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Sorcerer|Sage DPS Compendium
12-20-2011, 02:23 PM (This post was last modified: 07-03-2012 08:48 AM by Kaedis.)
Post: #1
Sorcerer|Sage DPS Compendium
Table of Contents
Introduction

This guide is focused on PVE DPS gameplay for Sith Sorcerers and Jedi Sages, with emphasis on end-game Operation viability/utility. Thanks to Sujin for allowing me to use his post as a template for this thread, and for use of his 1.1.5 Lightning/Telekinetics information that I have since integrated into this guide.

Abilities will predominantly be given in Empire terminology. See the Sith Inquisitor/Jedi Consular Mirror Terminology Dictionary for translations to Republic terminology. I've translated most of the major portions, but the spec-specific sections are still mostly in Empire terms.

FAQ

Are the Jedi Sage and Sith Sorcerer identical?
The Sith Sorcerer and Jedi Sage are mechanical mirrors of each other. Their abilities and skills have different names and graphics but otherwise play identically. Shock (SI) and Project (JC) used to have mechanical differences due to the different timing in their animations, but this was changed in 1.3. Most Sage spells still have a fraction of a second travel time compared to the instantaneous lightning of Sorcerers, but the timing difference is small enough that it can generally be ignored.

Abbreviations

AbbreviationDefinition
AfflAffliction
AoEArea of effect
CLChain Lightning
CDCooldown
CCCrowd control
CrDCrushing Darkness
CTCreeping Terror
DFDeath Field
DMDeathmark
DoTDamage over time
DPCTDamage per cast time
DPSDamage per second
EndEndurance
ECElectrocute
FLForce Lightning
FPForce Power
FSForce Speed
GCDGlobal cooldown
LBLightning Barrage
LSmLightning Storm
LSLightning Strike
OLOverload
RRecklessness
SBStatic Barrier
StrStrength
WWWhirlwind
WPWillpower



Abilities
I. General Attack Abilities
  • Shock
    Shock
    Sith Inquisitor

    Force: -45
    Range: 10m
    Activation time: Instant
    Cooldown: 6 secs
    Damage Type: Energy
    Mirror: Project

    Shocks the target for [?] energy damage. Standard and weak targets are additionally stunned for 3 seconds.
    | Project
    Project
    Jedi Consular

    Force: -45
    Range: 10m
    Activation time: Instant
    Cooldown: 6 secs
    Damage Type: Kinetic
    Mirror: Shock

    Throws debris at the target, dealing [<1>] kinetic damage. Standard and weak targets are additionally stunned for 3 seconds.
    - An instant cast direct damage ability with a 6 sec cooldown and a high force cost. Due to the relatively low damage and high force cost of this ability, it is best used when movement is required or when burst is needed over force efficiency.
  • Force Lightning
    Force Lightning
    Sith Inquisitor

    Force: -30
    Range: 10m
    Channel time: 3.0 secs
    Cooldown: 6 secs
    Damage Type: Energy
    Mirror: Telekinetic Throw

    Deals [?] energy damage to the target over the duration of the effect. Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies.
    | Telekinetic Throw
    Telekinetic Throw
    Jedi Consular

    Force: -30
    Range: 10m
    Channel time: 3.0 secs
    Cooldown: 6 secs
    Damage Type: Kinetic
    Mirror: Force Lightning

    Hurls a volley of debris at the target, dealing [<1>] kinetic damage and slowing movement speed by 50%. Standard and weak targets are instead immobilized for the duration.
    - A channeled ability that ticks up to 4 times, Force Lightning|Telekinetic Throw is used as a standard filler for Madness|Balance-based specs and as a reactive proc ability for Lightning|Telekinetics-based specs.
  • Lightning Strike
    Lightning Strike
    Sith Inquisitor (Sorcerer)

    Force: -30
    Range: 30m
    Activation time: 2.0 secs
    Damage Type: Energy
    Mirror: Disturbance

    Fires a charge of lightning at the target, deals [?] energy damage.
    | Disturbance
    Disturbance
    Jedi Consular (Sage)

    Force: -30
    Range: 30m
    Activation time: 2.0 secs
    Damage Type: Kinetic
    Mirror: Lightning Strike

    Fires a blast of telekinetic energy at the target, dealing [<1>] kinetic damage.
    - A short activation-time, moderate damage direct damage ability. Lightning|Telekinetics-based specs use this as their standard filler ability.
  • Crushing Darkness
    Crushing Darkness
    Sith Inquisitor

    Force: -40
    Range: 10m
    Activation time: 2.0 secs
    Cooldown: 15 secs
    Damage Type: Kinetic
    Mirror: Mind Crush

    Summons a dark cloud of energy to crush the target, instantly dealing [?] kinetic damage and an additional [?] kinetic damage over 6 seconds.
    | Mind Crush
    Mind Crush
    Jedi Consular

    Force: -40
    Range: 10m
    Activation time: 2.0 secs
    Cooldown: 15 secs
    Damage Type: Kinetic
    Mirror: Crushing Darkness

    Crushes the target's mind with the Force, instantly dealing [<1>] kinetic damage and an additional [<2>] kinetic damage over 6 seconds.
    - Moderate direct damage plus short-duration on a 2.0 second cast time. All dps specs use this, but Madness|Balance-based builds in particular synergize well with this ability.
  • Affliction
    Affliction
    Sith Inquisitor (Sorcerer)

    Force: -35
    Range: 30m
    Activation time: Instant
    Damage Type: Internal
    Mirror: Weaken Mind

    Casts a powerful Force affliction upon the target that deals [?] internal damage over 15 seconds.
    | Weaken Mind
    Weaken Mind
    Jedi Consular (Sage)

    Force: -35
    Range: 30m
    Activation time: Instant
    Damage Type: Internal
    Mirror: Affliction

    Weakens the target's mind, dealing [<1>] internal damage over 15 seconds.
    - A long lasting DoT that is generally a Sorceror|Sage's best single-target DPCT ability. This DoT should have near 100% uptime on a target in most cases. This DoT is also the driving force behind two important Lightning|Telekinetics-based damage effects (namely Thundering Blast|Turbulence and Lightning Barrage|Psychic Projection).
  • Force Storm
    Force Storm
    Sith Inquisitor (Sorcerer)

    Force: -100
    Range: 30m
    Channel time: 6.0 secs
    Damage Type: Energy
    Mirror: Forcequake

    Calls down a Force storm over the target area, dealing [?] energy damage over 6 seconds to all targets within 8 meters. Affected enemies are additionally slowed by 30% for as long as they remain in the area of effect. In addition, standard and weak targets have a 33% chance to be stunned by the storm each second.
    | Forcequake
    Forcequake
    Jedi Consular (Sage)

    Force: -100
    Range: 30m
    Channel time: 6.0 secs
    Damage Type: Kinetic
    Mirror: Force Storm

    Channels the Force into the ground at the target location, causing it to quake and tremble. All enemies within 8 meters of the target location are struck for [<1>] kinetic damage over 6 seconds and knocked off balance, reducing movement speed by 30%. In addition, standard and weak targets have a 33% chance to be knocked down by the quake each second.
    - A costly channeled AoE with a snare component. Useful in sustained AoE situations (like trash packs), but generally not used on most boss fights.
  • Recklessness
    Recklessness
    Sith Inquisitor (Assassin)

    Activation time: Instant
    Cooldown: 90 secs
    Mirror: Force Potency

    Grants 2 charges of Recklessness, which increases the Force critical chance of your direct attacks and heals by 60%. Each time a direct Force ability crits, you lose 1 charge. Lasts 20 seconds.
    | Force Potency
    Force Potency
    Jedi Consular (Shadow)

    Activation time: Instant
    Cooldown: 90 secs
    Mirror: Recklessness

    Grants 2 charges of Force Potency, which increases the Force critical chance of your direct attacks and heals by 60%. Each time a direct Force ability crits, you lose 1 charge. Lasts 20 seconds.
    - Vastly increases the crit chance of your next two direct-damage abilities on a relatively short cooldown (90 seconds). Ideally will be timed to coincide with high cost/damage attacks, as well as usage of adrenals, on-use relics, and raid damage cooldowns.


