3.0 Class Guides SWTOR

SWTOR 3.0 Corruption Sorcerer Healing Guide by Orderken

SWTOR 3.0 Corruption Sorcerer Healing Guide written by Orderken of PoT5. Updated for patch 3.1.2


Intro to Corruption Sorc

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

  • Handling high damage to a single ally: Strong. Mercenary is a little ahead. Operative is behind.
  • Handling high damage to multiple allies: Weak. Mercenary and Operative are far ahead.
  • Resource management: Trivial, and doesn’t limit healing.Mercenary and Operative must manage resources, and resources limit their healing.
  • Synergy with co-healer’s class: Strong. Pairs well with Mercenary or Operative. Sorcerer-Sorcerer isn’t ideal, but is preferable to Operative-Operative.
  • Mobility: Incredible. Mercenary and Operative are fine, but less mobile.
  • Handling mechanics: Fine. Operative is close. Mercenary is far ahead, because Hydraulic Overrides outshines every personal utility available to Sorcerer or Operative.
  • Passive damage reduction: Weak. Mercenary and Operative are ahead. Sorcerer 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. Mercenary is close behind. Operative is far behind.



  • Force Suffusion: Overload heals you and up to 7 other allies for a small amount.
  • Sith Defiance: Increases damage reduction by 3%.
  • Tempest Mastery: Increases damage dealt by Force Storm by 25%.
  • Empty Body: Increases healing received by 10%.

Select Sith Defiance and Empty Body.

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


  • Suppression: Activating Cloud Mind grants you Suppression, which increases damage reduction by 25% for 6 seconds.
  • Corrupted Flesh: Reduces damage taken from periodic effects by 15%.
  • Dark Resilience: Reduces the health cost of Consumption by 25%, and increases the healing of Unnatural Preservation by 30%.
  • Backlash: A Static Barrier 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.
  • Lightning Barrier: Increases the amount of damage that Static Barrier can absorb by 10%.

Select Lightning Barrier.

In general, except as noted below, Dark Resilience>Suppression for your final point to unlock the Heroic tier.

  • Consider Backlash for Revanite Commanders.
  • Select Corrupted Flesh for Revan.
  • Select Suppression for Coratanni. Though Corrupted Flesh is best for the first phase (Coratanni and Pearl), Suppression is essential for the second phase (Ruugar).


  • Surging Speed: Your movement speed increases by 50% while Polarity Shift is active, Force Speed lasts 0.5 seconds longer, and Force Barrier finishes Force Speed’s cooldown.
  • Force Mobility: Innervate may be activated or channeled while moving.
  • Corrupted Barrier: Your Static Barrier, Force Barrier, and every charge of Enduring Bastion each heal you for 2% of your maximum health every second.

Select Force Mobility.

Corrupted Barrier>Surging Speed in general, but Surging Speed is preferable for Blaster. 


Optimal gear for a typical Sorcerer 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 Resurgence on cooldown. Use Innervate on cooldown. When healing is challenging, use Roaming Mend on cooldown.
  • The priority for Force Bending is: Roaming Mend > Innervate > Dark Infusion or Dark Heal.
    • Force Bending causes each charge of Roaming Mend to heal immediately.
      • Since activating Roaming Mend cancels any charges remaining from its previous activation, Roaming Mend is the highest priority for Force Bending unless raid-wide damage is frequent enough to trigger all four charges before its cooldown finishes.
      • Burst healing is crucial. Force Bending + Roaming Mend provides burst healing for one or more allies.
    • Force Bending increases your expected healing by about the same amount whether it buffs Dark Heal, Dark Infusion, or Innervate. Among these, prefer Innervate. Force Bending increases the expected number of Force Surge procs from an Innervate by almost 1.
    • Don’t use Force Bending for Revivification.
  • Use Static Barrier liberally but wisely.
    • Static Barrier is ideal for mitigating spike damage to a single ally, because it’s instant and can absorb a high amount of damage.Reserve Static Barrier for this purpose when a fight has frequent spike damage that you can prevent.
    • Static Barrier is for routine tank healing, but not, in general, while a tank is at or near full health.
    • Static Barrier 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 Static Barrier costs a very low amount of Force, spamming Static Barrier is, in general, a poor use of time compared to Revivification or Roaming Mend.
  • Use Force-Mystic’s Critical Bonus and Dark Concentration.
    • Force-Mystic’s Critical Bonus is a buff from the SOR 2-Piece Force-Mystic’s Set that causes your next Dark Infusion to crit.
    • Dark Concentration is a buff that makes your next Dark Heal instant and free. This buff helps you regenerate Force, heal while moving, or burst healing a single ally. Dark Infusion procs Dark Concentration (Dark Concentration’s cooldown is 10 seconds), so Dark Infusion + instant Dark Heal is a good combination for burst healing a single ally.
  • Use Consumption only if you have Force Surge, so that it’s off the GCD.
    • Anticipate using Consumption about once every second or third Innervate.In SOR, you need few Consumptions, because Force costs for healing abilities are too low.
    • Prefer to activate Consumption after an ability that is instant. This guarantees that a Consumption 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.

