Sage Telekinetics Basics Guide
Telekinetics
At one with the environment, the Telekinetics Sage manipulates the essence of the surrounding elements with the power of the Force to mount powerful distance attacks. Waves of turbulence and torrential gusts of telekinetic energy make for a potent combination that can pummel even the toughest adversaries into submission.
- Role: Damage
- Type: Burst Damage
- Weapon: Single Lightsaber, though it is not used
- Distance: Long Range
- Mirror: Sorcerer – Lightning
Telekinetics for New Players
- Telekinetics is long-range, making it easier to hit moving targets compared to melee characters for new players.
- Some abilities require that you stand still to use them, like a turret, but you have some options later on that makes this even easier to deal with and making it easy to move around.
- Most abilities can simply be used, you don’t need to activate them in any way first.
- I consider Telekinetics very fun and easy for new players!
How to play a Telekinetics Sage
You can start playing Telekinetics at level 1. To start playing Telekinetics, 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 Telekinetics 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 Telekinetics Sage until you’re ready to read and learn from a true level 80 guide.
- Weaken Mind is a damage over time (DOT) that should always be on your enemy, but you don’t need to click it over and over. As long as you are using your other abilities, it should automatically re-apply itself!
- Power of the Force is your heaviest hitting ability. Use this on cooldown!
- Turbulence is your second heaviest hitter. Use it after using Power of the Force to generate a free, instant, glowing Power of the Force for a quick three-part combo!
- Telekinetic Gust is your next priority.
- Mind Crush is your second dot. If you use it after Telekinetic Gust, it will be cast faster. Just like Gust speeds up the cast time of Mind Crush, Mind Crush also increases the damage of our last ability:
- Project is an instant cast attack that does great damage so long as it’s hitting a target that just had Mind Crush applied to it. After this, go back to your Power of the Force/Turbulence combo.
More than 3 Enemies
- Forcequake can be used over and over to create a widespread field of damage.
- Telekinetic Wave is the original ability that Power of the Force replaces, but by choosing “Dormant Tremors” at level 23, you can get your area-attack Wave back and use it in combination with Forcequake to deal even more area damage if needed.
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.
- Force Speed and Telekinetic Burst are spicy additions to do a little more damage and keep things flowing correctly. In the rotation block below, you’ll want to fit Force Speed in somewhere before any Power of the Force, when it’s off cooldown. Telekinetic Burst will glow to be instant twice, and followed by a 3rd will keep you doing some filler in the 2nd block before you start your 1st block combo again.
After your initial Weaken Mind, your rotation should look something like this:
Block 1 is your Power-Turbulence-Power combo plus the Gust-Crush-Project combo:
–
Block 2 is a Force Speed, your Power-Turbulence-Power combo, plus a filler of 3 Bursts:
– –
You can rotate between these two blocks over and over for great easy damage – if you switch targets or your enemy dies, just make sure to re-apply Weaken Mind to your next enemy before jumping back in to Block 1.
Before you start…
If you do not see Power of the Force on your bars, you need to press “K” and choose it from your tree in your character sheet, it’s near the bottom as a level 23 choice. Otherwise you will have an ability called Telekinetic Wave, which is great for where there are multiple enemies.
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 Lightning Sorcerer & Telekinetics Sage by Terssus on YouTube (7.4)
- Cast really fast: Lightning / Telekinetics PVP Guide (Elemental Convection) by Ivano on YouTube (7.3.1)
- Telekinetics Sage Quick PVP Guide by Ivano on YouTube (7.3.1)
- Telekinetics / Lightning 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Telekinetics Sage Guide by Biggs on YouTube (7.02)
- Telekinetics 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
- Telekinetic Wave - Area AttackLevel 15
- Mind Crush - AttackLevel 23
- Power of the Force - Optional Attack Level 23 Option 1/3Level 23 REPLACES Telekinetic Wave at Level 23+
- Forceful Retribution - Optional Area Attack Level 27 Option 2/3Level 27
- Weaken Mind - AttackLevel 31
- Turbulence - AttackLevel 35
- Telekinetic Gust - AttackLevel 47
- Telekinetic Burst - AttackLevel 60 REPLACES Disturbance at Level 60+
- Telekinetic Blitz - Optional Attack Level 68 Option 1/3Level 68
Multiple Enemy Attack Abilities
These Telekinetics attacks are useful for attacking groups of enemies.
