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Jedi Consular Facts and Info


Ezrya

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Jedi Consular

Class Information

 

:sy_star::sy_lightsaber::sy_star:

"For my ally is the Force, and a powerful ally it is.

Life creates it, makes it grow. Its energy surrounds us and binds us.

Luminous beings are we, not this crude matter."

 

 

Last updated February 1, 2011

 

____________

 

[aname=contents]Contents[/aname]

 

[jumpto=anchor1]General Info[/jumpto]

· [jumpto=anchor10]Voices[/jumpto]

· [jumpto=anchor11]Playable Species[/jumpto]

· [jumpto=anchor12]Gear[/jumpto]

· [jumpto=anchor13]Attributes[/jumpto]

 

[jumpto=anchor2]Companions[/jumpto]

· [jumpto=anchor22]Qyzen Fess[/jumpto]

· [jumpto=anchor23]C2-N2[/jumpto]

· [jumpto=anchor24]Tharan Cedrax[/jumpto]

· [jumpto=anchor25]Zenith[/jumpto]

· [jumpto=anchor26]Lieutenant Iresso[/jumpto]

· [jumpto=anchor27]Nadia Grell[/jumpto]

 

[jumpto=anchor3]Class Abilities[/jumpto]

· [jumpto=anchor31]General Abilities[/jumpto]

· [jumpto=anchor32]Class Abilities[/jumpto]

 

[jumpto=anchor4]Sage Advanced Class[/jumpto]

· [jumpto=anchor41]Sage Abilities[/jumpto]

· [jumpto=anchor42]Seer Specialization[/jumpto]

· [jumpto=anchor43]Telekinetics Specialization[/jumpto]

· [jumpto=anchor44]Balance Specialization[/jumpto]

 

[jumpto=anchor5]Shadow Advanced Class[/jumpto]

· [jumpto=anchor51]Shadow Abilities[/jumpto]

· [jumpto=anchor52]Infiltration Specialization[/jumpto]

· [jumpto=anchor53]Kinetic Combat Specialization[/jumpto]

· [jumpto=anchor54]Balance Specialization[/jumpto]

 

[jumpto=anchor6]Links Index[/jumpto]

· [jumpto=anchor61]General Consular Info[/jumpto]

· [jumpto=anchor62]Sage Advanced Class[/jumpto]

· [jumpto=anchor63]Shadow Advanced Class[/jumpto]

· [jumpto=anchor64]Consular Videos and Streams[/jumpto]

· [jumpto=anchor65]Other Helpful Sites[/jumpto]

 

[jumpto=anchor7]Notes[/jumpto]

· [jumpto=anchor71]Updates[/jumpto]

____________

 

 

[aname=anchor1]General Info[/aname]

 

Consular Holonet Page

 

Advanced Classes Page

 

Starting world:

Tython

 

Allegiance:

The Galactic Republic

 

Faction:

The Jedi Order

 

Leader/Representative:

Satele Shan

 

Ship:

Corellian Defender-class light corvette

 

Mirror Class:

Sith Inquisitor

 

 

[aname=anchor10]Voices[/aname]

Female:

Athena Karkanis

 

"Join the Fight" Trailer - 0:58

Taral V Developer Walkthrough - 3:32

 

Male:

Nolan North

 

Consular Class Video - narrator

 

 

[aname=anchor11]Playable Species[/aname]

Human

Racial: Rally – Rallies nearby allies. (2.5 minute cooldown)

Causes friendly characters in range to cheer.

 

Mirialan

Racial: Focusing Ritual – Undergo a focusing ritual to rest and recuperate spirit. (No cooldown)

An alternative to our Meditation ability.

 

Miraluka

Racial: Sense Force Alignment – Senses the target’s alignment with the Force. (15 second cooldown, 30m range)

Characters glow different colors based on their alignment.

 

Twi'lek

Racial: Parlor dance – Perform a unique dance. (No cooldown)

The only unique dance animation in the game - everyone gets the same dance animation otherwise.

 

Zabrak

Racial: Inspire loyalty – Inspires the target ally. (15 second cooldown, 30m range)

Causes a friendly character to salute.

 

Species unavailable to Consulars: Chiss, Cyborg, Rattataki, Sith Pureblood

 

 

[aname=anchor12]Gear[/aname]

Weapon:

· Vibrosword

· Training Saber

· Lightsaber

· Electrostaff (Shadow advanced class only)

· Double-bladed lightsaber (Shadow advanced class only)

 

Offhand:

· Focus

· Shield Generator (Shadow advanced class only)

 

Light armor (robes)

 

 

[aname=anchor13]Attributes[/aname]

 

"Willpower increases your aptitude with force powers. It is the primary attribute for the Jedi Consular and Sith Inquisitor." -

(3:01)

 

Primary Stats:

Willpower: Increases the damage, healing, and critical chance of Force powers.

Endurance: Increases your total health and health regeneration.

Presence: Increases the health, damage, and healing of companions.

 

Secondary Stats:

Critical Chance: Increases the chance that your Force powers will deal critical damage or healing.

Surge: Increases the percentage by which critical hits will increase the damage or healing done.

Accuracy: Increases the chance that your offensive powers will affect the target. Accuracy over 100% reduces the target's resistance to your abilities.

Alacrity: Reduces the time it takes to activate or channel abilities.

 

Pacing/Resource Mechanic: Force Points

All Consulars have 100 Force Points from level 1-10. Each advanced class has a passive ability that modifies the function of Force Points after level 10.

 

[jumpto=contents]Back to Contents[/jumpto]

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Jedi Consular

Companion Info

 

:sy_companion:

 

 

[aname=anchor2]Companions[/aname]

 

Companions are acquired in the course of your class story on a given planet, regardless of your level.

 

They automatically gain new abilities as you level up. They do not need to be trained.

 

Companions are not allowed in warzones or operations. Flashpoints can have a maximum of 4 characters, including players and companions. With a full group of 4 players, no companions can be used in a flashpoint.

 

Companions will enter stealth if you do, and will not aggro enemies on their own.

 

Links:

Companions Holonet page

Developer Blog: Companion Characters Update - Part 1

Developer Blog: Companion Characters Update - Part 2

Companion Characters Video

More Companion Info

 

[jumpto=contents]Back to Contents[/jumpto]

 

 

[aname=anchor21]Companion Management[/aname]

 

Summoning and Dismissing:

Once you've acquired your first companion, you'll have a companion unit frame in the bottom left corner of your screen. Right-clicking here will give you the option to summon or dismiss your companion.

 

To summon a different companion, you'll need to open the Crew Skills window (default N key) and click the summon button beside the companion you want to use.

 

 

Crew Skills:

Companions can be sent out on missions at any time using the Crew Skills window (default N key). The mission will indicate how long the companion will be gone. Missions can be canceled at any time if you wish to bring your companion back.

 

Up to five companions can be working on a crew skill at any given time. Crafting jobs can be queued up to 5 times, but mission skills and gathering skills cannot be queued.

 

Right-clicking a gathering node with your companion out will send them to gather the resource automatically. Combat will interrupt them and they will run to fight instead.

 

 

Ability Bars:

By default, only 4 companion abilities appear in your interface, directly underneath the companion's portrait. The bar can be extended by clicking the + button beside it. This will move your companion's abilities into one of your own ability bars, giving you space for 12 companion abilities but preventing you from using that row for your own abilities.

 

The bar that is used for this can be changed in Preferences. You can have your companion's ability bar on the left or right sides of your screen, or in the bottom bar right below your own. You can also minimize it again at any time by clicking the - button.

 

 

[jumpto=contents]Back to Contents[/jumpto]

 

 

[aname=anchor22]Qyzen Fess[/aname]

 

Holonet Page

 

Why Trandoshan As a Jedi Consular Companion? - Dev post from Jo Berry

 

Gender:

Male

 

Species:

Trandoshan

 

Roles:

Melee tank

Melee damage dealer

 

Acquired:

Tython (1-10)

 

Preferred Gifts:

Favorite: Weapon

Loves: Military Gear

Likes: Technology, Underworld Goods

 

Crew skill bonuses:

+5 Biochem

+15 Archaeology

 

Gear:

Heavy Armor

Techblade

Shield Generator

Power Generator

 

Primary Stat:

Aim

 

[jumpto=contents]Back to Contents[/jumpto]

 

 

Qyzen's Abilities

 

Armor Proficiency: Heavy

Starting Ability, Passive

Able to equip heavy combat armor.

