Hello everyone, I am a Librarian, DPS Scholar on Mantle of the Force (and using like a cyan saber), member of the Brotherhood guild. I played a hybrid specialty before 2.0 and since then I have had the opportunity to test the two trees that I will be offering here.
Obviously this guide is also valid for the sorcerer, but in order to simplify the reading and with one exception, I will always keep the names of the powers and abilities of the scholar.
This is the updated version of the previous guide for 2.7.
Summary of changes:
- The cycles are theoretically unchanged, but the practice is modified.
- The Balance specialization should no longer run out of Strength during a normal cycle.
- Introduction
- Skill trees
- Powers
- Cycles, Priorities and Powers
- Statistics
- Conclusion
Introduction
The Jedi Scholar, a class known for its heal zone and tendency to die on kick, is quite often downgraded by some when trying to play it as a damage role. My goal here is to give you the tools you need to choose your specialty, adapt your equipment, play it well ... and make them lie!
I'll focus on the PvE aspect, as the goals in PvP are as variable as they are diverse.
Skill trees
In order to avoid redundancies, I will detail the powers in the next part, do not hesitate to refer to them during the reading of this part if you are not used to using them.
- Telekinesis
- equilibre
- Hybrid
3 / 36 / 7
Telekinesis
Palier I.
Interior Vigor: 3/3
All powers cost 9% less Strength, except Force Armor (which costs 65)!
And 3% free accuracy!
Mental longevity: 1/2
+100 strength points, or ... almost nothing at all. This power has become in theory totally useless since the big boost that Telekinetic Outpouring has undergone, however it may happen that you are forced to help with healing (while the incumbent is brought back to life) or pose a lot of Force Armor (if the LR made the mistake of leaving without care, for example), and this will last longer. It is a good idea to invest two points here when they are not needed elsewhere.
Upheaval: 3/3
When activating the projection, 45% chance to throw debris, worth 50% of the damage of the projection. Unlike version 1, it no longer corresponds to "there is a 15% chance of throwing additional debris", done twice, which allowed to throw up to two pieces of debris (with a probability of 2.5%, down ).
We will see later that the projection should not be used in the cycle, but certain operations will require frequent movements and / or to finish an additional enemy in the second, case where only the projection can help you when one does not have of the Tide of Force.
Level II
Mind's View: 1/1
Increases the range of Disturbance, Turbulence, and Telekinetic Wave by 5 yards.
Be careful, some spells must always be cast from 30m, this ability is not used to be placed 5 meters further, but not to have to move immediately when the boss moves away a little, and sometimes not to have to move from the everything, if it comes back to its place quickly
Roaring Force: 2/2
+ 4% to Mind Crush, Disturbance, Telekinetic Wave and Turbulence damage. A must have.
Contemplation: 2/2
Disturbance increases Force regeneration by 10% for 10 seconds, stacking three times. This part of the talent is useless, since you will never run out of strength, don't worry about maintaining this buff.
Reduces recoil on Disturbance, Turbulence (and Telekinetic Wave) by 70%. We are rarely directly under fire, but this shouldn't be what prevents us from playing our role.
Telekinetic Defense: 2/2
+ 10% to damage absorbed by Force Armor. Unlike the 20% of pre 2.0.
Tier III
Psychic projection: 2/2
Any Disturbance affecting a target affected by the Spirit Debuff will double the channel speed of the Telekinetic Cast. This effect lasts for 10 seconds and has an internal 10 second CD.
Telekinetic Wave: 1/1
Target-centric AoE. 5 targets maximum, 8m radius. CD of 6 seconds and 3 seconds of cast, is never used as is.
Telekinetic effusion: 2/2
Each critical strike attack grants two Telekinetic Bestowal stacks, each reducing the cost of the next power by 75%! It is this talent that allows you to cast absolutely everything without worrying about the price, except the Force Armor but the cost of which will be offset by the other powers.
Tier IV
Cascade Force: 0/2
Slows Telekinetic Wave targets for 6 seconds, and Roots them for 0,5 seconds.
Force tide: 1/1
Allows you to immediately cast Telekinetic Wave, removing cooldown and cast time!
10 second internal CD.
Available on all Disturbances and Turbulences, and from the casting of the Force Wave (before the first charge, and therefore even before the start of combat!).
Kinetic Collapse: 0/2
All "nearby" enemies (4 to 5 yards) are incapacitated for 3 seconds.
The choice is argued with the Force Wake, for example when you find yourself up against the rats on Dash'roode, and prefer to flee or fight.
Palier v
Chills: 2/2
Telekinetic Surge (Tier V) and Mental Surge (Tier VII) triggers reduce the active CD of Mental Alacrity by 1 second.
