
Sage Seer Basics Guide
Seer
The Seer is the rejuvenation master of Sages, assisting with an array of Force Healing powers that grant allies the strength to continue through even the harshest of encounters. Separated from the heart of the fray, the Seer can be an unfailing warden to those in need.
Role: Healer
Weapon: Single Lightsaber, though it is not used
Distance: Long Range
Mirror: Sorcerer – Corruption
Seer for New Players
Seer is a healer style, which makes it harder to learn than a damage class for most new players.
Most players recommend to level as a damage style, then switch to healer when you are ready for group content.
All three healer styles are not too hard to start healing with, just select a player and heal with a green ability.
Of the three healers, I found the Sage healer to be the easiest to keep track of without any additional tools.
How to play a Seer Sage
You can start playing Seer at level 1. To start playing Seer, 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 Seer 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 Priority
Not quite ready to learn all your abilities yet? Use this quick 5-ability guide for the Seer until you’re ready to read and learn from a true level 80 guide. Although Sage Healing doesn’t quite work with only 5 buttons, start by learning these, and you’ll be in really great shape to learn more later!
Force Armor, often known as your “bubble”, provides a great shield to your ally that absorbs a large amount of damage. You will need to refresh it when your ally takes enough damage that the shield runs out, or it will naturally run out in 30 seconds. If it runs out early, you will still have to wait 15 seconds to cast it on your ally again. You should focus on keeping your Force Armor shield up on your tanks at all times, and then if you can, on any other of your allies who are taking damage.
Rejuvenate is going to be your most used ability – use it as often as it’s available, focusing on keeping it on your tanks first. It does a decent amount of healing over 15 seconds – but if you use Rejuvenate again before the original Rejuvenate’s 15 second timer is up, it will finish the original Rejuvenates heals in a burst of healing before it starts the second one’s timer, so you never have to worry about wasting it by refreshing it early. Rejuvenate also gives “Conveyance”, which makes your next healing ability stronger, which you will want to combine with your strongest heal.
Keeper of Peace is a good, efficient, filler heal that replaces “Deliverance” at level 23 via a choice, making it heal 2 people at once. It also gives you “Altruism”, which makes Benevolence, your strongest ability, cast immediately.
Benevolence is a bad heal that becomes your best heal when under the effects of “Altruism” and “Conveyance”. Together with both buffs, it will be free, instant, 50% stronger, and almost always critical. The trick to doing this is 1. Cast Keeper of Peace. 2. Cast Rejuvenate. You are now under the effects of “Altruism” and “Conveyance” at the same time and your Benevolence has become amazing! If Keeper of Peace is ever cast AFTER Rejuvenate, it will steal the conveyance buff, so remember to get the order right! You can only do this three-part-combo once every ten seconds.
Healing Trance is a fairly decent “spot heal” (especially following a Force Armor to protect) to quickly get someone stabilized if they unexpectedly drop low. It’s also useful when you are starting to run low on Force but have some Conveyance to spend, to help buff Vindicate (check Extra Tips below!) In addition, the level 39 choice “Rejuvenating Aura” will spread your Rejuvenate HoT to 4 allies when you use Healing Trance!
Multiple Allies
Use Wandering Mend to heal your target and a few lowest health allies in a short distance of each other! This can be good to help out with raid-wide damage but note that it takes time for the heal to activate and jump around. Combine it’s use with the “Conveyance” buff from Rejuvenation to make the healing happen instantly, but only do this if it can’t wait, as it technically doesn’t do MORE healing at all.
Salvation is an extremely powerful but also fairly slow Area Heal, as it requires the 8 targets to pass within it to pick up a Heal Over Time effect. It’s definitely required whenever EVERYONE is taking damage at once, but if you only need to heal 2 or 3 people, Wandering Mend and your single target stuff may be more efficient Force-wise. Salvation also gives you the “Altruism” buff, so use it instead of Keeper of Peace if your whole team needs healing!
Extra Tips
