This guide explains the best builds for Sage DPS disciplines that are optimized to perform extremely well in solo content.
The builds enable you to have a far more enjoyable experience fighting trash mobs than you would with a sustained DPS build since you’ll be utilizing effects designed specifically for use against trash mobs!
The guide is up-to-date for Patch 7.7
Table of contents
Why solo builds are worth using in SWTOR
For almost the entirety of SWTOR’s history, fighting trash wasn’t fun because the combat system didn’t support it. Trash mob encounters rarely last more than a few seconds while boss fights and PvP typically last at least a few minutes, requiring you to make use of far more abilities.
In solo content, you’re mostly fighting trash mobs that have so little health that the majority of enemies won’t be able to survive for more than 2-3 abilities and you often can’t even get through a whole rotation before that combat encounter is over.
Stronger single enemies like elites (golds) where you would be able to stretch your rotational legs are rare enough that you can trivialize them with proper use of offensive cooldowns (OCDs) so even they don’t always survive a full rotation cycle.
I believe this disconnect was responsible for making skipping trash via stealth and cheese such a popular approach to playing PvE in SWTOR. BioWare clearly understood this and (mostly) solved it by introducing extremely powerful new ability tree buffs and legendary implants that synergize with existing tactical items.
These ridiculously potent effects form the basis of the solo builds and are able to exist without causing (too many) balance issues in group content because they are short-lived and only reliably trigger off of combat events that are fairly unique to and common when fighting trash mobs.
Balance Sage Solo Build
In this section, I’ll be covering the ability tree build and solo ability priority for Balance Sage. Please refer to the 7.0 Balance Sage PvE Guide if you want more detailed information, especially on topics pertaining to gearing, abilities, and ability tree choices.
Balance Solo Content Ability Tree Builds
The Build Essentials are what I consider to be the core components that make the build viable. Without them, the build no longer accomplishes its primary function.
The ability tree buffs, implants, and tacticals that aren’t listed as Build Essentials can be changed as needed without compromising the integrity of the build, though I have included a full set of default choices that will be most consistently helpful in accomplishing what the build sets out to do.
Build Essentials:
Consuming Light
Teachings of Rajivari
Shatter Connection
Telekinetic Defense
Kinetic Collapse
Egress
Killing Field Tactical
Gathering Storm Implant
Unmatched Haste Implant
Both of the builds I recommended for Balance Sage in the past still work well in solo content, but I have opted to combine them into a single new build. Instead of each having a separate focus that suggests the best option for a given goal, each Build Essential is the ability tree buff in that tier that provides the greatest overall impact against the types of enemies you’ll be fighting in solo content, whether it be offensive or defensive.
The two most debatable options are Center Point, instead of Shatter Connection, at level 39, and Enhanced Force Speed, instead of Teachings of Rajivari, at level 27.
Center Point offers higher damage output when there are a lot of targets, namely in Heroics, but Shatter Connection provides a more consistent AoE increase and actually helps in single-target situations.
Teachings of Rajivari is probably the most impactful addition because it allows you to finish off Strong (silver) enemies with Project as soon as you apply all 3 DoTs, but being able to use Force Speed between every trash pull with Enhanced Force Speed is super nice as well.
How to use this build
Your main objective is to spread your DoTs and then use Forcequake if things are still healthy or finish singular enemies off with Force Serenity, Telekinetic Throw, and Project, if applicable.
Sever Force (first DoT)
Weaken Mind (second DoT)
Force Speed (for implants)
Force in Balance (DoT spread and AoE damage)
Telekinetic Throw (to generate 4 stacks of
Presence of Mind)
Vanquish (with 4 stacks of
Presence of Mind)
You’ll be spreading Sever Force and Weaken Mind with Force in Balance, so make sure they’re on something close to the center of the group and that you’re confident will survive the process or the DoTs won’t spread.
Telekinetic Throw is used next to gain 4 stacks of Presence of Mind so you can make Vanquish instant and boost its damage. If BioWare ever does the right thing and makes Forcequake interchangeable with Telekinetic Throw, you’d use Forcequake there instead.
