Game Update 3.0 Class Changes: Sage + Sorcerer

Posted by on Nov 18, 2014 in Jedi Consular, Jedi sage, Shadow of Revan, Sith Inquisitor, Sith Sorceror | 0 comments

The latest update from the SWTOR blog gives us news about some Game Update 3.0 class changes to Sage and Sorcerer. It’s not surprising that this update will bring changes to the various classes in the game but previously, we were not sure what those would be. Now, as we draw closer to the date, we get more information on just what we can expect. For the base Class changes, please see the Shadow blog here. As for Sage, here is a snippet from the post: Sages have seen some changes to their baseline ability package. Deliverance is now only accessible to Seer Sages, but all Sages now have Rejuvenate. Force Studies now increases the Sage’s maximum Force pool up to 600, rolling in the extra 100 Force from the now cut Mental Longevity skill. All Sages can now train the following passive ability: Inner Strength: Reduces the Force consumed by Force abilities by 10%. And as part of the operation group utility being added to all classes in the 3.0 game update, Sages also gain the following new active ability: Force Empowerment: Increases Strength, Presence, Aim, Cunning, Endurance, and Willpower for you and your Operation group members within 40 meters by 10%. Lasts 10 seconds. And then if you read down further and get all the details, you’ll also see an overview of the Sorcerer changes.Here is a snippet: Sorcerers have seen some changes to their baseline ability package. Dark Infusion is now only accessible to Corruption Sorcerers, but all Sorcerers now have Resurgence. Force Attunement now increases the Sorcerer’s maximum Force pool up to 600, rolling in the extra 100 Force from the now cut Reserves skill. All Sorcerers can now train the following passive ability: Electric Induction: Reduces the Force consumed by Force abilities by 10%. And as part of the operation group utility being added to all classes in the 3.0 game update, Sorcerers also gain the following new active ability: Unlimited Power: Increases Strength, Presence, Aim, Cunning, Endurance, and Willpower for you and your Operation group members within 40 meters by 10%. Lasts 10 seconds. For the base Class changes, please see the Assassin blog here. Again, be sure to read the full page for all of the changes that will take place with Game Update...

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Sage Top 3 Answers

Posted by on May 28, 2014 in Jedi sage | 0 comments

Eric Musco justed posted the answers to the top 3 Sage questions which were submitted earlier in the official forum. Questions 1 & 3 were a waste. More lightsaber attacks, really? The answer to #1 was interesting to me at least, confirming that developers share my belief that dps should just, well.. dps and not try to actively off heal even yourself. Leave healing to your healers. For #2, glad that they will be fixing pvp sage/sorc healing. It’s interesting that they are considering going back to how noble sacrifice/consumption worked in the early 1.x days when it didn’t cost any health to use. Read it all below: PvE – Survivability Are the developers satisfied with Sage/Sorcerer survivability, specifically in PvE operations? What is your philosophy towards the Sage class and its defenses? Are there any plans to improve the class’s current survival tools? For example, by perhaps providing a means with which to move our tools (Force Armor, Force Mend, etc.) off the GCD when cast on yourself? We are mostly satisfied with Sage/Sorcerer survivability in Operations. If you are a Sage/Sorcerer that specializes in dealing damage, we do not expect you to use Force Armor/Static Barrier on yourself or others in an Operation. If you find this to not be the case in any given encounter, please feel free to post in the Flashpoints, Operations, and Heroic Missions forum, and let the Operations team know specifically which mechanic in which encounter is making you feel like you are required to use Force Armor/Static Barrier on yourself to survive. Also, please note that depending on how you and your healer specialize (if your group has a Sage/Sorcerer healer), your own Force Armor/Static Barrier is likely weaker and more expensive than your Sage/ Sorcerer healer’s Force Armor/Static Barrier. In addition, using your own Force Armor/Static Barrier will lockout your Sage/Sorcerer healer’s stronger and cheaper version of the ability. Usually, damage dealt to the whole Operation group or to random Operation group members is dealt as elemental or internal damage, so that the classes with higher armor values do not have an advantage over classes with lower armor values, like the Sage/Sorcerer. Sometimes, the Operations team will intentionally decide to not make this damage elemental or internal (as is currently the case in the Dread Master Brontes encounter). If you feel that such practices leave the Sage/Sorcerer in a position that is too vulnerable, then please let us know in the Operations forum (linked above) so that we can address the issue. Now with that said, we will definitely consider taking the global cooldown off of Force Mend/Unnatural Preservation, but the global cooldown on Force Armor/Static Barrier is there to stay, since it can be placed on others and we do not expect you to use the ability in Operations if you are a damage dealer. PvP – Seer Spec Issues Are the developers considering any changes to Seer spec to reduce the heavy reliance on casted abilities or to improve force management in a way that is not detrimental to survival? For example, improving Rejuvenate, reducing the lockout duration of Force Armor, or removing the health cost of Noble Sacrifice via set bonuses? Sage/Sorcerer healers, we hear you and we see that our data validates what you are saying – as it shows you are currently performing behind both Scoundrel/Operative healers and Commando/Mercenary healers in PvP. We do not currently have any plans to share with you on how we intend to improve Sage/Sorcerer healing in PvP, but it is a priority for us, and we would love to hear your own ideas on how you would like Sage/Sorcerer healing to be improved in PvP without also making Sage/Sorcerer healing too good in PvE. We will say in advance that, “make such-and-such ability activate instantly,” is not a solution we are likely to consider (unless it is a temporary buff triggered by something else, and not a permanent reduction of activation time). Our goal is to keep Sage/Sorcerer healing as close as possible to the way it is in PvE, while improving how it performs in PvP. Now here are some questions for the Sage/Sorcerer community, regarding Noble Sacrifice/Consumption. Do you believe removing the health cost of Noble Sacrifice/Consumption as a PvP set bonus would be something that PvE Sage/Sorcerer healers also feel like they need, or are PvE Sage/Sorcerers happier with their current set bonuses? If it is something that PvE Sages/Sorcerers would rather have as well, then which current PvE set bonus would you want to give up for it? Do you think that having a health-cost-free Noble Sacrifice/Consumption would be too good for PvE? Do you believe it might take away too much of the challenge for healing in PvE situations? Please let us know your thoughts about these issues in your replies to this post. We will be listening, and we appreciate your feedback. Sage as Jedi Will the developer do anything to ameliorate these issues? Examples include allowing Willpower to affect melee attacks; providing additional worthwhile lightsaber attacks; and offering alternate animations via the Cartel Market or otherwise (Marketing take note!). We could rather easily make Willpower affect melee attacks for Sages/Sorcerers, but we have no intention to make Sages/Sorcerers use their lightsabers more than they currently do. In terms of lore, the particular attributes that make someone a “Jedi Sage” or a “Sith Sorcerer” vary over the vast timeline of the Star Wars galaxy. And while Yoda and Palpatine were definitely inspirations for these classes, they are never identified by those terms in the films, and it wasn’t our intention to make direct gameplay clones of those characters in any case. Our feeling was that there are many players who want the experience of playing as a Jedi/Sith who relies almost solely on their mastery of the Force to resolve the challenges they face, with the lightsaber serving only as a secondary weapon; these classes were designed with that experience in mind. As...