electricshield Static Barrier


  • Static Barrier 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 Sorcerer benefits less from Critical or Surge than the other healing classes.
  • It has no cooldown, but debuffs each recipient with Deionized, which prevents receiving another Static Barrier from anyone for 15 seconds (Alacrity doesn’t reduce this).
  • Utility: Corrupted Barrier causes your own Static Barrier to heal you for 2% of your maximum health every second.


  • See the third topic of Section “Rotation Guidelines”.
  • Until you obtain the Force Mystic’s Set Bonus (SOR 4-Piece), Utility: Corrupted Barrier allows Static Barrier to restore health lost to Consumption.In general, don’t use Static Barrier on another Sorcerer healer.
smugglerrecuperate Resurgence


  • Resurgence 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 Resurgence.
    • Overwriting your Resurgence on an ally triggers Renewal in 1 second.
    • Renewal heals for an amount equal to n+1 ticks of Resurgence’s HOT, where n is the number of HOT ticks that remained from the overwritten Resurgence.
    • Renewal is a major boost for Resurgence. For example, if you overwrite Resurgence before the third tick of its HOT, the expected healing of the new Resurgence over 1 second is greater than that of a Dark Heal in 1.5 seconds.
  • Activating Resurgence grants you 1 charge of Force Bending. You can have at most one charge of Force Bending, which lasts up to 15 seconds (Alacrity doesn’t reduce this). Force Bending is consumed by, and benefits, your next Roaming Mend, Innervate, Dark Infusion, Dark Heal, or Revivification.
  • Resurgence 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 Resurgence on cooldown.
  • As discussed in the second topic of Section “Rotation Guidelines”, the priority for Force Bending is, in general, Roaming Mend > Innervate > Dark Infusion or Dark Heal.
  • Renewal is strong incentive to rotate Resurgence between at most 2 allies.
    • Before SOR, rotating Resurgence 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 Resurgence between them like clockwork. While only one tank takes substantial damage, Resurgence this tank alone.
drainingpresence (1) Innervate


  • Innervate 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.
  • Force Bending increases its critical chance by 25%.
  • Each critical heal fromInnervateprocs1 charge of Force Surge. You may have up to 3 charges, which last up to 30 seconds (Alacrity doesn’t reduce this).


  • Use Innervate on cooldown.
  • Innervate may be used while moving, begins healing immediately, and, though it’s lost some of its pre-SOR punch, has high HPS.
  • Innervate alone generates Force Surge.
    • Force Surge takes Consumption off the GCD and, with the SOR 4-Piece Force-Mystic’s Set, eliminates its health cost.
    • Force Surge reduces the activation time and Force cost of Revivification.
darkinfusion Dark Infusion


  • Dark Infusion 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 Dark Infusion to crit.
  • Force Bending reduces its cast time by 0.5 seconds.


  • Dark Infusion is decent for healing a single target. Its average HPS is about the same as Dark Heal’s(including if both were buffed by Force Bending).
  • 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 Recklessness and Force-Mystic’s Critical Bonus overlap, finish Recklessness without a Dark Infusion. Otherwise a Dark Infusion crit consumes both Force-Mystic’s Critical Bonus and a charge of Recklessness.
  • Dark Infusion is one heal (the other is Revivification) that procs Dark Concentration (Dark Concentration’s cooldown is 10 seconds), a buff that makes your next Dark Heal instant and free. Dark Infusion + instant Dark Heal is a good combination for burst healing a single ally.
  • Prefer to use Force Bending for Roaming Mend or Innervate, as discussed in the second topic of Section “Rotation Guidance”.
darkgift Dark Heal


  • Dark Heal is a 1.5-second cast with no cooldown.
  • Dark Concentration, a buff from a completed activation of Dark Infusion, Revivification, Crushing Darkness, or Lightning Strike, causes your next Dark Heal to be instant and free.
  • Force Bending increases its critical chance by 60%.