Remember that the CD of Mental Alacrity is 1min30 (2 minutes at the base, less 15 seconds by the Fluid Force (Level VI) and 15 more by the 2 pieces bonus). This talent allows to gain between 15 and 20 additional seconds, depending on the chance the Force.
These same triggers also add a Chill unit. To a maximum of 3. These increase "bonus damage damage" by 2% per unit, to a maximum of + 6%. Expect a 5% increase in total damage.
Telekinetic Momentum: 3/3
Disturbance and Telekinetic Wave have a 30% chance to double power, for 30% more damage. In total: + 9% damage to these two powers. Without additional animosity (they say).
Discharge: 2/2
Reduces the cast of Force Lift by 0,5 seconds: unnecessary.
Increases the anti-cast block duration by 2 seconds, from 4 to 6 seconds, for 12 seconds of CD.
Also works on Bosses, and thereby makes the anti-cast as interesting as that of a CaC.
Can be traded in favor of Force Wake (Tier VI), to get more ahead of the rats if we go back to the previous example.
Level VI
Force Trail: 0/2
The bump immobilizes targets for 5 seconds. Effect interrupted by damage after 2 seconds.
Fluid Force: 1/1
Reduces the Mental Alacrity CD by 15 seconds and increases its duration by 5 seconds (from 10 to 15 seconds).
Doubles the chance of Telekinetic Surge under Mental Alacrity. When to know if the probability goes from 30 to 60% (30% x 2) or 51% (1 - (1 - 30%) ²), corresponding to a second chance of triggering of 30% if the first fails, I l 'ignore. If someone wants to test by casting 10 Disturbances for 30 successive Mental Alacrity, or 45 minutes spent Disturbing, I will listen to their testimony with great respect.
Reverb: 2/2
+ 50% influx for disturbance, turbulence and telekinetic wave.
The essential.
Level VII
Force Haste: 2/2
Reduces Force Speed CD from 20 to 15 seconds, Force Slow from 12 to 9 seconds, and Force Barrier from 2min to 1min 30. May save your life.
Mental Momentum: 3/3
Equivalent to Telekinetic Momentum for Turbulence. (+ 9% damage)
Also 30% chance that each tick from Mind Crush adds a second "bonus" tick (does not reduce the number of other ticks), i.e. + 30% to DoT damage.
Level VIII
Turbulence : 1/1
2 second cast, 9 second cooldown. Systematic critical hit if the target is under Spirit debuff (yours only). Deal internal damage! [/ Quote]
equilibre
Palier I.
Throwing Self-powered: 3/3
+ 6% damage to Weak Spirit, Telekinetic Throw, and Throw.
Will of the Jedi: 2/2
+ 6% willpower. Do I need to argue?
Level II
Critical kinesics: 2/2
+ 6% critical chance for Telekinetic Cast and Disturbance.
Protection
Palier I.
Gift of strength: 0/2
+ 2% alacritity.
Penetrating light: 3/3
+ 3% critical chance. For even more interest in influx and reverberation.
2/2 in Gift of Strength and 1/3 in Penetrating Light are also possible, but seem slightly less effective.
A variant using the 2/36/8 tree is featured at times, however, in addition to being bug use (the objective is to take advantage of both Spirit Debuff and Mind Crush crit. to activate the relics again, i.e. a 60% increase in their effect), the bonus is, in the best case, minimal: around 30 DPS points.
Note that in Telekinesis specialization, this bonus is also very random, occurring on average only three times in 20 seconds!
5 / 5 / 36
Balance
Palier I.
Throwing Self-powered: 3/3
+ 6% damage from two of the three dots (Mind debuff and Force-Cut), as well as Telekinetic Throw and Throw.
Jedi Resistance: 2/2
+ 2% damage reduction. Cumulative bonus with the bonus of armor and bravery of force, that is to say a "pure" reduction of approximately 2,5% of the damage taken (see-end).
Will of the Jedi: 2/2
+ 6% willpower. Do I need to argue?
Level II
Obstruction resolution: 0/2
Reduces force stun delay by 10 seconds (out of 60) (stuns target for 4 seconds) and allows two additional standard enemies to be lifted.
NPO: Bosses are not sensitive to either.
Draining thoughts: 3/3
+ 9% damage on all dowries. Cumulative and non-multiplicative with Self-powered Throw, resulting in 13% increased damage to Weakened Spirit and Force-Cut.
Concentrated insight: 2/2
Any critical charge restores 1% health (see end).
Critical kinesics: 2/2
+ 6% critical chance for Telekinetic Cast and Disturbance.
Tier III
Strength in Balance: 1/1
AoE to place, 5 targets. Each target hit heals for 1% of total health.
Psychic barrier: 3/3
-75% knockback when channeling Telekinetic Throw and Mind Crush. This effect is unnecessary.
