The Jedi Sage
Transcript of The Jedi Sage
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THE JEDI SAGE'S HANDBOOK
v0.0.0a (updated 13-Dec-11)By AstralFire
"Only when we are at peace within can we think of acting properly upon battles in the wider galaxy."
The mysteries of the Force are endless. A Jedi Sage, deeply attuned to the Force and devoted touncovering its esoteric secrets, knows this better than any in the galaxy. These masters of the
Force are famed for their wisdom and empathy as much as they are for their powerful healing anddefensive skills. In troubled times, a Sage brings together the wisdom of the past with cutting
insight and the power of the Force to change the flow of galactic events.
[Table of Contents]
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INTRODUCTION
This handbook is intended to be a comprehensive guide to gameplay competency with the Jedi
Sage. As such, it will provide data on effective Player-versus-Player gameplay, Player-versus-
Environment gameplay, and some general tips on leveling as a Jedi Sage. It is not intended to be
a walkthrough or guide to any specific World, Flashpoint or Operation, and will only containsome brief looks at specific Warzones and Conflict Regions. Skill Calculator builds are merely
my opinion, and though I do my best to learn as much as possible, I cannot know everything. If
you have contradictory ideas, please post them here. While this guide will never be perfect, itwill be more perfect with each version than the last. We get better through sharing ideas, after
all.
This guide will also go over the basics of gearing as a Jedi Sage, and highlight some notable
pieces of equipment.
The version numbering will correspond with that of the most recent live version of the game,
followed by a letter indicating a major revision to the guide's contents. e.g. 1.0.1c would be thethird major version of the guide intended to correspond to game version 1.0.1. Minor wordingchanges and stylistic editing will not be considered.
[Table of Contents]
TABLE OF CONTENTS
1. Introduction
2. Table of Contents
3. Sage Basics 4. Specialization: Seer
5. Specialization: Telekinetics
6. Specialization: Balance
7. Sage Companions (Spoilers!) 8. Equipping a Sage
9. Crew Skills
a. Crafting Skills
b. Gathering Skills
c. Mission Skills
10. Appendix A: FAQs 11. Appendix B: MMO Glossary
12. Appendix C: Keybinds 13. Appendix D: Sage ↔ Sorcerer Dictionary
14. Appendix E: Changelog
15. Appendix F: Advanced Reading
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SEER SAGES
"There is no magic wand to make everything better - not even for a Jedi."
Playstyle: Preventative, control-based healer.
PvE Builds: Standard (32/7/2), Offensive Leveling (30/9/2) PvP Builds: PvP Standard (32/7/2)
I know: you're a healer. That doesn't matter. Your first five points should be in the Telekinetics tree.
Everything else can be taken as you please, but those first five points are the most important five points to
any Sage. In fact, I personally think that this makes them bad design, as they essentially become a skill
point tax, but that's another issue.
Healing Specializations are unique in this game because the role of each ability you use is greatly altered
as you go up the tree. By level 14, you have access to three of the seven heals that you'll eventually be
using, but the way you use them will be radically different in the mid-30s, and radically different again at
level 50. So I will discuss each ability over the course of your development, in broad terms. (Note: This is
not the guide for deep, advanced numbers. I did a lot of deep, advanced number work to arrive at my
results, but I recommend that you go to Advanced Reading if you want to actually see them. The purposeof this guide is to cover the basic principles in a friendly manner.)
Benevolence: It will initially be your only heal, so there's not much to discuss there. You'll be able to
chain-cast it a maximum of about 14 or 15 times in a row at these levels, which might sound like a lot, but
it isn't.
Once you've picked up Deliverance, you should stop using this ability except to deliver a quick
heal to someone about to die, otherwise.
When you get Force Armor, you can stop using Benevolence for emergency heals unless your
heal target can't be re-bubbled yet.
When you get Rejuvenate and the Conveyance skill, Benevolence becomes your efficiency direct
heal. Use it to top someone off who's in good shape. If no one needs to be topped off, just hold
the Conveyance buff until they do, then respond with Deliverance or Benevolence as appropriate.
Disturbance: This is an offensive ability. In leveling content, I recommend using the Offensive Leveling
(30/9/2) build. Disturbance will never be more effective at Force Point Recovery, even with
Concentration, than just not attacking. However, the damage output that you add - even as a healer - is
more important than just not doing anything at low-level content. At higher levels, if you're in a position
where you have more Force than you need, Disturbance is usually a better idea than auto-attacking, due to
time lost in positioning and the chance that you'll be damaged by a point-blank area-of-effect. This is true
even outside of the Offensive Leveling build.
Deliverance: This is a slow, high efficiency heal. It will always be your primary spam heal. In PvP, this
should usually remain your spam heal; if someone uses a hard interrupt on you, you're cool with it
because that won't lock out any of your other heals. This ensures that you have Healing Tranceavailable when you need a high speed heal.
Once you get Rejuvenate and the Conveyance skill, you can use Deliverance as an emergency
speed heal. If no one needs to be topped off, just hold the Conveyance buff until they do, then
respond with Deliverance or Benevolence as appropriate.
Deliverance is completely eclipsed as an emergency heal by Healing Trance; Healing Trance's
Resplendence benefit allows it to supersede Deliverance as an efficiency heal as well. After
getting Healing Trance, Conveyance+Deliverance is used very rarely - only when the target's
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health is in sufficient danger that you do not have time to spend a GCD on Noble Sacrifice, but
they are not going to fall over and die the next second. This does not happen a lot.
Force Armor: Fairly efficient, Force Armor can be looked at as either the single fastest big heal that you
possess, or a constant buffer to keep up on the tank. Both are absolutely true. Always keep Force Armor
refreshed every twenty seconds on the defender, and if you're concerned about someone else dying to
spike damage, this should be the first thing you cast - it lacks a cooldown once skilled up.
Rejuvenate: A direct heal with a periodic heal component. It is the most efficient heal that you possess.
Once you get the Conveyance skill, it completely changes how you look at every other heal. You should
almost always keep Rejuvenate on cooldown if possible, just for Conveyance. The fact that Rejuvenate
improves the armor of its beneficiary is great, too.
Restoration: It removes up to 2 debuffs and, properly skilled, gives a minor heal. The heal is very high
efficiency, but very weak. You will never use it primarily for the heal, it's simply a nice side benefit. It
has a 4.5s CD.
Healing Trance: An instant healing ability with a channel that heals once a second for three seconds. It's
pretty awesome. It gets more awesome when used in conjunction with Conveyance (which you shouldalmost always do) as that adds 25% critical effect chance. Under Conveyance, it is very simple to get 50%
crit with Healing Trance, which greatly improves the average healing which you can expect from Healing
Trance, as there are four chances per each cast of HT to critical.
It gets better. Resplendence allows any of these criticals to cause your next Noble Sacrifice to have
absolutely no negative effects. You heard right. Once you get Resplendence, there is only a one-in-sixteen
chance that a Healing Trance will not allow you to have a free + 48 FP. When you include the 48 FP
regenerated naturally during the activation time of Rejuvenation + Healing Trance + Noble Sacrifice,
each use of this trio returns 33 more FP than was spent.
Salvation: It's your big AoE heal, best for grabbing either all the ranged, or all the melee. It has a
maximum of eight targets. If you can, announce prior to its usage, as it creates a heal-over-time circle on
the ground. Most of the healing is on the initial hit, and anyone who is not there for both the initial hit andthe full duration after is wasting health. Over 10 seconds, Salvation will be faster than conventional
healing for even two or more targets, but it won't be efficient - even after Conveyance - until after it hits
three or more targets. I don't recommend using it unless you can grab at least three targets.