  • Dark Heal is decent for healing a single target. Its average HPS is about the same as Dark Infusion’s (including if both were buffed by Force Bending).
  • Use most Dark Concentration 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, Dark Concentration is analogous to Tactical Advantage for an Operative healer.
      • Allow Dark Concentration to arise naturally as you heal, without contorting your rotation to proc it on cooldown.
      • Spend Dark Concentration 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 Consumption (off the GCD). Per minute, if you use 4 procs, you need 1 fewer Consumption.
      • Dark Concentration helps you burst heal a single target.
  • Prefer to use Force Bending for Roaming Mend or Innervate, as discussed in the second topic of Section “Rotation Guidance”.
prioritymedevac2 Unnatural Preservation


  • Unnatural Preservation 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.


  • 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 Expunge


  • Expunge 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.


  • For PVE, when Expunge can cleanse an effect, it’s almost always better to cleanse than heal through it. For PVP, Expunge cleanses Inquisitor or Warrior 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.

darkaffliction Revivification


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


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


  • Roaming 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 Force Bending, Roaming Mend triggers only when the ally who has it takes damage at least 0.5 seconds after having received Roaming Mend.
    • With Force Bending, Roaming Mend’s trigger requirement and delay are waived.Roaming 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.
    • Roaming Mend may return to an ally whom it healed before.
  • The maximum duration of Roaming Mend is 30 seconds (Alacrity doesn’t reduce this) for each ally who receives its charges. However, activating Roaming Mend cancels any remaining charges from its previous activation.
  • Upon being healed by Roaming 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 Roaming 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.


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


  • Overload is instant and has a 20-second cooldown.
  • Utility: Force Suffusion adds to Overload 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).


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

Dealing Damage

Capitalize on every opportunity to deal damage.

  • For a single target
    • Without Recklessness
      • In general, Affliction > Crushing Darkness >Force Lightning = Lightning Strike = Shock.
      • Crushing Darkness or Lightning Strike procs Dark Concentration but is susceptible to pushback.
    • With Recklessness: Force Lightning >Lightning Strike = Shock
  • For multiple targets
    • Without Recklessness: Force Storm. If Force Storm reaches only 2 targets, however, Affliction or Crushing Darkness have higher DPS on any target that will survive for the duration of its DOT
    • With Recklessness: Force Storm
lifedrain (1) Affliction

  • Affliction 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
dark_embrace (1) Crushing Darkness

  • Crushing Darkness 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 Dark Concentration (Dark Concentration’s cooldown is 10 seconds) even if your target resists it, which offsets some of its Force cost and helps you resume healing.
lightningstrike (1) Lightning Strike

  • Lightning Strike is a 1.5-second cast with no cooldown.
  • It procs Dark Concentration (Dark Concentration’s cooldown is 10 seconds) even if your target resists it, which offsets some of its Force cost and helps you resume healing.
forcestorm (1) Force Storm

  • Force Storm 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 Recklessness per activation regardless of the number of ticks that deal damage or crit.
shock (2) Shock

  • Shock is instant and has a 6-second cooldown.
  • It’s useful for burst or while moving.
sithsorcerer Force Lightning

  • Force Lightning 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

polaritycharge (1) Polarity Shift


  • Polarity Shiftis 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 Polarity Shift for an emergency or a burn phase. If you’re using Recklessness, too, active Polarity Shift first, so that its Alacrity shortens Recklessness’s cooldown.
  • For PVP, Polarity Shift is also for interrupt immunity. An ideal time for it is immediately after gaining full resolve.
chargedgauntlets (1) Recklessness


  • Recklessness 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 Static Barrier, ticks from a HOT (including Renewal) or DOT, or Expunge.
    • Except as noted above, each heal from an instant or cast that crits consumes one charge. A single activation of Roaming Mend or Overload can consume both charges.
    • It applies to each tick of a channel (i.e., Innervate, Force Lightning, or Force Storm), and consumes exactly one charge as it ends, regardless of the number of ticks that occur or crit.