Each time the telekinetic throw hits, you recover 1% of your maximum force. A telekinetic throw hits four times, that is to say 24 points of force regained, plus 24 others of “natural” regeneration during its duration. This is the main way to regain strength. Without, it's exhaustion guaranteed in less than two minutes. With, we can go up to 4 to 5 minutes.
Telekinetic balance: 1/1
Removes the cooldown of Telekinetic Throw. It not only allows you to use it twice as often, but also if you are thrown, you have to change targets, etc ...
Tier IV
Containment: 0/2
Reduces the cast time of the Force Lift to 1.5 seconds and the target is stunned for 2 seconds if the Force Lift is broken (see-end).
Mind Guard: 2/2
-15% regular damage, in addition to 10% strength bravery, or -25% damage taken from DoTs. (see end)
Presence of mind: 1/1
With each hit of the Telekinetic Throw, builds up a Presence Charge. Up to 3 can be combined. Each "full" telekinetic throw makes 4 hits, excluding parries, and therefore allows the effect to be fully charged.
Consuming Presence of Spirit at 3 charges allows you to cast a Disturbance or Mind Crush immediately, and with a 35% damage bonus!
If you activate one of these powers with only one or two charges, they will not be consumed and will not cause any effects.
Palier v
Force Suppression: 1/1
When Force in Balance hits, it lands 15 Force Suppression charges. Each tick of a DoT consumes a charge, increasing its damage by 20%. Note that the Force Suppression charges are in theory no longer shared with the dowries of other consulars. It's wrong ![/ COLOR]
Wave strength: 2/2
"Minidot", which inflicts a minimal amount of damage points, delayed by one second, after a telekinetic throwing tick (20%) or a disturbance (60%), and above all: restores 2 points of force.
To last even longer.
Mental distortion: 2/2
Increases mental crush dowry duration by 2 seconds, for 8 seconds instead of 6, and increasing damage accordingly: + 33% dowry damage!
NB: they are not taken into account in the damage indicated by hovering the cursor over Mental Crush.
Level VI
Balafre mentale: 3/3
Critical DoTs and Balanced Force damage deal 30% more base damage.
Psychic absorption: 2/2
Double the healing of Concentrated Insight and Balanced Force, or 2% each (see end).
Level VII
Telekinetic focus: 2/2
Allows you to gain up to 4% alacrity (when mounted to 4 charges). Persists for 15 seconds.
A must have now that alacrity is so hard to come up with.
Additionally, reduces the cost of Trouble by 60%.
Metaphysical alacrity: 1/1
+ 50% speed during mental alacrity (10 seconds). It doesn't break a little old woman's three legs, but there was one point left to be made.
Mental Defense: 2/2
-30% of all damage taken when stunned (see-end).
Level VII
Cut-Force: 1/1
And here is the last dowry. About 15% more powerful than Weak Spirit, it also lasts 18 seconds but has a 9 second cooldown. In PvP, it can also immobilize a target for 2 seconds: "nope, you do not mark".
Telekinesis
Palier I.
Interior Vigor: 3/3
All powers cost 9% less Strength, except Force Armor (which costs 65)!
And 3% free accuracy!
Mental longevity: 2/2
+100 strength points, which is 20% more. So 20% more reserve and + 20% gained with the Psychic Barrier.
Level II
Roaring Force: 0/2
+ 4% to Mind Crush and Disturbance damage. The calculations show a preference for the Gift of Strength.
Protection
Palier I.
Penetrating light: 3/3
+ 3% critical chance. For even more interest in the influx and the mental scar.
Gift of strength: 2/2 [: b]
+ 2% alacritity.
The small choice:
- I didn't take either of the two powers that would have improved Force Lift, as they no longer allow it to be cast instantly, and therefore are no longer beneficial.
- I preferred Mental Defense and Mental Guard to Jedi Resistance because they provide much greater, albeit more specific, benefits. I don't consider reducing a hit to 15k by 300 points to make a difference, in such a case only the Force keeps us. On the other hand, many are the big Damage over time in operations and it is often when we are in a state of incapacity that we take the biggest slaps, or at least that we are unable to avoid them.
- I took Concentrated Insight and Psychic Absorption in order to have a little regeneration throughout the fight. It does not dispense with the careful care of a heal after a big blow, but allows you to recover quietly and not to accumulate all the small traumas that can occur (minimal area damage, regular inevitable damage, etc ...). Note that there are 22 opportunities per cycle to regain 2% of max health, or 9 to 15% regeneration, depending on the critical rate.
2 / 28 / 16
The objective is to obtain:
- In Telekinesis, the Chills, to make the most of the Mental Alacrity, and the Reverberation.
- In Balance, The Force in Balance and the Presence of Spirit.
