Sorcerer Corruption Basics Guide
Corruption
The dark side of the force provides many benefits, including the ability to ward off death itself. By conjuring a series of arcane force abilities from out of harm’s way, the corruption sorcerer can sustain injured allies, allowing them to fight on with power of the dark side’s twisted gifts.
- Role: Healer
- Weapon: Single Lightsaber, though it is not used
- Distance: Long Range
- Mirror: Sage – Seer
Corruption for New Players
- Corruption 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 Sorcerer healer to be the easiest to keep track of without any additional tools.
How to play a Corruption Sorcerer
You can start playing Corruption at level 1. To start playing Corruption, you will need to first create a Sorcerer character, which can be played by Sith Warriors and Sith Inquisitors (or even the Jedi Knight and Jedi Consular 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 Corruption 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 Corruption Sorcerer until you’re ready to read and learn from a true level 80 guide.
- Static Barrier, 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 Static Barrier shield up on your tanks at all times, and then if you can, on any other of your allies who are taking damage.
- Resurgence 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 Resurgence again before the original Resurgence’s 15 second timer is up, it will finish the original Resurgences 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. Resurgence also gives “Force Bending”, which makes your next healing ability stronger, which you will want to combine with your strongest heal.
- Rally is a good, efficient, filler heal that replaces “Dark Infusion” at level 23 via a choice, making it heal 2 people at once. It also gives you “Dark Concentration”, which makes Dark Heal, your strongest ability, cast immediately.
- Dark Heal is a bad heal that becomes your best heal when under the effects of “Dark Concentration” and “Force Bending”. Together with both buffs, it will be free, instant, 50% stronger, and almost always critical. The trick to doing this is 1. Cast Rally. 2. Cast Resurgence. You are now under the effects of “Dark Concentration” and “Force Bending” at the same time and your Dark Heal has become amazing! If Rally is ever cast AFTER resurgence, it will steal the force bending buff, so remember to get the order right! You can only do this three-part-combo once every ten seconds.
- Innervate is a fairly decent “spot heal” (especially following a Static Barrier 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 Force Bending to spend, to help buff Consuming Darkness (check Extra Tips below!) In addition, the level 39 choice “Dark Resurgence” will spread your Resurgence HoT to 4 allies when you use Innervate!
Multiple Allies
- Use Roaming 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 “Force Bending” buff from Resurgence 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.
- Revivification 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, Roaming Mend and your single target stuff may be more efficient Force-wise. Revivification also gives you the “Dark Concentration” buff, so use it instead of Rally if your whole team needs healing!
Extra Tips
- Use Consuming Darkness to replenish your Force back when it is sparkling. You will need to use Consuming Darkness 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 Innervate causes Consuming Darkness to sparkle when it critically hits. If you combine Innervate with the “Force Bending” buff from Resurgence, you’re almost guaranteed to get a sparkling Consuming Darkness.
- Expunge 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 Polarity Shift and Recklessness are fantastic buffs you can activate during intense healing periods to increase your output. Polarity Shift will increase the speed of your heals, and Recklessness will increase the amount.
- Reanimation 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 Static Barrier 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 in the bubble”, Static Barrier is still on them and you don’t need to replace it. The second way is when you have any ally selected, your Static Barrier 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 Dark Heal to its full advantage? You will have the Force Bending buff which looks like a swirling purple skull from Resurgence, and the Dark Concentration buff which looks like a hooded man from Rally or Revivification, which can only occur once every ten seconds, and will make Dark Heal sparkle.
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 HEAL With The Corruption Sorcerer & Seer Sage by Terssus on YouTube (7.4)
- Seer / Corruption 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Corruption Sorcerer Guide by Biggs on YouTube (7.02)
- Corruption Sorcerer PvE Guide and Best Builds by Endonae on vulkk.com (7)
Heals
- Dark Heal - HealLevel 7
- Dark Infusion - HealLevel 15
- Resurgence - HealLevel 23
- Rally - Optional Heal Level 23 Option 2/3Level 23 REPLACES Dark Infusion at Level 23+
- Unnatural Preservation - Self HealLevel 31
- Innervate - HealLevel 35
- Revivification - Area HealLevel 47
- Roaming Mend - Area HealLevel 60
Buffs
You can combine your Corruption buffs with your heals to create powerful combinations.
- Mark of Power - Passive Class BuffLevel 1
- Recklessness - BuffLevel 19
- Consuming Darkness - BuffLevel 35
- Polarity Shift - BuffLevel 43
- Unlimited Power - Optional OperationBuff Level 43 Option 3/3Level 43
Defensive Abilities
Use these abilities to help yourself stay alive. The Sorcerer has these defensive and healing abilities and you'll want to know where they are in a difficult fight.
