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[Guide] Sorcerer Healing


Orderken

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This is an in-depth guide for healing Operations (PVE), and a basic guide for healing Warzones (PVP), as a level 55 Sorcerer. It's current as of SWTOR 2.8.1, and was last updated on July 12.

 

This guide is organized as follows.

 

 

  1. PVE

    1. Skill Points
    2. Rotation
    3. BIS Gear
    4. Playing Like an Expert
    5. Parsing
    6. Tips for Certain Bosses

 

 

[*]PVP

  1. Skill Points
  2. BIS Gear
  3. Basic Advice

 

 

[*]Maximizing Your Performance

  1. Datacrons
  2. Companions
  3. Consumables
  4. User Interface

 

 

[*]Your Abilities in Detail

 

This first post includes Section 1. The second post includes Sections 2-4. This guide is available as a Word document.

 

 

PVE

Skill Points

 

 

For progression, I usually allocate my skill points as follows: 36/7/3.

 

You may reallocate up to two points among the four skills discussed below.

 

 

  1. Sith Purity improves your cleanse, Expunge.

  2. I recommend this skill for Dread Fortress. With this skill, you can cleanse at least one debuff during four of the five bosses.
  3. This skill is useful in fewer situations for Terror from Beyond, Scum and Villainy, or Dread Palace.

 

 

[*]Sith Defiance reduces damage taken. I recommend this skill for progression.

  1. A Sorcerer has the least Armor, and unavoidable damage is common in Operations.
  2. This skill is more valuable in 16-man Operations, because many attacks deal substantially higher damage than in 8-man. In fact, a Sorcerer without this skill could've been globaled despite perfect play in Nightmare 16-man Kephess the Undying or Olok the Shadow.

 

 

[*]Corrupted Speed increases Force Speed's duration and causes Force Barrier to finish Force Speed’s cooldown. Though not significant for PVE, a skilled healer can leverage it for the occasional clutch play, and less time moving means more time for casted or channeled abilities. Uses included the following.

  1. For Dash'Roode, to return faster after being lost in a sandstorm.
  2. For Titan 6, to reach a distant rock from the corner to which a DPS ran one of the Huge Grenades.
  3. For Thrasher, to switch between tanks, or to handle Firebug, faster.
  4. For Writhing Horror, to drop the DOT's puddle in a safe location and return faster.
  5. For Kephess the Undying, to catch a tank kiting Kephess while giving Energy Distortions a wide berth.
  6. For Raptus, to be in range of tanks after a challenge for which the healing and tanking doorways are far apart, or to return faster after being ported to the entrance.

 

 

[*]Reverse Corruptions reduces by 30% the duration of the Force regeneration debuff from using Consumption without Force Surge. It also allows Force Barrier to remove this debuff.

  1. At its best, this skill is training wheels for an inexperienced healer or belt and suspenders for an experienced healer. A healer who benefits from this skill has room to improve his Force management.
  2. At its worst, this skill encourages weak Force management and misuse of Force Barrier.

    Rotation

     

     

    As a healer, you have a unique and demanding job: triage. You must determine an order to heal your allies and a rotation that will prevent deaths. A fight that is challenging to heal tests your ability to make quick, accurate decisions that complement your co-healer’s.

     

    Though no rotation is ideal for every situation, your goal is using Resurgence > Innervate on cooldown. As a rotation, this is Resurgence > Innervate > two or three other abilities. Using Innervate on cooldown, and having it consume Force Bending, is the key to Force management and, for healing one ally, provides unrivaled HPS (healing per second) and HPF (healing per Force).

     

     

    Guides adequate for the casual player have sprouted like mushrooms. Most recommend one or more poor techniques regarding rotation. I redress these below.

     

     

    1. Though Revivification usually has the largest share of a Sorcerer’s effective healing in an Operation, using it merely because its cooldown is finished is poor technique. To maximize this ability’s, and your total, effective healing, synchronize Revivification with AOE damage. Using it more often wastes time and Force, and using it early wastes its healing, which is slightly front-loaded and requires good positioning.
       
       
    2. Using Force Bending, the buff given by Resurgence, for an ability other than Innervate is almost always poor technique. For example, using this buff to reduce the cost of Revivification reduces not only the HPS that you can sustain but also your ability to regain Force.
       
       
    3. Treat Revivification and Overload as alternatives unless using them back-to-back won’t overheal. If Overload is sufficient, use it alone. If Overload is insufficient, and Revivification alone will be sufficient over its 10-second duration, use Revivification alone.

     

     

    If you wish to analyze HPS and Force management with rotations, see worksheet “Operation HPS” in my model.

     

    BIS Gear

     

     

    For PVE, this is BIS. See my model for a detailed explanation and supporting calculations. The rule-of-thumb is:

    1. Willpower.
    2. Power > Critical. Zero Critical from gear is optimal.
    3. Surge between about 250 and 300, and afterwards stack Alacrity.
    4. Zero Accuracy is optimal, because abilities used on allies can’t miss.

     

     

    Set Bonuses

     

    The Mystic’s 2-piece PVE set, which reduces the cooldown of Innervate by 1.5 seconds, is mandatory.

     

    The Mystic’s 4-piece PVE set, which increases maximum Force by 50 (and, as a result, causes Consumption to restore 4 more Force), isn’t worthless for a fight that’s challenging to heal. It’s decent for a few fights, such as Brontes, with one or more lulls that permit you to top up your Force between periods of intense damage. Despite being lackluster, it’s better than either alternative.

     

     

    • The Master’s 2-piece PVE set, which reduces the cooldown of Polarity Shift by 15 seconds, is worthless unless it ensures that Polarity Shift will be available for one additional period of intense healing during a fight. I’m not aware of any such fight.
       
       
    • The Mystic’s 2-piece PVP set, which reduces the cooldown of Static Barrier by 1.5 seconds, is inferior in every respect. The lower stats on PVP Armorings reduce not only non-tank healing, but also tank healing. Even if you were to refresh Static Barrier on a tank on cooldown (which is usually poor technique), your maximum potential healing for this tank falls. In addition, your Armor is lower, increasing your damage taken, and your maximum HP is lower.

     

     

    Augments

     

    Use Resolve (Willpower) Augments. Though Overkill (Power) Augments provide roughly equal total output if you have BIS gear and use Static Barrier as often as you should, Willpower increases the likelihood of Force Surge procs.

     

     

    Relics

     

    For relics of the same tier, Focused Retribution = Serendipitous Assault > Boundless Ages. I don’t recommend a Boundless Ages relic, not even for Raptus’s Healing Challenge.

