6.0 Telekinetics Sage PvE Guide by Sion

Written by Sion, Edited by Xam Xam

For Empire players, here’s the Lightning Sorcerer PvE Guide by Sion.


Introduction

Introduction to Telekinetics Sage

The Telekinetics Sage is a ranged burst DPS class that offers good raid utility, is quite tanky for a DPS, and is currently one of the top damage specs in the game. Telekinetics is rather easy to get into, but still requires thorough class and game knowledge to excel.


Ratings

Single Target Damage: 8/10

With 6.0, Telekinetics has been buffed quite extensively, and has extremely good single target damage. This is due, in large part, to the Stormwatch tactical and the Gathering Storm set bonus, both of which provide very large sustain damage, while also amplifying Telekinetics’ natural burst. Telekinetics is now likely one of the more preferred ranged DPS specs for groups.

AoE Damage: 5/10

AoE in Telekinetics this patch is in a weird place. Our AoE tactical, Elemental Convection, requires us to use Telekinetic Blitz, which is a terrible ability. Add on to that, that not using Stormwatch is a large DPS loss, it is generally better to play Balance for AoE heavy fights.

Burst Damage: 8/10 

Telekinetics’s burst isn’t quite at the old school levels when Turbulence hit insanely hard and Telekinetic Wave was also very strong, but it is still very good. Our burst window has not effectively changed much, but the damage is just much higher now, and it is much more satisfying. Keep in mind that because of this, and changes to tanks that mean they don’t have taunt up as much, you may pull threat more in your opener, and I would recommend using Cloud Mind as soon as you use your first Telekinetic Wave.

Raid Utility: 8/10

Sages bring excellent raid utility with them into any group.  We bring with us a copious amount of abilities including our pull (though used almost exclusively for trolling raid members it does have its niche uses), battle rez, cleanse, raid buff, force and AoE debuffs, self and off heals, bubble, and the ability to completely mitigate some mechanics via our Force Bubble.

Survivability: 8/10

Even though Sages have Light Armor, we are not as squishy as one would think.  We have a bubble that lasts for 30s that is refreshable every 20s, being force-imbalanced from that shield gives us 10% damage reduction, a passive that allows us to have 15% additional damage reduction rotationally, and we have another shield that gives us invulnerability for 8s.  Additionally, we have utilities that make our threat dump and large self-heal grant damage reduction. All of this combined with our ability to heal ourselves in a pinch, allows us to survive well in fights.


Gearing

6.0 has made optimizing gear both easier and harder due to the large amount of options for mods and enhancements as well as most content being level synced to 70. As a result of this, here are some things that need to be understood.

  • Level synced content caps your endurance, mastery, and power. 
  • Changes to stat formulas means you have less crit percentage than at the end of the last expansion, forcing you to get crit from other sources
  • Certain relics that used to be standard are no longer desirable as their procs will provide no real benefit

With all of this in mind, here are the stat values and gear pieces that I recommend for Telekinetics in full 306 gear and advanced 74 augments*:

  • Alacrity – 10.42%, 1901 rating, 2x Sha’tek Quick Savant MK-19 implants, Sha’tek Quick Savant MK-19 earpiece, 1 Nimble 80 R-19 enhancement, 2x alacrity augments
  • Accuracy – 1590 rating, 1 Initiative R-18 enhancement, 1 Initiative R-19 enhancement, accuracy stim, 5x accuracy augments
  • Critical – 2240 rating, 4x Adept 80 enhancement, 7x critical augments, 2x critical crystals
  • Mods – 80-R2 (these trade 18 mastery for 20 power, and so have 2 more overall stat)
  • Relics – Sha’tek Relic of Devastating Vengeance, Sha’tek Relic of Primeval Fatesealer, Sha’tek Relic of Focused Retribution (only used in Dxun operation, replaces Primeval Fatesealer)
  • Amplifiers – 1% Force Sensitivity 
  • Adrenal – Advanced Kyrprax Critical Adrenal

*These gear suggestions are subject to change as I have not had sufficient time to do the level of testing necessary for me to have absolute confidence that these stats are BiS.


