should have full uptime.

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 Balance Sage, I gear as follows:

  • Set Bonus: Gathering Storm

  • Tactical: Tempest of Rho (I usually keep Tempest of Rho even for heavy AoE since Balance has great AoE already)

  • Amplifiers: Force Sensitivity

  • Mods: Unlettered Lethal Mods

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

  • Stim: Proficient

  • Adrenal: Critical (Attack for Dxun only)

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

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

  • Alacrity: around 1,400 (at least 1,895 if the Zeal guild perk applies)

  • Critical: all remaining tertiary points go into Critical

  • Shield: None

  • Absorb: None

Set Bonus

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.

Analysis:

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

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

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

Impact on Rotation:

No impact on the priority of damaging abilities. Force Speed should be used very close to on cooldown. Mental Alacrity should be used on cooldown and always within 10s after using Force Speed (while it is glowing) for the extra duration.

When to Take:

Recommended in all cases for Sage/Sorc DPS.

Tactical Items

Tempest of Rho

Increased drop rate from flashpoints.

Disturbance has a 100% chance and Telekinetic Throw has a 50% chance to cause Sever Force to tick an additional time whenever they deal damage.

Analysis:

This tactical is very straightforward in that it provides frequent chances for additional ticks of one of the discipline’s two main DoTs, thereby providing a strict DPS increase. It provides the greatest single target sustained damage increase and is preferred in most PVE encounters.

Impact on Rotation:

No changes.

When to Take:

Recommended for all PVE encounters.

Mystic's Ruthless Blade

Increased drop rate from operations.

Vanquish deals 20% more damage on initial hit. Additionally, under Mental Alacrity, Vanquish resets the cooldown of Force Serenity and causes the next Force Serenity to activate instantly.

Analysis:

The 20% buff to Vanquish's initial hit sounds nice but is underwhelming due to the ability doing a lot of its damage via a short duration DoT. The second buff to DPS is by enabling periodic bonus casts of Force Serenity while under Mental Alacrity. Replacing a GCD of Telekinetic Throw with a second Force Serenity each rotation is definitely a DPS increase.

The challenge for this tactical is you can only get 2 (maybe 3) bonus casts of Force Serenity per use of Mental Alacrity, and that bonus cast only provides incremental DPS based on it dealing more damage than Telekinetic Throw. The much increased uptime of Mental Alacrity via the Gathering Storm set bonus is the only thing that might make this decent by providing 25s of uptime out of every minute.

In comparison to Tempest of Rho which provides predictable and consistent extra ticks of damage, Mystic’s Ruthless Blade provides a 20% buff to part of an ability used once every 10 GCDs and around half the time lets you use a higher damaging ability over a filler.

Impact on Rotation:

If using this tactical, the player should try to delay use of Mental Alacrity until right before Vanquish to maximize the number of cooldown resets on Force Serenity. The idea for this rotation is to normally cast Force Serenity right before Vanquish then while under Mental Alacrity get a reset and use it again right after Vanquish. Force Serenity has a cooldown that is 3s shorter than Vanquish so the timing lines up that if you get a free extra use right after Vanquish, then it will be up again in it’s “normal” spot in the rotation.

When to Take:

Not recommended for any encounters.

Slow Mercy

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

Force in Balance spreads Force Slow's effects. Vanquish hits all nearby targets affected by your Force Suppression and Forcequake does 15% more damage to targets affected by your Force Suppression.

Analysis:

This tactical provides a helpful buff to AoE DPS in several ways. Force in Balance applies 15 stacks Force Suppression that are consumed each time the target takes damage and buffs the damage by 15% each time until the stacks are consumed. This tactical ensures that Vanquish should always be an AoE as long as any stacks are remaining from using Force in Balance. Second, it buffs Forcequake by 15% as well.

This leads to a very powerful rotation where the Sage applies DoTs to one target, uses Force in Balance to spread DoTs and apply the Force Suppression debuff and stacks, then can use Vanquish for AoE damage and then can spam Forcequake for one or two channels before repeating the sequence.

Impact on Rotation:

Move Vanquish after Force in Balance in the rotation to ensure it deals AoE damage via the tactical. If going all out for AoE damage, replace Force Serenity and the second partial channel of Telekinetic Throw with channels of Forcequake.

When to Take:

Recommend only for fights with very high AoE DPS requirements, or if the group composition has fairly week AoE DPS on a fight where it is necessary (e.g., Hive Queen or some Dxun fights in Hard Mode).