     

     

    Power versus Critical

     

    There is no sound argument for any Critical in BIS gear. (As you upgrade from one tier of gear to the next, however, an item of the higher tier with Critical > an item of the lower tier with Power until you have almost 200 Critical. Please consult my model or contact me with any questions about mixing gear from multiple tiers.)

     

     

    1. The math is straightforward and definitive: zero Critical maximizes tank or non-tank healing. A very low amount of Critical would be optimal if Static Barrier were less than about 10% of your effective healing, but using Static Barrier so sparingly is poor technique for a fight that’s challenging to heal, even with a Sorcerer co-healer.
       
       
    2. No benefit from Critical outweighs its cost.

    3. Guaranteeing that Dark Infusion crits with Recklessness requires nearly 1000 Critical, but so much Critical reduces overall healing about 4%.
    4. Critical increases the likelihood of Force Surge procs, but poor rotation is the sole cause of having too few for Consumption. Rather than lessening this one symptom of a poor rotation with Critical, correct your rotation. Mistakes in your rotation have additional penalties, none of which Critical can alleviate.

     

     

    [*]Even if all else were equal, healing favors consistency (Power) over RNG (Critical).

     

     

    Surge versus Alacrity

     

    Both metrics of my model (see worksheet "Gear") show that, in Underworld or higher tier gear, BIS gear has 3 items with Surge and the remaining 7 items with Alacrity. The alternative, with almost equal output, has 4 items with Surge and 6 with Alacrity.

     

    There is no sound argument for having more Surge in BIS gear. In fact, the more important of my model’s two metrics, EHPCT Rating, doesn't even capture the following benefits of Alacrity.

     

     

    1. While Alacrity is undesirable for most specializations, because it forces an additional weak ability into your rotation while the cooldown of a proc or strong ability finishes, the opposite is true for a Sorcerer healer. In gear from Arkanian to Dread Master, increasing Alacrity tightens your rotation, maximizing your HPS and stacks of Force Surge by allowing you to activate Innervate sooner after it's off cooldown. To examine this, see worksheet "Operation HPS" in my model.
       
       
    2. Alacrity reduces time spent managing Force or cleansing, leaving more time for healing.

      Playing Like an Expert

       

       

      1. Heal to prevent deaths, not to top meters.
         
        Meters are a valuable tool and enhance competition, but don’t influence a skilled healer’s decision-making. For example, suppose that 8 DPS are at half health and won’t take damage for another 20 seconds, and, meanwhile, 1 tank is at half health and might die in a few seconds. Triage says Static Barrier or Innervate the tank, but meters say Revivification the DPS.
         
        AOE heals can have high EHPS, but heal slowly. Before choosing an AOE heal, be sure that you’re using your head (triage), not your epeen (meters).
         
         
         
      2. Minimize over-healing, especially of non-tanks.
         
        HPS is trivial for a skilled healer. As shown on worksheet “Operation HPS” in my model, in an 8-man Operation, a Sorcerer healer may indefinitely sustain over 7k HPS (8k HPS including Static Barrier’s absorbing), more than twice what any fight requires.
         
        Among Sorcerer healers, a quality that sets an expert apart is efficiency. In particular, efficient use of Revivification is crucial to your EHPS and Force management. In general, rather than using this ability on cooldown or prematurely, use it after AOE damage only if Overload is insufficient.
         
         
         
      3. Replenish Force before a period of intense damage, so that you can heal through it without pausing to replenish Force.
         
        Among Sorcerer healers, a quality that sets an expert apart is the ability to leverage his resource pool, which is generous compared to the other healing classes’. For example, since damage can be intense during the first phase of Nightmare Cartel Warlords (Horic), and will be manageable during the second phase (Tu’chuk), I’m willing to heal without pausing to replenish Force during the first phase, even to the point of nearly 0 Force. I can use Consumption during the second phase without risking an ally’s death.
         
         
         
      4. Avoid debuffing your rate of Force regeneration.
         
        Among Sorcerer healers, a quality that sets an expert apart is almost never debuffing his rate of Force regeneration. This debuff is perilous; it can start you down a vicious spiral on which you’ll always be Force-starved. Two techniques allow you to replenish Force without debuffing your rate of Force regeneration.
         
        First, until you’ve replenished enough Force to heal through the next period of intense damage, every 7.5 seconds use Resurgence > Innervate followed by Consumption for one or more charges of Force Surge.
         
        Second, don’t hold 3 charges of Force Surge for your next Revivification unless it must be used while moving. When I have 3 charges of Force Surge, I often use Consumption once immediately before Revivification. This offsets most of the cost of Revivification. It also allows me to use my next ability sooner than if Revivification were instant.
         
         
         
      5. Use Static Barrier liberally and wisely.
         
        Among Sorcerer healers, a quality that sets an expert apart is liberal and wise use of Static Barrier.
         
        For tanks, it’s usually fine to refresh Static Barrier immediately as Deionized expires. There is, however, an important exception: reserve Static Barrier for immediately before (or after) moments when a tank’s health is likely to be low. For example, time Static Barrier so that you can apply a fresh one to a tank whenever Titan 6 puts a Huge Grenade on him or Brontes’ targets him with Arcing Assault.
         
        For an ally targeted by a damaging mechanic, such as Kephess the Undying’s Dread Bomb, you have only a moment to mitigate damage with Static Barrier. Your awareness and quick action can be the difference between life and death.
         
        For a non-tank likely to take unusual and high damage, such as from adds or an uncleansable DOT like Tyrans’ Affliction, Static Barrier can prevent his health from dipping too low. Preventing such an emergency with Static Barrier can give AOE heals time to top up non-tanks, which, in turn, allows healers to focus on tanks.
         
        See “Tips for Certain Bosses” for a list of the rare circumstances in which spamming Static Barrier is prudent. Otherwise, this is almost always poor technique, because AOE heals provide superior HPCT (healing per cast time) and HPF (healing per Force).
         
         
         
      6. It’s very rarely appropriate to use Dark Heal.
         
        Dark Heal has no place in a rotation.
        • Static Barrier and Innervate have higher HPS and HPF.
        • Dark Infusion usually has comparable HPS and always has higher HPF.
        • Though Dark Heal is a small heal, it isn’t for topping up allies. It costs too much Force, and merely snipes your or your co-healer’s HOTs or AOEs.

       

      When an ally is about to die, it might be appropriate to use Dark Heal, but only if none of the below abilities is available.

      1. Static Barrier is instant, and it absorbs more than Dark Heal would heal.
      2. Innervate has higher HPS than Dark Heal, and its immediate tick and first channeled tick occur before a cast of Dark Heal would finish.
      3. Dark Infusion buffed by Recklessness and Polarity Shift is usually more effective than Dark Heal. An ally saved by Dark Heal will remain close to death without further healing; Dark Heal won’t resolved his emergency. Dark Infusion buffed by Recklessness might resolve his emergency, allowing you to heal someone else next.