- Static Barrier - DefensiveLevel 15
- Force Barrier - DefensiveLevel 60
Useful Abilities
These abilities may not be directly for attacking, but they are used heavily by skilled Sorcerers in combat to turn the tide of a fight.
- Seethe - Regeneration - Regain health out of battle.Level 1
- Overload - Knockback - Pushes enemies back.Level 4
- Unbreakable Will - Stun Break - If you are stunned and can’t move, you can use this ability to unstun yourself.Level 10
- Electrocute - 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
- Jolt - Interrupt - Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back!Level 19
- Force Speed - Movement - Increases your movement speed by 150% for 2 seconds. Does not break stealth.Level 27
- Cloud Mind - Optional Detaunt Level 27 Option 2/3 - Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank.Level 27
- Expunge - Cleanse - Your cleanse can help remove harmful effects from you or other players.Level 39
- Extrication - 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
- Reanimation - 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
- Whirlwind - Optional Crowd Control Level 68 Option 1/3 - 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 2/3 - 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 Corruption Sorcerer 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 Corruption Sorcerer, 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 Corruption Sorcerer.
Level 23 Choice: Dark Infusion Change
Choose from one of three ways that you want Dark Infusion to change at level 23. Your options are Fueled Corruption, Rally, and Haste.
Heals a friendly target.
Dark Infusion applies Fueled Corruption, which heals the target over 12 seconds.
Dark Infusion applies Fueled Corruption, which heals the target over 12 seconds.
Heals up to two friendly targets. Replaces Dark Infusion.
Heals up to two friendly targets. Replaces Dark Infusion.
After casting Dark Infusion you are granted haste, making your next Dark Infusion instant. This effect can occur once every 10 seconds.
After casting Dark Infusion you are granted haste, making your next Dark Infusion instant. This effect can occur once every 10 seconds.
Solo Single-Strong-Enemy Suggestion: Fueled Corruption - 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: Fueled Corruption - 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.
Flashpoint Suggestion: Rally - All three choices here are pretty good. Rally 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 Fueled Corruption for better healing over a longer duration or Haste for big spikes of damage.
Operation Suggestion: Rally - All three choices here are pretty good. Rally 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 Fueled Corruption for better healing over a longer duration or Haste for big spikes of damage.
Level 27 Choice
Choose from one of three Sorcerer abilities at Level 27, you can only have one of these options at any given time. Your options as a Corruption Sorcerer for the Level 27 choice are Dark Speed, Cloud Mind, and Dark Power.
Dark Heal increases the movement speed of the target by 50% for 6 seconds. This effect cannot occur more than once every 12 seconds.
Dark Heal increases the movement speed of the target by 50% for 6 seconds. This effect cannot occur more than once every 12 seconds.
Wipes your enemies thoughts, instantly lowering your threat by a moderate amount and 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.
Dark Heal has a 50% chance to cause your Resurgence to tick twice.
Dark Heal has a 50% chance to cause your Resurgence 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: Innervate Change
Choose from one of three ways that you want Innervate to change at level 39. Your options are Dark Resurgence, Polarizing, and Corrupted Bastion.
Heals a friendly target and consumes 60 Force over the channel duration. In addition, Innervate channels and ticks 10% faster.
Innervate spreads your Resurgence to up to 4 allies within 8 meters.
Innervate spreads your Resurgence to up to 4 allies within 8 meters.
Polarity Shift increases the healing done of Innervate by 3%.
Polarity Shift increases the healing done of Innervate by 3%.
Innervate builds stacks of Corrupted Bastion, each stack increases the healing done by Dark Heal, Rally, or Dark Infusion by 5% per stack. Max stacks 3.
Innervate builds stacks of Corrupted Bastion, each stack increases the healing done by Dark Heal, Rally, or Dark Infusion by 5% per stack. Max stacks 3.
Flashpoint Suggestion: Dark Resurgence - Spreading your Resurgence to the whole group is too good to pass up. Always take this for flashpoints.
Operation Suggestion: Dark Resurgence - Spreading your Resurgence to potentially half the group is too good to pass up. Always take this for operations.
Solo Single-Strong-Enemy Suggestion: Polarizing - A solo healer will probably be hitting Polarity Shift on cooldown just for the DPS help, so taking Polarizing while alone makes a bunch of sense!
Multi-Enemy Solo Suggestion: Polarizing - A solo healer will probably be hitting Polarity Shift on cooldown just for the DPS help, so taking Polarizing while alone makes a bunch of sense!