The Rushdown

Increased drop rate from flashpoints.

When Telekinetic Throw generates 4 stacks of Presence of Mind you gain Presence Blitz, allowing your next 3 Telekinetic Blitz to deal 25% more damage and cost 50% less Force. Telekinetic Blitz consumes all stacks of Presence of Mind.

Analysis:

This tactical introduces various buffs to your new filler ability. Sadly the ability is far too weak to be useful in nearly any situation, so it is not recommended.

Impact on Rotation:

N/A not recommended.

When to Take:

Not recommended for any situations.

Amplifiers

Force Sensitivity

All Balance attacks deal force-based damage so this is an easy one. Telekinetic is the same so synergizing amplifiers for both disciplines is much easier than many other classes.

Key Abilities

Telekinetic Blitz 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 Telekinetic Blitz 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.

Force in Balance - Deals moderate internal damage to the target and steals life from the affected target to heal you for 10% of the damage dealt. Strikes up to 8 enemies within a 5 meter radius.

Force in Balance is the signature ability of Balance. While it does not deal exceptional damage by itself, what makes it so powerful is the Force Suppression passive. This passive causes Force in Balance to to apply a debuff that makes your DoTs tick for 15% more damage for the next 15 ticks. This ability is your top overall priority in the rotation to use on cooldown. Various other passives also cause this ability to apply a debuff to AoE attacks,increase the self heal component, and enable it to spread your DoTs to other affected targets.

Sever Force - Deals moderate internal damage over 18 seconds.

The first DoT for Balance is unique for Sage but is shared with Shadow Serenity. It deals slightly more damage for significantly less Force. Any time DoTs need to be reapplied after they have fallen off, Sever Force should be applied first.

Weaken Mind - Deals moderate internal damage over 18 seconds.

The second DoT for Balance is an existing ability for all Sages. It is slightly weaker than Sever Force. It should have 100% uptime on the boss and be refreshed as close to its expiration as possible.

Vanquish - Deals moderate kinetic damage initially and moderate additional kinetic damage over 9 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken by Force attacks by 5%.

This ability replaces Mind Crush. It has a 1.5 GCD cast time so should only be hard cast in the opener. In all other instances, it should only be cast with 4 stacks of Presence of Mind that make it an instant cast, deal 25% more damage and cost 50% less Force.

Force Serenity - Deals moderate internal damage to the target and heals you for 50% of the damage dealt.

The last signature ability for Balance, Force Serenity is your top priority filler. It deals strong damage and is buffed if the target is suffering the effects of Force in Balance, thus we try to always use in the GCD right after it to guarantee it is always buffed. The self heal is very powerful as well.

Telekinetic Throw - Deals moderate energy damage to the target over approximately 1.5 GCDs.

The spammable filler for Balance, Telekinetic Throw is buffed by several passives that buff Force regeneration (making it effectively limitless for the rotation), generating stacks of Presence of Mind that enable an instant cast of Disturbance and Vanquish, creating and maintaining up to an 8% critical chance buff to DoT damage. It should be used within the rotation to enable an instant cast of Disturbance, then again to enable an instant cast of Vanquish, and then is typically channeled a third time but clippped at 0.2 seconds to cast Vanquish.

Disturbance - Deals moderate energy damage to the target.

The lower priority filler, Disturbance is below Telekinetic Throw in the Balance priority due to an absence of passive ability buffs. However, the rotation allows for one buffed instant cast between DoT application and big hitting ability uses. It should never be used unless it is buffed and instant with 4 stacks of Presence of Mind.

Cooldowns & Other Abilities

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

Force Potency - 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. 1:30 cooldown.

Restoration - Cleanse

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

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).

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

Force Mend - Instant off-GCD self heal. 25 second cooldown.

Rejuvenate - Provides low immediate healing and a low level of healing over time over 9 seconds.

Benevolence - Spammable healing ability that heals moderate damage.

