Jedi Sage/Sith Sorcerer PVE

Jedi Sage/ Sith Sorcerer PVE Guide
Jedi Sage 32/7/2 http://www.torhead.com/skill-calc#60...0dGzZf00MZ0M.1

Sith Sorcerer 32/7/2 http://www.torhead.com/skill-calc#20...0dGzZf00MZ0M.1

The Jedi Sage and Sith Sorcerer are two of the most powerful healer Advanced Classes, in the game.

Healing Specializations are unique in this game because of the role, of each ability you use, is greatly altered as progress up the tree. By level 14, you have access to three of the seven heals that you'll eventually be using, but the way you use them will be radically different in the mid-30s, and radically different again at level 50. So I will discuss each ability, over the course of your development, in broad terms.

Jedi Sage Healing

Benevolence: Is your first heal, so there's not much to discuss here. You'll be able to chain-cast it a maximum of about 14 or 15 times in a row at these levels, which might sound like a lot, but it isn't.

- Once you've picked up Deliverance, you should stop using this ability except to deliver a quick heal to someone about to die. - When you get Force Armor, you can stop using Benevolence for emergency heals unless your heal target can't be re-bubbled yet. - When you get Rejuvenate and the Conveyance skill, Benevolence becomes your efficiency direct heal. Use it to top someone off who's in good shape. If no one needs to be topped off, just hold the Conveyance buff until they do, then respond with Deliverance or Benevolence as appropriate.

Deliverance: This is a slow, high efficiency heal. It will always be your primary, spam heal. This ensures that you have Healing Trance available when you need a high speed heal.

- Once you get Rejuvenate and the Conveyance skill, you can use Deliverance as an emergency, speed heal. If no one needs to be topped off, just hold the Conveyance buff until they do, then respond with Deliverance or Benevolence as appropriate. - Deliverance is completely eclipsed as an emergency heal by Healing Trance; Healing Trance's Resplendence benefit allows it to supercede Deliverance, as an efficient heal, as well. After getting Healing Trance, Conveyance + Deliverance is used very rarely - only when the target's health is in sufficient danger that you do not have time to spend a GCD on Noble Sacrifice, but they are not going to fall over and die the next second. This does not happen a lot.

Force Armor: Fairly efficient, Force Armor can be looked at as either the single fastest big heal that you possess, or a constant buffer to keep up on the tank. Both are absolutely true. Always keep Force Armor refreshed every twenty seconds on the defender, and if you're concerned about someone else dying to spike damage, this should be the first thing you cast - it lacks a cooldown once skilled up.

Rejuvenate: A direct heal with a periodic heal component. It is the most efficient heal that you possess. Once you get the Conveyance skill, it completely changes how you look at every other heal. You should almost always keep Rejuvenate on cooldown if possible, just for Conveyance. The fact that Rejuvenate improves the armor of its beneficiary is great, too.

Restoration: It removes up to 2 debuffs and, properly skilled, gives a minor heal. The heal is high efficiency, but very weak. You will never use it primarily for the heal, it's simply a nice side benefit. It has a 4.5s CD.

Healing Trance: An instant healing ability with a channel that heals once a second for three seconds. It's pretty awesome. It gets more awesome when used in conjunction with Conveyance (which you should almost always do) as that adds 25% critical effect chance. Under Conveyance, it is very simple to get 50% crit with Healing Trance, which greatly improves the average healing which you can expect from Healing Trance, as there are four chances per each cast of HT to critical.

Resplendence allows any of these criticals to cause your next Noble Sacrifice to have absolutely no negative effects. You heard right. Once you get Resplendence, there is only a one-in-sixteen chance that a Healing Trance will not allow you to have a free + 48 FP. When you include the 48 FP regenerated naturally during the activation time of Rejuvenation + Healing Trance + Noble Sacrifice, each use of this trio returns 33 more FP than was spent.