- Forcequake - Area AttackLevel 7
- Telekinetic Wave - Area AttackLevel 15
- Forceful Retribution - Optional Area Attack Level 27 Option 2/3Level 27
Buffs
You can combine your Telekinetics 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 2/3Level 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
- Imbued 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 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
- 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 Telekinetics 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 Telekinetics 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 Telekinetics Sage.
Level 23 Choice: Telekinetic Wave Change
Choose from one of three ways that you want Telekinetic Wave to change at level 23. Your options are Power of the Force, Mysteries of the Force, and Dormant Tremors.
Sends a wave of telekinetic energy that deals kinetic damage to up to 8 targets within 8 meters of the primary target. Additionally, Telekinetic Wave immobilizes all affected targets for 0.5 seconds and slows all affected targets by 50% for 6 seconds. Telekinetic Wave overwhelms its targets for 45 seconds. Overwhelmed targets take an additional 10% damage from area attacks.
Sends a wave of telekinetic energy that deals kinetic damage to up to a single target. Additionally, Power of the Force immobilizes all affected targets for 0.5 seconds and slows all affected targets by 50% for 6 seconds. Additionally, Power of the Force overwhelms its targets for 45 seconds. Overwhelmed targets take an additional 10% damage from area attacks. Replaces Telekinetic Wave.
Sends a wave of telekinetic energy that deals kinetic damage to up to a single target. Additionally, Power of the Force immobilizes all affected targets for 0.5 seconds and slows all affected targets by 50% for 6 seconds. Additionally, Power of the Force overwhelms its targets for 45 seconds. Overwhelmed targets take an additional 10% damage from area attacks. Replaces Telekinetic Wave.
Dealing damage with Telekinetic Wave builds stacks of Mysteries of the Force. Increasing the healing done by Force Mend and reducing its cooldown.
Dealing damage with Telekinetic Wave builds stacks of Mysteries of the Force. Increasing the healing done by Force Mend and reducing its cooldown.
Telekinetic Wave applies Tremors to all targets it hits. The next Forcequake erupts the Tremors doing additional damage.
Telekinetic Wave applies Tremors to all targets it hits. The next Forcequake erupts the Tremors doing additional damage.
Solo Single-Strong-Enemy Suggestion: Power of the Force - Power of the Force is the greatest boost to your single target damage on this tier. If you're regularly dealing with 3+ targets, Dormant Tremors would be better.
Flashpoint Suggestion: Power of the Force - Power of the Force is the greatest boost to your single target damage on this tier. If you're regularly dealing with 3+ targets, Dormant Tremors would be better.
Operation Suggestion: Power of the Force - Power of the Force is the greatest boost to your single target damage on this tier. If you're regularly dealing with 3+ targets, Dormant Tremors would be better.
Multi-Enemy Solo Suggestion: Dormant Tremors - Dormant Tremors' Telekinetic Wave > Forcequake combo is potent enough to completely demolish huge packs of weak enemies, definitely take it for any big pulls.
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 Telekinetics Sage for the Level 27 choice are Cloud Mind, Forceful Retribution, and Clarity.
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 up to 3 enemies.
Fires a blast of telekinetic energy at the target, dealing kinetic damage up to 3 enemies.
Project deals bonus damage to slowed targets and increases your movement speed by 20%.
Project deals bonus damage to slowed targets and increases your movement speed by 20%.
Solo Single-Strong-Enemy Suggestion: Cloud Mind - Cloud Mind is a great defensive on top of your only Detaunt, so taking it by default is wise. Forceful Retribution can give extra AoE damage if you don't find a detaunt currently helpful.