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

Rotation

Opener

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3

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4

6

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12

14

  1. Vanquish - DoT, hard cast for opener, otherwise should use when procced, debuffs target to take 5% more damage from Force attacks

  2. Force Potency OFF GCD - Force Potency should not trigger on applying Dots, so using right after Vanquish to get it on cooldown early

  3. Mental Alacrity OFF GCD - Use before DoTs to accelerate their tick rate and minimize "wasted" DoT duration

  4. Force Speed OFF GCD - Used after Mental Alacrity to buff Force in Balance and reduce its cooldown.

  5. Sever Force - 1st DoT, does slightly more damage than Weaken Mind thus comes first

  6. Weaken Mind - 2nd DoT

  7. Force Empowerment - OFF-GCD

  8. Force in Balance - AoE damage, self-heal, also buffs DoTs 15% damage for 15 DoT ticks

  9. Force Serenity - high damage filler, self-heal

  10. Telekinetic Throw - filler, completing a cast enables an instant cast of Disturbance or Vanquish

  11. Disturbance - instant-cast via previous Telekinetic Throw

  12. Telekinetic Throw

  13. Disturbance - instant-cast via previous Telekinetic Throw

  14. Telekinetic Throw

(begin main rotation instant proc of Vanquish)

This opener is very similar to the main rotation except for needing to hard cast Vanquish, an extra use of Disturbance, and mixing in offensive cooldowns.

Please note that another option for the opener is to ignore Disturbance and just spam Telekinetic Throw until Vanquish comes off cooldown to begin the normal rotation.

Single Target Rotation

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2

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9

  1. Vanquish - DoT, should be instant due to procs from opener or previous rotation, debuffs target to take 5% more damage from Force attacks

  2. Sever Force - refresh 1st DoT

  3. Weaken Mind - refresh 2nd DoT

  4. Force in Balance - AoE damage, self-heal, also buffs DoTs 15% damage for 15 DoT ticks

  5. Force Serenity - high damage filler, self-heal

  6. Telekinetic Throw - filler, completing a cast enables an instant cast of Disturbance or Vanquish

  7. Disturbance - instant-cast via previous Telekinetic Throw

  8. Telekinetic Throw - channel here to ensure we can instant cast Vanquish when it comes off cooldown

  9. Telekinetic Throw - generally will need to clip channel per main rotation

(begin main rotation instant proc of Vanquish)

Please see the "Disturbance v. Telekinetic Throw" discussion below. Replacing Disturbance with extra Telekinetic Throw will be a DPS increase in most circumstances. However, I recommend learning this rotation first since it is more mobile before working on more advanced rotations.

I think it is important to note that this single target rotation is a bit inefficient but will probably be the best rotation for the majority of players due to its simplicity and ability to consistently execute it.

The inefficiency comes from us committing the first sin of a DoT class...refreshing our DoTs early?!?! Yes, most rotations for Balance refresh their DoTs based on the 15 second (before alacrity) cooldowns of Vanquish and Force in Balance rather than the 18 second (before alacrity) duration of Sever Force and Weaken Mind.

Why do most rotations do this? It is a pain to float DoTs through the Balance rotation due to Telekinetic Throw's 2 second / 1.5 GCD channel time. Balance is the only DoT class that has key abilities floating through the rotation along with multi-GCD channel abilities. Let's compare to other DoT classes:

  • Vigilance Guardian - All rotation abilities are instant and consume 1 GCD, Plasma Brand floats through the rotation

  • Watchman Sentinel - All rotation abilities are instant and consume 1 GCD, Force Melt floats

  • Serenity Shadow - All rotation abilities are instant and consume 1 GCD, Force in Balance and Serenity Strike float

  • Dirty Fighting Gunslinger - Wounding Shots is channeled but its cooldown is 1/3 that of your DoTs so you can refresh them without any conflict or overlap

  • Saboteur Gunslinger - Speed Shot is channeled but it has the same cooldown as Incendiary Grenade, only minimally conflicts with Vital Shot and Shock Charge only has to be applied once with the Ruthless Interrogation tactical

  • Ruffian Scoundrel - All rotation abilities are instant and consume 1 GCD, Sanguinary Shot floats

  • Assault Specialist Commando - Full Auto is channeled but Incendiary Round and Serrated Bolt have the same cooldown so they do not conflict

  • Plasmatech Vanguard - All rotation abilities are instant and consume 1 GCD

Is it possible to change the rotation to be more efficient? In theory this should be possible but in practice it has a lot of potential trade-offs and difficulties to execute properly. For example, any other rotation would involve more clipping of Telekinetic Throw that can be difficult to do properly and a significant DPS loss if done incorrectly. Vanquish and Force in Balance take higher priority generally than your DoTs, so most attempts to restructure the rotation would leave to occasionally not having DoTs active. Having a tiny bit of downtime on DoTs might be okay but leaves us open to forgetting to refresh them and destroying our rotation.