Level 43 Choice
Choose from one of three Sorcerer abilities at Level 43, you can only have one of these options at any given time. Your options as a Corruption Sorcerer for the Level 43 choice are Unhindered Resolve, Death's Embrace, and Unlimited Power.
Channeling Innervate grants a stack of Unhindered Resolve. Each stack grants 2% damage reduction per stack. Max of 3 stacks.
Channeling Innervate grants a stack of Unhindered Resolve. Each stack grants 2% damage reduction per stack. Max of 3 stacks.
If a friendly player has Resurgence applied to them and are killed during the duration of Resurgence, your next Reanimation, Rally, or Dark Infusion is instant. In addition, when taking direct damage the cooldown on Force Barrier is reduced by 3 seconds and the cooldown on Extrication is reduced by 2 seconds. This effect can occur once every 5 seconds.
If a friendly player has Resurgence applied to them and are killed during the duration of Resurgence, your next Reanimation, Rally, or Dark Infusion is instant. In addition, when taking direct damage the cooldown on Force Barrier is reduced by 3 seconds and the cooldown on Extrication 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 Unlimited Power become Drained and cannot regain Unlimited Power 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 Unlimited Power become Drained and cannot regain Unlimited Power for 5 minutes.
Solo Single-Strong-Enemy Suggestion: Unlimited Power - 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: Unlimited Power - 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: Unlimited Power - 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 Unhindered Resolve for extra damage reduction if someone else is already bringing this.
Operation Suggestion: Unlimited Power - 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 Unhindered Resolve for extra damage reduction if someone else is already bringing this.
Level 51 Choice
Choose from one of three Sorcerer abilities at Level 51, you can only have one of these options at any given time. Your options as a Corruption Sorcerer for the Level 51 choice are Lightning Barrier, Force Mobility, and Defiance.
Your Static Barrier crackles with electricity, shocking attackers for energy damage when it absorbs direct damage to you. This effect does not affect Static Barriers placed on allies and cannot occur more than once each second.
Your Static Barrier crackles with electricity, shocking attackers for energy damage when it absorbs direct damage to you. This effect does not affect Static Barriers placed on allies and cannot occur more than once each second.
Thundering Blast, Innervate, and Force Leech can be activated while moving.
Thundering Blast, Innervate, and Force Leech can be activated while moving.
Increases damage reduction by 3%.
Increases damage reduction by 3%.
General Suggestion: Force Mobility - Being able to use innervate 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 Sorcerer abilities at Level 64, you can only have one of these options at any given time. Your options as a Corruption Sorcerer for the Level 64 choice are Unnatural Vigor, Surging Speed, and Backlash.
Unnatural Preservation increases your damage reduction by 15% for 6 seconds. Additionally, reduces the cooldown of Unnatural Preservation by 5 seconds.
Unnatural Preservation increases your damage reduction by 15% for 6 seconds. Additionally, reduces the cooldown of Unnatural Preservation by 5 seconds.
Reduces the cooldowns of Force Speed by 5 seconds and Force Barrier by 30 seconds. In addition, Force Speed lasts 0.5 seconds longer, Polarity Shift 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, Polarity Shift increases your movement speed by 100% while active, and the active cooldown of Force Speed is finished when Force Barrier ends.
Static Barriers 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.
Static Barriers 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: Surging Speed - A great mobile choice here that should probably be taken by default, unless you really want the defensive in Unnatural Vigor. Remember when picking Unnatural Vigor that you have to use Unnatural Preservation for it to work!
Operation Suggestion: Surging Speed - A great mobile choice here that should probably be taken by default, unless you really want the defensive in Unnatural Vigor. Remember when picking Unnatural Vigor that you have to use Unnatural Preservation for it to work!
Solo Single-Strong-Enemy Suggestion: Backlash - Most enemies in solo content won't be immune to a blind, so Backlash can be a cool choice here. If they are immune, or you just don't need the crowd control, Surging Speed is a great speed boost.
Multi-Enemy Solo Suggestion: Backlash - Most enemies in solo content won't be immune to a blind, so Backlash can be a cool choice here. If they are immune, or you just don't need the crowd control, Surging Speed is a great speed boost.
Level 68 Choice
Choose from one of three Sorcerer abilities at Level 68, you can only have one of these options at any given time. Your options as a Corruption Sorcerer for the Level 68 choice are Whirlwind, Phase Walk, and Volt Rush.
Traps the target in a whirlwind for 8 seconds. Non-player, non-standard, and non-weak targets heal rapidly while trapped. 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.