       

      Parsing

       

       

      Running a parser during an Operation helps you refine your technique over several pulls of a challenging boss. I recommend Parsec, which can estimate the amount of damage absorbed by Static Barrier.

       

      Challenging content’s demands on your time and Force require at least 70% effective healing (excluding Static Barrier). Avoid the MOX parser, which encourages poor technique by failing to distinguish effective healing from over-healing.

       

      Tips for Certain Bosses

       

       

      Operation: Terror From Beyond

       

      Dread Guard

      • Use Static Barrier on the tank with Kel’sara’s Leech.
      • Force Barrier resists damage from Heirad’s Lightning Field.
      • Though Force Barrier doesn’t purge Ciphas’s Doom, it resists the damage that it deals upon expiring.
      • Force Barrier purges Kel’sara’s uncleansable DOT, Withering Terror.

       

      Kephess the Undying

      • In the first phase, Force Barrier clears any stray Energy Distortion that attaches to you or resists damage from Laser Blast.
      • In the second phase, Force Barrier resists damage from Dread Bomb or, if you’re unable to channel a Pylon, purges Corrupted Nanites.

       

      Terror from Beyond

      • Use Cloud Mind to lower your threat with each Tentacle during the first phase, and on cooldown during the second phase.

       

       

      Operation: Scum and Villainy

       

      Dash’Roode

      • Rejoin your group in record time after being lost in the sandstorm with one point in skill Corrupted Speed rather than two points in Fadeout.

       

      Titan 6

      • Force Barrier resists damage from a Huge Grenade.
      • Force Barrier resists damage from Launch (Defensive Systems 5) if you’re unable to find a rock with a vacancy.
      • During the final phase, spam Static Barrier whenever Revivification, Overload, and Resurgence > Innervate are on cooldown.

       

      Thrasher

      • Adds in the stadium’s upper level spawn every 45 seconds, which matches Cloud Mind’s cooldown. Use Cloud Mind just after each group of adds spawns.
      • On Nightmare Mode, after Thrasher’s health falls below 50% and more than one pack of Mercenary Snipers spawns, it’s helpful to spam Static Barrier immediately before the knockback to the stadium’s upper level.

       

      Operations Chief

      • Use Force Barrier to purge one of his Explosive Probes.

       

      Cartel Warlords

      • Though I’ve never done this for any other fight, on Nightmare Mode, it’s helpful to blanket the raid with Static Barrier (and then channel Seethe to replenish your Force) immediately before pulling.
      • If you’re unable to heal an ally through Garr’s Stabbing Spree, and he doesn’t have a CC break available, use Extrication to pull him far out of Stabbing Spree’s range.

       

      Styrak

      • On Nightmare Mode, to control a Chain Manifestation, I recommend Overload > Force Slow > Electrocute when Force Slow expires. A freeze grenade works, too, but has a 3-minute cooldown.
      • Immediately before Styrak divides himself into 4 (or, on 16-man Nightmare Mode, 8) Manifestations, it’s helpful to Static Barrier each ally who’ll likely be closest to a Manifestation.

       

      Hateful Entity

      • Use Force Barrier when Hateful Entity will strike you with the next Dread Touch (because your debuff has just expired). Hateful Entity will strike you with Dread Touch though you’re channeling Force Barrier. Dread Touch still knocks you down and stuns you (cancelling your channel of Force Barrier), but Force Barrier resists its damage.
      • If you revive an ally while in combat and after everyone has been struck by Dread Touch, it’s imperative that he be topped up immediately. Dread Touch’s debuff doesn’t persist through death, and, therefore, Dread Touch will strike him next.

       

       

      Operation: Dread Fortress

       

      Nefra

      • Using Force Barrier to purge the DOT allows you to complete a round of cleanses 4.5 seconds faster.

       

      Draxus

      • On Hard or Nightmare Mode, you can’t cleanse a Guardian’s Affliction. Force Barrier purges it from you, and Static Barrier stabilizes another’s health.
      • If you tank a Dismantler in your team’s strategy, channel Force Barrier after it begins casting Strong Swipe. Force Barrier resists Strong Swipe’s damage, knockback, and debuff. If you stop channeling Force Barrier immediately after Strong Swipe, you’ll retain aggro on the Dismantler and be able to tank it through its second Strong Swipe.
      • On Nightmare Mode, a Bulwark debuffs any player under its shield with Dread Disruption, which prevents healing. This debuff doesn’t diminish damage absorption, such as from Static Barrier, or damage reduction. Cleanse Corrosive Grenade as soon as possible from any player with Dread Disruption.

       

      Corruptor Zero

      • Force Barrier neither purges a Concussion Mine nor resists Anti-Gravity Field.
      • Force Barrier resists damage from Unified Beam. I don’t recommend relying on it, however, because your allies need healing during this phase on Hard or Nightmare Mode.

       

      Brontes

      • An ally with an Orb takes steady, light damage from the Orb before detonating it. Heal him through this damage, reserving Static Barrier for immediately before the detonation.
      • Force Barrier isn’t useful if you have an Orb, because your Orb won’t detonate while you’re channeling Force Barrier.
      • To prepare for the phase with six Fingers, blanket the raid with Static Barrier while two or three Robots remain. Deionized will expire as the initial rounds of damage during the six-Finger phase have exhausted Static Barrier, allowing you to blanket the raid with Static Barrier a second time. This technique is incredibly effective, maintaining everyone at full health for much, and sometimes most, of this phase.

       

       

      Operation: Dread Palace

       

      Tyrans

      • On Hard or Nightmare Mode, you can’t cleanse Tyrans’ Affliction. Force Barrier purges it from you, and Static Barrier stabilizes another’s health.
      • On Nightmare Mode, when you have Simplification:
        • Before falling, help your co-healer as much as possible. In general, use Revivification > Static Barrier > Static Barrier. (Neither Static Barrier is on yourself; you can heal yourself while falling or moving across Tyrans’ basement.)
        • If you stand on the tile that you’ve selected for elimination, Force Barrier prevents fall damage.

       

       

      Raptus

      • For each Tanking Challenge, give each tank a fresh Static Barrier. To avoid proccing relics before entering a Healing Challenge, don’t refresh a tank’s Resurgence.