Set Bonus

For set bonus, you want 6 pieces of the Gathering Storm set bonus, and 1 piece of Amplified Champion. Amplified Champion pieces are the only set bonuses that can have output amplifiers (more damage, healing, etc.) on the shell. Unlike the other amplifiers that can have up to 1% Force Sensitivity, the shell has a maximum roll of 0.4%. For those of you who intend to do Hateful Entity at any point, make sure your Amplified Champion is your head slot so that you can equip your mask/Crest and not lose your set bonus. 

You can get Amplified Champion from either a conquest crate or you can buy from the vendor.


Tacticals
TACTICALDESCRIPTION SOURCE
Elemental ConventionTelekinetic Blitz triggers Tidal Force when activated. Telekinetic Wave gives you Telekinetic Flux, causing your Telekinetic Blitz to arc to multiple targets for the next 10 seconds.
Flashpoint Bosses
Eyrin’s HasteForce Speed grants an additional Clamoring Force stack. 3 stacks of Clamoring Force allow your next Turbulence to be activated instantly, consuming all stacks. Telekinetic Burst deals 10% more damage and Turbulence deals 20% more damage while Clamoring Force is active. 
Operation Bosses
StormwatchTelekinetic Blitz applies Stormwatch to its target. For the next 10 seconds, whenever the target takes damage from Weaken Mind, Mind Crush, or Turbulence, a force gust is called down upon the target, dealing X energy damage.
Flashpoint Bosses
Ticking Force BombMental Momentum now has a greater chance to activate on Mind Crush and Mind Crush deals more damage each time it ticks. 
Daily/Weekly Mission Crates

Stormwatch is our go-to single target tactical. It provides a large DPS increase so long as you maximize the amount of ticks you get per activation. Swapping targets or applying Stormwatch to a target that is close to dying is a massive DPS loss and should never be done.

Elemental Convection is AoE tactical for Telekinetics, but it is pretty underwhelming. We lose huge amounts of damage by not taking Stormwatch from the start. Couple this with the fact this requires you to use Telekinetic Blitz, and this tactical is very unappealing. In fights that are pure AoE where there are always a lot of adds that will die fast, this is probably better, but there are very few of those fights, and for any sustained cleave scenario it is better to play Balance. Even for most fights with add cleave, Stormwatch is most likely better because you are focusing a main target while trying to cleave other targets down at the same time.

Eyrin’s Haste is very underwhelming. With our new set bonus, all Force Speeds should be used right before Turbulence. This means that all 3 stacks of Clamoring Force will always be consumed, providing a 20% damage buff only to Turbulence once every 15 seconds while also sacrificing the increased mobility of having multiple instant Telekinetic Bursts. Overall this tactical is too large a dps and mobility loss and therefore should never be used. 

Ticking Force-Bomb is just an overall underwhelming tactical. There is just no comparison between the damage this provides and Stormwatch. This tactical needs a buff and/or rework for it to be useable. 


Utilities

Skillful

Masterful

Heroic

Abilities and Passives

Telekinetics Discipline Passives


Rotational Abilities


Non-Rotational Abilities


Offensive and Defensive Cooldowns


Rotation and Priorities

Opener

MC -> FS, MA, PF, WM -> FE, Adrenal, FP, T -> TkG, FB -> P-> TkW -> TkB -> TkB -> TkB -> FS, T -> TkW -> TkB -> MC -> TkG -> P -> T -> TkW -> Priority System

D:\Pictures\Pictures\Guide Writing Pictures\Sage Guide Pictures\Miscellanious\SWTOR 6.0 Telekinetics Rotation.PNG

There is one thing I want to note here. That is that in the opener I use Mental Alacrity and Primeval Fatesealer Relic before casting Weaken Mind.  This is done because the increased alacrity increases the tick rate of the DoT. This carries over whenever Mind Crush and Telekinetic Wave refresh Weaken Mind as well. This allows us to squeeze extra damage out of Weaken Mind. With the increased tick rate, Weaken Mind can now tick right before a refresh from Mind Crush and Telekinetic Wave, which will then cause it to tick again, thus gaining just a little bit more damage from Weaken Mind. More Weaken Mind ticks also means more Stormwatch ticks, so it is extremely important to maximize them. 