Use Vindicate to replenish your Force back when it is sparkling. You will need to use Vindicate regularly and proactively throughout the fight or you will simply run out of Force. Do NOT use it when it is not sparkling, or it will actually make your Force regenerate slower. Using Healing Trance causes Vindicate to sparkle when it critically hits. If you combine Healing Trance with the “Conveyance” buff from Rejuvenate, you’re almost guaranteed to get a sparkling Vindicate.
Restoration becomes a pretty important ability for healers as some fights have extremely harmful but cleansable debuffs that go on the group, and it is the healer’s job to cleanse these. In Operations, your group leader can hopefully tell you what the icon of the debuff will be on your friends health bars, if it’s your first time looking for it.
Feeling Spicy? Your blue Mental Alacrity and orange Force Potency are fantastic buffs you can activate during intense healing periods to increase your output. Mental Alacrity will increase the speed of your heals, and Force Potency will increase the amount.
Revival is your special combat revive ability. As of the Legacy of the Sith Expansion, only true healers can revive in-combat, every 5 minutes. Usually you will save this for tanks, but if your leader says otherwise or more DPS is needed to finish the fight, target the dead player with this and they can accept a revive at your location!
How do you know if your Force Armor is on your team mates, or if its 15 seconds has run out? The easiest way is to watch your team-mates debuffs. When they have an icon of a “blue man waving at the moon”, Force Armor is still on them and you don’t need to replace it. The second way is when you have any ally selected, your Force Armor will be greyed out and unclickable on that ally until the 15 seconds is up.
How do you know if it’s time to use Benevolence to its full advantage? You will have the Conveyance buff which looks like an orange datacron from Rejuvenate, and the Altruism buff which looks like a green man from Deliverance or Salvation, which can only occur once every ten seconds, and will make Benevolence sparkle.
Discipline | Tactical | Legendary | Stats |
---|---|---|---|
Guardian Defense Juggernaut Immortal | ![]() | Force Resistance + Retaliator | Shield: 5500-6000 Absorb: remaining tertiary stats |
Guardian Vigilance Juggernaut Vengeance | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | Supercommando + Squad Leader | Shield: 6000 - 6500 Absorb: remaining tertiary stats |
Vanguard Plasmatech Powertech Pyrotech | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: 2700 - 2800 With Alacrity Guild Perk 1100 - 1300 |
Scoundrel Sawbones Operative Medicine | ![]() | 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 | ![]() | 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 | ![]() | 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 HEAL With The Corruption Sorcerer & Seer Sage by Terssus on YouTube (7.4)
- Seer / Corruption 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Seer Sage Guide by Biggs on YouTube (7.02)
- Seer Sage PvE Guide and Best Builds by Endonae on vulkk.com (7)
Heals
Benevolence - HealLevel 7
Deliverance - HealLevel 15
Rejuvenate - HealLevel 23
Keeper of Peace - Optional Heal Level 23 Option 1/3Level 23 REPLACES Deliverance at Level 23+
Force Mend - Self HealLevel 31
Healing Trance - HealLevel 35
Salvation - Area HealLevel 47
Wandering Mend - Area HealLevel 60
Buffs
You can combine your Seer buffs with your heals 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 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.
Preserved Force Armor - DefensiveLevel 15
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 1/3 - 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
Revival - Combat Revive - Your revive ability helps you bring a fallen group member back to life during combat. Only healer disciplines can revive during combat. You can only use your own combat revive on one of your team members once every five minutes.Level 60
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 Seer 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.
Of all the classes, Healers tend to have the most variation when it comes to their favorite ability tree choices. This is due to each fight being very different, and the healer's actual preferences. Some of the factors include whether or not your group has other healers and what types of healers, if you need mobility, if you yourself will be taking lots of damage, and how you actually like to heal. The suggestions below are mainly based on the Theorycrafter's Discord's Suggestions but they are by far not the only options you can use.
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 Seer 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 Seer Sage.
































































