II. Talent Specific Attack Abilities
  • Chain Lightning
    Chain Lightning
    Sith Inquisitor (Sorcerer)

    Force: -50
    Range: 30m
    Activation time: 3.0 secs
    Cooldown: 6 secs
    Damage Type: Energy
    Mirror: Telekinetic Wave

    Delivers an arc of lightning that deals [?] damage to up to 5 targets within 8 meters.
    | Telekinetic Wave
    Telekinetic Wave
    Jedi Consular (Sage)

    Force: -50
    Range: 30m
    Activation time: 3.0 secs
    Cooldown: 6 secs
    Damage Type: Kinetic
    Mirror: Chain Lightning

    Sends a wave of telekinetic energy that deals [<1>] kinetic damage to up to 5 targets within 8 meters of the primary target.
    (Tier 3 Lightning|Telekinetics) - A solid, high damage AoE attack that's good even against a single-target. Long cast time makes it difficult to use by default, but synergizes well with Lightning Storm|Tidal Force in Lightning|Telekinetics.
  • Polarity Shift
    Polarity Shift
    Sith Inquisitor (Sorcerer)

    Activation time: Instant
    Cooldown: 120 secs
    Mirror: Mental Alacrity

    Your connection to the Force shifts, granting [20]% alacrity for 10 seconds.
    | Mental Alacrity
    Mental Alacrity
    Jedi Consular (Sage)

    Force: -30
    Activation time: Instant
    Cooldown: 120 secs
    Mirror: Polarity Shift

    Grants [20]% alacrity for 10 seconds.
    (Tier 5 Lightning|Telekinetics) - A significant short-duration increase to activation speed on a moderate cooldown. Good for burst phases.
  • Thundering Blast
    Thundering Blast
    Sith Inquisitor (Sorcerer)

    Force: -45
    Range: 30m
    Activation time: 2.0 secs
    Cooldown: 9 secs
    Damage Type: Internal
    Mirror: Turbulence

    Sends a thundering blastwave at a target that deals [?] internal damage. Thundering Blast automatically critically hits targets affected by your Affliction.
    | Turbulence
    Turbulence
    Jedi Consular (Sage)

    Force: -45
    Range: 30m
    Activation time: 2.0 secs
    Cooldown: 9 secs
    Damage Type: Internal
    Mirror: Thundering Blast

    Deals [?] internal damage to a single target. Turbulence automatically critically hits targets affected by your Weaken Mind.
    (Tier 7 Lightning|Telekinetics) - A relatively high damage, moderate cast time ability that automatically critically hits if it strikes a target with an active Affliction|Weaken Mind effect. The capstone of the Lightning|Telekinetics tree.
  • Death Field
    Death Field
    Sith Inquisitor

    Force: -50
    Range: 30m
    Activation time: Instant
    Cooldown: 15 secs
    Damage Type: Internal
    Mirror: The Force In Balance

    Creates a death field at the target location, dealing [?] internal damage and stealing [?] health from up to 3 targets within an 8-meter radius.
    | Force in Balance
    Force in Balance
    Jedi Consular (Sage)

    Force: -50
    Range: 30m
    Activation time: Instant
    Cooldown: 15 secs
    Damage Type: Internal
    Mirror: Death Field

    Deals [<1>] internal damage to up to 3 targets within 8 meters of the targeted area and heals you for [?] per affected target.
    (Teir 3 Madness|Balance) - A moderate cost, high-damage instant AoE effect with a minor self-heal. With skills deeper in Madness|Balance, this ability will also increase the damage targets take from Sorcerer|Sage DoT effects for a moderate duration and a limited number of charges.
  • Creeping Terror
    Creeping Terror
    Sith Inquisitor

    Force: -20
    Range: 30m
    Activation time: Instant
    Cooldown: 9 secs
    Damage Type: Internal
    Mirror: Sever Force

    Paralyzes the target in fear, immobilizing it for 2 seconds and dealing [?] internal damage over 18 seconds.
    | Sever Force
    Sever Force
    Jedi Consular

    Force: -20
    Range: 30m
    Activation time: Instant
    Cooldown: 9 secs
    Damage Type: Internal
    Mirror: Creeping Terror

    Weakens the target, freezing it in place for 2 seconds and dealing [<1>] internal damage over 18 seconds.
    (Tier 7 Madness|Balance) - A long-lasting DoT with a medium cooldown and low force cost. This ability is very close in total DPCT to Affliction, both baseline and fully skilled. Also roots the target for 2 seconds, if the target is not immune. The capstone of the Madness|Balance tree.

III. Crowd Control / Situational Abilities
  • Overload
    Overload
    Sith Inquisitor

    Force: -20
    Range: 8m
    Activation time: Instant
    Cooldown: 20 secs
    Damage Type: Energy
    Mirror: Force Wave

    Deals [?] energy damage and knocks back all enemies within 8 meters. Standard and weak enemies are additionally knocked down for 3 seconds.
    | Force Wave
    Force Wave
    Jedi Consular

    Force: -20
    Range: 8m
    Activation time: Instant
    Cooldown: 20 secs
    Damage Type: Kinetic
    Mirror: Overload

    Deals [<1>] kinetic damage and knocks back all enemies within 8 meters. Standard and weak enemies are additionally knocked down for 3 seconds.
    - An AoE knockback that does moderate damage with a moderate cooldown. Can be used as a last-resort CC or interrupt as well. Note that there's a ~0.5 second animation windup before the knockback actually takes effect.
  • Electrocute
    Electrocute
    Sith Inquisitor

    Force: -20
    Range: 30m
    Activation time: Instant
    Cooldown: 60 secs
    Damage Type: Energy
    Mirror: Force Stun

    Electrocutes the target, dealing [?] energy damage and stunning it for 4 seconds.
    | Force Stun
    Force Stun
    Jedi Consular

    Force: -20
    Range: 30m
    Activation time: Instant
    Cooldown: 60 secs
    Damage Type: Kinetic
    Mirror: Electrocute

    Deals [<1>] kinetic damage and stuns the target for 4 seconds.
    - An instacast short-duration stun with a relatively long cooldown.
  • Whirlwind
    Whirlwind
    Sith Inquisitor

    Force: -20
    Range: 30m
    Activation time: 2.0 secs
    Cooldown: 60 secs
    Mirror: Force Lift

    Traps the target in a whirlwind for 8 seconds. Damage causes this effect to end prematurely.
    | - A versatile incapacitate effect. Can be augments via skills with a reduced cooldown, instant cast time, and additional effects such as stuns if broken early or CCing additional nearby targets.
  • Force Slow
    Force Slow
    Sith Inquisitor

    Force: -15
    Range: 10m
    Activation time: Instant
    Cooldown: 12 secs
    Damage Type: Kinetic
    Mirror: Force Slow

    Deals [?] kinetic damage and slows the target's movement speed by 50% for 6 seconds.
    - Deals a moderate amount of damage and slows the target to half speed. Cooldown equals twice the duration. Sees limited use in PvE.
  • Jolt
    Jolt
    Sith Inquisitor

    Range: 10m
    Activation time: Instant
    Cooldown: 12 secs
    Mirror: Mind Snap

    Interrupts the target's current action and prevents that ability from being used for 4 seconds.
    - Useful for interrupting abilities with an activation time (if present). Off the global cooldown, so can be used with little dps loss in most circumstances.
  • Unbreakable Will
    Unbreakable Will
    Sith Inquisitor

    Activation time: Instant
    Cooldown: 120 secs
    Mirror: Force of Will

    Summons the unbreakable will of the Sith, immediately freeing you of all incapacitating and movement-impairing effects.
    - Occasionally useful to break CC effects (usually stuns) present on some boss encounters. Off the GCD.


