Jedi Consular Class


Jedi Consular

Overview

VISIONARY, AMBASSADOR, SEEKER OF JEDI WISDOM

For more than 20,000 years, the Jedi Order has worked to promote peace and balance in the Galactic Republic, but each new day brings with it a new threat, promising to rip the Jedi and the entire galaxy apart. If the Republic is to survive, it needs leaders and visionaries; it needs the Jedi Consular.

Jedi Consulars channel the power of the Force for strength in combat and wisdom in Diplomacy. Years of arduous training and meditation have sharpened Consulars’ minds to cut to the truth as cleanly as their Lightsabers cut through their foes. Whether unlocking long forgotten mysteries of the Jedi, raising armies to fight for the Republic or engaging in mortal combat with Dark Lords of the Sith, the Consulars’ deep attunement to the Force gives them all the power they need to rise to the occasion with poise and balance.

Intimate attunement with the deepest Force mysteries gives Jedi Consulars the insight and empathy to deftly handle charged conflicts that confound even the most cunning Senators and governors—but Consulars know when it’s time to talk and when it’s time to fight. When negotiations turn aggressive, Consulars demonstrate their gifts of foresight—anticipating and deflecting enemy attacks with fluid strikes from their dual-bladed Lightsaber.

FACING THE DARKNESS WITHIN

Jedi Consulars always seek to grow their knowledge of the galaxy, in understanding of themselves, and in comprehension of the Force that binds it all together. The commitment to this pursuit gives Consulars an unrivaled capacity for clarity in situations otherwise shrouded in darkness. However, this same dedication can also prove to be extremely perilous—inviting Consulars to explore paths that are better left untraveled. Some of the Jedi Order’s greatest minds have been seduced to the dark side through purely academic inquiries. The Consular knows the pain of this temptation as a battle-hardened warrior knows the throbbing of an old wound.

Before they can dispel the darkness in the galaxy, Jedi Consulars know they must first come to terms with the darkness within. There’s no avoiding the temptation to take shortcuts or even to use their knowledge for personal power; Consulars must constantly check their own motives. When tempted to step onto the path leading to darkness, Consulars must remember the tormented fate of the Jedi who have passed that way before. This is the only way they can unite the Jedi Order and the Republic and rally the troops to rescue the galaxy from the menacing darkness.


Images

Faction And Playable Races

Faction

The Galactic Republic – More About This Faction

Playable Races

Human – More About This Race
Mirialan – More About This Race
Twi’lek – More About This Race
Miraluka – More About This Race
Zabrak – More About This Race

Advanced Classes

Sage:

The mysteries of the Force are endless. A Jedi Sage, deeply attuned to the Force and devoted to uncovering its esoteric secrets, knows this better than any in the galaxy. These masters of the Force are famed for their wisdom and empathy as much as they are for their powerful healing and defensive skills. In troubled times, a Sage brings together the wisdom of the past with cutting insight and the power of the Force to change the flow of galactic events. – More About This Advanced Class

Shadow:

A Shadow serves the Jedi Order by being a silent observer and, when action is necessary, a subtle hand. To avoid rash decisions on the part of the Council, Shadows go unseen, gathering information and quietly thwarting those who seek to threaten the Jedi order. Employing Force techniques that cloud enemy minds, Shadows slip into hostile territory, and when necessary, they strike enemies down with deadly efficiency. – More About This Advanced Class

Starting Planet

Tython:

Mystical scholars gathered on the harsh and mysterious world of Tython millennia ago to begin the first studies of the Force, but controversy among the scholars’ ranks created a cataclysm which nearly destroyed the planet. A small group of survivors fled to another star system, put their dark past behind them, and founded the Jedi Order.

Thousands of years passed, and the true legacy of Tython was forgotten.

Rediscovering the planet early in the Great War, the modern Jedi began exploring the mysteries of Tython’s history, and learning much about the earliest Force users.