 

Armor Proficiency: Medium

Starting Ability, Passive

Able to equip medium-weight armor.

 

Armor Proficiency: Light

Starting Ability, Passive

Able to equip clothing, robes, and light-weight armor.

 

Armor Proficiency: Power Generator

Starting Ability, Passive

Able to equip a power generator in your off-hand.

 

Armor Proficiency: Shield Generator

Starting Ability, Passive

Able to equip a personal shield generator in your off-hand.

 

Weapon Proficiency: Techblade

Starting Ability, Passive

Able to equip techblades and other one-handed melee weapons tied to the Aim attribute.

 

Trandoshan Regeneration

Starting Ability, Instant/Toggled, Cooldown: 1.5 sec

Enters a guard stance, increasing threat generation by 100% and shield chance by 20%. Additionally, Qyzen's health regeneration while not in combat is boosted by 10%.

 

Taunt

Starting Ability, Instant, Range: 30m, Cooldown: 20 sec

Taunts the target, forcing it to attack the companion for 6 seconds.

 

Power Attack

Starting Ability, Instant, Range: 4m, Cooldown: 9 sec

A powerful attack that deals high weapon damage.

 

Flush Prey

Level 9, Instant, Range: 15m, Cooldown: 15 sec

Qyzen leaps at his target, dealing high weapon damage and immobilizing the target for 2 seconds.

 

Combat Stance

Level 11, Instant/Toggled, Cooldown: 1.5 sec

Enters an offensive stance, increasing all damage dealt by 5% and lowering threat generation by 25%. Additionally lowers the cooldown of all attacks by 25%.

 

Hunter's Surge

Level 13, Instant, Range: 4m, Cooldown: 12 sec

Qyzen activates an explosive pulse device, striking up to 5 nearby targets for elemental damage.

 

Guardian Strike

Level 17, Instant, Range: 4m, Cooldown: 12 sec

A powerful attack that deals high weapon damage and increases the companion's armor rating by 20% for 15 seconds. This ability generates a high amount of threat.

 

EMP Blast

Level 23, Instant, Range: 4m, Cooldown: 15 sec

Discharges an EMP blast that deals energy damage to up to 5 targets in an 8-meter radius and weakens them, reducing the damage they deal by 5% for 6 seconds. This ability generates a very high amount of threat.

 

Flaregun

Level 29, Instant, Range: 15m, Cooldown: 60 sec

Draws in the attention of all enemies within 15 meters, forcing them to attack the companion for 6 seconds.

 

Deploy Shields

Level 35, Instant, Cooldown: 2 min

Reduces all damage taken by 25% for 12 seconds.

 

[jumpto=contents]Back to Contents[/jumpto]

 

 

[aname=anchor23]C2-N2[/aname]

 

Gender:

Male voice programming

 

Species:

Protocol droid

 

Roles:

Healer

 

Acquired:

Coruscant (10-16)

 

Preferred Gifts:

None

 

Crew skill bonuses:

None

 

Gear:

Heavy Armor

Droid Armor

Power Generator

 

Primary Stat:

Aim

 

[jumpto=contents]Back to Contents[/jumpto]

 

 

C2-N2's Abilities

 

Armor Proficiency: Heavy

Starting Ability, Passive

Able to equip heavy combat armor.

 

Armor Proficiency: Medium

Starting Ability, Passive

Able to equip medium-weight armor.

 

Armor Proficiency: Light

Starting Ability, Passive

Able to equip clothing, robes, and light-weight armor.

 

Armor Proficiency: Power Generator

Starting Ability, Passive

Able to equip a power generator in your off-hand.

 

Med Watch

Starting Ability, Instant/Toggled, Cooldown: 1.5 sec

Enters a healing stance, increasing all healing done by 5% and lowering healing threat generation by 25%. Additionally lowers the cooldown of all healing abilities by 25%.

 

Med Scan

Starting Ability, Activation: 2 sec, Range: 30m, Cooldown: 6 sec

Heals a friendly target.

 

Field Dress

Level 9, Instant, Range: 30m, Cooldown: 12 sec

Heals the target every 3 seconds for 9 seconds.

 

Cleanse

Level 13, Instant, Range: 30m, Cooldown: 15 sec

Cleanses a friendly target of up to 2 negative tech or physical effects.

 

Kolto Jolt

Level 23, Instant, Range: 30m, Cooldown: 15 sec

Instantly heals a wounded target for a high amount. This effect can only occur on the same target once every 30 seconds.

 

Carbonized Stream

Level 29, Instant, Range: 30m

Traps the target in carbonite for up to 8 seconds. Damage to the target causes this effect to end prematurely. Targets may only be affected by Carbonized Stream once every 30 seconds.

 

Medical Pack

Level 35, Instant, Range: 30m, Cooldown: 15 secs

Lobs a medical pack at the target that releases kolto gas upon impact, healing up to 3 allies within 8 meters for a moderate amount.

 

[jumpto=contents]Back to Contents[/jumpto]

 

 

[aname=anchor24]Tharan Cedrax[/aname]

 

Gender:

Male

 

Species:

Human

 

Roles:

Healer

Ranged damage dealer

 

Acquired:

Nar Shaddaa (20-24)

 

Preferred Gifts:

Favorite: Luxury

Loves: Technology

Likes: Cultural Artifact, Underworld Goods, Courting (from female character)

 

Crew skill bonuses:

+10 Cybertech

+10 Slicing

 

Gear:

Medium Armor

Blaster Pistol

Scattergun

 

Primary Stat:

Cunning

 

[jumpto=contents]Back to Contents[/jumpto]

 

 

Tharan's Abilities

 

Armor Proficiency: Medium

Starting Ability, Passive

Able to equip medium-weight armor.

 

Armor Proficiency: Light

Starting Ability, Passive

Able to equip clothing, robes, and light-weight armor.

 

Weapon Proficiency: Blaster Pistol

Starting Ability, Passive

Able to equip blaster pistols, and similar sidearm weapons.

 

Weapon Proficiency: Scattergun

Starting Ability, Passive

Able to equip scatterguns, shotguns, and flechette launchers.

 

Blaster Stance

Starting Ability, Instant/Toggled, Cooldown: 1.5 sec

Enters an offensive stance, increasing all damage dealt by 5% and lowering threat generation by 25%. Additionally lowers the cooldown of all attacks by 25%.

 

Med Watch

Starting Ability, Instant/Toggled, Cooldown: 1.5 sec

Enters a healing stance, increasing all healing done by 5% and lowering healing threat generation by 25%. Additionally lowers the cooldown of all healing abilities by 25%.

 

Med Scan

Starting Ability, Activation: 2 sec, Range: 30m, Cooldown: 6 sec

Heals a friendly target.

 

Field Dress

Level 9, Instant, Range: 30m, Cooldown: 12 sec

Heals the target every 3 seconds for 9 seconds.

 

Wounding Blast

Level 11, Instant, Range: 30m, Cooldown: 12 sec

Fires a very powerful shot at the target, causing the target to bleed for damage every 3 seconds for 9 seconds.

 

Cleanse

Level 13, Instant, Range: 30m, Cooldown: 15 sec

Cleanses a friendly target of up to 2 negative tech or physical effects.

 

Kolto Jolt

Level 23, Instant, Range: 30m, Cooldown: 15 sec

Instantly heals a wounded target for a high amount. This effect can only occur on the same target once every 30 seconds.

 

Deploy Holiday

Level 29, Instant, Range: 30m

Tharan's holocompanion Holiday dazzles the target, keeping them dazed for 8 seconds. Damage to the target causes this effect to end prematurely. Targets charmed by Holiday can only be controlled once every 10 seconds.

 

Medical Pack

Level 35, Instant, Range: 30m, Cooldown: 15 secs

Lobs a medical pack at the target that releases kolto gas upon impact, healing up to 3 allies within 8 meters for a moderate amount.

