Last Updated: 5/31/21
Table of Contents
About the Class
TK Sage is a burst DPS class that can deal decent sustained DPS by a skilled player. TK Sage is great at target swapping, AoE damage, and has good mobility. As such, TK Sage have a lot of flexibility in their role on an Op. Sages were very squishy in earlier expansions, but as of 5.0 and 6.0 they have above-average survivability provided the player does not take avoidable damage.
Utility and Mobility
Sages have Force Speed and Phase Walk to quickly move around the battlefield, and can also Rescue to aid other players in movement. Sages can off-heal, bubble, rez, and can CC any add type.
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 TK 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.
Role in Operations
TK Sage can swap targets with only a 1 GCD lag (i.e., putting Weaken Mind on the target) and do great AoE DPS with Telekinetic Wave and Force Quake. As such, they are an ideal class to handle adds during boss fights.
6.0 Impact on Discipline
Sage DPS received some interesting changings 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.
Telekinetics as a discipline received a large buff through the combination of a great class set bonus in The Gathering Storm and one of the most powerful tactical items in Stormwatch. Stormwatch applies a very powerful sustained damage buff. Taken in combination, the outstanding set bonus and tactical combinations gave the discipline arguably the greatest buff of any disciplines in 6.x (with the possible exception of Scrapper Scoundrel) and elevated it from bottom of the barrel to among the best burst DPS classes.
In addition, Balance received a smaller buff mostly through a less powerful tactical. More buffs are expected in 6.1 and beyond to normalize the performance of both disciplines, but as of 6.1 it is expected that Telekinetics will continue to be the preferred DPS discipline for Sage players due to its far superior burst, comparable sustained damage, and far greater mobility.
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.
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.
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.
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.
Tidal Force - Disturbance, Telekinetic Burst, Turbulence, and Forcequake grant Tidal Force when activated. Tidal Force immediately finishes the cooldown on Telekinetic Wave and makes your next Telekinetic Wave activate instantly and consume 50% less Force. This effect cannot occur more than once every 10 seconds.
This passive is key since it enables a proc of Telekinetic Wave. Based on the cooldown of this passive and its similarity to Turbulence's cooldown, it should nearly always be procced by it in the rotation.
Telekinetic Effusion - Direct Force attacks grant Telekinetic Effusion when they critically hit, reducing the Force consumed by your next two non-channeled Force attacks by 75%.
This is one of several passives for Telekinetic that makes its pool of Force essentially limitless while DPSing.
Concentration - Reduces the pushback suffered while activating Telekinetic Wave, Disturbance, Mind Crush, Turbulence, and Telekinetic Burst by 75%. Also, you have a 25% chance when taking direct damage to gain Concentration, which causes your next Disturbance or Telekinetic Burst to activate instantly. This effect cannot occur more than once every 8 seconds and lasts for up to 15 seconds.
TK is a heavily RNG dependent discipline for its overall damage due to this passive ability as well as Mental Momentum.
Mental Momentum - Mind Crush makes its targets vulnerable for 45 seconds and has a 25% chance to tick twice. Vulnerable targets take 5% more damage from Force attacks. In addition, when you activate Turbulence, there is a 25% chance the ability will produce a second blast that strikes the same target for 25% damage.
This passive provides another RNG dependent DPS boost.
Clamoring Force - Force Speed gives 2 stacks of Clamoring Force which allows Disturbance and Telekinetic Burst to be activated instantly. In addition, while Force-imbalanced by Force Armor your damage reduction is increased by 10%.
This passive is extremely helpful for mobility purposes.
Telekinetic Momentum - Disturbance, Telekinetic Wave, Telekinetic Gust and Telekinetic Burst have a 25% chance to produce a second attack that strikes the same target for 25% damage. Also, Telekinetic Wave overwhelms its targets for 45 seconds. Overwhelmed targets take an additional 10% damage from area attacks.
