We’ve been hard at work with our beta testers (special thanks to @Rezznul) to specialize the gamer animated desktop wallpapers for a wide variety of desktop computers.
While we’re working on perfecting the technical side of the experience, I thought it would be fun to open the process up to the community, getting your feedback for the next set of wallpapers.
Just email disciplinaryaction@yahoo.comwith a screenshot from World of Warcraft, Skyrim, or Star Wars: The Old Republic that you think would make a good moving desktop background. We’ll take a look at all the submissions at noon on Sunday, July 1, and turn one (or possibly several) into animated wallpapers.
Be sure to check out our new SWTOR comic, Space Cadets!
Introduction to the Jedi Consular Class
The Jedi Consular class is a cloth-wearing, lightsaber-wielding class that can act as melee/mid-range DPS, through the Shadow specialization, long-range DPS/healers, through the Sage specialization, and light armor tanks, through the Kinetic Combat talent tree.
Consulars are only available to Republic races. The Sith counterpart to the Consular is the Inquisitor.
Playable races include Human, Mirialan, Miraluka, Twi’lek, and Zabrak. Each Consular’s companion in their travels will be Qyzen Fess, a male Trandoshen hunter, or Nadia, a Jedi female with an additional romance option.
Consulars use the power of the Force to wound enemies from a distance and heal themselves and companions, and utilize their lightsabers to both defend from attacks and deal additional damage. Nimble and flexible, Consulars rely on the Force rather than heavy armor to protect them in battle.
To compare them to Warcraft classes, Consulars have abilities similar to a rogue (with stealth and finishing moves; Infiltration talent tree), a shadow priest (multiple mind-control spells and ranged Force damage), and a generic healer (with multiple comprehensive healing spells and the Fade-like ‘Rescue’).
Shadow Consulars also have a cloth-wearing tanking talent tree, Kinetic Combat, which is unlike any existing Warcraft class.
Jedi Consulars begin on the planet Tython, the birthplace of the Force. Each class has its own starship type; the starship for the Consular class is the Defender.
Sage Jedi Consulars may act as ranged damage dealers or healers.
Sage Consulars who utilize the Telekinetics talent tree act are able to use their abilities to manipulate waves of energy and cause enemies to rip apart from within. Damage abilities for Sages revolve around manipulating the physical world of and near an enemy- through lifting them up and slamming them to the ground, say, or causing a Force earthquake around them- and by directing walls of Force towards an enemy.
The lightsaber is not utilized as heavily in the Sage specialization as the Shadow specialization.
Shadow Jedi Consulars use double-blade Lightsabers and Force abilities to deal both melee and ranged damage. Shadow Consulars can utilize stealth to get close to a target and then unleash close-range melee damage, or perform a series of ranged kinetic attacks. The Shadow Consular may then follow up a stealthed attack with additional melee or ranged damage, or perform mind control in an attempt to crowd control.
Somewhat akin to a rogue-shadow priest hybrid (for readers familiar with WoW classes), the Shadow Consular has multiple mind-control abilities and ranged attacks coupled with stealth and finishing moves, which are featured in the Infiltration talent tree. The Shadow Consular can also act as a tank by specializing in the Kinetic Combat talent tree.
Each class specialization is able to further specialize by choosing one of three talent trees. For Sage Consulars, those are Seer, Telekinetics, and Balance.
Seer: Healing and protection specialization. Signature abilities:
Resplendence
Passive
Reduces the cooldown of Revitalize by 2 minutes. In addition, your Healing Trance crits have a 100% chance to make your next Noble Sacrifice not degenerate your Force and spend no health.
Healing Trance
Channeled: 3s, Cooldown: 9s, Range: 30m
Heals a target for 469 immediately and a further 469 per second for 3 seconds.
Telekinetics: Focused on distorting reality and energy to tear up the bodies of enemies. Ranged DPS. Signature abilities:
Tidal Force Passive
Your Disturbance has a 30% chance and your Forcequake has a 9% chance when dealing damage to grant Tidal Force, immediately finishing the cooldown on Telekinetic Wave and reducing the cast time of your next Telekinetic Wave by 100%. This effect cannot occur more than once every 10 seconds.
Telekinetic Momentum Passive
When you cast Disturbance or Telekinetic Wave, there is a 30% chance the ability will produce a second attack that strikes the same targets for 30% damage and no additional threat.
Balance: Usable by both Shadow and Sage specializations. Balances Sage attacks with Shadow lightsaber and positioning abilities. Signature abilities:
Containment
Passive
Lowers the cast time of Force Lift by 100%. In addition, when your Force Lift breaks early from damage, the target is stunned for 2 seconds.
Presence of Mind
Passive
When your Telekinetic Throw deals damage, you have a 30% chance to cause your next Force damaging attack with a cast time to cast instantly and deal 20% more damage.
Each class specialization is able to further specialize by choosing one of three talent trees. For Shadow Consulars, those talent trees are:
Kinetic Combat: Utilizes the dual-blade lightsaber for self and group defense. Signature abilities:
Particle Acceleration
Passive
Double Strike and Whirling Blow have a 50% chance to reset the cooldown on Project and make your next Project a critical hit.
