SWTOR Jedi Consular Guide SWTOR Jedi Consular community

14Dec/110

Jedi Consular Beginners Guide

You’ve chosen an exalted path—the Jedi Consular class. This is a great class to play in The Old Republic if you love Force powers, or if you are having a tough time deciding what role you want to play on a team—melee (or ‘tanking’), damage-dealing at range, or even some healing. This class can do all three, and you’ll get a chance to try the different skills out on Tython, your origin planet.

Once you’ve loaded the game and chosen your server, the first thing you’ll see is your character selection screen. If you’ve created a Consular already, great! If not, click ‘Create Character’ and have fun customizing. Race and gender give no advantages or disadvantages in game, so pick whatever looks good to you. When you’re satisfied that you have the hottest looking Consular in the galaxy, you’ll be taken to the opening crawl of your story. Enjoy reading it—this is YOUR Star Wars saga!

A shuttle will fly you down to the surface of Tython, which is the origin planet for both Jedi classes. You’ll meet Master Yuon Par, who has taken you as her Padawan. You’ll also get instruction on how to move in game, find your quest log, locate taxis, and equip items. This is a good spot to click the ‘Options’ button on your top bar, and check out your preferences. If your game is running slowly, the graphics are usually the culprit. Turn shadows, anisotropy, and grass down or off. Lowering ‘ground clutter’ can help, too. Under ‘social’, check ‘allow access to same class stories’ if you plan on grouping a lot. This will let you join other JCs in their class stories. Note—only one of you will get credit if you’re grouped with someone who has the same class quest. There is a choice to auto-loot the area on right click—this is very handy. Add more hotbars, especially the bottom two. You’ll need them as you gain skills. I enabled all four bars and put the skills I used infrequently on the right bar. I set my left bar for crew member skills. There’s a tab at the bottom of the preference window for keybinds. Adjust them as you desire—there are a lot of options you can hotkey or rebind to keys you prefer. Click ‘apply’ to save all your options, and then ‘OK’ to close the window.

You’ll also notice tips on the right side of your screen from time to time–click those to open the tip windows and learn more. These are incredibly helpful, and you want to ignore these about as much as you want to be eaten by a Rancor.

People to See, Places to Go

Once you arrive at the Gnarls taxi stop, make sure to pick up the bind point. Get in the habit of unlocking all your bind points, which are usually located by the taxis and in cantinas. This gives you many more quick travel options. You’ll thank yourself later when you want to hop back somewhere to turn in quests.

You’ll find your first skill trainer and some merchants in this area as well. Visit the trainer as soon as possible after leveling up to get your new skills. You need all your Jedi powers to defeat those enemies!

Skills for Survival
The default hotkey for your skills is ‘p’. Most skills will be automatically added to your hotbars if you have an open space for them. Some are not, however. Also, passive skills do not need to be on your hotbars. They’re always active. The skills are unlocked on your bar by default, so you can move them around freely to suit your particular play style. Click the little padlock icon on the left side of the center skillbar to lock or unlock it.

I usually keep Force Wave in slot one, Project in two, Telekinesis in three, and my melee skills in four and five. Seeing items ripped out of the ground and thrown at your enemy is Very Cool, so I lean more towards using the Force skills. I have those hotkeyed on my number pad. If you prefer more of a melee style, move the lightsaber skills to slots two and three instead. The issue of mousing versus hotkeying the skills has caused many a debate and even a few nasty little flamewars. Do what works best for you and ignore the fruitcakes out there who tell you that you’re wrong for doing it that way.

Quests and Maps

Right near the Gnarls taxi, you’ll notice Master Relnex, who will have your first real quest for you. Quest givers have cut out gold triangles above their heads when they have quests to offer. The triangles will be filled in when you have a completed quest to turn into them. Why BioWare chose triangles, I don’t know. In any case, go find those students before the Flesh Raiders capture them!

