Sith Sorcerer & Jedi Sage Healing Guide
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**Warning** those are Sith Sorcerer talents, you should find a skill mirror if you are a Jedi Sage. Anyway only the names change.
Sith Sorcerer Healing Guide
What to expect : Talents, healing abilities comparison, stats, gear, consumables
Talents :
We can only take up to the second level in other talent trees while getting the 31 point in our main tree. Therefore, we only need to look at the bottom 2 levels to judge which ones to take.
Madness ![]()
(lvl.1)
Torment (0/2) – DPS related, not useful for healing
Calcify (0/3) – DPS Crits
Will of the Sith (0/2) – Now that Willpower is the main stat of all sorcs, this will increase our healing and crits.
Exploitive Strikes (0/3) - DPS Crits, not useful for healing
(lvl.2)
Chain Shock (0/3) – DPS
Sith Efficacy (0/2) – DPS
Parasitism (0/2)- DPS
Oppressing Force (0/2) – CC
Lightning
(lvl.1)
Electric Induction (0/3) - Per point, Reduces force cost of force attacks and heals by 3%. Healing efficiency is always good, especially if we can get our heals to cost 9% less.
Reserves (0/2) - Increases force by 50. With a pool of 500 for Sorcs, this may not be a necessity, but it may be useful.
Convection (0/3) – DPS
(lvl.2)
Lightning Spire (0/1) – DPS
Exsanguinate (0/2) – DPS
Subversion (0/2) - DPS
Lightning Barrier (0/2) – Increases Absorb by Static Barrier. Very useful, as damage prevention can be better than healing.
On to our Main Tree:
Corruption
(lvl.1)
Dark Mending (0/2) – Reduces a 3 second cast heal to 2.5 seconds.
Seeping Darkness (0/3) – Increases crit on periodic damage and healing. We will have at least 3 hots, so this might be useful.
Haunting Presence (0/2) – Per point, increases Presence by 3% and healing by 1%. Even with Presence stat not giving healing – the 2% increase in healing will be useful
(lvl.2)
Lucidity (0/3) – Reduces pushback and threat; This is good for both PvE and PvP
Charged Shield (0/3) – Static Barrier will blind enemies; GREAT for PvP!
Empty Body (0/2) – Meh, increases incoming heals…
Force Suffusion (0/2) – aoe damage and healing increased; I only see one AOE heal, so this may not be that great
(lvl.3)
Resurgence (0/1) – Instant heal + HoT; has a 6 sec cooldown, is a good heal
Force Bending (0/2) – Resurgence grants different bonuses for different heals.
Dark Resilience (0/2) - Reduces Consumption down to 13% (from 15%); Not sure taking damage for force will be that useful
Efficacious Currents (0/2) – Reduces cost, cooldown and debuff of Static Barrier. Practically mandatory.
(lvl.4)
Sith Purity (0/1) – Decreasing cost and increasing utility of purge + heal, seems like a good deal for 1 point
Reconstruct (0/2) – increases duration on Resurgence HoT and gives + Armor
Fadeout (0/2) – requires Dark Resilience, and makes consumption remove movement impairing effects, not very useful
(lvl.5)
Conspiring Force (0/2) – DPS
Innervate (0/1) - Channeled heal (very cost efficient!)
Life Surge (0/2) – Damage reduced, increased crit – useful in PvP
(lvl.6)
Force Surge (0/2) – Crits on innervate, make consumption not take hp.
Penetrating Darkness (0/3) – bonus healing up 15%. hells yes!
(lvl.7)
Revivification (0/1) – AOE + HoT heal
Our Skill tree will be 2/32/7
Skeleton Talent looks like this:
Madness
Will of the Sith – 2; Torment – 0; Calcify – 0; Exploitive Strikes – 0
Lightning
Electric Induction – 3; Reserves – 2; Convection – 0;
Lightning Spire – 0; Exsanguinate – 0; Subversion – 0; Lightning Barrier – 2
Corruption
Dark Mending – 2; Seeping Darkness – 3; Haunting Presence – 2
Lucidity – 3; Charged Shield – 3; Empty Body – 1; Force Suffusion – 2
Resurgence – 1; Force Bending – 2; Dark Resilience – 0; Efficacious Currents – 2
Sith Purity – 1; Reconstruct – 2; Fadeout – 0
Conspiring Force – 0; Innervate – 1; Life Surge – 2
Force Surge – 2; Penetrating Darkness – 3
Revivification – 1
Healing Abilities Comparison
I am not going to try to put together a rotation, since healing is usually based upon how much is needed, how much time you have to cast, and mana / force available. I did want to compare them for their efficiency in force and in cast time.
The following are base numbers using 200 Willpower for a lvl 50 SI Sorc.