Deals energy damage to your target and leaves you feeling Energized for up to 5 seconds. The Energized effect can stack three times, with each stack increasing Volt Rush damage by 30%. The ability has 3 charges and recharges every 10 seconds. Volt Rush deals 10% more damage, and if applicable healing.
Deals energy damage to your target and leaves you feeling Energized for up to 5 seconds. The Energized effect can stack three times, with each stack increasing Volt Rush damage by 30%. The ability has 3 charges and recharges every 10 seconds. Volt Rush deals 10% more damage, and if applicable healing.
Solo Single-Strong-Enemy Suggestion: Whirlwind - Normally Phase Walk would be recommended as default here as great mobility, because Volt Rush doesn't have room in your rotation and Whirlwind breaks on damage in group content and more often than not your allies will cancel it anyway. But in solo content, Whirlwind 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: Whirlwind - Normally Phase Walk would be recommended as default here as great mobility, because Volt Rush doesn't have room in your rotation and Whirlwind breaks on damage in group content and more often than not your allies will cancel it anyway. But in solo content, Whirlwind 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 Volt Rush 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 Whirlwind 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 Volt Rush in your rotation, and Whirlwind can't be used on most Operation targets.
Level 73 Choice
Choose from one of three Sorcerer abilities at Level 73, you can only have one of these options at any given time. Your options as a Corruption Sorcerer for the Level 73 choice are Emersion, Corrupted Flesh, and Conspiring Force.
Force Speed grants Emersion, removing all movement-impairing effects and granting immunity to them for the duration.
Force Speed grants Emersion, removing all movement-impairing effects and granting immunity to them for the duration.
Reduces the damage taken by all periodic effects by 15%.
Reduces the damage taken by all periodic effects by 15%.
Targets affected by your Affliction are slowed by 30% for its duration.
Targets affected by your Affliction are slowed by 30% for its duration.
General Suggestion: Corrupted Flesh - Corrupted Flesh is a greatly beneficial survivability choice, with Emersion being a situationally useful slow-breaker.
All Abilities
All your abilities for the Corruption Sorcerer.
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 | Lightning StrikeAttack 30m (long range) Fires a charge of lightning at the target, deals energy damage. Fires a charge of lightning at the target, deals energy damage. | |
LvL1 | SeetheRegeneration Allows you to pause to prepare for the coming fight, restoring your health and Force. Cannot be used during combat. Regain health out of battle. | |
LvL1 | ShockAttack 30m (long range) Shocks the target for energy damage. Standard and weak targets are additionally stunned for 3 seconds. Shocks the target for energy damage. Standard and weak targets are additionally stunned for 3 seconds. | |
LvL1 | Dark LifebinderPassive Reduces the cooldown of Revive by 100%. Reduces the cooldown of Revive by 100%. | |
LvL1 | TransmissionPassive Increases the range of Shock, Jolt, Death Field, and Force Slow by 20 meters. Also increases the duration of Whirlwind to 60 seconds. Increases the range of Shock, Jolt, Death Field, and Force Slow by 20 meters. Also increases the duration of Whirlwind to 60 seconds. | |
LvL1 | Force AttunementPassive Attuned to the Force, your maximum Force is increased by 500. Attuned to the Force, your maximum Force is increased by 500. | |
LvL1 | Mark of PowerPassive 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 | OverloadKnockback 15m Deals energy damage and knocks back up to 8 enemies within a 15-meter cone in front of you, binding them in electricity 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 | Force LightningAttack 30m (long range) Deals energy 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 energy 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 | Dark HealHeal 30m (long range) Heals a friendly target. Heals a friendly target. | |
LvL7 | Force StormArea Attack 30m (long range) Calls down a Force storm over the target area, 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 storm each second. Calls down a Force storm over the target area, 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 storm each second. | |
LvL10 | Unbreakable WillStun Break Summons an unbreakable 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 | Static BarrierDefensive 30m (long range) Surrounds the target in a lightning shield that lasts up to 30 seconds and absorbs damage. The target becomes deionized and cannot benefit from Static Barrier again for 15 seconds. Reduces the force consumed by Static Barrier by 15 and reduces the duration of Deionized by 5 seconds. Additionally, increases the amount of damage absorbed by your Static Barrier by 10%. Surrounds the target in a lightning shield that lasts up to 30 seconds and absorbs damage. The target becomes deionized and cannot benefit from Static Barrier again for 15 seconds. Reduces the force consumed by Static Barrier by 15 and reduces the duration of Deionized by 5 seconds. Additionally, increases the amount of damage absorbed by your Static Barrier by 10%. | |
