
Sorcerer Lightning Basics Guide
Lightning
Of all the dark arts of the Sith, little can match the spectacle and devastation of force lightning, summoning intense discharges of pure energy, the lightning sorcerer overwhelms enemies with punishing damage from a distance, leaving them shaken and vulnerable if not dead.
Role: Damage
Type: Burst Damage
Weapon: Single Lightsaber, though it is not used
Distance: Long Range
Mirror: Sage – Telekinetics
Lightning for New Players
Lightning 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 Lightning very fun and easy for new players!
How to play a Lightning Sorcerer
You can start playing Lightning at level 1. To start playing Lightning, 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 Lightning 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 Lightning Sorcerer until you’re ready to read and learn from a true level 80 guide.
Affliction 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!
Halted Offensive is your heaviest hitting ability and a choice at level 23. Use this on cooldown!
Thundering Blast is your second heaviest hitter. Use it after Halted Offensive to generate a free, instant, glowing Halted Offensive for a quick three-part combo!
Lightning Flash is your next priority.
Crushing Darkness is your second dot. If you use it after Lightning Flash, it will be cast faster. Just like Flash speeds up the cast time of Darkness, Darkness also increases the damage of our last ability:
Shock is an instant cast attack that does great damage so long as it’s hitting a target that just had Crushing Darkness applied to it. After this, go back to your Halted Offensive/Thundering Blast combo.
More than 3 Enemies
Force Storm can be used over and over to create a widespread field of damage.
Chain Lightning is the original ability that Halted Offensive replaces, but by choosing “Suppressive Current” at level 23, you can get your area-attack Lightning back and use it in combination with Force Storm to deal even more area damage if needed.
Extra Tips
Feeling Spicy? Your Polarity Shift and Recklessness are fantastic buffs you can activate during fights to increase your damage. Polarity Shift will increase the speed of your casts, and Recklessness will increase the damage overall.
Force Speed and Lightning Bolt 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 Halted Offense, when it’s off cooldown. Lightning Bolt 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 Affliction, your rotation should look something like this:
Block 1 is your Halted-Thundering-Halted combo plus the Flash-Darkness-Shock combo:
–
Block 2 is a Force Speed, your Halted-Thundering-Halted combo, plus a filler of 3 bolts:
–
–
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 Affliction to your next enemy before jumping back in to Block 1.
Before you start…
If you do not see Halted Offensive 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
Chain Lightning, which is great for where there are multiple enemies.
Discipline | Tactical | Legendary | Stats |
---|---|---|---|
Guardian Defense Juggernaut Immortal | ![]() | Force Resistance + Retaliator | Shield: 5500-6000 Absorb: remaining tertiary stats |
Guardian Vigilance Juggernaut Vengeance | ![]() | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Guardian Focus Juggernaut Rage | ![]() | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Watchman Marauder Annihilation | ![]() | Fearless Victor + Berserker’s Call and Dispatcher are all viable options | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Combat Marauder Carnage | ![]() | Fearless Victor + Dispatcher | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Sentinel Concentration Marauder Fury | ![]() | Fearless Victor + Berserker’s Call | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Telekinetics Sorcerer Lightning | ![]() | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 560 (2.14%) • 1.3 GCD = 3209 (10.38%) • 1.2 GCD = 8296 (20%) • 1.1 GCD under PS = 3596 (16.366) With Alacrity Guild Perk • 1.3 GCD = 1494 • 1.1 GCD under PS = 1801 |
Sage Seer Sorcerer Corruption | ![]() | Unmatched Haste + Revitalize or Dynamic Force are all considered viable as of now | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Balance Sorcerer Madness | ![]() | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Kinetic Combat Assassin Darkness | ![]() | Dynamic Force + Force Resistance or Ballast Point is fine if you prefer to use pieces with tanking stats | Shield: 5000-5500 Absorb: remaining tertiary stats |
Shadow Infiltration Assassin Deception | ![]() | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Serenity Assassin Hatred | ![]() | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Combat Medic Mercenary Bodyguard | ![]() | Advanced Scanning + Concentrated Fire or Overcharged Cells seem to all be viable options | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Gunnery Mercenary Arsenal | ![]() | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Commando Assault Specialist Mercenary Innovative Ordnance | ![]() | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Shield Specialist Powertech Shield Tech | ![]() | Supercommando + Squad Leader | Shield: 6000 - 6500 Absorb: remaining tertiary stats |
Vanguard Plasmatech Powertech Pyrotech | ![]() | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Tactics Powertech Advanced Prototype | ![]() | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Sharpshooter Sniper Marksmanship | ![]() | Locked and Loaded + Improved Targeting use Energy Regulators if you experience energy issues | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Saboteur Sniper Engineering | ![]() | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Dirty Fighting Sniper Virulence | ![]() | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: 2700 - 2800 With Alacrity Guild Perk 1100 - 1300 |
Scoundrel Sawbones Operative Medicine | ![]() | Tactician + Aggressive Treatment or Field Medic | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Scrapper Operative Concealment | ![]() | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Ruffian Operative Lethality | ![]() | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Ready to learn more about your class, and how to play at a higher skill level? These guides by other players break down your class's abilities and your full rotation!
Guides
- Beginners Guide To 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)
- Lightning Sorcerer Quick PVP Guide by Ivano on YouTube (7.3.1)
- Telekinetics / Lightning 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Lightning Sorcerer Guide by Biggs on YouTube (7.02)
- Lightning Sorcerer PvE Guide by Endonae on vulkk.com (7.1.1)
Attacks
Saber Strike - Basic AttackLevel 1
Lightning Strike - AttackLevel 1
Shock - AttackLevel 1
Force Lightning - AttackLevel 4
Force Storm - Area AttackLevel 7
Chain Lightning - Area AttackLevel 15
Crushing Darkness - AttackLevel 23
Halted Offensive - Optional Attack Level 23 Option 2/3Level 23 REPLACES Chain Lightning at Level 23+
Eye of the Storm - Optional Area Attack Level 27 Option 1/3Level 27
Affliction - AttackLevel 31
Thundering Blast - AttackLevel 35
Lightning Flash - AttackLevel 47
Lightning Bolt - AttackLevel 60 REPLACES Lightning Strike at Level 60+
Volt Rush - Optional Attack Level 68 Option 3/3Level 68
Multiple Enemy Attack Abilities
These Lightning attacks are useful for attacking groups of enemies.
Force Storm - Area AttackLevel 7
Chain Lightning - Area AttackLevel 15
Eye of the Storm - Optional Area Attack Level 27 Option 1/3Level 27
Buffs
You can combine your Lightning buffs with your attacks 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 2/3Level 43
Defensive & Healing 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.
Dark Heal - HealLevel 7
Static Barrier - DefensiveLevel 15
Resurgence - HealLevel 23
Unnatural Preservation - Self HealLevel 31
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
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 Lightning 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.
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 Lightning 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 Lightning Sorcerer.































































