Powers
The Force is powerful in the Scholar, it flows freely in his veins and fatigue comes insidiously. I will not indicate here the cost in force of each power because it is not important, only are the capacities which will make it possible to modify it or to increase the speed of regeneration. Operation bosses have 10% defense against all Force powers and a 35% reduction on kinetic-type damage.
The damage is indicative of the current optimum (2.7). For more details, refer to the "Statistics" section.
Monocible
- Diverse
- Telekinesis
- Balance
Force barrier
- Excluding GCD
- Effect: Full immunity for 10 seconds, removes all dispelable effects.
- Delay: 2 minutes, 1,5 minutes if Force Haste
Strength armor
- Activation: instant
- Effect: Absorbs up to 5.000 to 6.000 damage points of all types. Depends only on the care bonus.
Rescue
- Activation: instant
- Delay: 1 minute
- Target: ally
- Effect: Brings an ally closer to you, and reduces their aggressiveness by 25%. Sometimes allows to save a DPS, which will thank you for it. Used on a tank, ensures everyone's attention (and disapproval, but you get nothing for nothing).
Strength Content
- Activation: instantaneous, excluding GCD
- Effect: Grants 2 charges, increasing the critical chance of powers by 60%. A power resulting in a critical hit consumes a charge. A Telekinetic Throw will always consume exactly one charge.
Mental acuity
- Excluding GCD
- Delay: 2 minutes, minus 15 seconds if bonus 2 pieces, minus 15 seconds if Force Fluid.
- Effect: + 20% Alacity and Immunity to interruptions for 10 seconds, 15 if Fluid Force.
Projection
- Activation: instant
- Delay: 6 seconds
- Bonus: 45% chance of doubling for + 50% damage, or + 22,5% damage.
- Damage type: kinetic
Disturbance
- Activation: 1,5 seconds
- Damage type: kinetic
- Bonus: 30% chance of doubling for + 30% damage, or + 9% damage; x 2 under Mental Alacrity, + 6% critical, + 50% Surge and + 60% to cast Telekinetic Wave instantly
- Damage type: kinetic
Telekinetic Wave
- Activation: instantaneous under Tide of Force, 3 seconds otherwise., 5 targets maximum
- Delay: 6 seconds
- Bonus: 30% chance of doubling for + 30% damage, or + 9% damage; x 2 under Mental Alacrity and + 50% Influx
- Damage type: kinetic
Turbulence
- Activation: 2 seconds
- Delay: 9 seconds
- Bonus: 30% Chance to Double for + 30% Damage, i.e. + 9% Damage, + 50% Surge, + 60% to Cast Telekinetic Wave instantly
- Type of damage: internal; systematic criticism if target affected by Weakened Spirit
Telekinetic Throw
- Channeling: 1,5 seconds, 3 seconds without Psychic Projection
- Delay: 6 seconds
- Bonus: + 6% critical
- Damage type: kinetic
Weakening of Spirit
- Activation: instant
- Type of damage: internal
- Average damage: 5393
- Average Dps: 3692
Mental crush
- Activation: 2 seconds
- Delay: 15 seconds
- Bonus: 30% chance of doubling each DoT
- Damage type: kinetic
Force wave
- Channeling: 6 seconds, maximum 5 targets
- Damage type: kinetic
Projection
- Activation: instant
- Delay: 6 seconds
- Damage type: kinetic
Disturbance
- Activation: 1,5 seconds
- Bonus: + 6% crit, + 35% damage and snapshot under Presence of Spirit, -60% in cost.
- Damage type: kinetic
Launched Telekinetic
- Channeling: 3 seconds
- Bonus: + 6% critical + Wave Force: 20% chance of 356 damage x 4 ticks (subject to -35% damage and no influx bonus)
- Damage type: kinetic
Force in Balance
- Activation: instantaneous, 5 targets maximum
- Delay: 15 seconds
- Bonus: + 30% Surge, + 2% Health per target, Places 15 Force Suppression stacks
- Damage Type: Internal
Weakening of Spirit
- Activation: instant
- Duration: 18 seconds, 6 ticks
- Bonus: + 30% surge, + 2% health per target, + 20% damage per tick for each charge of Force Suppression consumed
- Type of damage: internal
Force Cut
- Activation: instant
- Delay: 9 seconds
- Duration: 18 seconds, 7 ticks
- Bonus: + 30% Surge, + 2% health per target, + 20% damage per tick for each charge of Force Suppression consumed
- Damage Type: Internal
Ecrasement Mental
- Activation: 2 seconds
- Delay: 15 seconds
- Duration: 8 seconds, 8 ticks + immediate damage
- Bonus: 35% damage and snapshot under Presence of Spirit. + 30% surge, + 2% health per target, + 20% damage per tick for each charge of Force Suppression consumed
- Damage type: kinetic
Force wave
- Channeling: 6 seconds, maximum 5 targets
- Damage type: kinetic
There are three possibilities to manage the consumption of Force Suppression charges and the interaction between damage over time:
- Bulk: Slash and Debuff Spirit cast every 18 seconds only, Mind Crush and Force Balance when available.