When the Empire sacked Coruscant and destroyed their long-standing Temple, the Jedi Council chose to rebuild the Temple on Tython and train a new generation of Jedi to battle the Sith menace. They soon discovered, however, that Tython’s mystical power carried its own dark legacy, a pervasive taint of unknown origins… – More About This Planet

Skills

Balance Talent Tree

Icon Skill Type Level Range Cooldown Description
Psychokinesis Passive Reduces the force cost of Double Strike by 1 and Project by 2.
Critical Kinesis Passive Increases the critical chance and damage dealt by Telekinetic Throw by 1%.
Will of the Jedi Passive Increases total Willpower by 1%.
Force Synergy Passive Force critical hits increase your melee critical chance by 1% for 10 seconds.
Psychic Barrier Passive Reduces the pushback suffered while activating Mind Crush and Telekinetic Throw by 1%. In addition, each time your Telekinetic Throw deals damage, you have a 2% chance to recover 1% of your total force.
Upheaval Passive When you activate Project, you have a 1% chance to project an additional chunk of debris at the target, dealing 50% of normal damage.
Focused Insight Passive Causes your periodic damaging abilities that crit to restore 1% of your total health and force.
Pinning Resolve Passive Reduces the cooldown of Force Wave and Force Stun by 1 seconds. In addition, your Force Lift affects up to 2 additional standard or weak enemy within 8 meters of the target.
Telekinetic Balance Passive Telekinetic Throw no longer has a cooldown.
The Force in Balance Instant
Force:50
30m 15secs Deals 399 internal damage to up to 3 targets within 8 meters of the targeted area and heals you for 30 per affected target.
Adjudication Passive Increases the critical strike damage dealt by Double Strike by 1%.
Mental Potency Passive Reduces the force cost of The Force in Balance by 1%.
Presence of Mind Passive When your Telekinetic Throw deals damage, you have a 1% chance to cause your next force damaging attack with an activation time to activate instantly and deal 20% more damage.
Force Strike Passive Melee critical hits have a 1% chance to finish the cooldown of Mind Crush and make your next Mind Crush activate instantly and cost 100% less force.
Assertion Passive Increases the duration of Mind Crush by 1 second.
Sharpened Mind Passive Consuming a Force Suppression charge restores 1 force.
Force Suppression Passive 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.
Twin Disciplines Passive Project has a 10% chance to increase your melee bonus damage by 10% for 20 seconds.
  Containment Passive Lowers the activation time of Force Lift by 10%. In addition, when your Force Lift breaks early from damage, the target is stunned for 2 second.
  Mental Scarring Passive Increases the critical damage bonus of The Force in Balance and your periodic damage abilities by 10%.
  Psychic Absorption Passive Increases the amount of healing generated by The Force in Balance and Focused Insight by 10%.
  Sever Force Instant
Force:20
30m 9secs Sever the target’s link with the force, freezing it in place for 2 seconds and dealing 480 internal damage over 18 seconds.

Seer Talent Tree

Icon Skill Type Level Range Cooldown Description
Immutable Force Passive Reduces the activation time of Deliverance by 0.1 seconds.
Penetrating Light Passive Increases the critical chance of your periodic damage and healing abilities by 1%.
Wisdom Passive Increases total Presence by 1% and all healing done by 2%.
Foresight Passive Reduces the pushback suffered while activating healing abilities by 1% and lowers the threat generated by healing abilities by 2%.
Kinetic Collapse Passive Your Force Armor has a 1% chance to explode in a concussive wave when it ends, incapacitating all nearby enemies for 3 seconds. Damage causes this effect to end prematurely.
Pain Bearer Passive Increases all healing received by 1%.
Psychic Suffusion Passive Increases the damage and healing of area effect abilities by 1%.
Conveyance Passive Your Rejuvenate has a 10% chance to grant Conveyance, which increases the effect of your next healing ability:
Benevolence: Force cost reduced by 10%.
Deliverance: Activation time reduced by 2.
Healing Trance: Crit chance increased by 10%.
Salvation: Force cost reduced by 30%.
Rejuvenate Instant
Force:30
30m 6secs Immediately heals a target for 97, plus an additional 123 over 9 seconds.
Valiance Passive Reduces the health spent by Noble Sacrifice by 1%.
Preservation Passive Reduces the force cost of Force Armor by 1, lowers the duration of Force Armor’s Force-imbalance debuff by 2 seconds, and reduces the cooldown of Force Armor by 3 seconds.
Mend Wounds Passive Lowers the force cost of Restoration by 15. In addition, Restoration now removes negative physical effects and heals the target for 38 – 141.
Force Shelter Passive Increases the duration of your Rejuvenate by 1 seconds. In addition, your Rejuvenate has a 20% chance to apply the Force Shelter effect to its targets, increasing armor rating by 10% for the duration of the Rejuvenate.
Egress Passive Your Noble Sacrifice has a 10% chance to remove all movement impairing effects when used.
Confound Passive Targets affected by your Weaken Mind are slowed by 10% for its duration.
Healing Trance Instant
Force:40
Channeled:3secs
30m 9secs Heals a target for 131 immediately and a further 131 per second for 3 seconds.
Serenity Passive Increases your force crit chance by 1% and reduces all damage taken by 1%.
Resplendence Passive Healing Trance crits have a 10% chance to make the next Noble Sacrifice used not degenerate force and spend no health.
Clairvoyance Passive Increases your bonus healing by 1% and chance to hit with all abilities by 2%.
Salvation Instant
Force:100
Activation:2secs
30m 9secs Heals all allies within 8 meters of the targeted area for 91. Targets remaining in the area heal for an additional 150 over 10 seconds.

