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Jedi Consular Basics

Introduction . Specializations: Sage | Shadow . Talent Trees: Sage | Shadow . Abilities . Gear . Starship . Images . Videos

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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.

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Specializations: Sage

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.

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Specializations: Shadow

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.

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Talent Tree: Sage

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:
  1. 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.
  2. 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:
  1. 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.
  2. 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:
  1. 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.
  2. 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.

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Talent Tree: Shadow

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:
  1. 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.
  2. 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:
  1. 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%.
  2. 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:
    1. 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.
    2. 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.

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Abilities

Starting Passive Abilities . Starting Active Abilities . Trainable Passive Abilities (Sage & Shadow) . Trainable Active Abilities (Sage & Shadow) . Trainable Active Abilities: Sage . Trainable Active Abilities: Shadow

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.
Force Slow 26 Instant 6 sec 25 15m Slows the target’s movement speed by 500% for 9s.

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Gear

Consulars may equip cloth armor or robes, dual- and single-bladed lightsabers, and vibroswords. Please see screenshots in the Images section.

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Starship: Defender

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.

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Images


Videos

Official Videos:
Taral V Developer Walkthrough
The Esseles Developer Walkthrough
Consular Class Video
Designing the Light Side 

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