- -1 tick: Force Slash and Spirit Debuff are cast every 15 seconds, immediately after Force in Balance, Mind Crush as soon as available.
- -3 ticks: Slash and Debuff Spirit cast every 18 seconds only, Mind Crush immediately after Force in Balance.
Which leads to the following damage values:
We can see that as long as you get there, the best way to optimize damage damage over time is to not worry about mental crushing when using The Force in Balance, and to use it. independently, except if more than 2 seconds (for the force-cutter) or 4 seconds (for the weakening of mind) elapse without the corresponding damage ("massive" multiplayer situation or many other specialization damage on the duration or presence of at least one other Equilibre scholar).
Cycles, Priorities and Powers
- Telekinesis
- Balance
- Hybrid
First, sort per damage per second (DPS):
This DPS is calculated with an alacrity value equal to zero, and therefore corresponding to a general recharge time (GCD) of 1,5 seconds. We notice that :
- The weakening of spirit is very powerful. It is therefore always advisable to have it placed, but it will be more difficult not to place it too early or too late than in a special balance.
- Turbulence is the most powerful of the powers available, but precisely requires the presence of its own damage over the duration of Weakening Spirit. Be careful, 2 seconds of casting means that it takes at least two seconds remaining for the Spirit debuff when casting the spell, which implies correctly evaluating the time remaining. Good luck if anyone else starts to dowry the Boss.
- Telekinetic Wave has a kind of "reverse cooldown": when available, you have 10 seconds to cast it. Suddenly, there is no great urgency to use the Tide of Force trigger, and we can wait to put all the other powers that are subject to it under CD. Be careful, however, to wait more than 8,5 seconds is to lose or postpone a proc, and that would hurt.
- With the increased Damage Bonus, Telekinetic Throw becomes a power of phenomenal power, but be careful not to move or lose the last tick by throwing the next attack too quickly. It is subject to the same "reverse cooldown" as the Telekinetic Wave, and also only allows 8,5 seconds to cast so as not to lose or postpone the next one. Since 2.7, it is also available almost twice as often (around 20,5 seconds before 2.7).
- Mind Crush is comparable in power to Telekinetic Wave. Depending on usage, it will be used either almost as soon as it is available or every 22 seconds. Recollection does not reduce the recoil of Mind Crush, so it will not be used under fire!
- The Trouble is mediocre, and therefore can only be used if everything else is unavailable.
- Projection isn't even useful! Even with three points in upheaval, it does not exceed the inconvenience of more than 60 points. As integrating it into the cycle leads to greatly complicating it, while not allowing the chills to be refreshed, so we will not do it, so as not to waste time or dps. But of course, when you have to move and only this power is available, it's better than keeping your hands in your pockets.
- The strength content is ideally used if it is used to accelerate a telekinetic throw and then a telekinetic wave.
- Attention 1, if you do the opposite and the Telekinetic Elan activates, you will consume a second charge.
- Attention 2 [Attention ++], the option "queuing of powers", moreover essential to reach the maximum APM, leads to the consumption of a load if it is queued at the very end Turbulence: insert a disturbance or wait a quarter of a second
Le Monocible
The cycle is organized around Turbulence and with the aim of using it as often as possible. On engagement and then as soon as available, Mental Crush, immediately followed by Weakening of Spirit.
As soon as possible, the Turbulence. If it is available at the same time as Mental Crush or Weakened Spirit, it is preferred.
Otherwise, as fast as possible: Cast Telekinetic under proc, Telekinetic Wave under proc, and Disturbance. When several powers can be used as desired, the following order of priority is respected: Throw Telekinetic, then Telekinetic Wave, then Disturbance. Given the delay in proc "spawning", we'll always bug out as soon as possible, and wait during the cast to see if a proc has occurred.
Under Mental Alacrity, the cycle is exactly the same.
New Arrivals
- The Telekinetic Throw being available much more often, and with the same cooldown as for the Telekinetic Wave, you will get into the habit of always casting them after each other and starting with the Telekinetic Throw.
- The ideal being to maintain as long as possible the weakening of Spirit, while taking only the least time, one understands that it is necessary to try to revive it as soon as possible of the 18 seconds. There are 3 possibilities:
- Every other turbulence, i.e. once every 1 seconds: in addition to losing 22% of the time available for this DoT which is our third best power, but I personally find it very difficult to pay attention to this, in addition to the activations of effects, cooldowns, placement, etc., to be aware of in combat.