I've outlined some alternative approaches to the rotation below for your consideration. Please note that I recommend following the above rotation unless you are a highly advanced player or are really comfortable with much more complicated rotations. It is slightly sub-optimal particularly with regards to using Disturbance (see more below on that) and the early refresh on DoTs but it will still deal high damage, is easy to execute and can clear virtually all content in the game.

Advanced Single Target Priority Rotation

If refreshing DoTs early bothers you as much it does me, then you can try running Balance as a priority rotation. The idea here is to let our DoTs, Sever Force and Weaken Mind, float and only refresh them as they expire if possible. Vanquish and Force in Balance take higher priority.

The upside to this approach is that you will gain a few extra GCDs due to less frequent application of DoTs, which will enable more frequent channels of Telekinetic Throw. The downside is that you will occasionally have to either refresh them a bit early or let them drop off for a GCD due to Vanquish or Force in Balance coming off cooldown. I have also found this makes use of Telekinetic Throw difficult by requiring much more frequent clipping. As discussed in detail further below, there is some weird ability activation delay that commonly occurs that can make this priority rotation less efficient than it should be in theory.

My experience has been that playing Balance as a pure priority rotation discipline is roughly the same DPS due to the benefits and costs mostly offsetting or being within the margin of RNG on damage, crits and how often Tempest of Rho and Rippling Force trigger. I do not recommend it as being better than the fixed rotation above, so would generally recommend newer players run the fixed rotation and then try this out later to see if it fits better after you know the discipline well.

Ability Priority

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  1. Vanquish - Deals by far the most damage per activation, should always have the Presence of Mind buff that makes it instant, consume 50% less Force and deal 25% more damage.

  2. Force in Balance - Deals less base damage than either DoT but it contributes more total damage after considering the Force Suppression charges it applies that buff 15 DoT damage ticks by 15%.

  3. Sever Force - Deals slightly more damage than Weaken Mind and can be ticked by Tempest of Rho by Telekinetic Throw and Force Serenity. I suggest applying this DoT slightly early to avoid it falling off due if Vanquish or Force in Balance will come off cooldown when it needs to be refreshed.

  4. Weaken Mind - Deals slightly less damage than Sever Force and cannot be ticked for extra damage. I suggest letting this one fall off for a GCD before re-applying if that is more convenient.

  5. Force Serenity - Deals significantly more damage than Telekinetic Throw so we want it to use it on cooldown. Force Serenity can be used 1 GCD more often than Vanquish or Force in Balance, so it will tend to float until eventually it gets "stuck" behind either Vanquish or Force in Balance under this priority system.

  6. Telekinetic Throw - Filler for most situations since it deals more damage after considering bonus damage from Tempest of Rho and Rippling Force.

  7. Disturbance - Filler that should only be used with 4 stacks of Presence of Mind to make it instant and deal 25% more damage. I only recommend Disturbance when you need to DPS on the move or the target will die in a few seconds. Be really careful not to use Disturbance with Presence of Mind unless you know you will have time for a full Telekinetic Throw channel before Vanquish, as if not you will have to delay Vanquish which is a big DPS loss.

Advanced Single Target Rotation & DoT Spacing

If this guide has not yet convinced you I am a bit crazy, this part may do the trick. Let’s assume that you (like me) really dislikes having to refresh DoTs early but finds the priority rotation a bit clunky. Can we design a rotation that follows the priority but leads to a fairly smooth rotation?

I think we mostly can by looking to Balance’s cousin, the Serenity Shadow. Serenity’s rotation is designed around refreshing its DoTs and letting Force in Balance and Serenity Strike float. Balance is the opposite where Vanquish and Force in Balance have a fixed location and both DoTs float.

The key to Serenity’s rotation is spacing the DoT application apart far enough to let abilities float without being delayed. We can do the same for Balance.

Prior to alacrity, Force in Balance and Vanquish have a 15 second / 10 GCD cooldown while Sever Force and Weaken Mind have a 18 second / 12 GCD duration. That means each DoT will float backward 2 spots in the 10 GCD rotation each block. As such, we can design a rotation where we let Vanquish and Force in Balance take GCDs #1 and #3 and then as long as we apply DoTs in even numbered GCDs then they can float and be refreshed as they expire without ever delaying Vanquish or Force in Balance.