IV. Heals
  • Dark Heal
    Dark Heal
    Sith Inquisitor (Sorcerer)

    Force: -50
    Range: 30m
    Activation time: 2.0 secs
    Damage Type: Healing
    Mirror: Benevolence

    Heals a friendly target for [?] health.
    / Benevolence
    Benevolence
    Jedi Consular (Sage)

    Force: -50
    Range: 30m
    Activation time: 2.0 secs
    Damage Type: Healing
    Mirror: Dark Heal

    Heals a friendly target for [?] health.
    - Small, fast, inefficient heal. If you need to heal yourself quickly, this is your best option.
  • Dark Infusion
    Dark Infusion
    Sith Inquisitor (Sorcerer)

    Force: -55
    Range: 30m
    Activation time: 3.0 secs
    Damage Type: Healing
    Mirror: Deliverance

    Heals a friendly target for [?] health.
    / Deliverance
    Deliverance
    Jedi Consular (Sage)

    Force: -55
    Range: 30m
    Activation time: 3.0 secs
    Damage Type: Healing
    Mirror: Dark Infusion

    Heals a friendly target for [?] health.
    - Large, slow heal. If you need to heal yourself efficiently or for a large amount, this is your best option.
  • Static Barrier
    Static Barrier
    Sith Inquisitor (Sorcerer)

    Force: -65
    Range: 30m
    Activation time: Instant
    Cooldown: 5 secs
    Mirror: Force Armor

    Surrounds the target in a lightning shield that lasts 30 seconds and absorbs a high amount of damage. Protected targets become deionized and cannot benefit from Static Barrier again for 20 seconds.
    / Force Armor
    Force Armor
    Jedi Consular (Sage)

    Force: -65
    Range: 30m
    Activation time: Instant
    Cooldown: 5 secs
    Mirror: Static Barrier

    Surrounds the target in a force shield that absorbs a high amount of damage and lasts 30 seconds. Protected targets become Force-imbalanced and cannot benefit from Force Armor again for 20 seconds.
    - Applies a damage absorbing shield to a target, functionally increasing Effective HP. Very useful for many boss mechanics if you can spare the time and force for it. Keep it somewhere easily accessible.
  • Purge
    Purge
    Sith Inquisitor (Sorcerer)

    Force: -30
    Range: 30m
    Activation time: Instant
    Cooldown: 5 secs
    Mirror: Restoration

    Purges a friendly target of up to 2 negative mental or Force effects.
    / Restoration
    Restoration
    Jedi Consular (Sage)

    Force: -30
    Range: 30m
    Activation time: Instant
    Cooldown: 5 secs
    Mirror: Purge

    Cleanses a friendly target of up to 2 negative mental or Force effects.
    - Removes up to 2 negative mental or Force effects. Generally cleansing is left to the healers, but self-cleansing certain types of effects can be beneficial on some boss fights.
  • Reanimation
    Reanimation
    Sith Inquisitor (Sorcerer)

    Force: -30
    Range: 30m
    Activation time: 2.0 secs
    Cooldown: 300 secs

    Revives an incapacitated ally. This ability is usable while in combat. When used, all party members can neither use nor be the target of an in-combat revival for the next 5 minutes.
    / Revival
    Revival
    Jedi Consular (Sage)

    Force: -30
    Range: 30m
    Activation time: Instant
    Cooldown: 300 secs
    Mirror: Revivification

    Revives an incapacitated ally. This ability is usable while in combat. When used, all party members can neither use nor be the target of an in-combat revival for the next 5 minutes.
    - In combat resurrection. Only one can by used by the entire group every 5 minutes, so communication will be vital for appropriate usage.



Speccing a Sorcerer|Sage

General

Sorcerers currently have 3 primary dps playstyles available for PvE: Lightning, Madness, and Hybrid. Lightning builds are based around strong direct-damage through cast-time abilities and a number of procs. Lightning players will need to be able to may attention to a number of timers and procs simultaneously, as at full rotation Lightning has 2 short cooldown abilities, 2 procs effects, 2 stacking effects, and a DoT to keep track of. Lightning does, however, have advantages in sustainability, AoE, and burst DPS.

Madness builds are based around augmenting damage-over-time mechanics. The core of any Madness-based build is tier 3 and 4, in particular Madness, Sith Efficacy, and Wrath. This trio of skills takes Force Lightning from being a solid damage ability to the absolute staple of the tree. The Death Field / Deathmark combo is similarly potent, and synergizes well with the DoT focus of the tree. Madness players will need to get very good at managing their DoT timers and short cooldowns, as the spec has 2 moderate duration DoTs that need to be maintained on the target as much as possible, 2 short CD effects that need to be casts as often as available, and the charge limit on Deathmarks to be aware of. Madness also arguably has the best mobile DPS, though it sometimes suffers from force depletion issues.

Hybrid builds focus on the synergy provided in the mid-tier skills in each tree. Up until patch 1.1.5, one of the staples of these builds was the synergy between Wrath and Chain Lightning (leading to hybrid builds often being referred to as Wrath-CL). Though 1.2 removed this synergy, the hybrid builds remain strong based in large part on the synergy between the Force Lightning-boosting skills in the Madness tree combined with Lightning Barrage in the Lightning tree.

Lightning (3/31/7)

The Lightning build is based around maximizing cast-time abilities. The spec has 1 major DoT (Affliction) that should be maintained on the target at all times, both due to its relatively high damage and its synergy with Thundering Blast and Lightning Barrage. Crushing Darkness and Thundering Blast are the primary short-cooldown nukes, and should be used whenever active. Lightning players must also watch for two separate proc effects: Lightning Barrage, which procs from critical ticks by Affliction, and Lightning Storm, which procs from Lightning Strike (and Force Storm, if you're AoEing). The former allows a hasted Force Lightning to be cast, while the latter allows an instacast Chain Lightning.

The points in Lightning Barrier are optional and may be placed wherever desired. The points in Electric Induction may also be redistributed, but this may lead to force depletion issues if you are using a lot of non-rotational utility abilities (Static Barrier, Shock, heals, etc).

Madness (3/7/31)

The Madness build is based around maximizing DoT potency and uptime. The spec has 2 primary DoTs available (Affliction and Creeping Terror), the same Force Lightning spam that is the signature of all Madness-based builds, 2 short-cooldown nukes (Death Field and Crushing Darkness), and the significant DoT boosts from Deathmark and Creeping Death.

The points in Chain Shock, Devour, Haunted Dreams, and Parasitism are all considered optional and may in any other skill in the tree at player option. However, Devour and Parasitism combine to give a decent (though not game-changing) amount of additional survivability through trickle self-healing (on the order of about 2/3rds of a percent HP per second), and Haunted Dreams has more utility for raid CC purposes than Oppressing Force (raid trash is rarely Standard or less, and if it is, it doesn't need CC'd). Chain Shock amplifies Shock to the point of actually being better on DPCT than Force Lightning, but the cost means it still can't be included in the standard rotation. Chain Shock is still a very solid mobile DPS increase, however.

Hybrid (1/12/28)

Only barely qualifying as a hybrid build now that 1.2 removed the Wrath-Chain Lightning synergy, this build plays very similarly to the 31-point Madness build, with a few notable exceptions. First, the spec only has 1 DoT to keep track of (Affliction), though this DoT is all the more important to maintain due to the spec's dependancy on Lightning Barrage. Second, this spec lacks a bit over half of the trickle self-healing that Madness is known for. Thirdly, the spec has one additional proc to watch for, Lightning Barrage.

NOTE: Lightning Barrage can no longer be double-dipped as of patch 1.3.

As in the CT build, the points in Chain Shock, Haunted Dreams, and Parasitism are optional, and may be placed elsewhere at player discretion. In addition to these 4, 2 of the points in Electric Induction may instead be placed in Lightning Barrier at the player's discretion, though this can lead to force depletion issues on extended fights.


Spec Comparison
Since all 3 specs play relatively differently, direct playstyle comparisons are difficult to make. In terms of ease of play, the hybrid build has the least to keep track of, having a priority list consisting of 2 cooldown effects and 1 DoT (the Lightning Barrage procs can mostly be ignored, since they simply augment the spec's filler spell). Madness is next, with 2 cooldown effects, 2 DoTs, 1 charge-based mechanics, and no procs (since Wrath can effectively be ignored). Lightning leads the heap as the most complex with 1 DoT, 2 cooldown effects, 2 procs, and 2 stacking mechanics.

In terms of raw dps comparison, the latest SimC results show Lightning leading the way, with Madness trailing by approximately 1.9%, and Hybrid in the rear by another 3.0%.


Builds to AVOID
Note that these builds may be considered useful or even ideal in PvP, so you may still see them discussed in certain places. However, for PvE, all of these builds should be avoided.

