Sage Balance Basics Guide
Balance
There is serenity in balance, and no one knows this better than the Balance Sage. Able to assail multiple targets at once while at the same time absorbing their vitality, the Balance Safe is a formidable presence in long-range engagements.
- Role: Damage
- Type: Damage Over Time
- Weapon: Single Lightsaber, though it is not used
- Distance: Long Range
- Mirror: Sorcerer – Madness
Balance for New Players
- Balance is long-range, making it easier to hit moving targets compared to melee characters for new players.
- Balance is a damage-over-time class which means you need to build up your attacks over time, and to be effective you need to learn to spread your damage out across multiple enemies, which can make it slightly harder to learn than attacking one enemy at a time for new players.
How to play a Balance Sage
You can start playing Balance at level 1. To start playing Balance, you will need to first create a Sage character, which can be played by Jedi Knights and Jedi Consulars (or even the Sith Warrior and Sith Inquisitor if you unlock the dark-side Combat Styles.)
Once you are ingame, press K on your keyboard to open the Combat Style tab, and choose Balance from the three options. This choice is not permanent, you will be able to switch between all three options by finding a rest location like a cantina.
Updated for 7.2!
Below Level 80
If you are below level 80, there are no true guides available to tell you what specific abilities you should be using, because the ideal rotation would change every level.
Instead, you can use this guide to figure out which of your abilities are attacks, which are defensive, and which are just useful.
5 Ability Basic Rotation
Not quite ready to learn all your abilities yet? Use this quick 5-ability rotation for the Balance Sage until you’re ready to read and learn from a true level 80 guide.
- Vanquish and then Sever Force are your main damage over time (DoT) abilities.
- Weaken Mind is your third DoT to get going on your target.
- Force in Balance should be cast after all your DoTs, as it makes them all do more damage over time. Double click or double tap the Force in Balance key to place it immediately on your target’s location, instead of having to aim where it lands.
- Force Serenity will be your hardest hitting move after your DoTs.
- Telekinetic Throw is your main filler ability. Spam this until Vanquish becomes available, and start all over again!
More than 3 Enemies
- Force in Balance will spread the effects of your DoTs to all nearby targets, so in Area Damage scenarios, being mindful of where you place it while doing your single target rotation should be enough to do great widespread damage.
- Forcequake can also replace all but your FIRST Telekinetic Throw in your rotation to do even more Area Damage (you want to do at least one throw still; to buff Vanquish later when you restart the rotation).
Extra Tips
- Feeling Spicy? Your blue Mental Alacrity and orange Force Potency are fantastic buffs you can activate during fights to increase your damage. Mental Alacrity will increase the speed of your casts, and Force Potency will increase the damage overall. Pop these right after Vanquish, at the same time as you’re applying your other DoTs.
Before you start…
If you happen to have 3,000 Tech Fragments, go and buy the Tempest of Rho tactical item.
It helps you do a ridiculous amount of extra damage with no extra work.
If you are set up to get your Legendary implants , the Gathering Storm Legendary Implant will increase the damage dealt by your next attack once you use Force Speed. You’ll get the best bonus by using Force Speed right before Force Serenity.
Discipline | Tactical | Legendary | Stats |
---|---|---|---|
Guardian Defense Juggernaut Immortal | Grit Teeth Jaw Breaker, Hord’s Makashi Strike and Leviathan’s Hide are good alternatives | Force Resistance + Retaliator | Shield: 5500-6000 Absorb: remaining tertiary stats |
Guardian Vigilance Juggernaut Vengeance | Hemophilic Slash (Single Target), Cut to Pieces (AoE) | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Guardian Focus Juggernaut Rage | Cauterized Coronary | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Watchman Marauder Annihilation | Spiteful Saber | Fearless Victor + Berserker’s Call and Dispatcher are all viable options | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Combat Marauder Carnage | Shard of Mortis | Fearless Victor + Dispatcher | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Sentinel Concentration Marauder Fury | Cauterized Conary | Fearless Victor + Berserker’s Call | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Telekinetics Sorcerer Lightning | Stormwatch | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 560 (2.14%) • 1.3 GCD = 3209 (10.38%) • 1.2 GCD = 8296 (20%) • 1.1 GCD under PS = 3596 (16.366) With Alacrity Guild Perk • 1.3 GCD = 1494 • 1.1 GCD under PS = 1801 |
Sage Seer Sorcerer Corruption | One for All | Unmatched Haste + Revitalize or Dynamic Force are all considered viable as of now | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Balance Sorcerer Madness | Tempest of Rho | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Kinetic Combat Assassin Darkness | Two Cloaks, The Life Warden, Ancient Tome of Wrath and Shroud of a Shadow as potential alternatives | Dynamic Force + Force Resistance or Ballast Point is fine if you prefer to use pieces with tanking stats | Shield: 5000-5500 Absorb: remaining tertiary stats |
Shadow Infiltration Assassin Deception | The Awakened Flame | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Serenity Assassin Hatred | Two Time Trouble | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Combat Medic Mercenary Bodyguard | SC-4 Treatment Scanner | Advanced Scanning + Concentrated Fire or Overcharged Cells seem to all be viable options | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Gunnery Mercenary Arsenal | Primed Ignition (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Commando Assault Specialist Mercenary Innovative Ordnance | Energized Charges (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Shield Specialist Powertech Shield Tech | Thermal Screen (Single Target), Oil Fire (AoE), The Life Warden | Supercommando + Squad Leader | Shield: 6000 - 6500 Absorb: remaining tertiary stats |
Vanguard Plasmatech Powertech Pyrotech | Superheated Fuel | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Tactics Powertech Advanced Prototype | Overwhelming Offense | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Sharpshooter Sniper Marksmanship | Agitating Energies | Locked and Loaded + Improved Targeting use Energy Regulators if you experience energy issues | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Saboteur Sniper Engineering | Ruthless Interrogation | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Dirty Fighting Sniper Virulence | Exploited Weakness (Single Target), Airborne Agents (AoE) | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: 2700 - 2800 With Alacrity Guild Perk 1100 - 1300 |
Scoundrel Sawbones Operative Medicine | Critical Surgery and Diagnostics Probe are both viable alternatives | Tactician + Aggressive Treatment or Field Medic | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Scrapper Operative Concealment | Acid Lash (Single Target), Explosive Cells (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Ruffian Operative Lethality | Synox Shots (Single Target), Viral Elements (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Ready to learn more about your class, and how to play at a higher skill level? These guides by other players break down your class's abilities and your full rotation!