Level 23 Choice: Deliverance Change
Choose from one of three ways that you want Deliverance to change at level 23. Your options are Keeper of Peace, Sustained Aura, and Hastening Call.

Heals a friendly target.

Heals up to two friendly targets. Replaces Deliverance.
Heals up to two friendly targets. Replaces Deliverance.

Deliverance applies Sustained Aura, which heals the target over 12 seconds.
Deliverance applies Sustained Aura, which heals the target over 12 seconds.

After casting Deliverance you are granted haste, making your next Deliverance instant. This effect can occur once every 10 seconds.
After casting Deliverance you are granted haste, making your next Deliverance instant. This effect can occur once every 10 seconds.
Flashpoint Suggestion: Keeper of Peace - All three choices here are pretty good. Keeper of Peace healing two targets should be your default (the 2nd target should always be the lowest health person in range), but if only the tank is taking lots of damage, you can go with Sustained Aura for better healing over a longer duration or Hastening Call for big spikes of damage.
Operation Suggestion: Keeper of Peace - All three choices here are pretty good. Keeper of Peace healing two targets should be your default (the 2nd target should always be the lowest health person in range), but if only the tank is taking lots of damage, you can go with Sustained Aura for better healing over a longer duration or Hastening Call for big spikes of damage.
Solo Single-Strong-Enemy Suggestion: Sustained Aura - All three choices here are pretty usable, but for a solo healer who needs to also do some damage, adding a 12 second heal over time will help you multitask.
Multi-Enemy Solo Suggestion: Sustained Aura - All three choices here are pretty usable, but for a solo healer who needs to also do some damage, adding a 12 second heal over time will help you multitask.
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 Seer Sage for the Level 27 choice are Cloud Mind, Benevolent Haste, and Bastion of Light.

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.

Benevolence increases the movement speed of the target by 50% for 6 seconds. This effect cannot occur more than once every 12 seconds.
Benevolence increases the movement speed of the target by 50% for 6 seconds. This effect cannot occur more than once every 12 seconds.

Benevolence has a 50% chance to cause your Rejuvenate to tick twice.
Benevolence has a 50% chance to cause your Rejuvenate to tick twice.
General Suggestion: Cloud Mind - Cloud Mind is a great defensive on top of your only Detaunt, so taking it by default is wise. Take Benevolent Haste for some extra speed otherwise.
Level 39 Choice: Healing Trance Change
Choose from one of three ways that you want Healing Trance to change at level 39. Your options are Potent Resolve, Resurging Power, and Rejuvenating Aura.

Heals a friendly target and consumes 60 Force over the channel duration. In addition, Healing Trance channels and ticks 10% faster.

Mental Alacrity increases the healing done of Healing Trance by 3%.
Mental Alacrity increases the healing done of Healing Trance by 3%.

Healing Trance builds stacks of Resurging Power, each stack increases the healing done by Benevolence, Rally, or Deliverance by 5% per stack. Stacks up to 3 times.
Healing Trance builds stacks of Resurging Power, each stack increases the healing done by Benevolence, Rally, or Deliverance by 5% per stack. Stacks up to 3 times.

Healing Trace spreads your Rejuvenate to up to 4 allies within 8 meters.
Healing Trace spreads your Rejuvenate to up to 4 allies within 8 meters.
Solo Single-Strong-Enemy Suggestion: Potent Resolve - A solo healer will probably be hitting mental alacrity on cooldown just for the DPS help, so taking Potent Resolve while alone makes a bunch of sense!
Multi-Enemy Solo Suggestion: Potent Resolve - A solo healer will probably be hitting mental alacrity on cooldown just for the DPS help, so taking Potent Resolve while alone makes a bunch of sense!
Flashpoint Suggestion: Rejuvenating Aura - Spreading your Rejuvenate to the whole group is too good to pass up. Always take this for flashpoints.
Operation Suggestion: Rejuvenating Aura - Spreading your Rejuvenate to potentially half the group is too good to pass up. Always take this for operations.
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 Seer Sage for the Level 43 choice are Force Defense, There is no Death, and Force Empowerment.

Channeling Healing Trance grants a stack of Force Defense. Each stack grants 2% damage reduction per stack. Max of 3 stacks.
Channeling Healing Trance grants a stack of Force Defense. Each stack grants 2% damage reduction per stack. Max of 3 stacks.

