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Reduces the pushback suffered while activating Telekinetic Wave, Disturbance, Mind Crush, Turbulence, and Telekinetics Bolt by 75%. Additionally, you have a 25% chance when taking direct damage to gain Concentration, which causes your next Disturbance or Telekinetic Burst to activate instantly. This effect cannot occur more than once every 8 seconds and lasts for up to 15 seconds.

Note: Damage and healing values are based off a level 50 character in green gear. Our staff are still adjusting and adding effects to the formulas, so bear with us as we continue to improve these numbers for launch.

Ability Details

Dispel typen/a
GCD categoryn/a
Cast timen/a
GCD0 seconds
Effect details


5 comments found
By millertimebjm at 2011-11-27 21:15:24

EDIT: I wrote this without looking at the talent Inner Strength, which will improve this, and reading about increasing regen rates from gear. When I get further and do more research on the talent trees and gear, I will update this.

I am going to try some math (the only talent I have that might affect this is Mental Longevity, for 100 more total Force).

I tested first my regen rate. From 20 to 600 Force in 72 seconds, is close enough to 8 Force every second.

Let's say you have all 3 stacks with 30% increased regen, 10.4 Force every second.

Disturbance costs 30 Force. If you were perfect and got a Disturbance completely casted only after exactly 10 seconds, you would still be at less than you started, or 24 force gained over 10 seconds by casting the 30 Force cost Disturbance.

If you are a pure healer, don't cast Disturbance only for additional force regeneration.
If you are a pure dps or dps hybrid, you will reduce Disturbance to 6 Force (+2.4 Force per second clipped below 10) when cast after having 3 stacks.

By Mitokok at 2011-11-22 17:10:09
Interesting placement in the talent tree, this could lead to healers using disturbance in their spare time (Since it has a low cast time) in order to regenerate Force, the math still has to be done at release, but this looks like it'll make healing a little more interesting.
By anonymous84 at 2011-12-30 13:55:37

I agree it is inefficient,do not think you will have unlimited force due to this mechanic

Saying that however, with Telekinetic Effusion procs you can reduce Disturbance to 15 force cost not including inner strength, so in that circumstance you could indeed have a net gain of force
Telekinetic Effusion is not hard at all to get activated once per 10 seconds (with all your DoTs) meaning you could maintain this regen buff quite cheaply

As you state the 30% buff gives you 10.4 force per second
What I would like to know is if you can generate 0.4 of a force point or does the game cut that part off, you could be losing significant force over a long fight if it clips the decimal point off

Maybe someone could test this over say, a 40 second period so any discrepancy would be more noticeable

Edit: You can tell I don't have this talent right ;) Telekinetic Effusion affects your next 2 damaging spells, meaning you would have to cast your 2 Disturbance directly after one another if you are not throwing a heal in or something, meaning your 2 disturbance casts will still total 30 force within the 10 second buff period, preventing the most efficient use of waiting as late as possible within the 10 seconds to refresh the buff

However if you already have 2 or 3 stacks then you would only need to cast one Disturbance to maintain the full regen buff, so in this circumstance you can benefit the most efficiently from the regen

It would seem that getting the first 2 stacks as fast as possible, then using cheap 15 force Disturbances to maintain would be most efficient

Any Telekinetic player can comment?

By anonymous84 at 2011-12-31 18:42:31

you can avoid this somewhat convoluted regen mechanic if you are hybrid & you have gone 3 tiers into the balance tree to get Psychic Barrier then for ultimate regen the 2 Telekinetic Effusion stacks should be used for 2 consecutive throws

Cost of Throws 2x15 = 30 cost
6 seconds total channel time, 6x8 force per second = 48 gain
2x4% force gains = 40 gain

net gain 58 force, 66 with [ability=guPpEir][/ability], and if one of the 8 Telekinetic Throw ticks crits, you can repeat indefinitely to gain infinite force points

By LizzyMaeH at 2012-03-14 22:12:54
So, it is not recommended to put any points in concentration if you're a seer sage healer?
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