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Sage / Sorcerer Combat Routine

One loadout-aware routine for Telekinetics / Lightning, Balance / Madness, and Seer / Corruption.

Current release: Jedi Sage and Sith Sorcerer. Both combat styles use the same priorities through an explicit name-mapping boundary.

Script build: 2026-09-30-sage-sorcerer-mirror-r27 · Settings schema: 38

 

Overview

The script reads the current Sage or Sorcerer loadout and dispatches exactly one mirrored route: Telekinetics / Lightning, Balance / Madness, or Seer / Corruption. A different combat style or discipline leaves the routine inactive instead of guessing.

  • One command owner - all three disciplines share one top-level AbilityExecutor. A route cannot submit over an action already owned by another route.
  • Core admission - Core makes the final decision on cooldown, global cooldown, resource cost, range, facing, target state, line of sight, and command lifecycle.
  • Exact targeting - damage routes use the selected hostile. Seer / Corruption healing submits one explicit friendly target without replacing your visible selection or falling back to it.
  • Observed state - proc, effect, position, cooldown, combat-event, and target data must be current enough for the branch that consumes it. Missing data disables that branch.
  • Shared PvP cleanse - both damage routes can cleanse before their damage action. Seer / Corruption uses the same exact-definition catalog with additional healer priorities and controls.
  • Per-discipline settings - the Core settings card shows controls only for the selected discipline, while shared activation, cleanse, and logging controls remain common.

 

Sage / Sorcerer Name Map

The priority model uses Sage names internally and resolves the matching Sorcerer name before every Core ability, effect, cast, and combat-event lookup. The settings keep their existing Sage labels so saved settings continue to work for both styles.

Area Sage Sorcerer
Disciplines Telekinetics
Balance
Seer
Lightning
Madness
Corruption
Core damage Disturbance
Telekinetic Burst
Project
Telekinetic Throw
Weaken Mind
Mind Crush
Telekinetic Gust
Turbulence
Telekinetic Wave
Forcequake
Lightning Strike
Lightning Bolt
Shock
Force Lightning
Affliction
Crushing Darkness
Lightning Flash
Thundering Blast
Chain Lightning
Force Storm
Balance / Madness Force in Balance
Shifted Balance
Sever Force
Vanquish
Force Serenity
Telekinetic Blitz
Death Field
Death Brand
Creeping Terror
Demolish
Force Leech
Volt Rush
Healing Benevolence
Deliverance
Keeper of Peace
Healing Trance
Rejuvenate
Force Armor
Force Mend
Salvation
Wandering Mend
Vindicate
Mend Wounds
Restoration
Dark Heal
Dark Infusion
Rally
Innervate
Resurgence
Static Barrier
Unnatural Preservation
Revivification
Roaming Mend
Consuming Darkness
Purity
Expunge
Major procs Tidal Force
Presence of Mind
Conveyance
Resplendence
Amnesty
Altruism
Rejuvenating Aura
Lightning Storm
Wrath
Force Bending
Force Surge
Reverse Corruptions
Dark Concentration
Dark Resurgence

 

Shared Controls

  • Rotation Key - hold to run (default Mouse 4).
  • Ability Queue Window - how early Telekinetics / Lightning and Balance / Madness may prepare their next legal action before the current GCD, cast, or channel finishes.
  • Shared PvP Cleanse - exact-definition cleansing while the rotation is active, with Shared Cleanse: Self, Shared Cleanse: Allies, Shared Cleanse: Roots, Shared Cleanse: Slows, Shared Cleanse: Pressure Debuffs, Shared Cleanse: Minimum Seconds, Shared Cleanse: Pressure HP %, and bounded Shared Cleanse: Diagnostics controls. It never guesses from a display name.
  • Cast Log - records admissions, activations, ground-target confirmations, and important lifecycle transitions.
  • Decision Log - verbose, deduplicated route and data-gate diagnostics (off by default).

 

Telekinetics / Lightning (PvE)

A selected-target burst route with proc-owned Telekinetic Wave, target-centered AoE counting, movement guidance, and an optional fixed burst sequence.