Weaken Mind: This is the most important damage ability which you have in PvP. It does good damage
constantly at low cost - it is slightly more efficient on a long lived target than Disturbance - and with the
PvP Standard (32/7/2) build, will ensure that you're moving faster than your opponents, particularly pesky
melee opponents, afflicting them with a -20% speed debuff. It also has no cooldown, meaning that it can
be spammed faster than a healer's cleanse can. In conjunction with the much cheaper Force Slow or thepowerful Telekinetic Throw, it basically can lock down a target's motion entirely.
In PvP, Seer's considerations for healing spells are mostly the same. You will start using Project and
Telekinetic Throw for instant damage, though try not to use Project a lot; it's very cost inefficient.
GEARING
As with all Consulars, Willpower is your primary stat, and Critical Strike Rating greatly improves thereliability of your Healing Trance triggering a free Noble Sacrifice, so it should be your most important
stat until you have 20% crit rate from gear. After that, it becomes a matter of preference:
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Surge Rating will greatly increase the throughput of your Healing Trance, Rejuvenate and Salvation,
while it will be an unreliable bonus for your other abilities. Getting a small measure of it is a good idea,
but I wouldn't focus on it.
Alacrity increases the speed of your two most important abilities - Deliverance and Healing Trance - but
exhausts your Force more quickly. Alacrity is probably a stat of interest to a PvP Seer, but a PvE Seer
will rate it of low concern. Raw Force Power will improve all of your abilities and your efficiency, but ata very slow rate. This steadiness is probably of most interest to a PvE Seer.
In PvP, Expertise Rating will be your single most important statistic. Accuracy Rating will also come into
consideration; while you previously could only miss with your basic Saber Strike attack, every class has a
minimum of 5% defense, and tanks can have much more. I would strongly consider getting at least 2%
accuracy from gear - you get 3% from skill points - to make sure that you do not miss with a vital CrowdControl or interrupt.
[Table of Contents]
TELEKINESIS SAGES
"You have taken your first step into a larger world."
Playstyle: Spike damage striker, area damage and control.
PvE Builds: Standard (3/31/7)
PvP Builds: PvP Standard (3/31/5)+2
Single Target Priority List:0. Weaken Mind (if not active)
1. Disturbance (Less than 3 stacks of Concentration)
2. Mind Crush
3. Turbulence
4. Telekinetic Wave (Tidal Force active)
5. Telekinetic Throw (Psychic Projection active)
6. Disturbance
Area Priority List:0. Weaken Mind (if not applied)
1. Turbulence
2. Telekinetic Wave
3. Forcequake
Low Intensity List:
0. Weaken Mind (if not applied)1. Telekinetic Throw (Psychic Projection)
2. Disturbance (Less than 3 stacks)
3. Telekinetic Throw (cooldown)
4. Disturbance
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PvE
The priority list pretty much holds true while leveling. Telekinetic gets an early lead on the other two
specs while leveling simply because all three specs absolutely need their first five points in Telekinetics.
They're too good, as I bemoaned up-thread, and it's the only Sage specialization with significant multi-target damage, able to keep up with Commandos; you can cast Weaken Mind on multiple targets for
sustained damage, and Telekinetic Wave is high enough damage to make it into your single-targetrotation.
You're probably wondering how Mind Crush got on here; I know that I still kind of am. But it's true! You
don't just crush things telekinetically, you crush things psychically. Your name is Master Crushestro
Crushington. It's an extremely powerful ability that ticks very rapidly, which is why it's viable even with
only one skill in the entire tree which directly relates to it.
I should re-emphasize that the above are priority lists and not rotations. However, you should be able to to
get all the way through steps 2 through 6 in a single cycle if everything activates, which it usually won't.
Critical hits are your lifeblood - not only do they do a considerable amount of damage for you, but they
directly tie in to your longevity, as a result of a Telekinetic Effusion. You should try to avoid using
Disturbance, Telekinetic Throw or Weaken Mind, and prioritize Telekinetic Wave and Turbulence whenthis occurs, within reason. And if you're using Forcequake, you should definitely prioritize that, making it
the second force ability used. Even so, unless literally every ability you use is under the effect of
Telekinetic Effusion, you will eventually run out of Force if you continue your cycle without stopping.
During phases when damage is less crucial, you can switch to the low intensity list instead, and
essentially never run out of Force. You also will not gain any substantial amount of Force, however
(you'll end up with a very slight positive rate of return) making it just a holding pattern.
Mental Alacrity is best used immediately after a Tidal Force Telekinetic Wave, as it is the only ability on
your priority list which does not benefit from an Alacrity increase. During Mental Alacrity, you should try
to avoid using Tidal Force Telekinetic Wave unless it would require you to use Disturbance when you
already have a full stack of Concentration in no danger of slipping. I don't currently know if increasingAlacrity affects periodic damage already in effect; I'll update this section once I have found out.
PvP
The PvP Standard (3/31/5)+2 requires some explaining. Two points are left over. These last two points
should go in Critical Kinesis or Blockout, and it's a choice between burst damage or slightly more control.
Your Force bar's longevity is simply not as crucial a point as in PvE, which is why this is even up for
discussion at all.
In my point of view, Critical Kinesis is superior, because being able to lock out for longer is not as
important as being able to lock out more frequently; one must remember that a hard interrupt only affects
the ability it interrupted, and nothing else, making it a less compelling option than in other games. Other
'two point' locations are not nearly as debatable.
You might think that you would want to pick up both Telekinetic Defense and Kinetic Collapse, rather
than only Kinetic Collapse. The two don't belong in the same build when you're this point-starved, though
- you should have one or the other. They're not at odds, precisely, but they serve two different ways of
using your Force Armor in PvP. Telekinetic Defense assumes that you use your bubble defensively as a
constant barrier, either on yourself or your teammate; Kinetic Collapse assumes that you're using yourbubble offensively. To explain, it's useless if it explodes when the wearer is being range attacked, it's
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potent if it explodes when being brawled. Because there is a cooldown as well as a preventative debuff,
it's best to only have one or the other. I personally prefer Kinetic Collapse, but your mileage may vary.
Force Wake is the only other debatable 2-point allocation. It may seem redundant with Kinetic Collapse,
but they serve two different, but related, purposes on moderately long cooldowns. The best way that I can
put it is that knocking someone into a hazard in Huttball with this will be beyond brutal, and it doesn't
require predicting who they'll attack. You can use it in conjunction with Force Armor to disable half of anunprepared team chasing after your ball carrier. Force Wake can be used on anyone around you,
regardless if you're being attacked or not; Kinetic Collapse can be used on any teammate, even if you're
not there.
GEARING
As with all Consulars, Willpower is your primary stat. When given a choice between Power and Force
Power, you prefer the latter; both improve your Force output, but the latter may be itemized to come in
larger amounts than Power does. Critical Strike Rating jockeys with Alacrity for your most important
secondary stat; critical strike increases the frequency of your very large crits, as well as improving your
efficiency. Alacrity improves the cast time of your abilities, and improves the rate at which your periodic
damage abilities tick - but at the expense of your efficiency. Surge rating is helpful, but less important,because +50% critical damage on your direct damage abilities is already built in. This hierarchy of
damage stats holds for both PvE and PvP, although in PvP, two other scores also become of note.