Guides
- Beginners Guide To DPS With The Madness Sorcerer & Balance Sage by Terssus on YouTube (7.4)
- Balance Sage Quick PVP Guide by Ivano on YouTube (7.3.1)
- Balance / Madness 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Balance Sage Guide by Biggs on YouTube (7.01)
- Madness Sorcerer and Balance Sage guide by Draemn on YouTube (7.1)
- Balance Sage PvE Guide and Best Builds by Endonae on vulkk.com (7)
Attacks
- Saber Strike - Basic AttackLevel 1
- Disturbance - AttackLevel 1
- Project - AttackLevel 1
- Telekinetic Throw - AttackLevel 4
- Forcequake - Area AttackLevel 7
- Force in Balance - Area AttackLevel 15
- Mind Crush - AttackLevel 23
- Shifted Balance - Optional Attack Level 23 Option 2/3Level 23 REPLACES Force in Balance at Level 23+
- Destructive Wave - Optional Area Attack Level 27 Option 3/3Level 27 REPLACES Disturbance at Level 27+
- Weaken Mind - AttackLevel 31
- Sever Force - AttackLevel 35
- Force Serenity - AttackLevel 47
- Vanquish - AttackLevel 60 REPLACES Mind Crush at Level 60+
- Telekinetic Blitz - Optional Attack Level 68 Option 1/3Level 68
Multiple Enemy Attack Abilities
These Balance attacks are useful for attacking groups of enemies.
- Forcequake - Area AttackLevel 7
- Force in Balance - Area AttackLevel 15
- Destructive Wave - Optional Area Attack Level 27 Option 3/3Level 27 REPLACES Disturbance at Level 27+
Buffs
You can combine your Balance buffs with your attacks to create powerful combinations.
- Force Valor - Passive Class BuffLevel 1
- Force Potency - BuffLevel 19
- Vindicate - BuffLevel 35
- Mental Alacrity - BuffLevel 43
- Force Empowerment - Optional OperationBuff Level 43 Option 3/3Level 43
Defensive & Healing Abilities
Use these abilities to help yourself stay alive. The Sage has these defensive and healing abilities and you'll want to know where they are in a difficult fight.
- Benevolence - HealLevel 7
- Mending Force Armor - DefensiveLevel 15
- Rejuvenate - HealLevel 23
- Force Mend - Self HealLevel 31
- Force Barrier - DefensiveLevel 60
Useful Abilities
These abilities may not be directly for attacking, but they are used heavily by skilled Sages in combat to turn the tide of a fight.
- Meditation - Regeneration - Regain health out of battle.Level 1
- Force Wave - Knockback - Pushes enemies back.Level 4
- Force of Will - Stun Break - If you are stunned and can’t move, you can use this ability to unstun yourself.Level 10
- Force Stun - Stun - You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.Level 15
- Mind Snap - Interrupt - Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back!Level 19
- Force Speed - Movement - Increases your movement speed by 150% for 2 seconds. Does not break stealth.Level 27
- Cloud Mind - Optional Detaunt Level 27 Option 2/3 - Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank.Level 27
- Restoration - Cleanse - Your cleanse can help remove harmful effects from you or other players.Level 39
- Rescue - Friendly Pull - Your pull allows you to pull a friendly group member or companion to you, rescuing them from certain death and lowering enemys' attention towards them.Level 47
- Force Lift - Optional Crowd Control Level 68 Option 2/3 - Your crowd control (CC) is a special type of stun you can only use when your enemy is outside of combat. You use it before a fight, to temporarily knock an opponent out of the fight while you deal with the other enemies. Accidentally damaging your crowd control'd target will wake them up.Level 68
- Phase Walk - Optional Teleport Level 68 Option 3/3 - 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.Level 68
Tree Choices
As you level up, you will be able to make choices about how you play your Balance Sage with the Ability Tree, which can be opened with the K key on your keyboard. If you do not choose one, a default option will be chosen for you.
You will have eight choices to make as you level up, at levels 23, 27, 39, 43, 51, 64, 68 and 73. All of these Ability Tree choices are not permanent choices and can be changed later. If you are following a Level 80 guide on how to play your Balance Sage, you will need to make sure to choose the same options as they have. You may not have the same choices chosen as a friend who is also playing a Balance Sage.
Level 23 Choice: Force in Balance Change
Choose from one of three ways that you want Force in Balance to change at level 23. Your options are Consuming Light, Shifted Balance, and One with the Force.
Deals internal damage and redistributes life from affected targets to heal you for 10% of the damage dealt. Strikes up to 8 targets within a 5-meter radius.
When a charge of Force Suppression is consumed there is a 50% chance for a Force Suppression charge to not be consumed.
When a charge of Force Suppression is consumed there is a 50% chance for a Force Suppression charge to not be consumed.
Deals single target internal damage and applies Force Suppression. Increases Lifesteal by 50%. Replaces Force in Balance.
Deals single target internal damage and applies Force Suppression. Increases Lifesteal by 50%. Replaces Force in Balance.
Force Suppression heals the caster for 1% of their health when they are consumed.
Force Suppression heals the caster for 1% of their health when they are consumed.
Solo Single-Strong-Enemy Suggestion: Consuming Light - Force Suppression stacks lasting longer to apply to more DoT ticks throughout a fight makes Consuming Light your best choice for damage.
Multi-Enemy Solo Suggestion: Consuming Light - Force Suppression stacks lasting longer to apply to more DoT ticks throughout a fight makes Consuming Light your best choice for damage.
Flashpoint Suggestion: Shifted Balance - Consuming Light is your best choice for damage, HOWEVER, starting at level 43 THIS choice, Shifted Balance, increases enemies internal/elemental damage taken. Less damage for YOU personally, but vigilance/vengeance or Plasma/Pyrotech teammates that can't apply this debuff themselves will do much more. If you have an IO/Assault Specialist, Ruffian/Lethality, or Watchman/Annihilation member in your group, they apply this debuff too, so you won't have to.
Operation Suggestion: Shifted Balance - Consuming Light is your best choice for damage, HOWEVER, starting at level 43 THIS choice, Shifted Balance, increases enemies internal/elemental damage taken. Less damage for YOU personally, but vigilance/vengeance or Plasma/Pyrotech teammates that can't apply this debuff themselves will do much more. If you have an IO/Assault Specialist, Ruffian/Lethality, or Watchman/Annihilation member in your group, they apply this debuff too, so you won't have to.
Level 27 Choice
Choose from one of three Sage abilities at Level 27, you can only have one of these options at any given time. Your options as a Balance Sage for the Level 27 choice are Teachings of Rajivari, Cloud Mind, and Destructive Wave.