0/17/24 - While this build is significantly more force-efficient than the more traditional 1/12/28 build (to the point of basically never dropping under 90% Force), it loses a solid amount of damage to do so. This build was more popular (and more justifiable) when CL was still part of the hybrid playstyle, resulting in a strongly force-negative rotation if CL usage was not metered properly.

7/16/18 - A variation of the above that was designed to amplify the damage of Chain Lightning and Death Field at the expense of DoT damage. Was relatively effective in before 1.2, but the Wrath-CL change has broken this spec.

0/25/16 - One of the most common builds proposed as a way of negating the Wrath-CL change. The idea is that instead of using Wrath directly on Chain Lightning, one uses Wrath procs on Lightning Strike instead, which then have a chance of procing an instacast Chain Lightning via Lightning Storm. Unfortunately, Lightning Strike has a low enough DPCT (and a low enough chance of procing Lightning Storm) that this strategy ultimately fails to live up to expectations. This spec suffers a 10%+ dps loss compared to any of the 3 main builds above.


VI. Playing a Sorcerer|Sage

Ability Data

The following table summarizes the DPCT of each ability for each spec, based on an assumed Rakata-level gear level as given in the Sorc DPS BIS thread. Pertinent details are a Damage Bonus of 799.8, crit chance of 26.71%, crit multiplier of 75.45%, and alacrity of 7.60%. Also assumed is an average armor on the target of 30.12% (one armor debuff present). Death Field and Chain Lightning are calculated as hitting only a single target, and all abilities are calculated as if cast as that spec would. For example, Crushing Darkness is assumed to only be cast under Wrath for 1/12/28 and 3/7/31, as is Lightning Strike. Chain Lightning is assumed to only be cast with Lightning Storm for 3/31/7. If you have any questions about the assumptions in each cast, please ask in this thread.

Ability Name3/7/313/31/71/12/28
Force Lightning
Force Lightning
Sith Inquisitor

Force: -30
Range: 10m
Channel time: 3.0 secs
Cooldown: 6 secs
Damage Type: Energy
Mirror: Telekinetic Throw

Deals [?] energy damage to the target over the duration of the effect. Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies.
1031.722082.221019.46
Lightning Strike
Lightning Strike
Sith Inquisitor (Sorcerer)

Force: -30
Range: 30m
Activation time: 2.0 secs
Damage Type: Energy
Mirror: Disturbance

Fires a charge of lightning at the target, deals [?] energy damage.
955.71948.07851.70
Affliction
Affliction
Sith Inquisitor (Sorcerer)

Force: -35
Range: 30m
Activation time: Instant
Damage Type: Internal
Mirror: Weaken Mind

Casts a powerful Force affliction upon the target that deals [?] internal damage over 15 seconds.
2336.552022.582299.03
Crushing Darkness
Crushing Darkness
Sith Inquisitor

Force: -40
Range: 10m
Activation time: 2.0 secs
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Mind Crush

Summons a dark cloud of energy to crush the target, instantly dealing [?] kinetic damage and an additional [?] kinetic damage over 6 seconds.
2759.121429.722718.02
Chain Lightning
Chain Lightning
Sith Inquisitor (Sorcerer)

Force: -50
Range: 30m
Activation time: 3.0 secs
Cooldown: 6 secs
Damage Type: Energy
Mirror: Telekinetic Wave

Delivers an arc of lightning that deals [?] damage to up to 5 targets within 8 meters.
n/a1317.94n/a
Thundering Blast
Thundering Blast
Sith Inquisitor (Sorcerer)

Force: -45
Range: 30m
Activation time: 2.0 secs
Cooldown: 9 secs
Damage Type: Internal
Mirror: Turbulence

Sends a thundering blastwave at a target that deals [?] internal damage. Thundering Blast automatically critically hits targets affected by your Affliction.
n/a1981.06n/a
Creeping Terror
Creeping Terror
Sith Inquisitor

Force: -20
Range: 30m
Activation time: Instant
Cooldown: 9 secs
Damage Type: Internal
Mirror: Sever Force

Paralyzes the target in fear, immobilizing it for 2 seconds and dealing [?] internal damage over 18 seconds.
1647.36n/an/a
Death Field
Death Field
Sith Inquisitor

Force: -50
Range: 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Internal
Mirror: The Force In Balance

Creates a death field at the target location, dealing [?] internal damage and stealing [?] health from up to 3 targets within an 8-meter radius.
1573.13n/a1547.86
Shock
Shock
Sith Inquisitor

Force: -45
Range: 10m
Activation time: Instant
Cooldown: 6 secs
Damage Type: Energy
Mirror: Project

Shocks the target for [?] energy damage. Standard and weak targets are additionally stunned for 3 seconds.
1111.89907.671098.19

Madness
From a pure DPCT standpoint, the abilities stand as:

Crushing Darkness (Wrath) > Affliction > Creeping Terror > Death Field > Shock > Force Lightning

However, due to Shock's extremely low force-efficiency, it's not worth casting in a normal rotation. It is, however, a very good option if you're on the move and everything else instacast is on cooldown or already active on the target.

As expected, Lightning Strike is still not worth casting, even with Wrath. This means that optimal use of Wrath is to use it on nothing but Crushing Darkness (though Wrath LS is an option for mobile dps if everything else (including Shock) is on cooldown, and you've got at least ~6 seconds left on Crushing Darkness's cooldown).

Death Field's Deathmark effect is a bit more difficult to quantify into its DPCT, but it can generally be assumed to at least be above Creeping Terror. Ideally, Death Field should be cast just after Crushing Darkness expires on the target, to maximize the percentage of the stacks that are consumed by Affliction and Creeping Terror (which both do more damage per tick than Crushing Darkness). This should cause it to be cast on cooldown, since the cooldown of Crushing Darkness is identical to that of Death Field. However, also keep in mind that DoT effects cast by other Sorcerers (and even certain Assassin effects) will consume charges as well. DoT ticks can consume charges from multiple different Deathmarks cast by different Sorcs simultaneously, and their benefits stack additively, so there's no benefit or drawback to coordinating Death Field cast times with other Sorcs in the group.

Recklessness charges are best used on a pair of Force Lightnings, despite the lack of a guaranteed crit on FL. Ideally Recklessness use should also line up with Relic and Adrenal use.

Madness can run into Force problems on protracted fights, particularly those with little-to-no downtime and a large amount of Shocks (from moving) or Shields required. In this case, the optimal ability to drop from your rotation is Creeping Terror. If that fails to alleviate your Force issues, drop Death Field as well (or instead). Both of these will obviously lead to reductions in total dps output, but some dps is better than none.

For AoE, Death Field beats out even Affliction for DPCT once it has at least 2 targets to hit (though it should be cast on CD even on single-target). Even against a pack of 5 mobs, Deathfield far outstrips Force Storm for DPCT.

Rotation Priority List
Wrath Crushing Darkness
Crushing Darkness
Sith Inquisitor

Force: -40
Range: 10m
Activation time: 2.0 secs
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Mind Crush

Summons a dark cloud of energy to crush the target, instantly dealing [?] kinetic damage and an additional [?] kinetic damage over 6 seconds.

Affliction
Affliction
Sith Inquisitor (Sorcerer)

Force: -35
Range: 30m
Activation time: Instant
Damage Type: Internal
Mirror: Weaken Mind

Casts a powerful Force affliction upon the target that deals [?] internal damage over 15 seconds.

Death Field
Death Field
Sith Inquisitor

Force: -50
Range: 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Internal
Mirror: The Force In Balance

Creates a death field at the target location, dealing [?] internal damage and stealing [?] health from up to 3 targets within an 8-meter radius.
(ideally right after Crushing Darkness expires on the target)
Creeping Terror
Creeping Terror
Sith Inquisitor

Force: -20
Range: 30m
Activation time: Instant
Cooldown: 9 secs
Damage Type: Internal
Mirror: Sever Force

Paralyzes the target in fear, immobilizing it for 2 seconds and dealing [?] internal damage over 18 seconds.

Force Lightning
Force Lightning
Sith Inquisitor

Force: -30
Range: 10m
Channel time: 3.0 secs
Cooldown: 6 secs
Damage Type: Energy
Mirror: Telekinetic Throw

Deals [?] energy damage to the target over the duration of the effect. Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies.

