Sorcerer Madness Basics Guide
Madness
Delving deeper into the dark side of the force can lead to madness, but it can also lead to immense power. Attacking multiple enemies simultaneously and instilling terror in their hearts, always sapping their very life essence from afar, the madness sorcerer is a dark threat unlike any other.
- Role: Damage
- Type: Damage Over Time
- Weapon: Single Lightsaber, though it is not used
- Distance: Long Range
- Mirror: Sage – Balance
Madness for New Players
- Madness is long-range, making it easier to hit moving targets compared to melee characters for new players.
- Madness is a damage-over-time class which means you need to build up your attacks over time, and to be effective you need to learn to spread your damage out across multiple enemies, which can make it slightly harder to learn than attacking one enemy at a time for new players.
How to play a Madness Sorcerer
You can start playing Madness at level 1. To start playing Madness, 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 Madness 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 Madness Sorcerer until you’re ready to read and learn from a true level 80 guide.
- Demolish and then Creeping Terror are your main damage over time (DoT) abilities.
- Affliction is your third DoT to get going on your target.
- Death Field should be cast after all your DoTs, as it makes them all do more damage over time. Double click or double tap the Death Field key to place it immediately on your target’s location, instead of having to aim where it lands.
- Force Leech will be your hardest hitting move after your DoTs.
- Force Lightning is your main filler ability. Spam this until Demolish becomes available, and start all over again!
More than 3 Enemies
- Death Field will spread the effects of your DoTs to all nearby targets, so in Area Damage scenarios, being mindful of where you place it while doing your single target rotation should be enough to do great widespread damage.
- Force Storm can also replace all but your FIRST Force Lightning in your rotation to do even more Area Damage (you want to do at least one lightning still; to buff Demolish later when you restart the rotation).
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. Pop these right after Demolish, at the same time as you’re applying your DoTs.
Before you start…
If you happen to have 3,000 Tech Fragments, go and buy the Tempest of Rho tactical item.
It helps you do a ridiculous amount of extra damage with no extra work.
If you are set up to get your Legendary implants , the Gathering Storm Legendary Implant will increase the damage dealt by your next attack once you use Force Speed. You’ll get the best bonus by using Force Speed right before Force Serenity.
Discipline | Tactical | Legendary | Stats |
---|---|---|---|
Guardian Defense Juggernaut Immortal | Grit Teeth Jaw Breaker, Hord’s Makashi Strike and Leviathan’s Hide are good alternatives | Force Resistance + Retaliator | Shield: 5500-6000 Absorb: remaining tertiary stats |
Guardian Vigilance Juggernaut Vengeance | Hemophilic Slash (Single Target), Cut to Pieces (AoE) | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Guardian Focus Juggernaut Rage | Cauterized Coronary | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Watchman Marauder Annihilation | Spiteful Saber | Fearless Victor + Berserker’s Call and Dispatcher are all viable options | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Combat Marauder Carnage | Shard of Mortis | Fearless Victor + Dispatcher | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Sentinel Concentration Marauder Fury | Cauterized Conary | Fearless Victor + Berserker’s Call | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Telekinetics Sorcerer Lightning | Stormwatch | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 560 (2.14%) • 1.3 GCD = 3209 (10.38%) • 1.2 GCD = 8296 (20%) • 1.1 GCD under PS = 3596 (16.366) With Alacrity Guild Perk • 1.3 GCD = 1494 • 1.1 GCD under PS = 1801 |
Sage Seer Sorcerer Corruption | One for All | Unmatched Haste + Revitalize or Dynamic Force are all considered viable as of now | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Balance Sorcerer Madness | Tempest of Rho | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Kinetic Combat Assassin Darkness | Two Cloaks, The Life Warden, Ancient Tome of Wrath and Shroud of a Shadow as potential alternatives | Dynamic Force + Force Resistance or Ballast Point is fine if you prefer to use pieces with tanking stats | Shield: 5000-5500 Absorb: remaining tertiary stats |