Level 23 Choice: Chain Lightning Change
Choose from one of three ways that you want Chain Lightning to change at level 23. Your options are Forbidden Knowledge, Halted Offensive, and Suppressive Current.

Delivers an arc of lightning that deals energy damage to up to 8 targets within 8 meters of the primary target. Additionally, Chain Lightning immobilizes all affected targets for 0.5 seconds and slows all affected targets by 50% for 6 seconds. Chain Lightning overwhelms its targets for 45 seconds. Overwhelmed targets take an additional 10% damage from area attacks.

Dealing damage with Chain Lightning builds stacks of Forbidden Knowledge. Increasing the healing done by Unnatural Preservation and reducing its cooldown.
Dealing damage with Chain Lightning builds stacks of Forbidden Knowledge. Increasing the healing done by Unnatural Preservation and reducing its cooldown.

Delivers an arc of lightning that deals energy damage. Halted Offensive immobilizes all affected targets for 0.5 seconds and slows all affected targets by 50% for 6 seconds. Additionally, Halted Offensive overwhelms its targets for 45 seconds. Overwhelmed targets take an additional 10% damage from area attacks. Replaces Chain Lightning.
Delivers an arc of lightning that deals energy damage. Halted Offensive immobilizes all affected targets for 0.5 seconds and slows all affected targets by 50% for 6 seconds. Additionally, Halted Offensive overwhelms its targets for 45 seconds. Overwhelmed targets take an additional 10% damage from area attacks. Replaces Chain Lightning.