  • Telekinetic Wave is never hard-cast. It is submitted only from an observed Tidal Force effect or a matching one-shot combat-event grant. The proc generation remains claimed until the command reaches an exact outcome.
  • Weaken Mind is maintained when the target is a hostile player, a durable NPC, or movement makes it the correct mobile action. Turbulence requires enough observed Weaken Mind duration to cover the cast.
  • Telekinetic Gust establishes the observed buff required before Mind Crush. Mind Crush also respects the configurable HP floor and durable-target policy.
  • Dormant Tremors permits a lower Forcequake threshold. A Tremors Forcequake against two or three targets is clipped after its first GCD; normal Forcequake uses its separate threshold.
  • Forceful Retribution is the two-to-three-target cleave filler when selected and the normal Forcequake threshold has not been reached.
  • Disturbance is replaced by Telekinetic Burst when learned. A confirmed Clamoring Force effect makes the filler instant; Project is the final movement action.
  • Pressure-aware self-preservation - with Magnifying Vibrations and an observed Reserved Light proc, the route can use instant Benevolence on itself at 85% HP or lower. Fresh urgent incoming-damage evidence can also trigger Mental Alacrity independently of the manual burst package.
  • Manual burst prepares the exact level-51 package, then executes Weaken Mind, Telekinetic Gust, Force Potency, Turbulence, proc-confirmed Telekinetic Wave, Mind Crush, and Project. If Clamoring Force is selected, it continues through Force Speed and two instant fillers. Mental Alacrity is deliberately not a burst requirement.

Telekinetics / Lightning controls

  • Relevant Targets (1-8) and Target-Centered Auto Count. Manual count remains authoritative unless a target-centered position sample succeeds; hostiles around the player are never substituted.
  • Forceful Retribution Radius, Forcequake Count Radius, Tremors Forcequake Targets, and Normal Forcequake Targets.
  • Weaken Mind HP Ratio and Mind Crush HP Floor.
  • Target Count Visual (off by default), Mobility Bar: Enabled, Mobility Bar: X, and Mobility Bar: Y.
  • Telekinetics: Pool for Burst, Telekinetics: Burst Key (default B), Telekinetics: Burst Status Label, and Telekinetics: Burst Readiness %.

 

Balance / Madness (PvE)

A sustained-damage route built around owned DoTs, observed Presence of Mind stacks, target-centered AoE decisions, optional exact-target spreading, and a movement advisor.

  • Four observed Presence of Mind stacks own the next spender. Vanquish is preferred when selected; Mind Crush is used on the earlier loadout. If the primary spender is unavailable, Destructive Wave or Disturbance is the alternate instant spender. A completed four-stack proc can pre-empt the end of Telekinetic Throw at the queue edge.
  • The route maintains its own Sever Force, Weaken Mind, and primary Vanquish/Mind Crush effect. Ownership must be observed; another player's DoT is not treated as yours.
  • Force Serenity / Force Leech follows active Weaken Mind / Affliction and is treated as mobile because Force Mobility is baseline for Balance / Madness.
  • Force in Balance is used after both maintained DoTs and spreads them when the current loadout and target cluster prove that branch. Shifted Balance is selected instead when that loadout replacement is learned.
  • Forcequake is a Presence-of-Mind AoE spender at the configured two-or-more target threshold and receives the four-target priority path. Telekinetic Throw builds stacks when the proc is not ready.
  • Max AoE Spread can use Force in Balance for a proven cluster or apply one missing Sever Force/Weaken Mind to one exact nearby hostile without changing your selected target.
  • Optional self-support includes moving Rejuvenate below the configured HP threshold and Mending Force Armor only when no known Sage/Sorcerer shield or reapplication lockout is observed.
  • While moving, the mobility overlay forecasts the actual priority chain: yellow means keep moving until the countdown ends; red means plant now for the next stationary action. Telekinetic Blitz or Project is used only when the selected loadout and priority permit it.

Balance / Madness controls

  • Balance: Max AoE Spread and Balance: Max Spread Key (default Mouse 5).
  • Balance: Spread Radius (default 20 m), with the cyan target range and orange next-target marker while Max Spread runs.
  • Balance: Forcequake Radius (default 8 m) and Balance: Forcequake Targets (default 2).
  • Balance: Moving Rejuvenate, Balance: Rejuvenate HP %, and Balance: Self Mending Armor.
  • Balance Mobility Overlay: Enabled, Balance Mobility Overlay: X, Balance Mobility Overlay: Y, and Balance Mobility Overlay: Width.

 

Seer / Corruption (Healing, PvE and PvP)

An explicit-target healer with pressure-aware triage, proc scheduling, group-heal placement, safe Force recovery, exact-definition cleansing, and guarded idle DPS.