Another RNG dependent passive ability that affects DPS.
Telekinetic Focal Point - Damage dealt by Telekinetic Wave and Telekinetic Gust has a 100% chance and damage dealt by Disturbance and Telekinetic Burst has a 50% chance to grant Telekinetic Focal Point, which increases alacrity by 1%. Stacks up to 5 times. Lasts 15 seconds.
This passive ability is very important with respect to gearing. Due to the passive 5% alacrity buff that should have full uptime starting very shortly after beginning combat, less alacrity is required for TK than most other disciplines to have optimal gear.
Mental Continuum - Direct damage dealt by your Mind Crush and Telekinetic Wave abilities refreshes the duration of your Weaken Mind on affected targets. Also, Telekinetic Burst increases your Force regeneration rate by 10% for 10 seconds. Stacks up to 3 times.
Another TK passive ability that boosts Force regeneration. TK should never run out of Force unless doing a LOT of off healing.
Telekinetic Refuge - Telekinetic Burst increases your damage reduction by 5% for 10 seconds. Stacks up to 3 times.
This passive is often overlooked and is another of the many ways that Sages have significantly better survivability than most believe.
Magnifying Vibrations - Project deals 35% more damage to targets affected by your Mind Crush. Mind Crush deals 10% more damage while Mental Alacrity is active.
This passive makes Project a high priority ability during the Mind Crush window.
Gearing in 6.0
Gearing Stat Allocation
For Telekinetics Sage, I gear as follows:
Set Bonus: Gathering Storm
Amplifiers: Force Sensitivity
Mods: Unlettered Lethal Mods
Relics: Devastating Vengeance & Primeval Fatesealer (Serendipitous Assault & Focused Retribution for Dxun/PVP)
Adrenal: Critical (Attack for Dxun only)
For Telekinetics 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 2,300 (at least 1,000 if the Zeal guild perk applies)
Critical: all remaining tertiary points go into Critical
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.
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.
When to Take:
Recommended in all cases for Sage DPS.
Increased drop rate from flashpoints.
Telekinetic Gust applies Stormwatch to its targets. For the next 10 seconds, whenever the target takes damage to Weaken Mind, Mind Crush or Turbulence a force gust is called down upon the target, dealing energy damage.
This tactical has shown itself to be one of the most overpowered tacticals and a big reason Telekinetics jumped up the DPS charts in 6.x. Stormwatch ticks for decent damage and should get several ticks during each window and adds considerable sustained damage to supplement the discipline’s already quite strong burst DPS.
Impact on Rotation:
Telekinetic Gust is elevated to second priority ability after Turbulence (this assumes Weaken Mind is active on the target, as if applying it takes top priority). It was already third priority after Mind Crush so represents only a very minor tweak in priority.
When to Take:
Recommend for all PVE encounters.
Increased drop rate from flashpoints.
Telekinetic Blitz triggers Tidal Force when activated. Telekinetic Wave gives you Telekinetic Flux, causing your next Telekinetic Blitz to arc to multiple targets for the next 10 seconds.
Elemental Convection is intended to be an AoE tactical for Telekinetics Sages. Telekinetic Blitz is not a very good ability generally for Telekinetic Sages but this tactical provides some interesting buffs for AoE DPS.
First, Telekinetic Blitz triggers Tidal Force, a passive ability that resets the cooldown of Telekinetic Wave and makes it activate instantly. Tidal Force is triggered by Turbulence, Disturbance, Telekinetic Burst or Forcequake and in the normal rotation should be triggered by Telekinetic Wave approximately every 10 seconds. Telekinetic Blitz has a cooldown of 10 seconds so by using it on cooldown a Telekinetics Sage can use Telekinetic Wave twice as often.