       

      Rotation for a Healing Challenge

      1. Triage Adrenal (for one of the two rounds) > Polarity Shift > Revivification with 2 stacks of Force Surge. If you have 3 stacks, use Consumption once while waiting to enter the Healing Challenge.
      2. Resurgence > Innervate.
      3. Recklessness > Dark Infusion three times.
      4. Innervate (without Force Bending).
      5. Finish with Dark Infusion > Dark Heal. If this Dark Heal fails, because the Healing Challenge ends while casting it, try replacing the Dark Infusion with Dark Heal. Dark Heal > Dark Heal should outheal one Dark Infusion.

       

      On Nightmare Mode, Curse of Enfeeblement must be removed from the Dying Captive, you, and your co-healer as soon as possible.

      • With an Operative co-healer, purge yourself with Force Barrier for the first round, and cleanse yourself with Expunge for the second round. For both rounds, your co-healer cleanses the Dying Captive and purges himself with Evasion.
      • With a Mercenary co-healer, your co-healer cleanses only himself each round.
        • For the first round, cleanse the Dying Captive and purge yourself with Force Barrier.
        • For the second round, replace Steps 1 and 2 above with: Expunge on the Dying Captive > Revivification with 1 or 3 stacks of Force Surge > Resurgence > Polarity Shift > Expunge on yourself > Innervate. You bear the healing loss of Curse of Enfeeblement, because you can setup both of your long-lasting HOTs while cursed.

       

      Additional advice for a Healing Challenge

      • If Polarity Shift isn’t active when you begin the channel of Innervate in Step 4, delay Polarity Shift until after Revivification.
      • In general, exactly one healer uses a Triage Adrenal during each round. On Nightmare Mode with a Mercenary co-healer, you both use it during the second round.
      • Don’t substitute a Boundless Ages relic for a proc relic. The pause in healing before entering a Healing Challenge almost guarantees that both of your proc relics will buff you during each Healing Challenge. This is more valuable than having a Boundless Ages relic for only one round.

       

       

      Dread Masters

      • Shortly before triggering the final phase, blanket the raid with Static Barrier. During the final phase, spam Static Barrier on non-tanks whenever Revivification, Overload, and Resurgence > Innervate are on cooldown.

       

       


  3. In addition to hastening Consumption, Alacrity increases the amount of Force that you'll regenerate during any moments of downtime.
  4. Even with skill Sith Purity, Expunge's HPS and HPF are abysmal, so its use is strictly to cleanse.

 

 

[*]Alacrity increases your APM (actions per minute), a boon for triage. This benefit of Alacrity is especially valuable for a Sorcerer, who has the lowest APM among healers. For example, Alacrity increases the likelihood that you'll be able to preempt damage with Static Barrier.

 

 

[*]Increasing Alacrity reduces the likelihood that a cast or channel will be

  1. broken, because your target becomes out of range or line-of-sight;
  2. interrupted, such as by a knockback; or
  3. cancelled, because you must move or switch immediately to healing another.

 


If you learn the rotation and techniques discussed in this guide, you should never have this debuff.
Using Force Barrier to remove this debuff means that it’s unavailable to cheat death, avoid substantial damage, purge an uncleansable debuff, or complete a crucial round of cleanses 4.5 seconds faster.

[*]If you choose this skill, and choose to use Force Barrier to clear a Force regeneration debuff, you’ll benefit most by channeling Force Barrier immediately after using Consumption without Force Surge for four or more consecutive GCDs.

 

Edited by Orderken
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PVP

Skill Points

 

 

If you choose to invest 36 points in the healing tree, I recommended the following allocation: 36/7/3.

  1. Sith Purity is mandatory for PVP.
  2. Corrupted Speed is mandatory for a PVP allocation with 36 points in the healing tree.
  3. I favor three skill points in Penetrating Darkness and none in Corrupted Barrier.

    1. My impression is that Corrupted Barrier hasn’t saved or materially extended my life. While I channel Force Barrier, my resolve wears off, leaving me vulnerable to being stunned and killed the moment that I stop channeling.
    2. There are two factors that might change my mind.
      1. Corrupted Barrier’s HOT can proc a relic, increasing a proc relic’s uptime.
      2. In the brief moments when I’m not the target of the enemy team, and I’m confident that there isn’t a nearby enemy in stealth, I’ve allowed Corrupted Barrier’s HOT to heal me slowly while I heal my allies instead.

       

      The alternative, which is usually superior for 4v4 (arena), is “Bubble Stun”: 26/18/2.

    • Pros
      • Bubble Stun is wonderful against melee who are attacking you.
      • Burst damage is crucial in PVP. The skills in the middle tree allow you to dish some out.
      • Force management is easier, for reasons including skills Subversion and Lightning Storm.

      [*]Cons

      • Bubble Stun is worthless against ranged who are attacking you.
      • You’re trading healing potential for DPS potential. A healer who has 36 points in his healing tree can provide more healing.

 

Though Force Suffusion adds healing to Overload, I don’t invest points in this skill for PVP. I can’t afford to use Overload merely for healing when it’s usually necessary for defending myself or, in Warzones, the cap.

 

I urge you not to queue for Solo Ranked as a Sorcerer healer. The design of our class prevents us from competing with the other healing classes.

 

BIS Gear

 

 

This is likely BIS for PVP without Warzone Bolster.

 

At this time, however, Warzone Bolster allows you to cap Expertise while also having the Force-Mystic’s 2-piece PVE and 2-piece PVP set bonuses (see here for details). You may test your PVE components on Fleet with the "Bolsterizer". For example, a piece of Arkanian gear (each component of which has an Item Rating of 162) costs only 3 Expertise, a negligible amount.

 

For Augments, Overkill (Power) > Resolve (Willpower), because Static Barrier usually has the largest share of your total output.

 

I urge you not to queue for Solo Ranked as a Sorcerer healer. The design of our class prevents us from competing with the other healing classes.

 

Basic Advice

 

 

  1. Use grenades like any other consumable. The 3-minute cooldown on grenades matches the 3-minute cooldown on Force Barrier, which is convenient when an enemy is licking his chops anticipating the denouement of your Force Barrier. In general, I prefer seismic grenades, which knock enemies unconscious. When you shouldn’t add to enemies’ resolve, cartel waste or freeze grenades, which slow or root enemies, respectively, are better.
     
     
  2. Don’t give an enemy full resolve unless this will secure an objective or ensure his death. For example, in Huttball, an enemy ball-carrier shouldn’t have full resolve close to fire pits, because this will prevent pulling or knocking him into a fire pit.
     
     
  3. Except for Novare Coast, when you’re defending a node, stand away from the cap. For example, in Hypergate, if an enemy can CC you and begin capping your pylon in less than 2 seconds, he will finish the 6-second channel to cap it unless you have a CC break available. In addition, don’t pursue an enemy out of range or LOS of your node, because an enemy in stealth will cap it behind you.
     