In PvP, Expertise Rating will be your single most important statistic. Accuracy Rating will also come into
consideration; while you previously could only miss with your basic Saber Strike attack, every class has a
minimum of 5% defense, and tanks can have much more. I would strongly consider getting at least 10%
accuracy, to make sure that you do not miss with a vital Crowd Control or interrupt against enemy Jedi
Sages and Sith Sorcerers, who have a base defense of 10%.
[Table of Contents]
BALANCE SAGES
"The Force is my ally, and a powerful ally it is."
Playstyle: Periodic damage, self-healing, high efficiency.
PvE Builds: Sever Force (3/7/31), Hybrid Telekinetics (0/13/28)
PvP Builds: PvP Sever Force (3/7/31)
Priority List:0. Force in Balance
1. Weaken Mind
2. Sever Force
3. Telekinetic Throw (Psychic Projection)4. Mind Crush (if no DoT present, or Presence of Mind is active)
5. Telekinetic Wave (Presence of Mind active)
6. Project
7. Telekinetic Throw
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PvE
First, a moment of silence for those few months in beta where the Jedi Sage's Balance tree made it into a
semi-melee hybrid. We barely knew ye, single-bladed saber warrior.
The Balance Sage is a completely different beast from the Balance Shadow. Both are periodic damage
based specializations, but the Balance Sage has less effective burst, is considerably more FP efficient, andcan easily DoT down several opponents at once. While your fire-and-forget DoTs are not effective at
bringing down weak opponents, your Telekinetic Throw and Force in Balance abilities are - and the DoT
debuffs strike with a vengeance when you're up against difficult foes.
For the sake of solo missions in a specialization with so many stuns, you may be the only Sage that
actually uses the Tumult skill, an oft-forgotten, powerful kick that only works on NPCs that are Strong
and weaker, who have been stunned. You probably would do the best of any Consular specialization for
being without even a companion, as you have strong self-healing, and the ability to AoE control multiple
enemies at once. Imagine: You can take a group of two elites and five normal, Force Lift one elite and
two of the normal, deal with the rest and just daisy chain Force Lifts at the trapped elite every minute.
Then when you deign to deal with him, you drop some DoTs and hammer them with a Force in Balanceto wake them up. And immediately upon waking up, they spend two more seconds trapped in a stun. The
Seer Sage might be a little bit more soloable, but the Balance Sage has more fun doing it.
Note that you should only waste PoM on Disturbance if you took the Concentration skill; otherwise, do
not cast it at all, it's pretty bad for you. Use it on Mind Crush, even if a DoT is present.
I recommend using the Sever Force (3/7/31) build for leveling, but at endgame, it's up for debate Sever
Force is a little less than whelming. It deals less damage per cast than Weaken Mind (though it is slightly
more efficient), has a long cooldown, and an irrelevant stun in PvE Endgame. The proposed Hybrid
Telekinetics (0/13/28) build needs testing, but may well prove superior; Presence of Mind Telekinetic
Wave deals almost as much damage and has an AoE effect, and in a build so dependent on Telekinetic
Throw, getting one in three or four to be cast at double speed is enticing.
I am personally of the opinion that Sever Force will pull ahead, not necessarily on the merits of SeverForce itself, but on the merits of the extra 3% critical that the Sever Force build has room to pick up. Both
should do pretty good damage, however, so until we have more numbers and simulations out there, either
one will do.
PvP
PvP Sever Force (3/7/31) is the only way to go, for Balance. You need multiple debuffs on your target in
order to give you dispel protection against enemy healers, and Sever Force's stun adds just that bit of
control that we find useful. Instant cast Force Lift will be brutal on your opponents in PvP, but you should
exercise caution - it will also be brutally generous to their resolve bars, instantly maxing them out. ForceLift should only be used as a last resort to catch or stop a runner, and not as an opener.
Once you've got your DoTs and Force Suppression in place, spam Telekinetic Throw like it's going out of
style. Your slow is maddening and cannot be simply broken out of, giving you the title of most annoying
long-range jerk on the field. And you do great damage with it, too.
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GEARING
As with all Consulars, Willpower is your primary stat. When given a choice between Power and Force
Power, you prefer the latter; both improve your Force output, but the latter may be itemized to come in
larger amounts than Power does. Critical Strike Rating jockeys with Alacrity for your most important
secondary stat; critical strike increases the frequency of your very large crits, as well as improving your
efficiency. Alacrity improves the cast time of your abilities, and improves the rate at which your periodic
damage abilities tick - but at the expense of your efficiency. Surge Rating is valuable as well, because the
built-in diminishing returns on Surge do not account for your flat bonuses to critical from your
specialized skills. You can easily sport another +20% critical strike damage from gear.
In PvP, Expertise Rating will be your single most important statistic. Accuracy Rating will also come into
consideration; while you previously could only miss with your basic Saber Strike attack, every class has a
minimum of 5% defense, and tanks can have much more. I would strongly consider getting at least 10%
accuracy, to make sure that you do not miss with a vital Crowd Control or interrupt against enemy Jedi
Sages and Sith Sorcerers, who have a base defense of 10%. Surge Rating is decreased in importancerelative to Critical Strike and Alacrity, because the latter two improve both your self-healing by giving
you more crits faster, and do not simply improve your damage output.
[Table of Contents]
SAGE COMPANIONS [Click to skip spoilers]
To assist you in your missions, you'll build a small team of helpers over time. While they will remain with
you regardless of how you treat them, making sure that they like you is important; a companion who likes
and respects you will craft faster and perform skill missions more successfully. To avoid accidental
spoilers, each companion is listed in a dropdown beneath their planet.
TYTHON
Qyzen Fess (Male Trandoshan)
Location: Tython (Late, approx. L8-L10)
Class: Tech Hunter
Stances: Melee Striker, Melee Defender
Armor: Light through Heavy Armor, Shields, Power Generators
Armaments: Techblade
Crew Skills: +15 Archaeology Efficiency, +5 Bioanalysis Efficiency
Voice Actor: Unknown
" Many points gained."
Qyzen Fess makes for an excellent companion for a Jedi Consular of any type; even if you're
planning to become a Kinetic Combat Shadow in the long run, you're going to be squishy for a while,
so someone to trade places with you as a meat shield is very welcome. Qyzen likes trooper gear, as
Aim is an important statistic for him. Strength, however, will work just fine for most of Qyzen's
abilities (all of them below the late 20s). To keep Qyzen happy, promote an honorable, firm but
compassionate strength, helping those who have tried to help themselves and not coddling or sparing
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the wicked. He deeply appreciates any respect shown to your master. He does not like it when you
use Force Persuade on people.
Mechanically, Qyzen is the ultimate partner for a Jedi Sage at low levels, and Seer Sages will find
him to be an excellent partner for long afterwards.
CORUSCANT
C2-N2 (Steward Droid)
Location: Coruscant (Late, approx. L14-L16)
Class: Goldenrod Healbot
Stance: Healer
Armor: Droid Armor Plating, Power Generator
Armaments: None
Crew Skills: None
Voice Actor: Unknown
" I take your respiratory health as a top priority, master."
Despite his protests, you can take your creepy ship droid out onto the field. He's heavily armored, but
brings no offensive abilities. He does eventually get a Crowd Control ability. He is completely
worthless as a combat companion for a Jedi Sage.