Flashpoint Suggestion: Cloud Mind - Cloud Mind is a great defensive on top of your only Detaunt, so taking it by default is wise. Forceful Retribution can give extra AoE damage if you don't find a detaunt currently helpful.
Operation Suggestion: Cloud Mind - Cloud Mind is a great defensive on top of your only Detaunt, so taking it by default is wise. Forceful Retribution can give extra AoE damage if you don't find a detaunt currently helpful.
Multi-Enemy Solo Suggestion: Forceful Retribution - Nice spammable AoE filler! Take if AoE is all you're doing.
Level 39 Choice: Turbulence Change
Choose from one of three ways that you want Turbulence to change at level 39. Your options are Incoming Turbulence, Mental Disparity, and Off Balance.
Deals internal damage to a single target. Turbulence automatically critically hits targets affected by your Weaken Mind. In addition, when you activate Turbulence, there is a 25% chance the ability will produce a second blast that strikes the same target for 20% damage.
Turbulence increases the damage of your next Telekinetic Wave by 10%.
Turbulence increases the damage of your next Telekinetic Wave by 10%.
Dealing damage with Turbulence ticks Weaken Mind.
Dealing damage with Turbulence ticks Weaken Mind.
Targets hit by Turbulence are immobilized for 2 seconds.
Targets hit by Turbulence are immobilized for 2 seconds.
Multi-Enemy Solo Suggestion: Incoming Turbulence - Buffing one of your three big AoEs is a great idea when pulling lots of weak enemies.
Solo Single-Strong-Enemy Suggestion: Mental Disparity - Turbulence should always be hitting multiple times while your Weaken Mind is already on the target, so this will provide the biggest overall boost to your damage over time. For short fights, or fights that need more burst timing, Incoming Turbulence will do more damage quicker, but less overall.
Flashpoint Suggestion: Mental Disparity - Turbulence should always be hitting multiple times while your Weaken Mind is already on the target, so this will provide the biggest overall boost to your damage over time. For short fights, or fights that need more burst timing, Incoming Turbulence will do more damage quicker, but less overall.
Operation Suggestion: Mental Disparity - Turbulence should always be hitting multiple times while your Weaken Mind is already on the target, so this will provide the biggest overall boost to your damage over time. For short fights, or fights that need more burst timing, Incoming Turbulence will do more damage quicker, but less overall.
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 Telekinetics Sage for the Level 43 choice are Defensive Blast, Force Empowerment, and Enhanced Force Armor.
Turbulence grants Defensive Blast, which increases your damage reduction by 5% for 16 seconds.
Turbulence grants Defensive Blast, which increases your damage reduction by 5% for 16 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.
Increases all healing received by 5% and increases damage absorbed by Force Armor by 10%.
Increases all healing received by 5% and increases damage absorbed by Force Armor by 10%.
Solo Single-Strong-Enemy Suggestion: Defensive Blast - Turbulence happens often enough that this damage reduction choice should make you less squishy for the entire duration of a fight! Swap this out for Force Empowerment if you aren't taking much damage.
Multi-Enemy Solo Suggestion: Defensive Blast - Turbulence happens often enough that this damage reduction choice should make you less squishy for the entire duration of a fight! Swap this out for Force Empowerment if you aren't taking much damage.
Flashpoint Suggestion: Defensive Blast - Turbulence happens often enough that this damage reduction choice should make you less squishy for the entire duration of a fight! Swap this out for Force Empowerment if you're the only sage or sorcerer.
Operation Suggestion: Defensive Blast - Turbulence happens often enough that this damage reduction choice should make you less squishy for the entire duration of a fight! Swap this out for Force Empowerment if you're the only sage or sorcerer.