Shock
Shock
Sith Inquisitor

Force: -45
Range: 10m
Activation time: Instant
Cooldown: 6 secs
Damage Type: Energy
Mirror: Project

Shocks the target for [?] energy damage. Standard and weak targets are additionally stunned for 3 seconds.
(if moving)

Notes:
  • Given the percentage of damage Madness gains from DoT effects, Affliction and Creeping Terror should be maintained as close to 100% as possible. Clipping them (refreshing them before they expire), however, is strongly discouraged.
  • Maintaining Affliction and Creeping Terror on secondary targets, if they exist, is recommended (provided those targets actually need to be dpsed as some point, and multi-DoTing dps isn't going to cause mechanics issues), particularly if you can hit both targets with your Death Field casts. Note that due to the cooldown, Creeping Terror may only be maintained on two targets at once.
  • When opening on a target, the recommended sequence is: Pre-cast Crushing Darkness (without Wrath) > Affliction > Creeping Terror > Force Lightning > Force Lightning > Death Field. This is one of the only circumstances where it's worth hardcasting Crushing Darkness rather than waiting for a Wrath proc.

Lightning
Lightning has a much clearer DPCT list:

Force Lightning (Barrage) > Affliction > Thundering Blast > Crushing Darkness > Chain Lightning > Lightning Strike

Unlike Madness (and Hybrid below), Shock is not better than Lightning's filler ability Lightning Strike (mostly due to the lack of Chain Shock). It is, however, relatively close, and thus is still a valid ability to use on-the-move if nothing else is available (in particular because Lightning has the force efficiency to support it).

Interestingly enough, Force Lightning, even without Lightning Barrage active, has a higher DPCT than Lightning Strike. However, the Lightning Strike DPCT does not include in it uptime on Conduction or Lightning Storm procs. This means that while weaving in Force Lightnings is beneficial even without Barrage procs active, using Force Lightning on cooldown is not desirable, as it impairs Conduction uptime and Lightning Storm procs too much. The ideal usage appears to be weaving in a Force Lightning any time you would be casting 2 or more Lightning Strikes in a row.

Do note that as Lightning Barrage cannot re-proc during it's duration (10 seconds), a Barrage Force Lightning may not be the highest priority ability, despite having the highest DPCT. This is because Barrage can't be wasted unless FL simply isn't triggered within the buff. The result of this is that refreshing abilities with cooldowns or durations takes priority. However, at all costs do not fail to cast FL during the duration, Lightning Barrage is a very significant DPS boost. The same logic applies to Lightning Storm-based Chain Lightning casts, you have a 10 second window to cast them without sustaining potential DPS loss.

Just like Madness, Force Lightning is still your best use of a Recklessness charge, followed by (or preceded by) a Lightning Storm Chain Lightning. As with Madness, try to line up Recklessness use with you Relic and Adrenal use. Thundering Blast will consume Recklessness charges without providing any benefit, so at all costs avoid using Recklessness right before TB comes off cooldown. Polarity Shift is optimally used when you have a large number of cast-time abilities ahead of you. Ideally this means having at least 10 seconds left on Affliction on the target, and right after you use a CL from Lightning Storm. Any Lightning Storm procs that occur during the duration should be withheld until after Polarity Shift expires, as the instacast CL's gain no benefit from Polarity Shift.

Lightning specs very rarely run into Force issues due to Lightning Effusion, so Lightning players should feel free to utilize expensive abilities such as Force Storm or Static Barrier as the encounter mechanics suggest without worrying (much) about Force depletion. Lightning players are also the best option for emergency off-healing, as they can regain their Force totals the easiest of the 3 specs, at the least dps loss (just weaving in more of the efficient Force Lightning casts).

For AoE, Chain Lightning far out-strips Force Storm if instacast. Even hardcast Chain Lightning has a higher DPCT than Force Storm against 5 or less targets, and has a better damage efficiency. However, if Lightning Storm is off cooldown, this should be avoided. Optimal usage seems to be Hardcast CL -> Lightning Storm (until proc) -> Storm CL -> Lightning Storm -> Hardcast CL -> Lightning Storm (until proc) -> repeat.

Rotation Priority List
Affliction
Affliction
Sith Inquisitor (Sorcerer)

Force: -35
Range: 30m
Activation time: Instant
Damage Type: Internal
Mirror: Weaken Mind

Casts a powerful Force affliction upon the target that deals [?] internal damage over 15 seconds.

Thundering Blast
Thundering Blast
Sith Inquisitor (Sorcerer)

Force: -45
Range: 30m
Activation time: 2.0 secs
Cooldown: 9 secs
Damage Type: Internal
Mirror: Turbulence

Sends a thundering blastwave at a target that deals [?] internal damage. Thundering Blast automatically critically hits targets affected by your Affliction.

Crushing Darkness
Crushing Darkness
Sith Inquisitor

Force: -40
Range: 10m
Activation time: 2.0 secs
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Mind Crush

Summons a dark cloud of energy to crush the target, instantly dealing [?] kinetic damage and an additional [?] kinetic damage over 6 seconds.

Lightning Barrage Force Lightning
Force Lightning
Sith Inquisitor

Force: -30
Range: 10m
Channel time: 3.0 secs
Cooldown: 6 secs
Damage Type: Energy
Mirror: Telekinetic Throw

Deals [?] energy damage to the target over the duration of the effect. Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies.

Lightning Storm Chain Lightning
Chain Lightning
Sith Inquisitor (Sorcerer)

Force: -50
Range: 30m
Activation time: 3.0 secs
Cooldown: 6 secs
Damage Type: Energy
Mirror: Telekinetic Wave

Delivers an arc of lightning that deals [?] damage to up to 5 targets within 8 meters.

Lightning Strike
Lightning Strike
Sith Inquisitor (Sorcerer)

Force: -30
Range: 30m
Activation time: 2.0 secs
Damage Type: Energy
Mirror: Disturbance

Fires a charge of lightning at the target, deals [?] energy damage.
(with Force Lightning
Force Lightning
Sith Inquisitor

Force: -30
Range: 10m
Channel time: 3.0 secs
Cooldown: 6 secs
Damage Type: Energy
Mirror: Telekinetic Throw

Deals [?] energy damage to the target over the duration of the effect. Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies.
weaved in)
Shock
Shock
Sith Inquisitor

Force: -45
Range: 10m
Activation time: Instant
Cooldown: 6 secs
Damage Type: Energy
Mirror: Project

Shocks the target for [?] energy damage. Standard and weak targets are additionally stunned for 3 seconds.
(if moving)

Notes:
  • Lightning Barrage buffed Force Lightning should be delayed for Affliction refreshes or casts of Crushing Darkness or Thundering Blast, if they are off cooldown, to maintain a greater percentage uptime/on-cooldown-time for those abilities. A Lightning Barrage should never be allowed to fall off without use if it can be avoided, however.
  • The above applies to Lightning Storm CL as well, it can and should be delayed for Affliction refreshes or casts of Crushing Darkness and Thundering blast, so long as it is cast within the 10 second ICD (unless there are close-proximity CC concerns).
  • Due to Lightning Barrage and Thundering Blast's dependance on it, Affliction should be maintained on the primary target at all costs. While not as detrimental as it is to Madness, clipping Affliction's duration should be avoided.
  • Due to Lightning Barrage's mechanics, casting Affliction on multiple targets won't have a proportional increase in procs. However, it will increase the proc rate, and Affliction does a large amount of damage on its own, so maintaining Affliction on secondary targets (arguably even if they aren't targets that need to be DPSed, like targets that will despawn without being killed) is highly recommended, unless doing so would interfere with encounter mechanics or the targets will only last a short time (less than the duration of Affliction).
  • When opening on a target, the recommended sequence is: Pre-cast Crushing Darkness > Affliction > Thundering Blast > Lightning Strike x3 > (Force Lightning, if Lightning Storm did not proc).

Hybrid
Hybrid has easily the simplest DPCT order:

Crushing Darkness (Wrath) > Affliction > Death Field > Shock > Force Lightning

As with the Madness spec, Shock's extremely low efficiency means its generally not worth casting in a normal rotation, but is a very good option for mobile dps.