Telekinetics Talent Tree

Icon Skill Type Level Range Cooldown Description
Inner Strength Passive Reduces the force cost of force attacks and healing abilities by 1%.
Mental Longevity Passive Increases your total force by 10.
Clamoring Force Passive Increases the damage dealt by Disturbance, Mind Crush, Telekinetic Wave, and Turbulence by 1%.
Mind’s Eye Passive Increases the maximum range of Disturbance, Telekinetic Wave, and Turbulence by 5 meters.
Disturb Mind Passive Increases the duration of Weaken Mind by 1 seconds.
Concentration Passive Reduces the pushback suffered while activating Disturbance, Telekinetic Wave, and Turbulence by 1%. In addition, Disturbance has a 20% chance to increase your force regeneration rate by 10% for 10 seconds. Stacks up to 3 times.
Telekinetic Defense Passive Increases the amount absorbed by your Force Armor by 10%.
Telekinetic Effusion Passive Force attacks that crit have a 10% chance to grant Telekinetic Effusion, lowering the force cost of your next two force abilities by 50%.
Telekinetic Wave Instant
Force:50
Activation:3secs
30m 6secs Sends a wave of telekinetic energy that deals 234 kinetic damage to up to 3 targets within 8 meters of the primary target.
Psychic Projection Passive Weaken Mind critical hits have a 10% 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 Force Wave has a 10% chance to unbalance its targets, immobilizing them for 5 seconds. Damage inflicted after 2 seconds ends the effect prematurely.
Tidal Force Passive Your Disturbance has a 10% chance and your Forcequake has a 2% 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.
Psychic Propulsion Passive Force Speed has a 10% chance to remove all movement impairing effects when used and grant immunity to those effects for its duration.
Blockout Passive Lowers the cooldown of Force Lift by 1 seconds and increases the lockout duration of Mind Snap by 2 second.
Tremors Passive Your Telekinetic Momentum causes tremors that increase your force bonus damage by 1% for 20 seconds. Stacks up to 3 times.
Telekinetic Momentum Passive When you activate Disturbance or Telekinetic Wave, there is a 10% chance the ability will produce a second attack that strikes the same targets for 30% damage.
Mental Alacrity Instant
Force:30
60secs Increases the speed at which you activate damaging force attacks by 20% for 10 seconds.
Reverberation Passive Increases the critical damage bonus of your Weaken Mind, Telekinetic Wave, and Turbulence by 10%.
Turbulence Instant
Force:45
Activation:2secs
30m 9secs Deals 180 – 206 internal damage to a single target. Turbulence automatically critically hits targets affected by your Weaken Mind.

 

Gear

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.




Combat Tactics

The Consular’s powers go far beyond meditation and mediation, and nothing illustrates this as vividly as their graceful movements in battle. Whether beset by an army of Assassin droids or caught in the middle of soured negotiations, the Jedi Consular fights with an open conduit for the Force; manipulating massive forces to disable or even destroy their enemies.

