Jedi Consular

SW:TOR Jedi Consular Class

Female Jedi Consular

Female Jedi Consular

The Jedi Consulars are negotiators of the Republic. Similar to the iconic Yoda the cdonsular prides themselves on utlising knowledge and intelligence rather than brute force to achieve there desired results. Embrassing the force and acting as a conduit for its energy has made the consualar incredibly effective in battle should communication fail.

Although choosing study and enlightment in the past Consulars have been called upon to aid in the war with the empire. On the battle field, expect to see the Consular as the fast, nimble warrior. They rely on their double bladed lightsaber and speed to get their work done when fighting. Unlike the Jedi Knight who does battle in armor and more brute strength, the Consular will wear robes only and fight with speed. They expect to deflect all laser bolts and lightsabers and never have to worry about something hitting their bodies. They will use the force such as lifting a heavy bolder, to throw at an opponent rather than just parrying with their weapon.

Contents:

    • Species
    • Abilities
    • Gameplay
    • Weapons & Armor
    • Combat Tactics
    • Specializations

      Species

      Jedi Consulars are available in the following playable races.

      • Human
      • Zabrak
      • Miraluka
      • Mirilian
      • Twi’lek

      Jedi Consular Abilities

       

      Starting Abilities

      Name Description
      Saber Strike Deals 100% weapon damage spread across a flurry of three melee attacks.
      Project Throws debris at the target, dealing moderate kinetic damage. Standard and weak targets are additionally stunned for 3s.
      Force Valor Increases the target’s attributes and internal elemental resistances for 30m.
      Meditation Pause and meditate to restore your health and Force. Damage causes this effect to end prematurely. Cannot be used during combat.
      Revive Revive an incapacitated player or companion.
      Weapon Proficiency: Lightsaber Able to equip training sabers and standard single bladed lightsabers.
      Weapon Proficiency: Vibrosword Able to equip single bladed vibroswords, conventional swords, and other bladed melee weapons.
      Armor Proficiency: Light Able to equip lightweight armor.

      Trainable Abilities

      Name Description
      Telekinetic Throw 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 Deals high kinetic damage and knocks down all enemies within 8 meters for 2 seconds.
      Stasis Field Suspends a target in a stasis field preventing all action for 10 seconds. Suspended targets take 100% more damage from Project. Damage will break the effect permanently.
      Project (Rank 2) Throws debris at target dealing moderate kinetic damage. Standard and weak targets are additionally stunned for 3 seconds.
      Force Potency 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.
      Telekinetic Throw (Rank 2) 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 Heals friendly target for a moderate amount of health.
      Destruction Use this ability to destroy obstacles and explosive containers.
      Force Wave (Rank 2) Deals high kinetic damage and knocks down all enemies within 8 meters for 2 seconds.
      Force Valor (Rank 2) Increase target’s attributes and internal elemental resistances for 30 minutes.
      Force Potency (Rank 2) 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 (Rank 3) Throws debris at target dealing moderate kinetic damage. Standard and weak targets are additionally stunned for 3 seconds.
      Mind Crush Crush the target with the Force, instantly dealing moderate kinetic damage and a moderate amount of kinetic damage every second for 6 seconds.
      Benevolence (Rank 2) Heals friendly target for a moderate amount of health.
      Sprint Increase your speed and that of all your companions by 20%.
      Force Speed Increase your movement speed by 70% for 2 seconds. Does not break stealth.
      Mind Sooth Sooth the mind of your enemies, instantly lowering your threat by a moderate amount.
      Replenish Replenishes 60% of your maximum Force and health over 6 seconds.

      Jedi Consular Game-play


Jedi Consulars use “Force” as a resource for their spells. It works slightly differently between the two class specializations as well. It essentuially acts as energy and regenerates over time, each ability requires a certain amount of force o be used and depletes the available force once used.  Jedi Shadow has an ability that increases the Force regeneration rate allowing for faster regeneration and increased skill useage rate, the Jedi Sage on the other hand has an ability that significantly increases the base force pool (400%).

Weapons & Armor

Preferring to stay as nimble on the battlefield as they are in negotiations, Jedi Consulars avoid the heavy battle armor worn by many Jedi Knights, Dense polymers and Cortosis armors would weigh them down; light cloaks and ornamented robes suit their strengths better, and the efforts they most often find themselves engaged in. No matter where they go, however, Consulars are never without the Lightsaber that marks their initiation into the Jedi Order.

Jedi Consular Armor   Female Jedi Consular Robes  Jedi Consular Lightsabers

Combat Tactics

Although very calm an focused on mediation the Jedi consulars abilities in battle are far more than one would expect and nothing shows this more than there fluid motion and unparalleled use of the force No matter the situation a Jedi Consular acts as a conduit for the force embracing and channeling its full potential into hugely powerful surges of energy capable of devastating large groups of foes and disabling those who would seek to harm allies.

Specializations (advanced classes)

Jedi Shadow

Jedi Shadow Advanced Class

Jedi Shadow Advanced Class

      • Double Bladed Saber
      • Stealth
      • Burst melee damage

Skill Trees

      • Infiltration – Masters of stealth, these Shadows use positional attacks and surprise to defeat foes. In RPG terms this tree is a melee DPS tree.
      • Kinetic Combat – Uses the double-bladed Lightsaber defensively to protect the Shadow and his allies. In RPG terms, this tree would be for a tank.
      • Balance – Augments the Shadow’s Force and Lightsaber abilities from both classes as it’s the shared skill tree.

Jedi Sage

Jedi Sage Advanced Class

Jedi Sage Advanced Class

      • Single Saber
      • Powerful Telekinesis / Healing
      • Ranged Control / Damage or Healing

Skill Trees

      • Telekinetics – Affords the power to distort reality and move waves of energy, tearing apart enemies. In RPG terms, this is a Ranged DPS skill tree. The skills in this tree focus on improving the existing force abilities and conserving force points.
      • Seer – Allows the Sage to master the art of the force to heal and protect allies.
      • Balance – Enhances the Sage’s force attacks and augments the Shadow’s force and lightsaber abilities. Shared skill tree between both advanced classes.