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

Other Abilities

consumption Consumption

  • Consumption is instant or, with Force Surge, off the GCD. It has a 1.5-second cooldown.
  • Consumption exchanges 11% of your maximum health for 8% of your maximum Force.
    • Neither Static Barrier nor damage reduction mitigate Consumption’s health cost, because it isn’t considered damage.
    • Utility: Dark Resilience reduces its health cost by 25%.
    • The SOR 4-Piece Force-Mystic’s Set waives its health cost.
  • You must have more health than Consumption’s cost to activate it.
  • Without Force Surge, Consumption 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 Extrication

  • Extrication 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 Sorcerer channeling Force Barrier.
forcebarriersorcerer Force Barrier


  • 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.


  • 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.
  Unlimited Power

  • 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.

  • 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”.
  • 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.


Gain up to 50 points of these stats through Datacrons.

  • Willpower
  • Endurance


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

  • Accuracy – Skadge, Scorpio, Khem Val, or Broonmark
  • Critical – Gault, Ensign Temple, Andronikos, or Vette
  • Healing received – Mako, Doctor Lokin, Talos Drellik, or Malavai Quinn
  • Maximum health – Blizz, Kaliyo, Xalek, or Lt. Pierce
  • Surge – Torian, Vector, Ashara, or Jaesa

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


Unless noted, Alacrity reduces every figure related to time.


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


  • 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%.


  • 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.


  • 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):!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.

By Dulfy

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

72 replies on “SWTOR 3.0 Corruption Sorcerer Healing Guide by Orderken”

Thank you! I have been looking everywhere for someone to post a Sage/Sorc updated gearing guide. Lots of DPS guides on the web, no healing guides. And the SWTOR forums are so full of contradicting info.

I will go through the spreadsheet, but using your model what % of Alacrity should this method give? I have heard from some healers that 10% Alacrity is suffice. Others say to shoot for 1900 Alacrity, which is something like 40%? If I read correctly. Alacrity is really the big debate it seems. Should we be aiming for 10% or peak?

With 198 gear, I suggest 7 items (Ear, Implant, or Enhancement) with Alacrity. This gives 840 Alacrity, or 9.48%.

It took a long time … But i have to say Im now glad it did. The guide is thorough and it is well done. I do agree with basically everything written here. A lot of nonsense was written in forums (for example the usage or not of alacrity) and here everything is put very simple (example 3 surge 7 alacrity) but thoroughly explained. Thank you Orderken for the time and effort spent

I’ve used medpacs a few times when I’m in a tight spot, though admittedly because it’s quite a rare occasion I don’t even have them on my hotbars, which makes me use them even less.

I have my raid frames set up to where it only shows the removable debuffs, mostly because the new raid buffs take up a lot of space. With the removable debuffs I know when to act and can do so immediately. What do you suggest as a workaround?

Though I don’t know why, my Operation Frames prioritize debuffs according to total duration. That is, one of the four “Bloodthirst” debuffs, each of which has a total duration of 5 minutes, is bumped from view when an ally gains a debuff from an enemy, which almost always has total duration less than 5 minutes. I don’t believe that we have the option at this time to exclude “Bloodthirst” debuffs from Operation Frames. Until SWTOR offers this option, I suggest disabling “Show Only Removable Debuffs”. The clutter from “Bloodthirst” is unfortunate, but the alternative robs you of valuable information. Seeing other debuffs is useful for Sparky, Bulo, Torque, Blaster, Malaphar, and Sword Squadron and is essential for Coratanni on Hard Mode.

I love these guides, but will there be any for PVP in the future? my pvp game needs some professional help 😉

I’d like to see a Sorc Heal PvP guide as well. I tend to gravitate towards PvP over Raiding anyways. I think the overall jist stays the same, only difference is the gearing. Take what information you gathered from this guide and apply it to the battlefield!

Since the difference in critical can vary drastically between mods and enhancements, is there an ideal number to shoot for?

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.

My sort healer sucks really bad and after forcing him to read this guide and quizzing him until he got it right his overall healing ability went up

Really? I tend to recommend Sorc’s for first time healers or people new to SWTOR healing in general, as they are the easiest to grasp. Unlike Op and Merc healing, Sorc’s have less “Micromanaging” of both procs and resource management. The only 2 things you have to focus on skill wise, is Force Bending and Force Surge. Force Bending is pretty much straight forward; only one target needs healing Force Bending>Innervate. If multiple targets need healing; Force Bending>Roaming Mend. I use Resurgence to proc it and as a lead off after popping Barrier to mitigate burst damage. As a Sorc you also have superior disconnects to keep the trash off you and the ability to remove debuffs from party members and pull non-tanks out of harms way.