NAR SHADDAA
Tharan Cedrex (Male Human)
Location: Nar Shaddaa (Late, right before Shadow Town)
Class: Scoundrel Scientist
Stances: Healer, Ranged StrikerArmor: Light through Medium Armor
Armaments: Blaster Pistols, Scatterguns
Crew Skills: +10 Cybertech Efficiency, +10 Slicing Efficiency
Voice Actor: Jamie Elman
Holiday's Voice Actress: Tara Strong
"They never suspect the scientist."
A smooth talking scientist, you Lady Shadows might think Tharan is the guy for you, until you
remember that he dates a hologram. Living the dream, Cortana fans. I guess. Anyway. Tharan is a
pragmatic pacifist, lover of personal liberties, a womanizer, and a brain. He likes it when you show
off your intellect - such as with creative insults - and are careful, rather than bloodthirsty, going into a
mission. He does not like much mysticism from you, including Force philosophy and Force Persuade.
Tharan is a welcome breath of fresh air after twenty-plus levels of Qyzen Fess, but is a healer first
and a DPS second; while a Balance Sage - which is high in control - may pair well with him,
Telekinetics and Seers will not.
Infiltration Shadows may prefer Qyzen, still.
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BALMORRA
Zenith (Male Twi'lek)
Location: Balmorra (Late)
Class: Resistance Sniper
Stances: Ranged Striker, Ranged Area Striker
Armor: Light through Heavy Armor
Armaments: Sniper Rifles, Blaster Rifles, Scattergun
Crew Skills: +15 Investigation Efficiency, +1 Underworld Trading Critical Effect
Voice Actor: Troy Baker
Brusque and untrusting, this Twi'lek is vital in your efforts to retake Balmorra. He's Carth, but not so
emotional.
HOTH
Lt. Felix Iresso (Male Human)
Location: Hoth (Completion)Class: Vanguard Trooper
Stances: Ranged Defender, Ranged Striker
Armor: Light through Heavy Armor, Shields, Power Generators
Armaments: Blaster Rifles
Crew Skills: +2 Armstech Critical Effect, +2 Scavenging Critical Effect
Voice Actor: Dion Graham
Lieutenant Iresso is the love interest for the female Jedi Consular.
BELSAVIS
Nadia Grell (Female Sarkhai)
Location: Belsavis (Post-Completion)
Class: Jedi Padawan
Stances: Melee Striker, Melee Elite Striker
Armor: Light Armor
Armaments: Lightsabers, Double-Bladed Lightsabers, Electrostaves
Crew Skills: +10 Synthweaving Efficiency, +2 Diplomacy Critical Effect
Voice Actress: Holly Fields
Nadia Grell is the daughter of the Senator from Sarkhai, a new planet that has just joined the Republic
and the Rift Alliance. She eventually becomes the love interest for the male Jedi Consular; you firstmeet her at the start of Act 2. She eventually becomes your padawan, and is the first of her species
known to be force-sensitive. She has a very sweet and gentle personality. I'm not sure that that
excuses her having a bonus in tailoring, though...
Widely considered to be your most powerful companion, and will probably replace all others for a
Sage by the time you get her; she does extremely high damage. The only time you may need to switch
to Qyzen or Iresso is for Elites.
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SECRET COMPANION
HK-51 (Assassin Droid)
Location: Hoth
Class: Hunter-Killer
Stances: Ranged Defender, Ranged Striker
Armor: Droid Armor Plating, Shields, Power Generators
Armaments: Blaster Pistols, Blaster Rifles
Voice Actor: Kris Tabori
"Systems failing, Master."
Yes, he's back... sort of.
[Table of Contents]
EQUIPPING A SAGE
Handling your way across your starter world of Tython as a Jedi Consular should be pretty simple, for the
most part. However, your masters and lessons do not really explain a lot about gearing, and I feel that it is
useful to have a reference list available here. If you're looking for specific gearing instructions per
specialization, look back at the final paragraph for each specialization instead. This is general
information.
All characters use one primary ability score of Aim, Cunning, Strength or Willpower. All four of these
abilities has a specialized purpose. Aim will only increase your ranged damage and critical chance,
Cunning will only increase your tech damage and critical chance, Strength will only increase your meleedamage and critical chance, and Willpower will only increase your Force damage and critical chance.
Normally, anyway.
Each base class has a different primary ability score. A primary ability score equally improves both of the
damage vectors which your class will use. Through the Force, all things are possible; Willpower is the
primary score for Consulars and Inquisitors, and grants both Melee Damage and Force Damage, as a
result.
Presence measures your ability to inspire, lead, and guide your companions. A higher presence score will
increase your companion's health, damage and healing. Companions take up the party slot of a player, but
are less effective than a player; if you intend to do a lot of content which requires full or nearly fullgroups, it's not wise to invest much into presence.
Endurance, simply enough, improves one's raw health.
Secondary stats are available, which add more complexity to the matter.
Absorption Rating: Increases the amount of damage blocked by a successful shield reaction. More rating
is required to achieve the same percentage bonus at higher character levels.
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Accuracy Rating: Grants additional hit, and then reduces the opponent's defense once past 100%. More
rating is required to achieve the same percentage bonus at higher character levels.
Alacrity Rating: A secondary stat which improves the speed of activation time for non-instant abilities. It
does not affect the Global Cooldown. More rating is required to achieve the same percentage bonus at
higher character levels. It may also increase the rate at which periodic abilities take effect.
Critical Rating: Improves the chance of a critical hit. More rating is required to achieve the same
percentage bonus at higher character levels.
Defense Rating: Improves the chance of a avoiding an attack. More rating is required to achieve the same
percentage bonus at higher character levels.
Expertise Rating: Increases damage and healing done, and reduces damage taken, but only in PvP. A
maximum of 10% effectiveness. More rating is required to achieve the same percentage bonus at higher
character levels.
Force Power: A secondary stat which improves Force Ability damage and healing only.
Power: A secondary stat which improves damage and healing from all sources.
Shield Rating: Increases the chance that a shield reaction is triggered against an attack. More rating is
required to achieve the same percentage bonus at higher character levels.
Surge Rating: Improves the effect of a critical hit. Base Surge is +50%. More rating is required to
achieve the same percentage bonus at higher character levels.
Tech Power: A secondary stat which improves Tech Ability damage and healing only.
[Table of Contents]
CREW SKILLS
Money can get you everything.
Those of you coming from World of Warcraft post-Classic are familiar with the skill layout of that game,
where every single craft skill had to have a mechanically advantageous thing that it 'owned' (each of them
being roughly as good as the others). Several of the crafting skills in that game effectively were worthless
to anyone besides the wielder, to boot.
That is not how this game works, mechanically. Every single crew skill mechanical perk originates from
the fact that you're getting the benefit cheaper or earlier than someone who does not have your craft skill.
For example, anyone can use medpacks; only a Biochem producer can get a reusable medpack, which
costs more to craft but will never get used up. You do not need to be an artificer to upgrade your
lightsaber; artificers make the upgrades, you just buy them and insert them into the lightsaber yourself.
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Etc. The other thing is that all of the crafting skills have some sort of aesthetic option which is unique to
them, and these are among the rare bind-on-pickup items that cannot be given to anyone else.
Therefore, there are three approaches to take when choosing your Crew Skill layout: Do I want to get
something that will save me money on a reusable I want a lot of, do I want to get something that will
make me a lot of money, or do I want to get something that will give me a unique visual perk? It cannot
be stressed enough that crafting of any kind while leveling up will only be of limited use; you will always
end up ahead in credits while leveling by not crafting anything. It becomes a question of time and money
spent now, versus time and money spent later to either level up your own craft skill or constantly
purchasing everything you need.