As expected, Lightning Strike is still not worth casting, even with Wrath. This means that optimal use of Wrath is to use it on nothing but Crushing Darkness (though Wrath LS is and option for mobile dps if everything else (including Shock) is on cooldown, and you've got at least ~6 seconds left on Crushing Darkness's cooldown).

Deathmark should be used exactly as in the Madness spec above, except that lacking Creeping Terror to eat some of the charges, Crushing Darkness will invariably get some. The ideal, however, is still to maximize the number of charges used by Affliction ticks (as they do more damage than Crushing Darkness ticks), so Death Field should ideally be cast just after Crushing Darkness expires on the target. This should cause it to be cast on cooldown, since the cooldown of Crushing Darkness is identical to that of Death Field. However, also keep in mind that DoT effects cast by other Sorcerers (and even certain Assassin effects) will consume charges as well. DoT ticks can consume charges from multiple different Deathmarks cast by different Sorcs simultaneously, and their benefits stack additively, so there's no benefit or drawback to coordinating Death Field cast times with other Sorcs in the group.

Hybrid generally has an easier time on the resource side than Madness, but still doesn't quite have the endurance of Lightning. Hybrid shouldn't really run into Force issues during their regular rotation, but they can deplete themselves if they use high-cost abilities like Shock, Static Barrier, or Force Storm a great deal. If such case occurs, the optimal way to regain your resource pool is to start cycling in Consumption every 10 seconds, or if the encounter mechanics make this hazardous, drop Death Field from your rotation.

For AoE, Death Field beats out even Affliction for DPCT once it has at least 2 targets to hit (though it should be cast on CD even on single-target). Even against a pack of 5 mobs, Deathfield far outstrips Force Storm for DPCT.

Rotation Priority List
Wrath Crushing Darkness
Crushing Darkness
Sith Inquisitor

Force: -40
Range: 10m
Activation time: 2.0 secs
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Mind Crush

Summons a dark cloud of energy to crush the target, instantly dealing [?] kinetic damage and an additional [?] kinetic damage over 6 seconds.

Affliction
Affliction
Sith Inquisitor (Sorcerer)

Force: -35
Range: 30m
Activation time: Instant
Damage Type: Internal
Mirror: Weaken Mind

Casts a powerful Force affliction upon the target that deals [?] internal damage over 15 seconds.

Death Field
Death Field
Sith Inquisitor

Force: -50
Range: 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Internal
Mirror: The Force In Balance

Creates a death field at the target location, dealing [?] internal damage and stealing [?] health from up to 3 targets within an 8-meter radius.
(ideally right after Crushing Darkness expires on the target)
Force Lightning
Force Lightning
Sith Inquisitor

Force: -30
Range: 10m
Channel time: 3.0 secs
Cooldown: 6 secs
Damage Type: Energy
Mirror: Telekinetic Throw

Deals [?] energy damage to the target over the duration of the effect. Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies.

Shock
Shock
Sith Inquisitor

Force: -45
Range: 10m
Activation time: Instant
Cooldown: 6 secs
Damage Type: Energy
Mirror: Project

Shocks the target for [?] energy damage. Standard and weak targets are additionally stunned for 3 seconds.
(if moving)

Notes:
  • Important: As of patch 1.3, double-dipping Force Lightning is no longer possible.
  • Lightning Barrage buffed Force Lightning does not have a place in the priority list. The reason for this is that it is optimally cast at the same priority placement as your normal Force Lightning filler. To ensure you utilize the proc, you need to cast the buffed FL no later than ~9.5 seconds after it procs. Since the absolute maximum that the spec could be doing before casting an FL after Lightning Barrage proced is finishing a current FL (~2.5 seconds), Affliction refresh, Death Field, and Crushing Darkness from Wrath, the maximum delay on casting another FL is 7 seconds. Thus even if everything else needs refreshing, you can't postpone the FL long enough to avoid using the proc. Since Barrage cannot proc within it's own duration anyway, this actually isn't a dps loss to consume it so late, and in fact tends to be a DPS gain as your cooldown or duration limited abilities are spending a larger percentage of the time on cooldown or on the target.
  • Due to Lightning Barrage's dependance on it and its large innate damage, Affliction should be maintained on the primary target at all costs. As with previous specs, clipping Affliction's duration should be avoided.
  • Due to Lightning Barrage's mechanics, casting Affliction on multiple targets won't have a proportional increase in procs. However, it [i]will increase the proc rate, and Affliction does a large amount of damage on its own, so maintaining Affliction on secondary targets (arguably even if they aren't targets that need to be DPSed, like targets that will despawn without being killed) is highly recommended, unless doing so would interfere with encounter mechanics or the targets will only last a short time (less than the duration of Affliction).
  • When opening on a target, the recommended sequence is: Pre-cast Crushing Darkness (without Wrath) > Affliction > Force Lightning > Force Lightning > Death Field. This is one of the only circumstances where it's worth hardcasting Crushing Darkness rather than waiting for a Wrath proc.


III. Open Questions:

VII. Gearing a Sorcerer|Sage

Stats You Care About

SWTOR's base stats are Strength, Aim, Cunning, Willpower, Endurance, and Presence. Of these, the only one you care about as a Sorcerer is Willpower. Every point of Willpower adds 0.2 bonus damage to attacks and 0.14 bonus healing to healing abilities. Willpower also increases Force Critical chance, with a diminishing returns curve much lower but also much shallower in benefit-per-point fall-off than crit rating. Willpower can contribute up to 30% crit to force attacks, but will limit to around 10-15% in practical terms. It should also be noted that Mark of Power and Will of the Sith combine additively to give a total of an 11% increase to Willpower. This amplifies the per-point damage and healing bonus contribution to only about 3% less than Power.

The secondary stats of interest are Power/Force Power, Alacrity, Crit and Surge. Note that gear containing bonuses to Power and Crit will affect Force Bonus and Force Crit respectively, so there is no need (nor in fact is it even possible) to look for equipment with bonuses to this specific type of damage.
  • Power / Force Power increases the bonus damage of our Force abilities much like Willpower. Currently each point of Power adds 0.23 points of Force Bonus. Force Power is functionally identical to Power for Sorcerers, but only present on weapons. Power has no diminishing returns curve or cap.
  • Critical Rating increases our chance to score a critical strike for extra damage (base +50%, increased by Surge and skills).
  • Alacrity Rating functions similarly to haste in other MMOs, increasing the Activation Speed of our abilities. Alacrity has a few caveats, however. Cast time and channeled abilities who's modified cast time drops below 1.5 second will have a GCD equal to their modified cast time. Instant abilities and casted abilities with a cast time over 1.5 seconds will have a 1.5 second GCD. Activation Speed scales better than linearly, but the DR curve on Alacrity Rating overrides this.
  • Surge Rating increases the bonus critical damage beyond the base +50%. Surge's benefit is extremely dependent on your crit chance.


Stats You Don't Care About (and why)

The remaining primary stats (Strength, Cunning, Aim, Presence, and Endurance) have either no effect whatsoever on you (Strength, Cunning, Aim), or very little effect and no notable way to directly gear for them (Endurance, Presence). Endurance increases your HP, but is an intrinsic part of an item's level, and generally only comes extra at the expense of other stats on item modifications (where it is usually better to stack other stats instead). Presence increases your companion's health, damage, and healing, which is useless for end-game operations. In addition, the only known way to increase Presence is via Datacrons, certain skills, and consumables.

On the secondary stat side...:
  • Accuracy Rating increases the chance to hit with all abilities, and after reaching a 100% hit rate, additional Accuracy reduces the target's chance to avoid/resist attacks. Force Attacks have an intrinsic 100% base accuracy, and no PvE targets possess force resist, so this stat is useless for Sorcerers/Sages.
  • Shield Rating (also known as Glance Rating on certain sites) increases your chance to block abilities with your shield generator. As Sorcerers don't have shield generators, this stat does nothing for us.
  • Absorption Rating increases the damage absorbed by your shield generator on a successful block. Contrary to popular myth, Absorption does not increase the damage absorbed by Static Barrier
    Static Barrier
    Sith Inquisitor (Sorcerer)

    Force: -65
    Range: 30m
    Activation time: Instant
    Cooldown: 5 secs
    Mirror: Force Armor

    Surrounds the target in a lightning shield that lasts 30 seconds and absorbs a high amount of damage. Protected targets become deionized and cannot benefit from Static Barrier again for 20 seconds.
    ! As above, useless to Sorcerers.
  • Defense Rating increases your chance to avoid melee and ranged attacks, manifesting as Dodge, Parry, Deflect, and a couple others. While Defense theoretically might keep you alive a bit longer if something is beating on your face, things shouldn't be beating on your face if you are doing your job properly (and the tank his). Effectively useless.