Second, using Telekinetic Wave buffs Telekinetic Blitz to make it an AoE ability. I haven't done much testing of Telekinetic Blitz as a replacement to Forcequake (w/ the 25% damage buff utility) but I would expect it's likely to be equivalent damage to Forcequake as it does slightly more than half the base damage over slightly more than half Forcequake's channel time. As such, I'm not sure it's much of a DPS increase but making it an AoE helps avoid it being an AoE DPS loss by having to trade Forcequake for Telekinetic Blitz.
The combination of these is interesting for making Lightning Sorcerer a stronger AoE discipline by doubling the rate at which you can use Telekinetic Wave.
The question then becomes what is the trade-off for taking Elemental Convection over Stormwatch? You lose a LOT of damage without Stormwatch in exchange for higher AoE DPS. When is that helpful? In my opinion, only rarely at least for PVE content.
The biggest AoE DPS checks in PVE content are Hive Queen and the Control Center encounter in the Dxun Nature of Progress operation. Both encounters feature lots of adds. The Control Center encounter is especially difficult in higher difficulties as a team can be quickly overwhelmed by adds. However, even those difficulties ultimately still depend more on single target damage to clear. Once you have enough AoE DPS to avoid being overwhelmed by adds, the priority is single target DPS to kill the Hive Queen before the soft enrage or to kill the big adds and droids in Dxun before you run out of flares.
Lightning Sorcerer gives up so much single target damage that it's tough to recommend Elemental Convection when many other disciplines can outperform its AoE DPS without even taking an AoE tactical. Most DoT-based disciplines can do so.
The primary use case for Elemental Convection in PVE then is in group compositions where no one has strong baseline AoE DPS. In that case, a Lightning Sorcerer might need to completely prioritize AoE DPS so that other DPS players can remain focused moreso on single target damage. Elemental Convection might be a great choice in that circumstance. However, it is also worth mentioning that a more optimal answer would be to respec to Madness since that discipline can output superior AoE and single target DPS compared to a Lightning player with Elemental Convection.
Impact on Rotation:
Use Telekinetic Blitz on cooldown to proc Telekinetic Wave a second time in addition to the proc provided by Turbulence. Make sure though to use the Telekinetic Wave proc from Turbulence first! Try to use filler spots in your rotation to apply Weaken Mind to multiple targets so Telekinetic Wave can keep the DoT refreshed and ticking on multiple targets for additional AoE damage.
When to Take:
See Analysis above, I only recommend Elemental Convection when the group composition has very low AoE sustained DPS and encountering a PVE boss with very high AoE DPS requirements such as Hive Queen or the Control Center in Dxun Nature of Progress.
Increased drop rate from operations.
Force Speed grants an additional Clamoring Force stack. 3 Clamoring Force stacks allow Turbulence to be activated instantly, consuming all stacks. Telekinetic Burst deals 10% more damage and Turbulence deals 20% more damage while Clamoring Force is active.
This tactical sounds nice by providing a damage buff to Turbulence via Force Speed, which synergizes nicely with Gathering Storm’s additional 20% damage buff. Using Force Speed solely to buff Turbulence while under the effects of Mental Alacrity and its further 20% damage buff could make Turbulence ridiculously strong and very attractive for PVP.
The downside is that optimizing the buffs would require delaying Force Speed and having less uptime of its 20% damage buff and somewhat less uptime of Mental Alacrity as well. From a sustained DPS perspective, Stormwatch noticeably outperforms it.
Impact on Rotation:
No difference in priority for damaging abilities but Force Speed should be aligned to use before Turbulence exclusively to match up the damage buffs.
When to Take:
PVP but Stormwatch should always be taken in PVE encounters as it provides superior sustained DPS buffs and the discipline already has plenty of burst capability.
All Telekinetics attacks deal force-based damage so this is an easy one. Balance is the same so synergizing amplifiers for both disciplines is much easier than many other classes.
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.
Turbulence - Deals high internal damage to a single target. Automatically critically hits targets affects by Weaken Mind. 9 second cooldown.