Chain Lightning applies suppressive current to all targets it hits. The next Force Storm detonates the current doing additional damage.
Chain Lightning applies suppressive current to all targets it hits. The next Force Storm detonates the current doing additional damage.
Solo Single-Strong-Enemy Suggestion: Halted Offensive - Halted Offensive is the greatest boost to your single target damage on this tier. If you're regularly dealing with 3+ targets, Suppressive Current would be better.
Flashpoint Suggestion: Halted Offensive - Halted Offensive is the greatest boost to your single target damage on this tier. If you're regularly dealing with 3+ targets, Suppressive Current would be better.
Operation Suggestion: Halted Offensive - Halted Offensive is the greatest boost to your single target damage on this tier. If you're regularly dealing with 3+ targets, Suppressive Current would be better.
Multi-Enemy Solo Suggestion: Suppressive Current - Suppressive Current's Chain Lightning > Force Storm Combo can completely demolish huge packs of weak enemies! Definitely take this for large pulls.
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 Lightning Sorcerer for the Level 27 choice are Eye of the Storm, Cloud Mind, and Finish Them.

Fires out a burst of over-charged lightning dealing damage up to 3 enemies.
Fires out a burst of over-charged lightning dealing damage up to 3 enemies.

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.

Shock deals bonus damage and returns force when hitting targets affected by slows and increases your movement speed by 20%. This can only occur once every 8 seconds.
Shock deals bonus damage and returns force when hitting targets affected by slows and increases your movement speed by 20%. This can only occur once every 8 seconds.
Multi-Enemy Solo Suggestion: Eye of the Storm - Nice spammable AoE filler! Take if AoE is all you're doing.
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. Eye of the Storm 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. Eye of the Storm 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. Eye of the Storm can give extra AoE damage if you don't find a detaunt currently helpful.
Level 39 Choice: Thundering Blast Change
Choose from one of three ways that you want Thundering Blast to change at level 39. Your options are Off Balance, Thunder and Lightning, and Dark Embrace.

Sends a thundering blastwave at a single target that deals internal damage. Thundering Blast automatically critically hits targets affected by your Affliction. In addition, when you activate Thundering Blast, there is a 25% chance the ability will produce a second blast that strikes the same target for 20% damage.

Thundering Blast immobilizes targets for 2 seconds. This can occur once every 9 seconds.
Thundering Blast immobilizes targets for 2 seconds. This can occur once every 9 seconds.

Thundering Blast causes your next Chain Lightning to deal 10% more damage. This effect can only occur once every 12 seconds.
Thundering Blast causes your next Chain Lightning to deal 10% more damage. This effect can only occur once every 12 seconds.

Thundering Blast causes Affliction to tick twice.
Thundering Blast causes Affliction to tick twice.
Multi-Enemy Solo Suggestion: Thunder and Lightning - Buffing one of your three big AoEs is a great idea when pulling lots of weak enemies.
Solo Single-Strong-Enemy Suggestion: Dark Embrace - Thundering Blast should always be hitting multiple times while your Affliction 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, Thunder and Lightning will do more damage quicker, but less overall.
Flashpoint Suggestion: Dark Embrace - Thundering Blast should always be hitting multiple times while your Affliction 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, Thunder and Lightning will do more damage quicker, but less overall.
Operation Suggestion: Dark Embrace - Thundering Blast should always be hitting multiple times while your Affliction 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, Thunder and Lightning will do more damage quicker, but less overall.
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 Lightning Sorcerer for the Level 43 choice are Insulating Blast, Unlimited Power, and Overcharged Barrier.

Thundering Blast grants a stack of Insulating Blast, which increases your damage reduction by 5% for 16 seconds.
Thundering Blast grants a stack of Insulating 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 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.

