Disciplines
Balance (DPS)
Seer (Heals)
Telekinetics (DPS)
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 |