LvL15 | ElectrocuteStun 10m (short range) Electrocutes the target, dealing energy damage and stunning it 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 | Dark InfusionHeal 30m (long range) Heals a friendly target. Heals a friendly target. | |
LvL15 | LucidityPassive 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 | Dark MendingPassive Reduces the activation time of Dark Infusion by 0.5 seconds and the Force consumed by Dark Heal by 5. Reduces the activation time of Dark Infusion by 0.5 seconds and the Force consumed by Dark Heal by 5. | |
LvL15 | Efficacious CurrentsHidden Passive Reduces the force consumed by Static Barrier by 15 and reduces the duration of deionized by 5 seconds. Additionally, increases the amount of damage absorbed by your Static Barrier by 10%. Reduces the force consumed by Static Barrier by 15 and reduces the duration of deionized by 5 seconds. Additionally, increases the amount of damage absorbed by your Static Barrier by 10%. | |
LvL19 | RecklessnessBuff Grants 2 charges of Recklessness, 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 Recklessness, 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 | JoltInterrupt 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 | Crushing DarknessAttack 30m (long range) Summons a dark cloud of energy to crush the target, instantly dealing kinetic damage and additional kinetic damage over 6 seconds Summons a dark cloud of energy to crush the target, instantly dealing kinetic damage and additional kinetic damage over 6 seconds | |
LvL23 | ResurgenceHeal 30m (long range) Immediately heals a target, plus additional healing over 9 seconds. Immediately heals a target, plus additional healing over 9 seconds. | |
LvL23 | Fueled CorruptionOptional Passive Level 23 Option 1/3 Dark Infusion applies Fueled Corruption, which heals the target over 12 seconds. Dark Infusion applies Fueled Corruption, 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 | RallyOptional Heal 30m (long range) Level 23 Option 2/3 Heals up to two friendly targets. Replaces Dark Infusion. Heals up to two friendly targets. Replaces Dark Infusion. Flashpoint Suggestion: All three choices here are pretty good. Rally 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 Fueled Corruption for better healing over a longer duration or Haste for big spikes of damage. Operation Suggestion: All three choices here are pretty good. Rally 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 Fueled Corruption for better healing over a longer duration or Haste for big spikes of damage. | |
LvL23 | HasteOptional Passive Level 23 Option 3/3 After casting Dark Infusion you are granted haste, making your next Dark Infusion instant. This effect can occur once every 10 seconds. After casting Dark Infusion you are granted haste, making your next Dark Infusion instant. This effect can occur once every 10 seconds. | |
LvL23 | Force BendingPassive Your Resurgence grants Force Bending for up to 15 seconds, which increases the effect of your next healing ability: Dark Heal: Critical Chance increased by 60%. Dark Infusion or Rally: Activation time reduced by 0.5 seconds. Innervate: Critical chance increased by 25%. Revivification: Activates instantly. Roaming Mend: Immediately wanders to and heals each target, without waiting for the target to take damage first. Your Resurgence grants Force Bending for up to 15 seconds, which increases the effect of your next healing ability: Dark Heal: Critical Chance increased by 60%. Dark Infusion or Rally: Activation time reduced by 0.5 seconds. Innervate: Critical chance increased by 25%. Revivification: Activates instantly. Roaming 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 | Electric InductionPassive Reduces the Force consumed by Force abilities by 10%. Reduces the Force consumed by Force abilities by 10%. | |
LvL27 | Dark SpeedOptional Passive Level 27 Option 1/3 Dark Heal increases the movement speed of the target by 50% for 6 seconds. This effect cannot occur more than once every 12 seconds. Dark Heal increases the movement speed of the target by 50% for 6 seconds. This effect cannot occur more than once every 12 seconds. | |
LvL27 | Cloud MindOptional Detaunt Level 27 Option 2/3 Wipes your enemies thoughts, instantly lowering your threat by a moderate amount and 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 | Dark PowerOptional Passive Level 27 Option 3/3 Dark Heal has a 50% chance to cause your Resurgence to tick twice. Dark Heal has a 50% chance to cause your Resurgence to tick twice. | |
LvL31 | Unnatural PreservationSelf Heal Immediately restores health to you. Cannot be used on others. Immediately restores health to you. Cannot be used on others. | |
LvL31 | AfflictionAttack 30m (long range) Casts a powerful Force affliction upon the target that deals internal damage over 18 seconds. Casts a powerful Force affliction upon the target that deals internal damage over 18 seconds. | |