Dark Heal
Force : 50
Casting Time : 1.5 sec
Range : 30m
Heals a friendly target for 605 – 748 health.
Coefficient: 1.75
Dark Infusion
Casting Time: 3 secs
Force: 55
Range 30m
Heals a friendly target for 1235 – 1378 health.
Coefficient: 3.41
Resurgence
Force : 30
Casting Time : Instant
Cooldown : 6 sec
Range : 30m
Heals a target for 275, plus an additional 365 over 9 (607.5 over 15 with Reconstruct)seconds.
Coefficient: Initial: 0.91 HoT: 0.33
Innervate
Force : 40
Channeled : 3 sec
Cooldown : 9 sec
Range : 30m
Heals a target for 396 immediately, plus a further 396 per second over 3 seconds.
Coefficient: 1.03
Revivification
Force : 100
Casting Time : 2 sec
Cooldown : 9 sec
Range : 30m
Heals all allies within 8 meters of the targeted area for 259. Targets remaining in the area, heal for an additional 462 over 10 seconds. MAX 8 Targets
Coefficient: Initial: 0.85 HoT: 0.12
Purge
Force: 30
Casting Time: Instant
Cooldown: 4.5 secs
Range: 30m
Purges a friendly target of up to 2 negative mental or force effects.
With “Sith Purity” Talent this costs 15 force, and heals for 145-573.
Coefficient: 0.1
Static Barrier
Force: 65 (35 with Efficacious Currents)
Casting Time: Instant
Cooldown: 6 secs (3 with EC)
Range: 30m
Surrounds the target in a lightning shield that lasts 30 seconds and also absorbs 1260 damage. Protected targets become deionized and cannot benefit from Static Barrier again for 20 seconds (14 with EC).
Coefficient: 3.27
Healing Totals
Innervate: 1584
Dark Infusion: 1306.5
Static Barrier: 1260 (1512 with Lightning Barrier)
Revivification: 721 (multiplied by # of targets)
Dark Heal: 676.5
Resurgence: 640 (882.5 with Reconstruct)
Purge: 359
Healing done per force point
Innervate: 39.6
Purge: 23.9 (with Sith Purity)
Dark Infusion: 23.7
Resurgence: 21.3 (29.4 with Reconstruct)
Static Barrier: 19.3 (23 with LB, 36 with EC, 43 with both)
Dark Heal: 13.53 (27.06 with Force Bending)
Revivification: 7.21 (10.3 with Force Bending) (multiplied by # of targets)
Healing done per second
Static Barrier: 1260 (1512 with LB)
Innervate: 528
Dark Heal: 451
Dark Infusion: 435.5 (522.6 with DM talent, 653.25 with Force Bending, 1056 with both)
Purge: 359 (instant cast, no HoT)
Resurgence: First Half: 275 Second Half: 40.5 Total: 71.1 (58.8 with Reconstruct)
Revivification: First Half: 129.5 Second Half: 46.2 Total: 60.1 (multiplied by # of targets)
Coefficient comparison (thank you corrupted)
4.12 Innervate
3.41 Dark Infusion
3.27 Static Barrier
2.56 Resurgence*
2.00 Revivification
1.75 Dark Heal
0.10 Purge
Analysis:
When it comes to cast times, Dark Infusion has the longest cast time – 3 seconds (can be reduced to 2.5 seconds with 2 points in Dark Mending talent, lvl.1 Corruption tree)
Putting talent points in Force Bending (lvl.3 Corruption tree – requires Resurgence) will also give a 1 second reduction on cast time for Dark Infusion. This will make our cast time 2 (3 -1 = 2) seconds or 1.5 seconds with Dark Mending (2.5 -1 = 1.5). Dark Infusion then becomes extremely efficient in cast time.
Since Resurgence is instant cast, it would delay our casting of Dark Infusion only by the 1.5 second Global cooldown and would make the entire combo 3 seconds and give 1946.5 in healing, making HPS 648.83.
Note that the Corruption 31 point talent, Revivification is not very efficient; it would have to hit 6 players to heal as efficiently per force as Innervate (4 with Force Bending). In regards to HPS, it would have to hit 9 people to be as efficient as Innervate, which is impossible. I expected a little better from the top talent of the healing tree.
If low on force – Innervate might be the way to go.
1) it is the most force efficient heal
2) there is a talent that gives a free Consumption cast (40-48, force which would cover the cost of Innervate) when Innervate crits.
3) when resurgence is cast Innervate gets 50% crit rate
Stats
The base stats at the moment are Strength, Aim, Endurance, Cunning, Willpower and Presence.
Without any items, we should have the following totals at level 50:
Willpower: 200
Strength: 175
Endurance: 175
Presence: 175
Aim: 45
Cunning: 45
Dominant: Willpower
Auxiliary: Strength, Endurance, Presence
Inferior: Aim, Cunning
The secondary stats of interest are Force Power, Alacrity, Force Crit and Surge.