Salvation: It's your big AoE heal, best for grabbing either all the ranged or all melee. It has a maximum of eight targets. If you can, announce prior to its usage, as it creates a heal-over-time circle on the ground. Most of the healing is on the initial hit, and anyone who is not there for both the initial hit and the full duration after is wasting health. Over 10 seconds, Salvation will be faster than conventional healing for even two or more targets, but it won't be efficient - even after Conveyance - until after it hits three or more targets. I don't recommend using it unless you can grab at least three targets.

Sith Sorcerer Healing

Dark Heal: Is your first heal, so there's not much to discuss here. You'll be able to chain-cast it a maximum of about 14 or 15 times in a row at these levels, which might sound like a lot, but it isn't.

- Once you've picked up Dark Infusion, you should stop using this ability except to deliver a quick heal to someone about to die. - When you get Static Barrier, you can stop using Dark Heal for emergency heals unless your heal target can't be re-bubbled yet. - When you get Resurgence and the Force Bending skill, Dark Heal becomes your efficiency direct heal. Use it to top someone off who's in good shape. If no one needs to be topped off, just hold the Force Bending buff until they do, then respond with Dark Infusion or Dark Heal as appropriate.

Dark Infusion: This is a slow, high efficiency heal. It will always be your primary, spam heal. This ensures that you have Innervate available when you need a high speed heal.

- Once you get Resurgence and the Force Bending skill, you can use Dark Infusion as an emergency, speed heal. If no one needs to be topped off, just hold the Force Bending buff until they do, then respond with Dark Infusion or Dark Heal as appropriate. - Dark Infusion is completely eclipsed as an emergency heal by Innervate; Innervate’s Force Surge benefit allows it to supercede Dark Infusion, as an efficient heal, as well. After getting Innervate, Force Healing + Dark Infusion is used very rarely - only when the target's health is in sufficient danger that you do not have time to spend a GCD on Consumption, but they are not going to fall over and die the next second. This does not happen a lot.

Static Barrier: Fairly efficient, Static Barrier can be looked at as either the single fastest big heal that you possess, or a constant buffer to keep up on the tank. Both are absolutely true. Always keep Static Barrier refreshed every twenty seconds on the defender, and if you're concerned about someone else dying to spike damage, this should be the first thing you cast - it lacks a cooldown once skilled up.

Resurgence: A direct heal with a periodic heal component. It is the most efficient heal that you possess. Once you get the Force Bending skill, it completely changes how you look at every other heal. You should almost always keep Resurgence on cooldown if possible, just for Force Bending. The fact that Resurgence improves the armor of its beneficiary is great, too.

Purge: It removes up to 2 debuffs and, properly skilled, gives a minor heal. The heal is high efficiency, but very weak. You will never use it primarily for the heal, it's simply a nice side benefit. It has a 4.5s CD.

Innervate: An instant healing ability with a channel that heals once a second for three seconds. It's pretty awesome. It gets more awesome when used in conjunction with Force Bending (which you should almost always do) as that adds 25% critical effect chance. Under Force Bending, it is very simple to get 50% crit with Innervate, which greatly improves the average healing which you can expect from Innervate, as there are four chances per each cast of Innervate to critical.

Force Surge allows any of these criticals to cause your next Consumption to have absolutely no negative effects. You heard right. Once you get Force Surge, there is only a one-in-sixteen chance that an Innervate will not allow you to have a free + 48 FP. When you include the 48 FP regenerated naturally during the activation time of Resurgence + Innervate + Consumption, each use of this trio returns 33 more FP than was spent.

Revivification: It's your big AoE heal, best for grabbing either all the ranged or all melee. It has a maximum of eight targets. If you can, announce prior to its usage, as it creates a heal-over-time circle on the ground. Most of the healing is on the initial hit, and anyone who is not there for both the initial hit and the full duration after is wasting health. Over 10 seconds, Revivification will be faster than conventional healing for even two or more targets, but it won't be efficient - even after Force Bending - until after it hits three or more targets. I don't recommend using it unless you can grab at least three targets.