Increases all healing received by 5% and increases damage absorbed by Static Barrier by 10%.
Increases all healing received by 5% and increases damage absorbed by Static Barrier by 10%.
Solo Single-Strong-Enemy Suggestion: Insulating Blast - Thundering Blast happens often enough that this damage reduction choice should make you less squishy for the entire duration of a fight! Swap this out for Unlimited Power if you aren't taking much damage.
Multi-Enemy Solo Suggestion: Insulating Blast - Thundering Blast happens often enough that this damage reduction choice should make you less squishy for the entire duration of a fight! Swap this out for Unlimited Power if you aren't taking much damage.
Flashpoint Suggestion: Insulating Blast - Thundering Blast happens often enough that this damage reduction choice should make you less squishy for the entire duration of a fight! Swap this out for Unlimited Power if you're the only sage or sorcerer.
Operation Suggestion: Insulating Blast - Thundering Blast happens often enough that this damage reduction choice should make you less squishy for the entire duration of a fight! Swap this out for Unlimited Power if you're the only sage or sorcerer.
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 Lightning 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: Defiance - Sorcerers can be pretty squishy, so this flat reduction choice is the most reliable. You can take the other options for a bit of reflect on your shield or extra mobility but it's really recommended you take some flat 3% reduction.
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 Lightning 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 Lightning 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 Lightning 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 Lightning 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 20 seconds. When under the effect of deionized you gain 5% damage reduction. 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 20 seconds. When under the effect of deionized you gain 5% damage reduction. |
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 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 | ![]() | Chain LightningArea Attack 35m Delivers an arc of lightning that deals energy damage to up to 8 targets within 8 meters of the primary target. Additionally, Chain Lightning immobilizes all affected targets for 0.5 seconds and slows all affected targets by 50% for 6 seconds. Chain Lightning overwhelms its targets for 45 seconds. Overwhelmed targets take an additional 10% damage from area attacks. Delivers an arc of lightning that deals energy damage to up to 8 targets within 8 meters of the primary target. Additionally, Chain Lightning immobilizes all affected targets for 0.5 seconds and slows all affected targets by 50% for 6 seconds. Chain Lightning overwhelms its targets for 45 seconds. Overwhelmed targets take an additional 10% damage from area attacks. |
LvL15 | ![]() | Lightning SwarmHidden Passive Increases the maximum range of your Force attacks by 5 meters. Additionally, Chain Lightning 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, Chain Lightning immobilizes all affected targets for 0.5 seconds and slows all affected targets by 50% for 6 seconds. |
LvL15 | ![]() | Convection BarrierHidden Passive When under the effect of deionized you gain 5% damage reduction. When under the effect of deionized you gain 5% damage reduction. |
LvL15 | ![]() | Lightning EffusionPassive Direct Force attacks grant Lightning 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 Lightning 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 | ![]() | 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 | ![]() | Forbidden KnowledgeOptional Passive Level 23 Option 1/3 Dealing damage with Chain Lightning builds stacks of Forbidden Knowledge. Increasing the healing done by Unnatural Preservation and reducing its cooldown. Dealing damage with Chain Lightning builds stacks of Forbidden Knowledge. Increasing the healing done by Unnatural Preservation and reducing its cooldown. |
LvL23 | ![]() | Halted OffensiveOptional Attack 35m Level 23 Option 2/3 Delivers an arc of lightning that deals energy damage. Halted Offensive immobilizes all affected targets for 0.5 seconds and slows all affected targets by 50% for 6 seconds. Additionally, Halted Offensive overwhelms its targets for 45 seconds. Overwhelmed targets take an additional 10% damage from area attacks. Replaces Chain Lightning. Delivers an arc of lightning that deals energy damage. Halted Offensive immobilizes all affected targets for 0.5 seconds and slows all affected targets by 50% for 6 seconds. Additionally, Halted Offensive overwhelms its targets for 45 seconds. Overwhelmed targets take an additional 10% damage from area attacks. Replaces Chain Lightning. General Suggestion: Halted Offensive is the greatest boost to your single target damage on this tier. If you're regularly dealing with 3+ targets, Suppressive Current would be better. |