Evaluating Gear

One thing to consider when evaluating stats is that in most cases, certain stats can only be traded for certain other ones. For example, when dealing with custom gear, you have access to an armoring, a mod, an enhancement, and on weapons only, a color crystal. Armorings have only primary stats on them. Mods have primary stats and either Power or Crit. Enhancements have either Power or Crit and either Surge or Alacrity (ignoring the stats we don't care about). Color crystals have either Power or Crit. None of these allow you to, for example, directly trade out the Alacrity on an item for Power. You may trade out the Alacrity for Surge and vice versa, that's your only option.

Thus when evaluating stats, the best way is to instead evaluate the pairs of stats that may be traded for each other. In this manner, we need only evaluate the relative value of Alacrity compared to Surge, and of Crit compared to Power. According to calculus optimization theory, the maximized point of the system of equations is where the partial derivatives are equal. In other words, the point where the stat weights are equal. Thus in order to optimize our DPS, we need to find the balance points where the value of Power equals the value of Crit, and the value of Surge equals the value of Alacrity, then find the gearset that gets us closest to that point.

On a personal level, the easiest way to do this is to download SimulationCraft, plug in your spec and gear, and look at the weights that come out. If Power is weighted higher than Crit, swap some of your Crit mods or enhancements for ones containing Power instead. If your Alacrity weight is higher than your Surge weight, swap some of your Surge enhancements for ones with Alacrity on them. You'll very likely not be able to find a gear set where the values of the paired stats are actually equal, but the closer they are to it, the better your dps will be.

Now for generalities. In general, you'll want more Power than Crit Rating, up to three times as much by the time you reach Campaign gear level. Also in general, Surge starts out significantly more powerful than Alacrity. However, by the time you have 150-200 of it, its benefit has dropped to close to Alacrity's. In Campaign level gear, you'll actually want roughly the same amount of both, favoring Surge slightly more than Alacrity (the balance point is closer to equal amounts for Lightning).

Enhancement Subtypes
Next we must consider types of item modifications. For enhancements, it's an extremely easy choice. Enhancements only come in two flavors for each pair of stats. For Grade 25 enhancements (all other grades are proportional), these two options are:
  • +40 Endurance, +20 Power/Crit, +51 Alacrity/Surge
  • +24 Endurance, +37 Power/Crit, +51 Alacrity/Surge

The latter is obviously preferred for optimizing DPS (though some fights do favor higher health pools), and therefore Sorcs tend to stick to Adept (Power/Surge), Battle (Crit/Surge), Insight (Crit/Alacrity), or Quick Savant (Power/Alacrity) enhancements. Selection of which you use should be done to get both paired stats (Power and Crit, Alacrity and Surge) as close to equal to each other as possible. Our Rakata gear comes with Quick Savant on two pieces and Insight on the other 3. Grade 25 Adept and Battle enhancements drop in Eternity Vault and Karagga's Palace.

Grade 24 Battle enhancements may be acquired as a quest reward from the daily 2+ Heroic quests Poisonous Strategy (Empire) and Darkness on Ilum (Republic) on Ilum. Grade 25 Adept enhancements may be acquired from the Columi or Champion Enforcer's Gloves or Headgear off the Imperial Agent Rakata vendor. You may purchase the gloves (the helm costs more) for 56 Columi tokens, which gained from the final bosses in hardmode flashpoints, the daily and weekly hardmode flashpoint missions, EV and KP operation bosses, and the two weekly operation missions, or you may directly acquire the Columi tokens for those slots. Both tokens drop in Karagga's Palace and Eternity Vault. In addition, the helm token can drop from the final boss in Kaon Under Siege, and the glove token can drop from the final boss in Boarding Party (Empire) or Taral V (Republic).

Mod Subtypes
Mods are a bit trickier. For each pair of stats (primary + crit or power), there exist 3 alternatives: the regular model (for example, Aptitude Mod 25), the A model (Aptitude Mod 25A), and the B model (Aptitude Mod 25B). Again at Grade 25, these options are:
  • (25 ) +29 Endurance, +48 Willpower, +37 Power/Crit
  • (25A) +37 Endurance, +61 Willpower, +11 Power/Crit
  • (25B) +48 Endurance, +37 Power, +29 Power/Crit

This is one of the few situations in which Power and Crit may be directly traded for Willpower, and vice versa. However, the net difference between the 25 mod and the 25A mod is a gain of 13 Willpower at the cost of 26 Power or Crit. Since Willpower has very shallow diminishing returns, this can actually be calculated fairly easily. With full raid buffs and 2/2 Will of the Sith, Willpower's value is very close to static at ~10% better than Power. Ideally, if you've been balancing your gear properly, Crit and Power will have near-equal values, or at the least you'll be looking at the more valuable of the two when considering which of these mods to pick. 26 Power/Crit, at 90% the value of Willpower, is still worth ~80% more than 13 Willpower. Thus the unlettered version of the mods are the best for raw dps, followed by the A models, and in a distant third, the B models (as with the enhancements above, though, some fights do favor higher health pools).

Relics

One of the most common questions I get is, "which relics are best". Well, thanks to some recent theorycrafting by hatterson in the Sorcerer DPS BIS discussion thread, we have the following list in descending order of DPS benefit, with their EP value (1.0 EP equals the DPS benefit of 1 Power) in parentheses:
  • Warhero Relic of Boundless Ages (113.00)
  • Battlemaster Relic of Boundless Ages (103.00)
  • Matric Cube M7-R3 (98.94)
  • Champion Relic of Boundless Ages (97.00)
  • Campaign Relic of Dark Radiance (94.93)
  • Dark Energy Surge (86.67)
  • Campaign Relic of Boundless Age (78.75)
  • Rakata Relic of Boundless Ages (72.5)

Note that the desirability of on-demand burst may amplify the value of the on-use relics a bit, but it is highly unlikely that they'll exceed the War Hero relics in benefit even with burst factored in.


Consumables

Stims
We'll be using a Resolve stim. Comes in Exotech, Energized, and Prototype Hyper-Battle variants, all of which are BoE and crafted by Biochems. Rakata stims are identical to Energized stims in benefit, but are not consumed on use, are BoP, and require 400 Biochem to use. The stims provide the following benefits for Exotech/Energized(Rakata)/Prototype Hyper-Battle:

Increases Willpower by 128/112/104 and Power by 52/46/43 for 120 minutes. Only one stimpack can be active at a time. This effect persist through defeat.

The Exotech version is is obviously the best for min-maxing. Outside of min-maxing scenarios, Biochems can get away with using Rakata versions. Exotech stims are gained from random recipe drops in EV and KP, and can be a bit expensive. Prototype Hyper-Battle are from the trainer, and should be relatively cheap overall.

Adrenals
There are 4 adrenals beneficial to us: Attack (Power), Critical (Crit Rating), Efficacy (Alacrity Rating), and Force (Surge Rating). Sorcerers should always use the Power version (Attack), as the sheer magnitude of the stat bonus provided by adrenals pushing any other stat far enough along the DR curve that Power will always be better. Triage adrenals also exist, but while these provide the same amount of Force Power as Attack adrenals provide Power (so same total benefit), but they also reduce all damage you deal by 50% for the duration. They should be avoided at all costs (they are designed for healers).

As with stims, adrenals come in Exotech (+535), Energized (+475), and Hyper-Battle (+450) variants. Also like stims, the Biochem-only non-consumable Rakata adrenals are identical in power to Energized.


Thanks go to the following people for providing insights and information
Sujin for letting me use his Lightning Compendium as a template.
Sujin, Alratan, Masterkiller, LagunaD, CaseyTheRetard, Caltiom, and many others for initial and continued theorycrafting.

Written by Kor, based on a lightning version by Sujin.