     
  4. Don’t over-rotate between two nodes that your team is defending. First, don’t leave the quiet node vulnerable to join a battle at the other node unless it’s reasonable to expect that this other node will be lost. Second, if you’re at the node under attack, and your team’s kills have given it the upper hand, consider leaving for your node that had been quiet while the remaining enemies are mopped up.
     
     
  5. Focus on winning, not healing. For example, in Novare Coast, it’s often appropriate for you to channel to cap though not healing will allow an ally to die. As another example, in Huttball, you’re capable of carrying the ball whenever Force Speed is available, and even better at getting ahead of your ball-carrier and advancing him past fire pits with Extrication.
     
     
  6. Assist with killing enemies with low health. If an enemy crosses your path or leaps to you while barely clinging to life, stop healing and Shock him dead. A reasonable goal is having 30,000 damage and 1 killing blow in every competitive Warzone.
     
     
  7. You’re naked without Static Barrier, and inviting an enemy to appear from stealth and relieve you of half of your health. However, it’s good to give a Sorcerer ally a chance to Static Barrier himself, because he may have Corrupted Barrier or Backlash.
     
     
  8. While there is safety in numbers, there is danger in a stack. Stacking attracts AOE damage, stuns, and CCs, which are far worse than the benefit of any AOE healing.
     
     
  9. The keys to your survival are using your environment to LOS; your environment in combination with Force Slow, Force Speed, or Overload to kite; Overload or Jolt to interrupt; Electrocute to stun and reduce an enemy’s damage dealt by 25% for 10 seconds; Warzone Medpac and Unnatural Preservation to heal yourself when moving, especially when your health drops near or below 30%; and Warzone Adrenal to increase your damage reduction. In addition, monitor the battlefield for health packs, and treat them as healing cooldowns that you can use Force Speed to snap up. Without guard, a reasonable goal is exceeding 90,000 damage taken per death in every competitive Warzone.
     
     
  10. Cleanse early and often with Expunge. It’s easier to prevent damage with this instant ability than it is to replenish health by casting or channeling heals. You can also cleanse certain CCs, such as Whirlwind. If you’re desperate, Expunge is also a small heal for yourself while moving.
     
     
  11. In Warzones, dying restores you to full Force. If you or an ally can monitor the time remaining until a respawn, it can be strategic to die and respawn quickly with full Force. This takes some gumption, since you must die in time to respawn without catching a full door, but, as a healer, you’ll usually have multiple enemies who’ll be happy to dispatch you post haste should you present the opportunity.

 

 

Maximizing Your Performance

Datacrons

 

 

You should obtain all datacrons that provide Willpower and, especially for PVP, or Endurance.

 

Companions

 

 

Completing all dialogue and quests available from certain companions for a character in your Faction and Legacy will grant a bonus to certain stats. You should obtain:

  1. 1% Critical from Andronikos Revel,
  2. 1% Surge from Ashara Zavros,
  3. 1% healing received from Talos Drellik, and,
  4. especially for PVP, 1% total health from Xalek.

 

Consumables

 

 

  1. Stim: Prototype Nano-Infused Resolve Stim, which provides 169 Willpower and 70 Power for 2 hours. This is superior to any reusable Stim available with Biochem.
     
     
  2. Adrenal

    User Interface

     

     

    Tailor your UI for healing. For example, I use this for PVP or 8-man PVE, and this for 16-man PVE. Use your discretion and the guidance below.

     

     

    1. Operation Frames and Action Bars should be adjacent and centered horizontally along the bottom of your screen. A common mistake is separating Operation Frames and Action Bars, such as having Operation Frames centered vertically on the far left and Action Bars centered horizontally on the bottom, which forces you to look away from Operation Frames to view an ability’s cooldown.
       
       
    2. For Operation Frames, set “Buff Scale” as low as possible, and disable “Show Health Text”. This information is useless for triage and clutters Operation Frames.
       
       
    3. For Operation Frames, increase “Debuff Scale”. Debuffs should be prominent.
       
       
    4. Enable Focus Target and its Castbar. For certain bosses, it can help to set the boss as your Focus Target. For example, when you see Brontes’ Arching Assault, Static Barrier her tank.
       
       
    5. Under Preferences > User Interface, enable “Show Cooldown Text”.
       
       
    6. I place Chat and Mini-Map on either side of the bottom of my screen.

       

      Your Abilities in Detail

      Heals

       

       

      For calculations of GCD, cast, or channel times; healing amounts; or HPS or HPCT with gear that you select and all skills, buffs, and bonuses from Datacrons or Companions, see worksheet “Abilities – Current Gear” in my model.

       

      Static Barrier

       

      Description

      • This instant single-target ability is a large absorb rather than a heal. It lasts up to 30 seconds.
      • It can’t crit, and therefore doesn’t benefit from Critical or Surge.
      • Though this ability has no cooldown, it debuffs each recipient with Deionized, which prevents you or another Sorcerer from reapplying it to him for 20 seconds (reduced to 17 seconds by two points in skill Efficacious Currents, and, for PVP, further reduced to 15.5 seconds by the Mystic’s 2-piece PVP set).

       

      Use

      • For PVE, skill Corrupted Barrier causes your own Static Barrier to heal you for 1.09% of your maximum health each second.
        • This restores much of the health lost to Consumption.
        • In general, don’t use Static Barrier on another Sorcerer healer.

        [*]For PVE, it’s crucial for tank healing, as well as for absorbing imminent damage when an ally is targeted by a damaging mechanic, such as Kephess the Undying’s Laser Blast or Dread Bomb. See “PVE” > “Playing Like an Expert” > Topic 5 for a detailed discussion.

        [*]For PVP, it provides more healing than any other ability, and it can be used while moving.

       

       

      Resurgence

       

      Description

      • This instant single-target ability delivers a small immediate heal and leaves a HOT that ticks once every 3 seconds thereafter for 9 to 15 seconds (each point in skill Reconstruct adds a tick to the HOT). It has a 6-second cooldown.
      • Each point in skill Force Bending grants you a 50% chance to proc a buff of the same name upon using this ability. You can have at most one charge of Force Bending, which lasts up to 10 seconds.
      • Skill Reconstruct adds a buff of the same name that increases any recipient’s Armor Rating from gear alone by 10% for Resurgence’s duration.
        • Though not substantial, any increase in mitigation is helpful.
        • This buff doesn’t stack. That is, an ally’s Armor Rating from gear alone may be increased by at most 10% regardless of the number of Sorcerer or Mercenary healers who have so buffed him.