To make your decision, you need to have a good grasp of what can be made by each craft skill. You have
access to three crew skills per character; a maximum of one may be a craft skill, and it's recommended
that the other two be a gathering skill and a mission skill which support that craft skill. Everything is
oriented around the crafting skills; mission skills provide a nice little bit of flavor, but are essentially a
second gathering skill oriented around the rarer materials that cannot be obtained through direct
gathering.
It's important to note that you will not automatically get all of the important recipes for Craft Skills from
the skill itself, even by reverse-engineering; you will need to get some of these schematics from the
Galactic Trade Network. It's also important to note that you will always lose money by sending crew
members to do missions, as the point is more to raise your skill and gain materials while not being out in
the field yourself. If it was strictly superior to self-gathering, no one would ever do it.
I'll go over each of the Crew Skills in brief - each section will contain the Crew Skill's codex entry,
followed by my input.
CRAFTING SKILL
You may only have one of these skills on your character. If you take one of these, it is your most
important skill. As noted above, once you get to endgame, you are not getting unique mechanical perks
from what you make via these skills; you're just getting it cheaper, easier, prettier, faster, or reusable. For
leveling content, they do create some unique stuff for lower levels, so rich rerollers will make purchases
from dedicated crafters a lot
ARMORMECH Recommended Skills: Scavenging. Underworld Trading (Underworld Metals).
Codex: Armormech is the ability to work with hard metals, alloys and synthetic materials toconstruct armor for non-Force users. Vendor-purchased fluxes are used during the armor creation
process to refine the materials to ensure suitability. Armormechs can reverse engineer their crafted
armor and possibly discover new ways to improve armor creation. The gathering skill Scavenging
provides crafting resources for Armormech.
Comments: Armormech is not your typical choice for a force user, because it provides no
mechanical benefits to the Jedi or Sith whatsoever. It also has no aesthetic benefit to the Shadow or
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Assassin, who cannot wear its armor. I do not recommend it for you for any reason. The materials
from its Gathering skill will be in high demand, and non-Force users are going to be a smaller
clientele than Force users in this game, I can guarantee that. There is potentially some money to be
made off of Jedi Knight and Sith Warrior ACs who want an unconventional look for their character,
but that's not a compelling enough reason on its own to take this skill. For both making money and
saving you money, this flunks the test.
Rating:
ARMSTECH Recommended Skills: Scavenging, Investigation (Compounds)
Codex: Armstech is the ability to work with hard metals, alloys and synthetic materials to craft
blasters, blaster modifications and melee weapons. Vendor-purchased fluxes are used during the
weapon creation process to refine the materials to ensure suitability. Crafted blasters include blaster
pistols, blaster rifles, sniper rifles, assault cannons and shotguns. Blaster modifications includeblaster barrels. Melee weapons include vibroblades and electrostaves. Armstechs can reverse
engineer their crafted items and possibly discover new ways to improve their creation. The
gathering skill Scavenging provides crafting resources for Armstech.
Comments: What it does not tell you is that everything it makes sucks, except for the blaster
specific mod (the gun barrel), and the many, many unique models of blaster that it can make.
Endgame Vibroblades and Electrostaves (if they ever intend to make the latter useful to a player
rather than a companion) are obtained via vendors, to prevent this from being the potentially most
universal skill ever. Instead, it's possibly the only thing worse than Armormech, unless you really,
really need to make sure that keeping Qyzen equipped is easy. Since, hooray, it can make
Techblades.
Rating:
ARTIFICE Recommended Skills: Archaeology, Treasure Hunting (Gemstones)
Codex: Artifice is the delicate skill of constructing lightsaber modifications, enhancements,
generators and focii. Lightsaber modifications include color crystals and hilts that augment a Force
user's combat attributes. Color crystals determine beam and bolt color for lightsabers and blasters.
Enhancements are modification upgrades for weapons and armor. Artificers can reverse engineer
their crafted items and possibly discover new ways to improve their creation. The gathering skill
Archaeology provides crafting resources for Artifice.
Comments: An important skill, as it creates the color crystals used by every weapon in the game,
upgrades your personal weapon, creates multiple slots (force-user off-hands, shield generators),
creates endgame relics, lightsaber hilt mods, and the enhancement mod which can go on all major
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body parts and weapons. They can also create their own lightsabers at maximum skill, though the
lightsaber hilt model is usually not as important to players as the blade color. The relics, along with
the unique lightsabers, are their 'self only' perk, as these relics can also be bought from stores. Until
everyone is geared up, the BoE relics are likely to sell well for the people who can get their skill up
high enough quickly. Because it is 'exciting', I expect this skill will be picked up by many players,
including many non-Force Users. It may suffer from market dilution, and does not have aconsumable to keep it useful once the economy settles, so I tentatively rate it well.
Rating:
BIOCHEM Recommended Skills: Bioanalysis, Diplomacy (Medical Supplies)
Codex: Biochem is the skill involved in crafting medical supplies, performance-enhancing
chemical serums and biological implants. Biochemists can create medpacs to restore health,
stimulants (single-use injections) that provide a boost to physical abilities, and biological implantsthat enhance combat prowess by stimulating neural networks and regulating brain stem functions.
Biochemists can reverse engineer their crafted implants and possibly discover new ways to improve
implant creation. The gathering skill Bioanalysis provides crafting resources for Biochem.
Comments: Medkits, Stims, Adrenals, and the only skill that can make implants. Similar to
Artifice's relics, these can be obtained without being a Biochemist, but it will be easier for them.
Until everyone is geared up, the BoE implants are likely to sell well for the people who can get
their skill up high enough quickly. The real prizes for the biochemist for self-use are the reusable
stims and adrenals. They will be expensive as anything to manufacture, but once they are, you'll be
set for life. One of my two top picks for your one craft skill.
Rating:
CYBERTECH Recommended Skills: Scavenging, Underworld Trading (Underworld Metals)
Codex: Cybertech is the skill to assemble droid armor, earpieces, grenades, armoring, mods and
miscellaneous gadgets. Armoring and mods are upgrade modifications that augment combat ability.
Earpieces are external mini-computers that are worn on or near the ear. They enhance combat
prowess by giving audio and visual feedback to the wearer or through direct neural feedback via an
external nerve relay. Cybertechs can reverse engineer their crafted items and possibly discover newways to improve their creation. The gathering skill Scavenging provides crafting resources for
Cybertech.
Comments: The other of my two top picks for your one craft skill. As with Artifice and Biochem,
it has exclusive crafter access to improving your ship, as well as two item slots (earpieces) - both of
which can be obtained in other ways for more money. Until everyone is geared up, the BoE
earpieces are likely to sell well for the people who can get their skill up high enough quickly. What
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makes Cybertech so fantastic is that it crafts the two of the most common upgrade items - Mod and
Armoring, which can go on nearly every piece in the game - as well as five different consumable
grenades which each have an unshared 5m cooldown. And these grenades can be made in reusable
varieties for the Cybertech.
That's right, you gain access to moderate to low damage ranged AoE attacks, which each carry a
useful secondary effect: A slow, a stun, an immobilize, an immobilize, and a damage-over-time
effect - periodic damage can ruin capturing objectives in PvP as well as attempts to use Force
Cloak. That's pretty huge in PvP, and even in PvE, as AoE abilities which do not sap you of
precious, precious Force? They're pretty awesome.
...And if that wasn't good enough, Cybertech can make you a custom speeder bike, too.