Force Power increases the bonus damage of our Force abilities much like Willpower.
Willpower provides 0.2 to damage and 0.14 to healing per point. (possibly crit as well)
Force Power provides 0.15 to damage and 0.12 to healing per point.
Alacrity Rating is a stat that was introduced not so long ago. It functions like haste in other MMOs and decreases the activation time of our abilities. Alacrity rating decreases activation and channeling times. Force issues need to be taken into account as well as the question if it affects the GCD or not. If not, it might be of less use to us than otherwise. We will assume it does.
Two further stats of interest are Force Critical Rating and Surge Rating. The first increases our critical chance (the chance to score a critical strike or 150% of the amount an ability hits for) and the latter increases those 150% bonus damage. Of course Surge is useless without high enough crit chance and thus it is possible its value will increase proportionally to our crit. Thus at the start Force Crit will be a higher priority and when we reach a certain threshold, we will value Surge higher.
Most likely we will want to get as much +Willpower on our items as possible. The items we have seen so far contain both secondary stats (FP, Crit) and base stats (WP, Str) without “tax” in the form of item budget (i.e. the item can have WP, Str and Crit or WP, Str and FP, but not all 4 at the same time). This might not be the case for higher level items and as everything else is subject to change.
So, without taking relative stat values or ability coefficients into account, we have something like:
Willpower > Force Power > Alacrity > Force Crit > Surge
Gear :
Head – Relic Primeval Logician’s Headgear – 404 Armor
* Resolve Durasteel Harness MK-704C – Will: 83, End: 60
* Mettle Durasteel Overlay MK-704C – Will: 48, End: 41, Crit: 34
* Durasteel Prowess Support MK-704C – Will: 34, End: 34, FP: 34
Chest – Relic Primeval Logician’s Robe – 404 Armor
* Resolve Durasteel Harness MK-704C – Will: 83, End: 60
* Mettle Durasteel Overlay MK-704C – Will: 48, End: 41, Crit: 34
* Durasteel Prowess Support MK-704C – Will: 34, End: 34, FP: 34
Hands – Relic Primeval Logician’s Gloves – 253 Armor
* Resolve Durasteel Underlay MK-704C – Will: 48, End: 34
* Mettle Durasteel Overlay MK-704C – Will: 48, End: 41, Crit: 34
* Durasteel Prowess Support MK-704C – Will: 34, End: 34, FP: 34
Waist – Relic Primeval Logician’s Sash – 253 Armor
* Resolve Durasteel Underlay MK-704C – Will: 48, End: 34
* Quick Savant Hypermodern Circuitry MK-704C – Alac: 60, FP: 38, End: 23
Legs – Relic Primeval Logician’s Lower Robe – 404 Armor
* Resolve Durasteel Harness MK-704C – Will: 83, End: 60
* Mettle Durasteel Overlay MK-704C – Will: 48, End: 41, Crit: 34
* Durasteel Prowess Support MK-704C – Will: 34, End: 34, FP: 34
Feet – Relic Primeval Logician’s Boots – 253 Armor
* Resolve Durasteel Underlay MK-704C – Will: 48, End: 34
* Mettle Durasteel Overlay MK-704C – Will: 48, End: 41, Crit: 34
* Durasteel Prowess Support MK-704C – Will: 34, End: 34, FP: 34
Wrist – Relic Primeval Logician’s Cuffs – 253 Armor
* Resolve Durasteel Underlay MK-704C – Will: 48, End: 34
* Quick Savant Hypermodern Circuitry MK-704C – Alac: 60, FP: 38, End: 23
Implant - Relic Entropic Insight D-System – Will: 72, End: 72, Crit: 54, Alac: 33
Earpiece – Relic Entropic Insight D-Relay – Will: 68, End: 76, FP: 47, Alac: 41
Focus – Relic Entropic Life D-Focus – Will: 94, End: 90, Crit: 54, Alac: 33
Weapon – Dark Relic Primeval Logician’s Lightsaber – FP: 443, Damage: 231-346
* Meteor-Forged [color] Resolve Crystal – Will: 30
* Resolve Meteor-Forged Power Crystal MK-704C – Will: 83, End: 60
* Resolve Durasteel Hilt MK-704D – Will: 73, End: 53
* Tyridium Mettle Focus Lens MK-704C – Will: 34, End: 34, Crit: 34
Consumables :
Stimulants (Flasks) :
Hyper- Battle Resolve Stim
Use: Increases Willpower by 90 for 60 minutes. Only one stimpack can be active at a time.
Adrenals (Potions) :
Hyper- Battle Efficacy Adrenal
Use: Increases Healing Power by 825 for 15s. You cannot use another adrenal for 3 minutes.
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