Biggest hitting ability that should be an auto-crit assuming Weaken Mind is active (as it always should). Use on cooldown.
Weaken Mind - DoT that deals moderate internal damage over 18 seconds.
The first of two DoTs for Telekinetics, this one is applied in the opener and is automatically refreshed in the rotation. Must remember to re-apply when swapping targets to ensure Turbulence is always an automatic critical hit.
Mind Crush - Deals low kinetic damage instantly and additional moderate kinetic damage over 6 seconds. 2 second activation prior to passive abilities. 15 second cooldown.
A powerful DoT that has a 1.5 GCD cast time. It can be hard cast in the opener but afterward should only ever be used under the effects of Force Gust to reduce its cast time to 1 GCD. In such situations, it is your second highest priority after Turbulence.
Telekinetic Wave - Deals high kinetic damage to up to 8 targets within 8 meters of the primary target. 6 second cooldown.
A high damage ability that should generally be procced by Turbulence via the Tidal Force passive, it also deals very high AoE splash damage. Since its effective cooldown is triggered by time regardless of when it is used, it has a fairly low priority in the rotation.
Telekinetic Gust - Deals moderate kinetic damage and grants Force Gust, which reduces the activation time of your next Mind Crush by 0.5 seconds. This effect lasts up to 12 seconds. 15 second cooldown.
A high priority ability that is instant and deals high damage and also procs Mind Crush to have a reduced cast time.
Telekinetic Burst - Spammable filler ability that deals moderate kinetic damage.
Your main filler, it will be cast very often in a typical encounter. Any other ability should generally take priority.
Project - Deals moderate instant kinetic damage.
A priority filler while a target is under the effects of Mind Crush, otherwise it should never be used as Telekinetic Burst normally does more damage and provides more benefits to Telekinetics via various passive abilities.
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.
6.0 NOTE: If equipping the Gathering Storm set bonus, use Force Speed as close to on cooldown as possible and specifically to buff Turbulence as often as possible. Telekinetic Wave and Telekinetic Gust are the next best options to use Force Speed's +25% damage buff. Delay it if necessary 1 or 2 GCDs to avoid buffing Telekinetic Burst. Also use Mental Alacrity on cooldown.
Telekinetic Wave - Pre-cast as tank pulls boss. We use this as our pre-cast since we will immediately reset its cooldown with Turbulence, whereas any other option (Mind Crush is a popular alternative) will just go on cooldown.
Mental Alacrity OFF-GCD - Used for the alacrity buff before applying Weaken Mind as the alacrity buff will make the DoT permanently tick faster so long as it is continually refreshed on the target
Telekinetic Gust - Used next to get Stormwatch ticking on the target and to start its cooldown as quickly as possible. Using early in the opener ensures we get extra ticks up front during the burst window with adrenal, Force Empowerment and Mental Alacrity.
Weaken Mind - Need to apply the DoT before beginning burst due to the auto-crit on Turbulence when Weaken Mind is ticking on the target
Force Potency OFF-GCD - Offensive cooldowns for opener
Force Empowerment - OFF-GCD (adrenal also if available)
Force Speed - Used here to apply 20% damage buff to Turbulence and to grant the cooldown reduction to Mental Alacrity
Adrenal - Make sure to use best available attack adrenal for non level capped content / parsing or best available critical adrenal for level capped content.
Turbulence - Biggest hitting ability and procs instant TK Wave
Mind Crush - Used here as next priority ability and to make sure we get all or nearly all of its ticks during Stormwatch.