Rating:
SYNTHWEAVING Recommended Skills: Archaeology, Underworld Trading (Luxury Fabrics, Underworld Metals)
Codex: Synthweaving is the process of fabricating synthetic materials out of crystals, various
chemicals and artifact fragments to construct armor for Force users. Vendors provide premade
solutions, suspensions and composites that are used during the Synthweaving process.
Synthweavers can reverse engineer their crafted armor and possibly discover new ways to improve
armor creation. The gathering skill Archaeology provides crafting resources for Synthweaving.
Comments: It's essentially tailoring, and every Force User will rely on this skill; you also will
probably get a little bleedover from non-Force Users who want to have an unorthodox look. I think
it's likely to be a little more valuable than Artifice on the market, because there are far more armor
slots than weapon slots, and a lot of Force Users, and a lot of people will look at Synthweaving and
go, "Ew. It's tailoring," which sounds boring and not bother. However, its mods currently cannot
have expertise on them - the principal PvP stat - limiting its usefulness for PvPers.
As of the most recent build, these items no longer come pre-installed with mods, which has greatly
degraded the rating for the purposes of anything but simple aesthetics. Its value is principally in
early access to having as many slots as possible on your gear.
Rating:
GATHERING SKILLS
Gathering skills are skills which you or your companion may employ in the field, when you see an
appropriate resource. They supply the basic materials used in crafting skills. You may send your
companions on gathering missions which cost money, but provide you with skill-point appropriate
resources. There is a chance for your companion to fail when deployed on missions (I believe it is related
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to their affection), but it will always give you a skill point even if they fail. Out of your maximum of three
crew skills, all three may be gathering skills.
ARCHAEOLOGY Recommended Skills: Artifice, Synthweaving
Codex: Archaeology is the study of crystal formations and archaeological finds. Crystal formations
contain crystals that an Artificer can use to construct lightsaber modifications and armor for Force
users. Archaeological finds contain artifact fragments of Force-imbued technology. These valuable
items contain ancient formulas and algorithms used in the crafting skills Artifice and
Synthweaving. Archaeologists can send their companions on missions to gather resources.
Comments: Archaeology is an essential skill for Artifice - the craft skill that everyone wants - and
is easy to level up. Synthweaving will be high in demand as well. My personal experience is that
you get Archaeology materials faster than needed to keep up with your mission skills if you're
going at a good clip of leveling speed, so it may be a less satisfactory choice for a pure gatherer.
Rating:
BIOANALYSIS Recommended Skills: Biochem
Codex: Bioanalysis is the practice of collecting genetic material from creatures and vegetation.
Genetic materials include cell fibers, bacterial strains, toxic extracts and medicinal fluids.
Biochemists use these materials to create medpacs to restore health, stimulants (single-use
injections) that provide a boost to physical abilities, and biological implants that enhance combat
prowess by stimulating neural networks and regulating brain stem functions. The crafting skill
Biochem utilizes Bioanalysis resources. Bioanalysts can send their companions on missions to
gather resources.
Comments: Let's be clear right now: Biochemistry is going to be very important, so even though
this is only tied to one skill, gatherers may wish to take it anyway, to either sell their goods or trade
the materials to a Biochemist in return for manufacture of goods. Also, Bioanalysis can be
performed by you or your companion on many dead creatures, so while you won't get to use this
skill much on your capital, it'll catch up pretty quick on Taris.
Rating:
SCAVENGING Recommended Skills: Armormech, Armstech, Cybertech
Codex: Scavenging is the art of salvaging useful parts and base materials such as metals, alloys and
synthetic compounds from potential technological resources--junk piles, fallen droids, abandoned
cargo and broken-down vehicles. The crafting skills Armormech, Armstech and Cybertech utilize
Scavenging resources. Scavengers can send their companions on missions to gather resources.
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Comments: You can easily progress your scavenging by killing everything in sight when you see
droids - which dovetails nicely with roleplay for lightsiders, who are more hesitant to kill fleshies,
and the fact that stealthing through droid missions is slightly more difficult and annoying since
Mind Maze won't work on droids. Along with Diplomacy, Slicing, Investigation and Underworld
Trading, it makes a solid choice for someone not interested in personally crafting and instead
making money off of crafters. It also fuels one extremely critical and two useful tradeskills, so it's astrong recommendation.
Rating:
SLICING Recommended Skills: Cybertech
Codex: Slicing is not a skill required for crafting. Slicing is the art of accessing secure computer
systems and lockboxes to acquire valuable items, credits and rare tech schematics. Common slicing
targets include electronic safes, data stations, security mainframes and biometric footlockers. Thesetargets contain credits, rare tech schematics used to construct Cybertech gadgets, vehicles and space
upgrades, and mission discovery objects that unlock challenging missions that can potentially yield
great rewards. Slicers can send their companions on missions to retrieve these valuable items. Other
possible mission rewards include augments that can be slotted into exceptionally crafted items.
Comments: It's Investigation's cousin, more or less. Getting schematics from slicing missions is a
rarer occurrence than in Investigation, so I wouldn't worry about taking Slicing as part of a normal
set of three as a crafter, but it's basically an essential for people just looking to make a buck. You
still have a net loss of money by sending companions on Slicing missions, as the point is to raise
your skill without doing any work for it.
Rating:
MISSION SKILLS
Mission skills function identical to Gathering skills which cannot be personally collected; you need your
companion to do them. They provide the rare resources used in crafting skills as well as providing a host
of other benefits, such as giving you companion gifts to raise their affection, rare schematics, and
sometimes rare equipment. Out of your maximum of three crew skills, all three may be mission skills.
DIPLOMACY Recommended Skills: Biochem
Codex: Diplomacy is the art of conducting and managing negotiations. Sending your companions
on diplomatic missions can influence your light side or dark side standing. In addition to light side
and dark side influence, possible Diplomacy rewards include medical supplies used to construct
prototype and artifact implants, medpacs, stimulants, adrenals and gifts for companions to raise
their Affection rating.
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Comments: Gets you materials for one of the two most important skills in the game, gives you
Light Side/Dark Side farm points, and can still be used to get gifts. What else do you need? Along
with Investigation, Slicing, Scavenging and Underworld Trading, it makes a solid choice for
someone not interested in personally crafting and instead making money off of crafters.
Rating:
INVESTIGATION Recommended Skills: Armstech
Codex: Investigation is the skill of researching, gathering, analyzing and decoding secret
information. Sending your companions on Investigation missions can yield valuable items in the
form of researched compounds used to construct prototype and artifact weapons and blaster barrels,
prototype schematics for all crafts, and gifts for companions to raise their Affection rating.
Comments: Investigation finds rare schematics for every single type of crafting skill, as well as
materials for Armstech. Along with Diplomacy, Slicing, Scavenging and Underworld Trading, it
makes a solid choice for someone not interested in personally crafting and instead making money
off of crafters. It could substitute for a normal mission skill, since you rarely need the normal
mission skill to simply level up your craft, or a gathering skill if you're willing to purchase those
materials off of the Galactic Trade Network.
Rating:
TREASURE HUNTING
Recommended Skills: Artifice
Codex: Treasure Hunting is the ability to track down and recover valuable items by following a
series of clues. Companions sent on Treasure Hunting missions can return with rare gemstones used
to construct prototype and artifact enhancements, hilts, color crystals, focii and generators. Other
possible rewards include lockboxes that can contain valuable items or credits and gifts for
companions to raise their Affection rating.
Comments: It only goes with one craft skill, and everything that it is used to make is pretty much
reusable. Great if you're going with Artifice, I wouldn't bother otherwise. It can be fun to randomly
receive relics or other rare items from this skill, but it's a constant gamble.