 

[jumpto=contents]Back to Contents[/jumpto]

 

 

[aname=anchor25]Zenith[/aname]

 

Gender:

Male

 

Species:

Twi'lek

 

Roles:

Ranged damage dealer

AOE and Sniper modes

 

Acquired:

Balmorra (32-36)

 

Preferred Gifts:

Favorite: Imperial Memorabilia

Loves: Weapon

Likes: Military Gear, Underworld Goods

 

Crew skill bonuses:

+15 Investigation

+1 Underworld Trading Crit

 

Gear:

Medium Armor

Blaster Rifle

Scattergun

Sniper Rifle

 

Primary Stat:

Cunning

 

[jumpto=contents]Back to Contents[/jumpto]

 

 

Zenith's Abilities

 

Armor Proficiency: Medium

Starting Ability, Passive

Able to equip medium-weight armor.

 

Armor Proficiency: Light

Starting Ability, Passive

Able to equip clothing, robes, and light-weight armor.

 

Weapon Proficiency: Blaster Rifle

Starting Ability, Passive

Able to equip blaster rifles, carbines, and repeaters.

 

Weapon Proficiency: Scattergun

Starting Ability, Passive

Able to equip scatterguns, shotguns, and flechette launchers.

 

Weapon Proficiency: Sniper Rifle

Starting Ability, Passive

Able to equip long-range sniper weapons.

 

Burst

Starting Ability, Activation: 1.5 sec, Range: 30m, Cooldown: 6 sec

Shoots a target for high weapon damage.

 

Quickshot

Starting Ability, Instant, Range: 30m, Cooldown: 6 sec

Blasts a target for weapon damage.

 

Thermal Bomb

Starting Ability, Instant, Range: 30m, Cooldown: 9 sec

Throws a thermal grenade that deals kinetic damage to up to 3 targets within 8 meters.

 

Sniper Mode

Level 9, Instant/Toggled, Cooldown: 1.5 sec

Increases the damage of the companion's activation time abilities by 10%, and decreases the activation time of Aimed Blast by 0.5 sec.

 

Aimed Blast

Level 11, Activation: 3 sec, Range: 30m, Cooldown: 12 sec

Shoots the target for high weapon damage.

 

Shield Boost

Level 13, Instant, Cooldown: 2 min

Increases the ranged and melee defenses for 50% for 15 seconds. Shares a cooldown with Combat Acumen.

 

Collateral Damage

Level 17, Instant, Range: 30m, Cooldown: 15 sec

Zenith throws sticky bombs at all enemies near your target. Each bomb detonates after several seconds, doing damage to the target immediately and damage over the next 3 seconds.

 

Assault Mode

Level 23, Instant/Toggled, Cooldown: 1.5 sec

Increases the damage of the companion's area damage abilities by 10%, and decreases the cooldown of area damage abilities by 25%.

 

Volley

Level 27, Instant, Range: 30m, Cooldown: 15 sec

Unleashes a series of shots that each hit for weapon damage.

 

Combat Acumen

Level 35, Instant, Cooldown: 2 min

Increases the critical hit chance by 25% for 15 seconds. Shares a cooldown with Shield Boost.

 

[jumpto=contents]Back to Contents[/jumpto]

 

 

[aname=anchor26]Lieutenant Iresso[/aname]

 

Gender:

Male

 

Species:

Human

 

Roles:

Ranged tank

Ranged damage dealer

 

Acquired:

Hoth (37-41)

 

Preferred Gifts:

Favorite: Trophy

Loves: Republic Memorabilia

Likes: Luxury, Weapon, Courting (from female character)

 

Crew skill bonuses:

+2 Armstech Crit

+2 Scavenging Crit

 

Gear:

Heavy Armor

Power Generator

Shield Generator

Blaster Rifle

Blaster Pistol

 

Primary Stat:

Aim

 

Romance option for female consulars

 

[jumpto=contents]Back to Contents[/jumpto]

 

 

Iresso's Abilities

 

Armor Proficiency: Heavy

Starting Ability, Passive

Able to equip heavy combat armor.

 

Armor Proficiency: Medium

Starting Ability, Passive

Able to equip medium-weight armor.

 

Armor Proficiency: Light

Starting Ability, Passive

Able to equip clothing, robes, and light-weight armor.

 

Armor Proficiency: Power Generator

Starting Ability, Passive

Able to equip a power generator in your off-hand.

 

Armor Proficiency: Shield Generator

Starting Ability, Passive

Able to equip a personal shield generator in your off-hand.

 

Weapon Proficiency: Blaster Pistol

Starting Ability, Passive

Able to equip blaster pistols, and similar sidearm weapons.

 

Weapon Proficiency: Blaster Rifle

Starting Ability, Passive

Able to equip blaster rifles, carbines, and repeaters.

 

Guard Stance

Starting Ability, Instant/Toggled, Cooldown: 1.5 sec

Enters a guard stance, increasing threat generation by 100% and shield chance by 20%.

 

Charged Shot

Starting Ability, Activation: 1.5 sec, Range: 30m, Cooldown: 9 sec

A powerful shot that deals high weapon damage.

 

Distract

Starting Ability, Instant, Range: 30m, Cooldown: 20 sec

Distracts the target, forcing it to attack the companion for 6 seconds.

 

Rifle Rush

Level 9, Instant, Range: 20m, Cooldown: 15 sec

Iresso rushes in with his rifle, leaping to the target and immobilizing them for 2 seconds.

 

Sniper Sight

Level 11, Instant/Toggled, Cooldown: 15 sec

Enters Sniper Sight mode, increasing all damage dealt by 5% and lowering threat generation by 25%.

 

Incendiary Mortar

Level 13, Instant, Range: 30m, Cooldown: 24 sec

Fires an incendiary device, dealing kinetic damage to up to 3 targets within 5 meters and igniting the targets, dealing additional elemental damage over 6 seconds.

 

Flameguard

Level 17, Instant, Range: 8m, Cooldown: 12 sec

Releases a burst of fire that deals elemental damage and increases the companion's armor rating by 20% for 15 seconds. This ability generates a high amount of threat.

 

EMP Blast

Level 23, Instant, Range: 4m, Cooldown: 15 sec

Discharges an EMP blast that deals energy damage to up to 5 targets in an 8-meter radius and weakens them, reducing the damage they deal by 5% for 6 seconds. This ability generates a very high amount of threat.

 

Flaregun

Level 29, Instant, Range: 30m, Cooldown: 60 sec

Draws in the attention of all enemies within 15 meters, forcing them to attack the companion for 6 seconds.

 

Deploy Shields

Level 35, Instant, Cooldown: 2 min

Reduces all damage taken by 25% for 12 seconds.

 

[jumpto=contents]Back to Contents[/jumpto]

 

 

[aname=anchor27]Nadia Grell[/aname]

 

Darth Hater Comic-Con Coverage

Companion Characters Video (Nadia appears several times, including some dialogue)

 

Gender:

Female

 

Species:

Sarkhai

 

Roles:

Melee damage dealer

Bleed and armor penetration modes

 

Acquired:

Belsavis (41-44)

 

Preferred Gifts:

Favorite: Cultural Artifacts

Loves: Republic Memorabilia

Likes: Luxury, Underworld Goods, Courting (from male characters)

 

Crew skill bonuses:

+10 Synthweaving

+2 Diplomacy Crit

 

Gear:

Light Armor

Focus

Training Saber

Lightsaber

Electrostaff

Double-bladed lightsaber

 

Primary Stat:

Willpower

 

Voiced by:

Holly Fields

 

Romance option for male consulars

 

[jumpto=contents]Back to Contents[/jumpto]

 

 

Nadia's Abilities

 

Armor Proficiency: Light

Starting Ability, Passive

Able to equip clothing, robes, and light-weight armor.

 

Armor Proficiency: Focus

Starting Ability, Passive

Able to equip a Force focus in your off-hand.

 

Weapon Proficiency: Electrostaff

Starting Ability, Passive

Able to equip electrostaves and other staff melee weapons tied to the Willpower attribute.

 

Weapon Proficiency: Training Saber

Starting Ability, Passive

Able to equip training sabers.

 

Weapon Proficiency: Lightsaber

Starting Ability, Passive

Able to equip single-bladed lightsabers.