Shadow Infiltration Assassin Deception | The Awakened Flame | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Serenity Assassin Hatred | Two Time Trouble | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Combat Medic Mercenary Bodyguard | SC-4 Treatment Scanner | Advanced Scanning + Concentrated Fire or Overcharged Cells seem to all be viable options | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Gunnery Mercenary Arsenal | Primed Ignition (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Commando Assault Specialist Mercenary Innovative Ordnance | Energized Charges (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Shield Specialist Powertech Shield Tech | Thermal Screen (Single Target), Oil Fire (AoE), The Life Warden | Supercommando + Squad Leader | Shield: 6000 - 6500 Absorb: remaining tertiary stats |
Vanguard Plasmatech Powertech Pyrotech | Superheated Fuel | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Tactics Powertech Advanced Prototype | Overwhelming Offense | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Sharpshooter Sniper Marksmanship | Agitating Energies | Locked and Loaded + Improved Targeting use Energy Regulators if you experience energy issues | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Saboteur Sniper Engineering | Ruthless Interrogation | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Dirty Fighting Sniper Virulence | Exploited Weakness (Single Target), Airborne Agents (AoE) | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: 2700 - 2800 With Alacrity Guild Perk 1100 - 1300 |
Scoundrel Sawbones Operative Medicine | Critical Surgery and Diagnostics Probe are both viable alternatives | Tactician + Aggressive Treatment or Field Medic | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Scrapper Operative Concealment | Acid Lash (Single Target), Explosive Cells (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Ruffian Operative Lethality | Synox Shots (Single Target), Viral Elements (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Ready to learn more about your class, and how to play at a higher skill level? These guides by other players break down your class's abilities and your full rotation!
Guides
- Beginners Guide To DPS With The Madness Sorcerer & Balance Sage by Terssus on YouTube (7.4)
- Madness Sorcerer Quick PVP Guide by Ivano on YouTube (7.3.1)
- Balance / Madness 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Madness Sorcerer Guide by Biggs on YouTube (7.01)
- Madness Sorcerer PvE Guide and Best Builds by Endonae on vulkk.com (7)
- Madness Sorcerer and Balance Sage guide by Draemn on YouTube (7.1)
Attacks
- Saber Strike - Basic AttackLevel 1
- Lightning Strike - AttackLevel 1
- Shock - AttackLevel 1
- Force Lightning - AttackLevel 4
- Force Storm - Area AttackLevel 7
- Death Field - Area AttackLevel 15
- Crushing Darkness - AttackLevel 23
- Death Brand - Optional Attack Level 23 Option 2/3Level 23 REPLACES Death Field at Level 23+
- Overloaded Strike - Optional Area Attack Level 27 Option 2/3Level 27 REPLACES Lightning Strike at Level 27+
- Affliction - AttackLevel 31
- Creeping Terror - AttackLevel 35
- Force Leech - AttackLevel 47
- Demolish - AttackLevel 60 REPLACES Crushing Darkness at Level 60+
- Volt Rush - Optional Attack Level 68 Option 3/3Level 68
Multiple Enemy Attack Abilities
These Madness attacks are useful for attacking groups of enemies.
- Force Storm - Area AttackLevel 7
- Death Field - Area AttackLevel 15
- Overloaded Strike - Optional Area Attack Level 27 Option 2/3Level 27 REPLACES Lightning Strike at Level 27+
Buffs
You can combine your Madness 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 3/3Level 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 1/3 - Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank.Level 27
- 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 Madness 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 Madness 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 Madness Sorcerer.
Level 23 Choice: Death Field Change
Choose from one of three ways that you want Death Field to change at level 23. Your options are Unrelenting Affliction, Death Brand, and Sustained Corruption.
Creates a death field at the target location, dealing internal damage and stealing life from affected targets to heal you for 10% of the damage dealt. Strikes up to 8 targets within a 5-meter radius.
When a charge of Deathmark is consumed there is a 50% chance for a Deathmark charge to not be a consumed.
When a charge of Deathmark is consumed there is a 50% chance for a Deathmark charge to not be a consumed.
Deals single target internal damage and applies Deathmarks. Increases Lifesteal by 50%. Replaces Death Field.
Deals single target internal damage and applies Deathmarks. Increases Lifesteal by 50%. Replaces Death Field.
When a Deathmark is consumed you are healed for 1% of your maximum health.
