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SWTOR 3.0 Seer Sage Healing Guide by Orderken

SWTOR Seer Sage Healing Guide written by Orderken of POT5. Updated for patch 3.1.2.

Contents

  • 1 Intro to Seer Sage
    • 1.1 Utilities
    • 1.2 Gear
  • 2 Rotation Guidelines
  • 3 Heals for a Single Ally
  • 4 Heals for Multiple Allies
  • 5 Dealing Damage
  • 6 Cooldown for Healing
  • 7 Other Abilities
  • 8 Maximizing Your Healing Performance
  • 9 Healing Model Spreadsheet
  • 10 About the Author

Intro to Seer Sage

For Ravagers or Temple of Sacrifice on Hard Mode, Sage is a desirable healing class. It has weaknesses, but also strengths.

  • Handling high damage to a single ally: Strong. Commando is a little ahead. Scoundrel is behind.
  • Handling high damage to multiple allies: Weak. Commando and Scoundrel are far ahead.
  • Resource management: Trivial, and doesn’t limit healing. Commando and Scoundrel must manage resources, and resources limit their healing.
  • Synergy with co-healer’s class: Strong. Pairs well with Commando or Scoundrel. Sage-Sage isn’t ideal, but is preferable to Scoundrel-Scoundrel.
  • Mobility: Incredible. Commando and Scoundrel are fine, but less mobile.
  • Handling mechanics: Fine. Scoundrel is close. Commando is far ahead, because Hold the Line outshines every personal utility available to Sage or Scoundrel.
  • Passive damage reduction: Weak. Commando and Scoundrel are ahead. Sage has the lowest Armor and is only healing class lacking a Utility that increases damage reduction for all area effects by 30%.
  • Dealing damage in the healing Discipline: Strongest. Commando is close behind. Scoundrel is far behind.

Utilities

Skillful

  • Psychic Suffusion: Force Wave heals you and up to 7 other allies for a small amount.
  • Jedi Resistance: Increases damage reduction by 3%.
  • Tectonic Mastery: Increases damage dealt by Forcequakeby 25%.
  • Pain Bearer: Increases healing received by 10%.

Select Jedi Resistance and Pain Bearer.

For your final point to unlock the Masterful tier, Psychic Suffusion is customary. But if a fight, such as Torque or Underlurker, requires high DPS, and a Forcequakecan hit multiple enemies, prefer Tectonic Mastery.

Masterful

  • Blockout: Activating Cloud Mind grants you Blockout, which increases damage reduction by 25% for 6 seconds.
  • Mind Ward: Reduces damage taken from periodic effects by 15%.
  • Valiance: Reduces the health cost of Noble Sacrifice by 25%, and increases the healing of Force Mend by 30%.
  • Kinetic Collapse: A Force Armor that you place on yourself erupts in a flash of light when it end, blinding up to 8 nearby enemies for 3 seconds. Direct damage breaks this blind.
  • Telekinetic Defense: Increases the amount of damage that Force Armorcan absorb by 10%.

Select Telekinetic Defense.

In general, except as noted below, Dark Valiance>Blockoutfor your final point to unlock the Heroic tier.

  • Consider Kinetic Collapsefor Revanite Commanders.
  • Select Mind Ward for Revan.
  • Select Blockoutfor Coratanni. Though Mind Wardis best for the first phase (Coratanni and Pearl), Blockoutis essential for the second phase (Ruugar).

Heroic

  • Metaphysical Alacrity: Your movement speed increases by 50% while Mental Alacrity is active, Force Speed lasts 0.5 seconds longer, and Force Barrier finishes Force Speed’s cooldown.
  • Force Mobility: Healing Trance may be activated or channeled while moving.
  • Life Ward: Your Force Armor, Force Barrier, and every charge of Enduring Bastion each heal you for 2% of your maximum health every second.

Select Force Mobility.

Life Ward >Metaphysical Alacrity in general, but Metaphysical Alacrity is preferable for Blaster. 