Project finishes off all your directly applied damage over time effects at once, dealing their remaining damage. The cooldown for Project is increased by 12 seconds.
Project finishes off all your directly applied damage over time effects at once, dealing their remaining damage. The cooldown for Project is increased by 12 seconds.
Clouds the minds of your enemies, instantly lowering your threat by a moderate amount. Activating Cloud Mind grants Blockout, which increases damage reduction by 25% for 6 seconds.
Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank.
Fires a blast of telekinetic energy at the target, dealing kinetic damage to up to 3 enemies within 10 meters. Replaces Disturbance.
Fires a blast of telekinetic energy at the target, dealing kinetic damage to up to 3 enemies within 10 meters. Replaces Disturbance.
Solo Single-Strong-Enemy Suggestion: Teachings of Rajivari - Teachings of Rajivari results in the highest single target boost to damage but can make your rotation more complicated, as you must re-apply dots more often and can forget them easily. For fights with lots of target swapping, it's worth it to learn it. Otherwise, if you need a defensive, Cloud Mind works as one! Destructive Wave will do best against 3+ targets at a time as well.
Flashpoint Suggestion: Teachings of Rajivari - Teachings of Rajivari results in the highest single target boost to damage but can make your rotation more complicated, as you must re-apply dots more often and can forget them easily. For fights with lots of target swapping, it's worth it to learn it. Otherwise, if you need a defensive, Cloud Mind works as one! Destructive Wave will do best against 3+ targets at a time as well.
Operation Suggestion: Teachings of Rajivari - Teachings of Rajivari results in the highest single target boost to damage but can make your rotation more complicated, as you must re-apply dots more often and can forget them easily. For fights with lots of target swapping, it's worth it to learn it. Otherwise, if you need a defensive, Cloud Mind works as one! Destructive Wave will do best against 3+ targets at a time as well.
Multi-Enemy Solo Suggestion: Destructive Wave - Destructive Wave adds a nice amount of cleave to your rotation, great for constant AoE.
Level 39 Choice: Sever Force Change
Choose from one of three ways that you want Sever Force to change at level 39. Your options are Center Point, Shatter Connection, and Returning Light.
Weakens the target, freezing it in place for 2 seconds and dealing internal damage over 18 seconds. The immobilizing effect cannot occur more than once every 9 seconds.
Sever Force has a 30% chance to deal damage up to 4 targets within 10 meters of the initial target.
Sever Force has a 30% chance to deal damage up to 4 targets within 10 meters of the initial target.
Dealing damage with Sever Force shatters the connection to the force of the target, consuming two stacks of Force Suppression and dealing increased damage.
Dealing damage with Sever Force shatters the connection to the force of the target, consuming two stacks of Force Suppression and dealing increased damage.
Dealing damage with Sever Force reduces the cooldown of Force Potency by 2 seconds. This effect can only occur once every 3 seconds.
Dealing damage with Sever Force reduces the cooldown of Force Potency by 2 seconds. This effect can only occur once every 3 seconds.
Multi-Enemy Solo Suggestion: Center Point - Spread Sever Force to each target and they all have a 30% chance of hitting eachother. This is huge in big AoE pulls.
Solo Single-Strong-Enemy Suggestion: Shatter Connection - If you took Consuming Light in the 23 tier, Shatter Connection will provide the best DPS benefit over time. If you need more burst damage in a smaller window, or took Shifted Balance at 23, Returning Light will be the better choice.
Flashpoint Suggestion: Shatter Connection - If you took Consuming Light in the 23 tier, Shatter Connection will provide the best DPS benefit over time. If you need more burst damage in a smaller window, or took Shifted Balance at 23, Returning Light will be the better choice.
Operation Suggestion: Shatter Connection - If you took Consuming Light in the 23 tier, Shatter Connection will provide the best DPS benefit over time. If you need more burst damage in a smaller window, or took Shifted Balance at 23, Returning Light will be the better choice.
Level 43 Choice
Choose from one of three Sage abilities at Level 43, you can only have one of these options at any given time. Your options as a Balance Sage for the Level 43 choice are Enhanced Force Speed, Warden of the Force, and Force Empowerment.
Periodic damage reduces the cooldown of Force Speed by 3 seconds. This effect can only occur once every 5 seconds.
Periodic damage reduces the cooldown of Force Speed by 3 seconds. This effect can only occur once every 5 seconds.
Dealing critical damage with your damage over time abilities increases your damage reduction by 5% for 10 seconds. Stacks up to 3 times.
Dealing critical damage with your damage over time abilities increases your damage reduction by 5% for 10 seconds. Stacks up to 3 times.
Increases mastery, endurance, and presence for you and your Operation group members within 40 meters by 10%. Lasts 10 seconds. Those affected by Force Empowerment become Drained and cannot regain Force Empowerment for 5 minutes.
Increases mastery, endurance, and presence for you and your Operation group members within 40 meters by 10%. Lasts 10 seconds. Those affected by Force Empowerment become Drained and cannot regain Force Empowerment for 5 minutes.
General Suggestion: Enhanced Force Speed - Force Speed coming off cooldown so often is extremely useful for just about any content. If you seriously need some damage reduction to survive, Warden of the Force is a great choice, but you may actually notice a DPS drop from spending more time moving/dodging.
Level 51 Choice
Choose from one of three Sage abilities at Level 51, you can only have one of these options at any given time. Your options as a Balance Sage for the Level 51 choice are Telekinetic Defense, Force Mobility, and Resistance.
Your Force Armor reverberates with Force energy, blasting attackers for energy damage when it absorbs direct damage to you. This effect does not affect Force Armors placed on allies and cannot occur more than once each second.
Your Force Armor reverberates with Force energy, blasting attackers for energy damage when it absorbs direct damage to you. This effect does not affect Force Armors placed on allies and cannot occur more than once each second.
Turbulence, Healing Trance, and Force Serenity can be activated while moving.
Turbulence, Healing Trance, and Force Serenity can be activated while moving.
Increases damage reduction by 3%.
Increases damage reduction by 3%.
General Suggestion: Force Mobility - Casting Serenity makes up a decent percentage of your time standing still in a fight, and enabling you to move during it can really increase your uptime and therefore your DPS. Take by default.
Level 64 Choice
Choose from one of three Sage abilities at Level 64, you can only have one of these options at any given time. Your options as a Balance Sage for the Level 64 choice are Metaphysical Alacrity, Valorous Spirit, and Kinetic Collapse.
Reduces the cooldowns of Force Speed by 5 seconds and Force Barrier by 30 seconds. In addition, Force Speed lasts 0.5 seconds longer, Mental Alacrity increases your movement speed by 100% while active, and the active cooldown of Force Speed is finished when Force Barrier ends.