Change Log:
  • 02 July 2012 - Updated for 1.3. Relic list added. Double-dip referenced removed. Spec rankings updated. General improvements.
  • 09 April 2012 - Full revamp for patch 1.2:
    • Integrated lightning and hybrid builds.
    • Adjusted all information for 1.2 patch changes.
    • Updated formatting and design to new WYSIWYG editor.
    • Removed gear list and updated consumable list.
  • 21 February 2012 - Updated priority list and notes, tweaked certain stat descriptions, added notes on the 1.1.3 Surge nerf and the expected Lightning Barrage double-dip fix.
  • 16 January 2012 - Updated stat descriptions and notes, as well as Consumables section.
  • 30 December 2011 - Updated DPCT numbers to account for new findings in this thread.
  • 29 December 2011 - Updated build descriptions, ability discussion, and stat priorities.
  • 22 December 2011 - Updated DPCT numbers...again. Also added note about Lightning Barrage double-use.
  • 21 December 2011 - Updated DPCT numbers
  • 19 December 2011 - Initial build complete, initial post
  • 07 December 2011 - Initial build

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04-11-2012, 11:36 AM (This post was last modified: 04-11-2012 11:37 AM by Kaedis.)
Post: #2
RE: Sorcerer|Sage DPS Compendium
Updated for 1.2. Updates include:
  • Expanded compendium to cover all DPS specs, including Lightning and Hybrid builds.
  • Vastly expended gearing and stat priority sections.
  • Corrected Consumables section for Rakata consumable nerfs.
  • Updated all information for 1.2 patch changes.
  • Updated ability descriptions and notes.
  • Added more extensive notes to each build, along with AoE and opening sequence advice.
  • Split off and archived all previous posts into this thread. Also archived Sujin's original Lightning compendium here.

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04-11-2012, 12:45 PM
Post: #3
RE: Sorcerer|Sage DPS Compendium
I am glad this is a new thread.
How does Lightning spec get 2082.22 for the DPCT for FL, when the other specs have around 1k?
Does those DPCT numbers take into account the new Tier 1 Madness talent (6% damage to Affliction, Shock and FL)?

Since this is a 1.2 post, the Grade 25 Adept enhancements can not be acquired from Champion Enforcer's Gloves or Headgear, since that gear is removed from the vendors. It can still be removed from existing items though.

Ashstorm - Sorcerer http://swtor.askmrrobot.com/character/8a...f065cdb66b
Ashtech - Powertech http://swtor.askmrrobot.com/character/86...e5f049799e
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04-11-2012, 12:51 PM
Post: #4
RE: Sorcerer|Sage DPS Compendium
Quote:How does Lightning spec get 2082.22 for the DPCT for FL, when the other specs have around 1k?

FL's DPCT for Lightning was calculated assuming it was used on Lightning Barrage, since otherwise it is just "occasionally" weaved in. I may revert that to unmodified, though.

Quote:Does those DPCT numbers take into account the new Tier 1 Madness talent (6% damage to Affliction, Shock and FL)?

It's not really new, it's just altering the mechanics of Calcify. Yes, however, the DPCT quoted above takes the new behavior of Calcify (and Disintegration, and Wrath) into account.

Quote:Since this is a 1.2 post, the Grade 25 Adept enhancements can not be acquired from Champion Enforcer's Gloves or Headgear, since that gear is removed from the vendors. It can still be removed from existing items though.

Ya, I left that in mostly for posterity. I may remove it.

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04-12-2012, 04:30 AM
Post: #5
RE: Sorcerer|Sage DPS Compendium
Awesome Kor, thanks very much for reorganizing this into a concise post.

With the ability to add augments to gear in 1.2, I'd be very curious to see more information on the value of the various set bonuses. I know they are in general very weak in terms of a DPS increase, and my plan is to initially just put my Rakata mods into crit-crafted Orange gear to gain the augment slot.

Is it possible to come up with a Willpower equivalent to the set bonuses so we can more easily make that evaluation? The 2 piece PvP bonus in particular seems as though it could be very useful, since it reduces the CD on our highest priority ability for Hybrid/Madness. At least on the PTS, you could put PvE mods into the PvP gear and retain the set bonus.

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04-12-2012, 04:41 AM (This post was last modified: 04-12-2012 06:02 AM by frmorrison.)
Post: #6
RE: Sorcerer|Sage DPS Compendium
(04-12-2012 04:30 AM)Wugan Wrote:  The 2 piece PvP bonus in particular seems as though it could be very useful, since it reduces the CD on our highest priority ability for Hybrid/Madness. At least on the PTS, you could put PvE mods into the PvP gear and retain the set bonus.

At least on the PTS, it seems you could put your Rakata mods into two pieces of PvP gear to retain PvE stats with the reduced cooldown on CD. However, the
PvP 2 set bonus was previously calculated at about 12 dps, so it seems better to use orange gear with augments even if you have no set bonuses. Each Augment in 1.2 gives 18 willpower, which is ballpark around 5 dps so it seems best to use Willpower augment oranges.

E: The PvP 2 set will be higher because of the Wrath buff (it increases the tics of CD as well), so it should be about 12 dps, not 7 dps.
Since crit orange hands and gloves will be rarer than the other three slots, getting the cheap Centurion Gloves/Boots may be a good idea, since the PvE 4 set bonus (that is not changing) is around the same dps.

Ashstorm - Sorcerer http://swtor.askmrrobot.com/character/8a...f065cdb66b
Ashtech - Powertech http://swtor.askmrrobot.com/character/86...e5f049799e
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04-12-2012, 04:54 AM
Post: #7
RE: Sorcerer|Sage DPS Compendium
(04-12-2012 04:41 AM)frmorrison Wrote:  
(04-12-2012 04:30 AM)Wugan Wrote:  The 2 piece PvP bonus in particular seems as though it could be very useful, since it reduces the CD on our highest priority ability for Hybrid/Madness. At least on the PTS, you could put PvE mods into the PvP gear and retain the set bonus.

At least on the PTS, it seems you could put your Rakata mods into two pieces of PvP gear to retain PvE stats with the reduced cooldown on CD. However, the
PvP 2 set bonus was previously calculated at about 7 dps, so it seems better to use orange gear with augments even if you have no set bonuses. Each Augment in 1.2 gives 18 willpower, which is ballpark around 5 dps so it seems best to use Willpower augment oranges.
Ah ok. If it's only 7 DPS, the whole thing is probably moot, although it seems like it should be higher. If it is, you could use the PvP gloves and boots and not give up any augments right away, since it will be a while until people are able to create crit-crafted oranges for those slots (I believe it's just head, chest and legs until we can start REing Campaign drops in the other slots).

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04-12-2012, 04:20 PM
Post: #8
RE: Sorcerer|Sage DPS Compendium
Just curious if Hybrid is still viable for 1.2 content bosses? I know with Toth/Zorn having to be out of the 30m range might make this spec a bit less useful. Just wondering if this spec still puts out competitive DPS now that we can't use CL on wrath proc and Force Lightning took a damage nerf or if I'd be better of re-speccing to Lightning.
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04-12-2012, 04:36 PM
Post: #9
RE: Sorcerer|Sage DPS Compendium
(04-12-2012 04:20 PM)Darth_Nihilus Wrote:  Just curious if Hybrid is still viable for 1.2 content bosses? I know with Toth/Zorn having to be out of the 30m range might make this spec a bit less useful. Just wondering if this spec still puts out competitive DPS now that we can't use CL on wrath proc and Force Lightning took a damage nerf or if I'd be better of re-speccing to Lightning.
Works great, I cleared everything in story and the first 3 bosses on Hard with it, and seemed to do competitive DPS based on the parsing we did.

On Zorn, you can be between 25-30m and not get hit, and still DPS, so all ranged classes work fine there.

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04-13-2012, 12:21 AM (This post was last modified: 04-13-2012 12:24 AM by Khadroth.)
Post: #10
RE: Sorcerer|Sage DPS Compendium
Thanks for the new guide Kor.

So I went full balance last night to get reaquainted with it before 1.2 hits as I haven't played it since back in beta. I miss the burst from hybrid specs but it's fun in its own way. A few questions came to mind last night though as I was playing.

Are the changes to Inner Strength/Electric Induction now including Weaken Mind/Affliction going to make enough of an impact to make it worth considering for Full Balance/Madness?
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