When a Deathmark is consumed you are healed for 1% of your maximum health.
Solo Single-Strong-Enemy Suggestion: Unrelenting Affliction - Deathmark stacks lasting longer to apply to more DoT ticks throughout a fight makes Unrelenting Affliction your best choice for damage.
Multi-Enemy Solo Suggestion: Unrelenting Affliction - Deathmark stacks lasting longer to apply to more DoT ticks throughout a fight makes Unrelenting Affliction your best choice for damage.
Flashpoint Suggestion: Death Brand - Unrelenting Affliction is your best choice for damage, HOWEVER, starting at level 43 THIS choice, Death Brand, increases enemies internal/elemental damage taken. Less damage for YOU personally, but vigilance/vengeance or Plasma/Pyrotech teammates that can't apply this debuff themselves will do much more. If you have an IO/Assault Specialist, Ruffian/Lethality, or Watchman/Annihilation member in your group, they apply this debuff too, so you won't have to.
Operation Suggestion: Death Brand - Unrelenting Affliction is your best choice for damage, HOWEVER, starting at level 43 THIS choice, Death Brand, increases enemies internal/elemental damage taken. Less damage for YOU personally, but vigilance/vengeance or Plasma/Pyrotech teammates that can't apply this debuff themselves will do much more. If you have an IO/Assault Specialist, Ruffian/Lethality, or Watchman/Annihilation member in your group, they apply this debuff too, so you won't have to.
Level 27 Choice
Choose from one of three Sorcerer abilities at Level 27, you can only have one of these options at any given time. Your options as a Madness Sorcerer for the Level 27 choice are Cloud Mind, Overloaded Strike, and Plague Master.
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.
Overloaded Strike hits up to two additional targets within 10 meters dealing damage to both targets. Replaces Lightning Strike.
Overloaded Strike hits up to two additional targets within 10 meters dealing damage to both targets. Replaces Lightning Strike.
Shock finishes off all your directly applied damage over time effects at once, dealing their remaining damage. The cooldown for Shock is increased by 12 seconds.
Shock finishes off all your directly applied damage over time effects at once, dealing their remaining damage. The cooldown for Shock is increased by 12 seconds.
Multi-Enemy Solo Suggestion: Overloaded Strike - Overloaded Strike adds a nice amount of cleave to your rotation, great for constant AoE.
Solo Single-Strong-Enemy Suggestion: Plague Master - Plague Master results in the highest single target boost to damage but can make your rotation more complicated, as you must re-apply dots more often and can forget them easily. For fights with lots of target swapping, it's worth it to learn it. Otherwise, if you need a defensive, Cloud Mind works as one! Overloaded Strike will do best against 3+ targets at a time as well.
Flashpoint Suggestion: Plague Master - Plague Master results in the highest single target boost to damage but can make your rotation more complicated, as you must re-apply dots more often and can forget them easily. For fights with lots of target swapping, it's worth it to learn it. Otherwise, if you need a defensive, Cloud Mind works as one! Overloaded Strike will do best against 3+ targets at a time as well.
Operation Suggestion: Plague Master - Plague Master results in the highest single target boost to damage but can make your rotation more complicated, as you must re-apply dots more often and can forget them easily. For fights with lots of target swapping, it's worth it to learn it. Otherwise, if you need a defensive, Cloud Mind works as one! Overloaded Strike will do best against 3+ targets at a time as well.
Level 39 Choice: Creeping Terror Change
Choose from one of three ways that you want Creeping Terror to change at level 39. Your options are Creeping End, Eternal Torment, and Downfall.
Paralyzes the target in fear, dealing internal damage over 18 seconds and immobilizing it for 2 seconds. The immobilizing effect cannot occur more than once every 9 seconds.
Dealing damage with Creeping Terror reduces the cooldown of Recklessness by 2 seconds. This effect can only occur once every 3 seconds.
Dealing damage with Creeping Terror reduces the cooldown of Recklessness by 2 seconds. This effect can only occur once every 3 seconds.
Creeping Terror has a 30% chance to deal damage up to 4 targets within 10 meters of the initial target.
Creeping Terror has a 30% chance to deal damage up to 4 targets within 10 meters of the initial target.