Rating:
UNDERWORLD TRADING Recommended Skills: Armormech, Cybertech, Synthweaving
Codex: Underworld Trading entails the exchange of goods and services on the galactic black
market. Sending your companions on Underworld Trading missions can yield luxury fabrics and
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underworld metals used to construct prototype and artifact armor, earpieces, grenades, space
upgrades, and weapon and armor modifications. Other possible rewards include gifts for
companions to raise their Affection rating.
Comments: Covering both armor creating professions as well as one of the two best professions in
the game, it makes a solid choice for someone not interested in personally crafting and instead
making money off of crafters. Diplomacy, Slicing, Investigation and Scavenging are good partners
for that.
Rating:
If you read all that and are confused still - or didn't read all of that, because it's a lot to chew through,
that's okay. You just want the bottom line on which three crew skills I recommend, right? I've arranged
them into sets of three based on what your main selling market is.
PvE Endgame: Biochem, Bioanalysis, Diplomacy.
PvP Endgame: Biochem, Bioanalysis, Diplomacy // Cybertech, Scavenging, Underworld TradingSelf-Leveling: Cybertech, Scavenging, Underworld Trading // Artifice, Archaeology, Treasure-Hunting //
Synthweaving, Archaeology, Underworld Trading
Simple Money-Making: Pick any three: Slicing, Investigation, Diplomacy, Bioanalysis, Scavenging
Selling to Roleplayers: Armormech, Scavenging, Underworld Trading // Synthweaving, Archaeology,
Underworld Trading // Artifice, Archaeology, Treasure-Hunting
Do not pick: Armstech[Table of Contents]]
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A PPENDICES
A PPENDIX A: F REQUENTLY ASKED QUESTIONS
Q: How do I become a Jedi Sage? A: Reach level 10 as a Jedi Consular, and find Master Ostar-Gal in the Republic Fleet or on Coruscant.
He'll give you a mission that will further your class training.
Q: I just became a Jedi Sage. Where do I train my Sage skills?
A: Same trainer as your base class. Click the tab at the bottom to select your list of trainable Adv. Class
abilities.
Q: Where can I respecialize my character?
A: There is a respecialization trainer standing in the banking area of Coruscant, as well as in the Class
Trainer area of the Republic Fleet. In both locations, he's a Rodian by the name of Leuro-Khian, and is
titled as <Skill Mentor>. He's near the person who accepts Guild Charters.
Q: When can I get my speeder?
A: After turning level 25, purchase Speeder Piloting from your trainer for 25,000 credits, then go to your
fleet. Barik, the Speeder Vendor, is located in the Northeast-most room in the fleet's main deck. (Part of
the Galactic Trade Market area.) You can also purchase them on Tatooine. Your first speeder will cost
you 8,000 credits; you can get upgrades at level 40 and 50.
Q: I'm coming from WoW. Do these skill specializations have any resemblance to stuff from there?
A: The Seer tree plays a lot like (though not identical to) a Discipline Priest with a bit more control.
Telekinetics is loosely similar to Elemental Shamans, and Balance is loosely similar to Affliction or
Shadow.
Q: I'm coming from Star Wars Galaxies/other MMO. Do these skill specializations have any
resemblance to stuff from there?
A: I am not sufficiently familiar with most of those games to say. If someone would like to suggest things
for me, I'd appreciate it. Games like City of Heroes are too different from your average MMO, and thus
don't really bear comparison well.
Q: Do I have to use a Single-Bladed Lightsaber?
A: Yes and no. You cannot use a Double-Bladed Lightsaber, and you cannot use two Lightsabers, but you
can equip and retrofit a vibroblade with mods to give it mostly Sage-beneficial scores.
Q: Do we have to wear robes? Can we wear pants? A: Pants are rare, but exist. If you want to keep the pants look, find a moddable pair and you'll be able to
keep them all the way up into endgame.
Q: Can we really keep stuff the whole game and just keep modding it?
A: Yes and no. As soon as you find a chestpiece, pants, hat, weapon, gloves, and shoes - the most
important stuff - with four upgrade slots, you can keep modding it for the whole level up game. It is
rumored that Endgame, however, starts getting items with extra slots, and PvP gear has its expertise as a
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built-in, rather than a mod granted, stat. So you can keep it for most of the game. Endgame is where you
will have more difficulties.
Q: Do I ever get to use my Lightsaber for anything?
A: You get to watch it deflect attacks, but it's pretty much a stat stick.
Q: What's the best Skill Specialization for leveling?
A: All Sage specs are very strong for leveling, but Seer is probably the strongest overall, thanks to the
companion system. Balance is a close second due to its control and self-healing, and Telekinetics, while
last, is still pretty awesome. You can't go wrong, here.
Q: What's the difference between Jedi Sage and Jedi Shadow in the Balance tree?
A: They are both proc-heavy, DoT self-healing builds. It's a question of whether you want to use your
lightsaber and Project, or Telekinetic Throw and Disturbance. The Shadow gets better procs to
compensate for its lower range and smaller Force Pool.
Q: Is the Jedi Sage the best healer?
A: No healer is the best - they've each been designed to heal in different, and complementary, ways.
Q: What's the difference between the three types of healers?
A: In brief, the Smuggler has escape options and has to tactically manage its healing due to its resource,
which prevents it from ever being permanently tapped - but short-term burst healing will screw you over
for a while. It has a healing combo point system, and is based around periodic, constant healing with
reserved upward spikes. The Commando is the most versatile healer, and pivots on the Supercharge Cells
mechanic, which gives it a brief healing 'supermode' when needed. It also has a short-term resource
management focus. The Jedi Sage reacts best to sudden spikes in health and has to manage its resource
long-term.
Q: I'm going to do PvE. Does the Balance or Telekinetics tree do higher max DPS? A: Telekinetics is generally accepted to do more damage, but Balance is competitive with it.
Q: What's the difference between a Sage and a Sorcerer?
A: There are the obvious ones - different stories, companions, and titles. Visually, a Sorcerer's Force
Powers are centered around violet lightning, while a Sage is reliant on golden energy and rocks or other
environmental elements. Late game, the Sage obtains Unity, while the Sorcerer gets Sacrifice. I'm of the
opinion the Sage's ability is a bit better for the class.
Q: I want to play a Movie Jedi; is this the class for me?
A: You can do a good imitation of Yoda in the original trilogy, that's about it for Movie Jedi.
Q: What's the story like?
A: The story is unaffected whether you are a Jedi Shadow or a Jedi Sage. The Jedi Consular's storyline is
based around suspense and philosophy, and is not to everyone's tastes. You'll find more energetic and
boisterous stories among the other classes, but this storyline is - in BioWare's words - supposed to be
more along the themes of KotOR 2 than KotOR 1.
Q: Do we get any evil companions?
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A: Not really. Consulars get many companions who are not perfectly light-sided, but grayish white is the
best overall depiction.
Q: Which abilities are off of the Global Cooldown?
A: Force Potency, Mind Snap, Force Speed, possibly others. Need to test more later.
More questions to be added as needed later.
[Table of Contents]
A PPENDIX B: MMO G LOSSARY
Activation Time: The amount of time used before an ability finishes its animations and triggers.
Generally, being attacked during an activation causes pushback, and movement will cancel the activation.
AoE: Area-of-Effect ability. Refers to an ability that strikes an area, hitting all targets within that space.