If a friendly player has Rejuvenate applied to them and are killed during the duration of Rejuvenate, your next Revival, Rally, or Deliverance is instant. In addition, when taking direct damage the cooldown on Force Barrier is reduced by 3 seconds and the cooldown on Rescue is reduced by 2 seconds. This effect can occur once every 5 seconds.
If a friendly player has Rejuvenate applied to them and are killed during the duration of Rejuvenate, your next Revival, Rally, or Deliverance is instant. In addition, when taking direct damage the cooldown on Force Barrier is reduced by 3 seconds and the cooldown on Rescue is reduced by 2 seconds. This effect can occur once every 5 seconds.

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.
Solo Single-Strong-Enemy Suggestion: Force Empowerment - This buff will be a great boost to you AND your companion (increases presence stat, which governs companion effectiveness) so definitely take this while solo.
Multi-Enemy Solo Suggestion: Force Empowerment - This buff will be a great boost to you AND your companion (increases presence stat, which governs companion effectiveness) so definitely take this while solo.
Flashpoint Suggestion: Force Empowerment - Most DPS sages/sorcerers will be taking other choices on this tier for their own damage boosts, so it usually falls to the healers to remember to bring this. Keep it as your default and only switch to Force Defense for extra damage reduction if someone else is already bringing this.
Operation Suggestion: Force Empowerment - Most DPS sages/sorcerers will be taking other choices on this tier for their own damage boosts, so it usually falls to the healers to remember to bring this. Keep it as your default and only switch to Force Defense for extra damage reduction if someone else is already bringing this.
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 Seer 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 - Being able to use healing trance while on the move can be a lifesaver while catching up to your target or while escaping from an Area attack. 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 Seer 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 Seer 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 Seer 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 Seer 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%. |
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 | ![]() | Preserved 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 15 seconds. Reduces the force consumed by Force Armor by 15 and reduces the duration of Force-Imbalance by 5 seconds. Additionally, increases the amount of damage absorbed by your Force Armor by 10%. 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 15 seconds. Reduces the force consumed by Force Armor by 15 and reduces the duration of Force-Imbalance by 5 seconds. Additionally, increases the amount of damage absorbed by your Force Armor by 10%. |
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 | ![]() | DeliveranceHeal 30m (long range) Heals a friendly target. Heals a friendly target. |
LvL15 | ![]() | ForesightPassive Reduces the pushback suffered while activating healing abilities by 75% and lowers the threat generated by healing abilities by 10%. Reduces the pushback suffered while activating healing abilities by 75% and lowers the threat generated by healing abilities by 10%. |
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. |
LvL15 | ![]() | PreservationHidden Passive Reduces the force consumed by Force Armor by 15 and reduces the duration of Force-Imbalance by 5 seconds. Additionally, increases the amount of damage absorbed by your Force Armor by 10%. Reduces the force consumed by Force Armor by 15 and reduces the duration of Force-Imbalance by 5 seconds. Additionally, increases the amount of damage absorbed by your Force Armor by 10%. |
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 | ![]() | Keeper of PeaceOptional Heal 30m (long range) Level 23 Option 1/3 Heals up to two friendly targets. Replaces Deliverance. Heals up to two friendly targets. Replaces Deliverance. Flashpoint Suggestion: All three choices here are pretty good. Keeper of Peace healing two targets should be your default (the 2nd target should always be the lowest health person in range), but if only the tank is taking lots of damage, you can go with Sustained Aura for better healing over a longer duration or Hastening Call for big spikes of damage. Operation Suggestion: All three choices here are pretty good. Keeper of Peace healing two targets should be your default (the 2nd target should always be the lowest health person in range), but if only the tank is taking lots of damage, you can go with Sustained Aura for better healing over a longer duration or Hastening Call for big spikes of damage. |
