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SWTOR 3.0 Sage and Sorcerer Class Changes

SWTOR 3.0 Sage and Sorcerer class changes from SWTOR’s fourth class discipline developer blog.[toc]

Game Update 3.0 Class Changes: Sage + Sorcerer

Hello everyone!

For the base Class changes, please see the Shadow blog here.

Sage

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.

Seer

While most of the skills in the Seer discipline will be familiar to Sage healers, there are also a couple new passives. One new passive causes Rejuvenate to heal its target for an additional amount of health 1.5 seconds after the Sage refreshes its duration on the target. The other new passive causes Mind Crush, Disturbance, Deliverance, and Salvation to make your next Benevolence activate instantly and consume no Force (this effect cannot occur more than once every 10 seconds). Seer Sages also gain the following new active ability:

Wandering Mend: Places a mending Force on a friendly target that heals them 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.

Telekinetics

Telekinetics Sages should find that they are a little more mobile than they have been in the past. They also get two new passive abilities. One of these passives increases the critical chance and critical bonus damage of Forcequake. The other new passive allows for direct damage dealt by your Mind Crush and Telekinetic Wave abilities to refresh the duration of your Weaken Mind on the targets they damage.

In addition to these passives, Telekinetics Sages also gain the following two new active abilities:

Telekinetic Gust: Blasts the target with a quick gust of Force power, which deals kinetic damage and grants Force Gust, which reduces the activation time of your next Mind Crush by 0.5 seconds. This effect lasts up to 12 seconds.
Telekinetic Burst: Summons a burst of telekinetic power that deals kinetic damage to the target.

Telekinetic Burst has no cooldown, and will effectively replace Disturbance in the Telekinetics Sage’s rotation, as the former consumes less Force and deals more damage than the latter.

Balance

Like Telekinetics Sages, Balance Sages also received two new passive and two new active abilities. Similar to the new Serenity Shadow passive, one of the new passive abilities allows Force in Balance to spread Weaken Mind and Sever Force periodic effects to the unaffected targets it damages, as long as one of the targets it damages is affected by those periodic effects. The other new passive ability increases the damage dealt by Rippling Force and causes Force Suppression to restore some Force each time a charge is consumed. The following abilities are the new actives for Balance Sages:

Force Serenity: Redistributes life from an enemy, dealing internal damage to the target and healing you for 50% of the damage dealt.
Vanquish: Vanquishes the target with mighty force, dealing kinetic damage initially, plus additional kinetic damage over 6 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Shares a cooldown with Mind Crush.

While Vanquish is shared with Serenity Shadows, Force Serenity differs from Serenity Strike in the following ways: the former has a 30 meter range, a 1.5 second activation time, and deals internal damage; while the latter has a 4 meter (or melee) range, activates instantly, and deals weapon damage.

Utilities

The vast majority of Sage utilities will be familiar to players of the class, but there are some new additions as well. Here are a couple of them:

Force Mobility: Turbulence, Healing Trance, and Force Serenity may be activated while moving.
Tectonic Mastery: Increases the damage dealt by Forcequake by 25%.


Hello everyone!

For the base Class changes, please see the Assassin blog here.

Sorcerer

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.

Corruption

While most of the skills in the Corruption discipline will be familiar to Sorcerer healers, there are also a couple new passives. One new passive causes Resurgence to heal its target for an additional amount of health 1.5 seconds after the Sorcerer refreshes its duration on the target. The other new passive causes Crushing Darkness, Lightning Strike, Dark Infusion, and Revivification to make your next Dark Heal activate instantly and consume no Force (this effect cannot occur more than once every 10 seconds). Corruption Sorcerers also gain the following new active ability:

Roaming Mend: Places a mending Force on a friendly target that heals them the next time they take damage. After healing the target, Roaming Mend travels to another friendly target within 20 meters. Roaming Mend lasts up to 30 seconds on each target and travels up to 3 times, healing up to 4 targets. Roaming Mend can only be placed on one target at a time.

Lightning

Lightning Sorcerers should find that they are a little more mobile than they have been in the past. They also get two new passive abilities. One of these passives increases the critical chance and critical bonus damage of Force Storm. The other new passive allows for direct damage dealt by your Crushing Darkness and Chain Lightning abilities to refresh the duration of your Affliction on the targets they damage.