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SWTOR Jedi Consular Sage Leveling Build For Game update 2.0 and on

Posted by on May 20, 2013 in build, builds, Jedi Consular, Jedi sage | 0 comments

  Here is a new leveling build from This build is a Jedi Consular Sage Leveling Build and focus on talents and abilities with potential for burst and utility and/or talents that augment Focus preservation to limit downtime. These talent builds are designed to boost instant and channeled abilities. Don’t forget to check out constantly growing list of guides for Star Wars: The old republic Check out the build below: 2/2 Jedi Resistance 2/2 Will of the Jedi 3/3 Empowered Throw 2/2 Focused Insight 3/3 Drain Thoughts 2/2 Critical Kinesis 1/1 Force in Balance 2/2 Mind Ward 1/1 Telekinetic Balance 1/1 Presence Of Mind 3/3 Psychic Barrier 1/1 Force Suppression 2/2 Mind Warp 2/2 Rippling Force 3/3 Mental Scarring 2/2 Psychic Absorption 2/2 Telekinetic Focal Point 1/2 Mental Defence 1/1 Sever Force 3/3 Inner Strength 2/2 Mental Longevity 2/2 Clamouring Force 3/3 Penetrating Light Stat Priority: Willpower >= Accuracy (110%) > Power > Surge (75%) > Crit (30%) > Alacrity Single Target Rotation: Mind Crush > Weaken Mind > Sever Force > Force In Balance > Telekinetic Throw > Project Try and maintain Weaken Mind and Sever Force DoT’s. Use Force In Balance to get maintain the debuff from Force Suppression. If all else fails use Project. Multiple Target: Force In Balance Forcequake Weaken Mind Survival Options: Force Of Will Cloud Mind Force Mend Force Barrier   As always I I will recommend you to get the guide to get the full advantage of all amazing features. It is available right here. Also don’t forget to check out constantly growing list of guides for Star Wars: The old...

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A Balance Sage SWTOR PvP Guide