Thank you, Ordeken. In my opinion, this is an amazing guide full of common sense and in depth reasoning. As a fellow healer I salute you 🙂

These numbers and percentages will change with your gear … 186-192-198. Im not in game now but if i remember correctly it should go around
alacrity between 8-10%
surge between 68-72%
crit raw number – below 300
I might be mistaken but I think it should go around these numbers but like I said it will variate with your gear number…
I havent reached all around bis gear yet (only have 5-6 pieces that are 198) but If you follow what is written above in terms of gear piece you should be ok.
Correct me if im mistaken guys 🙂

Any single set of stats might not be optimal for you, and won’t be optimal for everyone. I suggest using the included Healing Model Spreadsheet. On worksheet “Your Healing”, adjust the EHPS percentages to match yours for a fight that’s challenging to heal, such a Sword Squadron. Optimal Critical for a Sorcerer varies based on the percentage of total effective healing from Static Barrier. On worksheet “Your Healing”, adjust this percentage to match yours (and adjust the percentages for other abilities, too, so that the percentages for all abilities total 100%). Next, experiment with different gear on worksheet “Gear”, until you have maximized, or nearly maximized, Gear Rating.

Are the gear optimization based on theory crafting or personal preference. ..nothing wrong one way or the other just curious. .. can we get the actual stay breakdown included?

Tag this to the sorcerer guides.
Right now under 3.0 sorcerer guide it’s only the Lightning and madness guides

Nice guide as such but I did see some errors in the revivification explanation. One time he speaks of 8 hots and there are 10 as he explains himself. Also the resurgence comment under Use doesn’t make sense to me. 2 second cast, reduced by .5 seconds with 2 stacks is 1.5 second cast and instant with 3 stacks. Then he says don’t cast it with 3 stacks because it’s the same effect if you have 2 or 3 stacks. That is contradictory.

His definition is correct.

Revivication has 8 “charges” of the HOT effect. Each effect ticking up to 11 times.
You can discern this better in a 16 man run, when you can see the effect on 8 people.

At 2 stacks of force surge:
You spend 1.5 seconds casting Revivification, the GCD is already over and you cast your next ability.

At 3 stacks of force surge:
You cast Revivification instantly, but then you have to wait 1.5 second for the GCD to end to cast your next ability.

Thus, whether you spend 2 stacks or 3, you still have to wait 1.5 seconds before you can cast anything else. The same amount of time is spent regardless, so using 3 stacks is only useful when you have to cast on the move or to avoid an interrupt.

Prefer to use Resurgence/Force Bending for any other ability over Revivification. Force Bending reduces Revivification’s cost by 30%. Since Force management is (too) easy as a Sorcerer, this has little to no value.

Force Surge (not Force Bending) reduces Revivification’s activation time. Revivification is instant with 3 charges of Force Surge. An instant Revivification triggers a GCD, which is 1.5 seconds in duration. Revivification is a 1.5-second cast with 2 charges of Force Surge. So, the amount of time that you’ll invest in activating Revivification with 2 or 3 charges of Force Surge is the same. If you don’t need Revivification to be instant, consider using Consumption once and having it be a 1.5-second cast.

yeh I just misunderstood what you meant I see. I tend to use those stacks like that as it is, it just seemed to make sense to use the 3rd charge for consumption by the way it flowed, however the instant cast I have used more since 3.0 just because there is a lot more movement in some of the fights. That’s the most tricky part for me to get used to atm.

I was confused at first as well. The first option is in the Preferences>User Interface options. The rest are all on the UI Editor(ESC>Interface Editor) Then click the corresponding box then edit it’s settings individually.

Correct me if I am wrong here, but wouldn’t you want to max Crit Rating/Surge out as much as possible? Crit heals are worth their weight in gold, esp during burn phases.

no, as unlike mercs/ops, sorcs have no passive surge bonuses, and thus will not benefit from crit as much. Plus, the bubble, one of the mainstays of sorc healing, can not crit, and innervate has a crit bonus rather than a surge bonus.

I get what you are saying, but Roaming Mend, Innervate and Dark Infusion all crit quite often. I would think getting Surge to 400-500 would be ideal to compliment that (22k heal anyone?). esp as you say no surge bonuses.


In general, I consider any amount of Critical from gear that’s within
about 250 of the relevant optimal amount to be fine and not worth
debating. Critical isn’t “bad” for Corruption.

You shared a preference for PVP over PVE in a Comment below. I find myself using Static Barrier more often in PVP than PVE. If this is true for you, and since PVP stat budgets are lower, I’d narrow this window to about 200.