       

      Use

      • Since the HOT lasts for 9 to 15 seconds, it’s optimal to rotate this ability between 2 to 3 allies. In general, the recipients should be the tanks, and, if it lasts for 15 seconds, yourself (to restore much of the health lost to Consumption).
      • For PVE or PVP, use this ability on cooldown, if only to gain Force Bending. Force Bending is consumed by, and benefits, your next Innervate, Revivification, Dark Infusion, or Dark Heal.

       

       

      Innervate

       

      Description

      • This channeled ability delivers an immediate heal and 3 channeled ticks. It is immune to pushback.
      • It has a 9-second cooldown, which the Mystic’s 2-piece PVE set reduces to 7.5 seconds.
      • Force Bending increases this ability’s Critical chance by 25%.
      • Each point in skill Force Surge grants you a 50% chance for each critical heal from this ability to proc one charge of a buff of the same name. You may have up to 3 charges of Force Surge, and each proc refreshes the 25-second duration of all of your charges of this buff.

       

      Use

      • For PVE or PVP, using this ability on cooldown, and having it consume Force Bending, maximizes your HPS and Force Surge procs.
      • You’ll consume Force Surge with Consumption, each use of which consumes 1 charge, or with Revivification, which consumes all charges.

       

       

      Dark Infusion

       

      Description

      • This cast replenishes a respectable amount of health to a single ally. It has no cooldown.
      • Force Bending reduces the Force cost of this ability by 30%.

       

      Use

      • This is your default ability for single-target healing when Resurgence and Innervate are on cooldown.
      • It’s better to use Force Bending for Innervate.

       

       

      Revivification

       

      Description

      • This ability is the more powerful of your AOE heals. It has a 15-second cooldown.
      • Over 10 seconds, this ability delivers 11 ticks of healing, 1 immediately and 1 each second thereafter. It has a radius of 8 meters, which is about twice the radius of the ground graphic. Up to 8 allies within its radius receive each tick.
      • Force Surge reduces its cast time. One charge reduces its cast time by one-third; 2 charges reduce its cast time by two-thirds; and 3 charges make it instant.
      • Force Bending reduces the Force cost of this ability by 30%.

       

      Use

      • Use this ability immediately after AOE damage that exceeds Overload’s healing.
      • Unless you must use this ability while moving, it’s optimal to cast it with only one or two charges of Force Surge. The cast of this ability reduced by either one-third or two-thirds is shorter than a GCD. That is, you can activate your next ability sooner if Revivification is a cast shortened than if it is instant.
      • If more than 8 allies are within its radius, each tick heals the 8 closest to its center for that tick. In a 16-man Operation, if two or more Sorcerer healers intend to heal more than 8 allies, they should center their Revivifications at least a few meters apart, as though drawing a Venn Diagram with little or no intersection.
      • It’s better to use Force Bending for Innervate.

       

       

      Overload

       

      Description

      • This instant AOE heal replenishes a small amount of health to each ally in your frontal “cone”. This “cone” is a semi-circle that has a 15-meter radius and spans about 150 to 160 degrees.
      • Besides Unnatural Preservation, it is your only heal that costs no Force. It has a 20-second cooldown.

       

      Use

      • This is a useful heal for Operations, especially 16-man. Use it instead of Revivification when AOE damage is less than Revivification’s healing. Use it in conjunction with Revivification when AOE damage exceeds Revivification’s healing.
      • Position yourself so that as many allies as possible are within your frontal “cone”. Overload retains its knockback and damaging effects, so ensure that you don’t knockback adds or break CC. During boss fights, this usually means being at the rear of the ranged stack. During trash pulls, this usually means being at the front of the ranged stack, with your back to the trash.

       

       

      Unnatural Preservation

       

      Description

      • This is an instant, large self-heal with a 30-second cooldown.
      • Besides Overload, it is your only heal that costs no Force.

       

      Use

      • For PVE, it isn’t only a defensive cooldown, but also a means of replenishing your health immediately after using Consumption two or three times in a row.
      • For PVP, it’s an excellent defensive cooldown, especially with Recklessness or when casting is impossible.

       

       

      Expunge

       

      Description

      • This instant single-target ability cleanses up to two mental or Force effects. With skill Sith Purity, it also cleanses physical effects and provides a small heal.
      • It has a 4.5-second cooldown.

       

      Use

      • For PVE, when an effect is of a type that this ability can cleanse, it’s almost always better to remove this effect than to heal through it.
      • For PVP, it prevents damage (though it’s far less useful in this regard than the cleanse of either of the other healing classes) and removes certain slows, roots, and CCs. If you’re desperate and moving, it’s a small heal.

       

       

      Dark Heal

       

      Description

      • This ability is a small single-target heal with a cast time equal to the GCD. It has no cooldown.
      • Force Bending increases its Critical chance by 60%.

       

      Use

      • For PVE, it’s very rarely appropriate to use this ability, primarily because of its poor HPF. See “PVE” > “Playing Like an Expert” > Topic 6 for a detailed discussion.
      • For PVP, when an enemy with an interrupt on a short cooldown is tunneling you, and it’s time for him to interrupt you, queue up this ability for his interrupt.
      • It’s better to use Force Bending for Innervate.

       

      Cooldowns for Healing

       

       

      Polarity Shift

       

      Description

      • This adds 20% to your Alacrity, and grants immunity to interrupts and pushback, for 10 seconds.
      • It’s off the GCD and doesn’t use a GCD. It has a 2-minute cooldown.
      • Though no amount of Alacrity from gear or an Efficiency Adrenal can provide 30% or more Alacrity, this “cap” doesn’t limit Alacrity from Polarity Shift.

       

      Use

      • For PVE, this is for an emergency or a burn phase. For an emergency, it’s often used in conjunction with Recklessness to hasten Dark Infusion.
      • For PVP, this is primarily for interrupt immunity. Therefore, it’s ideal to use this ability immediate after gaining full resolve.

       

       

      Recklessness

       

      Description

      • This buffs you with two charges of +60% Critical chance for certain heals (or certain direct Force attacks). This buff expires after 20 seconds.
      • It’s off the GCD and doesn’t use a GCD. It has a 90-second cooldown.
      • One charge of this buff is consumed by each Unnatural Preservation, Dark Infusion, Dark Heal, or Resurgence (or certain direct Force attacks) that crits.

       

      Use

      • For PVE, this ability is for single-target healing emergencies. It’s usually used in conjunction with Polarity Shift to cast Dark Infusion on a tank who is low. Since each of the other healing classes has better single-target healing abilities or cooldowns for such an emergency, it’s not unusual for this tank to be saved while you have one charge of this buff remaining. But you shouldn’t hesitate to activate this ability because its second charge might not be necessary; better safe than sorry.
      • For PVP, it’s optimal to use this buff with an Unnatural Preservation and a Dark Infusion. I sometimes use it with Polarity Shift, but not habitually.