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 Telekinetics 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 Turbulence makes up a decent percentage of your time 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 Telekinetics 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 Telekinetics 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 Telekinetics 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 Telekinetics 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 | Imbued 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. When under the effect of Force Imbalanced you gain 5% damage reduction. 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. When under the effect of Force Imbalanced you gain 5% damage reduction. | |
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 | 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 | Telekinetic WaveArea Attack 35m Sends a wave of telekinetic energy that deals kinetic damage to up to 8 targets within 8 meters of the primary target. Additionally, Telekinetic Wave immobilizes all affected targets for 0.5 seconds and slows all affected targets by 50% for 6 seconds. Telekinetic Wave overwhelms its targets for 45 seconds. Overwhelmed targets take an additional 10% damage from area attacks. Sends a wave of telekinetic energy that deals kinetic damage to up to 8 targets within 8 meters of the primary target. Additionally, Telekinetic Wave immobilizes all affected targets for 0.5 seconds and slows all affected targets by 50% for 6 seconds. Telekinetic Wave overwhelms its targets for 45 seconds. Overwhelmed targets take an additional 10% damage from area attacks. | |
LvL15 | Cascading ForceHidden Passive Increases the maximum range of your Force attacks by 5 meters. Additionally, Telekinetic Wave immobilizes all affected targets for 0.5 seconds and slows all affected targets by 50% for 6 seconds. Increases the maximum range of your Force attacks by 5 meters. Additionally, Telekinetic Wave immobilizes all affected targets for 0.5 seconds and slows all affected targets by 50% for 6 seconds. | |
LvL15 | Preservation ArmorHidden Passive When under the effect of Force Imbalanced you gain 5% damage reduction. When under the effect of Force Imbalanced you gain 5% damage reduction. | |
LvL15 | Telekinetic EffusionPassive Direct Force attacks grant Telekinetic Effusion when they critically hit, reducing the Force consumed by your next two non-channeled Force attacks by 75%. Increases the maximum range of your Force attacks by 5 meters. Direct Force attacks grant Telekinetic Effusion when they critically hit, reducing the Force consumed by your next two non-channeled Force attacks by 75%. Increases the maximum range of your Force attacks by 5 meters. | |
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 | Power of the ForceOptional Attack 30m (long range) Level 23 Option 1/3 Sends a wave of telekinetic energy that deals kinetic damage to up to a single target. Additionally, Power of the Force immobilizes all affected targets for 0.5 seconds and slows all affected targets by 50% for 6 seconds. Additionally, Power of the Force overwhelms its targets for 45 seconds. Overwhelmed targets take an additional 10% damage from area attacks. Replaces Telekinetic Wave. Sends a wave of telekinetic energy that deals kinetic damage to up to a single target. Additionally, Power of the Force immobilizes all affected targets for 0.5 seconds and slows all affected targets by 50% for 6 seconds. Additionally, Power of the Force overwhelms its targets for 45 seconds. Overwhelmed targets take an additional 10% damage from area attacks. Replaces Telekinetic Wave. General Suggestion: Power of the Force is the greatest boost to your single target damage on this tier. If you're regularly dealing with 3+ targets, Dormant Tremors would be better. | |
LvL23 | Mysteries of the ForceOptional Passive Level 23 Option 2/3 Dealing damage with Telekinetic Wave builds stacks of Mysteries of the Force. Increasing the healing done by Force Mend and reducing its cooldown. Dealing damage with Telekinetic Wave builds stacks of Mysteries of the Force. Increasing the healing done by Force Mend and reducing its cooldown. | |