Reduces the cooldowns of Force Speed by 5 seconds and Force Barrier by 30 seconds. In addition, Force Speed lasts 0.5 seconds longer, Mental Alacrity increases your movement speed by 100% while active, and the active cooldown of Force Speed is finished when Force Barrier ends.
Force Mend increases your damage reduction by 15% for 6 seconds. Additionally, reduces the cooldown of Force Mend by 5 seconds.
Force Mend increases your damage reduction by 15% for 6 seconds. Additionally, reduces the cooldown of Force Mend by 5 seconds.
Force Armors you place on yourself erupt in a flash of light when they end, blinding up to 8 nearby enemies for 3 seconds. This effect breaks from direct damage.
Force Armors you place on yourself erupt in a flash of light when they end, blinding up to 8 nearby enemies for 3 seconds. This effect breaks from direct damage.
Flashpoint Suggestion: Metaphysical Alacrity - A great mobile choice here that should probably be taken by default, unless you really want the defensive in Valorous Spirit. Remember when picking Valorous Spirit that you have to Force Mend yourself for it to work!
Operation Suggestion: Metaphysical Alacrity - A great mobile choice here that should probably be taken by default, unless you really want the defensive in Valorous Spirit. Remember when picking Valorous Spirit that you have to Force Mend yourself for it to work!
Solo Single-Strong-Enemy Suggestion: Kinetic Collapse - Most enemies in solo content won't be immune to a blind, so Kinetic Collapse can be a cool choice here. If they are immune, or you just don't need the crowd control, Metaphysical Alacrity is a great speed boost.
Multi-Enemy Solo Suggestion: Kinetic Collapse - Most enemies in solo content won't be immune to a blind, so Kinetic Collapse can be a cool choice here. If they are immune, or you just don't need the crowd control, Metaphysical Alacrity is a great speed boost.
Level 68 Choice
Choose from one of three Sage abilities at Level 68, you can only have one of these options at any given time. Your options as a Balance Sage for the Level 68 choice are Telekinetic Blitz, Force Lift, and Phase Walk.
Deals kinetic damage to your target and leaves you feeling Empowered for up to 5 seconds. The Empowered effect can stack three times, with each stack increasing Telekinetic Blitz damage by 30%. The ability has 3 charges and recharges every 10 seconds. Telekinetic Blitz deals 10% more damage, and if applicable healing.
Deals kinetic damage to your target and leaves you feeling Empowered for up to 5 seconds. The Empowered effect can stack three times, with each stack increasing Telekinetic Blitz damage by 30%. The ability has 3 charges and recharges every 10 seconds. Telekinetic Blitz deals 10% more damage, and if applicable healing.
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 causes this effect to end prematurely.
Your crowd control (CC) is a special type of stun you can only use when your enemy is outside of combat. You use it before a fight, to temporarily knock an opponent out of the fight while you deal with the other enemies. Accidentally damaging your crowd control'd target will wake them up.
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.
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.
Solo Single-Strong-Enemy Suggestion: Force Lift - Normally Phase Walk would be recommended as default here as great mobility, because Telekinetic Blitz doesn't have room in your rotation and Force Lift breaks on damage in group content and more often than not your allies will cancel it anyway. But in solo content, Force Lift can be very useful on multi-target fights to keep one target out of the way for a bit. Master Mode Chapters are a great place to lift extra targets away!
Multi-Enemy Solo Suggestion: Force Lift - Normally Phase Walk would be recommended as default here as great mobility, because Telekinetic Blitz doesn't have room in your rotation and Force Lift breaks on damage in group content and more often than not your allies will cancel it anyway. But in solo content, Force Lift can be very useful on multi-target fights to keep one target out of the way for a bit. Master Mode Chapters are a great place to lift extra targets away!
Flashpoint Suggestion: Phase Walk - Phase walk is likely your best bet here to instantly teleport out of AoE damage or do a mechanic quicker. No room for Telekinetic Blitz in your rotation, and outside of the two turrets in Hammer Station, most random groups will pull and fight everything at once in flashpoints, so your Force Lift would be cancelled anyway.
Operation Suggestion: Phase Walk - Phase walk is likely your best bet here to instantly teleport out of AoE damage or do a mechanic quicker. No room for Telekinetic Blitz in your rotation, and Force Lift can't be used on most Operation targets.
Level 73 Choice
Choose from one of three Sage abilities at Level 73, you can only have one of these options at any given time. Your options as a Balance Sage for the Level 73 choice are Egress, Confound, and Mind Ward.
Force Speed grants Egress, removing all movement-impairing effects and granting immunity to them for the duration.
Force Speed grants Egress, removing all movement-impairing effects and granting immunity to them for the duration.
Targets affected by your Weaken Mind are slowed by 30% for its duration.
Targets affected by your Weaken Mind are slowed by 30% for its duration.
Reduces the damage taken by all periodic effects by 15%.
Reduces the damage taken by all periodic effects by 15%.
General Suggestion: Mind Ward - Mind Ward is a greatly beneficial survivability choice, with Egress being a situationally useful slow-breaker.
All Abilities
All your abilities for the Balance Sage.