Gear

Optimal gear for a typical Sage healer follows. For further discussion, or if you wish to optimize gear for your healing, see Healing Model Spreadsheet

  • Set Bonus
    • SOR 6-Piece Force-Mystic’s
    • Retain a pre-SOR 2-Piece Force-Mystic’s until you have the SOR 6-Piece.
  • Augments
    • Power > Willpower, but the difference in expected performance is small, about 0.25%.
  • Power versus Critical
    • With 14 Power Augments, the amount of Critical that maximizes expected healing is about 55 in Resurrected gear or 120 in Revanite gear
    • With 14 Willpower Augments, the amount of Critical that maximizes expected healing is about 40 in Resurrected gear or 105 in Revanite gear.
  • Alacrity versus Surge
    • Among your Ear, Implants, and Enhancements, 3 have Surge and 7 have Alacrity.
  • Relics
    • Among relics of the same tier, Serendipitous Assault >= Focused Retribution > any other.
  • Accuracy
    • None. Accuracy has no effect on healing an ally.

Rotation Guidelines

In combat, no rotation is ideal for long. A healer’s job is triage. Decide who most needs your next heal by anticipating damage and cooperating with your co-healer.Guidelines for choosing your next ability follow.

  • Use Rejuvenate on cooldown. Use Healing Trance on cooldown. When healing is challenging, use Wandering Mend on cooldown.
  • The priority for Conveyance is: Wandering Mend > Healing Trance > Deliverance or Benevolence.
    • Force Conveyance causes each charge of Wandering Mend to heal immediately.
      • Since activating Wandering Mend cancels any charges remaining from its previous activation, Wandering Mend is the highest priority for Conveyance unless raid-wide damage is frequent enough to trigger all four charges before its cooldown finishes.
      • Burst healing is crucial. Conveyance + Wandering Mend provides burst healing for one or more allies.
    • Conveyance increases your expected healing by about the same amount whether it buffs Benevolence, Deliverance, or Healing Trance. Among these, prefer Healing Trance. Conveyance increases the expected number of Resplendence procs from a Healing Trance by almost 1.
    • Don’t use Conveyance for Salvation.
  • Use Force Armor liberally but wisely.
    • Force Armor is ideal for mitigating spike damage to a single ally, because it’s instant and can absorb a high amount of damage.Reserve Force Armor for this purpose when a fight has frequent spike damage that you can prevent.
    • Force Armor is for routine tank healing, but not, in general, while a tank is at or near full health.
    • Force Armor is useful for mitigating an uncleansable DOT effect on a non-tank.Preventing a non-tank’s health from dropping far below others’ allows you to focus on tank healing while AOE heals suffice for non-tanks.
    • Though Force Armor costs a very low amount of Force, spamming Force Armor is, in general, a poor use of time compared to Salvation or Wandering Mend.
  • Use Force-Mystic’s Critical Bonus and Altruism.
    • Force-Mystic’s Critical Bonus is a buff from the SOR 2-Piece Force-Mystic’s Set that causes your next Deliverance to crit.
    • Altruism is a buff that makes your next Benevolence instant and free. This buff helps you regenerate Force, heal while moving, or burst healing a single ally. Deliverance procs Altruism (Altruism’s cooldown is 10 seconds), so Deliverance + instant Benevolence is a good combination for burst healing a single ally.
  • Use Noble Sacrifice only if you have Resplendence, so that it’s off the GCD.
    • Anticipate using Noble Sacrifice about once every second or third Healing Trance.In SOR, you need few Noble Sacrifices, because Force costs for healing abilities are too low.
    • Prefer to activate Noble Sacrifice after an ability that is instant. This guarantees that a Noble Sacrifice off the GCD does activate, doesn’t cancel your preceding cast or channel, and doesn’t delay your next activation by even a fraction of a second.

The Sections below offer advice for each ability. Unless noted, Alacrity reduces every figure related to time.

