
The Unofficial Star Wars the Old Republic Strategy Guide
Force management is an issue here
since you have a set total amount. Combat
Technique / Dark Charge should be the
active buff while tanking. Combat then
becomes a priority list to ensure that
certain effects are maintained.
• Kinetic Ward / Dark Ward with under
2 charges
• Slow Time / Wither for the damage
debuff
• Force Breach / Discharge for
accuracy debuff
• Telekinetic Throw / Force Lightning
with 3 charges
• Project / Shock if Particle
Acceleration / Energize is active
• Double Strike / Thrash
AE attacks are similar, except that you
add Whirling Blow / Lacerate. Defensive
abilities should be used at the start of
group fights and when available on bosses.
Force Speed is a great tool to use to cover
distances quickly.
Jedi Sage / Sith Sorcerer
Example Build – Sage
Example Build - Sorcerer
As a healer, you're under the power of
triage in combat, or the sorting of need.
Force Armor / Static Barrier is quite
powerful and should be active on the tank
at all times, when not on cooldown. Then
you want to keep Rejuvenate / Resurgence
on the tank for the HoT and armor bonus,
not to mention the skill benefit from
Conveyance / Force Bending.
From this point it's more about using
Healing Trance / Innervate on cooldown,
hoping for a free cast of Noble Sacrifice /
Consumption and Deliverance / Dark
Infusion for the big heals. Salvation /
Revivification can be used when you need
to heal the group and they are not moving.
It's a rather simple rotation where the
use of Noble Sacrifice / Consumption will
hopefully cover your Force needs, as long
as you never get more than 2 stacks of the
debuff active at any time.
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