This rotation design leads to 6 blocks that repeat until the DoTs get back to the same position. The major downsides to this rotation are the much higher complexity and blocks 2-4 involving a LOT of clipped Telekinetic Throws. That is pretty messy to do effectively.

I do not necessarily recommend this rotation as I have not had significantly better DPS with it than the base rotation. I do recommend considering it as a way of visualizing how your rotation would eventually look if you tried to avoid refreshing DoTs early. I think it can outperform the base rotation when played well and I think helps one understand how the abilities work even if not.

KEY NOTE - The numbering below is per ability activation. An unnumbered Telekinetic Throw represents the partial GCD for a full channel. A numbered Telekinetic Throw without an unnumbered Telekinetic Throw after it means the channel should be clipped by activating the next ability.

KEY NOTE #2 - I have outlined the use of Disturbance with Presence of Mind below to illustratively show how it would move around. As discussed elsewhere, I generally recommend replacing Disturbance with additional channeling of Telekinetic Throw due to the extra damage from Tempest of Rho and Rippling Force. I feel this rotation should replace Disturbance with Telekinetic Throw anytime doing so will avoid clipping Telekinetic Throw, but where only one GCD is available continue to use Disturbance. For example, the third block below goes Sever Force / Disturbance / Weaken Mind. I would suggest keeping that even if most of the time you avoid Disturbance.

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Disturbance v. Telekinetic Throw

Disturbance has long been a key ability in the Balance Sage rotation due to the Presence of Mind passive skill. Telekinetic Throw builds stacks of Presence of Mind each time it deals damage. A full channel of Telekinetic Throw deals damage 4 times and will build 4 stacks of Presence of Mind. When you have 4 stacks of Presence of Mind, you can instantly activate Disturbance or Vanquish and the ability costs 50% less Force and deals 25% more damage.

Historically the approach to Balance was to use one buffed Disturbance per rotation cycle then build another 4 Presence of Mind stacks to use Vanquish instantly when it came off cooldown. This rotation goal was complicated in 6.0 due to the Tempest of Rho tactical and Rippling Force passive skill.

Before we think about the other effects, let’s first compare Disturbance with the Presence of Mind buff and a full channel of Telekinetic Throw. The numbers quoted below are from some baseline parsing without using any cooldowns like raid buff, adrenal, Force Potency, Force Speed or Mental Alacrity. This was done so the “normal” damage by abilities could be compared without needing to worry about whether some were buffed more often than others, so are probably a bit low compared to a full-out parse.

Telekinetic Throw usually did around 16 - 17k damage per full channel prior to any critical bonus damage or bonus damage from tactical or passive skills. This damage was over a 1.87 second channel with alacrity just past the 1.4 second global cooldown breakpoint. So the DPS by Telekinetic Throw alone was around 8.6 - 9.1k.

Disturbance with Presence of Mind did around 16 - 17k damage per activation prior to any critical bonus damage. Disturbance is instant with Presence of Mind so consumes one 1.4 second global cooldown, which leads to DPS around 11.5 - 12.1k.

So Disturbance is the winner and we should always try to use a buffed one when we can without delaying Vanquish? Not so fast!

Rippling Force is a passive skill that gives Telekinetic Throw a 20% chance and Force Serenity a 60% chance to restore 2 Force and trigger some bonus damage. In my testing Rippling Force typically ticked for around 1.7 - 1.8k damage. A full channel of Telekinetic Throw deals damage 4 times so gets 4 rolls for bonus damage at a 20% probability. A quick analysis indicates it is around 60% likely we get at least one tick of Rippling Force per full channel and around 50% likely we get at least one tick per clipped channel. It is also possible we get really lucky and all ticks deal damage…

Tempest of Rho is a tactical item introduced in the 6.0 Onslaught update for Balance Sage and is the recommended tactical for all encounters except very high AoE DPS fights and possibly PVP. Tempest of Rho gives Telekinetic Throw a 50% chance and Disturbance a 100% chance each time they deal damage to tick Sever Force to deal damage. In my testing Tempest of Rho typically ticked for around 4.1k damage. A quick analysis indicates we should expect at least two ticks of Tempest of Rho on average per full channel of Telekinetic Throw and it is almost 94% likely we get at least one tick per full channel.