Heals for a Single Ally

See Healing Model Spreadsheet for activation times or healing amounts with gear that you select.

forcearmor Force Armor

Description

  • Force Armor is instant and lasts up to 30 seconds.
  • It provides a large absorb rather than a heal. As an absorb, it can’t crit, which is one of the reasons that a Sage benefits less from Critical or Surge than the other healing classes.
  • It has no cooldown, but debuffs each recipient with Force-Imbalance, which prevents receiving another Force Armor from anyone for 15 seconds (Alacrity doesn’t reduce this).
  • Utility: Life Ward causes your own Force Armor to heal you for 2% of your maximum health every second.

Use

  • See the third topic of Section “Rotation Guidelines”.
  • Until you obtain the Force Mystic’s Set Bonus (SOR 4-Piece), Utility: Life Ward allows Force Armor to restore health lost to Noble Sacrifice.In general, don’t use Force Armor on another Sage healer.
salvation Rejuvenate

Description

  • Rejuvenate is instant and has a 6-second cooldown.
  • It provides a small immediate heal and a HOT that ticks once every 3 seconds for 15 seconds. It also can trigger Renewal.
  • Renewal adds burst and additional healing to Rejuvenate.
    • Overwriting your Rejuvenate on an ally triggers Renewal in 1 second.
    • Renewal heals for an amount equal to n+1 ticks of Rejuvenate’s HOT, where n is the number of HOT ticks that remained from the overwritten Rejuvenate.
    • Renewal is a major boost for Rejuvenate. For example, if you overwrite Rejuvenate before the third tick of its HOT, the expected healing of the new Rejuvenate over 1 second is greater than that of a Benevolence in 1.5 seconds.
  • Activating Rejuvenate grants you 1 charge of Conveyance. You can have at most one charge of Conveyance, which lasts up to 15 seconds (Alacrity doesn’t reduce this). Conveyance is consumed by, and benefits, your next Wandering Mend, Healing Trance, Deliverance, Benevolence, or Salvation.
  • Rejuvenate grants it recipient Protected, which increases his Armor Rating from gear alone by 10% for 45 seconds.
    • Though not substantial, any increase in mitigation helps, especially a tank.
    • Protected doesn’t stack. That is, an ally’s Armor Rating from gear alone may be increased by at most 10% regardless of the number of healers giving this buff.

Use

  • Use Rejuvenate on cooldown.
  • As discussed in the second topic of Section “Rotation Guidelines”, the priority for Conveyance is, in general, Wandering Mend > Healing Trance > Deliverance or Benevolence
  • Renewal is strong incentive to rotate Rejuvenate between at most 2 allies.
    • Before SOR, rotating Rejuvenate among 3 allies, or using its HOT to top up any non-tank,was common and justified. Unlearn this. Don’t lose Renewal’s burst and additional healing.
    • In an Operation, while both tanks take substantial damage, rotate Rejuvenate between them like clockwork. While only one tank takes substantial damage, Rejuvenate this tank alone.
rejuvinate Healing Trance

Description

  • Healing Trance is a 2.4-second channel with a 9-second cooldown.The pre-SOR 2-Piece, or the SOR 6-Piece, Force-Mystic’s Set reduces its cooldown to 7.5 seconds.
  • It heals up to four times. As a channel, it’s immune to pushback.
  • Utility: Force Mobility allows you to activate or channel it while moving.
  • Conveyance increases its critical chance by 25%.
  • Each critical heal from Healing Trance procs1 charge of Resplendence You may have up to 3 charges, which last up to 30 seconds (Alacrity doesn’t reduce this).

Use

  • Use Healing Trance on cooldown.
  • Healing Trance may be used while moving, begins healing immediately, and, though it’s lost some of its pre-SOR punch, has high HPS.
  • Healing Trance alone generates Resplendence.
    • Resplendence takes Noble Sacrifice off the GCD and, with the SOR 4-Piece Force-Mystic’s Set, eliminates its health cost.
    • Resplendence reduces the activation time and Force cost of Salvation
benevolence Deliverance

Description

  • Deliverance is a 2-second cast with no cooldown.
  • Force-Mystic’s Critical Bonus, a buff from the SOR 2-Piece Force-Mystic’s Set, causes your next Deliverance to crit.
  • Conveyance reduces its cast time by 0.5 seconds.