LvL23 | ![]() | Suppressive CurrentOptional Passive Level 23 Option 3/3 Chain Lightning applies suppressive current to all targets it hits. The next Force Storm detonates the current doing additional damage. Chain Lightning applies suppressive current to all targets it hits. The next Force Storm detonates the current doing additional damage. Solo Many-Enemy Suggestion: Suppressive Current's Chain Lightning > Force Storm Combo can completely demolish huge packs of weak enemies! Definitely take this for large pulls. |
LvL23 | ![]() | Lightning StormPassive Lightning Strike, Lightning Bolt, Thundering Blast, and Force Storm grant Lightning Storm when activated. Lightning Storm immediately finishes the cooldown on Chain Lightning or Halted Offensive and makes your next Chain Lightning or Halted Offensive activate instantly and consume 50% less Force. This effect cannot occur more than once every 10 seconds. Lightning Strike, Lightning Bolt, Thundering Blast, and Force Storm grant Lightning Storm when activated. Lightning Storm immediately finishes the cooldown on Chain Lightning or Halted Offensive and makes your next Chain Lightning or Halted Offensive 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 | ![]() | Electric InductionPassive Reduces the Force consumed by Force abilities by 10%. Reduces the Force consumed by Force abilities by 10%. |
LvL27 | ![]() | Eye of the StormOptional Area Attack 35m Level 27 Option 1/3 Fires out a burst of over-charged lightning dealing damage up to 3 enemies. Fires out a burst of over-charged lightning dealing damage up to 3 enemies. Solo Many-Enemy Suggestion: Nice spammable AoE filler! Take if AoE is all you're doing. |
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. Eye of the Storm can give extra AoE damage if you don't find a detaunt currently helpful. |
LvL27 | ![]() | Finish ThemOptional Passive Level 27 Option 3/3 Shock deals bonus damage and returns force when hitting targets affected by slows and increases your movement speed by 20%. This can only occur once every 8 seconds. Shock deals bonus damage and returns force when hitting targets affected by slows and increases your movement speed by 20%. This can only occur once every 8 seconds. |
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 | ![]() | Thundering BlastAttack 35m Sends a thundering blastwave at a single target that deals internal damage. Thundering Blast automatically critically hits targets affected by your Affliction. In addition, when you activate Thundering Blast, there is a 25% chance the ability will produce a second blast that strikes the same target for 20% damage. Sends a thundering blastwave at a single target that deals internal damage. Thundering Blast automatically critically hits targets affected by your Affliction. In addition, when you activate Thundering Blast, there is a 25% chance the ability will produce a second blast that strikes the same target for 20% damage. |
LvL35 | ![]() | SubversionPassive Reduces the pushback suffered while activating Chain Lightning, Halted Offensive, Lightning Strike, Crushing Darkness, Thundering Blast, and Lightning Bolt by 75%. Additionally, you have a 25% chance when taking direct damage to gain Subversion, which causes your next Lightning Strike or Lightning Bolt 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 Chain Lightning, Halted Offensive, Lightning Strike, Crushing Darkness, Thundering Blast, and Lightning Bolt by 75%. Additionally, you have a 25% chance when taking direct damage to gain Subversion, which causes your next Lightning Strike or Lightning Bolt to activate instantly. This effect cannot occur more than once every 8 seconds and lasts for up to 15 seconds. |
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 | ![]() | Off BalanceOptional Passive Level 39 Option 1/3 Thundering Blast immobilizes targets for 2 seconds. This can occur once every 9 seconds. Thundering Blast immobilizes targets for 2 seconds. This can occur once every 9 seconds. |
LvL39 | ![]() | Thunder and LightningOptional Passive Level 39 Option 2/3 Thundering Blast causes your next Chain Lightning to deal 10% more damage. This effect can only occur once every 12 seconds. Thundering Blast causes your next Chain Lightning to deal 10% more damage. This effect can only occur once every 12 seconds. Solo Many-Enemy Suggestion: Buffing one of your three big AoEs is a great idea when pulling lots of weak enemies. |