Once you have 4 stacks of Presence of Mind, you’ll use Vanquish, which will apply to all nearby targets affected by your Force Suppression stacks (which were applied by Force in Balance). It’s best to pick a target close to the center of the pack so it hits as many as possible. Usually, that can be whatever you spread from, but sometimes it dies before that happens.
If you missed hitting something with Force in Balance, it can be good to apply Vanquish from that target because it will still spread to anything that has Force Suppression stacks even though the initial target isn’t affected by it.
After you’ve spread your DoTs, which ability you use really depends on how much HP the group has left. If something has significantly higher HP, use Force Serenity against that and then spam Forcequake (if you can hit at least 3 targets) or Telekinetic Throw if not.
With Teachings of Rajivari, DoT Spread followed by Force Serenity followed by Project will usually be enough to take out a Strong (silver enemy) and take out a massive chunk of HP against an Elite (gold). If the target is still alive and has a substantial amount of HP, reapply your DoTs to that target.
Use Mental Alacrity and/or Force Potency against groups or single enemies that are harder to defeat than most.
Telekinetics Sage Solo Build
In this section, I’ll be covering the ability tree build and solo ability priority for Telekinetics Sage. Please refer to the 7.0 Telekinetics Sage PvE Guide if you want more detailed information, especially on topics pertaining to gearing, abilities, and ability tree choices.
Note: Telekinetics Sage gets 5% Alacrity from a proc, so you don’t need as much Alacrity Rating to reach the 7.5% stat threshold.
Telekinetics Solo Content Ability Tree Build
The Build Essentials are what I consider to be the core components that make the build viable. Without them, the build no longer accomplishes its primary function.
The ability tree buffs, implants, and tacticals that aren’t listed as Build Essentials can be changed as needed without compromising the integrity of the build, though I have included a full set of default choices that will be most consistently helpful in accomplishing what the build sets out to do.
Build Essentials:
Dormant Tremors
Incoming Turbulence
Telekinetic Defense
Kinetic Collapse
Egress
Gathering Storm Implant
Unmatched Haste Implant
The solo Telekinetics build revolves around using Telekinetic Wave to deal damage directly and apply Dormant Tremors, which will make affected targets take additional damage from your next Forcequake. Then you have Weaken Mind, Turbulence, Telekinetic Gust, Mind Crush, and Project to finish off stronger enemies.
It doesn’t really matter which tactical item you use; they all offer a distinct advantage. Stormwatch will result in the highest sustained DPS and is best in longer fights. Eyrin’s Haste can often allow you to defeat enemies outright with Turbulence, so you don’t have to spend an extra GCD to do Telekinetic Gust. Elemental Convection gives you a bunch of AoE, but you get enough from your ability tree buffs that it’s excessive outside of heroics.
Make sure to take Telekinetic Blitz if you’re using Elemental Convection, but again, I really don’t think it’s all that useful for normal missions. Furthermore, Balance is significantly better suited to heroics since Telekinetics doesn’t deal as much AoE damage, has less survivability, and the overall rotation feels more clunky with Telekinetic Blitz incorporated.
I highly recommend using Telekinetics for regular missions and Balance for heroics and FPs.
How to use this build
There are 2 mini-rotations for Telekinetics in solo content depending on whether you want to deal a lot of single-target or AoE damage. With both rotations, make sure to reapply Force Armor as soon as the Force-imbalanced debuff wears off.
AoE Damage
This rotation will be enough to take out groups of trash comprised exclusively of standard and weak enemies.
Telekinetic Wave (optional pre-cast)
Force Potency (if applicable)
Forcequake (will make Telekinetic Wave instant)
Force Speed (if applicable)
Telekinetic Wave (instant)
Forcequake
The idea is that Telekinetic Wave applies Dormant Tremors, which makes your next Forcequake deal more damage. That next Forcequake will also make Telekinetic Wave instant, allowing you to do the same thing again.
If you’re taking Elemental Convection (and Telekinetic Blitz), you can follow that up with Telekinetic Blitz ► Telekinetic Wave ► Forcequake and repeat the cycle indefinitely. Make sure you use Force Speed right before activating Telekinetic Wave when it’s available to boost its damage.