LvL23 | Dormant TremorsOptional Passive Level 23 Option 3/3 Telekinetic Wave applies Tremors to all targets it hits. The next Forcequake erupts the Tremors doing additional damage. Telekinetic Wave applies Tremors to all targets it hits. The next Forcequake erupts the Tremors doing additional damage. Solo Many-Enemy Suggestion: Dormant Tremors' Telekinetic Wave > Forcequake combo is potent enough to completely demolish huge packs of weak enemies, definitely take it for any big pulls. | |
LvL23 | Tidal ForcePassive Disturbance, Telekinetic Burst, Turbulence, and Forcequake grant Tidal Force when activated. Tidal Force immediately finishes the cooldown on Telekinetic Wave or Power of the Force and makes your next Telekinetic Wave or Power of the Force activate instantly and consume 50% less Force. This effect cannot occur more than once every 10 seconds. Disturbance, Telekinetic Burst, Turbulence, and Forcequake grant Tidal Force when activated. Tidal Force immediately finishes the cooldown on Telekinetic Wave or Power of the Force and makes your next Telekinetic Wave or Power of the Force activate instantly and consume 50% less Force. This effect cannot occur more than once every 10 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 | 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. Forceful Retribution can give extra AoE damage if you don't find a detaunt currently helpful. | |
LvL27 | Forceful RetributionOptional Area Attack 35m Level 27 Option 2/3 Fires a blast of telekinetic energy at the target, dealing kinetic damage up to 3 enemies. Fires a blast of telekinetic energy at the target, dealing kinetic damage up to 3 enemies. Solo Many-Enemy Suggestion: Nice spammable AoE filler! Take if AoE is all you're doing. | |
LvL27 | ClarityOptional Passive Level 27 Option 3/3 Project deals bonus damage to slowed targets and increases your movement speed by 20%. Project deals bonus damage to slowed targets and increases your movement speed by 20%. | |
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 | TurbulenceAttack 35m Deals internal damage to a single target. Turbulence automatically critically hits targets affected by your Weaken Mind. In addition, when you activate Turbulence, there is a 25% chance the ability will produce a second blast that strikes the same target for 20% damage. Deals internal damage to a single target. Turbulence automatically critically hits targets affected by your Weaken Mind. In addition, when you activate Turbulence, there is a 25% chance the ability will produce a second blast that strikes the same target for 20% damage. | |
LvL35 | ConcentrationPassive Reduces the pushback suffered while activating Telekinetic Wave, Power of the Force, Disturbance, Mind Crush, Turbulence, and Telekinetic Burst by 75%. Additionally, you have a 25% chance when taking direct damage to gain Concentration, which causes your next Disturbance or Telekinetic Burst to activate instantly. This effect cannot occur more than once every 8 seconds and lasts for up to 15 seconds. Reduces the pushback suffered while activating Telekinetic Wave, Power of the Force, Disturbance, Mind Crush, Turbulence, and Telekinetic Burst by 75%. Additionally, you have a 25% chance when taking direct damage to gain Concentration, which causes your next Disturbance or Telekinetic Burst to activate instantly. This effect cannot occur more than once every 8 seconds and lasts for up to 15 seconds. | |
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 | Incoming TurbulenceOptional Passive Level 39 Option 1/3 Turbulence increases the damage of your next Telekinetic Wave by 10%. Turbulence increases the damage of your next Telekinetic Wave by 10%. Solo Many-Enemy Suggestion: Buffing one of your three big AoEs is a great idea when pulling lots of weak enemies. | |
LvL39 | Mental DisparityOptional Passive Level 39 Option 2/3 Dealing damage with Turbulence ticks Weaken Mind. Dealing damage with Turbulence ticks Weaken Mind. General Suggestion: Turbulence should always be hitting multiple times while your Weaken Mind is already on the target, so this will provide the biggest overall boost to your damage over time. For short fights, or fights that need more burst timing, Incoming Turbulence will do more damage quicker, but less overall. | |