Spinning Kick
Instant, Cooldown: 30s, Range: 4m
Perform a spin kick that deals 560 kinetic damage and stuns the target for 3 seconds.
Infiltration: Specializes in stealth, utilizing positioning for surprise attacks. Signature abilities:
Shadow’s Respite
Passive
While in stealth mode and for 6 seconds after leaving stealth mode, all damage dealt is increased by 10% and the rate at which your force regenerates is increased by 50%.
Infiltration Tactics
Passive
Direct damage attacks have a 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.
Balance: Usable by both Shadow and Sage specializations. Balances Sage attacks with Shadow lightsaber and positioning abilities. Signature abilities:
Containment
Passive
Lowers the cast time of Force Lift by 100%. In addition, when your Force Lift breaks early from damage, the target is stunned for 2 seconds.
Presence of Mind
Passive
When your Telekinetic Throw deals damage, you have a 30% chance to cause your next Force damaging attack with a cast time to cast instantly and deal 20% more damage.
The main attributes desired by a Consular are Strength, Endurance, Presence, and Willpower.
The abilities listed here are neither complete nor set in stone, as many will no doubt change during the beta testing stage of SWTOR. However, for use as a rough guide, this is what is currently known:
Starting Passive Abilities
Ability
Description
Weapon Proficiency: Lightsaber
Able to equip training sabers and standard single-blade lightsabers
Weapon Proficiency: Vibrosword
Able to equip single-bladed vibro swords, conventional swords, and other bladed melee weapons
Armor Proficiency: Light
Able to equip light armor and robes
Starting Active Abilities
Ability
Cast Time
Cooldown
Force Cost
Range
Description
Quick Travel
10 sec
30 min
None
Self
Returns you to your bind point. Equivalent to a WoW Heartstone.
Holoconference
unknown
unknown
None
Self
unknown
Saber Strike
Instant
None
None
4m
Deals 100% damage spread across a flurry of three melee attacks
Project
Instant
6 sec
45
15m
Throws debris at the target, dealing moderate kinetic damage. Standard and weak targets take an additional Stun effect for 3 sec.
Force Valor
Instant
None
10
30m
Buff. Increases target’s attributes and internal elemental resistances for 30 min.
Meditation
15 sec (channeled)
None
None
Self
Pause and meditate to restore your health and Force. Interruptable by damage. Not usable in combat.
Revive
5 sec
None
None
10m
Revive an incapacitated player or companion
Trainable Passive Abilities
Ability
Level
Description
Weapon Proficiency: Double-Bladed Lightsaber
10
Shadow. Able to equip double-bladed lightsabers.
Martial Studies
10
Shadow. Increases the rate of Force regeneration by 3 per second.
Combat Trance
10
Shadow. The Jedi Shadow can occasionally enter a combat trance which unrestricts the use of powerful finishing moves. Your Shadow Strike has 100% chance to grant Combat Trance with each use, which lasts for 20s and is consumed by your next finishing move.
Shadow Stamina
10
Shadow. Increase your total endurance by 24 per rank.
Force Studies
10
Sage. Versed in the Force, your maximum Force is increased by 400. In addition, your Presence increases at the rate at which your Force regenerates.
Force Reach
10
Sage. Increases the range of Project and Telekinetic Throw by 15m.
Trainable Active Abilities: Shadow and Sage
Ability
Level
Cast Time
Cooldown
Force Cost
Range
Description
Telekinetic Throw
2
3 sec
None
30
15m
Channeled. 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
3
Instant
18 sec
20
Self
Deals high kinetic damage and knocks down all enemies within 8m for 2 seconds.
Stasis Field
4
Instant
45 sec
20
30 min
Suspends a target in a stasis field, preventing all action for 10 seconds. Suspended targets take 100% more damage from Project. Damage will break effect.
Project (II)
5
Instant
6 sec
25
15 min
Throws debris at target, dealing moderate kinetic damage. Standard and weak targets are additionally stunned for 3 seconds.
Force Potency
6
Instant
1 min
unknown
Self
Grants three targets Force Potency, which increases critical chance of your force attacks and healing by 60%. Each time a Force ability criys, you lose one charge. Lasts 20 seconds.
Telekinetic Throw (II)
7
3 sec
None
30
15 min
Channeled. 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.
Benevolence
8
1.5 sec
None
45
30 min
Heals friendly target for a moderate amount of health.
Destruction
8
Instant
4 sec
unknown
20 min
Destroys obstacles and explosive containers.
Force Wave (II)
9
Instant
18 sec
20
Self
Deals high kinetic damage and knocks down all enemies within 8m for 2 seconds.
Force Valor (II)
10
Instant
None
10
30m
Buff. Increase target’s attributes and internal elemental resistances for 30 minutes.
Force Potency (II)
12
Instant
1 min
unknown
Self
Grants three targets of Force Potency which increase critical chance of your force attacks and heals by 60%. Each time a Force ability crits you lose one charge. Lasts for 20 seconds.
