SWTOR - Healing Sorcerer

SWTOR - Healing Sorcerer

Here is a short guide to the Healing Sorcerer, built thanks to my witch Hans'nya on the Mantle of the Force server. I don't own the truth or even say that this guide is the best, but it is my way of playing and it is not criticized on guild ops like pickup.

Before we begin, here is a very important power that every healer should know and know how to use because deaths can occur because of this ... the dispel spell. Each healing class has one and must keep it close at hand! This spell allows you to remove negative effects (debuff) or charges (ticks) put on allied players or yourself. It is very important in operations, because if you do not remove these negative effects on your allies, they can die quickly.



For the Heal wizard, this dispel is called:

SWTOR - Healing Sorcerer

la Depuration

 

Now that you know this spell and that you have put it in your spell bar in order to have it within range (a keyboard / mouse shortcut is a good plus), here is the summary:

 

Talent tree

SWTOR - Healing Sorcerer

 37 / 7 / 2

In the tree Corruption, I did not put points in the Conspiratorial force (power to do damage so ideal for leveling up but afterwards, it's not really useful) nor on Undermined vigor (serves for damage too). When to my Force speed in PvE, I don't see the point because we are at a distance so no need to cancel displacement effects on oneself nor to increase their time by 0,5% (in PvP, on the other hand, I like well have the option to cancel the displacement effects I receive).



I put my points on theForce invasion, in order to be able to give a little bit of healing for free with my bump (but be careful to use it correctly so move in front of the raid and turn around in order to put a little bit of area healing on the allies without touching the enemies who risk being thrown (but facing a boss, you can bump into the heap).

Then my remaining points were put in the tree Eclair at Electric induction, Reserves et Lightning barrier, and then two points in the tree Foil at Will of the Sith in order to increase my willpower (see part 3).

 

Care priorities

Each spell is different, either by the care it will give, or by the effects it will produce, or quite simply by its cost in Force to cast it.

 

Acute care powers

SWTOR - Healing Sorcerer

Dark Heal : your first healing spell, a very quick cast but this power is expensive in Force. I recommend using it as little as possible, ideal if there is immediate danger to a player and especially a tank.

SWTOR - Healing SorcererDark Infusion : your big healing spell, longer cast but costs less in strength. During operations, it is one of the spells to be used in a loop (spammer).

SWTOR - Healing Sorcerer

Innervation : a very very nice spell, since it is not super expensive. The care given is correct or not bad at all and above all it triggers very nice passives in particular triggered by Resurgence.


SWTOR - Healing Sorcerer

Revivification : your beautiful treatment area, which the other classes envy you. It heals a maximum of 8 players located in or near this area for a good amount of time. Longer or shorter casting if it is associated with a passive.


SWTOR - Healing Sorcerer

Abnormal preservation : a cool spell, it sends out decent healing without costing anything in strength, but this spell will only heal you and no one else.

SWTOR - Healing SorcererResurgence : a useful power for the given passive because in itself it does not constitute a big healing spell at all. But it costs almost nothing in Force.

SWTOR - Healing Sorcerer

Overload : Your bump ... which serves as a small area of ​​healing on the players in front of you. Costs nothing in Force and allows for free and without incantation to give your friends a little life again.

SWTOR - Healing SorcererStatic barrier : this power allows you to put a bubble of protection (limited in time) to one or more of your allies (you will have to target the person and activate this spell). It is a practical spell on tanks especially in moments of high damage, useful on damage classes that are too light while alive or on those who take back the enemy threat easily. This barrier on you restores you every second for its duration, a little bit of life ... nice but nothing exceptional about the care received.

SWTOR - Healing SorcererForce barrier : a power that makes people envious especially in PvP ... Yes, yes, this barrier which is specific to you (because it is impossible to put it on another player) makes you immune to all damage (even attacks that hurt a lot) for a period of time. duration of 10 seconds. Of course, you won't be able to do anything else during the duration of this barrier ... unless you stop it with a move or the use of another spell.


SWTOR - Healing Sorcerer

Depuration : ah the famous spell that few healers know how to use ... If you master this spell well and you are reactive when you need to use it, then you will be a valued healer in your raid. It allows you to cancel up to two mental and other effects that can annoy allies or yourself (effects that lower the resistance of damage received, effects that take damage over time ...). To take an example, you Sorcerer, in damage power, you have Crushing Darkness that deals damage over time on the enemy target. If you are the target, for example in PvP, thanks to your Cleanse, you will remove it quickly and thus your life will decrease less quickly than if you had left it.


 

Passive powers

  • Surge of Force
  • Corrupt barrier
  • Force Fold

SWTOR - Healing SorcererCritical hits from Innervation have a 100% chance to grant a Force Surge charge, increasing the effectiveness of your next Consume or Revive:

  • Consumption : activates without reducing your life and consumes 1 charge.
  • Revivification : activates 33% faster per charge and consumes all charges.