LvL39 | Off BalanceOptional Passive Level 39 Option 3/3 Targets hit by Turbulence are immobilized for 2 seconds. Targets hit by Turbulence are immobilized for 2 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 | Defensive BlastOptional Passive Level 43 Option 1/3 Turbulence grants Defensive Blast, which increases your damage reduction by 5% for 16 seconds. Turbulence grants Defensive Blast, which increases your damage reduction by 5% for 16 seconds. Solo Single-Enemy Suggestion: Turbulence happens often enough that this damage reduction choice should make you less squishy for the entire duration of a fight! Swap this out for Force Empowerment if you aren't taking much damage. Solo Many-Enemy Suggestion: Turbulence happens often enough that this damage reduction choice should make you less squishy for the entire duration of a fight! Swap this out for Force Empowerment if you aren't taking much damage. Flashpoint Suggestion: Turbulence happens often enough that this damage reduction choice should make you less squishy for the entire duration of a fight! Swap this out for Force Empowerment if you're the only sage or sorcerer. Operation Suggestion: Turbulence happens often enough that this damage reduction choice should make you less squishy for the entire duration of a fight! Swap this out for Force Empowerment if you're the only sage or sorcerer. | |
LvL43 | Force EmpowermentOptional OperationBuff Level 43 Option 2/3 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 | Enhanced Force ArmorOptional Passive Level 43 Option 3/3 Increases all healing received by 5% and increases damage absorbed by Force Armor by 10%. Increases all healing received by 5% and increases damage absorbed by Force Armor by 10%. | |
LvL43 | Enhanced TurbulencePassive When you activate Turbulence, there is a 25% chance the ability will produce a second blast that strikes the same target for 25% damage. When you activate Turbulence, there is a 25% chance the ability will produce a second blast that strikes the same target for 25% damage. | |
LvL43 | Mental ContinuumHidden Passive Direct damage dealt by your Mind Crush, Telekinetic Wave, and Power of the Force abilities refreshes the duration of your Weaken Mind on affected targets. In addition, Telekinetic Burst and Disturbance increases your Force regeneration rate by 10% for 10 seconds. Stacks up to 3 times. Direct damage dealt by your Mind Crush, Telekinetic Wave, and Power of the Force abilities refreshes the duration of your Weaken Mind on affected targets. In addition, Telekinetic Burst and Disturbance increases your Force regeneration rate by 10% for 10 seconds. Stacks up to 3 times. | |
LvL43 | Mental MomentumPassive Mind crush makes its target vulnerable for 45 seconds and has a 25% chance to tick twice. Direct damage dealt by your Mind Crush and Telekinetic Wave abilities refreshes the duration of your Weakened Mind on affected targets. In addition, Telekinetic Burst increases your Force regeneration rate by 10% for 10 seconds. Stacks up to 3 times. Mind crush makes its target vulnerable for 45 seconds and has a 25% chance to tick twice. Direct damage dealt by your Mind Crush and Telekinetic Wave abilities refreshes the duration of your Weakened Mind on affected targets. In addition, Telekinetic Burst increases your Force regeneration rate by 10% for 10 seconds. Stacks up to 3 times. | |
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 | Telekinetic GustAttack 35m Blasts the target with a quick gust of Force power, which deals kinetic damage and grants Force Gust, which reduces the activation time of your next Mind Crush by 0.5 seconds. This effect lasts up to 12 seconds. Blasts the target with a quick gust of Force power, which deals kinetic damage and grants Force Gust, which reduces the activation time of your next Mind Crush by 0.5 seconds. This effect lasts up to 12 seconds. | |
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 Turbulence makes up a decent percentage of your time 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 | Clamoring ForcePassive Increases the critical damage dealt by Telekinetic Wave, Power of the Force, Mind Crush, Turbulence, and Telekinetic Gust by 12%. Force Speed gives 2 stacks of Clamoring Force, which allowed Disturbance and Telekinetic Burst to be activated instantly. Increases the critical damage dealt by Telekinetic Wave, Power of the Force, Mind Crush, Turbulence, and Telekinetic Gust by 12%. Force Speed gives 2 stacks of Clamoring Force, which allowed Disturbance and Telekinetic Burst to be activated instantly. | |