- Immediately after a Mind Crush cast on CD, i.e. 1 time every 17,75 seconds (15s cooldown + 2s cast + 0,75s 1/2 GCD (statistic)): Reduces the number of things to watch for in combat by one, which is not negligible, but leads to losing one of the 6 tics, ie 16% loss.
- Immediately after a Mind Crush initiated while waiting for 1 GCD at the end of the CD, once every 1 seconds (19,25s CD + 15s Cast + 2s 2,25 GCD (statistics)): The conservation of the last tick compensates for and exceeds the delay when re-launching the Mind Crush but, this requires more prolonged attention on the Mind Crush CD. This is ideal if you can do it. If in doubt, choose the option immediately above.
If the cycle must be interrupted
- If Turbulence is available, or the CD is less than 2 seconds, roll Spirit Debuff and then Turbulence.
- If mental crush is available, it is initiated immediately.
- Otherwise, use Telekinetic Throw, Telekinetic Wave and Disturbance until you can throw the next turbulence. Usually 3 Disturbances per Turbulence.
Force management
Thanks to Telekinetic Outpouring, there will never be any problem with the Force.
The Multicible
The very first thing to obtain is the Trigger of Force Tide, in order to be able to use the Telekinetic Wave, starting with a Force Wave. Then the Spirit debuff, if there are two, three, or four targets and they stay put! You shouldn't waste time looking for them all. Turbulence in the same situations as Weakened Spirit.
The cycle is otherwise normal if there are only two targets, and is replaced by Force Surge if there are at least three.
First, sort per damage per second (DPS):
This DPS is calculated with an alacrity value equal to zero, and therefore corresponds to a general cooldown of 1,5 seconds. We notice that :
- Mental crushing is always the best power, it is used in priority over any other!
- Force Suppression and Mind Weakening are equivalent, but losing a tic, resting them every 15 seconds (based on the Balance Strength CD), is the same as losing the bonus from Force Suppression. It is therefore necessary as far as possible to rest these dowries only once they are completed.
- However, if it is to risk forgetting it for a long time, or if you cannot follow their progress (if another DPS Balance scholar is present, especially), it is better to rely on the Force in Balance CD. , because their DPS remains, even so, superior to any other.
- Refer to the equivalent time to know the time not to be exceeded before refitting it.
- The Force in Balance is then the most powerful of the damage providers, but above all boosts the dowries. Always have on CD, unless it leads to delaying a Mind Crush. Note that The Force in Balance benefits from the Mental Slash.
- Consuming presence of mind for a disturbance is a pretty big gain over a simple telekinetic throw, but should not be used if there is a risk of having to delay a Mind Crush.
- Telekinetic Throw is the lowest dps, but remains CD-free, and above all is used for the Presence of Spirit proc, in order to cast a Mind Crush or Disturbance.
- Because of its minimal efficiency, Projection will never be used.
- The best way to optimize dowry damage is not to worry about mental crush when using Balance Force, and use dowries independently, unless longer than 2 seconds ( for the cut-force) or 4 seconds (for the weakening of mind) elapse without the corresponding dowry (situation of "massive" multiplayer or many other specimens or presence of at least one other scholar dps Equilibre).
- The strength content will preferably be used to boost two successive telekinetic throws. Or a telekinetic throw and a Balancing Force.
Le Monocible
In the attack phase, the start of the cycle is made up of a simple sequence of three blows:
- Weakened mind
- Force cut
- Force in Balance
This order is preferred because the Force-Cut triggers immediately, while the Weakened Mind doesn't trigger for the first time until after 3 seconds. We only lose the boost on a single tic de force-cutting, but above all we will not resume aggro with so little!
Then, we go directly to the Telekinetic Throw of the state phase.
For those who absolutely want to start with an incantation (the countdown time, if your tank is of the suicidal type *), do not never start the Mind Crush because you don't have DO NOT of Presence of Spirit! If you want it anyway, cast a Trouble. The advantage is threefold: it hurts less so no aggro recovery, you do not go on CD for pissing your best fate, and you already start with 1% more alacrity.
* Examples:
1) 3 ... 2 ... 1 ... "Pull" / Saber Throw ... Force Jump / Aggro Loss => Bad tank
2) 3 ... 2 / Saber Throw ... 1 / Force Leap ... "Pull" / Protective Slit => Will hold out longer. "
In the status phase, the priority is as follows:
- Mental crush, as soon as presence of mind is available
- Force cut
- Weakened mind
- Force in Balance
- Disturbance, immediately after the first Telekinetic Throw following the Mental Crush, and sometimes, the second.
- Telekinetic Throw, usually 3 per Mind Crush
While under Mental Alacrity, a Disturbance can also be used after the second Telekinetic Throw following the Mental Crush.