Dealing damage with Creeping Terror consumes two Deathmarks increasing the damage of Creeping Terror.
Dealing damage with Creeping Terror consumes two Deathmarks increasing the damage of Creeping Terror.
Multi-Enemy Solo Suggestion: Eternal Torment - Spread Creeping Terror to each target and they all have a 30% chance of hitting eachother. This is huge in big AoE pulls.
Solo Single-Strong-Enemy Suggestion: Downfall - If you took Unrelenting Affliction in the 23 tier, Downfall will provide the best DPS benefit over time. If you need more burst damage in a smaller window, or took Death Brand at 23, Creeping End will be the better choice.
Flashpoint Suggestion: Downfall - If you took Unrelenting Affliction in the 23 tier, Downfall will provide the best DPS benefit over time. If you need more burst damage in a smaller window, or took Death Brand at 23, Creeping End will be the better choice.
Operation Suggestion: Downfall - If you took Unrelenting Affliction in the 23 tier, Downfall will provide the best DPS benefit over time. If you need more burst damage in a smaller window, or took Death Brand at 23, Creeping End will be the better choice.
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 Madness Sorcerer for the Level 43 choice are Critical Movement, Corrupted Defense, and Unlimited Power.
Periodic damage reduces the cooldown of Force Speed by 3 seconds. This effect can only occur once every 5 seconds.
Periodic damage reduces the cooldown of Force Speed by 3 seconds. This effect can only occur once every 5 seconds.
Dealing critical damage with your damage over time abilities increases your damage reduction by 5% for 10 seconds. Stacks up to 3 times.
Dealing critical damage with your damage over time abilities increases your damage reduction by 5% for 10 seconds. Stacks up to 3 times.
Increases mastery, endurance, and presence for you and your Operation group members within 40 meters by 10%. Lasts 10 seconds. Those affected by 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.
General Suggestion: Critical Movement - Force Speed coming off cooldown so often is extremely useful for just about any content. If you seriously need some damage reduction to survive, Corrupted Defense is a great choice, but you may actually notice a DPS drop from spending more time moving/dodging.
Level 51 Choice
Choose from one of three Sorcerer abilities at Level 51, you can only have one of these options at any given time. Your options as a Madness 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 Madness 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 Madness 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 Madness 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 Madness 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%. | |
LvL1 | WrathHidden Passive Dealing damage with Force Lightning produces a stack of Wrath. At 4 stacks, Wrath causes your next Lightning Strike, Crushing Darkness, or Demolish to activate instantly, consume 50% less Force, and deal 25% more damage. Dealing damage with Force Lightning produces a stack of Wrath. At 4 stacks, Wrath causes your next Lightning Strike, Crushing Darkness, or Demolish to activate instantly, consume 50% less Force, and deal 25% more damage. | |
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. Your Static Barrier heals you for 1% of your total health every second for as long as it lasts. 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. Your Static Barrier heals you for 1% of your total health every second for as long as it lasts. | |
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 | Death FieldArea Attack 30m (long range) Creates a death field at the target location, dealing internal damage and stealing life from affected targets to heal you for 10% of the damage dealt. Strikes up to 8 targets within a 5-meter radius. Creates a death field at the target location, dealing internal damage and stealing life from affected targets to heal you for 10% of the damage dealt. Strikes up to 8 targets within a 5-meter radius. | |
LvL15 | Lightning BarrageHidden Passive Force Lightning channels and ticks 33% faster but deals 20% less damage. Force Lightning channels and ticks 33% faster but deals 20% less damage. | |
LvL15 | MadnessPassive Force Lightning no longer has a cooldown and Force Lightning channels and ticks 33% faster but deals 25% less damage. In addition, your Resurgence increases your armor rating by 30% when it heals you. Force Lightning no longer has a cooldown and Force Lightning channels and ticks 33% faster but deals 25% less damage. In addition, your Resurgence increases your armor rating by 30% when it heals you. | |
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. | |