Check your map periodically (default hotkey is ‘m’). This is a great way to find more quests and new areas to explore. Accept all the quests you can possibly find, including the bonus objectives that come from taking down your foes. All of those will give you experience points (XP) towards the next level and practice using the different combat and healing skills.

Tempting as it is to move your class storyline along, don’t rush through the Gnarls area. You receive XP for discovering Lore objects, unlocking new areas, and meeting new species. You’ll have your first dialogue option that offers Light Side (LS) or Dark Side (LS) points. You can role-play it the way you want, though there is currently a definite advantage to choosing one side or the other. Some gear is restricted to either LS or DS, and you have to earn a certain level of points to unlock those ranks. Your Jedi can turn to the DS, though it will be a challenging path to play. Dark Side Jedi do not turn into Sith and switch factions to the Empire, just as Light Side Sith do not switch factions to the Republic.

When you receive quest rewards, take the time to mouse over them to find out which attributes they boost. The main attribute for the JC is Willpower, with Endurance coming in a close second. Willpower raises the amount of Force power, while Endurance raises your hit points. Since you can only wear light armor, raising both is essential. Presence is useful for raising your companions’ hit points, but don’t worry about that one too much. At lower levels, you can also put points into Strength if you want to raise the amount of damage you do with your lightsaber. Gear with this stat may arguably useful for Jedi Shadows, but not for Sages, who need the extra Force points more than melee damage. At higher levels, Willpower is always going to be the better option, however. Don’t bother with Aim or Cunning.

After finishing up in the Gnarls area, you’ll be directed to the Jedi Temple. Take the time to explore the area in and around the temple thoroughly. You’ll find class trainers, several quests, a cantina, lore objects, and a variety of vendors, including one for your Tython commendations. Don’t bother buying armor at this stage—you’ll receive a number of armor pieces as quest rewards. The understudy’s foil is useful for killing the bad guys faster than your practice saber, but it’s not essential. Save up the commendations for the Consular robe that you can buy at the Specialty Vendor. That served me well through most of Coruscant, which is the planet you go to when you finish your work on Tython. Pick up a few medpacs and stims that boost your Endurance and Willpower. You can find these at Stim Vendors and Republic Medical Droids.

Health and Welfare

Make sure to use your Force Valor buff as often as it wears off. It lasts an hour. You can buff an entire party or even other players. If you buff other players who aren’t Consulars as you meet or pass them in game, you’ll find that some of them will stop to return the favor. Every bit helps!

What happens if your health drops during battle? Well, when your foes are lying at your feet, take a few moments to use your meditation skill. This will heal you and replenish your Force points. Always go into the battle with a full health bar whenever possible. What happens if your health bar drops to zero? You’ll have a screen pop up saying you were defeated. You will be presented with two options–revive where you’re at, or get revived at the nearest medcenter. If you’ve finished all your objectives and were ready to turn in your completed quests, or are in the middle of a huge mob that you have no hope of defeating, then being transported to the nearest medcenter might be more convenient. Otherwise, revive where you’re at. You’ll have 8 seconds of stealth to get to a safe spot to heal yourself and re-apply any buffs and stims. Then go finish off the bugger who defeated you and pick up those drops he so kindly left behind. Your armor takes damage during battle, but it takes a lot more damage if you are defeated. Make sure to repair your items at a vendor when you sell all those terrific drops you’ve picked up during your adventures.

Explore, Explore, Explore

Once you’re done with the Jedi Temple orientation, you will be directed to Kalikori Village to help the Pilgrims there and to solve some of the mysteries for your class quest chain. Following that, you’ll end up at the Forward Speeder Camp to foray into the ruins of Kaleth. Explore all the areas–you never know when you’ll find lore objects, new quests, security chests and crates, and the fabled datacrons. There are some gorgeous areas on Tython where you have a chance to stop and just simply enjoy.