Use

  • Deliverance is decent for healing a single target. Its average HPS is about the same as Benevolence’s (including if both were buffed by Conveyance).
  • Use every Force-Mystic’s Critical Bonus.
    • You don’t need use it promptly, because its duration and cooldown are 30 seconds (Alacrity doesn’t reduce the duration).
    • If Force Potency and Force-Mystic’s Critical Bonus overlap, finish Force Potency without a Deliverance. Otherwise a Deliverance crit consumes both Force-Mystic’s Critical Bonus and a charge of Force Potency.
  • Deliverance is one heal (the other is Salvation) that procs Altruism (Altruism’s cooldown is 10 seconds), a buff that makes your next Benevolence instant and free.Deliverance + instant Benevolence is a good combination for burst healing a single ally.
  • Prefer to use Conveyance for Wandering Mend or Healing Trance, as discussed in the second topic of Section “Rotation Guidance”.
sharedbenevolence Benevolence

Description

  • Benevolence is a 1.5-second cast with no cooldown.
  • Altruism, a buff from a completed activation of Deliverance, Salvation, Mind Crush, or Disturbance, causes your next Benevolence to be instant and free.
  • Conveyance increases its critical chance by 60%.

Use

  • Benevolence is decent for healing a single target. Its average HPS is about the same as Deliverance’s (including if both were buffed by Conveyance).
  • Use most Altruism procs.
    • Its cooldown(i.e., rate limit) is 10 seconds, and its duration is 15 seconds (Alacrity doesn’t reduce these).
    • In a few ways, Altruism is analogous to Upper Hand for a Scoundrel healer.
      • Allow Altruism to arise naturally as you heal, without contorting your rotation to proc it on cooldown.
      • Spend Altruism naturally as you heal. Allowing a proc to expire from time to time is fine.
      • With respect to Force, using a proc is equivalent to one-quarter of a Noble Sacrifice (off the GCD). Per minute, if you use 4 procs, you need 1 fewer Noble Sacrifice.
      • Altruism helps you burst heal a single target.
  • Prefer to use Conveyance for Wandering Mend or Healing Trance, as discussed in the second topic of Section “Rotation Guidance”.
prioritymedevac2_thumb[1] Force Mend

Description

  • Force Mend is instant and has a 30-second cooldown (Alacrity doesn’t reduce this).
  • It’s off the GCD and costs no Force.
  • It heals you, and only you, for a large amount.

Use

  • This is similar to a defensive cooldown.
  • You may also use it for routine healing when you’re out of range of a round of AOE heals.
casting_thumb[1] Restoration

Description

  • Restoration is instant and has a 12-second cooldown (Alacrity doesn’t reduce this).
  • It cleanses up to two mental or Force effects and provides a very small heal.

Use

  • For PVE, when Restoration can cleanse an effect, it’s almost always better to cleanse than heal through it. For PVP, Restoration cleanses Consular or Knight CCs.

Heals for Multiple Allies

See Healing Model Spreadsheet for activation times or healing amounts with gear that you select.

In SOR, every ability that may heal multiple allies in one activation is “smart”. If more allies are within range than the ability can heal, the ability selects those allies whose percentage of maximum health is lowest.

onewiththeforce Salvation

Description

  • Salvation is a 2-second cast and has a 12-second cooldown.
  • Salvation’s radius is 8 meters, twice that of its “puddle”.
  • If an ally is in the radius of a Salvation, and doesn’t already have a HOT from it, Salvation can grant a HOT to him.
    • Salvation dispenses HOTs immediately and, until all 8 of its HOTs have been dispensed, once every second for 10 seconds. An ally who grazes a Salvation for an interval shorter than one second might not receive a HOT.
    • Salvation’s HOT heals 11 times, immediately and once every second for 10 seconds.
    • An ally may have at most one HOT from your Salvations at any time. If an ally with a HOT from your previous Salvation stands in your new Salvation, nothing happens. He’s ineligible until the previous HOT is gone.
  • Resplendence reduces Salvation’s activation time. One charge of Resplendence reduces its cast by 0.25 seconds; two charges reduce its cast by 0.50 seconds; and three charges make it instant.
  • Salvation is one heal (the other is Deliverance) that procs Altruism (Altruism’s cooldown is 10 seconds), a buff that makes your next Benevolence instant and free.
  • Conveyance reduces Salvation’s Force cost by 30%.