Known Associates

Qyzen Fess

Qyzen’s search for the galaxy’s deadliest beasts has taken him from the swamps of Belkadan to Tatooine’s endless deserts. He has no interest in possessions, needing only his weapons and his tally of jagganath points; a score every Trandoshan must earn through honorable kills to appease the Scorekeeper, their goddess. Famed as a peerless hunter and tracker, he’s hunted everything from sand demons to rancor beasts, and though he has crossed paths with many wanderers in his travels, he has deemed few worthy of his notice.

Starship

Developed at the height of the Great War, the Defender was custom-built for the Jedi Order. The Jedi Council commissioned the starship after determining that Republic military vessels were not well-suited to the Jedi’s more specialized missions. The Defender’s exterior design is based on the consumer model corvette, but it has been outfitted
with countless customized upgrades. – More About This Ship





Articles

Click the link below for a full list of articles that match this Subject:

CLICK HERE

 

Ask Question

Questions posted:

Votes

0

Answers

0

What crew skills mesh best for a Jedi Consular?
Posted: December 11, 2011     By: Devon
What crew skills would best fit a Jedi Consular (more specifically a Jedi Sage)?
Answer This Question

Post Answer

0 Answers:

Votes

0

Answers

0

Which is the best Jedi Consular Class?
Posted: December 05, 2011     By: iam
Which is the best Jedi Consular Class?
Answer This Question

Post Answer

0 Answers:

Votes

0

Answers

1

What kind of Armor does the Jedi Consular wear?
Posted: November 05, 2011     By: stac
What kind of Armor does the Jedi Consular wear?
Answer This Question

Post Answer

1 Answers:

0

A Jedi Consular avoids heavy battle armor worn by Jedi Knights. light cloaks and ornamented robes suit their strengths better. In conclusion, Consulars wear light robes. 
Posted: November 05, 2011      By: Jason
Votes

0

Answers

3

Lightsaber Colors
Posted: November 05, 2011     By: Jason
What are the lightsaber colors for the Jedi Consular?
Answer This Question

Post Answer

3 Answers:

0

You start out with green but may change to any color you want/find.
Posted: December 11, 2011      By: Devon

0

You start out with green but may change to any color you want/find.
Posted: December 11, 2011      By: Devon

0

The Consular starts off with a green lightsaber. However, you are able to swap out the initial color crystal for whichever color you would like, as long as you don't have alignment restrictions. For instance, if you have Artifice as a crew skill, you can craft a red, blue, or yellow, although yellow crystals are harder to get the materials for.
Posted: December 11, 2011      By: Aranrya
Votes

0

Answers

1

What mounts are available for the Jedi Consular class?
Posted: November 05, 2011     By: triper
What mounts are available for the Jedi Consular class?
Answer This Question

Post Answer

1 Answers:

0

As far as we know, the mounts are the same for every class. They're mostly single person ground vehicle (speeder, stap, etc.). Developpers said animal mounts are likely to come after release but won't be available at launch.
Posted: November 05, 2011      By: JediHealer
Votes

0

Answers

2

When does the Jedi Consular classes get a lightsaber?
Posted: November 04, 2011     By: tim
When does the Jedi Consular classes get a lightsaber?
Answer This Question

Post Answer

2 Answers:

0

The Consular gets a lightsaber at around levels 8-10, depending on how many side quests you completed and mobs you killed. It is given at the end of your class quests on Tython, the start world.
Posted: December 11, 2011      By: Aranrya

0

Near the end of the story in the starting zone (Tython).
Posted: November 05, 2011      By: JediHealer
Votes

0

Answers

1

Is the Consular the best Healer class or should i go with Sith Inquisitor?
Posted: November 03, 2011     By: doggid
Is the Jedi Consular the best Healer class or should i go with Sith Inquisitor?
Answer This Question

Post Answer

1 Answers:

0

Consular and Sith Inquisitor are basically mirror class, so they're pretty much the same thing. There is no best healer in the game, the class are designed balanced, so... choose the one you like the most =)
Posted: November 05, 2011      By: JediHealer

1 Comment

    Featuring YD Feedwordpress Content Filter Plugin