Single-Target Damage
The AoE Damage rotation deals enough damage to bring everything low enough that these abilities will be enough to take out any of the stronger enemies that are left standing.
Weaken Mind (DoT for
Turbulence autocrit)
Telekinetic Gust (big hit, reduces cast time of
Mind Crush)
Mind Crush (big DoT)
Force Potency (if applicable)
Force Speed (if applicable)
Turbulence (massive hit)
Telekinetic Wave (instant)
Project (big hit, boosted by
Mind Crush and
slows)
You really only need to include Mind Crush against Elites (golds), Weaken Mind ► Turbulence ► Telekinetic Gust will be enough for most Strongs (silvers).
Turbulence does deal more damage than Telekinetic Gust or Mind Crush, but Mind Crush needs time to tick, makes the target take a bit more damage from Force attacks, and the rate limit on the proc that makes Telekinetic Wave instant won’t always be up if you use Turbulence that early. You’re not gonna need to use more than one Turbulence anyway so delaying is irrelevant.
Major Cooldown Abilities for Sages
These abilities offer some sort of temporary boost to your offense, defense, and/or mobility. They are referred to as cooldowns (CDs) because they usually only last a short time while having a long cooldown. I’ll only be covering the ones that you’ll reasonably have access to all the time.
You may want to group each category together on your bar so you can recognize them more easily, though keep them separate from the attacks I listed above.
Offensive Cooldowns
Offensive cooldowns (OCDs) increase your damage dealt temporarily. Sometimes they’re more generic boosts to everything, other times they only apply to specific abilities. It’s important to make sure you’re being thoughtful about which abilities you use and try to use them as fast as possible while the boost is active to maximize their effectiveness. Use them against stronger enemies to defeat them faster.
Mental Alacrity
Mental Alacrity increases your Alacrity, which increases the rate at which you can perform attacks and thanks to the Gathering Storm implant, directly increases the damage you deal by 20%. You’ll also be immune to interrupts and castbar pushback while Mental Alacrity is active.
Force Potency
Force Potency increases the critical chance of your next two non-DoT hits by 60%. For Turbulence (assuming Weaken Mind is on the target), it will cause a supercrit, meaning the additional critical chance will be added to the multiplier since it’s already an autocrit.
In solo content, the stacks are best spent on Forcequake, Telekinetic Wave, Force in Balance, Force Serenity, and Turbulence. With Forcequake, each channel will only consume 1 stack, but Telekinetic Wave and Force in Balance can consume both stacks if you hit a second enemy with it and have 2 stacks, so Telekinetic Wave and Force in Balance should always be the second abilities you use.
Defensive Cooldowns
Defensive cooldowns (DCDs) increase your survivability temporarily, making it less likely that you’ll be defeated. Use them whenever you’re taking more damage than you can handle.
Force Mend
Force Mend heals you for a moderate amount. Use it whenever you drop below 90% to sustain yourself. Think of it as a defensive cooldown and not as one of your off-heals because it’s not on the GCD, so you don’t have to use it instead of an attack.
Force Barrier
Force Barrier makes you immune to all damage and control for as long as you channel it, up to 8s. As you channel, you’ll build stacks of Enduring Bastion with each stack offering as much damage absorption as a Force Armor, though the absorption only lasts a short time. The ability has a super long cooldown but can sometimes get you out of a bind.
Enemies will switch to attacking something else though while you’re channeling it, so your companion will be in grave danger as everything begins focusing them. It’s useful to buy you time while your companion heals you up, but be careful not to channel it too long that your companion gets defeated.
Force Armor
I want to be crystal clear up front that I am reluctant to refer to this as a defensive cooldown at all because it does cost a GCD (that could be spent on another attack) and requires several ability tree buffs to make it worth using in combat that you can’t always afford to take in other types of content.