 

Weapon Proficiency: Double-Bladed Lightsaber

Starting Ability, Passive

Able to equip double-bladed lightsabers and saberstaves.

 

Perforation

Starting Ability, Instant/Toggled, Cooldown: 1.5 sec

Enters an offensive stance, incraesing armor penetration by 15%.

 

Power Slash

Starting Ability, Instant, Range: 4m, Cooldown: 6 sec

Issues a powerful slash that deals weapon damage.

 

Run Through

Starting Ability, Instant, Range: 4m, Cooldown: 15 sec

Close-range attack that causes internal damage over 12 seconds.

 

Charge

Level 9, Instant, Range: 30m, Cooldown: 15 sec

Jumps to a distant target, dealing weapon damage and immobilizing the target for 2 seconds.

 

Exsanguination

Level 11, Instant/Toggled, Cooldown: 1.5 sec

Enters an offensive stance, giving all damage abilities a chance to deal additional internal damage over 6 seconds.

 

Force Eruption

Level 13, Instant, Range: 4m, Cooldown: 18 sec

Nadia unleashes a wild burst of Force energy that deals energy damage to up to 3 nearby enemies. Standard and weak enemies are knocked down.

 

Blade Ward

Level 17, Instant, Cooldown: 2.5 min

Increases parry and deflect chances by 50% for 12 seconds. Shares a cooldown with Combat Acumen.

 

Wild Energy

Level 23, Instant, Range: 4m, Cooldown: 30 sec

Nadia's wild Force energy erupts, causing damage to nearby targets each second for ? seconds.

 

Freeze

Level 29, Instant, Range: 4m, Cooldown: 30 sec

Freezes nearby foes, reducing their movement speed by 50% for 9 seconds.

 

Combat Acumen

Level 35, Instant, Cooldown: 2.5 min

Increases the critical hit chance by 15% for 15 seconds. Shares a cooldown with Blade Ward.

 

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Jedi Consular

Talents and Abilities

 

:sy_lightside:

 

 

[aname=anchor3]Class Abilities[/aname]

 

These abilities are available to Consulars regardless of advanced class choice. Talent points can significantly alter some of these abilities.

 

 

[aname=anchor31]General Abilities[/aname]

Armor Proficiency: Light

Starting Ability, Passive

Able to equip clothing, robes, and light-weight armor.

 

Quick Travel

Starting Ability, Activation: 6 secs, Cooldown: 30 mins

Takes you to a discovered bind point of your choosing. Not usable in combat.

 

Revive

Starting Ability, Activation: 6 secs, Range: 10m

Revives a defeated friendly player.

 

Revive Companion

Starting Ability, Activation: 10.5 secs, Range: 10m

Revives a defeated companion.

 

Speeder Piloting

Level 25

Able to ride speeder bikes.

 

[jumpto=contents]Back to Contents[/jumpto]

 

 

[aname=anchor32]Class Abilities[/aname]

Weapon Proficiency: Vibrosword

Starting Ability, Passive

Able to equip single-bladed vibroswords, conventional swords, and other conventional one-handed melee weapons.

 

Weapon Proficiency: Training Saber

Starting Ability, Passive

Able to equip training sabers.

 

Weapon Proficiency: Lightsaber

Starting Ability, Passive

Able to equip single-bladed lightsabers.

 

Meditation

Starting Ability, Channeled: 15 secs

Pause and meditate to restore your health and force. Damage causes this effect to end prematurely. Cannot be used during combat.

 

Force Valor

Starting Ability, Instant, Cooldown: 6 secs, Range: 30m

Increases the target's Strength, Aim, Willpower, and Cunning by 5% and internal and elemental damage reduction by 10% for 60 minutes. If the target is a party member, all other party members are also affected.

 

Saber Strike

Starting Ability, Instant, Range: 4m

Deals weapon damage spread across a flurry of 3 attacks.

 

Double Strike

Starting Ability (Rank 1), Force: 25, Instant, Range: 4m

Strikes the target twice. Each hit deals a low amount of weapon damage.

 

Project

Starting Ability (Rank 1), Instant, Force: 22.5, Cooldown: 6 secs, Range: 10m

Throws debris at the target, dealing moderate kinetic damage. Standard and weak targets are additionally stunned for 3s.

 

Telekinetic Throw

Level 2 (Rank 1), Channeled: 3 secs, Force: 30, Cooldown: 6 secs, Range: 30m

Hurls a volley of debris at the target, dealing high kinetic damage and slowing movement speed by 50%. Standard and weak targets are instead immobilized for that duration.

 

Force Wave

Level 3 (Rank 1), Instant, Force: 20, Cooldown: 20 secs

Deals low kinetic damage and knocks back all enemies within 8 meters. Standard and weak enemies are additionally knocked down for 3 seconds.

 

Force Lift

Level 4, Starting Ability, Activation: 2 secs, Force: 20, Cooldown: 1 min, Range: 30m

Lifts the target helplessly into the air, preventing all action for up to 60 seconds. Damage will break the effect prematurely.

 

Force Stun

Level 6, Instant, Force: 20, Cooldown: 1 min, Range: 30m

Deals low kinetic damage and stuns the target for 4 seconds.

Starting Ability, Instant, Range: 4m

Deals low weapon damage spread across a flurry of three melee attacks.

 

Force Potency

Level 8, Instant, Cooldown: 1m 30 sec

Grants 2 charges of Force Potency, which increases the Force critical chance of your direct attacks and heals by 60% and increases the range of Telekinetic Throw to 30 meters. Each time a direct Force ability critically hits or you activate Telekinetic Throw, you lose 1 charge. Lasts 20 seconds.

 

Force of Will

Level 9, Instant, Cooldown: 2 mins

Demonstrates your force of will, immediately freeing you of all incapacitating and movement-impairing effects.

 

Sprint

Level 14, Instant

Increase your movement speed by 35% while not in combat.

 

Mind Crush

Level 14, Activation Time: 2 secs, Force: 40, Cooldown: 15 secs, Range: 30m

Crushes the target's mind with the Force, instantly dealing low kinetic damage and an additional moderate amount of kinetic damage over 6 seconds.

 

Channel The Force

Level 15, Instant, Cooldown: 20 mins

Summons the Force to aid you and your companion, immediately finishing the cooldown on Force Stun and restoring 2% of maximum health every 3 seconds. Requires an active companion. Lasts 1 minute.

 

Force Speed

Level 16, Instant, Cooldown: 30 secs

Increase your movement speed by 150% for 2 seconds. Does not break stealth.

 

Mind Snap

Level 18 (Rank 1), Instant, Cooldown: 12 secs, Range: 30m

Interrupts the target's current action and prevents that ability from being used for 4 seconds.

 

Force Slow

Level 22, Instant, Force: 15, Range: 10m

Deals low kinetic damage and slows the target's movement speed by 50% for 6 seconds.

 

Tumult

Level 28, Instant, Range: 4m

Kicks the target, dealing medium kinetic damage to weak and standard targets, and low kinetic damage to strong targets. Only usable on incapacitated targets.

 

Unity

Level 46, Instant

Unifies you and your companion through the Force, reducing damage you both take by 50% for 15 seconds.

 

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[aname=anchor4]Sage Advanced Class[/aname]

 

"Sages are famed for their wisdom much as for their powerful healing and defensive skills. In troubled times, a Sage brings together the insight of the past with raw power to change the flow of galactic events." - Advanced Class Page

 

Renamed from "Jedi Wizard" via community vote. (News Article)

 

Force Points:

Force Studies - Versed in the Force, your maximum force is increased by 400.

(Force Points function more like a traditional mana pool.) TOROcast Article

 

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[aname=anchor41]Sage Abilities[/aname]

Armor Proficiency: Focus

Level 10, Passive

Able to equip a Force focus in your off-hand.

 

Benevolence

Level 10 (Rank 1), Force: 50, Activation: 1.5 secs, Range: 30m

Heals friendly target for a moderate amount of health.

 

Force Reach

Level 10, Passive

Increases the range of Project, Telekinetic Throw, Mind Snap, Mind Crush and Force Slow by 20 meters. Also increases the duration of Force Lift to 60 seconds.