       

      Force Management

       

       

      Consumption

      • This instant ability exchanges 11% of your maximum health for 8% of your maximum Force. You must have at least 11% health to activate this ability.
      • Health exchanged for Force using this ability isn’t considered damage. Static Barrier, Armor, damage reduction, or skills that reduce damage (i.e., Life Surge or Sith Defiance) won’t reduce the health cost.
      • Activating this ability when Force Surge isn’t available debuffs your rate of passive Force regeneration for 10 seconds. This debuff stacks up to four times, and gaining a stack refreshes the 10-second duration of this debuff. Each stack reduces your rate of passive Force regeneration by 25%. For example, if you have no charges of Force Surge, after using Consumption for four consecutive GCDs, your rate of passive Force regeneration will be zero for the next 10 seconds.
      • With discipline and preparation, you should never have this debuff in PVE. See “PVE” > “Playing Like an Expert” > Topics 3 and 4 for detailed discussion.

       

       

      A Well-Timed Death in Warzones

      • In Warzone, dying restores you to full Force. If you or an ally can monitor the time remaining until a respawn, it can be strategic to die and respawn quickly with full Force. This takes some gumption, since you must die in time to respawn without catching a full door, but, as a healer, you’ll usually have multiple enemies who’ll be happy to dispatch you post haste should you present the opportunity.

       

      Threat Management

       

       

      Cloud Mind

      • This instant ability lowers your threat with each enemy by 25%.
      • It’s off the GCD and doesn’t use a GCD. It has a 45-second cooldown.
      • For PVE, you should be in the habit of using this ability proactively, especially after adds spawn.

       

       

      Extrication

      • This instant ability lowers the targeted ally’s threat by 25%, and pulls him about one-third of a meter in front of you. You can’t use this ability on yourself. It has a 1-minute cooldown.
      • For PVE, this is handy to drop the threat of a DPS or co-healer who continues to have aggro even after using his threat drop. You can also pull someone out of harm’s way to your safe location.
      • For PVP, you should anticipate using this ability to advance an ally ball-carrier across fire pits in Huttball or to pull an ally into the central shelter in Hypergate as the Pylons explode. You may use this ability to pull an ally away from a group of enemies who are focused on him, but you might regret it. More often than not, you’re bringing not only him to you, but also those enemies.

       

      Useful DPS Abilities

       

       

      Affliction: This instant ability is an 18-second DOT. If you must contribute DPS to beat a boss’s hard enrage, your best option is maintaining this DOT throughout the fight.

       

      Crushing Darkness: This cast deals immediate damage and leaves a 6-second DOT. It has a 15-second cooldown, and is therefore limited to one target.

       

      Shock: This instant ability deals respectable damage. It has a 6-second cooldown.

       

      Force Lightning: This channels damage and, in PVP, slows the target’s movement speed by 50%. It has a 6-second cooldown.

       

      Force Storm: This channeled AOE damages up to 5 enemies. Despite its high Force cost, it’s useful in PVP for interrupting multiple enemies who are capping simultaneously. I’ve observed that it may not strike an enemy within its radius immediately, however, even when there are 5 or fewer enemies within its radius. If an enemy is a second or less from capping, Shock is a more reliable interrupt (and, unlike this channeled ability, can be used while moving).

       

      Crowd Control (CC)

       

       

      Electrocute

      • This instant ability deals immediate damage and stuns the target for 4 seconds. It has a 1-minute cooldown. Its range is 10 meters.
      • For PVE, if you’ll CC an enemy with Whirlwind and you’re already within 10 meters, it can be useful to stun this enemy first to prevent it from moving or acting while you cast Whirlwind.
      • For PVP, this is a defensive or offensive cooldown.
        • Defensively, this ability may allow you to escape from an enemy who is tunneling you. With skill Sap Strength, it reduces the enemy’s damage dealt by 25% for 10 seconds after its stun effect ends.
        • Offensively, if an enemy’s health is low enough that he can be killed during the 4-second duration of this stun, stun him to ensure that he doesn’t escape. This is particularly valuable when used against an enemy capable of stealth.

       

       

      Whirlwind

      • This cast CCs an enemy for 60 seconds in PVE or for 8 seconds in PVP. It has a 1-minute cooldown. This CC breaks if the enemy takes damage, including from a DOT of yours applied before this CC.
      • For PVP, this is a defensive or offensive cooldown.
        • Defensively, you can try to CC an enemy who is tunneling to you. Though you’re unlikely to complete this cast, the enemy has used his interrupt on this ability rather than a heal.
        • Offensively, if your enemies have two healers in a fight, it’s valuable to use this ability against the healer who your team isn’t focusing, especially if there isn’t a Sorcerer to cleanse it.

       

      Other

       

       

      Force Speed

      • This instant ability increases your movement speed by 150% for 2 seconds or, with skill Corrupted Speed, 2.5 seconds.
      • It’s off the GCD and doesn’t use a GCD. It has a 20-second cooldown.
      • For PVP, with two points in skill Fadeout, Force Speed removes all movement-impairing effects and, for its duration, grants immunity to movement-impairing effects.

       

       

      Force Slow

      • This instant ability deals a small amount of damage immediately and slows the enemy’s movement speed by 50% for 6 seconds. It has a 12-second cooldown.
      • For PVP, this ability is useful for kiting an enemy who is tunneling to you or hindering an enemy who needs to rotate or interrupt an ally of yours who’s capping.

       

       

      Jolt

      • This instant ability interrupts the enemy’s current cast, provided that the enemy isn’t immune to interrupts.
      • It’s off the GCD and doesn’t use a GCD. It has a 12-second cooldown.
      • For PVP, this is a defensive ability when used against a DPS who is tunneling to you, and this is an offensive ability when used against a healer.

       

       

      Unbreakable Will

      • This instant ability breaks you out of roots, stuns, and CCs.
      • It’s off the GCD and doesn’t use a GCD. It has a 2-minute cooldown.
      • For Warzones, I don’t treat Unbreakable Will as a cooldown for my survival. It’s better to save this 2-minute cooldown to prevent an enemy cap. With proper positioning when defending a node, you’ll never need to break the first stun or CC to block a lone enemy from capping.
      • For PVP, another rule-of-thumb is not to use this ability to break a root or, unless you have full resolve, to break stuns or CCs. For example, suppose that you Electrocute an enemy. If this enemy were to break your stun without having full resolve, he’d be vulnerable to spending a full 8 seconds in your Whirlwind without a second break.