LvL51 | ReverberationHidden Passive Increases the critical damage dealt by Telekinetic Wave, Power of the Force, Mind Crush, Turbulence, and Telekinetic Gust by 15%. Increases the critical damage dealt by Telekinetic Wave, Power of the Force, Mind Crush, Turbulence, and Telekinetic Gust by 15%. | |
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 | Telekinetic BurstAttack 35m Summons a burst of telekinetic power that deals kinetic damage and slows the target by 30% for 3 seconds. Telekinetic Burst increases your damage reduction by 5% for 10 seconds. Stacks up to 3 times. Replaces Disturbance. Summons a burst of telekinetic power that deals kinetic damage and slows the target by 30% for 3 seconds. Telekinetic Burst increases your damage reduction by 5% for 10 seconds. Stacks up to 3 times. Replaces Disturbance. | |
LvL60 | Flowing ForceHidden Passive Telekinetic Momentum is twice as likely to trigger while Mental Alacrity is active. Additionally increases the duration of Mental Alacrity by 5 seconds and reduces its cooldown by 15 seconds. Telekinetic Momentum is twice as likely to trigger while Mental Alacrity is active. Additionally increases the duration of Mental Alacrity by 5 seconds and reduces its cooldown by 15 seconds. | |
LvL60 | Telekinetic MomentumPassive Disturbance, Telekinetic Wave, Power of the Force, Telekinetic Gust, and Telekinetic Burst have a 25% chance (50% while Mental Alacrity is active) to unleash a second telekinetic blast that strikes the same targets for 25% damage. Disturbance, Telekinetic Wave, Power of the Force, Telekinetic Gust, and Telekinetic Burst have a 25% chance (50% while Mental Alacrity is active) to unleash a second telekinetic blast that strikes the same targets for 25% damage. | |
LvL60 | Telekinetic RefugeHidden Passive Telekinetic Burst increases your damage reduction by 5% for 10 seconds. Stacks up to 3 times. Telekinetic Burst increases your damage reduction by 5% for 10 seconds. Stacks up to 3 times. | |
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 | Telekinetic Focal PointPassive Damage dealt by Telekinetic Wave, Power of the Force, and Telekinetic Gust has a 100% chance and damage dealt by Disturbance and Telekinetic Burst has a 50% chance to grant Focal Telekinetics, which increases alacrity by 1%. Stacks up to 5 times. Lasts 15 seconds. Damage dealt by Telekinetic Wave, Power of the Force, and Telekinetic Gust has a 100% chance and damage dealt by Disturbance and Telekinetic Burst has a 50% chance to grant Focal Telekinetics, which increases alacrity by 1%. Stacks up to 5 times. Lasts 15 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 | TremorsPassive Each Telekinetic Momentum and Mental Momentum reduces the active cooldown of Mental Alacrity by 1 second. In addition, being interrupted grants Unshakable for 4 seconds. This can only occur once every 15 seconds. Each Telekinetic Momentum and Mental Momentum reduces the active cooldown of Mental Alacrity by 1 second. In addition, being interrupted grants Unshakable for 4 seconds. This can only occur once every 15 seconds. | |
LvL78 | Magnifying VibrationsPassive Project deals 35% more damage to targets affected by your Mind Crush and Mind Crush deals 10% more damage while Mental Alacrity is active. In addition, Turbulence grants Reserved Light, making your next Benevolence instant and increases its healing by 30%. Max stacks of 2. Project deals 35% more damage to targets affected by your Mind Crush and Mind Crush deals 10% more damage while Mental Alacrity is active. In addition, Turbulence grants Reserved Light, making your next Benevolence instant and increases its healing by 30%. Max stacks of 2. | |
LvL78 | Resonating VibrationsHidden Passive Increases the critical chance of Forcequake by 15% and its critical damage bonus by 30%. Increases the critical chance of Forcequake by 15% and its critical damage bonus by 30%. |
Milestones
- At Level 15 you will get your first exclusive ability only the Telekinetics Sage has, it will be called Telekinetic Wave.
- At Level 23 you will get to choose a way to change how Telekinetic Wave 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 Telekinetics 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 Telekinetics Sage gets, it will be called Turbulence.
- At Level 39 you will get to choose a way to change how Turbulence works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Telekinetics Sage has, Telekinetic Gust and Telekinetic Burst.
- 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.