 

Force Studies

Level 10, Passive

Versed in the Force, your maximum Force is increased by 400.

 

Jedi Healer

Level 10, Passive

Reduces the cooldown of Revive by 100%.

 

Disturbance

Level 10, Force: 30, Activation: 1.5 secs, Range: 30m

Fires a blast of telekinetic energy at the target, dealing moderate kinetic damage.

 

Deliverance

Level 12 (Rank 1), Force: 55, Activation: 3 secs, Range: 30m

Heals a friendly target for a high amount of health.

 

Force Armor

Level 14 (Rank 1), Force: 65, Instant, Cooldown: 4.5 secs, Range: 30m

Surrounds the target in a force shield that absorbs a high amount of damage and lasts 30 seconds. Protected targets become Force-imbalanced and cannot benefit from Force Armor again for 20 seconds.

 

Weaken Mind

Level 16, Instant, Force: 35, Range: 30m

Weakens the target's mind, dealing high internal damage over 15 seconds.

 

Noble Sacrifice

Level 20, Instant

Sacrifices 15% of your maximum health to restore 8% of your maximum force. Each time

this ability is used, your force regeneration rate is reduced by 25% for the next 10 seconds. Stacks up to 4 times.

 

Restoration

Level 24, Rank 1, Force: 60, Instant, Cooldown: 4.5 secs, Range: 30m

Cleanses a friendly target of up to 2 hostile mental or Force effects.

 

Cloud Mind

Level 30, Instant

Clouds the minds of your enemies, instantly lowering your threat by a moderate amount.

 

Forcequake

Level 34, Intant, Force: 100, Range: 30m

Channels the Force into the ground at the target location, causing it to quake and tremble. All enemies within 8m of the target location are struck for moderate kinetic damage over 6 seconds and knocked off balance, reducing movement speed by 30%. In addition, standard and weak targets have a 33% chance to be knocked down by the quake each second.

 

Rescue

Level 42, Force: 30, Instant, Cooldown: 1 min, Range: 30m

Greatly lowers the target's threat and if the target is a party member, pulls the target to your location.

 

Revival

Level 50, Force: 30, Activation: 1.5 secs, Range: 30m

Revives an incapacitated ally. This ability is usable while in combat. When used, all party members can neither use nor be the target of an in-combat revival for the next 5 minutes.

 

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[aname=anchor42]Seer Specialization[/aname]

"Allows the Sage to master the art of using the Force to heal and protect allies." - Advanced Class Page

 

"Healing and buffs using the Force, with abilities like Serenity to boost Force regeneration and reduce damage taken." - News Article

 

Role:

Healing

 

Talents:

Tier 1

Immutable Force

Passive, 2 ranks

Reduces the activation time of Deliverance by 0.25/0.5 seconds.

 

Penetrating Light

Passive, 3 ranks

Increases the Force critical chance by 1/2/3%.

 

Wisdom

Passive, 2 ranks

Increases total Presence by 3/6% and all healing done by 1/2%.

 

Tier 2

Foresight

Passive, 3 ranks

Reduces the pushback suffered while activating healing abilities by 25/50/75% and lowers the threat generated by healing abilities by 5/10/15%.

 

Pain Bearer

Passive, 2 ranks

Increases all healing received by 4/8%.

 

Psychic Suffusion

Passive, 2 ranks

Increases the damage and healing of area of effect abilities by 5/10%.

 

Tier 3

Conveyance

Passive, 2 ranks

Requires 1 point in Rejuvenate

Your Rejuvenate has a 50/100% chance to grant Conveyance, which increases the effect of your next healing ability:

Benevolence: Force cost reduced by 50%.

Deliverance: Activation time reduced by 1 second.

Healing Trance: Crit chance increased by 25%.

Salvation: Force cost reduced by 30%.

 

Rejuvenate

Instant, Force: 30, Range: 30m, 1 rank

Unlocks Conveyance and Force Shelter

Immediately heals a target for a low amount, plus an additional amount over 9 seconds.

 

Valiance

Passive, 2 ranks

Unlocks Egress

Reduces the health spent by Noble Sacrifice by 1/2%.

 

Preservation

Passive, 2 ranks

Reduces the Force cost of Force Armor by 15/30, and reduces the cooldown of Force Armor by 1.5/3 seconds.

 

Tier 4

Mend Wounds

Passive, 1 rank

Lowers the Force cost of Restoration by 15. In addition, Restoration now removes negative physical effects and heals the target for a low amount.

 

Force Shelter

Passive, 2 ranks

Requires 1 point in Rejuvenate

Increases the duration of your Rejuvenate by 3/6 seconds. In addition, your Rejuvenate has a 50/100% chance to apply the Force Shelter effect to its targets, increasing armor rating by 10% for the duration of the Rejuvenate.

 

Egress

Passive, 2 ranks

Requires 2 points in Valiance

Force Armor increases the target's movement speed by 10/20% for 3 seconds.

 

Tier 5

Confound

Passive, 2 ranks

Targets affected by your Weaken Mind are slowed by 10/20% for its duration.

 

Healing Trance

Instant, Force: 40, Range: 30m, 1 rank

Unlocks Resplendence

Heals a target for a low amount immediately and a further amount per second for 3 seconds.

 

Serenity

Passive, 2 ranks

Increases your Force critical hit chance by 1/2% and reduces all damage taken by 1/2%.

 

Tier 6

Resplendence

Passive, 2 ranks

Requires 1 point in Healing Trance

Healing Trance crits have a 50/100% chance to make the next Noble Sacrifice activate without degenerating Force and without spending any health.

 

Clairvoyance

Passive, 3 ranks

Increases your bonus healing by 2/4/6% and chance to hit with all abilities by 1/2/3%.

 

Tier 7

Salvation

Force: 100, Activation: 2 secs, Range: 30m, 1 rank

Heals all allies within 8 meters of the targeted area. Targets remaining in the area heal for an additional amount over 10 seconds.

 

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[aname=anchor43]Telekinetics Specialization[/aname]

"Affords the power to distort reality and move waves of energy, tearing apart enemies." - Advanced Class Page

 

"Ranged Damage using Force attacks, such as ‘Telekinetic Blast’ which does high damage in an ‘area-of-effect’." - News Article

 

Role:

Mid-Long Range Damage Dealing

 

Talents:

Tier 1

Inner Strength

Passive, 3 ranks

Reduces the Force cost of Force attacks and healing abilities by 3/6/9%.

 

Mental Longevity

Passive, 2 ranks

Increases your total Force by 50/100.

 

Clamoring Force

Passive, 3 ranks

Increases the damage dealt by Disturbance, Mind Crush, Telekinetic Wave, and Turbulence by 2/4/6%.

 

Tier 2

Mind's Eye

Passive, 1 rank

Increases the maximum range of Disturbance, Telekinetic Wave and Turbulence by 5 meters.

 

Disturb Mind

Passive, 2 ranks

Increases the duration of Weaken Mind by 3/6 seconds.

 

Concentration

Passive, 2 ranks

Reduces the pushback suffered while activating Disturbance, Telekinetic Wave and Turbulence by 35/70%. In addition, Disturbance has a 50/100% chance to increase your Force regeneration rate by 10% for 10 seconds. Stacks up to 3 times.

 

Telekinetic Defense

Passive, 2 ranks

Increases the amount absorbed by your Force Armor by 10%.

 

Tier 3

Blockout

Passive, 2 ranks

Lowers the cooldown of Force Lift by 7.5/15 seconds and increases the lockout duration of Mind Snap by 1/2 seconds.

 

Telekinetic Wave

Force: 30, Activation: 3 secs, Range: 30m, 1 rank

Unlocks Tidal Force

Sends a wave of telekinetic energy that deals low kinetic damage to up to 5 targets within 8 meters of the primary target.

 

Psychic Projection

Passive, 2 ranks

Weaken Mind critical hits have a 50/100% chance to grant Psychic Projection, causing your next Telekinetic Throw to channel and tick twice as fast. This effect cannot occur more than once every 10 seconds.

 

Force Wake

Passive, 2 ranks

Force Wave has a 50/100% chance to unbalance its targets, immobilizing thm for 5 seconds. Damage dealt after 2 seconds ends the effect prematurely.