In addition to these passives, Lightning Sorcerers also gain the following two new active abilities:

Lightning Flash: Blasts the target with a quick flash of lightning, which deals energy damage and grants Force Flash, which reduces the activation time of your next Crushing Darkness by 0.5 seconds. This effect lasts up to 12 seconds.
Lightning Bolt: Hurls a bolt of lightning at the target, dealing energy damage.

Lightning Bolt has no cooldown, and will effectively replace Lightning Strike in the Lightning Sorcerer’s rotation, as the former consumes less Force and deals more damage than the latter.

Madness

Like Lightning Sorcerers, Madness Sorcerers also received two new passive and two new active abilities. Similar to the new Hatred Assassin passive, one of the new passive abilities allows Death Field to spread Affliction and Creeping Terror periodic effects to the unaffected targets it damages, as long as one of the targets it damages is affected by those periodic effects. The other new passive ability increases the damage dealt by Lightning Burns and causes Deathmark to restore some Force each time a charge is consumed. The following abilities are the new actives for Madness Sorcerers:

Force Leech: Steals life from an enemy, dealing internal damage to the target and healing you for 50% of the damage dealt.
Demolish: Crushes the target with devastating force, dealing kinetic damage initially, plus additional kinetic damage over 6 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Shares a cooldown with Crushing Darkness.

While Demolish is shared with Hatred Assassins, Force Leech differs from Leeching Strike in the following ways: the former has a 30 meter range, a 1.5 second activation time, and deals internal damage; while the latter has a 4 meter (or melee) range, activates instantly, and deals weapon damage.

Utilities

The vast majority of Sorcerer utilities will be familiar to players of the class, but there are some new additions as well. Here are a couple of them:

Force Mobility: Thundering Blast, Innervate, and Force Leech may be activated while moving.
Tempest Mastery: Increases the damage dealt by Force Storm by 25%.

By Dulfy

MMO guide writer and blogger. Currently playing and covering SWTOR, GW2, and TSW.

24 replies on “SWTOR 3.0 Sage and Sorcerer Class Changes”

I am very existed for the new changes, I noticed “Shares a cooldown with Crushing Darkness.” is listed under Force Leech instead of Demolish. And Demolish is not reflecting the bold text formatting above it, which ya know it should be cause it sounds neat!

So far Sages/Sorcs seems like the most conservatively changed class. nothing really groundbreaking apart from Force Potency buff for all channels

Looking forward to rolling a Togruta Balance Sage down the line, when the new race comes out! Though not really looking forward to the Consular story again…

“Force Mobility: Thundering Blast, Innervate, and Force Leech may be activated while moving.”

How does this even work? You channel while on the move?

Free follow-up Dark Heal sounds neat, too.

Lol, nice. It’s going to be hard to shut sorcs down now, between that and the longer CD on interrupts.

Can’t wait for the inevitable “Ravage may be activated while moving” utility in 3.x… 😀

Rip all melee classes in wzs… Sorcs are already unstoppable in pvp especially when paired with snipers in a team. I am not sure about other melee classes but the devs better upgrade juggernaut/guardian mechanics in wake of this insanity… mobility casting sounds just too OP in ranked pvp to me as it comes… how about giving us 50% more time and healing amount on enraged defense and have ravage ignore all defenses put up? lol

From what I saw in Miner’s stream, Jugg gets, among other things, a second stun break (remove all cleanseable effects) when popping ED, the equivalent of Hydraulic Overrides for the duration of Endure Pain, and Through Passion is now a utility, meaning you don’t need to be Rage spec to get it anymore. I really don’t think Juggs have much to worry about. Keep your shirt on.

Also they can take a utility that gives freezing force a +50% movement speed to your allies while still slowing enemies.

But… think of it this way… Something you can use at a 5 to 2 ratio as a compliment to bloodthirst, and not to mention that it’s a larger boost and applies to healers as well…

I had heard that Sages and Sorcerers would be losing their free self-heal, which, correct me if I’m wrong, has been, in conjunction with Consumption/Heroic Sacrifice, essential to keeping Force up through long fights.

Were they mistaken when they told me this? I don’t see any indication that these abilities are being removed here.
My main healers are a merc and operative, though, so it wouldn’t affect me either way.

Using Death Field to spread DOTs to multiple targets without having to manually multi-DOT each of them promises to be an amazing quality of life improvement for Madness DPS.

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