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 | Unrelenting AfflictionOptional Passive Level 23 Option 1/3 When a charge of Deathmark is consumed there is a 50% chance for a Deathmark charge to not be a consumed. When a charge of Deathmark is consumed there is a 50% chance for a Deathmark charge to not be a consumed. Solo Single-Enemy Suggestion: Deathmark stacks lasting longer to apply to more DoT ticks throughout a fight makes Unrelenting Affliction your best choice for damage. Solo Many-Enemy Suggestion: Deathmark stacks lasting longer to apply to more DoT ticks throughout a fight makes Unrelenting Affliction your best choice for damage. | |
LvL23 | Death BrandOptional Attack 30m (long range) Level 23 Option 2/3 Deals single target internal damage and applies Deathmarks. Increases Lifesteal by 50%. Replaces Death Field. Deals single target internal damage and applies Deathmarks. Increases Lifesteal by 50%. Replaces Death Field. Flashpoint Suggestion: Unrelenting Affliction is your best choice for damage, HOWEVER, starting at level 43 THIS choice, Death Brand, increases enemies internal/elemental damage taken. Less damage for YOU personally, but vigilance/vengeance or Plasma/Pyrotech teammates that can't apply this debuff themselves will do much more. If you have an IO/Assault Specialist, Ruffian/Lethality, or Watchman/Annihilation member in your group, they apply this debuff too, so you won't have to. Operation Suggestion: Unrelenting Affliction is your best choice for damage, HOWEVER, starting at level 43 THIS choice, Death Brand, increases enemies internal/elemental damage taken. Less damage for YOU personally, but vigilance/vengeance or Plasma/Pyrotech teammates that can't apply this debuff themselves will do much more. If you have an IO/Assault Specialist, Ruffian/Lethality, or Watchman/Annihilation member in your group, they apply this debuff too, so you won't have to. | |
LvL23 | Sustained CorruptionOptional Passive Level 23 Option 3/3 When a Deathmark is consumed you are healed for 1% of your maximum health. When a Deathmark is consumed you are healed for 1% of your maximum health. | |
LvL23 | DeathmarkPassive Death Field places a deathmark on affected targets, increasing the amount of damage the targets suffer from your next 15 periodic damage abilites by 15%. Lasts 30 seconds. Death Field places a deathmark on affected targets, increasing the amount of damage the targets suffer from your next 15 periodic damage abilites by 15%. Lasts 30 seconds. | |
LvL27 | Force SpeedMovement Increases your movement speed by 150% for 2 seconds. Does not break stealth. Increases your movement speed by 150% for 2 seconds. Does not break stealth. | |
LvL27 | Electric InductionPassive Reduces the Force consumed by Force abilities by 10%. Reduces the Force consumed by Force abilities by 10%. | |
LvL27 | Cloud MindOptional Detaunt Level 27 Option 1/3 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. | |
LvL27 | Overloaded StrikeOptional Area Attack 30m (long range) Level 27 Option 2/3 Overloaded Strike hits up to two additional targets within 10 meters dealing damage to both targets. Replaces Lightning Strike. Overloaded Strike hits up to two additional targets within 10 meters dealing damage to both targets. Replaces Lightning Strike. Solo Many-Enemy Suggestion: Overloaded Strike adds a nice amount of cleave to your rotation, great for constant AoE. | |
LvL27 | Plague MasterOptional Passive Level 27 Option 3/3 Shock finishes off all your directly applied damage over time effects at once, dealing their remaining damage. The cooldown for Shock is increased by 12 seconds. Shock finishes off all your directly applied damage over time effects at once, dealing their remaining damage. The cooldown for Shock is increased by 12 seconds. General Suggestion: Plague Master results in the highest single target boost to damage but can make your rotation more complicated, as you must re-apply dots more often and can forget them easily. For fights with lots of target swapping, it's worth it to learn it. Otherwise, if you need a defensive, Cloud Mind works as one! Overloaded Strike will do best against 3+ targets at a time as well. | |
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 | Creeping TerrorAttack 30m (long range) Paralyzes the target in fear, dealing internal damage over 18 seconds and immobilizing it for 2 seconds. The immobilizing effect cannot occur more than once every 9 seconds. Paralyzes the target in fear, dealing internal damage over 18 seconds and immobilizing it for 2 seconds. The immobilizing effect cannot occur more than once every 9 seconds. | |