Project - We can use here and benefit from the Magnifying Vibrations passive ability to deal significantly more damage than a filler
Telekinetic Wave - This proc is still available and was delayed for higher priority abilities so we use here before beginning to use TK Burst as a filler
Telekinetic Burst - Instant from Force Speed's Clamoring Force
Telekinetic Burst - Instant from Force Speed's Clamoring Force
Telekinetic Burst - Filler ability while better abilities are on cooldown
Turbulence - Used on cooldown, should be an auto-crit
Telekinetic Gust - Used on cooldown
Telekinetic Wave - Used after proc when no higher priority ability is ready
Telekinetic Burst - Filler when nothing else is available (instant proc from Force Speed)
Telekinetic Burst - Filler when nothing else is available (instant proc from Force Speed)
Mind Crush - Used on cooldown
Project - Used within the Mind Crush duration for +35% damage from the Magnifying Vibrations passive.
Force Speed - Used on cooldown to buff Turbulence as best ability
Turbulence - Used on cooldown
(continue priority rotation)
Single Target Priority Rotation
The Telekinetics Sage has a priority rotation that strictly prioritizes certain abilities. Several abilities have differing cooldowns that prevent the development of a concise and repeatable rotation. However, with practice the priority system is relatively straightforward to learn and good DPS can be accomplished so long as the top priority abilities are consistently utilized.
Force Speed - Used nearly on cooldown to buff major abilities such as Turbulence, Telekinetic Gust or Telekinetic Wave, can delay 1-2 GCDs to avoid using the buff on Telekinetic Burst
Mental Alacrity - With the Gathering Storm set bonus, this ability has significantly higher uptime and grants a 20% damage buff for its duration in addition to its significant alacrity buff. This should be utilized strictly on cooldown.
Weaken Mind - Should only need to be applied in the opener or when swapping targets, as the DoT is refreshed by Telekinetic Wave via the Mental Continuum passive ability.
Turbulence - Is your highest damaging ability and should always be an auto-crit with Weaken Mind ticking on the target.
Telekinetic Gust - Your next highest priority ability to proc Stormwatch with the tactical.
Mind Crush - Is a priority damage ability only when glowing due to the Force Gust passive ability granted by Telekinetic Gust
Project - Only preferred as a filler while Mind Crush is ticking on a target due to the +35% damage provided by the Magnifying Vibrations passive.
Telekinetic Wave - Using the proc is a priority and should not ever be wasted, however it can nearly always be delayed as long as necessary to use higher priority abilities and still have a free GCD to use it before Turbulence comes off cooldown again.
Telekinetic Burst - Your spammable filler
As a refresher, Weaken Mind is a "fire and forget" DoT due to the Mental Continuum passive ability. This passive ability causes direct damage dealt by Mind Crush and Telekinetic Wave to refresh the duration of Weaken Mind on affected targets.
Prior to alacrity, Weaken Mind has a duration of 18 seconds or 12 GCDs.
Prior to alacrity, Telekinetic Wave can be used every 10 seconds via the Tidal Force passive that makes the ability free and instant. Telekinetic Wave also deals AoE damage to up to 7 additional enemies in close proximity to the main target.
Prior to alacrity, Mind Crush can be used every 16.5 seconds based on its 15 second cooldown and 1.5 second activation time with the Force Gust passive granted by Telekinetic Gust.
So what does this all mean?
There are two important takeaways when considering how to keep DoTs ticking on multiple targets:
If 8 or fewer enemies are closely grouped together, you can apply Weaken Mind to multiple targets and each use of Telekinetic Wave will refresh ALL Weaken Mind DoTs on all targets.
If 2 enemies are spaced far apart but within your 35m range, the 10 second cooldown on Telekinetic Wave and 16.5 second cooldown on Mind Crush are both lower than Weaken Mind's duration of 18 seconds. Either Telekinetic Wave or Mind Crush can refresh Weaken Mind, so by using one of those abilities exclusively to each boss (TK Wave for one boss, Mind Crush for the other), you can keep Weaken Mind ticking indefinitely on two enemies.
The first strategy is very simple to execute. For fights with lots of adds in close proximity with high health, replace a Telekinetic Burst filler with a Weaken Mind application on another target. Be thoughtful about how many targets to apply Weaken Mind given how quickly they may die. If the adds will survive at a full duration of Weaken Mind then the application is useful even if the DoT refresh may not be as useful.