Use

  • Salvation’s activation time is the same with two or three charges of Resplendence. Therefore, activate Salvation with two charges (use Noble Sacrifice if you have three) unless you must use it while moving.
  • Using Salvation to heal a single ally, such as a tank, is a poor use of your time and Force and of Salvation’s cooldown. The total amount that it heals a single ally is small.
  • In a 16-man Operation, if two or more Sage healers intend to heal more than 8 allies, they should center their Salvations at least a few meters apart, as though drawing a Venn Diagram with little or no intersection.
  • Don’t use Salvation to proc Altruism.
  • Don’t use Conveyance for Salvation.
wanderingmend Wandering Mend

Description

  • Wandering Mend is instant and has a 15-second cooldown.
  • It places 4 charges on its target (i.e., the ally whom you’re targeting or, otherwise, you).
  • Upon triggering, a charge is used, healing the ally who has the charges.
    • Without Conveyance, Wandering Mend triggers only when the ally who has it takes damage at least 0.5 seconds after having received Wandering Mend.
    • With Conveyance, Wandering Mend’s trigger requirement and delay are waived.Wandering Mend immediately heals its target, travels to another ally and immediately heals him, and so on.
  • After a charge is used, any remaining charges travel to another ally in line-of-sight and within 20 meters.
    • If no such jump is possible, the remaining charges are canceled.
    • Travel time is proportional to distance, ranging from about 0.1 seconds for 0 meters to about 0.75 seconds for 20 meters.
    • Wandering Mend may return to an ally whom it healed before.
  • The maximum duration of Wandering Mend is 30 seconds (Alacrity doesn’t reduce this) for each ally who receives its charges. However, activating Wandering Mend cancels any remaining charges from its previous activation.
  • Upon being healed by Wandering Mend, an ally receives Resistant, which increases internal and elemental damage reduction by 3% for 45 seconds.
    • Spreading Resistant shouldn’t influence whom you target for Wandering Mend.
    • Resistant doesn’t stack. That is, Resistant may increase an ally’s internal and elemental damage reduction by at most 3% regardless of the number of healers giving this buff.

Use

  • When healing is challenging, use Wandering Mendon cooldown.
  • Use Wandering Mend with Conveyance unless raid-wide damage is frequent enough to trigger all four charges before its cooldown finishes.
  • Conveyance + Wandering Mend provides burst healing for one or more allies. If one ally’s health is much lower than others’, Wandering Mend prefers to heal him twice, providing about the same amount of healing as Conveyance + Healing Trance, but usually many times faster.
shockwave Force Wave

Description

  • Force Wave is instant and has a 20-second cooldown.
  • Utility: Psychic Suffusion adds to Force Wave a very small heal for you and up to 7 allies in its “cone” (one-third of a circle with you at its center and a 15-meter radius).

Use

  • Force Wave’s heal is almost worthless.
  • Force Wave must heal at least 3, 4, or 5 to provide greater expected healing than Benevolence (without Conveyance), Rejuvenate, or Force Armor, respectively.
  • A healer’s job is triage, which is not, in general, maximizing HPS or topping up allies. Before using Force Wave, be certain that using Force Armor on, for example, the ally with least health, isn’t wiser.
  • Even when using Force Wave is appropriate, such as for Malaphar, healing allies for 3% of their maximum health is unlikely to alter a fight’s tempo or outcome. Consider Utility: Tectonic Mastery instead

Dealing Damage

Capitalize on every opportunity to deal damage.