LvL35 | Consuming DarknessBuff Consumes the dark energy around you, restoring 40 Force. Utilizing Consuming Darkness makes you weary, reducing your Force regeneration rate by 2 for 10 seconds. This effect can stack up to 4 times. Consumes the dark energy around you, restoring 40 Force. Utilizing Consuming Darkness makes you weary, reducing your Force regeneration rate by 2 for 10 seconds. This effect can stack up to 4 times. | |
LvL35 | Lightning EfficacyPassive Each time your Force Lightning deals damage, you recover 2% of your total Force. Each time your Force Lightning deals damage, you recover 2% of your total Force. | |
LvL35 | InnervateHeal 30m (long range) Heals a friendly target and consumes 60 Force over the channel duration. In addition, Innervate channels and ticks 10% faster. Heals a friendly target and consumes 60 Force over the channel duration. In addition, Innervate channels and ticks 10% faster. | |
LvL35 | PurityPassive Expunge now removes negative physical effects and heals the target. Increases force critical chance and damage reduction by 3%. Expunge now removes negative physical effects and heals the target. Increases force critical chance and damage reduction by 3%. | |
LvL35 | Twisted ForceHidden Passive Innervate channels and ticks 10% faster, and Roaming Mend grants resistance to the targets it heals for 45 seconds. Resistant targets have their internal and elemental damage reduction increased by 3%. Innervate channels and ticks 10% faster, and Roaming Mend grants resistance to the targets it heals for 45 seconds. Resistant targets have their internal and elemental damage reduction increased by 3%. | |
LvL35 | Life SurgeHidden Passive Increases Force critical chance and damage reduction by 3%. Increases Force critical chance and damage reduction by 3%. | |
LvL39 | ExpungeCleanse 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 | Dark ResurgenceOptional Passive Level 39 Option 1/3 Innervate spreads your Resurgence to up to 4 allies within 8 meters. Innervate spreads your Resurgence to up to 4 allies within 8 meters. Flashpoint Suggestion: Spreading your Resurgence to the whole group is too good to pass up. Always take this for flashpoints. Operation Suggestion: Spreading your Resurgence to potentially half the group is too good to pass up. Always take this for operations. | |
LvL39 | PolarizingOptional Passive Level 39 Option 2/3 Polarity Shift increases the healing done of Innervate by 3%. Polarity Shift increases the healing done of Innervate by 3%. Solo Single-Enemy Suggestion: A solo healer will probably be hitting Polarity Shift on cooldown just for the DPS help, so taking Polarizing while alone makes a bunch of sense! Solo Many-Enemy Suggestion: A solo healer will probably be hitting Polarity Shift on cooldown just for the DPS help, so taking Polarizing while alone makes a bunch of sense! | |
LvL39 | Corrupted BastionOptional Passive Level 39 Option 3/3 Innervate builds stacks of Corrupted Bastion, each stack increases the healing done by Dark Heal, Rally, or Dark Infusion by 5% per stack. Max stacks 3. Innervate builds stacks of Corrupted Bastion, each stack increases the healing done by Dark Heal, Rally, or Dark Infusion by 5% per stack. Max stacks 3. | |
LvL43 | Polarity ShiftBuff Your connection to the Force shifts, granting 20% alacrity and immunity to pushback and interrupts for 15 seconds. Your connection to the Force shifts, granting 20% alacrity and immunity to pushback and interrupts for 15 seconds. | |
LvL43 | Unhindered ResolveOptional Passive Level 43 Option 1/3 Channeling Innervate grants a stack of Unhindered Resolve. Each stack grants 2% damage reduction per stack. Max of 3 stacks. Channeling Innervate grants a stack of Unhindered Resolve. Each stack grants 2% damage reduction per stack. Max of 3 stacks. | |
LvL43 | Death's EmbraceOptional Passive Level 43 Option 2/3 If a friendly player has Resurgence applied to them and are killed during the duration of Resurgence, your next Reanimation, Rally, or Dark Infusion is instant. In addition, when taking direct damage the cooldown on Force Barrier is reduced by 3 seconds and the cooldown on Extrication is reduced by 2 seconds. This effect can occur once every 5 seconds. If a friendly player has Resurgence applied to them and are killed during the duration of Resurgence, your next Reanimation, Rally, or Dark Infusion is instant. In addition, when taking direct damage the cooldown on Force Barrier is reduced by 3 seconds and the cooldown on Extrication is reduced by 2 seconds. This effect can occur once every 5 seconds. | |
LvL43 | Unlimited PowerOptional 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 Unlimited Power become Drained and cannot regain Unlimited Power 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 Unlimited Power become Drained and cannot regain Unlimited Power 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 Unhindered Resolve 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 Unhindered Resolve for extra damage reduction if someone else is already bringing this. | |