 

Tier 4

Tidal Force

Passive, 1 rank

Requires Telekinetic Wave, Unlocks Telekinetic Momentum

Your Disturbance has a 30% chance and your Forcequake has a 10% chance when dealing damage to grant Tidal Force, immediately finishing the cooldown on Telekinetic Wave and reducing the activation time of your next Telekinetic Wave by 100%. This effect cannot occur more than once every 10 seconds.

 

Telekinetic Effusion

Passive, 2 ranks

Force attacks that critically hit have a 50/100% chance to grant Telekinetic Effusion, lowering the Force cost of your next two Force abilities by 50%. Additionally reduces the cooldown of Force Speed by 5/10 seconds.

 

Kinetic Collapse

Passive, 2 ranks

Your Force Armor has a 50/100% chance to explode in a concussive wave when it ends, incapacitating all nearby enemies for 3 seconds. Damage causes this effect to end prematurely.

 

Tier 5

Tremors

Passive, 1 rank

Requires Telekinetic Momentum

Your Telekinetic Momentum causes tremors that increase your Force bonus damage by 1% for 30 seconds. Stacks up to 3 times.

 

Telekinetic Momentum

Passive, 3 ranks

Requires Tidal Force, Unlocks Tremors

When you activate Disturbance or Telekinetic Wave, there is a 10/20/30% chance the ability will produce a second attack that strikes the same targets for 30% damage.

 

Mental Alacrity

Instant, Force: 30, 1 rank

Unlocks Reverberation

Grants 20% alacrity for 10 seconds.

 

Tier 6

Reverberation

Passive, 5 ranks

Requires Mental Alacrity

Increases the critical damage bonus of your Weaken Mind, Telekinetic Wave and Turbulence by 10/20/30/40/50%.

 

Tier 7

Turbulence

Activation Time: 2 secs, Force: 45, Range: 30m

Deals high internal damage to a single target. Turbulence automatically critically hits targets affected by your Weaken Mind.

 

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[aname=anchor44]Balance Specialization[/aname]

This is the shared talent tree for both advanced classes, although the talent tree isn't 100% the same for both.

 

"Enhances the Sage’s Force attacks and augments the Shadow's Force and Lightsaber abilities." - Advanced Class Page

 

"Overall survivability and utility, with abilities that enhance both melee and Force attacks." - News Article

 

Role: Mid-Long Range Damage Dealing

 

Talents:

Tier 1

Empowered Throw

Passive, 3 ranks

Increases the damage dealt by Telekinetic Throw by 4/8/12%.

 

Jedi Resistance

Passive, 2 ranks

Reduces all damage taken by 1/2%.

 

Will of the Jedi

Passive, 2 ranks

Increases total Willpower by 3/6%.

 

Tier 2

Pinning Resolve

Passive, 2 ranks

Reduces the cooldown of Force Stun by 5/10 seconds. In addition, your Force Lift affects up to 1/2 additional standard or weak enemies within 8 meters of the target.

 

Upheaval

Passive, 3 ranks

When you activate Project, you have a 15/30/45% chance to project an additional chunk of debris at the target, dealing 50% of normal damage.

 

Focused Insight

Passive, 2 ranks

Causes your periodic damaging abilities that critically hit to restore 0.5/1% of your total health.

 

Psychokinesis

Passive, 2 ranks

Reduces the Force cost of Double Strike by 1/2 and Project by 3/6.

 

Tier 3

Force in Balance

Instant, Force: 50, Range: 30m, 1 rank

Unlocks Force Suppression

Deals internal damage to up to 3 targets within 8 meters of the targeted area and heals you for a low amount per affected target.

 

Psychic Barrier

Passive, 3 ranks

Reduces the pushback suffered while activating Mind Crush and Telekinetic Throw by 25/50/75%. In addition, each time your Telekinetic Throw deals damage, you have a 33.3/66.6/100% chance to recover 1% of your total Force.

 

Telekinetic Balance

Passive, 1 rank

Unlocks Presence of Mind

Telekinetic Throw no longer has a cooldown.

 

Tier 4

Containment

Passive, 2 ranks

Lowers the activation time of Force Lift by 50/100%. In addition, when your Force Lift breaks early from damage, the target is stunned for 1/2 seconds.

 

Mind Ward

Passive, 2 ranks

Reduces the damage taken by all periodic effects by 7.5/15%.

 

Presence of Mind

Passive, 1 rank

Requires Telekinetic Balance

When your Telekinetic Throw deals damage, you have a 30% chance to cause your next Force damaging attack with an activation time to activate instantly and deal 20% more damage.

 

Tier 5

Force Suppression

Passive, 1 rank

Requires Force in Balance

Force in Balance now suppresses resistance to the Force, increasing the amount of damage the targets suffer from your next 10 periodic damaging abilities by 20%. Lasts 30 seconds.

 

Drain Thoughts

Passive, 2 ranks

Increases the damage dealt by Weaken Mind by 7.5/15%.

 

Assertion

Passive, 2 ranks

Increases the duration of Mind Crush by 1/2 seconds.

 

Tier 6

Mental Scarring

Passive, 3 ranks

Increases the critical damage bonus of Force in Balance and your periodic damage abilities by 10/20/30%.

 

Psychic Absorption

Passive, 2 ranks

Increases the amount of healing generated by Force in Balance and Focused Insight by 10/20%.

 

Tier 7

Sever Force

Instant, Force: 20, Range: 30m, 1 rank

Weakens the target, freezing it in place for 2 seconds and dealing internal damage over 18 seconds.

 

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[aname=anchor5]Shadow Advanced Class[/aname]

 

"Wielding double-bladed Lightsabers, Shadows embrace the synergy between melee and Force combat, enabling them to strike down enemies of the Order with deadly efficiency." - Advanced Class Page

 

Screenshot of Talent Trees

 

Force Points:

Martial Studies - Increases the rate at which your Force regenerates by 3 per second.

(Force Points function more like a traditional energy system.) TOROcast Article

 

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[aname=anchor51]Shadow Abilities[/aname]

Armor Proficiency: Shield Generator

Level 10, Passive

Allows a shield generator to be held in the off-hand.

 

Weapon Proficiency: Electrostaff

Level 10, Passive

Able to equip electrostaves and other staff melee weapons tied to the Willpower attribute.

 

Weapon Proficiency: Double Bladed Lightsaber

Level 10, Passive

Able to equip double bladed lightsabers and saberstaves.

 

Force Technique

Level 10, Instant, Force: 50

Assumes a Force technique, giving your attacks a 50% chance to deal low kinetic damage. This effect cannot occur more than once every 1.5 seconds. Requires doble-bladed lightsaber. Does not break Stealth.

 

Shadow's Training

Level 10, Passive

Increases your total Endurance by 5 per rank, and increases the base damage dealt by Project by 25%.

 

Stealth

Level 10, Instant

Enters stealth mode, making your movements difficult to detect but slowing movement speed to 85% of normal. Your companion will not react to enemy attacks while in stealth. Most hostile actions will end the effect prematurely. Cannot be used in combat.

 

Shadow Strike

Level 10, Instant, Force: 50, Range: 4m

Deals medium weapon damage to a single target. Only usable from behind the target. Requires a double-bladed lightsaber.

 

Force Breach

Level 12, Instant, Force: 20, Range: 10m

Locates and breaches the target's shatterpoint, causing an effect based on your current technique. Only usable while a technique is active. Requires a double-bladed lightsaber. Force Technique: Deals medium periodic kinetic damage over 18 seconds. Combat Technique: Strikes up to 5 nearby enemies, dealing medium internal damage and decreasing the targets' accuracy by 5.

 

Combat Technique

Level 14, Instant, Force: 50

Assumes a combat technique, giving your attacks a 50% chance to deal low internal damage and heal you for a low amount. This effect cannot occur more than once every 1.5 seconds. Increases your armor rating by 150%, shield chance by 15%, and threat generation by 50%. While active, melee bonus damage is reduced by 5%. Requires a double-bladed lightsaber. Does not break Stealth.

 

Guard

Level 14, Instant, Range: 30m

Guards the target while it remains within 15 meters. While active, the target takes 5% less damage and generates 25% less threat. In addition, 50% of all incoming damage from enemy players is transferred back to you. Requires Combat Technique.