AoE abilities which only affect targets in melee range of the user are called Point-Blank Area-of-Effect,or PBAoE.
CC: Crowd Control. In the MMORPG context, it is used to refer to abilities which can reduce the number
of opponents being faced at a given moment, without actually defeating one of them. Several abilities
have crowd control effects which only trigger on Weak and Standard enemies, and will not work on
Strong, Elite or Boss NPCs, or enemy players.
Channeled Ability: An ability of this kind begins triggering immediately, but does not finish until the
activation bar is entirely depleted. If this ability is ended early for any reason, then you will not get the
full effect of the ability, even though you have paid the full cost. Pushback on a channeled ability will
cause the ability to end early. Moving, whether voluntarily or involuntarily, will always end a channeledability prematurely. Alacrity does not affect channeled abilities.
Defender: See TANK.
DOT: Damage-over-time. See PERIODIC DAMAGE
DPS: Literally, damage-per-second. It is also commonly used to refer to those characters who have
damage-dealing as their primary mechanical mission. See STRIKER.
Global Cooldown: A 1.5 second delay after activating any instant or channeled ability, or initiating an
ability with an activation time, preventing you from activating the majority of other abilities. A rare few
abilities neither cause nor are affected by the Global Cooldown.
Interrupt: Broadly, any reason that an ability with an activation or channeling time is suddenly
cancelled. More specifically, an ability that always causes cancellation of the target's non-instant ability,
and adds a cooldown before the target can attempt that ability again. They are sometimes sorted into the
mutually exclusive categories of Soft Interrupt (which does not add a cooldown to the targeted ability)
and Hard Interrupt. Mind Snap is a Jedi Shadow's interrupt, and Jolt is a Sith Assassin's.
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Kiting: Using abilities and careful positioning to force a melee-primary opponent to follow another
person at a distance like a kite - a successful example of kiting minimizes the amount of close-range time
the melee-primary character is able to get.
Knockback: Not the same as pushback, knockback refers to a character being forcibly moved by another
character (usually backwards).
OOF: Out of Force (points.) When you've exhausted your resource bar.
Periodic Damage: An effect which causes damage over time on a regular basis, such as every second or
every three seconds, without further input from the user.
Proc: A "Programmed Random Occurence." Essentially, a proc is any ability which activates randomly.
If you have an ability which has a 10% chance to heal you in addition to its primary effect, that heal effect
would be considered a proc.
Pushback: Not the same as knockback, pushback refers to an unexpected delay during the activation of a
non-instant ability, or causing a pulse on a channeled ability to fail. Pushback is caused by taking damagefrom any hostile source during the activation of the ability. Several skills mitigate or remove pushback on
specific abilities.
Resolve: A bar which fills up whenever a character is limited in their actions against their will by another
player character, in any way, proportional to the severity of the limitation. It slowly depletes when not
recently increased. When the bar is completely filled, the character becomes immune to all limiting
effects for the next eight seconds, before the bar drains entirely.
Root: An ability which forces a character to remain stationary.
Snare: An ability which slows down a character's movement speed, but they are still capable of moving.
Striker: A character whose primary role in a group setting is to deal damage to the opponents. See DPS.
Tank: A character whose primary role in a group setting is to attract the enemy's attention and keep
harmful damage away from other squad members.
Utility: Reference to abilities which do not directly relate to healing, damage dealing, or tanking but are
combat-useful nonetheless.
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A PPENDIX C: K EYBINDS
If someone would like to offer their own bindmaps with common mice (incl. the standard two-button), I
might post them. I don't currently have a finalized bind setup for any specialization.
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A PPENDIX D: S AGE↔ SORCERER D ICTIONARY
If an ability name isn't included, it is identically named across the two classes. Some of the more common
skills are included as well.
Sage to SorcererBalance: Madness
Benevolence: Dark Heal
Concentration: Subversion
Conveyance: Force Bending
Critical Kinesis: Disintegration
Deliverance: Dark Infusion
Disturbance: Lightning Strike
Double Strike: Thrash
Force Armor: Static Barrier
Force in Balance: Death Field
Force Lift: Whirlwind
Force of Will: Unbreakable Will
Force Potency: RecklessnessForce Stun: Electrocute
Force Suppression: Deathmark
Force Valor: Mark of Power
Force Wake: Electric Bindings
Force Wave: Overload
Forcequake: Force Storm
Healing Trance: Innervate
Kinetic Collapse: Backlash
Meditation: Seethe
Mental Alacrity: Polarity Shift
Mind Crush: Crushing Darkness
Mind Snap: Jolt
Noble Sacrifice: Consumption
Project: Shock
Psychic Projection: Lightning Barrage
Rejuvenate: Resurgence
Rescue: Extrication
Resplendence: Force Surge
Restoration: Purge
Revival: Reanimation
Salvation: Revivification
Seer: Corruption
Telekinetic Defense: Lightning Barrier
Telekinetic Effusion: Lightning Effusion
Telekinetic Throw: Force Lightning
Telekinetic Wave: Chain Lightning
Telekinetics: LightningTidal Force: Lightning Storm
Tremors: Conduction
Turbulence: Thundering Blast
Unity: No direct analogue, but closest is Sacrifice.
Upheaval: Chain Shock
Weaken Mind: Affliction
Sorcerer to Sage Affliction: Weaken Mind
Backlash: Kinetic Collapse
Chain Lightning: Telekinetic Wave
Chain Shock: Upheaval
Conduction: Tremors
Consumption: Noble Sacrifice
Corruption: Seer
Crushing Darkness: Mind Crush
Dark Heal: Benevolence
Dark Infusion: Deliverance
Death Field: Force in Balance
Deathmark: Force Suppression
Disintegration: Critical KinesisElectric Bindings: Force Wake
Electrocute: Force Stun
Extrication: Rescue
Force Bending: Conveyance
Force Lightning: Telekinetic Throw
Force Storm: Forcequake
Force Surge: Resplendence
Innervate: Healing Trance
Jolt: Mind Snap
Lightning: Telekinetics
Lightning Barrage: Psychic Projection
Lightning Barrier: Telekinetic Defense
Lightning Effusion: Telekinetic Effusion
Lightning Storm: Tidal Force
Lightning Strike: Disturbance
Madness: Balance
Mark of Power: Force Valor
Overload: Force Wave
Polarity Shift: Mental Alacrity
Purge: Restoration
Reanimation: Revival
Recklessness: Force Potency
Resurgence: Rejuvenate
Revivification: Salvation
Sacrifice: No direct analogue, but closest is Unity.
Seethe: Meditation
Shock: ProjectStatic Barrier: Force Armor
Subversion: Concentration
Thrash: Double Strike
Thundering Blast: Turbulence
Unbreakable Will: Force of Will
Whirlwind: Force Lift
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A PPENDIX E: C HANGELOG
v0.0.0a: First version. 12/2/2011 || Reorganized and summarized Crew Skill stuff for clarity. 12/3/2011
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A PPENDIX F : A DVANCED R EADING
Guide: Healer Ability and Playstyle Comparison is a useful local thread comparing the healer types.
The Sith Sorcerer's Codex, the Imperial translation version of this thread.
The Consular's Codex is a resource for Jedi Sage Healers run by a friend of mine, if you're looking to run
another Consular or find that the Shadow isn't for you.
Wobb's Seer Healing Guide - a better discussion of advanced stuff than I can provide.
mikeyboii's Telekinetics Guide - a better discussion of advanced stuff than I can provide.
TORHead is always full of good information.
More to come later. But don't forget to follow the signal!
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