LvL43 | ReconstructPassive Increases the duration of Resurgence by 6 seconds. In addition, Resurgence grants protection to its target for 45 seconds. Protected targets have their armor rating increased by 10%. 1 second after refreshing your Resurgence on a target, the target will be healed plus any healing that remained from the previous Resurgence. Increases the duration of Resurgence by 6 seconds. In addition, Resurgence grants protection to its target for 45 seconds. Protected targets have their armor rating increased by 10%. 1 second after refreshing your Resurgence on a target, the target will be healed plus any healing that remained from the previous Resurgence. | |
LvL43 | RenewalPassive 1 second after refreshing your Resurgence on a target, the target will be healed plus any healing that remained from the previous Resurgence. 1 second after refreshing your Resurgence on a target, the target will be healed plus any healing that remained from the previous Resurgence. | |
LvL47 | ExtricationFriendly 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 | RevivificationArea 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 recieved 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 recieved the periodic healing effect, the target may leave the area and will continue to be healed by the effect. | |
LvL51 | Lightning BarrierOptional Passive Level 51 Option 1/3 Your Static Barrier crackles with electricity, shocking attackers for energy damage when it absorbs direct damage to you. This effect does not affect Static Barriers placed on allies and cannot occur more than once each second. Your Static Barrier crackles with electricity, shocking attackers for energy damage when it absorbs direct damage to you. This effect does not affect Static Barriers placed on allies and cannot occur more than once each second. | |
LvL51 | Force MobilityOptional Passive Level 51 Option 2/3 Thundering Blast, Innervate, and Force Leech can be activated while moving. Thundering Blast, Innervate, and Force Leech can be activated while moving. General Suggestion: Being able to use innervate 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 | DefianceOptional Passive Level 51 Option 3/3 Increases damage reduction by 3%. Increases damage reduction by 3%. | |
LvL51 | Penetrating DarknessPassive Increases the critical chance of Dark Heal by 15%. Increases the healing done by Resurgence by 15%. Increases the critical chance of Dark Heal by 15%. Increases the healing done by Resurgence by 15%. | |
LvL51 | Secrets of the Dark SidePassive Increases the healing done by Resurgence and Renewal by 10%. Increases the healing done by Resurgence 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 | Roaming 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, Roaming Mend travels to another friendly target within 20 meters. Roaming Mend lasts up to 30 seconds on each target and travels up to 3 times, healing up to 4 targets. Roaming Mend can only be placed on one target at a time. Roaming 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, Roaming Mend travels to another friendly target within 20 meters. Roaming Mend lasts up to 30 seconds on each target and travels up to 3 times, healing up to 4 targets. Roaming Mend can only be placed on one target at a time. Roaming Mend grants resistance to the targets it heals for 45 seconds. Resistant targets have their internal and elemental damage reduction increased by 3%. | |
LvL60 | ReanimationCombat 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 | Force SurgePassive Innervate critical heals grant a charge of Force Surge, stacking up to 3 times. Using Consuming Darkness with Force Surge consumes a charge, restores 5 additional Force, and does not make you Weary. Innervate critical heals grant a charge of Force Surge, stacking up to 3 times. Using Consuming Darkness with Force Surge consumes a charge, restores 5 additional Force, and does not make you Weary. | |
LvL64 | Unnatural VigorOptional Passive Level 64 Option 1/3 Unnatural Preservation increases your damage reduction by 15% for 6 seconds. Additionally, reduces the cooldown of Unnatural Preservation by 5 seconds. Unnatural Preservation increases your damage reduction by 15% for 6 seconds. Additionally, reduces the cooldown of Unnatural Preservation by 5 seconds. | |
LvL64 | Surging SpeedOptional Passive Level 64 Option 2/3 Reduces the cooldowns of Force Speed by 5 seconds and Force Barrier by 30 seconds. In addition, Force Speed lasts 0.5 seconds longer, Polarity Shift 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, Polarity Shift 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 Unnatural Vigor. Remember when picking Unnatural Vigor that you have to use Unnatural Preservation 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 Unnatural Vigor. Remember when picking Unnatural Vigor that you have to use Unnatural Preservation for it to work! | |
LvL64 | BacklashOptional Passive Level 64 Option 3/3 Static Barriers 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. Static Barriers 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 Backlash can be a cool choice here. If they are immune, or you just don't need the crowd control, Surging Speed is a great speed boost. Solo Many-Enemy Suggestion: Most enemies in solo content won't be immune to a blind, so Backlash can be a cool choice here. If they are immune, or you just don't need the crowd control, Surging Speed is a great speed boost. | |