LvL23 | ![]() | Sustained AuraOptional Passive Level 23 Option 2/3 Deliverance applies Sustained Aura, which heals the target over 12 seconds. Deliverance applies Sustained Aura, which heals the target over 12 seconds. Solo Single-Enemy Suggestion: All three choices here are pretty usable, but for a solo healer who needs to also do some damage, adding a 12 second heal over time will help you multitask. Solo Many-Enemy Suggestion: All three choices here are pretty usable, but for a solo healer who needs to also do some damage, adding a 12 second heal over time will help you multitask. |
LvL23 | ![]() | Hastening CallOptional Passive Level 23 Option 3/3 After casting Deliverance you are granted haste, making your next Deliverance instant. This effect can occur once every 10 seconds. After casting Deliverance you are granted haste, making your next Deliverance instant. This effect can occur once every 10 seconds. |
LvL23 | ![]() | ConveyancePassive Your Rejuvenate grants Conveyance for up to 15 seconds, which increases the effect of your next healing ability: Benevolence: Critical Chance increased by 60%. Deliverance or Keeper of Peace: Activation time reduced by 0.5 seconds. Healing Trance: Critical chance increased by 25%. Salvation: Activates instantly. Wandering Mend: Immediately wanders to and heals each target, without waiting for the target to take damage first. Your Rejuvenate grants Conveyance for up to 15 seconds, which increases the effect of your next healing ability: Benevolence: Critical Chance increased by 60%. Deliverance or Keeper of Peace: Activation time reduced by 0.5 seconds. Healing Trance: Critical chance increased by 25%. Salvation: Activates instantly. Wandering Mend: Immediately wanders to and heals each target, without waiting for the target to take damage first. |
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 | ![]() | Cloud MindOptional Detaunt Level 27 Option 1/3 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. General Suggestion: Cloud Mind is a great defensive on top of your only Detaunt, so taking it by default is wise. Take Benevolent Haste for some extra speed otherwise. |
LvL27 | ![]() | Benevolent HasteOptional Passive Level 27 Option 2/3 Benevolence increases the movement speed of the target by 50% for 6 seconds. This effect cannot occur more than once every 12 seconds. Benevolence increases the movement speed of the target by 50% for 6 seconds. This effect cannot occur more than once every 12 seconds. |
LvL27 | ![]() | Bastion of LightOptional Passive Level 27 Option 3/3 Benevolence has a 50% chance to cause your Rejuvenate to tick twice. Benevolence has a 50% chance to cause your Rejuvenate to tick twice. |
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 | ![]() | 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. |
LvL35 | ![]() | Healing TranceHeal 30m (long range) Heals a friendly target and consumes 60 Force over the channel duration. In addition, Healing Trance channels and ticks 10% faster. Heals a friendly target and consumes 60 Force over the channel duration. In addition, Healing Trance channels and ticks 10% faster. |
LvL35 | ![]() | Mend WoundsPassive Restoration now removes negative physical effects and heals the target. Increases force critical chance and damage reduction by 3%. Restoration now removes negative physical effects and heals the target. Increases force critical chance and damage reduction by 3%. |
LvL35 | ![]() | Force WardenHidden Passive Healing Trance channels and ticks 10% faster, and Wandering Mend grants resistance to the targets it heals for 45 seconds. Resistant targets have their internal and elemental damage reduction increased by 3%. Healing Trance channels and ticks 10% faster, and Wandering Mend grants resistance to the targets it heals for 45 seconds. Resistant targets have their internal and elemental damage reduction increased by 3%. |
LvL35 | ![]() | SerenityHidden Passive Increases Force critical chance and damage reduction by 3%. Increases Force critical chance and damage reduction by 3%. |
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 | ![]() | Potent ResolveOptional Passive Level 39 Option 1/3 Mental Alacrity increases the healing done of Healing Trance by 3%. Mental Alacrity increases the healing done of Healing Trance by 3%. Solo Single-Enemy Suggestion: A solo healer will probably be hitting mental alacrity on cooldown just for the DPS help, so taking Potent Resolve while alone makes a bunch of sense! Solo Many-Enemy Suggestion: A solo healer will probably be hitting mental alacrity on cooldown just for the DPS help, so taking Potent Resolve while alone makes a bunch of sense! |
LvL39 | ![]() | Resurging PowerOptional Passive Level 39 Option 2/3 Healing Trance builds stacks of Resurging Power, each stack increases the healing done by Benevolence, Rally, or Deliverance by 5% per stack. Stacks up to 3 times. Healing Trance builds stacks of Resurging Power, each stack increases the healing done by Benevolence, Rally, or Deliverance by 5% per stack. Stacks up to 3 times. |
