![]() It is more common for Force wielders to provide the armor debuff, while it is more common for Tech wielders to provide the Internal / Elemental damage debuff.įor Force Wielders, you’re best off bringing a Juggernaut / Guardian since they provide the armor debuff and can benefit from both debuffs Balance provides. Presence of debuff increases DPS by approximately In order to deal maximum damage, Balance requires 2 other DPS debuffs: DPS Debuff Guarding is now a tank-only ability, which is the logical next step since the nerf to Guard for DPS partway through 6.0 was ineffective at stopping its ubiquity in PvP. Balance permanently lost access to 2 abilities:īattle rezzes in general are now healer-only (so Seer still has Revival), but there is no longer a global 5 min lockout on those abilities, so it’s treated just like any other ability, albeit with a much longer cooldown ![]() In addition, many extremely situational abilities were pruned entirely. This means almost all disciplines had 5 abilities locked away behind choices with the option for players to keep up to 3 of them. The 3 abilities are almost always the same for each discipline. The third option is less consistent, it seems to be there as an extra balance lever for BioWare since some abilities that got locked away are more impactful than others. ![]() Another of the abilities is the movement ability with the longest cooldown. One of the abilities is always one of your primary CCs, either the 8s mez or 4s hard stun. 1 choice where you’re picking 1 of 3 abilities.The other seems to be related to PvP balance, but there isn’t a clear pattern beyond the choice forcing players to decide which of 3 capabilities they want to keep. One of the ability choices tends to be an offensive cooldown (OCD). 2 choices where you’re picking between 1 ability or 1 of 2 passives.These choices are almost always the same for all disciplines. 3 choices which are just old Utility effects.2 choices buff a discipline-specific ability (2 abilities, 1 choice each).The options have several similarities across the Combat Styles: Each discipline has 8 choices where they pick 1 of 3 options. Utility points are gone! Instead, there is a new system called the Ability Tree. You can check at the top of the guide to see if the guide has been updated for the most recent patch. ![]() Their exceptional damage reduction and self-healing mean that healers can largely ignore them outside of heal checks, and even then, they’ll probably be fine with just the AoE healing.īioWare will likely be making balance changes throughout the first few patches, so be sure to check back to this guide after each update. Since most AoE capability was removed or heavily constrained from burst specs in 7.0, Balance is in the upper echelon compared to all other DPS specs.īalance truly excels when it comes to survivability. Meanwhile, this discipline’s AoE potential is pretty average for a DoT spec it manages to keep up with all of the other DoT specs in the game, really only falling behind compared to the ridiculously overpowered disciplines, Vengeance / Vigilance and Hatred / Serenity. They attempt to maintain balance by suppressing their opponent’s connection to the Force and reclaiming life taken by their aggressors while keeping them distracted with Jedi mind tricks and an endless torrent of rocks controlled through Force telekinesis.īalance is one of the weaker specs in terms of single-target sustained DPS, but they are still capable of pulling viable numbers and offer significantly stronger burst potential than what most DoT specs can do, especially when pre-casting is possible. Welcome to my 7.0 guide for Balance Sage! Balance Sages are wardens of the Living Force. The guide is up-to-date for Patch 7.2.1d Table of Contents: SWTOR 7.0 Balance Sage PvE Guide (DPS) for beginners and more experienced veterans: Skills, Choices, Rotations, Gearing, Builds, Tips!
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