Lvl | Icon | Ability |
---|---|---|
LvL1 | Saber StrikeBasic Attack 4m (melee range) Deals weapon damage spread across a flurry of 3 melee attacks. Deals weapon damage spread across a flurry of 3 melee attacks. | |
LvL1 | DisturbanceAttack 30m (long range) Fires a blast of telekinetic energy at the target, dealing kinetic damage. Fires a blast of telekinetic energy at the target, dealing kinetic damage. | |
LvL1 | MeditationRegeneration Allows you to pause and meditate to restore your health and Force. Cannot be used during combat. Regain health out of battle. | |
LvL1 | ProjectAttack 30m (long range) Throws debris at the target, dealing kinetic damage. Standard and weak targets are additionally stunned for 0.5 seconds. Throws debris at the target, dealing kinetic damage. Standard and weak targets are additionally stunned for 0.5 seconds. | |
LvL1 | Force HealerPassive Reduces the cooldown of Revive by 100%. Reduces the cooldown of Revive by 100%. | |
LvL1 | Force ReachPassive Increases the range of Project, Mind Snap, Force in Balance, and Force Slow by 20 meters. Also increases the duration of Force Lift to 60 seconds. Increases the range of Project, Mind Snap, Force in Balance, and Force Slow by 20 meters. Also increases the duration of Force Lift to 60 seconds. | |
LvL1 | Force StudiesPassive Attuned to the Force, your maximum Force is increased by 500. Attuned to the Force, your maximum Force is increased by 500. | |
LvL1 | Force ValorPassive Class Buff Increases Mastery by 5% and internal and elemental damage reduction by 10%. Increases Mastery by 5% and internal and elemental damage reduction by 10%. | |
LvL1 | Presence of MindHidden Passive Dealing damage with Telekinetic Throw produces a stack of Presence of Mind. At 4 stacks, Presence of Mind causes your next Disturbance, Mind Crush, or Vanquish to activate instantly, consume 50% less Force, and deal 25% more damage. Dealing damage with Telekinetic Throw produces a stack of Presence of Mind. At 4 stacks, Presence of Mind causes your next Disturbance, Mind Crush, or Vanquish to activate instantly, consume 50% less Force, and deal 25% more damage. | |
LvL4 | Force WaveKnockback 15m Deals kinetic damage and knocks back up to 8 enemies within a 15-meter cone in front of you, unbalancing them and immobilizing them for 5 seconds. Standard and weak enemies are additionally knocked down for 3 seconds. Direct damage dealt after 2 seconds ends the immobilize effect prematurely. Pushes enemies back. | |
LvL4 | Telekinetic ThrowAttack 30m (long range) Deals 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. Deals 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. | |
LvL7 | BenevolenceHeal 30m (long range) Heals a friendly target. Heals a friendly target. | |
LvL7 | ForcequakeArea Attack 30m (long range) Channels the Force into the ground at the target location, causing it to quake and tremble, consuming 60 force and dealing 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. Channels the Force into the ground at the target location, causing it to quake and tremble, consuming 60 force and dealing 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. | |
LvL10 | Force of WillStun Break Demonstrates your force of will, purging all incapacitating and movement-impairing effects. If you are stunned and can’t move, you can use this ability to unstun yourself. | |
LvL15 | Mending Force ArmorDefensive 30m (long range) Surrounds the target in a Force shield that absorbs damage and lasts up to 30 seconds. The target becomes Force-imbalanced and cannot benefit from Force Armor again for 20 seconds. Your Force Armor, Force Barrier, and Enduring Bastion heal you for 1% of your total health for as long as they last. This healing scales up to 4% with the charges for Enduring Bastion. Surrounds the target in a Force shield that absorbs damage and lasts up to 30 seconds. The target becomes Force-imbalanced and cannot benefit from Force Armor again for 20 seconds. Your Force Armor, Force Barrier, and Enduring Bastion heal you for 1% of your total health for as long as they last. This healing scales up to 4% with the charges for Enduring Bastion. | |
LvL15 | Force StunStun 10m (short range) Deals kinetic damage and stuns the target for 4 seconds. You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general. | |
LvL15 | Force in BalanceArea Attack 30m (long range) Deals internal damage and redistributes life from affected targets to heal you for 10% of the damage dealt. Strikes up to 8 targets within a 5-meter radius. Deals internal damage and redistributes life from affected targets to heal you for 10% of the damage dealt. Strikes up to 8 targets within a 5-meter radius. | |
LvL15 | Psychic ProjectionHidden Passive Telekinetic Throw channels and ticks 33% faster but deals 25% less damage. Telekinetic Throw channels and ticks 33% faster but deals 25% less damage. | |
LvL15 | Telekinetic BalancePassive Telekinetic Throw no longer has a cooldown and Telekinetic Throw channels and ticks 33% faster but deals 20% less damage. In addition, your Rejuvenate increases your armor rating by 30% when it heals you. Telekinetic Throw no longer has a cooldown and Telekinetic Throw channels and ticks 33% faster but deals 20% less damage. In addition, your Rejuvenate increases your armor rating by 30% when it heals you. | |
LvL15 | Immutable ForcePassive Reduces the activation time of Deliverance by 0.5 seconds and the Force consumed by Benevolence by 5. Reduces the activation time of Deliverance by 0.5 seconds and the Force consumed by Benevolence by 5. | |
LvL19 | Force PotencyBuff 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. 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. | |
LvL19 | Mind SnapInterrupt 30m (long range) Interrupts the target's current action and prevents that ability from being used for 4 seconds. Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back! | |
LvL23 | Mind CrushAttack 30m (long range) Crushes the target's mind with the Force, instantly dealing kinetic damage and additional kinetic damage over 6 seconds Crushes the target's mind with the Force, instantly dealing kinetic damage and additional kinetic damage over 6 seconds | |
LvL23 | RejuvenateHeal 30m (long range) Immediately heals a target, plus additional healing over 9 seconds. Immediately heals a target, plus additional healing over 9 seconds. | |
LvL23 | Consuming LightOptional Passive Level 23 Option 1/3 When a charge of Force Suppression is consumed there is a 50% chance for a Force Suppression charge to not be consumed. When a charge of Force Suppression is consumed there is a 50% chance for a Force Suppression charge to not be consumed. Solo Single-Enemy Suggestion: Force Suppression stacks lasting longer to apply to more DoT ticks throughout a fight makes Consuming Light your best choice for damage. Solo Many-Enemy Suggestion: Force Suppression stacks lasting longer to apply to more DoT ticks throughout a fight makes Consuming Light your best choice for damage. | |