No. In general, a burn phase during which healing is challenging (e.g., Titan 6, Brontes, or Dread Council) doesn’t change optimal stats for a Sorcerer. You’ll use Static Barrier often while abilities like Revivification are on cooldown.

“With 14 Willpower Augments, the amount of Critical that maximizes
expected healing is about 40 in Resurrected gear or 105 in Revanite

Is this right?? I see most heals/dps rocking around 27-28% Crit.
I have currently 129 rating and its at 13.83%…just wondering coz it seems low XD

My UI us set up a lot like yours except I placed my Buffs above my OPs frame and scaled it up some so I could see procs. I also have HP numbers on, I much prefer seeing numbers rather than red bars.

does anyone have a spreadsheet like this for Merc DPS?? This spreadsheet is genius! Scratch that…is there a spreadsheet for any other classes like this???

Hi sorry to be so nooby here but could specify where you said (Among your Ear, Implants, and Enhancements, 3 have Surge and 7 have Alacrity) what mods and enhancements you mean just a little confused thanks.

OK this is going to be a noob question. . . . I basically understand all of the above and will play around with the abilities suggested. However, I looked at the gear you mention above and while it’s much better than the PVP gear in terms of overall stats it lacks Expertise which as I understand it, it a necessity for PVP. Is this guide mainly for PvE use or is there some way to cap Expertise using the Ressurrected/Revanite gear you suggest ? I am still trying to wrap my head around the armoring/gearing for this game. I came from Dark Age of Camelot and I knew how to max out that gear pretty well. This is Way different and it taking some time to grasp. Thanks.

Though much applies to PVP, this Guide’s focus is PVE. Resurrected or Revanite gear is for PVE only.

For Corruption PVP gear, (1) cap Expertise (i.e., have 2018), and (2) 4 Surge : 6 Alacrity is usually best.

Is Dark Resilience still worth it with the 4 piece set bonus solely for the extra healing on Unnatural Preservation since you no longer loose health from Consumption with the stacks?

Yes. Section “Utilities” assumes that you have the SOR 4-Piece.

Suppression is a reasonable alternative.
* For HM Revan, I choose Suppression instead of Corrupted Barrier. Suppression is ideal for Heave. (I have 3 Masterful Utilities for HM Revan: Suppression, Corrupted Flesh, and Lightning Barrier.)
* Suppression can be preferable to Dark Resilience for Ruugar. I recommend experimenting with it.
* Otherwise, I prefer Dark Resilience. It seems to me that a player who has the awareness to trigger Suppression could have either not stood in fire or used Force Barrier.

Since you’ve written the healing guides for all 3 healing classes, would you say that Sorc is the easiest to get the hang of healing? I’ve always tanked in MMO’s, with the occasional diversion into melee dps (which is a horrible thing in SWTOR) but never healed. From the guides, it seems to me that Sorc doesn’t have to worry as much about maintaining stacks of this or that buff or HOT.

I’ve been very fond of this guide, but I wanted to be completely sure, before I optimize my last gear. Do you still swear to the spreadsheet of only power/surge/alacrity for sorcs?

My Model is accurate. As you use it, keep the following in mind.

1. Sorcerer healing may change with patch 3.3. The changes on PTS might raise the value of Critical from gear.

2. Though a low amount of Critical from gear maximizes healing for a Sorcerer, my Model also shows that a moderate amount is fine.

What I understand from this guide is sorcs are the worste healers wgich is kinda demotivating. You think merc is better that much? Thanks

Each healing class is fine for Ravagers or Temple of Sacrifice on Hard Mode. Mercenary has certain advantages, but none of these is necessary.

Orderken, after the latest patch do you think we should maintain these numbers (low crit 40-120) regarding gearing wise? My healing is fine with the patch (actually i can reach higher hps numbers now) but just wanted to know your opinion after the patch. Thks

My understanding is that healing abilities have been buffed, but Static Barrier hasn’t. In general, then, Static Barrier’s share of your total healing will fall. As it falls, the amount of Critical that is optimal rises. I estimate that optimal Critical is about 250 for a typical Sorcerer healer post-3.3.

don’t know if it’s updated yet but after latest updates the energy management with sorcerer is trivial… you got unlimited energy and any player with bit of understanding can abuse this to have as much energy as he wants no problem at all.

Trying to implement your “Maximizing Your Healing Performance” section. Would be very helpful if you included a screenshot of your GUI.

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