Thanks to Telekinetic Defense, Kinetic Collapse, and the base capabilities of Force Armor, it is worth spending the GCD to use as often as possible in solo content. However, it is ideal to use it outside of combat as you are walking in between groups of trash so that you aren’t wasting time activating it in actual combat since its effects can last long and are dependent on you taking damage.
Force Armor is less useful if you’re using a tank or DPS companion because enemies will be more likely to hit your companion than if it was a healer, though it does still offer some benefit.
The ability also has a unique additional effect for each discipline. For Telekinetics, you get 5% more damage reduction (DR) while you have the Force-imbalanced debuff. For Balance, you heal 1% of your max health passively each second that Force Armor is active.
Crowd Control
These abilities have some sort of controlling effect on your opponent that often provide some sort of defensive benefit to you.
Mind Snap
This ability can interrupt your target’s cast or channel and locks them out of activating that ability again for a short time. Typically the longer or more threatening-sounding the ability is, the more important it is to interrupt.
Force Stun
Force Stun ability stuns the target for a short time, preventing them from doing anything, allowing you to do anything without having to worry about them retaliating.
Force Wave
This ability sends out a wave of Force in front of you to knock back nearby enemies. They then become rooted for up to 5s, though if they take non-DoT damage, the effect is broken early. Use Force Wave if you need to interrupt something and Mind Snap is unavailable or want a bit of breathing room between you and your enemies.
Mobility
These cooldowns allow you to move much faster than you would normally be able to go.
Force Speed
Force Speed makes you move faster than you would while mounted for a few seconds. The effect is super short, but you have maximum control over where you want to go.
Thanks to the Gathering Storm and Unmatched Haste legendary implants, Force Speed also makes your next non-DoT attack deal 20% more damage and reduces the cooldown on Mental Alacrity by 5s. The damage boost is best used with Telekinetic Wave, Force in Balance, Turbulence, or Force Serenity.
Phase Walk
Activating Phase Walk makes you put a mark on the ground where you’re standing. You can press the button again to return to that marked spot if you’re within 60m, even while you’re stunned or channeling another ability. If you’re not within 60m, it will just deactivate the mark and you can replace it.
There are more complicated uses in group content, but for solo content, I find it most useful to just put it down whenever you know you’ll have to come back the way you came, usually if you just need to take a quick detour to walk down a hallway to click something.
Force of Will
This ability breaks you out of any controlling effects. Since it has such a long cooldown, only use it if you are prevented from doing what you want to do. For example, if you’re rooted in place but can still hit your target, there’s no need to break free.
Sage Solo Gearing and Stats
This section will cover the core elements of gearing and stats for Sage. If you want a more detailed explanation, please refer to the main PvE guides for each discipline. Don’t forget to obtain the legendary implants and tactical items I mentioned when referring to individual disciplines!
Stat Priority
As a DPS, you’ll need to care about 3 different stats: Accuracy, Alacrity, and Critical Rating. There are thresholds associated with Accuracy and Alacrity, so you need to prioritize reaching those thresholds to get the full benefit from each stat point.
- Accuracy to 110.00% – Accuracy reduces the chance for your attacks to miss.
- Alacrity to ~7.5% – Alacrity holistically increases the speed at which you can execute your rotation. Please note that you’ll need different amounts of Alacrity Rating to reach 7.5% with each of this combat style’s disciplines. Refer to the main PvE guides for each spec for more information.
- Critical gets the rest – Critical refers to both your chance to critically hit and the damage multiplier for critical hits. Critical Rating affects both.
Find out which mods to purchase from Hyde and Zeek in SWTOR on the Fleet to minimize spending and optimize your build. The dedicated guide contains tips for all roles in both PvE and PvP.
Individual Pieces
- Augments: Blue 296 augments ([Type] Augment 83 + Augmentation Kit Mk-11)
- Crystals: Advanced Eviscerating (+41 Critical)
- Relics: Relic of Focused Retribution and Relic of Devastating Vengeance (highest iRating you have)
- Biochem: Advanced Kyrprax Medpac, Proficient Stim, and Critical Adrenal
I recommend a Relic and Adrenal that boost your critical chance for solo content because, unlike Power, Critical Rating isn’t capped by level sync.