LvL23 | Shifted BalanceOptional Attack 30m (long range) Level 23 Option 2/3 Deals single target internal damage and applies Force Suppression. Increases Lifesteal by 50%. Replaces Force in Balance. Deals single target internal damage and applies Force Suppression. Increases Lifesteal by 50%. Replaces Force in Balance. Flashpoint Suggestion: Consuming Light is your best choice for damage, HOWEVER, starting at level 43 THIS choice, Shifted Balance, increases enemies internal/elemental damage taken. Less damage for YOU personally, but vigilance/vengeance or Plasma/Pyrotech teammates that can't apply this debuff themselves will do much more. If you have an IO/Assault Specialist, Ruffian/Lethality, or Watchman/Annihilation member in your group, they apply this debuff too, so you won't have to. Operation Suggestion: Consuming Light is your best choice for damage, HOWEVER, starting at level 43 THIS choice, Shifted Balance, increases enemies internal/elemental damage taken. Less damage for YOU personally, but vigilance/vengeance or Plasma/Pyrotech teammates that can't apply this debuff themselves will do much more. If you have an IO/Assault Specialist, Ruffian/Lethality, or Watchman/Annihilation member in your group, they apply this debuff too, so you won't have to. | |
LvL23 | One with the ForceOptional Passive Level 23 Option 3/3 Force Suppression heals the caster for 1% of their health when they are consumed. Force Suppression heals the caster for 1% of their health when they are consumed. | |
LvL23 | Force SuppressionPassive Force in Balance now suppresses resistance to the Force, increasing the amount of damage the targets suffer from your next 15 periodic damage abilites by 15%. Lasts 30 seconds. Force in Balance now suppresses resistance to the Force, increasing the amount of damage the targets suffer from your next 15 periodic damage abilites by 15%. Lasts 30 seconds. | |
LvL27 | Force SpeedMovement Increases your movement speed by 150% for 2 seconds. Does not break stealth. Increases your movement speed by 150% for 2 seconds. Does not break stealth. | |
LvL27 | Inner StrengthPassive Reduces the Force consumed by Force abilities by 10%. Reduces the Force consumed by Force abilities by 10%. | |
LvL27 | Teachings of RajivariOptional Passive Level 27 Option 1/3 Project finishes off all your directly applied damage over time effects at once, dealing their remaining damage. The cooldown for Project is increased by 12 seconds. Project finishes off all your directly applied damage over time effects at once, dealing their remaining damage. The cooldown for Project is increased by 12 seconds. General Suggestion: Teachings of Rajivari results in the highest single target boost to damage but can make your rotation more complicated, as you must re-apply dots more often and can forget them easily. For fights with lots of target swapping, it's worth it to learn it. Otherwise, if you need a defensive, Cloud Mind works as one! Destructive Wave will do best against 3+ targets at a time as well. | |
LvL27 | Cloud MindOptional Detaunt Level 27 Option 2/3 Clouds the minds of your enemies, instantly lowering your threat by a moderate amount. Activating Cloud Mind grants Blockout, which increases damage reduction by 25% for 6 seconds. Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank. | |
LvL27 | Destructive WaveOptional Area Attack 30m (long range) Level 27 Option 3/3 Fires a blast of telekinetic energy at the target, dealing kinetic damage to up to 3 enemies within 10 meters. Replaces Disturbance. Fires a blast of telekinetic energy at the target, dealing kinetic damage to up to 3 enemies within 10 meters. Replaces Disturbance. Solo Many-Enemy Suggestion: Destructive Wave adds a nice amount of cleave to your rotation, great for constant AoE. | |
LvL31 | Force MendSelf Heal Immediately restores health to you. Cannot be used on others. Immediately restores health to you. Cannot be used on others. | |
LvL31 | Weaken MindAttack 30m (long range) Weakens the target's mind, dealing internal damage over 18 seconds. Weakens the target's mind, dealing internal damage over 18 seconds. | |
LvL35 | VindicateBuff 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. 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. | |
LvL35 | Sever ForceAttack 30m (long range) Weakens the target, freezing it in place for 2 seconds and dealing internal damage over 18 seconds. The immobilizing effect cannot occur more than once every 9 seconds. Weakens the target, freezing it in place for 2 seconds and dealing internal damage over 18 seconds. The immobilizing effect cannot occur more than once every 9 seconds. | |
LvL35 | Psychic BarrierPassive Reduces the pushback suffered while activating Force Serenity by 75% and Telekinetic Throw by 100%. Targets hit by Force in Balance have a 30% chance to emit a Resonant Pulse, damaging itself and up to 7 targets within 5 meters with internal damage. Targets affected by Shifted Balance's Slow have a 50% chance to have the slow reapplied and dealing damage to the target. Reduces the pushback suffered while activating Force Serenity by 75% and Telekinetic Throw by 100%. Targets hit by Force in Balance have a 30% chance to emit a Resonant Pulse, damaging itself and up to 7 targets within 5 meters with internal damage. Targets affected by Shifted Balance's Slow have a 50% chance to have the slow reapplied and dealing damage to the target. | |
LvL35 | Resonant PulseHidden Passive Targets hit by Force in Balance have a 30% chance to emit a Resonant Pulse, damaging itself and up to 7 targets within 5 meters with internal damage. Shifted Balance slows targets by 50% for 6 seconds. Targets affected by this have a 50% chance to have the slow reapplied and suffering internal damage. Targets hit by Force in Balance have a 30% chance to emit a Resonant Pulse, damaging itself and up to 7 targets within 5 meters with internal damage. Shifted Balance slows targets by 50% for 6 seconds. Targets affected by this have a 50% chance to have the slow reapplied and suffering internal damage. | |
LvL35 | Telekinetic RegenerationPassive Each time your Telekinetic Throw deals damage, you recover 2% of your total Force. Each time your Telekinetic Throw deals damage, you recover 2% of your total Force. | |
LvL39 | RestorationCleanse 30m (long range) Cleanses a friendly target of up to 2 negative mental or Force effects. Your cleanse can help remove harmful effects from you or other players. | |
LvL39 | Center PointOptional Passive Level 39 Option 1/3 Sever Force has a 30% chance to deal damage up to 4 targets within 10 meters of the initial target. Sever Force has a 30% chance to deal damage up to 4 targets within 10 meters of the initial target. Solo Many-Enemy Suggestion: Spread Sever Force to each target and they all have a 30% chance of hitting eachother. This is huge in big AoE pulls. | |
LvL39 | Shatter ConnectionOptional Passive Level 39 Option 2/3 Dealing damage with Sever Force shatters the connection to the force of the target, consuming two stacks of Force Suppression and dealing increased damage. Dealing damage with Sever Force shatters the connection to the force of the target, consuming two stacks of Force Suppression and dealing increased damage. General Suggestion: If you took Consuming Light in the 23 tier, Shatter Connection will provide the best DPS benefit over time. If you need more burst damage in a smaller window, or took Shifted Balance at 23, Returning Light will be the better choice. | |
LvL39 | Returning LightOptional Passive Level 39 Option 3/3 Dealing damage with Sever Force reduces the cooldown of Force Potency by 2 seconds. This effect can only occur once every 3 seconds. Dealing damage with Sever Force reduces the cooldown of Force Potency by 2 seconds. This effect can only occur once every 3 seconds. | |
LvL43 | Mental AlacrityBuff Grants 20% alacrity and immunity to pushback and interrupts for 15 seconds. Grants 20% alacrity and immunity to pushback and interrupts for 15 seconds. | |