The second strategy is super useful in multi-boss fights such as Jarg & Sorno in Karagga's Palace, Zorn & Toth and Firebrand & Stormcaller in Explosive Conflict, Phase 1 Tunneling Tentacles in the Terror From Beyond last boss encounter, the Dread Masters in the Dread Council, Master & Blaster in Ravagers, Revanite Commanders in Templte of Sacrifice, and Trandoshans in Dxun.
My strategy is to keep my DPS and Telekinetic Wave damage on my main target and use Focus Target (Alt + F is the default keybinding for Focus Target) on my secondary target. Every time Mind Crush comes off cooldown I hit Alt+F to swap to my secondary target and cast Mind Crush, then Alt+F back to my main target.
The main thing to be careful about with this strategy is that Mind Crush's cooldown is very close to Weaken Mind's duration. As such, you need to be careful not to delay it's use or Weaken Mind might fall off. Telekinetic Wave is a bit safer due to its 10 second cooldown as in some windows you will get two uses of Telekinetic Wave inside Weaken Mind's duration.
This strategy sacrifices a little DPS on the main target since you are devoting one out of every 11-12 abilities to deal damage to another target. You lose some damage from Stormwatch on your main target, as Mind Crush ticks Stormwatch and its refresh of Weaken Mind ticks Stormwatch a second time, while Telekinetic Wave refreshes Weaken Mind and ticks Stormwatch once. That said, the incremental damage from having Weaken Mind active on a target the entire fight is typically much greater.
Telekinetic Wave - Highest damaging AoE ability whenever it is instantly procced by Forcequake
Forcequake - Spammable AoE channeled ability and also procs Telekinetic Wave via the Tidal Force passive ability
Tips & Tricks
The most important part of the spec is using Turbulence as often as possible and never letting Weaken Mind drop off. Turbulence should always be a 100% crit as a result.
The next most important part of the spec is casting Mind Crush as often as possible but only when it is buffed by Telekinetic Gust. The buff reduces the cast time from ~1.8 seconds to ~1.3 seconds (~1.1 seconds with Mental Alacrity). For beginners, a good rule of thumb is to just cast Mind Crush on cooldown except when you are only 1-2 GCDs away from Telekinetic Gust coming off cooldown, in which case you can delay it until after you re-apply the buff. This is recommended for beginners only because it is a huge pain to either inadvertently do a long cast of Mind Crush or to start a long cast and interrupt it to cast something else. Make it your primary focus learning this discipline to get comfortable with how these abilities interact so you can eliminate/minimize any ability delay in these high priority abilities.
Use Mental Alacrity on cool down at all times unless a transition phase or burn phase is imminent.
Try to use Force Potency right before Turbulence. You always want one charge to be utilized on Turbulence as the additional critical chance by Force Potency will be converted to additional critical hit damage. The second charge should then always be used by Telekinetic Wave, Mind Crush, Telekinetic Gust or a buffed Project. You NEVER want Force Potency to use a charge on Telekinetic Burst if at all possible.
A pro tip is to use Mental Alacrity in the opener BEFORE applying Weaken Mind to the target. Since the DoT will be continually refreshed through the rotation, as of 5.10 the DoT will always be affected by the alacrity boost and will tick faster as a result. The DPS increase is modest but easy to achieve.
Make sure to prioritize Project after using Mind Crush on a target. The Magnifying Vibrations passive buffs its damage by 35% making it a sizable DPS increase.
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.
Force Barrier can be used with the Metaphysical Alacrity utility to proc an additional use of Force Speed. Try to time it right after Force Speed is used (ideally during Mental Alacrity's duration and +10% damage bonus) to get an extra +25% damage buff. I like to use Force Speed first on Turbulence then hit Force Barrier and move to break its channel then hit Telekinetic Wave then use Force Speed for Telekinetic Gust.