LvL39 | ![]() | Rejuvenating AuraOptional Passive Level 39 Option 3/3 Healing Trace spreads your Rejuvenate to up to 4 allies within 8 meters. Healing Trace spreads your Rejuvenate to up to 4 allies within 8 meters. Flashpoint Suggestion: Spreading your Rejuvenate to the whole group is too good to pass up. Always take this for flashpoints. Operation Suggestion: Spreading your Rejuvenate to potentially half the group is too good to pass up. Always take this for operations. |
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 | ![]() | Force DefenseOptional Passive Level 43 Option 1/3 Channeling Healing Trance grants a stack of Force Defense. Each stack grants 2% damage reduction per stack. Max of 3 stacks. Channeling Healing Trance grants a stack of Force Defense. Each stack grants 2% damage reduction per stack. Max of 3 stacks. |
LvL43 | ![]() | There is no DeathOptional Passive Level 43 Option 2/3 If a friendly player has Rejuvenate applied to them and are killed during the duration of Rejuvenate, your next Revival, Rally, or Deliverance is instant. In addition, when taking direct damage the cooldown on Force Barrier is reduced by 3 seconds and the cooldown on Rescue is reduced by 2 seconds. This effect can occur once every 5 seconds. If a friendly player has Rejuvenate applied to them and are killed during the duration of Rejuvenate, your next Revival, Rally, or Deliverance is instant. In addition, when taking direct damage the cooldown on Force Barrier is reduced by 3 seconds and the cooldown on Rescue is reduced by 2 seconds. This effect can occur once every 5 seconds. |
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. Solo Single-Enemy Suggestion: This buff will be a great boost to you AND your companion (increases presence stat, which governs companion effectiveness) so definitely take this while solo. Solo Many-Enemy Suggestion: This buff will be a great boost to you AND your companion (increases presence stat, which governs companion effectiveness) so definitely take this while solo. Flashpoint Suggestion: Most DPS sages/sorcerers will be taking other choices on this tier for their own damage boosts, so it usually falls to the healers to remember to bring this. Keep it as your default and only switch to Force Defense for extra damage reduction if someone else is already bringing this. Operation Suggestion: Most DPS sages/sorcerers will be taking other choices on this tier for their own damage boosts, so it usually falls to the healers to remember to bring this. Keep it as your default and only switch to Force Defense for extra damage reduction if someone else is already bringing this. |
LvL43 | ![]() | Force ShelterPassive Increases the duration of Rejuvenate by 6 seconds. In addition, Rejuvenate grants protection to its target for 45 seconds. Protected targets have their armor rating increased by 10%. 1 second after refreshing your Rejuvenate on a target, the target will be healed plus any healing that remained from the previous Rejuvenate. Increases the duration of Rejuvenate by 6 seconds. In addition, Rejuvenate grants protection to its target for 45 seconds. Protected targets have their armor rating increased by 10%. 1 second after refreshing your Rejuvenate on a target, the target will be healed plus any healing that remained from the previous Rejuvenate. |
LvL43 | ![]() | RenewalPassive 1 second after refreshing your Rejuvenate on a target, the target will be healed plus any healing that remained from the previous Rejuvenate. 1 second after refreshing your Rejuvenate on a target, the target will be healed plus any healing that remained from the previous Rejuvenate. |
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 | ![]() | SalvationArea Heal 30m (long range) Applies a periodic healing effect to up to 8 allies within 8 meters of the targeted area, which heals over 10 seconds. Once a target has received the periodic healing effect, the target may leave the area and will continue to be healed by the effect. Applies a periodic healing effect to up to 8 allies within 8 meters of the targeted area, which heals over 10 seconds. Once a target has received the periodic healing effect, the target may leave the area and will continue to be healed by the effect. |
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: Being able to use healing trance while on the move can be a lifesaver while catching up to your target or while escaping from an Area attack. Take by default. |
LvL51 | ![]() | ResistanceOptional Passive Level 51 Option 3/3 Increases damage reduction by 3%. Increases damage reduction by 3%. |