Project (III)
12
Instant
6 sec
25
15m
Throws debris at target dealing moderate kinetic damage. Standard and weak targets are additionally stunned for 3 seconds.
Mind Crush
14
2 sec
9 sec
35
30m
Crush the target with the Force, instantly dealing moderate kinetic damage and a moderate amount of kinetic damage every second for 6 seconds.
Benevolence (II)
none
1.5 sec
None
45
30m
Heals friendly target for a moderate amount of health.
Sprint
15
Instant
6 sec
unknown
Self
Buff. Increase your speed and that of all your companions by 20%.
Force Speed
24
Instant
20 sec
unknown
Self
Increase your movement speed by 70% for 2 seconds. Does not break stealth.
Mind Sooth
28
Instant
30 sec
unknown
unknown
Sooth the mind of your enemies, instantly lowering your threat by a moderate amount.
Replenish
32
6 sec
3 min
None
Self
Channeled. Replenishes 60% of your maximum Force and health over 6 seconds.
Trainable Active Abilities: Sage Only
Ability
Level
Cast Time
Cooldown
Force Cost
Range
Description
Disturbance
10
2 sec
30
30m
Fires a blast of telekinetic energy at the target dealing moderate kinetic damage.
Rejuvenate
12
Instant
60
30m
Heal the target for a moderate amount over 12s.
Force Armor
14
Instant
6 sec
65
30m
Surrounds the caster in a Force shield that lasts 30s and absorbs a high amount of damage. Affected targets become Force-imbalanced and cannot benefit from Force Armor again for 20s.
Weaken Mind
16
Instant
Instant
65
30m
Weakens the target’s mind, dealing high internal damage over 15s.
Restoration
18
Instant
4.5 sec
60
30m
Cleanses a friendly target of up to 2 hostile mental or Force effects.
Deliverance
22
3 sec
Instant
55
30m
Heals a friendly target for a high amount of health.
Rescue
22
Instant
1 min
30
30m
Greatly lowers the target’s threat and if the target is a party member, pulls the target to your location.
Force Push
34
Instant
1.5 min
20
15m
Pushes the target back several meters with the Force and deals moderate kinetic damage. Standard and weak enemies are additionally knocked prone for 3s.
Revitalize
40
1.5 sec
5 min
75
30m
Revives an incapacitated ally. This ability is usable while in combat.
Resilience
46
Instant
1 min
Increases your chance to resist Force and Tech attacks by 100% for 4s.
Force Quake
50
6 sec
Instant
100
30m
Channeled. Channel 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 every second for 6s. Each second, the Force Quake has a 33% chance to knock its targets down. No single target can be knocked down more than once from a single Force Quake.
Trainable Active Abilities: Shadow Only
Ability
Level
Cast Time
Cooldown
Force Cost
Range
Description
Stealth
10
Instant
Enter stealth mode, making your movements difficult to detect but slowing movement speed to 85% of normal. Most hostile actions prematurely end the effect. Cannot be used in combat.
Run Through
10
Instant
15 sec
30
4m
Finishing Move: Runs the target through, dealing 250% weapon damage plus moderate damage. Shares a cooldown with other finishing moves. Requires a double-bladed lightsaber.
Shadow Strike
10
Instant
45
4m
Deals 150% weapon damage plus a moderate amount to a single target. Only usable from behind the target. Requires a double bladed lightsaber.
Double Strike
12
Instant
30
4m
Strikes the target twice. Each hit deals 100% weapon damage plus a low amount. Requires a double bladed lightsaber.
Deflection
14
Instant
Increases your range and melee defense by 50% for 15s. Requires a melee weapon.
Mind Maze
16
Instant
50
8m
Confuses the target, leaving it bewildered and unable to act for 60s. 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.
Mind Snap
18
Instant
9 sec
10
15m
Traps the target’s current action and prevents that ability from being used for 4s.
Hemorrhage
22
Instant
15 sec
30
4m
Finishing move. Deals 100% weapon damage and causes the target to bleed dealing high internal damage over 18s. Shares a cooldown with other finishing moves.
Consulars have access to the battle-ready starship Defender, a light corvette model with two decks. The main upper deck is equipped with cockpit, meeting rooms, and a main conference room, which comes equipped with a Holocom system to communicate directly to the Jedi Consul. The smaller lower deck contains a medical bay, personal meditation space, and cargo hold.
Starting soon, Disciplinary Action Adventures will continue to feature your favorite WoW characters, but will also feature new content starring the upcoming MMO Star Wars: The Old Republic.
You’ll still be able to find your favorite World of Warcraft cartoon characters and info right here on Disciplinary Action (same priest time, same priest channel), but we’ll be mixing it up week to week depending on what strike as funny at the moment. The Orc Detective will, of course, continue to be updated (only four more episodes until the exciting conclusion!).
DA will also begin to include a plethora of Consular healing information, in addition to our Discipline Priest guides and tips.
Our first SWTOR comic is ready to go and is just waiting for the SWTOR official release date announcement. In the meantime, take a gander at this exclusive sneak preview of our sexy new Disciplinary Action logo.