  • Exact patients - the route includes the local player explicitly, deduplicates eligible friendlies, applies the configured Players/Companions/NPC filter, and submits every targeted heal with selected-target fallback disabled.
  • Healing styles set the normal HP thresholds: Safe begins at 98%, Balanced at 95%, and Efficient at 90%, with matching thresholds for Healing Trance, Wandering Mend, and the direct filler.
  • Incoming Damage Formula (default) orders patients by recent 0.75 s, 2 s, and 4 s pressure, attacker counts, observed HoT carry, projected HP, and time-to-die. Fresh urgent forecasts can admit a patient before the normal style threshold. Dropped combat events temporarily fall back to current-HP ordering instead of using stale pressure.
  • Proc-aware healing preserves and spends Conveyance, Altruism, Resplendence, Force Potency, Rejuvenating Aura, Renewal, and related observed effects. The plan prioritizes immediate rescue, pressure shielding, proc consumption, group value, routine maintenance, and safe fallback actions in that order.
  • Core kit - Benevolence, Rejuvenate, Healing Trance, Salvation, one supported Force Armor variant, and either Keeper of Peace or Deliverance are required before the route starts. Wandering Mend, Force Mend, Mental Alacrity, Force Potency, Vindicate, and other loadout choices are used only when learned.
  • Shields and group healing - Force Armor respects Sage and Sorcerer shield/lockout observations; incoming hostile targets can be pre-shielded. Wandering Mend evaluates connected injured targets, while Salvation chooses a valid cluster center and respects its configurable ally count.
  • Throughput cooldowns - Mental Alacrity is a setup action under heavy pressure. Force Potency is reserved for a useful Healing Trance/direct-heal spend and is not wasted on Rejuvenate or Wandering Mend.
  • Force optimizer distinguishes routine, active, and emergency pressure. It uses observed Resplendence / Force Surge and Amnesty / Reverse Corruptions for safe Vindicate / Consuming Darkness, can build stacks with Healing Trance / Innervate, and accepts Weary debt only when one recovery action unlocks a useful emergency heal. Sage can also use free Telekinetic Throw with Telekinetic Regeneration during true downtime; the unconfirmed Corruption counterpart remains disabled. The configured reserve protects routine healing and DPS but relaxes for active or life-saving treatment.
  • PvP cleansing uses the shared exact-definition catalog. Hard control normally precedes healing except for true life-saving treatment; movement and pressure effects follow their configured priorities. Physical coverage requires Mend Wounds.
  • Idle DPS requires a complete friendly observation, every observed ally at or above the effective Minimum Ally HP threshold, a valid selected hostile, and enough Force to preserve the configured reserve. Priority is Weaken Mind, proven two-target Forcequake, then stationary Mind Crush, Project, Telekinetic Throw, and Disturbance; while moving it stops after Project.
  • Seer Actions is a draggable recent-action feed for heals, shields, cleanses, Force recovery, DPS, confirmed amounts, and proc enhancements.
  • Cast Target Lines join each hostile caster to the target captured from its matching activation event. They do not represent the player's current cast target.

Seer Actions - recent heals, shields, cleanses, Force recovery, damage, and proc enhancements

Seer action window

Seer / Corruption controls

  • Seer: Heal Priority (Current HP / Incoming Damage Formula), Seer Healing: Style (Safe / Balanced / Efficient), and Seer Healing: Targets (Players only / Players + Companions / All Friendlies).
  • Seer Healing: Auto Force Armor, Seer Healing: Pre-Shield Incoming, Seer Healing: Auto Force Mend, and Seer Healing: Force Mend HP %.
  • Seer Healing: Auto Mental Alacrity, Seer Healing: Auto Force Potency, and Seer Healing: Salvation Allies.
  • Seer Force: Auto Vindicate, Seer Force: Recover Below %, and Seer Force: Reserve %.
  • Seer PvP: Auto Cleanse, Seer PvP: Cleanse Self, Seer PvP: Cleanse Allies, Seer PvP: Physical with Mend Wounds, Seer PvP: Cleanse Pressure Debuffs, Seer PvP: Pressure Cleanse HP %, and Seer PvP: Min Cleanse Remaining. These refine the shared cleanse controls; both layers must permit the action.
  • Seer Actions: Visible, Seer Actions: Position X, Seer Actions: Position Y, Seer Actions: Main Font Size, Seer Actions: Visible Rows, Seer Actions: Lifetime, Seer Actions: Show Heal Amount, Seer Actions: Show Damage, and Seer Actions: Show Proc Enhancements.
  • Seer Awareness: Cast Target Lines, Seer Awareness: Line Thickness, and Seer Awareness: Dark Outline.
  • Seer DPS: Enabled, Seer DPS: Minimum Ally HP %, Seer Force: Reserve %, Seer DPS: Weaken Mind, Seer DPS: Forcequake, Seer DPS: Mind Crush, Seer DPS: Project, Seer DPS: Telekinetic Throw, and Seer DPS: Disturbance.

