Seer Jedi Sage 5.x Healing Class Guide

Change Discipline:

Gearing & Stats

The tables on this page were generated using optimizer scripts created by Bant aka Goblin_Lackey. The stats were calculated to give the maximum theoretical DPS/HPS/DTPS for each discipline, however you may wish to alter the builds depending on your play style or what content you are facing in SWTOR. Each table assumes you have a full set of the specified gear.

Suggested Best-in-Slot Stats

Name Iokath MK-5
Tier 3: Legendary
(242)
Iokath MK-2
Tier 3: Artifact
(240)
Eternal Commander MK-15
Tier 2: Legendary
(236)
Eternal Commander MK-13
Tier 2: Artifact
(234)
Eternal Commander MK-3
Tier 1: Artifact
(230)
Exemplar / Ultimate Exarch
Pre-5.0 Gear
(224)
Mastery 6745 (Stim)6493 (Stim)6367 (Stim)6128 (Stim)5901 (Stim)5550 (Stim)
Power 379336053523333731832940
Critical 1876 (6xE, 4xA, 2xC)1823 (7xE, 2xA, 2xC)1792 (8xE, 2xC)1720 (1xE, 14xA, 2xC)1705 (1xE, 14xA, 2xC)1499 (4xE, 9xA, 2xC)
Alacrity 1820 (4xE, 10xA)1767 (3xE, 12xA)1744 (2xE, 14xA)1710 (9xE)1629 (9xE)1373 (6xE, 5xA)
Accuracy 000000
Absorb 000000
Defense 000000
Shield 000000

"E" = Enhancement or Implant or Earpiece
"A" = Advanced _ Augment 45
"C" = Advanced _ _ Color Crystal (+41 ones)

Discipline Statistics

Name Iokath MK-5
Tier 3: Legendary
(242)
Iokath MK-2
Tier 3: Artifact
(240)
Eternal Commander MK-15
Tier 2: Legendary
(236)
Eternal Commander MK-13
Tier 2: Artifact
(234)
Eternal Commander MK-3
Tier 1: Artifact
(230)
Exemplar / Ultimate Exarch
Pre-5.0 Gear
(224)
HPS 16,279 +/- 53915,820 +/- 51715,472 +/- 50015,027 +/- 47814,546 +/- 45713,576 +/- 411
APM4342.942.842.842.642

HPS Rankings

HPS
1 Target
HPS
2 Targets
HPS
3 Targets
HPS
4 Targets
HPS
8 Targets
APM Imperial Class Republic Class
11,544 +-633 14,270 +-700 18,609 +-666 22,916 +-737 28,587 +-532 41.4 Medicine Operative Sawbones Scoundrel
10,643 +-339 13,380 +-411 14,942 +-474 15,785 +-414 19,586 +-506 43.0 Corruption Sorcerer Seer Sage
10,037 +-636 11,880 +-622 13,202 +-615 14,251 +-640 16,022 +-678 44.5 Bodyguard Mercenary Combat Medic Commando

Note: HPS rankings assume best-in-slot 242-rating gear.


Suggested Best-in-Slot Gear & Items


Set Bonuses

Pieces Set Bonus
2Activating a healing ability has a 15% chance to grant Force-Mystic's Critical Bonus which causes your next Dark Infusion or Deliverance to be a critical. This effect can only occur once every 30 seconds.
4Consuming Darkness or Vindicate restore an additional 5 Force.
6Reduces cooldown of Innervate or Healing Trance by 1.5 seconds.

Suggested Utility Skills

PvE

Suggested PvE Utility Build

Suggested PvE Utilities

Name Description
Jedi Enforcer Increases the damage dealt by Rebuke by 15% and increases its duration by 4 seconds.
Jedi Crusader While Rebuke is active, it generates 1 focus whenever you are attacked. This effect cannot occur more than once every 2 seconds.
Stoic Increases your damage reduction by 2%, and you build 2 Centering when attacked. This Centering building effect cannot occur more than once every 1.5 seconds.
Ardor Transcendence no longer requires or consumes Centering, but will go on cooldown for 30 seconds when activated.
Defensive Roll Reduces damage taken from area effects by 30% and increases internal and elemental damage reduction by 5%.
Force Fade Increases your movement speed by 15% and the movement speed bonus of Force Camouflage by 20%. Additionally, increases the duration of Force Camouflage by 2 seconds.
Fleet Footed When Transcendence is applied or refreshed, it purges movement-impairing effects. Additionally, the movement speed bonus of Transcendence is increased by 30%.

Comments

Coming Soon

PvP

Suggested PvP Utility Build

Suggested PvP Utilities

Name Description
Jedi Enforcer Increases the damage dealt by Rebuke by 15% and increases its duration by 4 seconds.
Jedi Crusader While Rebuke is active, it generates 1 focus whenever you are attacked. This effect cannot occur more than once every 2 seconds.
Stoic Increases your damage reduction by 2%, and you build 2 Centering when attacked. This Centering building effect cannot occur more than once every 1.5 seconds.
Ardor Transcendence no longer requires or consumes Centering, but will go on cooldown for 30 seconds when activated.
Defensive Roll Reduces damage taken from area effects by 30% and increases internal and elemental damage reduction by 5%.
Force Fade Increases your movement speed by 15% and the movement speed bonus of Force Camouflage by 20%. Additionally, increases the duration of Force Camouflage by 2 seconds.
Fleet Footed When Transcendence is applied or refreshed, it purges movement-impairing effects. Additionally, the movement speed bonus of Transcendence is increased by 30%.

Comments

Coming Soon

Abilities

Seer Discipline Abilities

Name Description Type
Applies a periodic healing effect to up to 8 allies within 8 meters of the targeted area, which heals for <<1>> over 10 seconds. Once a target has received the periodic healing effect, the target may leave the area and will continue to be healed by the effect.Casted
Heals a friendly target for <<1>> health.Casted
Places a mending Force on a friendly target that heals them for <<1>> health the next time they take damage. After healing the target, Wandering Mend travels to another friendly target within 20 meters. Wandering Mend lasts up to 30 seconds on each target and travels up to 3 times, healing up to 4 targets. Wandering Mend can only be placed on one target at a time.Instant
Heals a friendly target for <<1>> health and consumes 60 Force over the channel duration.Channeled

Jedi Sage 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

Jedi Consular 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

Rotation

Rotation

Innervate > Innervate* > Consuming Darkness > Filler > Resurgence > Roaming Mend
Innervate > Innervate* > Consuming Darkness > Filler > Resurgence > Static Barrier

Filler: Consuming Darkness (25%) / Revivification (33%) / Static Barrier (0%) / Dark Infusion (17%) / Dark Heal (25%)

Minor Rotation: 5+ GCDs
Major Rotation: 10+ GCDs

Comments: Healer rotations are difficult to determine because there is not always a set rotation - they must respond differently depending on the situation. That is why Orderken's models are nice because they work opposite to the way Bant is calculating. He starts with the assumption that the % of healing each ability will do is known and then works backwards to find the activation rate that matches those percentages. Healers should be warned that the gearing assumes a static rotation that may not be representative of an actual fight.

References: Orderken

Advanced Tactics

Advanced Tactics

No advanced tactics have been written yet for this guide. If you would like to write this section, please email us at admin@torcommunity.com. Thanks!

About the Authors

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