  • For a single target
    • Without Force Potency
      • In general, Weaken Mind>Mind Crush>Telekinetic Throw = Disturbance = Project.
      • Mind Crush or Disturbance procs Altruism but is susceptible to pushback.
    • With Force Potency: Telekinetic Throw>Disturbance = Project
  • For multiple targets
    • Without Force Potency: Forcequake. If Forcequake reaches only 2 targets, however, Weaken Mind or Mind Crush have higher DPS on any target that will survive for the duration of its DOT.
    • With Force Potency: Forcequake
cloudmind_2 (1) Weaken Mind
  • Weaken Mind is instant and has no cooldown.
  • It’s a DOT that ticks 7 times, immediately and once every 3 seconds for 18 seconds.
  • For PVE, maintaining this DOT is straightforward if you set the boss as your Focus Target and adjust your User Interface as described in Maximizing Your Performance
mindcrush (1) Mind Crush
  • Mind Crush is a 2-second cast with a 15-second cooldown.
  • It’s a moderate attack that, if it hits, leaves a DOT that ticks 6 times, once every second for 6 seconds.
  • It procs Altruism (Altruism’s cooldown is 10 seconds) even if your target resists it, which offsets some of its Force cost and helps you resume healing.
disturbance (1) Disturbance
  • Disturbance is a 1.5-second cast with no cooldown.
  • It procs Altruism (Altruism’s cooldown is 10 seconds) even if your target resists it, which offsets some of its Force cost and helps you resume healing.
forcequake (1) Forcequake
  • Forcequake is a 3-second channel with no cooldown.
  • It has a radius of 8 meters.
  • It attacks up to 8 enemies once for every second that you channel it. Therefore, while useful for interrupting multiple enemies capping in a Warzone, activating it won’t interrupt an enemy who has less than one second remaining on his cap.
  • As a channel, it’s immune to pushback and consumes only one charge of Force Potency per activation regardless of the number of ticks that deal damage or crit.
pileofrubble (2) Project
  • Project is instant and has a 6-second cooldown.
  • It’s useful for burst or while moving.
jediconsular Telekinetic Throw
  • Telekinetic Throw is a 3-second channel with a 6-second cooldown.
  • As a channel, it’s immune to pushback.
  • For PVP, it slows the target’s movement speed by 50%.

Cooldown for Healing

mentalacuity (1) Mental Alacrity

Description

  • Mental Alacrityis off the GCD and has a 2-minute cooldown.
  • It increases Alacrity by 20%, and grants immunity to interrupts and pushback, for 10 seconds (Alacrity doesn’t reduce this).

Use

  • For PVE, reserve Mental Alacrity for an emergency or a burn phase. If you’re using Force Potency, too, active Mental Alacrity first, so that its Alacrity shortens Force Potency’s cooldown.
  • For PVP, Mental Alacrity is also for interrupt immunity. An ideal time for it is immediately after gaining full resolve.
agonizingsaber (1) Force Potency

Description

  • Force Potency is off the GCD and has a 90-second cooldown.
  • It buffs you with two charges of +60% Critical chance for direct heals or Force attacks. This buff lasts for 20 seconds (Alacrity doesn’t reduce this).
    • It doesn’t apply to Force Armor, ticks from a HOT (including Renewal) or DOT, or Restoration.
    • Except as noted above, each heal from an instant or cast that crits consumes one charge. A single activation of Wandering Mend or Force Wave can consume both charges.
    • It applies to each tick of a channel (i.e., Healing Trance, Telekinetic Throw, or Forcequake), and consumes exactly one charge as it ends, regardless of the number of ticks that occur or crit.

Use

  • For PVE or PVP, reserve Force Potency for an emergency or burn.
  • The priority for healing with Force Potency is, in general,Healing Trance>Force Mend>Deliverance or Benevolence>Wandering Mend.
    • Avoid Rejuvenate, because its small immediate heal can consume a charge.
    • Regarding Healing Trance
      • Though the combination of Conveyance and Force Potency causes Healing Trance’s critical chance to exceed 100%, it’s better to use Force Potency for an emergency than to rely on favorable RNG without it.
      • Force Potency + Healing Trance is very likely (or, in combination with Conveyance, guaranteed) to proc 3 charges of Resplendence. This is merely a side-effect of Force Potency, not its motivation.
    • Though Deliverance is a larger heal than Benevolence, an instant Benevolence(with Altruism) is greater burst.
    • Wandering Mend is low priority, because it (a) has a delay without Conveyance and (b) can’t heal the same ally with consecutive ticks.
    • For dealing damage with Force Potency, see Section “Dealing Damage”