LvL35 | Dark EfficacyPassive Reduces the pushback suffered while activating Force Leech by 75% and Force Lightning by 100%. Targets hit by Death Field have a 30% chance to emit a Dark Echo, damaging itself and up to 7 targets within 5 meters with internal damage. Targets affected by Death Brands Slow have a 50% chance to have the slow reapplied and dealing internal damage to the target. Reduces the pushback suffered while activating Force Leech by 75% and Force Lightning by 100%. Targets hit by Death Field have a 30% chance to emit a Dark Echo, damaging itself and up to 7 targets within 5 meters with internal damage. Targets affected by Death Brands Slow have a 50% chance to have the slow reapplied and dealing internal damage to the target. | |
LvL35 | Dark EchoHidden Passive Targets hit by Death Field have a 30% chance to emit a Dark Echo, damaging itself and up to 7 targets within 5 meters with internal damage. Death Brand slows targets by 50% for 6 seconds. Targets affected by this have a 50% chance to have the slow reapplied and dealing internal damage. Targets hit by Death Field have a 30% chance to emit a Dark Echo, damaging itself and up to 7 targets within 5 meters with internal damage. Death Brand slows targets by 50% for 6 seconds. Targets affected by this have a 50% chance to have the slow reapplied and dealing internal damage. | |
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. | |
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 | Creeping EndOptional Passive Level 39 Option 1/3 Dealing damage with Creeping Terror reduces the cooldown of Recklessness by 2 seconds. This effect can only occur once every 3 seconds. Dealing damage with Creeping Terror reduces the cooldown of Recklessness by 2 seconds. This effect can only occur once every 3 seconds. | |
LvL39 | Eternal TormentOptional Passive Level 39 Option 2/3 Creeping Terror has a 30% chance to deal damage up to 4 targets within 10 meters of the initial target. Creeping Terror has a 30% chance to deal damage up to 4 targets within 10 meters of the initial target. Solo Many-Enemy Suggestion: Spread Creeping Terror to each target and they all have a 30% chance of hitting eachother. This is huge in big AoE pulls. | |
LvL39 | DownfallOptional Passive Level 39 Option 3/3 Dealing damage with Creeping Terror consumes two Deathmarks increasing the damage of Creeping Terror. Dealing damage with Creeping Terror consumes two Deathmarks increasing the damage of Creeping Terror. General Suggestion: If you took Unrelenting Affliction in the 23 tier, Downfall will provide the best DPS benefit over time. If you need more burst damage in a smaller window, or took Death Brand at 23, Creeping End will be the better choice. | |
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 | Critical MovementOptional Passive Level 43 Option 1/3 Periodic damage reduces the cooldown of Force Speed by 3 seconds. This effect can only occur once every 5 seconds. Periodic damage reduces the cooldown of Force Speed by 3 seconds. This effect can only occur once every 5 seconds. General Suggestion: Force Speed coming off cooldown so often is extremely useful for just about any content. If you seriously need some damage reduction to survive, Corrupted Defense is a great choice, but you may actually notice a DPS drop from spending more time moving/dodging. | |
LvL43 | Corrupted DefenseOptional Passive Level 43 Option 2/3 Dealing critical damage with your damage over time abilities increases your damage reduction by 5% for 10 seconds. Stacks up to 3 times. Dealing critical damage with your damage over time abilities increases your damage reduction by 5% for 10 seconds. Stacks up to 3 times. | |
LvL43 | 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. | |
LvL43 | PestilencePassive Damaging targets affected by Affliction and Creeping Terror with Death Field spreads them to unaffected targets in the area of effect. Death Field applies Overwhelmed to targets it hits, increasing area attack damage they take by 10%. Death Brand applies Assailable to its target, increasing internal and elemental damage on the target by 7%. Damaging targets affected by Affliction and Creeping Terror with Death Field spreads them to unaffected targets in the area of effect. Death Field applies Overwhelmed to targets it hits, increasing area attack damage they take by 10%. Death Brand applies Assailable to its target, increasing internal and elemental damage on the target by 7%. | |
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 | Force LeechAttack 30m (long range) Steals life from an enemy, dealing internal damage to the target and healing you for 50% of the damage dealt. Force Leech deals 30% more damage when used on a target affected by your Affliction. Steals life from an enemy, dealing internal damage to the target and healing you for 50% of the damage dealt. Force Leech deals 30% more damage when used on a target affected by your Affliction. | |