LvL39 | ![]() | Dark EmbraceOptional Passive Level 39 Option 3/3 Thundering Blast causes Affliction to tick twice. Thundering Blast causes Affliction to tick twice. General Suggestion: Thundering Blast should always be hitting multiple times while your Affliction 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, Thunder and Lightning will do more damage quicker, but less overall. |
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 | ![]() | Insulating BlastOptional Passive Level 43 Option 1/3 Thundering Blast grants a stack of Insulating Blast, which increases your damage reduction by 5% for 16 seconds. Thundering Blast grants a stack of Insulating Blast, which increases your damage reduction by 5% for 16 seconds. Solo Single-Enemy Suggestion: Thundering Blast happens often enough that this damage reduction choice should make you less squishy for the entire duration of a fight! Swap this out for Unlimited Power if you aren't taking much damage. Solo Many-Enemy Suggestion: Thundering Blast happens often enough that this damage reduction choice should make you less squishy for the entire duration of a fight! Swap this out for Unlimited Power if you aren't taking much damage. Flashpoint Suggestion: Thundering Blast happens often enough that this damage reduction choice should make you less squishy for the entire duration of a fight! Swap this out for Unlimited Power if you're the only sage or sorcerer. Operation Suggestion: Thundering Blast happens often enough that this damage reduction choice should make you less squishy for the entire duration of a fight! Swap this out for Unlimited Power if you're the only sage or sorcerer. |
LvL43 | ![]() | Unlimited PowerOptional 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 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. |
LvL43 | ![]() | Overcharged BarrierOptional Passive Level 43 Option 3/3 Increases all healing received by 5% and increases damage absorbed by Static Barrier by 10%. Increases all healing received by 5% and increases damage absorbed by Static Barrier by 10%. |
LvL43 | ![]() | Dark ThunderPassive When you activate Thundering Blast, there is a 25% chance the ability will produce a second blast that strikes the same target for 25% damage. When you activate Thundering Blast, there is a 25% chance the ability will produce a second blast that strikes the same target for 25% damage. |
LvL43 | ![]() | Charged ReactionHidden Passive Direct damage dealt by your Crushing Darkness, Chain Lightning, and Halted Offensive abilities refreshes the duration of your Affliction on affected targets. In addition, Lightning Bolt and Lightning Strike increases your Force regeneration rate by 10% for 10 seconds. Stacks up to 3 times. Direct damage dealt by your Crushing Darkness, Chain Lightning, and Halted Offensive abilities refreshes the duration of your Affliction on affected targets. In addition, Lightning Bolt and Lightning Strike increases your Force regeneration rate by 10% for 10 seconds. Stacks up to 3 times. |
LvL43 | ![]() | Forked DarknessPassive Crushing Darkness makes its target vulnerable for 45 seconds and has a 25% chance to tick twice. Direct damage dealt by your Crushing Darkness and Chain Lightning abilities refreshes the duration of your Affliction on affected targets. In addition, Lightning Bolt increases your Force regeneration rate by 10% for 10 seconds. Stacks up to 3 times. Crushing Darkness makes its target vulnerable for 45 seconds and has a 25% chance to tick twice. Direct damage dealt by your Crushing Darkness and Chain Lightning abilities refreshes the duration of your Affliction on affected targets. In addition, Lightning Bolt increases your Force regeneration rate by 10% for 10 seconds. Stacks up to 3 times. |
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 | ![]() | Lightning FlashAttack 35m Blasts the target with a quick flash of lightning, which deals energy damage and grants Force Flash, which reduces the activation time of your next Crushing Darkness by 0.5 seconds. This effect lasts up to 12 seconds. Blasts the target with a quick flash of lightning, which deals energy damage and grants Force Flash, which reduces the activation time of your next Crushing Darkness by 0.5 seconds. This effect lasts up to 12 seconds. |
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. |
LvL51 | ![]() | DefianceOptional Passive Level 51 Option 3/3 Increases damage reduction by 3%. Increases damage reduction by 3%. General Suggestion: Sorcerers can be pretty squishy, so this flat reduction choice is the most reliable. You can take the other options for a bit of reflect on your shield or extra mobility but it's really recommended you take some flat 3% reduction. |
LvL51 | ![]() | ConvectionPassive Increases the critical damage dealt by Chain Lightning, Halted Offensive, Crushing Darkness, Thundering Blast, and Lightning Flash by 12%. Force Speed gives 2 stacks of Convection, which allows Lightning Strike and Lightning Bolt to be activated instantly. Increases the critical damage dealt by Chain Lightning, Halted Offensive, Crushing Darkness, Thundering Blast, and Lightning Flash by 12%. Force Speed gives 2 stacks of Convection, which allows Lightning Strike and Lightning Bolt to be activated instantly. |