Other Abilities

energydrain Noble Sacrifice
  • Noble Sacrifice is instant or, with Resplendence, off the GCD. It has a 1.5-second cooldown.
  • Noble Sacrifice exchanges 11% of your maximum health for 8% of your maximum Force.
    • Neither Force Armor nor damage reduction mitigate Noble Sacrifice’s health cost, because it isn’t considered damage.
    • Utility: Valiance reduces its health cost by 25%.
    • The SOR 4-Piece Force-Mystic’s Set waives its health cost.
  • You must have more health than Noble Sacrifice’s cost to activate it.
  • Without Resplendence, Noble Sacrifice debuffs your rate of passive Force regeneration.
    • This debuff lasts for 7 seconds (Alacrity doesn’t reduce this).
    • This debuff can stack up to four times. Each stack is a 25% debuff. Gaining a stack refreshes its duration.
    • Force Barrier purges this debuff, but this is an atrocious use of Force Barrier.
cloudmind Cloud Mind
  • Cloud Mind is off the GCD and has a 45-second cooldown (Alacrity doesn’t reduce this).
  • For PVE, it lowers your threat with each enemy by 25%. Use it proactively, especially after adds spawn.
  • With Utility: Suppression, it increases damage reduction by 25% for 6 seconds.
rescue (1) Rescue
  • Rescue is instant and has a 1-minute cooldown.
  • It pulls the ally who’s your target about one-third of a meter in front of you. You can’t use this ability on yourself.
  • For PVE, it lowers the ally’s threat by 25%. This is useful if a DPS or healer continues to have aggro after using his threat drop.
  • For PVP, use it to advance an ally ball-carrier in Huttball or to pull an ally into the central shelter in Hypergate as the Pylons explode.
  • For PVE and PVP, you may pull an ally out of harm’s way to your safe location. However, in general, don’t pull another Sage channeling Force Barrier.
forcebarriersage Force Barrier

Description

  • Force Barrier is an 8-second channel with a 3-minute cooldown (Alacrity doesn’t reduce these).
  • Its activation is off the GCD, and you may activate it while controlled. But, since it’s a channel, you can’t activate or maintain it while in motion.
  • While you channel it, you’re immune to all negative effects from enemies.
  • Channeling Force Barrier builds stacks of Enduring Bastion, a shield that absorbs damage and grants immunity to interrupts and pushback for up to 5 seconds.
    • You gain one stack of Enduring Bastion upon activating Force Barrier, and one additional stack for every 2 seconds spent channeling Force Barrier, up to a maximum of 4 stacks after channeling Force Barrier for 6 or more seconds.
    • The amount of damage that Enduring Bastion can absorb increases with the stacks acquired when channeling Force Barrier.

Use

  • For PVE, most boss effects respect Force Barrier. Note, however, that it isn’t a threat drop.
  • For PVP, and Arenas in particular, use it to thwart substantial damage. Don’t delay until you have only a sliver of health.
  • For Warzones, it allows you to defend a cap by yourself for some time. In addition, if you have Utility: Surging Speed and a cap is suddenly undefended, you may be able to arrive in time to defend it by using Force Barrier for an instant to finish Force Speed’s cooldown.
  • For Ancient Hypergates, it doesn’t prevent death from the Pylons’ explosion.
  Force Empowerment
  • Increases Primary Stats and Endurance by 10% for 10 seconds for Operation group members within 40 meters.

Maximizing Your Healing Performance

User Interface

Tailor your UI for healing. These choices are personal, but consider the recommendations below.