       

       

      Force Barrier

       

      Description

      • This channeled ability grants you immunity to all negative effects from enemies. You can maintain this channel for up to 8 seconds.
      • It’s off the GCD and doesn’t use a GCD. It has a 3-minute cooldown.
      • Channeling Force Barrier builds stacks of Enduring Bastion, a shield that absorbs damage and grants immunity to interrupts and pushback for up to 5 seconds. You gain one stack of Enduring Bastion upon activating Force Barrier, and one additional stack for every 2 seconds spent channeling Force Barrier, up to a maximum of 4 stacks after channeling Force Barrier for 6 or more seconds. The amount of damage that Enduring Bastion can absorb increases with the stacks acquired when channeling Force Barrier.
      • You can begin this channel while stunned or CCed, making it a second CC break. Since it’s a channel, however, you can’t begin it while in motion, nor can you maintain it if an ally puts you in motion with Extrication.

       

      Use

      • For PVE, this ability resists most damage. See “PVE” > “Tips for Certain Bosses” for examples of when this is most helpful.
      • For PVP, and Arenas in particular, use this ability to thwart substantial damage rather than delaying until you have only a sliver of health.
      • For Arenas, if a round lasts until the poison, a Sorcerer with this ability available should win the round. Though channeling doesn’t resist damage from the poison, Enduring Bastion does. Time your channel so that it ends immediately before the poison begins to deal damage.
      • For Warzones, this ability allows you to defend a cap by yourself for some time. Prevent the enemy from capping as long as possible, channeling Force Barrier to prevent your death, and, finally, stop channeling Force Barrier to interrupt the enemy’s cap just before it finishes. This buys your team an additional six to eight seconds to reinforce the cap.
      • For Warzones, since you’ll have skill Corrupted Speed, if a cap is suddenly undefended, you may be able to interrupt the enemy’s cap with Force Speed > Force Barrier (for a moment, only to reset Force Speed’s cooldown) > Force Speed.
      • For Ancient Hypergates, this ability doesn’t protect you from dying in an explosion of energy from the Pylons.

       

       


  3. If you need to select an enemy with your mouse, such as the first Droid during Brontes, it’s almost always in a top corner of your screen. Don’t risk obscuring your target or, worse, clicking in Chat.
  4. Having the Mini-Map close to Operation Frames is helpful for a few fights, such as Thrasher or Corruptor Zero, in which adds spawn in one of several possible locations.

 


For PVE, Nano-Infused Triage Adrenal, which provides 675 Force Power for 15 seconds. This is superior to any reusable Adrenal available with Biochem. For a detailed analysis of the expected benefit of Adrenals in BIS gear, see worksheet “Relics & Adrenals” in my model.
For PVP, Warzone Adrenal, which increases Damage Reduction by 15% for 15 seconds.
An Adrenal can be used at any time (i.e., it’s off the GCD) and doesn’t use a GCD. Adrenals have a 3-minute cooldown.

 

 

[*]Medpac

  1. For PVE, Prototype Impeccable Medpac, which restores 5575 to 6800 health immediately and leaves a HOT that restores 2475 health over 15 seconds. This is superior to any reusable Medpac available with Biochem. The cooldown shared by all types of Medpacs usable outside of Warzones is the longer of (a) 90 seconds and (b) the end of combat.
  2. For PVP, Warzone Medpac, which restores 35% of your total health immediately. This has a 90-second cooldown.
  3. A Medpac can be used at any time (i.e., it’s off the GCD) and doesn’t use a GCD.

 

 

[*]Grenades: Reusable grenades are available with Cybertech, and otherwise you may purchase single-use grenades.

  1. For PVE, grenades that stun can be useful for trash mobs or boss adds. A freeze grenade will root a Chain Manifestation on Nightmare Mode Styrak.
  2. For PVP, grenades are very useful.
  3. The cooldown shared by all types of grenades is 3 minutes. Throwing a grenade uses a GCD.

 


Edited by Orderken
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Today I added advice for healing Nightmare DP to "PVE" > "Tips for Certain Bosses". In particular, I discuss Raptus's Healing Challenge in great detail.

 

I also released a new version of my model for PVE healing. To tailor the model for the typical PVE Sage healer, the data on worksheet "Boss Fights" is now based on Nightmare DF and DP 8, rather than on Nightmare TFB and S&V 16.

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I'm currently at 68% surge and 10.2% alacrity. Should I bump up surge or just leave the high alacrity? Struggling to find an exact, ideal number for alacrity/surge.

 

BIS is similar to your current gear: 3 items with Surge and 7 with Alacrity.

 

As I wrote in the Guide (see "PVE" > "BIS Gear" > "Surge versus Alacrity"), the alternative is 4 items with Surge and 6 with Alacrity. The alternative's expected output is only about one-third of a percent lower than BIS's, and the difference in activation times isn't noticeable.

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  • 4 weeks later...

I primarily play a Sorc/Sage healer and have a question related to that spreadsheet.

 

[...]

 

From this testing I came to the conclusion that 2 items with surge and 8 with alacrity maximizes my personal EHPCT. [... This] build gave only a 0.07% increase to EHPCT [...], so clearly the difference is basically negligible. However, I'm surprised that you recommend the 4 surge 6 alacrity build as a back up option[.]

 

[...]

 

I've since been running my 2 surge build and it seems to be performing just fine, so I was hoping to get some feedback from you on it. Are there other things you are taking into consideration when choosing your BIS gear other than just maximizing EHPCT? Have you considered my build before, and if so what made you decide against it?

 

I'd noticed the same results for 186 gear. I'd expected this, because Alacrity becomes > Surge after ~250 Surge, which, with 186 gear, is about halfway between 2 and 3 items with Surge.

 

Using my model with default settings and combat data, for 186 gear, having 2 items with Surge rather than 3 increases expected EHPCT 0.07%. This is a tie. I recommend 3 items with Surge, and consider 4 items with Surge as the next best alternative, for the reasons below.

 

 

  1. Few players have a lot of 186 gear. With < 186 gear, there's no tie; 3 items with Surge is better.
     
     
  2. EHPCT Rating is a weighted average, because optimal stats vary by ability. For close calls, look under the hood. 0 items with Surge is optimal for Static Barrier; 4 for Dark Infusion or Innervate (buffed, respectively, by Recklessness or Force Bending in the proportion found in the model's default combat data); 3 otherwise (disregarding Dark Heal). Since Static Barrier has a lockout, it's crucial that Innervate and Dark Infusion provide substantial healing.
     
     
  3. If you heal on an Operative, too, having only 1 more item with Alacrity on your Sorcerer than on your Operative eases switching. I notice the slower GCD when my Operative has even 2 fewer items with Alacrity, and, on occasion, this can disrupt my rhythm.

Edited by Orderken
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