LvL51 | ![]() | Reverberating ForceHidden Passive Increases the critical damage dealt by Chain Lightning, Halted Offensive, Crushing Darkness, Thundering Blast, and Lightning Flash by 15%. Increases the critical damage dealt by Chain Lightning, Halted Offensive, Crushing Darkness, Thundering Blast, and Lightning Flash 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 | ![]() | Lightning BoltAttack 35m Hurls a bolt of lightning at the target, dealing energy damage and slows the target by 30% for 3 seconds. Lightning Bolt increases your damage reduction by 5% for 10 seconds. Stacks up to 3 times. Replaces Lightning Strike. Hurls a bolt of lightning at the target, dealing energy damage and slows the target by 30% for 3 seconds. Lightning Bolt increases your damage reduction by 5% for 10 seconds. Stacks up to 3 times. Replaces Lightning Strike. |
LvL60 | ![]() | Chaos NexusHidden Passive Forked Lightning is twice as likely to trigger while Polarity Shift is active. Additionally increases the duration of Polarity Shift by 5 seconds and reduces its cooldown by 15 seconds. Forked Lightning is twice as likely to trigger while Polarity Shift is active. Additionally increases the duration of Polarity Shift by 5 seconds and reduces its cooldown by 15 seconds. |
LvL60 | ![]() | Forked LightningPassive Lightning Strike, Chain Lightning, Halted Offensive, Lightning Flash, and Lightning Bolt have a 25% chance (50% if Polarity Shift is active) to unleash a second telekinetic blast that strikes the same targets for 25% damage. Lightning Strike, Chain Lightning, Halted Offensive, Lightning Flash, and Lightning Bolt have a 25% chance (50% if Polarity Shift is active) to unleash a second telekinetic blast that strikes the same targets for 25% damage. |
LvL60 | ![]() | Fulgurous FortificationHidden Passive Lightning Bolt increases your damage reduction by 5% for 10 seconds. Stacks up to 3 times. Lightning Bolt increases your damage reduction by 5% for 10 seconds. Stacks up to 3 times. |
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 | ![]() | Focal LightningPassive Damage dealt by Chain Lightning, Halted Offensive, and Lightning Flash has a 100% chance and damage dealt by Lightning Strike and Lightning Bolt has a 50% chance to grant Focal Lightning, which increases alacrity by 1%. Stacks up to 5 times. Lasts 15 seconds. Damage dealt by Chain Lightning, Halted Offensive, and Lightning Flash has a 100% chance and damage dealt by Lightning Strike and Lightning Bolt has a 50% chance to grant Focal Lightning, which increases alacrity by 1%. Stacks up to 5 times. Lasts 15 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 | ![]() | ConductionPassive Each Forked Lightning and Forked Darkness reduces the active cooldown of Polarity Shift by 1 second. In addition, being interrupted grants Unshakable for 4 seconds. This can only occur once very 15 seconds. Each Forked Lightning and Forked Darkness reduces the active cooldown of Polarity Shift by 1 second. In addition, being interrupted grants Unshakable for 4 seconds. This can only occur once very 15 seconds. |
LvL78 | ![]() | Convulsing CurrentsPassive Shock deals 35% more damage to targets affected by your Crushing Darkness and Crushing Darkness deals 10% more damage while Polarity Shift is active. In addition, Thundering Blast grants Reserved Darkness, making your next Dark Heal instant and increases its healing by 30%. Max stacks of 2. Shock deals 35% more damage to targets affected by your Crushing Darkness and Crushing Darkness deals 10% more damage while Polarity Shift is active. In addition, Thundering Blast grants Reserved Darkness, making your next Dark Heal instant and increases its healing by 30%. Max stacks of 2. |
LvL78 | ![]() | Storm BrewingHidden Passive Increases the critical chance of Force Storm by 15% and its critical damage bonus by 30%. Increases the critical chance of Force Storm by 15% and its critical damage bonus by 30%. |
Milestones
- At Level 15 you will get your first exclusive ability only the Lightning Sorcerer has, it will be called Chain Lightning.
- At Level 23 you will get to choose a way to change how Chain Lightning 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 Lightning 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 Lightning Sorcerer gets, it will be called Thundering Blast.
- At Level 39 you will get to choose a way to change how Thundering Blast works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Lightning Sorcerer has, Lightning Flash and Lightning Bolt.
- 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.