So let’s revisit the math. Disturbance still deals around 16-17k base damage plus a guaranteed tick of Tempest of Rho for 4k, which works out to a total of 20-21k damage over 1 GCD or a bit over 13k DPS before alacrity. Telekinetic Throw deals base damage of around 17k on the high end, plus it should average 0.9k damage from Rippling Force (assuming 1 tick every other channel) and 8.2k damage from Tempest of Rho (assuming 2 ticks every channel on average). Telekinetic Throw’s total damage contribution of 26.1k damage over a 1.87 second channel results in DPS of 14k DPS.

So our conclusion is that Telekinetic Throw should be a DPS gain over Disturbance given the extra ticks of damage from Tempest of Rho and Rippling Force. This is subject to RNG but absent terrible luck it should still be a DPS gain and could be a big DPS gain if you get lucky. This is supported by most top parses that only use Disturbance at the end of a parse if an instant cast can end the parse a second or so earlier than a channeled Telekinetic Throw.

The only exceptions to this analysis is that Disturbance with Presence of Mind can be activated instantly so can be used on the move. Many fights will require DPS on the move unexpectedly to move out of damage AoEs.

Clipping Telekinetic Throw

Telekinetic Throw normally has a 3 second / 2 GCD duration. The Psychic Projection passive skill causes Telekinetic Throw to channel 33% faster, leading to a 2 second / 1.33 GCD channel duration for Balance Sage.

Telekinetic Throw deals damage 4 times during its channel. I noticed the exact timing for some ticks of damage varies a bit but overall was fairly consistent. When I gear just enough alacrity to get a 1.4 second GCD, I had the following results for a 1.87 second channel of Telekinetic Throw:

  • First tick @ 0.002 seconds (beginning of channel)

  • Second tick @ 0.67-0.70 seconds (1.1 - 1.2 seconds left on the channel)

  • Third tick @ 1.20-1.30 seconds (0.6 - 0.7 seconds left on the channel)

  • Fourth tick @ 1.87 seconds (end of channel)

A common strategy for Balance Sage players is to clip Telekinetic Throw after the third tick of damage, since the rotation usually requires clipping to use Vanquish as it comes off cooldown.

An important observation from the above results is that a full GCD for these purposes was 1.4 seconds (or 0.4 - 0.5 seconds left on the channel), so we deal 3 of our 4 ticks of damage after one GCD and 4 out of 4 after 1.33 GCDs. Mathematically this should work out to the same damage whether we do a full channel or a clipped channel.

I tested clipping a fair bit and had some interesting results:

  • You cannot clip Telekinetic Throw via re-activation of Telekinetic Throw. Whether spamming the button or trying to hit at the right moment, the ability queue loads the ability but will not interrupt the first channel.

  • You can move to break a channel of Telekinetic Throw then channel again. This will always be a DPS loss due to the delay imposed by movement. The best I could consistently do with this strategy took the same time as a full channel of Telekinetic Throw only with just 3 ticks of damage.

  • You can consistently clip Telekinetic Throw with another ability. It works most consistently with instant abilities, of which all Balance abilities are instant or become instant via procs except Force Serenity. Spamming the button is less consistent than simply hitting the ability key around 1 second into the channel, which let me semi-consistently clip the channel at 0.6-0.7 seconds and always get the first three ticks of Telekinetic Throw.

  • Despite clipping Telekinetic Throw within 1 GCD, I consistently had some delay activating the next ability. Instead of 1.4 seconds from Telekinetic Throw to the next ability as I was hoping, it was usually 1.5 - 1.6 seconds. I suspect this there is a “mini-GCD” imposed from the last tick of Telekinetic Throw causing the delay.

  • Even using full channels of Telekinetic Throw nonstop for a few minutes still caused some delays between ending one channel and beginning another channel. Despite my alacrity causing Telekinetic Throw to have a 1.87 second channel time, it was usually fairly close to 2.0 seconds. I noticed roughly similar results at various alacrity levels, so again I suspect there is a “mini-GCD” imposed from the last tick of damage from Telekinetic Throw, which is either the third tick happening at the end of a clipped channel or the fourth tick happening at the end of a full channel.

Sorry if that is not super helpful. The lesson I learned from playing the discipline and testing clipping in a few ways is that it is theoretically a DPS gain if you can do it right but it dramatically increases the difficulty and can even be a DPS loss if done poorly.