LvL43 | Enhanced Force SpeedOptional Passive Level 43 Option 1/3 Periodic damage reduces the cooldown of Force Speed by 3 seconds. This effect can only occur once every 5 seconds. Periodic damage reduces the cooldown of Force Speed by 3 seconds. This effect can only occur once every 5 seconds. General Suggestion: Force Speed coming off cooldown so often is extremely useful for just about any content. If you seriously need some damage reduction to survive, Warden of the Force is a great choice, but you may actually notice a DPS drop from spending more time moving/dodging. | |
LvL43 | Warden of the ForceOptional Passive Level 43 Option 2/3 Dealing critical damage with your damage over time abilities increases your damage reduction by 5% for 10 seconds. Stacks up to 3 times. Dealing critical damage with your damage over time abilities increases your damage reduction by 5% for 10 seconds. Stacks up to 3 times. | |
LvL43 | Force EmpowermentOptional OperationBuff Level 43 Option 3/3 Increases mastery, endurance, and presence for you and your Operation group members within 40 meters by 10%. Lasts 10 seconds. Those affected by Force Empowerment become Drained and cannot regain Force Empowerment for 5 minutes. Increases mastery, endurance, and presence for you and your Operation group members within 40 meters by 10%. Lasts 10 seconds. Those affected by Force Empowerment become Drained and cannot regain Force Empowerment for 5 minutes. | |
LvL43 | Abundant JusticePassive Damaging targets affected by Weaken Mind and Sever Force with Force in Balance spreads them to unaffected targets in the area of effect. Force in Balance applies Overwhelmed to targets it hits, increasing area attack damage they take by 10%. Shifted Balance applies Assailable to its target, increasing internal and elemental damage on the target by 7%. Damaging targets affected by Weaken Mind and Sever Force with Force in Balance spreads them to unaffected targets in the area of effect. Force in Balance applies Overwhelmed to targets it hits, increasing area attack damage they take by 10%. Shifted Balance applies Assailable to its target, increasing internal and elemental damage on the target by 7%. | |
LvL47 | RescueFriendly Pull 30m (long range) Lowers the target's threat by a moderate amount and, if the target is a group member, pulls the target to your location. Your pull allows you to pull a friendly group member or companion to you, rescuing them from certain death and lowering enemys' attention towards them. | |
LvL47 | Force SerenityAttack 30m (long range) Redistributes life from an enemy, dealing internal damage to the target and healing you for 50% of the damage dealt. Force Serenity deals 30% more damage when used on a target affected by your Weaken Mind. Redistributes life from an enemy, dealing internal damage to the target and healing you for 50% of the damage dealt. Force Serenity deals 30% more damage when used on a target affected by your Weaken Mind. | |
LvL51 | Telekinetic DefenseOptional Passive Level 51 Option 1/3 Your Force Armor reverberates with Force energy, blasting attackers for energy damage when it absorbs direct damage to you. This effect does not affect Force Armors placed on allies and cannot occur more than once each second. Your Force Armor reverberates with Force energy, blasting attackers for energy damage when it absorbs direct damage to you. This effect does not affect Force Armors placed on allies and cannot occur more than once each second. | |
LvL51 | Force MobilityOptional Passive Level 51 Option 2/3 Turbulence, Healing Trance, and Force Serenity can be activated while moving. Turbulence, Healing Trance, and Force Serenity can be activated while moving. General Suggestion: Casting Serenity makes up a decent percentage of your time standing still in a fight, and enabling you to move during it can really increase your uptime and therefore your DPS. Take by default. | |
LvL51 | ResistanceOptional Passive Level 51 Option 3/3 Increases damage reduction by 3%. Increases damage reduction by 3%. | |
LvL51 | Critical KinesisPassive Increases the critical chance of Force Serenity and Disturbance by 15%. Increases all periodic damage dealt by 20%. In addition, Force in Balance and Shifted Balance grant Warden's Vigor, causing your Telekinetic Throw to heal you for 15% of the damage dealt for the next 12 seconds. Increases the critical chance of Force Serenity and Disturbance by 15%. Increases all periodic damage dealt by 20%. In addition, Force in Balance and Shifted Balance grant Warden's Vigor, causing your Telekinetic Throw to heal you for 15% of the damage dealt for the next 12 seconds. | |
LvL51 | Drain ThoughtsHidden Passive Increases all periodic damage dealt by 20%. Increases all periodic damage dealt by 20%. | |
LvL60 | Force BarrierDefensive Channels a protective barrier around you, granting immunity to all negative, controlling, and damaging effects and building up to 4 charges for Enduring Bastion, which absorbs damage per charge and grants immunity to interrupts for up to 5 seconds after the channel ends. This ability does not respect the global cooldown and can be used while controlled. Channels a protective barrier around you, granting immunity to all negative, controlling, and damaging effects and building up to 4 charges for Enduring Bastion, which absorbs damage per charge and grants immunity to interrupts for up to 5 seconds after the channel ends. This ability does not respect the global cooldown and can be used while controlled. | |
LvL60 | VanquishAttack 30m (long range) Vanquishes the target with mighty force, dealing kinetic damage initially, plus an additional kinetic damage over 9 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Replaces Mind Crush. Vanquishes the target with mighty force, dealing kinetic damage initially, plus an additional kinetic damage over 9 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Replaces Mind Crush. | |
LvL60 | Rippling ForcePassive Damage dealt by Telekinetic Throw has a 20% chance and damage dealt by Force Serenity has a 60% chance to restore 2 force and deal kinetic damage to the target. Increases the duration of Mind Crush and Vanquish by 3 seconds. Damage dealt by Telekinetic Throw has a 20% chance and damage dealt by Force Serenity has a 60% chance to restore 2 force and deal kinetic damage to the target. Increases the duration of Mind Crush and Vanquish by 3 seconds. | |
LvL60 | Mind WarpHidden Passive Increases the duration of Mind Crush and Vanquish by 3 seconds. Increases the duration of Mind Crush and Vanquish by 3 seconds. | |
LvL64 | Metaphysical AlacrityOptional Passive Level 64 Option 1/3 Reduces the cooldowns of Force Speed by 5 seconds and Force Barrier by 30 seconds. In addition, Force Speed lasts 0.5 seconds longer, Mental Alacrity increases your movement speed by 100% while active, and the active cooldown of Force Speed is finished when Force Barrier ends. Reduces the cooldowns of Force Speed by 5 seconds and Force Barrier by 30 seconds. In addition, Force Speed lasts 0.5 seconds longer, Mental Alacrity increases your movement speed by 100% while active, and the active cooldown of Force Speed is finished when Force Barrier ends. Flashpoint Suggestion: A great mobile choice here that should probably be taken by default, unless you really want the defensive in Valorous Spirit. Remember when picking Valorous Spirit that you have to Force Mend yourself for it to work! Operation Suggestion: A great mobile choice here that should probably be taken by default, unless you really want the defensive in Valorous Spirit. Remember when picking Valorous Spirit that you have to Force Mend yourself for it to work! | |