Sometimes, you’ll receive a mission item when you accept a quest. That item will end up in your inventory (default hotkey ‘i’). Click the ‘mission’ tab. You can drag the item to your hotbar so that you don’t have to open your inventory every time you need to use it.

Enemies of the Republic are Everywhere

The enemies get tougher as you advance through the different zones, and you’ll see more challenging foes and even a few bosses. Generally, if the enemy has a name, it means BioWare cared enough about him to shower him with love, attention, and lots of hitpoints. You’ll have a better chance of surviving a boss encounter if you’re in a group or if you’re the same or higher level compared to the boss. Left-clicking on the boss will give you some of his stats so that you know what you’re up against.

Bosses often have better quality loot drops than the average enemy. Usually the drops will shine with a white light, but if you see green, blue, or especially purple, there’s something special there for you!

A gold shaft of light indicates a drop needed for a mission has fallen. Make sure to grab those up.

Dialogue Options Can Be a Lot of Fun

BioWare has done a terrific job of making the quests varied and fun. I had to laugh at the baby flesh raider quest and the subsequent dialogue choices when turning in the completed quest for the reward.

Heroic Quests

At the Forward Speeder Camp, you’ll also receive your first Heroic quest. Pay attention to the number of people it says you should have in your party before attempting it, usually 2+ or 4. You’ll need at least that many players, and companions don’t count. These aren’t called ‘heroic’ quests for nothing! These quests are also excellent spots for grouping up and earning social points. Don’t miss out on that.

Companions Join You on Your Adventures

Your first companion, Qyzen Fess, will join you on Tython. You’ll receive more companions over the course of the game. Once you have him in your party, your dialogue choices affect you in more complex ways. These choices many times give you not only LS/DS choices, but now also give affection points. If your companion likes the choice you’ve made, you’ll get rewarded with affection points. If he doesn’t like your choice, affection points will be subtracted. The codex entries in your log (default hotkey ‘l’) on your companions will tell you what they like and dislike, so make sure to read those if you’re planning on maximizing affection with them. Sometimes, your companions won’t like your LS or DS choices. This adds a new dimension to your conversation options.

Don’t forget to equip your companion with items, too, though the equipment he has when you first receive him should be sufficient on Tython. He can wear heavy armor, so give him the best you can find or buy. Despite the fact that his main attributes are Aim and Cunning (both ranged attributes), he comes only with a weapon proficiency in techstaff, which is a melee weapon. You can access your companion’s equipment in the character pane (default hotkey is ‘c’). You’ll see the companion tab right next to yours. You don’t have to worry about assigning attribute points or abilities to your companion. He automatically levels up when you do.

First Lightsaber!

Finally, the time will come for you to craft your own lightsaber. This class quest is the toughest on the planet except for maybe the heroic quest. Make sure you’ve reached at least level 8, and preferably higher. Remember to equip the lightsaber as soon as you craft it. You’ll need it! Once you’ve completed this quest, you’ll return to the Jedi Temple and learn some important news that will send you on even greater adventures across the galaxy.

By this time, you should be well past the ‘newbie’ stage and ready to tackle the advanced stuff. May the Force be with you!

Guide source: Torwars.com

28Nov/110

Jedi Consular Progression Trailer

One of the most popular classes in The Old Republic, Jedi Consulars finally have their own class progression trailer. As expected it showcases some of their armors, abilities, advanced classes, companions and gameplay.

The Jedi Consular is both a revered ally to the Republic and a dangerous adversary to the Empire. Their ability to revive fallen allies in combat and to manipulate the Force to remain hidden from their enemies makes them an invaluable asset. Get a small glimpse of the many paths of advancement for this powerful Force-wielding class.

It's a great way to get a glimpse into the Jedi Consular if you decide to play this class, and hopefully you'll enjoy it.

21Aug/118

Jedi Consular Companions

This is a list of companions we know about that are available for Jedi Consulars.