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 | DisintegrationPassive Increases the critical chance of Force Leech and Lightning Strike by 15%. Increases all periodic damage dealt by 20%. In addition, Death Field and Death Brand grant Vitiate's Malice, giving Force Lightning 15% Lifesteal for 12 seconds. Increases the critical chance of Force Leech and Lightning Strike by 15%. Increases all periodic damage dealt by 20%. In addition, Death Field and Death Brand grant Vitiate's Malice, giving Force Lightning 15% Lifesteal for 12 seconds. | |
LvL51 | Force HorrorsHidden Passive Increases all periodic damage dealt by 20%. Increases all periodic damage dealt by 20%. | |
LvL60 | Force BarrierDefensive Channels a protective barrier around you, granting immunity to all negative, controlling, and damaging effects and building up to 4 charges for Enduring Bastion, which absorbs damage per charge and grants immunity to interrupts for up to 5 seconds after the channel ends. This ability does not respect the global cooldown and can be used while controlled. Channels a protective barrier around you, granting immunity to all negative, controlling, and damaging effects and building up to 4 charges for Enduring Bastion, which absorbs damage per charge and grants immunity to interrupts for up to 5 seconds after the channel ends. This ability does not respect the global cooldown and can be used while controlled. | |
LvL60 | DemolishAttack 30m (long range) Crushes the target with devastating force, dealing kinetic damage initially, plus an additional kinetic damage over 9 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Replaces Crushing Darkness. Crushes the target with devastating force, dealing kinetic damage initially, plus an additional kinetic damage over 9 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Replaces Crushing Darkness. | |
LvL60 | Lightning BurnsPassive Damage dealt by Force Lightning has a 20% chance and damage dealt by Force Leech has a 60% chance to restore 2 force and deal energy damage to the target. Increases the duration of Crushing Darkness and Demolish by 3 seconds. Damage dealt by Force Lightning has a 20% chance and damage dealt by Force Leech has a 60% chance to restore 2 force and deal energy damage to the target. Increases the duration of Crushing Darkness and Demolish by 3 seconds. | |
LvL60 | Lingering NightmaresHidden Passive Increases the duration of Crushing Darkness and Demolish by 3 seconds. Increases the duration of Crushing Darkness and Demolish by 3 seconds. | |
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 | Creeping DeathPassive Increases the damage dealt by periodic effects by 15% on targets below 30% of max health. In addition, Force Leech restores 15 force when used on a target affected by your Deathmark. Increases the damage dealt by periodic effects by 15% on targets below 30% of max health. In addition, Force Leech restores 15 force when used on a target affected by your Deathmark. | |
LvL68 | DevourPassive Each time a charge of your Deathmark is consumed, you gain 2 Force. Each time a charge of your Deathmark is consumed, you gain 2 Force. | |
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 | ParasitismPassive Increases the life stolen by Death Field, Death Brand, and Force Leech by 100% and causes Affliction and Creeping Terror to steal life from enemy targets, healing you for 10% of the damage they deal. Increases the life stolen by Death Field, Death Brand, and Force Leech by 100% and causes Affliction and Creeping Terror to steal life from enemy targets, healing you for 10% of the damage they deal. | |
LvL78 | Fulminating CurrentPassive Dealing damage with Force Lightning increases the critical chance of your damaging periodic effects by 3% for 10 seconds. Stacks up to 4 times. Dealing damage with Force Lightning increases the critical chance of your damaging periodic effects by 3% for 10 seconds. Stacks up to 4 times. |
Milestones
- At Level 15 you will get your first exclusive ability only the Madness Sorcerer has, it will be called Death Field.
- At Level 23 you will get to choose a way to change how Death Field 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 Madness 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 Madness Sorcerer gets, it will be called Creeping Terror.
- At Level 39 you will get to choose a way to change how Creeping Terror works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Madness Sorcerer has, Force Leech and Demolish.
- 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.