LvL64 | Valorous SpiritOptional Passive Level 64 Option 2/3 Force Mend increases your damage reduction by 15% for 6 seconds. Additionally, reduces the cooldown of Force Mend by 5 seconds. Force Mend increases your damage reduction by 15% for 6 seconds. Additionally, reduces the cooldown of Force Mend by 5 seconds. | |
LvL64 | Kinetic CollapseOptional Passive Level 64 Option 3/3 Force Armors you place on yourself erupt in a flash of light when they end, blinding up to 8 nearby enemies for 3 seconds. This effect breaks from direct damage. Force Armors you place on yourself erupt in a flash of light when they end, blinding up to 8 nearby enemies for 3 seconds. This effect breaks from direct damage. Solo Single-Enemy Suggestion: Most enemies in solo content won't be immune to a blind, so Kinetic Collapse can be a cool choice here. If they are immune, or you just don't need the crowd control, Metaphysical Alacrity is a great speed boost. Solo Many-Enemy Suggestion: Most enemies in solo content won't be immune to a blind, so Kinetic Collapse can be a cool choice here. If they are immune, or you just don't need the crowd control, Metaphysical Alacrity is a great speed boost. | |
LvL68 | Telekinetic BlitzOptional Attack 30m (long range) Level 68 Option 1/3 Deals kinetic damage to your target and leaves you feeling Empowered for up to 5 seconds. The Empowered effect can stack three times, with each stack increasing Telekinetic Blitz damage by 30%. The ability has 3 charges and recharges every 10 seconds. Telekinetic Blitz deals 10% more damage, and if applicable healing. Deals kinetic damage to your target and leaves you feeling Empowered for up to 5 seconds. The Empowered effect can stack three times, with each stack increasing Telekinetic Blitz damage by 30%. The ability has 3 charges and recharges every 10 seconds. Telekinetic Blitz deals 10% more damage, and if applicable healing. | |
LvL68 | Force LiftOptional Crowd Control 30m (long range) Level 68 Option 2/3 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 causes this effect to end prematurely. Your crowd control (CC) is a special type of stun you can only use when your enemy is outside of combat. You use it before a fight, to temporarily knock an opponent out of the fight while you deal with the other enemies. Accidentally damaging your crowd control'd target will wake them up. Solo Single-Enemy Suggestion: Normally Phase Walk would be recommended as default here as great mobility, because Telekinetic Blitz doesn't have room in your rotation and Force Lift breaks on damage in group content and more often than not your allies will cancel it anyway. But in solo content, Force Lift can be very useful on multi-target fights to keep one target out of the way for a bit. Master Mode Chapters are a great place to lift extra targets away! Solo Many-Enemy Suggestion: Normally Phase Walk would be recommended as default here as great mobility, because Telekinetic Blitz doesn't have room in your rotation and Force Lift breaks on damage in group content and more often than not your allies will cancel it anyway. But in solo content, Force Lift can be very useful on multi-target fights to keep one target out of the way for a bit. Master Mode Chapters are a great place to lift extra targets away! | |
LvL68 | Phase WalkOptional Teleport Level 68 Option 3/3 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. 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. Flashpoint Suggestion: Phase walk is likely your best bet here to instantly teleport out of AoE damage or do a mechanic quicker. No room for Telekinetic Blitz in your rotation, and outside of the two turrets in Hammer Station, most random groups will pull and fight everything at once in flashpoints, so your Force Lift would be cancelled anyway. Operation Suggestion: Phase walk is likely your best bet here to instantly teleport out of AoE damage or do a mechanic quicker. No room for Telekinetic Blitz in your rotation, and Force Lift can't be used on most Operation targets. | |
LvL68 | Mental ScarringPassive Increases the damage dealt by periodic effects by 15% on targets below 30% of max health. In addition, Force Serenity restores 15 force when used on a target affected by your Force Suppression. Increases the damage dealt by periodic effects by 15% on targets below 30% of max health. In addition, Force Serenity restores 15 force when used on a target affected by your Force Suppression. | |
LvL68 | Mind's EyePassive Each time a charge of your Force Suppression is consumed, you gain 2 Force. Each time a charge of your Force Suppression is consumed, you gain 2 Force. | |
LvL73 | EgressOptional Passive Level 73 Option 1/3 Force Speed grants Egress, removing all movement-impairing effects and granting immunity to them for the duration. Force Speed grants Egress, removing all movement-impairing effects and granting immunity to them for the duration. | |
LvL73 | ConfoundOptional Passive Level 73 Option 2/3 Targets affected by your Weaken Mind are slowed by 30% for its duration. Targets affected by your Weaken Mind are slowed by 30% for its duration. | |
LvL73 | Mind WardOptional Passive Level 73 Option 3/3 Reduces the damage taken by all periodic effects by 15%. Reduces the damage taken by all periodic effects by 15%. General Suggestion: Mind Ward is a greatly beneficial survivability choice, with Egress being a situationally useful slow-breaker. | |
LvL73 | Focused InsightPassive Increases the life stolen by Force in Balance, Shifted Balance, and Force Serenity by 100% and causes Weaken Mind and Sever Force to reclaim life from enemy targets, healing you for 10% of the damage they deal. Increases the life stolen by Force in Balance, Shifted Balance, and Force Serenity by 100% and causes Weaken Mind and Sever Force to reclaim life from enemy targets, healing you for 10% of the damage they deal. | |
LvL78 | Psychokinetic TorrentPassive Dealing damage with Telekinetic Throw increases the critical chance of your damaging periodic effects by 3% for 10 seconds. Stacks up to 4 times. Dealing damage with Telekinetic Throw increases the critical chance of your damaging periodic effects by 3% for 10 seconds. Stacks up to 4 times. |
Milestones
- At Level 15 you will get your first exclusive ability only the Balance Sage has, it will be called Force in Balance.
- At Level 23 you will get to choose a way to change how Force in Balance works from three different options. This is your first Ability Tree choice, and you can make it by pressing K on your keyboard and selecting an option from the Balance Ability Tree on the right.
- At Level 27 you will get your second choice between three options in your Ability Tree. These options may be useable abilities you can click, or they can be passive abilities which give you a boost to your existing abilities.
- At Level 47 you will get your second exclusive ability only the Balance Sage gets, it will be called Sever Force.
- At Level 39 you will get to choose a way to change how Sever Force works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Balance Sage has, Force Serenity and Vanquish.
- At Level 73, you will get to make an important choice between three major abilities. This is a big choice all players need to make for their character.
- At Level 43, 51, 64, 68 you will get to make additional choices for your Sage.
- All of these Ability Tree choices are not permanent. You can change them any time you are not in combat and are not in a queue for Flashpoints, Operations or PvP.