 

Mind Control

Level 16, Instant, Range: 30m

Controls the mind of the target, forcing it to attack you for 6 seconds. Player targets deal 30% less damage when attacking anyone other than you. Lasts 6 seconds.

 

Mind Maze

Level 20, Instant, Force: 50, Range: 10m

Confuses the target, leaving it bewildered and unable to act for 60 seconds. Damage will break the effect prematurely. This ability is only usable in stealth mode and cannot be used against a target in combat. Only one target can be incapacitated at any given time. Cannot be used on droids.

 

Blackout

Level 22, Instant

Increases your stealth level by 15 for 8 seconds. Only usable in stealth mode.

 

Force Cloak

Level 22, Instant

Uses the Force to make you vanish from sight, immediately exiting combat and entering stealth mode. For 10 seconds, you become virtually undetectable, but all healing done and received is decreased by 100%.

 

Deflection

Level 24, Instant

Increases your ranged and melee defenses by 50% for 12 seconds. Requires a melee weapon.

 

Whirling Blow

Level 26, Instant, Force: 40

Deals low weapon damage to all nearby targets.

 

Mass Mind Control

Level 30, Instant

Forces all enemies within 15 meters to attack you for 6 seconds. Player targets deal 30% less damage when attacking anyone other than you. Lasts ? seconds.

 

Spinning Strike

Level 32, Instant, Force: 25, Range: 4m

Issues a subduing strike, dealing medium weapon damage. Only usable on tarets at or below 30% max health.

 

Resilience

Level 36, Instant

Removes all hostile removable effects and increases your chance to resist Force and tech attacks by 100% for 3 seconds. Does not break Stealth.

 

Spinning Kick

Level 42, Instant, Force: 30, Range: 4m

Performs a spin kick that deals high kinetic damage and knocks the target down for 2 seconds. Only usable in stealth mode.

 

Battle Readiness

Level 50, Instant

Readies yourself with the Force, increasing the damage dealt by Force and Shadow Technique by 100% and the healing done by Combat Technique by 300%. Lasts 15 seconds.

 

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[aname=anchor52]Infiltration Specialization[/aname]

"Masters of stealth, these Shadows use positional attacks and surprise to defeat foes." - Advanced Class Page

 

Role:

Close-Mid Range Damage Dealing

 

Talents:

Tier 1

Shadowy Veil

Passive, 2 ranks

Increases your armor rating by 15/30% while Shadow Technique or Force Technique is active.

 

Infiltration Tactics

Passive, 3 ranks

Direct damage attacks have a 10/20/30% chance to grant Find Weakness, causing your next Shadow Strike to ignore 50% of the target's armor and cost 50% less Force. Cannot occur more than once every 10 seconds.

 

Shadow's Respite

Passive, 2 ranks

Unlocks Masked Assault

While in stealth mode and for 6 seconds after leaving stealth mode, Force regeneration is increased by 25/50%.

 

Tier 2

Misdirection

Passive, 3 ranks

Increases your effective stealth level by 1/2/3 and movement speed by 5/10/15% while stealthed.

 

Security Breach

Passive, 2 ranks

Reduces the cooldown of Force Breach by 1.5/3 seconds

 

Tier 3

Circling Shadows

Passive, 2 ranks

Increases the critical strike damage dealt by Shadow Strike by 15/30%. In addition, Double Strike and Clairvoyant Strike have a 50/100% chance to grant Circling Shadows, reducing the Force cost of your next Project by 25%. Stacks up to 2 times.

 

Shadow Technique

Instant, Force: 50, 1 rank

Unlocks Profundity

Assumes a Shadow Technique, giving your attacks a 25% chance to deal internal damage. This effect cannot occur more than once every 1.5 seconds. Requires a double-bladed lightsaber. Does not break Stealth.

 

Masked Assult

Passive, 1 rank

Requires Shadow's Respite

Blackout can now be used out of stealth mode, granting 6 seconds of Shadow's Respite. In addition, Force Cloak no longer reduces healing done and received.

 

Vigor

Passive, 1 rank

Increases your total Force by 10.

 

Tier 4

Kinetic Field

Passive, 2 ranks

Reduces damage taken from area of effects by 15/30%.

 

Profundity

Passive, 3 ranks

Requires Shadow Technique, Unlocks Exit Strategy

When your Shadow Technique deals damage, you have a 10/20/30% chance to recover 10 Force. This effect cannot occur more than once every 10 seconds.

 

Fade

Passive, 2 ranks

Lowers the cooldown of Blackout by 7.5/15 seconds and Force Cloak by 30/60 seconds.

 

Subduing Techniques

Passive, 2 ranks

Increases the duration of Force Slow and reduces the cooldown of Force Slow by 1.5/3 seconds.

 

Tier 5

Situational Awareness

Passive, 2 ranks

Reduces the Force cost of Whirling Blow by 5, and reduces the cooldown of Battle Readiness by 15 seconds.

 

Exit Strategy

Passive, 2 ranks

Requires Profundity

When your Shadow Technique deals damage, you have a 50/100% chance to formulate an Exit Strategy, increasing the damage dealt by your next Shadow Technique Force Breach by 6%. Stacks up to 5 times.

 

Low Slash

Instant, Force: 30, Cooldown: 15 secs, Range: 4m, 1 rank

Unlocks Clairvoyant Strike

Slashes the target low, dealing weapon damage and incapacitating the target for 4 seconds. Damage causes this effect to end prematurely. Requires a double-bladed lightsaber.

 

Tier 6

Deep Impact

Passive, 5 ranks

Increases the critical strike damage dealt by your Force Breach effects and Project by 10/20/30/40/50%.

 

Tier 7

Clairvoyant Strike

Instant, Force: 25, Range: 4m

Requires Low Slash

Strikes the target twice, dealing weapon damage for each hit. Each use of this ability increases the damage dealt by your next Project by 15%. Stacks up to 2 times.

 

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[aname=anchor53]Kinetic Combat Specialization[/aname]

"Uses the double-bladed Lightsaber defensively to protect the Shadow and his allies." - Advanced Class Page

 

Role:

Tanking

 

"The Shadow Advanced Class now has a skill tree that allows them to fill the role of a tank effectively, using Lightsaber defense and Force powers." - Developer Blog: Advanced Classes Update

 

Talents:

Tier 1

Applied Force

Passive, 2 ranks

Increases the damage dealt by Double Strike, Whirling Blow, and Clairvoyant Strike by 3/6%.

 

Double-bladed Saber Defense

Passive, 2 ranks

Whenever you successfully parry or deflect an attack, you recover 1/2% of your total Force. This effect cannot occur more than once a second. In addition, your melee and ranged defenses are increased by 2/4%.

 

Technique Mastery

Passive, 3 ranks

Improves the effect of your techniques while they're active:

Force Technique: Increases crit chance by 1/2/3% and the duration of Force Technique's Force Breach by 1/2/3 second.

Combat Technique: Increases internal and elemental resistance by 3/6/9%.

Shadow Technique: Increases your armor penetration by 3/6/9%.

 

Tier 2

Mental Fortitude

Passive, 3 ranks

Increases total Endurance by 1/2/3%.

 

Elusiveness

Passive, 2 ranks

Reduces the cooldown of Force Speed by 7.5/15 seconds, and Resilience by 3 seconds.

 

Rapid Recovery

Passive, 2 ranks

Increases the chance your Combat Technique applies its effects by 2/4%.

 

Expertise

Increases damage dealt by your techniques by 3/6/9%.

 

Tier 3

Mind Over Matter

Passive, 1 rank

Activating Force Speed now removes all movement-impairing effects, and your Resilience now lasts 2 seconds longer. In addition, using Cloud Mind while Combat Technique is active will no longer reduce threat, instead taunting all enemies within 15 meters and forcing them to attack you for 6 seconds.

 

Particle Acceleration

Passive, 1 rank

While Combat Technique is active, Double Strike and Whirling Blow have a 50% chance to finish the cooldown on Project and make your next Project a critical hit. Accelerate Projects that consume a charge of Force Potency deal an additional 50% crit damage.