So my conclusion and belief thus far is that a perfectly clipped Telekinetic Throw is a slightly DPS gain over a full channel. However, I noticed some ability activation delays with both a clipped and full channel as discussed above. The delay was usually bigger with a clipped channel than a full channel. Thus I feel like trying to constantly clip Telekinetic Throw will be a DPS loss for most players in most circumstances. The only time clipping Telekinetic Throw will be a DPS increase is if it lets us use an ability closer to its cooldown, as is usually the case to align our rotation with the cooldowns of Vanquish and Force in Balance.

Force Speed

Force Speed is a great ability for Jedi Consulars (Sages and Shadows) for mobility. Using Force Speed increases your movement speed by 150% for 2 seconds. Force Speed has a 20 second cooldown.

Force Speed can be buffed by a few utilities. Metaphysical Alacrity is a Masterful utility that buffs Force Speed by lowering its cooldown by 5 seconds (down to 15), increases its duration by 0.5 seconds (up to 2.5 seconds), and allows Force Barrier to reset Force Speed’s cooldown. The Egress Heroic utility also causes Force Speed to cleanse the player of movement-impairing effects and makes them immune to them for its duration.

I recommend Sages always take Metaphysical Alacrity for the cooldown reduction on Force Speed. Egress is great for fights where you need to use Force Speed to deal with knockbacks, slows, etc., but otherwise is not required for most fights.

Thanks to the Gathering Storm set bonus, Force Speed is a very powerful offensive cooldown that can and should be used very often. The Gathering Storm set bonus has the following effects:

(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.

This means we want to use Force Speed nearly on cooldown to buff attacks by 20% and to get Mental Alacrity back up as quickly as possible for its powerful alacrity boost and extra 20% damage boost from the set bonus. The buff applied by Force Speed is called Galvanized and has the buff listed here next to Force Speed.

Fortunately for our rotation, Force Speed has a 15 second cooldown with the Metaphysical Alacrity utility. Our rotation is designed around the pre-alacrity 15 second cooldown of Force in Balance and Vanquish, so this all lines up to let us use Force Speed once per rotation.

Which ability should we use to consume the Galvanized buff from Force Speed? Force Speed should be used in the following priority based on its impact on each ability (note the numbers here are approximate as of some quick parsing in 6.2 without any offensive cooldowns and assuming no crits but the proportional impact should be consistent):

  1. Force Serenity - Base damage around 20k

  2. Force in Balance - Base damage around 18-19k, Galvanized does not buff the DoT debuff applied to the target

  3. Disturbance - Base damage around 12k with the Presence of Mind buff from 4 ticks from Telekinetic Throw

  4. Vanquish - Base damage around 9-10k for the direct damage, Galvanized does not buff the DoT applied by Vanquish

  5. Telekinetic Throw - Galvanized only buffs the first tick from Telekinetic Throw that is around 3.5k or so.

This ranking leads us clearly to use Force Speed to buff Force Serenity if possible with Force in Balance being nearly as good for single target and even better for AoE. Using Force Speed on a buffed Disturbance is okay if the target is about to die or if down time will occur in a few seconds, but it is optimal to only buff Force Serenity or Force in Balance. Do not ever use Force Speed prior to Telekinetic Throw as it is a huge DPS loss, as the buff there is a few hundred points of damage versus around four thousand for Force Serenity.

Please note that Sever Force and Weaken Mind do not deal direct damage so cannot consume the Galvanized buff from Force Speed. As such, it is fine to use Force Speed prior to applying a DoT if the ability you want to buff will be used afterwards.

AoE Rotation

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  1. Vanquish - procced to be instant and more powerful

  2. Sever Force - refresh 1st DoT

  3. Weaken Mind - refresh DoT #2

  4. Force in Balance - AoE damage, DoT spread

  5. Telekinetic Throw - to proc/buff Vanquish

  6. Forcequake - spammable AoE

  7. Forcequake - spammable AoE

  8. Forcequake - spammable AoE (clip when Vanguish comes off cooldown)

(begin main rotation instant proc of Vanquish)

6.0 Note - If taking the Slow Mercy tactical, Vanquish should be delayed in the rotation until just after Force in Balance to ensure it deals AoE damage.

Balance Sage has really strong sustained AoE DPS. The discipline's DoTs tick pretty hard with the debuff applied by Force in Balance, which also spreads your DoTs and deals AoE damage.

