Jedi Sage

Republic

Fighting Style: Single Lightsaber, Telekinetics

Tactical Role(s): Ranged Damage, Medicine/Healing

Empire Mirror: Sith Sorcerer

Description: Sages are famed for their wisdom much as for their powerful healing and defensive skills. In troubled times, a Sage brings together the insight of the past with raw power to change the flow of galactic events.

Disciplines

Balance (DPS)

Enhances the Sage’s Force attacks and augments the Shadow's Force and Lightsaber abilities.

Seer (Heals)

Allows the Sage to master the art of using the Force to heal and protect allies

Telekinetics (DPS)

Affords the power to distort reality and move waves of energy, tearing apart enemies.

Abilities

Class Abilities
Name Description Type
Deals <<1>> kinetic damage and stuns the target for 4 seconds.Instant
Interrupts the target's current action and prevents that ability from being used for 4 seconds.Instant
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.Instant
Increases your movement speed by 150% for 2 seconds. Does not break Stealth.Instant
Demonstrates your force of will, purging all incapacitating and movement-impairing effects.Instant
Increases the target's Mastery by 5% and internal and elemental damage reduction by 10% for 60 minutes. If the target is a group member, all other group members are also affected.Instant
Deals <<1>> kinetic damage and slows the target's movement speed by 50% for 6 seconds.Instant
Throws debris at the target, dealing <<1>> kinetic damage. Standard and weak targets are additionally stunned for 0.5 seconds.Instant
Deals <<1>> kinetic damage and knocks back up to 8 enemies within a 15-meter cone in front of you. Standard and weak enemies are additionally knocked down for 3 seconds.Instant
Deals <<1>> weapon damage spread across a flurry of 3 melee attacks.Instant
Lifts the target helplessly into the air, preventing all action for up to 8 seconds. Non-player, non-standard and non-weak targets heal rapidly while lifted out of harm's way. Damage will break the effect prematurely.Casted
Seize the moment, restoring 2% of your maximum health every 3 seconds. Requires an active companion. Lasts 60 seconds.Instant


Advanced Class Abilities
Name Description Type
Weakens the target's mind, dealing <<1>> internal damage over 18 seconds.Instant
Clouds the minds of your enemies, instantly lowering your threat by a moderate amount.Instant
Immediately restores <<1>> health to you. Cannot be used on others.Instant
Heals a friendly target for <<1>> health.Casted
Deals <<1>> kinetic damage to the target and consumes 40 Force over the duration of the channel. Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies.Channeled
Revives an incapacitated ally. This ability is usable while in combat. When used, all group members can neither use nor be the target of an in-combat revival for the next 5 minutes.Casted
Grants 20% alacrity and immunity to pushback and interrupts for 10 seconds.Instant
Crushes the target's mind with the Force, instantly dealing <<1>> kinetic damage and an additional <<2>> kinetic damage over 6 seconds.Casted
Channels the Force into the ground at the target location, causing it to quake and tremble, consuming 60 Force and dealing <<1>> energy damage to up to 8 targets within 8 meters over the duration of the channel. Standard and weak targets have a 33% chance to be stunned by the quake each second.Channeled
Calls upon the light energy surrounding you, restoring 40 Force. Utilizing Vindicate makes you Weary, reducing your Force regeneration rate by 2 for 10 seconds. This effect can stack up to 4 times.Instant
Lowers the target's threat by a moderate amount and, if the target is a group member, pulls the target to your location.Instant
Immediately heals a target for a <<1>>, plus an additional <<2>> over 9 seconds.Instant
Fires a blast of telekinetic energy at the target, dealing <<1>> kinetic damage.Casted
Projects a Force Barrier around you, granting immunity to all control, damage, and negative effects while channeled. This ability does not respect the global cooldown and can be used while controlled. While you are protected by Force Barrier charges will build up and grant Enduring Bastion, a shield that absorbs an amount of damage based off the charges that are present when Force Barrier ended. Enduring Bastion also grants immunity to interrupts.Channeled
Increases mastery, endurance, and presence for you and your Operation group members within 40 meters by 10%. Lasts 10 seconds.Instant
Activating this ability marks your current location for 10 minutes. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. Phase Walk goes on cooldown for 60 seconds when used to return to the marked location.Casted
Surrounds the target in a Force shield that absorbs a high amount of damage and lasts 30 seconds. The target becomes Force-imbalanced and cannot benefit from Force Armor again for 20 seconds.Instant
Cleanses a friendly target of up to 2 negative mental or Force effects.Instant

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