LvL68 | WhirlwindOptional Crowd Control 30m (long range) Level 68 Option 1/3 Traps the target in a whirlwind for 8 seconds. Non-player, non-standard, and non-weak targets heal rapidly while trapped. 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 Volt Rush doesn't have room in your rotation and Whirlwind breaks on damage in group content and more often than not your allies will cancel it anyway. But in solo content, Whirlwind 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 Volt Rush doesn't have room in your rotation and Whirlwind breaks on damage in group content and more often than not your allies will cancel it anyway. But in solo content, Whirlwind 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 2/3 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 Volt Rush 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 Whirlwind 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 Volt Rush in your rotation, and Whirlwind can't be used on most Operation targets. | |
LvL68 | Volt RushOptional Attack 30m (long range) Level 68 Option 3/3 Deals energy damage to your target and leaves you feeling Energized for up to 5 seconds. The Energized effect can stack three times, with each stack increasing Volt Rush damage by 30%. The ability has 3 charges and recharges every 10 seconds. Volt Rush deals 10% more damage, and if applicable healing. Deals energy damage to your target and leaves you feeling Energized for up to 5 seconds. The Energized effect can stack three times, with each stack increasing Volt Rush damage by 30%. The ability has 3 charges and recharges every 10 seconds. Volt Rush deals 10% more damage, and if applicable healing. | |
LvL68 | Dark ConcentrationPassive Crushing Darkness, Lightning Strike, Dark Infusion, and Revivification grant Dark Concentration, which causes your next Dark Heal to activate instantly, consume no Force, and heal for 60% more. This effect may not occur more than once every 10 seconds. Crushing Darkness, Lightning Strike, Dark Infusion, and Revivification grant Dark Concentration, which causes your next Dark Heal to activate instantly, consume no Force, and heal for 60% more. This effect may not occur more than once every 10 seconds. | |
LvL73 | EmersionOptional Passive Level 73 Option 1/3 Force Speed grants Emersion, removing all movement-impairing effects and granting immunity to them for the duration. Force Speed grants Emersion, removing all movement-impairing effects and granting immunity to them for the duration. | |
LvL73 | Corrupted FleshOptional Passive Level 73 Option 2/3 Reduces the damage taken by all periodic effects by 15%. Reduces the damage taken by all periodic effects by 15%. General Suggestion: Corrupted Flesh is a greatly beneficial survivability choice, with Emersion being a situationally useful slow-breaker. | |
LvL73 | Conspiring ForceOptional Passive Level 73 Option 3/3 Targets affected by your Affliction are slowed by 30% for its duration. Targets affected by your Affliction are slowed by 30% for its duration. | |
LvL73 | Reverse CorruptionsPassive Force Barrier now purges the Weary effect caused by Consuming Darkness. In addition, spending a charge of Force Surge on Consuming Darkness grants Reverse Corruptions, increasing your Force regneration rate by 2 for up to 10 seconds if you are not Weary or removing a single stack of Weary otherwise. The Reverse Corruptions effect will be lost early if Consuming Darkness is activated without a charge of Force Surge. Force Barrier now purges the Weary effect caused by Consuming Darkness. In addition, spending a charge of Force Surge on Consuming Darkness grants Reverse Corruptions, increasing your Force regneration rate by 2 for up to 10 seconds if you are not Weary or removing a single stack of Weary otherwise. The Reverse Corruptions effect will be lost early if Consuming Darkness is activated without a charge of Force Surge. | |
LvL78 | Sustaining DarknessPassive Static Barrier grants 10 charges of Sustaining Darkness to the target. Targets with your Sustaining Darkness will lose a charge of it each time you directly heal them. If Static Barrier concludes early, the target is healed per remaining charge of Sustaining Darkness. Static Barrier grants 10 charges of Sustaining Darkness to the target. Targets with your Sustaining Darkness will lose a charge of it each time you directly heal them. If Static Barrier concludes early, the target is healed per remaining charge of Sustaining Darkness. |
Milestones
- At Level 15 you will get your first exclusive ability only the Corruption Sorcerer has, it will be called Dark Infusion.
- At Level 23 you will get to choose a way to change how Dark Infusion 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 Corruption 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 Corruption Sorcerer gets, it will be called Innervate.
- At Level 39 you will get to choose a way to change how Innervate works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Corruption Sorcerer has, Revivification and Roaming 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 Sorcerer.
- 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.