The trick with Balance Sage is determining when it makes sense to use Forcequake for extra AoE DPS. Since Force in Balance is used rotationally, Balance will generate high sustained AoE DPS just by doing its regular single target rotation.

I rarely execute the above rotation outside a couple very high sustained AoE DPS encounters. In nearly all situations, I use the single target rotation and use Force in Balance to spread my DoTs and often throw in one Forcequake in place of Telekinetic Throw then go back to my single target rotation on my primary target.

The only situations where I would lean fully into AoE DPS per the above rotation, taking the utility to buff Forcequake and equipping Slow Mercy would be:

  • Hive Queen in Veteran Mode if the group does not include other DoT spread classes. The DPS check in this fight is really a single target check to kill the Hive Queen before she starts spamming you with Berserkers, so I prefer to avoid AoE unless my group has so little AoE DPS that adds die too slowly and start overwhelming healers.

  • Dxun Control Center (3rd encounter) in Veteran/Master Mode. There are a LOT of adds inside the control center and can be overwhelming in higher difficulties. Depending on group strategy and composition, you may need 1-2 DPS to focus moreso on AoE while others focus on single target to kill the big adds and droids. If so, this may be helpful.

  • If I want to fluff damage on fights with regular adds, such as the above in Story Mode or a few other fights with lots of adds.

Multi-DoT'ing

Some boss encounters have multiple bosses that are too far away to rely on DoT spread from Force in Balance to keep DoTs ticking on multiple targets. If so, you can easily replace one full channel of Telekinetic Throw with applying Sever Force and Weaken Mind on a second target.

This approach works great on Sarg & Jorno in KP (if they are too far apart to DoT spread), Zorn & Toth and Firebrand & Stormcaller in EC, the Dread Council in DP, Master & Blaster in Ravagers, the Revanite Commanders in ToS, Aivela & Esne in Gods and the Trandoshans in Dxun.

Any time you DoT multiple targets you should generally avoid using Disturbance at all, as you will not have enough channels of Telekinetic Throw to use a buffed Disturbance and also have an instant cast of Vanquish.

Normal Rotation (note that Telekinetic Throw is presented here by GCD so a full channel is 2 icons)

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Rotation to DoT 2 targets

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Please remember that applying DoTs to multiple targets reduces your uptime on your main target. Given that Telekinetic Throw will generally tick your Sever Force DoT extra times via the Tempest of Rho tactical, DoTing multiple targets is less of a DPS increase than before since you lose Tempest of Rho ticks in exchange for extra DoT ticks on another target.

DoTing 2 targets is nearly always sufficient and DoTing 3 targets should never really be necessary in my opinion. The only fight where it might be useful is DoTing 3 Trandoshans in Dxun, though that should be done very carefully. The upside to the 3 DoT rotation is that it is entirely mobile except for one full channel of Telekinetic Throw, so if used in Dxun could be helpful to kite Greus while keeping DoTs ticking on the other bosses.

Keep in mind also that the 3 DoT rotation will require a full channel of Telekinetic Throw at the end, where normally that channel would be clipped. A full channel will require slightly delaying Vanquish and Force in Balance, so again I do not really recommend it but list it here for completeness just in case you want to try it.

Tips & Tricks

Force in Balance has a smaller AoE circle than most AoE abilities, so be aware of its smaller radius and manually position as needed to maximize DoT spreading.

Force Armor can be used as an offensive filler ability if taking the Telekinetic Defense passive ability and if the fight involves predictable damage that can trigger the reflect.

Mental Alacrity can cause issues with the rotation due to how the buff to Alacrity will shorten the duration of DoTs. To avoid/minimize this issue, try to use Mental Alacrity right before Vanquish and refreshing DoTs.

The best use of Force Potency will generally be prior to casting Force in Balance and Force Serenity.

Movement heavy fights can make it difficult to keep your rotation going with Telekinetic Throw. If so, your top priority is casting a buffed instant Vanquish on cooldown, followed by keeping up the 8% crit boost from Psychokinetic Torrent.

Be aware of which parts of your rotation enable heavy movement and which do not. If you are about to instant cast Vanquish > refresh 2 DoTs > Force in Balance > Force Serenity, that is 5 GCDs of full mobility, followed by 3 Telekinetic Throw and an instant Disturbance where very little mobility will be possible. Try to think ahead when you know you will need to move soon and do it during the front half of your rotation when you can do so without losing DPS uptime.