Posted by on Jul 15, 2012 in Jedi sage, pvp, SWTOR | 0 comments

What the balance Sage lacks in glamour and color, it makes up for by being one of the deadliest DPS on the field when played correctly. The developers describe the Sage as a perfectly balanced class because you can contribute to the gameplay in a positive way no matter what type of situation you end up facing. This awesome class is hard to catch or kill and it’s very fun to play. PvP Balance Sage Playstyle As a balance sage, you’ll need to use a combination of techniques when in a PVP setting in order to come out on top. This includes using snares and other forms of crowd control (CC) while kiting until your enemy stops in their tracks, which is when you’ll want to start nuking them. If your sage is being used as a healer, you should also use these techniques to help keep your opponents at bay while healing other players and yourself when needed. Using the force as a balance sage will give you a great area interrupt that will not only stop casts but also unstealth enemies that may be lurking nearby. This will help you level the playing field, so you’ll have time to use your other techniques on your opponents. Using your force wisely will take a little bit of practice so while you’re learning, keep in mind that spamming TK throw is a great idea when you’re low on force because it will allow your force to regenerate. You’ll build up your force faster than you spend it when you do this and you’ll be able to use some of your nukes after only two or three full throws. TK Throw is an excellent snare to help keep a melee at range distance or stop a kiter from pulling away some of your team’s DPS but sometimes you should use this skill on casters as well or even a sniper if you happen to see them before your teammates do. This will force them to move from their position, which will give you and your teammates a break from the assault they’re dishing out. As a result, your team will have a better chance of winning. Interrupt and crowd control will give your team a huge advantage so plan to use them often. With interrupts you can stop heals or big AOE attacks on your team. With CC, you can keep opposing players out of the way until there are more team members available to help you take care of them. Using interrupt at the right time can help give your team an advantage that could help you win the battle. Using dots is important and something that you do want to take advantage of but don’t get carried away. Using too many dots can actually hinder your team. Teammates cannot CC players that you dot with “break on damage”. For example, if a smuggler throws out a flash bang, your dots will break them out of it so use them wisely and in moderation. Take advantage of your force shield whenever you’re in battle. The CD of your force shield is 20 seconds and it can take a lot of damage before popping, which can keep you alive much longer in some cases. Toss it up before you enter a battle and keep it up as much as possible. You can reapply it every 20 seconds if needed. Stay in Position When playing the balance Sage, your position is important. You want to stay close enough to your team to have some cover from your enemy but you need to find a good position where you can nuke some of your opponents, too if you get a chance. The lower areas near the tunnels, around platforms and locations near LOS/cover are good places to be. Your goal is to find something to block the line of sight when you’re being targeted and this will make it easier for you to avoid focus fire. One mistake that some new players make is chasing someone who is running away. This is a waste of energy and does not help your teammates at all. If you can kill them quickly when they first start to run that’s great but if they’re too far away don’t chase after them even if they did hit you pretty hard before they started to run. Instead, put your efforts on someone closer that will benefit your team. They’ll appreciate it! Learn about the Other Classes Learn all you can about the other classes so when you’re fighting them you’ll know what to expect and how to handle each situation. This information can help you decide what tactics to use to get the best results. For example, if you see a few melee classes focusing in on you, try using a snare and begin kiting by running away from their direction. Your goal is to get the mob to chase you outside of their healers range so they can be killed easier by your teammates. Just make sure you stay out of their reach and don’t get killed yourself. If they realize what you’re trying to do and turn back, then you can stun and nuke them. Damage Output Players can dish out a moderate burst of damage output when needed but doing so will leave you lower in the DPS ranks. The way to do burst DPS is to use your project and mind crush abilities back to back. Mind crush is a move that’ll hit instantly and project has a slight delay when used at maximum range. If you use project first and then mind crush second, both of them can hit almost simultaneously creating a big burst. When you use damage output efficiently in PvP you can climb to the top of the damage meter rather quickly. You’ll want to keep consistent damage flowing at all times unless you are kiting or crowd controlling. The easiest way to do this is to use TK Throw...

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STAR WARS: The Old Republic: Level 50 Jedi Sage Review

Posted by on Aug 8, 2011 in Jedi sage, review | 0 comments

STAR WARS: The Old Republic: Level 50 Jedi Sage Review Fun stuff from BetaCake this week for those who don’t spoilers and want to learn more about SWTOR. This review was sent via email to Betacake and includes detailed info about playing a level 50 Jedi Sage. Betacake writes: “The following article was sent to me through e-mail and its a review by a tester who played the Jedi Sage class and reached level 50 with it. I must warn you, he gives the game a subjective review and you should not take it for granted. Things he might hate in the game, might seem like the best thing ever to you. Either way, its a good write up, enjoy !” The review is pretty long and detailed but be warned: SPOILER ALERT. Here is a snippet: Since the test phase is ending and people are wrapping up their reviews/input for the game I thought I would throw my 2 cents into the mix. Here is my review of the game from the perspective of a lvl 50 Jedi Sage. I’ll try not to include any story spoilers but the review will contain content spoilers. I will also rank the elements on the game from a personal perspective on a scale of 1 to 10 (1 being unacceptably bad… 5 being average for todays mainstream MMOs… and 10 being balls to the wall awesome). Played with max settings on a mid-high machine. The Character Creation: 4 Needs serious improvement to stand out. Some limitations are understandable given the need to make all skins align to the basic interaction patterns (facial expressions, combat moves etc) so you can’t expect a Elder Scrolls type of character creator but even by current MMO standards the creator is disappointing. First impressions matter and since the character creator is the first game feature people get to experience it should make a good impression. Keep in mind that many people will be spending hundreds of hours with their characters. Given the way character interactions work, unlike most other MMOs, we actually get to see the characters face… you don’t want the player to cringe every time he starts a conversation. You want him to be able to make his character as close to his ideal as possible (regardless if that means pretty/ugly/silly). Whether you are looking to play a Jedi Sage or not, this SWTOR beta review will give you some valuable information about the game. Of course, it is still someone else’s opinion but it gives you more info to help you form your own ideas and to know what to expect when you get to...

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