As noted in the gearing section, this applies to old level synced content only. In Dxun, use Sha’tek MK-19 Relic of Focused Retribution.

Priority System

The nice thing about Telekinetics Sage is that it is a priority system. Because of this, you don’t have to worry about where to pick up if you experience downtime due to boss mechanics. You simply use the ability with highest priority and work from there.

There are really only 6 abilities that factor into the priority system, but the caveat to that is Weaken Mind must be on your target. That being said, the priority is as follows:

  1. Turbulence 
  2. Telekinetic Gust 
  3. Mind Crush (with proc)
  4. Project (only while Mind Crush is on the target)
  5. Telekinetic Wave (with proc)
  6. Telekinetic Burst 

Turbulence must always be used on cooldown. It is an autocrit every 9 seconds (with no alacrity) and therefore must take priority over everything else. Telekinetic Gust is next due to Stormwatch, its decent damage, and because of the Force Flash proc. This leads us into Mind Crush, which should be used only with the Force Flash proc. You should try to maximize ticks under Stormwatch.  Next comes Project so long as Mind Crush is on the target. You have four GCDs to use Project after you use Mind Crush. Although Telekinetic Wave hits rather hard, its proc’s 10s internal cooldown pushes it rather low on the priority provided the proc is not about to fall off, which it never should. Telekinetic Wave does refresh Weaken Mind and force it to tick, so try to make sure these are always hitting when Stormwatch is on the target. When everything else is on cooldown, Telekinetic Burst is your filler. 


AoE Rotation

There are a few ways of going about this depending on the priority of the group of adds that are being killed. However, regardless of the scenario, you want to prioritize Telekinetic Wave and Force Quake. If they will die pretty quickly this is all you want to do. If there is a higher health add in among lower health ones, then you can throw in Weaken Mind and Turbulence and then continue with Telekinetic Wave and Force Quake. 

For Aoe where that are 2 targets that you are cleaving between, think Bestia Monsters and tentacle, maintain Weaken Mind on both, maintain force damage debuff on both, use Telekinetic Gust on the target with Mind Crush on it. If attempting to burn target evenly hard cast Telekinetic Wave into Turbulence and a procced Telekinetic Wave. You can swap targets every Turbulence to keep the damage even. If prioritizing one target and simply cleaving onto the other, focus all of your single target abilities onto the primary target. 

As far as hard casting Telekinetic Wave is concerned, if it will hit 2 or more targets, it is a DPS gain, so don’t hesitate to do it.


Multi Dotting

Part of the skill cap in Telekinetics is being able to maintain alacrity buffed Weaken Mind on multiple targets throughout a fight. Traditionally this has been done by alternating Mind Crush and Telekinetic Wave between targets to maintain the dot while not wasting GCDs manually reapplying Weaken Mind.

This has become slightly more difficult with Stormwatch as you want to be using Mind Crush, Turbulence, and Telekinetic Wave on the target with Stormwatch on it. While you may be able to afford using that Telekinetic Wave to refresh the target without Stormwatch, doing so with Mind Crush would be too large a DPS loss. This requires more planning ahead to make sure that the target that needs to get Mind Crush to refresh Weaken Mind before it falls is the target to which you apply Stormwatch.


Some Notes on Offensive Cooldowns

Mental Alacrity is by far your best offensive cooldown. With the Gathering Storm set bonus, you must make sure you use Mental Alacrity within 10 seconds of activating Force Speed as not having the extra 10 seconds of Mental Alacrity from the set bonus is a massive DPS loss.  Use this ability on cooldown as long as you have the set bonus buff. This ability makes our rotation flow smoother, faster, and do more damage. Maintaining uptime on this is extremely important. While talking about Mental Alacrity, it is also worth talking about ability usage during the time that it is active. In the past, it was considered important to prioritize Telekinetic Burst over Mind Crush during Mental Alacrity because Flowing Force doubles Telekinetic Burst’s chance to proc.  However, it is still not worth delaying Mind Crush. If you look at how much damage is done by each ability, Telekinetic Burst would be better, when it procs, as far as instant damage goes. However, when you consider how much additional damage Mind Crush does with its DoT and that Stormwatch is so strong, Mind Crush comes out ahead in damage even if it doesn’t proc once and Telekinetic Burst does. 