 

For use with: 

Once this passive is activated (negative effect registered under your life bar in the form of a maximum of 3 charges), you can use it to trigger Revivification or Consumption.

SWTOR - Healing SorcererYour Static Barrier and Force Barrier restore 1% of your total health per second for the duration of their activation.

 

For use with: 

This gives you a little life back, but this passive only activates if you use your Force Barrier or Static Barrier.

SWTOR - Healing SorcererYour Resurgence has a 100% chance to grant the Force Bend which increases the effect of your next healing power:

  • Dark Heal : Critical Hit Chance increased by 60%.
  • Dark Infusion : Force cost reduced by 30% (since the cost is expensive, it's nice).
  • Innervation : Critical strike chance increased by 25% (Critical ah more).
  • Revivification : Force cost reduced by 30% (very interesting because Revivification costs 100 force).

 

For use with:

To obtain this passive, you will have to use your Resurgence, then immediately afterwards use either your Dark Heal, your Dark Infusion, your Innervation or your Revivification.

 

Other useful powers

SWTOR - Healing SorcererPolarity change : grants 20% alacrity and immunizes to interrupt effects for 10 seconds.

SWTOR - Healing SorcererConsumption : Consumes 15% of your health and restores you 8% of your Strength. Each time, the strength regain rate is reduced by 25% for the next 7 seconds, stacking 4 times.

SWTOR - Healing SorcererClearance : allows to attract towards you the allied target member of your group. Ideal for making him dodge a damage zone or other, but reduces the animosity of the target (to be avoided on tanks).

SWTOR - Healing SorcererMisty mind : Reduces your animosity like the Force Barrier.

SWTOR - Healing SorcererCarefree : Provides two charges that increase the critical strike chance of healing and damage by 60%.

SWTOR - Healing SorcererUnwavering will : removes the crippling and movement effects on you.

SWTOR - Healing Sorcerer

Resurrection : allows you to revive an ally during combat. Once this power is cast, all other players cannot cast or be targeted for revive spells in combat for 5 minutes.

With all this, it's up to you to see which regular cycle can suit you, for my part I don't really have one, I often use Dark Infusion on the tanks. When I want to do my healing zone (Revivification), if the moment allows it, I throw an Innervation or more in order to obtain two charges or even three ideally, then the Resurgence in order to have the Force Fold and there , I cast my Revivify for zero seconds of casting and around 70 strength instead of 100.

But now, we do not always do what we want in healing during a raid, the goal is to adapt to the situation and to provide care so that everyone stays alive (tank and healer in priority) .

 

Statistics and equipment

Statistics

A subject that is controversial among the Sorcerer Heals ... Indeed, some ask us to privilege the critical to the power and others the reverse. For my part, I find that a wizard who is supposed to be a group healer needs to be able to maintain constant healing on the raid. So I followed the mainstream path of full power skincare and above all, I mean above all, will ... why? So :

As a Sorcerer your primary stat is willpower, and since you are a healer (or even damage class) you should go for armor and mods (or mods) giving you more willpower than stamina. .. normal. Then, on sophistication, the ideal is to have some giving you Power and Surge. For the upgrades, you will need to opt for Advanced Resolution 28 upgrades (or Willpower upgrades) because for you, Willpower will give you Power and increase your Crit anyway.
 

Caps (Cork)

The capes to be reached? Once again, I do not have the truth ... For my part, the nice caps would be as follows but first of all open your character sheet (C key) then in the Strength tab for a healer therefore:

  • Healing bonus : ideal 1000 (if possible without the buffs) to attack the 55 Hm operations without having to struggle for you and the raid.
  • Accuracy: basic, for the healer, it's 100% so we don't care.
  • Critical chance: between 25 and 30% for a Heal Sorcerer, but once at 25%, future equipment will do the rest.
  • Critical Multiplier (Influx) : 75% ideal.
  • Alacrity : very varied opinion but I would say between 5 and 7% max.

 

Equipment

For the equipment, the most optimized in relation to what I have written is to have Power armor, Ability modifications (it's up to you to have both Willpower and Potency) and sophistication giving you Power and Power. Surge and possibly one or two Critical instead of Potency especially if you are not in 25% Critical Chance. Then, you will need to upgrade Advanced Resolution 28. For implants and the atrium, favor Power and Surge, but if this is not possible, opt for Critical and Surge.

For the relics, it's up to you, I chose one of each for the healer relics, that is to say already relics with automatic activation (in addition to the basic statistics) and not with manual activation. Then in Auto-Activating Healing Relics, there are two:

  • the one that will increase your Power when healing an ally
  • the one that will restore on 50% of chance x points of life to the allied target

For my part, I put one of each.

This guide is finished and I hope it will be useful for you, future Healing Sorcerer! Do not hesitate if you have any questions to contact me here in the comments or in game (Hans'nya) but if I do not answer it is because I am pending.

Good care, May the Force be with you and death to the Republicans!



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