 

Kinetic Ward

Instant, Force: 10, Cooldown: 12 secs, 1 rank

Erects a kinetic ward with 8 charges that increases your shield chance by 15% for 20 seconds. Each time you successfully shield, Kinetic Ward loses 1 charge. Does not break Stealth.

 

Shadowsight

Passive, 2 ranks

Increases your stealth detection level by 1/2 and defense by 1/2%.

 

Tier 4

Impact Control

Passive, 2 ranks

Increases your shield absorption by 2/4%. In addition, when you activate Battle Readiness while Combat Technique is active, you instantly heal for 5/10% of your total health.

 

One with the Force

Passive, 3 ranks

Increases the rate at which your Force regenerates by 10/20/30%.

 

Tier 5

Bombardment

Passive, 1 rank

Increases the threat and damage dealt by Project by 15%.

 

Stasis

Passive, 1 rank

Force Lift no longer breaks on damage, but while the effect persists, the target takes 75% less damage from all sources.

 

Force Pull

Instant, Cooldown: 45 secs, Range: 10-30m

Unlocks Nerve Wracking and Slow Time

Uses the Force to draw the target in, instantly pulling it to your location and generating a high amount of threat. Does not work against targets in cover.

 

Nerve Wracking

Passive, 3 ranks

Requires Force Pull

Targets controlled by your Spinning Kick or Force Stun take 9% more damage from all sources.

 

Tier 6

Harnessed Shadowes

Passive, 2 ranks

Project has a 50/100% chance to grant Harnessed Shadows, which makes the next Telekinetic Throw used uninterruptable and immune to pushback. In addition, each stack increases the damage dealt by your next Telekinetic Throw by 25%. Stacks up to 3 times. At 3 stacks, Telekinetic Throw damage additionally heals you for 3% of your maximum health.

 

Force Break

Passive, 3 ranks

Increases the damage dealt by Combat Technique's Force Breach by 5/10/15% and Slow Time by 10/20/30%.

 

Tier 7

Slow Time

Instant, Force: 30, Cooldown: 7.5 secs, Range: 10m, 1 rank

Requires Force Pull

Slows the passage of time for up to 5 targets, dealing kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds.

 

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[aname=anchor54]Balance Specialization[/aname]

This is the shared talent tree for both advanced classes, although the talent tree isn't 100% the same for both.

 

"Enhances the Sage’s Force attacks and augments the Shadow's Force and Lightsaber abilities." - Advanced Class Page

 

"Overall survivability and utility, with abilities that enhance both melee and Force attacks." - News Article

 

Role: Close-Mid Range Damage Dealing

 

 

Talents:

Tier 1

Force Synergy

Passive, 3 ranks

Force critical hits increase your melee critical chance by 3/6/9% for 10 seconds.

 

Jedi Resistance

Passive, 2 ranks

Reduces all damage taken by 1/2%.

 

Force Focus

Increases the damage dealt by Force Technique's Force Breach effect by 8/16%.

 

Tier 2

Pinning Resolve

Passive, 2 ranks

Reduces the cooldown of Force Stun by 5/10 seconds. In addition, your Force Lift affects up to 1/2 additional standard or weak enemies within 8 meters of the target.

 

Upheaveal

Passive, 3 ranks

When you activate Project, you have a 15/30/45% chance to project an additional chunk of debris at the target, dealin 50% of normal damage.

 

Focused Insight

Passive, 2 ranks

Causes your periodic damaging abilities that crit to restore 0.5/1% of your total health.

 

Psychokinesis

Passive, 2 ranks

Reduces the Force cost of Double Strike by 1/2 and Project by 3/6.

 

Tier 3

The Force in Balance

Instant, Force: 50, Cooldown: 15 secs, Range: 30m, 1 rank

Unlocks Force Suppression and Mental Potency

Deals internal damage to up to 3 targets within 8 meters of the targeted area and heals you for a low amount per affected target.

 

Mental Potency

Passive, 2 ranks

Requires The Force in Balance

Reduces the Force cost of The Force in Balance by 25/50%.

 

Adjudication

Passive, 2 ranks

Unlocks Force Strike

Increases the critical strike damage dealt by Double Strike by 25/50%.

 

Tier 4

Containment

Passive, 2 ranks

Lowers the activation time of Force Lift by 50/100%. In addition, when your Force Lift breaks early from damage, the target is stunned for 1/2 seconds.

 

Mind Ward

Passive, 2 ranks

Reduces the damage taken by all periodic effects by 7.5/15%.

 

Force Strike

Passive, 1 rank

Requires Adjudication

Melee critical hits have a 33% chance to finish the cooldown of Mind Crush and make your next Mind Crush activate instantly and cost 100% less Force.

 

Tier 5

Force Suppression

Passive, 1 rank

Requires The Force in Balance, Unlocks Sharpened Mind

The Force in Balance now suppresses resistance to the Force, increasing the amount of damage the targets suffer from your next 10 periodic damaging abilities by 20%. Lasts 30 seconds.

 

Sharpened Mind

Passive, 2 ranks

Requires Force Suppression

Consuming a Force Suppression charge restores 1/2 Force.

 

Assertion

Passive, 2 ranks

Increases the duration of Mind Crush by 1/2 seconds.

 

Tier 6

Mental Scarring

Passive, 3 ranks

Increases the critical damage bonus of Force in Balance and your periodic damage abilities by 10/20/30%.

 

Psychic Absorption

Passive, 2 ranks

Increases the amount of healing generated by Force in Balance and Focused Insight by 10/20%.

 

Tier 7

Sever Force

Instant, Force: 20, Range: 30m, 1 rank

Weakens the target, freezing it in place for 2 seconds and dealing internal damage over 18 seconds.

 

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Edited by Ezrya
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Jedi Consular

Index

 

:sy_inventory:

 

 

[aname=anchor6]Helpful Links[/aname]

 

Credit goes to AstralFire for compiling the original index.

 

 

[aname=anchor61]General Consular Info[/aname]

 

The Consular's Codex - Ezrya

Consular Newbie Guide - JaeOnasi

Companion List and Gifts - JohnnyGatt

Jedi Archives (archives of pre-launch Consular forum) - Keozon

 

 

[aname=anchor62]Sage Advanced Class[/aname]

 

The Jedi Sage's Handbook - AstralFire

Balance Sage PVP Guide - Kutsus

Seer Healing Guide - Woßß

 

 

[aname=anchor63]Shadow Advanced Class[/aname]

 

The Jedi Shadow's Handbook - Astralfire

Shadow Tanking Compendium - Alratan

Balance Shadows - The Unorthodox Way - GFreeGamer

Guide to Jedi Shadow Tanking - MercArcher

Maintankasin.com - Parthis

 

 

[aname=anchor64]Consular Videos and Streams[/aname]

 

Innverse Infiltration PVP Videos - CitizenSnipe

 

 

[aname=anchor65]Other Helpful Sites[/aname]

 

Darth Hater (News and Database)

R2-DB (Database)

TORHead (Database)

Sith Warrior (Theorycrafting)

TORycraft (Theorycrafting)

 

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[aname=anchor7]Notes[/aname]

 

Previous thread: Jedi Consular - Confirmed Facts

Thanks to Drudenfusz for compiling the original thread.

 

[aname=anchor71]Updates[/aname]

8/7/11 - Original version of this thread created

12/13/11 - Thread recreated for new forums.

1/20/12 - Removed some things that didn't make it into the game from beta.

1/28/12 - Added Index per moderator request. Completed companion info sections.

 

indicates recently updated information.

 

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Edited by Ezrya
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BALANCE SPECIALIZATION

"Enhances the Sage’s Force attacks and augments the Shadow's Force and Lightsaber abilities."

 

"and augments the Shadow's Force and Lightsaber abilities."

 

"and Lightsaber abilities."

 

"Lightsaber abilities"

 

:(

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Full Jedi Consular Companion List and Gifts:

Knowing what your companion likes and hates will help you a lot ingame. I have a full list of gifts with every companion too. I found Nadia Grell to be a good companion but my God, her complaining! It was like dating a dumb chick in high school

 

http://www.swtorface.com/2011/12/full-jedi-consular-companion-list-and.html

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