  • All crucial, time-sensitive information should be visible simultaneously. Therefore, Operation Frames, Action Bars, and Player Castbar should be adjacent and just below your character’s feet. Configure these using the Interface Editor.
  • Under Preferences > User Interface, enable “Show Cooldown Text”.
  • Use the Interface Editor to configure your Operation Frames.
    • Set “Buff Scale” as low as possible. Increase “Debuff Scale” until debuffs are prominent.
    • For your usual Operation group, disable “Show Health Text”. This is clutter rather than useful information.
    • Disable “Show Only Removable Debuffs”. Debuffs that may deal substantial damage to allies often aren’t removable.
  • Using the Interface Editor, enable Focus Target and Focus Target Castbar. Certain bosses have casts or channels that deal substantial damage to allies.
  • Using the Interface Editor, for the Player Buff Tray, enable Highlight Options > “Highlight Effects” and Sort Options > “Personal Effects”. This makes it easy to see your procs.
  • Using the Interface Editor, for the Target Frame and Focus Target, enable Highlight Options > “Highlight Buffs” and “Highlight Debuffs” and Sort Options > “Personal Buffs” and “Personal Debuffs”. This makes it easy to see your effects, such as a HOT on an ally or a DOT on an enemy.

Datacrons

Gain up to 50 points of these stats through Datacrons.

  • Willpower
  • Endurance  

Legacy

To increase each stat below by 1% for every character inyour Legacy and Faction, complete all of the quests that one of the listed companions can offer.

  • Accuracy – Tanno Vik, Bowdaar, Qyzen Fess, or Lord Scourge
  • Critical – Aric Jorgan, Risha, Zenith, or Sergeant Rusk
  • Healing received – Elara Dorne, Guss Tuno, Tharan Cedrax, or Doc
  • Maximum health – M1-4X, Corso Riggs, Felix Iresso, or T7-01
  • Surge – Yuun, Akaavi Spar, Nadia Grell, or Kira Carsen

Though optimal gear for healing has no Accuracy, increasing Accuracy through this Legacy perk helps you interrupt, crowd control, ordeal damage.

Consumables

Unless noted, Alacrity reduces every figure related to time.

Stim

  • An Advanced Anodyne (purple quality) Stim provides 198 of your Primary stat and 81 Power for 8 hours (Alacrity doesn’t reduce this).

Adrenal

  • An Adrenal increases a stat for 15 seconds (Alacrity doesn’t reduce this) and is off the GCD.The cooldown shared across all Adrenals is 3 minutes.
  • For PVE, an Advanced Anodyne (purple quality) Triage Adrenal provides 750 Force or Tech Power.
  • For PVP, a Warzone Adrenal increases Damage Reduction by 15%.

Medpac

  • A Medpac heals you and is off the GCD. A Medpac can’t crit.
  • PVE
    • The cooldown shared across all Medpacs usable outside of a Warzone or Arena is (a) the remainder of your present combat or (b) 90 seconds, whichever is longer.
    • An Advanced Anodyne Medpac restores 7535 to 7892 health immediately and an additional2875 health over 15 seconds.
  • PVP – A Warzone Medpac restores 35% of your maximum health and has a 90-second cooldown.

Grenades

  • A Grenade is an instant ability. The cooldown shared across all Grenades is 3 minutes.
  • PVE – Grenades that stun or root can be useful for certain adds, such as during Styrak on Nightmare Mode, Grob’Thok with Nightmare Power, or Revanite Commanders.
  • PVP –Grenades are very useful.
    • A player affected by one or more of a Grenade’s effects receives Bastioned, a buff that grants immunity to all effects of further Grenades for 3 minutes (Alacrity doesn’t reduce this). Bastioned doesn’t persists through death.
    • If a Grenade has a stun or unconscious effect, this effect respects resolve.

Healing Model Spreadsheet

Note that there are multiple tabs to this spreadsheet. There is also an option to view this spreadsheet in full screen mode by clicking the button at the bottom right corner.

Download link (save to your computer to edit):https://onedrive.live.com/redir?resid=531C2CE33B536A51!157&authkey=!AH6Y02KGyIo6I0w&ithint=file%2cxlsx

About the Author

Orderken is from <Hates You> on Prophecy of the Five and have cleared all Nightmare content and timed runs pre-nerf with all healing classes.