Sage Healer 6.X PVE Guide by Mack-Truck
No longer the king of healing, it is still a great healer. Some have found keeping enough
force up during stressing encounters to be difficult. My aim in this guide is to give
players a solid framework from which to heal with a sage, albeit with my healing style.
This guide will not describe all of the class's abilities. I left it to the player to
read the fine details in the discipline tree. Please see the general healing guide as it
contains important healing tips for all classes.
There are two tiers of healing abilities for this class:
Tier one - used 90% of the time
Force Potency - increasing crit chance by 60%
Rejuvenate - heal over time (HOT)
Healing Trance - channel heal that is your primary ability.
Vindicate - main method for restoring force
Wandering Mend - multiple target heal
Force Shield - A damage absorbing shield
Force Mend - self heal
Tier Two - situational
Deliverence - largest single cast heal
Benevelence - large cast heal
Salvation - area of effect heal (AOE)
Mental Alacrity - Grants 20% alacrity and immunity to interrupts for 10s
Let's talk about Tier one abilities first. All six can be done while on the run, a must for
any healer. Learn to move while you are healing and less of your team will die.
<Force Potency> I like to use it on cooldown. Others like to save it for when they need a large heal.
So it is personal preference. Bottom line is don't forget to use it.
<Rejuvenate> Always spam on cooldown. It gives you conveyance for 15 secs. Conveyance buffs five of
your heal types in a different way. See details in the discipline tree. Also, if you use the armor
set, Revitalized Mystic, this ability has further added benefits. See benefits under that armor set.
<Healing Trance> - Always spam on cooldown. Upon crit, will give 1 stack of resplendence.
Resplendence increases the effectiveness of your next Vindicate or Salvation(both light up).
See discipline tree for full details. At most you will get three stacks, therefore three crits
are possible during the channel. That is why it is important to get your critical rating up so
that you see crits during the channel. Each time your use Vindicate one stack is eaten. However,
Salvation eats all of them at once. Keep this in mind if you are running low on force.
You must take "Force Mobility" in the utility tree to use <Healing Trance> on the run.
<Vindicate> - This is your main method of force recovery. Using it instantly gives you
40 force but makes you weary. Weary means your auto force recovery is reduced by 2 force/sec.
Weary lasts 10 secs. To nullify this penalty use Vindicate with resplendence stacks, obtained
via getting a critical using Healing Trance. As long as Vindicate is lit up, using it returns
45 force! This rotation of Healing Trance and Vindicate will prevent your force pool from
<Wandering Mend> Will hit up to four people with healing that bounces around finding players that
need healing. The first player hit will get the most benefit. It tapers off as it hits the
next player. Not sure if the AI always finds the best targets. Target your team member with the
the most damage and rely on AI to find the next player to heal.
It will normally just hit a player and wait until they take damage before the heal goes off,
then bounce to the next player. However, with "conveyance" up via Rejuvenate, the wait is ignored
and targets are healed immediately. Yet another important reason to spam Rejuvenate even if no
one needs it.
<Force Shield> Apply to tanks, and dps players that seemingly take too much damage.
During a pull, I will throw it on myself in case the tanks do not grab all the mobs.
<Force Mend> This is a self heal and is great when buffed by utility points. It becomes better
than a med pack because it can be used multiple times during an encounter and is free.
<Deliverance> Puts out the Sage's biggest heal but takes the longest time to cast and you can't
be moving while doing so. It should be used very sparingly since it eats up a lot of force and
cast time. A benefit of using it is that it lights up Benevolence, making the next cast of
Benevolence instant and force free. I like to use it on players with low health. Deliverance
plus a free Benevolence gives them a super heal. Spamming this ability is not a good idea for
the reasons already mentioned.
<Benevelence> It gives a good amount of healing but force to heal payout is bad, it has a long
cast time, and can't be used on the run which makes it iffy to use normally. Only use it when
lit up, then it is free, and is instant cast on the run. Some offensive abilities also light it.
<Salvation> A good choice when your whole group needs healing. Players do not have to stand in it,
they can walk through and get the heal over time (HOT) it offers. When your group is on the run, I
like to drop it in front of them so they run through it. Since it requires a cast time use
it when lit up, which makes it an instant cast and force free. Otherwise, only use if incoming
damage to the group is low. Spamming this to keep your group up when incoming damage is high is
a losing battle. Tier one abilities are what you should be using for that.
Note: This ability lights up with three stacks of "resplendence".It consumes all stacks when used.
Use wisely since <Vindicate> uses those same stacks as described above. Salvation gains benefits
with only one or two stacks as well, but one or two won't make it instance and force free.
<Mental Alacrity> An ability to use as the situation calls for it. I like to use it for
stressful situations which will vary from boss fight to boss fight. Note the 2 min cooldown.
Utility Tree options:
Many points spent here can be considered personal preference.However, if you want to be an
effective healer you should closely consider the list below.
"Force mobility" - Allows <Healing Trance>, your main heal, to be used on the run.
As a healer I like to worry less about healing myself so I take points in whatever reduces my damage.
There are several to choose from and a healer should take them all.
"Jedi Resistance", "Blockout", and "Mental Defense".
<Force Mend> is your reuseable medpack but needs to get buffed to make it viable.
Take the following utility points:
"Valiance" - increases healing of <Force Mend> by 30%
"Valorous Spirit" - increases damage reduction by 15% for 6 secs and reduces <Force Mend> cooldown by 5s.
Finally, movement is vital for healer and taking "Metaphysical Alacrity" is a must. This utility offers
many buffs so read the description for full details. Force Speed will get a lower cooldown with added
Sage Healer 6.X PVE Guide by Mack-Truck