Ideal damage management over time
In order to make the best use of damage over time (DoT), we will always try to place the Spirit debuff first, then the Force Cut, respecting this order as much as possible. If we try to use them until they are exhausted, we have a period of three seconds to relaunch them after their last tick, while remaining more effective than a re-pose fixed on The Force in Balance.
If we exceed this time slightly, we put down the Cut-Force first, then the Spirit Debuff, and in the next cycle we put them back in the normal order, in order to recreate this "cut-force saving". This allows to maintain a higher DPS with up to 5 seconds without DoTs.
Beyond that, we resume as if nothing had happened (and we whistle).
New Arrivals
- As Spirit's presence is now much more controllable, so is Disturbance, and monitoring his procs is no longer necessary, freeing up more attention for the rest of the fight. Keeping in mind that if the damage of the Disturbance is greater than that of the Telekinetic Throw, it is a small difference compared to the Mental Crush, which should not be postponed under any circumstances less important than the wipe, we can now cast 1 or 2 Mind Crush Disturbances, under certain conditions:
- This is not possible if the dowries are re-thrown based on the Balance Force CD without having to cut each Telekinetic Throw after its third tick, which quickly leads to running out of Force.
- This is impossible if you have to interrupt your cycle for some other power (Bubble, self-healing, purging, etc.)
- This is doable if you re-roll DoTs after they run out and your Alacrity value allows it. It will therefore vary depending on your equipment and the procs of the 4-piece bonus. Note that by the time you climb to 4 Telekinetic Focus Stacks, you will not reach your maximum alacrity.
- It is still doable under Mental Alacrity.
In pictures
Force management
With the overhaul of Telekinetic Focus, you should no longer lose Strength, with your Disturbance only costing 16 Strength points. However, if you must regularly use your Force Armor, your reserve will decrease irreparably, and you will never be able to recover from a period of healing support.
Using Projection is a sinkhole, but now you'll be able to handle it if it's your only gap, enough to improve mobility even further (or like me, lure the Overloaded Droid away from the party on Nefra).
Following a combat resuscitation, it is particularly difficult to restore its reserve and we will limit ourselves to no longer placing Armor.
The Multicible
The Force in Balance is the first power to use, and to always keep on CD. Then the Coupe-force, also under CD, alternately on two different targets. Then the Spirit debuff, if there are two, three, or four targets. As long as there are only two targets, Telekinetic Throw is used, and Mind Crush and Disturbance is used when Spirit Presence is available.
Force Wave is for use from only three targets. Not forgetting that the Force Wave consumes the Force reserves at a very high speed, to be used sparingly.
The Sorcerer
I do not play a Sorcerer and therefore did not take into account that the property on which I rely to advise this management of damage over time is not applicable in the Imperial faction (and absent from the guides that are taken from it). , such as Dulfy): the high visibility of the negative effect of Coupe-Force. Even on a 16-player Operation boss with 6 ranks of negative effects, it's impossible to miss the beautiful green hue of the Force Cup, which isn't as obvious with Creeping Terror.
If another trick is used on the Empire side, do not hesitate to point it out in the comments.
First, sort per damage per second (DPS):
This dps is calculated with an alacrity value equal to zero, and therefore corresponding to a general recharge time of 1,5 seconds. We notice that :
- Mental crushing is always the best power, it is used in priority over any other!
- The Spirit debuff is very powerful, but without having the visual cue of the Coupe-Force, only the first two options presented under the Balance tab are offered to us. We will therefore choose without hesitation the second.
- With the increased Damage Bonus, Telekinetic Throw becomes a power of phenomenal power, but be careful not to move or lose the last tick by throwing the next attack too quickly. It is subject to the same "reverse cooldown" as the Telekinetic Wave, and also only allows 8,5 seconds to cast so as not to lose or postpone the next one. However, you must also be careful not to use it too early, at the risk of the Presence of Spirit being consumed by your next Disturbance!
- Force in Balance is then the most powerful damage provider, although it no longer boosts damage over time. Always have on CD, unless it leads to delaying a Mind Crush.
- Telekinetic Wave has a kind of "reverse cooldown": When available, you have 10 seconds to cast it. So there is no great urgency to use the Tide of Force proc, and we can wait to put all the other powers that are subject to it under CD. Be careful, however, to wait more than 8,5 seconds is to lose or postpone a proc, and it hurts.
- Disturbance is the weakest of the remaining powers, but is used for the Tide of Force and Psychic Projection proc. Consuming presence of mind for inconvenience is a big loss compared to a Mind Crush. However, you should be able to use every third proc of Presence of Spirit for a Disturbance.