 

Current Loadout Gates

Route What must be true
All routes Loadout status is ready, combat style is exactly sage or sorcerer, and the active discipline is one of the three mirrored pairs. Unknown identities remain inactive.
Telekinetics / Lightning The normal route consumes only abilities and effects present in the live loadout. Manual burst has a stricter mirrored package gate: Force Potency / Recklessness, Telekinetic Gust / Lightning Flash, Turbulence / Thundering Blast, Telekinetic Wave / Chain Lightning, Mind Crush / Crushing Darkness, Project / Shock, and the selected Clamoring Force / Convection requirements.
Balance / Madness Requires Sever Force / Creeping Terror, Weaken Mind / Affliction, Force Serenity / Force Leech, and Telekinetic Throw / Force Lightning, plus one confirmed suppression choice, primary DoT spender, and Presence of Mind / Wrath filler. A Madness loadout using the still-unconfirmed Sorcerer counterpart of Destructive Wave stays inactive.
Seer / Corruption Requires Benevolence / Dark Heal, Rejuvenate / Resurgence, Healing Trance / Innervate, Salvation / Revivification, Force Armor / Static Barrier, and Keeper of Peace / Rally or Deliverance / Dark Infusion.

 

Requirements And Installation

  • An active GoS: SWTOR subscription - 1 Week or 1 Month - is required for the loader and official script releases.
  • Use the current GoS: SWTOR Core build shipped for this script release. The route depends on current loadout, effect, combat-event, explicit-target, command-status, and overlay contracts.
  • Install and update the script from the Script Library in Core: open the Script Library, select Sage / Sorcerer, and install the latest release. The library installs the script and its shared dependencies together.
Release files Shared dependencies
live/sage.lua
common/sage/telekinetics.lua
common/sage/balance.lua
common/sage/seer.lua
common/sage/force_optimizer.lua
common/sage/healing_scheduler.lua
common/sage/mirror.lua
common/ability_executor.lua
common/actor_labels.lua
common/cleanse.lua
common/cleanse_db.lua
common/healer_pressure_tracker.lua
common/medicine_pressure_formula.lua

Quick check

  • Select Sage or Sorcerer in the script list, enable it, and hold the Rotation Key.
  • Open the script Log tab. The first line should show build 2026-09-30-sage-sorcerer-mirror-r27.
  • If the routine stays inactive, check the exact combat style/discipline, required loadout choices, selected target for a damage route, script status, and current Core build before changing settings.

 

Limits And Support

  • Confirmed names only: the Sorcerer boundary maps names backed by current client data or official Sage / Sorcerer pairings. It does not guess an unresolved display name.
  • A Madness loadout that replaces Lightning Strike with the still-unconfirmed Sorcerer counterpart of Destructive Wave remains inactive until that exact live name is confirmed.
  • Corruption recognizes the shared Force Mobility name. It does not assume an unconfirmed counterpart for Telekinetic Regeneration, so that optional downtime-recovery branch remains unavailable.
  • Telekinetics / Lightning and Balance / Madness require a usable selected hostile. Seer / Corruption idle DPS also requires one; healing does not.
  • Seer / Corruption is not an early-kit route. It remains inactive until its required healing loadout is present.
  • Unknown effects, incomplete friendly observations, missing positions, stale combat events, or unavailable cooldown/cost metadata can disable only the branch that needs that evidence.
  • Core remains authoritative for every cast request and terminal command outcome.
  • Found a bug or want an addition? Post the current script build, discipline, relevant settings, and the matching script-log section in this thread.

 

Built on GoS: SWTOR Core. Loadout-aware, explicit-targeted, and fail-closed.

Edited by Heisa

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