Next, we come to Force Potency.  I try to use Force Potency when under the effects of Mental Alacrity as often as I can, partially because of the reduced cooldown the increased alacrity brings me, but also because with the increased chance to proc on abilities we are making an almost guaranteed crit. As far as ability usage goes, always Turbulence and Telekinetic Gust if possible. If not Telekinetic Gust then use it on Telekinetic Wave. Using Force Potency is always a little bit of weighing your options with what you will have available. Delaying it for a short time is okay, if you will get your hardest hitting abilities to align, but like all your offensives, too long of a delay will make you lose DPS. Each situation is different and it just comes down to knowing the fights and knowing your class in order to determine what to use and when.

Force Empowerment should not be used in the opener if you will need it later for a tight burn phase.  It is always important that you use your offensive CDs appropriately for the maximum potential DPS, instead of just when they are available. The time this ability is used will vary fight to fight and sometimes group to group.

One final note for Force Speed is that it provides a 20% damage boost to the next Force attack used after it. Ideally, this should always go on Turbulence as it does the most damage so, therefore, benefits the most from 20% more damage. To go along with this, Force Barrier is used solely to reset the cooldown of Force Speed so we can get another use out of it in our opener. Channel this for as little time as possible. Use the ability and as soon as it goes off take a little step to the side. This will cancel it quickly, allowing you to continue your rotation. Additionally, we want to use Force Barrier after an instant ability, not a casted one. The reason for this is that after using and instant ability, there is still some time left during that GCD. By using Force Barrier in this time window, we can reset Force Speed’s cooldown without using up valuable DPS time to do so.


Parsing

Sample Parse

Here is a link to a parse.  As I do not play on Pub side, I do not have my Sage leveled yet, so this parse was done in Lightning. This gear is not full BiS yet, as I was missing some of the better enhancements, and I still do not have all of the 80-R2 mods that I need. However, those are relatively minor and this parse should give you a good idea of the damage profile for Telekinetics in 6.0. Additionally, most dummy parsing nowadays occurs with guild alacrity perks, so keep in mind that if you don’t have them your APM, and therefore also your damage, will be lower. 

How to Analyze Your Parse

The most important part you should look at is if you are using Turbulence, Mind Crush, and Telekinetic Gust on cooldown.  The way to check this is to look at the ability usage section and then look at the Average Time. At the very minimum, this should be the same as your abilities cooldown, heavily varying by alacrity. As a note, Turbulence’s cooldown only starts once the cast finishes.  This means with no alacrity, the average usage of Turbulence should be 10.5 seconds. While talking about Turbulence, the critical % should be 100%. If it is not you have messed up somewhere.


Acknowledgements

I want to thank Dongo, Mari, and Mac for all the feedback and ideas over the past couple of years. They have always been amazing to bounce ideas off of, and I have learned a lot from each of them. I also just want to thank everyone in Failure and Origin, for all the fun times, memes, and late-night raids. This game wouldn’t be fun without you all. Lastly, a shout out to Group Amethyst. You were the best team with which I have ever had the privilege to raid, and progging NiM Gods with you was some of the most fun I have ever had playing SWTOR.


Contact Information

If you have questions or comments about this or any of my guides, you can send a mail in-game to SionCognus (Imperial) or you can contact me on discord @Sion#7776. I only ask that you read the relevant guide in full first before contacting me. I am happy to answer questions, but these guides often take me hours to write, proofread, and edit. If you have specific questions about things you do not understand or ways to improve based off of your specific performance I will be happy to answer those if you cannot find them here.

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