LvL51 | ![]() | ClairvoyancePassive Increases the critical chance of Benevolence by 15%. Increases the healing done by Rejuvenate by 15%. Increases the critical chance of Benevolence by 15%. Increases the healing done by Rejuvenate by 15%. |
LvL51 | ![]() | Erudite MenderPassive Increases the healing done by Rejuvenate and Renewal by 10%. Increases the healing done by Rejuvenate and Renewal by 10%. |
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 | ![]() | Wandering MendArea Heal 30m (long range) Places a mending Force on a friendly target that heals them the next time they take damage. After healing the target, Wandering Mend travels to another friendly target within 20 meters. Wandering Mend lasts up to 30 seconds on each target and travels up to 3 times, healing up to 4 targets. Wandering Mend can only be placed on one target at a time. Wandering Mend grants resistance to the targets it heals for 45 seconds. Resistant targets have their internal and elemental damage reduction increased by 3%. Places a mending Force on a friendly target that heals them the next time they take damage. After healing the target, Wandering Mend travels to another friendly target within 20 meters. Wandering Mend lasts up to 30 seconds on each target and travels up to 3 times, healing up to 4 targets. Wandering Mend can only be placed on one target at a time. Wandering Mend grants resistance to the targets it heals for 45 seconds. Resistant targets have their internal and elemental damage reduction increased by 3%. |
LvL60 | ![]() | RevivalCombat Revive 30m (long range) Revives an incapacitated ally. This ability is usable while in combat. When used, the caster can neither use nor be the target of an in-combat revival for the next 5 minutes. Your revive ability helps you bring a fallen group member back to life during combat. Only healer disciplines can revive during combat. You can only use your own combat revive on one of your team members once every five minutes. |
LvL60 | ![]() | ResplendencePassive Healing Trance critical heals grant a charge of Resplendence, stacking up to 3 times. Using Vindicate with Resplendence consumes a charge, restores 5 additional Force, and does not make you Weary. Healing Trance critical heals grant a charge of Resplendence, stacking up to 3 times. Using Vindicate with Resplendence consumes a charge, restores 5 additional Force, and does not make you Weary. |
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 | ![]() | AltruismPassive Mind Crush, Disturbance, Deliverance, and Salvation grant Altruism, which causes your next Benevolence to activate instantly, consume no Force, and heal for 60% more. This effect may not occur more than once every 10 seconds. Mind Crush, Disturbance, Deliverance, and Salvation grant Altruism, which causes your next Benevolence to activate instantly, consume no Force, and heal for 60% more. This effect may not occur more than once every 10 seconds. |
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 | ![]() | AmnestyPassive Force Barrier now purges the Weary effect caused by Vindicate. In addition, spending a charge of Resplendence on Vindicate grants Amnesty, increasing your Force regeneration rate by 2 for up to 10 seconds if you are not Weary or removing a single stack of Weary otherwise. The Amnesty effect will be lost early if Vindicate is activated without a charge of Resplendence. Force Barrier now purges the Weary effect caused by Vindicate. In addition, spending a charge of Resplendence on Vindicate grants Amnesty, increasing your Force regeneration rate by 2 for up to 10 seconds if you are not Weary or removing a single stack of Weary otherwise. The Amnesty effect will be lost early if Vindicate is activated without a charge of Resplendence. |
LvL78 | ![]() | Soothing ProtectionPassive Force Armor grants 10 charges of Soothing Protection to the target. Targets with your Soothing Protection will lose a charge of it each time you directly heal them. If Force Armor concludes early, the target is healed per remaining charge of Soothing Protection. Force Armor grants 10 charges of Soothing Protection to the target. Targets with your Soothing Protection will lose a charge of it each time you directly heal them. If Force Armor concludes early, the target is healed per remaining charge of Soothing Protection. |
Milestones
- At Level 15 you will get your first exclusive ability only the Seer Sage has, it will be called Deliverance.
- At Level 23 you will get to choose a way to change how Deliverance 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 Seer 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 Seer Sage gets, it will be called Healing Trance.
- At Level 39 you will get to choose a way to change how Healing Trance works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Seer Sage has, Salvation and Wandering Mend.
- 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.