- The effectiveness of the Projection is minimal Even with only three points in upset, it does not exceed the disturbance of more than 60 points. As integrating it into the cycle leads to greatly complicating it, so we won't do it, so as not to waste time or DPS. But of course, when you have to move and only this power is available, it's better than keeping your hands in your pockets.
- We will preferably use the strength content to boost the force in balance and then a Telekinetic Wave.
In pictures
The Multicible
- The Force in Balance is the first power to use, and to always keep under CD.
- Then the Spirit debuff on each target, if there are two or three targets.
- As long as there are only two or three targets, the rest of the cycle is normal.
- From four targets, only the Force in Balance, The Telekinetic Wave and the Force Wave are cast
Statistics
For the most determined among you, I propose here the calculation file that I used to optimize the cycle and the equipment. For this part, I'm using the formulas found on mmo-mechanics for the stat formulas, guidescroll for the power damage formulas, and torhead for the values of each power.
Edit the values in the green boxes of the "Choices Made" table to reflect your goal. You can also modify the red boxes with your index values or directly your statistics, if you want to see which value you are entitled to achieve. Be careful with Alacrity and Criticism, if you modify the red boxes, consider that you have invested 1 point in Penetrating Light and none in Gift of Strength.
Note that to take into account the bug on the double activation of autoproc relics occurring in the Balance spec, 1,6 must be entered in C30
Remember the inheritance bonus: 1% crit + 1% influx + 1% accuracy.
For others, here is the most important:
- Raise the precision as close as possible to 110%, without exceeding them.
- Do not put a review index.
To go into more detail, here are the exact characteristics that allow you to maximize the theoretical dps in 2.7:
- 2 Crystals 41 Power, 9 Modules 63 Power
- 9 Modules 75 Power
- 2 Sophistications 68 Power - 102 Surge
- 1 Sophistication 68 Power - 102 Alacrity
- 4 Sophistications 68 Power - 102 Precision
- 1 Sophistication 68 Critical - 102 Precision
- 1 Ear 130 Power - 94 Surge (not yet available in 81)
- 2 implants 141 Power - 102 Alacrity
- Dread Forge Relic of Concentrated Retribution (39 ability power, auto-proc 740 Willpower)
- Unexpected Onslaught Dread Forge Relic (39 ability power, 740 ability power auto-proc) *
- 14 Improvements 32 Willpower
- 1 Nano-Infused Resolution Stim (169 will - 70 Power)
* Bug Usage: Replaceable with an Unexpected Assault Dragon Kell Relic (36 ability power, 595 ability auto proc) in Balance Specialization, which also benefits from the double proc.
In the Balance Specialization, you can keep two pieces with critical modifications and sophistication (outside the set if possible), to gain 10 small dps points, it's expensive.
2 or even 3 Precision-Critical Sophistication are quite tolerable in Telekinesis while waiting for the extremely rare Precision-power.
Conclusion
- Telekinesis
- Balance
- Hybrid
Objective of dps:
Multi-target without armor debuff:
- 2 targets: ~ 4700
- 3 targets: ~ 5600
- 4 targets: ~ 8200
- 5 or more targets: ~ 10100
The constraints of this specialty, which are important, between the great reactivity on the launch of powers and the almost total immobility required, are compensated by a more efficient multi-target from 4 opponents and a higher burst capacity.
And then she has class.
Objective of dps:
Multi-target without armor debuff:
- 2 targets: ~ 5100
- 3 targets: ~ 6300
- 4 targets: ~ 7600
- 5 or more targets: ~ 8600
The main limitation of this specialty is the absence of real burst and the delay of several seconds before reaching the optimum dps, which limits its use when you are forced to change targets and produce maximum damage on it at a minimum. of time. Another constraint is the combat duration limit due to Force depletion.
Finally, be aware that your DPS will be siphoned off by DoTs from other consulars, especially if another scholar uses a Mind Crush.
On the other hand, it has the advantage of allowing greater mobility and of being only much less reduced by interruptions.
Objective of dps:
Multi-target without armor debuff:
- 2 targets: ~ 4350
- 3 targets: ~ 5500
- 4 targets: ~ 8800
- 5 or more targets: ~ 10900
This Hybrid Spec does not compare in single target with the traditional two, despite the benefit it derives from the relics bug. It is indeed greater in the damage zone, if there are at least 4 targets!
Also note that it requires different equipment, with an optimum around 429 critical index points.
Big constraints for a profit that you may find mediocre, but it has been said.
In the end, we see that these two specializations are surprisingly equivalent, the developers succeeding in their goal of offering two equal choices, which was far from being the case before, while destroying the old hybrid specialization.
Armor reduction can be obtained by a Guardian and his gentle Fatal Strike, for example.
“Burst” is mental alacrity, but without any doping.
Hope you like this guide, don't hesitate if you have any questions!