Qyzen Fess

  • Species: male Trandoshan
  • Planet: Typhon
  • Role: Melee Tank
  • Armor: Heavy
  • Weapon: Electrostaff or Vibrosword
  • Abilities: Toggleable taunt-mode “Lightning Whip“, “Charge“: Ignites his jet pack and flies fist first to target
  • Crew Skills: +5 BioChem, +15 Archaeology

Zenith

  • Species: male Twilek
  • Planet: Balmorra
  • Role: Ranged DPS
  • Armor: Medium
  • Weapon: Sniper Rifle
  • Kit: AoE Damage

Lt. Iresso

  • Species: male Human
  • Planet: Hoth
  • Role: Ranged tank
  • Weapon: Blaster rifle
  • Abilities: Taunt

Theran Cedrex

  • Species: male Human
  • Planet: Nar Shaddaa
  • Role: Ranged Healer/Techie
  • Armor: Medium
  • Weapon: Pistol
  • Crew Skills: +10 Cybertech, +10 Slicing

Nadia Grell

  • Species: female Mirialan
  • Role: Melee DPS
  • Armor: Light
  • Weapon: Double blade saber
  • Crew Skills: +10 synthweave crafting +2 diplomacy crit

C2-N2

  • Species: Droid
  • Comes with your starship
  • He can only be used for crafting and missions, not for combat
6Aug/110

Jedi Consular Class Trailer

Many players have been wondering what's up with an official Jedi Consular class trailer. Most other classes have them, so it's about time the team at Bioware made one for the Consulars as well, and finally we have it.

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 a Lightsaber.

Watch the trailer below!

Tell us what you think of this trailer in the comments below!

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24Jul/110

Jedi Consular Mechanics: Force

Everyone seems to be confused about what exactly drives the Jedi Consulars resource system. Is it mana? Is it energy? The Force? I did some research and I am here to deliver the answers.

The Jedi Consular, the Sage and the Shadow all use different variations of the same system. With this, it would greatly depend on which advanced class specifically you were referring to get understand it correctly. In this case alone, BioWare has me sold on each advanced class being a different class since these mechanics operate very differently. Let's take a look at them one at a time.

Force

The Jedi Consular seems to run on a basic Energy system called Force. The system works like this, your character has a base Force pool which is capped at 100 (not 100% confirmed on this). Some skills require Force in order to be cast and as you cast them it will deplete the Force pool, which starts at full. To counteract this, the Consular has a static regeneration rate of Force which is currently unknown.

For an example of this someone can look at the World of Warcraft Rogue or any of the Warhammer classes as they all operate on a form of Energy system. With this base in place you then move on to your Advanced Class and this is where things get tricky. Each AC comes with a passive skill which greatly effects how this class resource is controlled. Let's take a look at the Sage first.

Jedi Sage

Let us start with the skill that defines the difference between a base Consular and the Sage.

Force Studies - Passive
Versed in the Force, your maximum force is increased by 400. In addition, your Presence increases the rate at which your Force regenerates.
Acquired: Level 10

Let us take this skill apart piece by piece. First is the increase in your maximum Force pool by 400. That is a tremendous increase over what a base Consular has. This increase is great at illustrating that the Sage will not only revolve around a very steady skill usage, but that these skills will all be Force intensive. Many people have compared this system to a Mana system but it should be noted that this is a point where it is nothing like Mana. A Sage will have a fixed Force pool which is not augmented by stats. If their Force system acted like mana then the size of the Force pool would be effected by stats as well.

The second part however is where it is very much akin to mana and not energy. Typically all energy systems have a static regeneration rate. This allows the developers to balance their skill usage to ensure that they cannot "frontload" their DPS, or if they do, they will then be energy starved and unable to act in as powerful a fashion. However, we see here that like a mana system, the Consular will be able to stack Presence in order to increase their Force regeneration. This is a very big deal.

Ask any experienced raid healer, resource management is often one of the most important elements to being successful. We now know that resource management for this healer is all about spacing out skill usage in order to maintain a steady amount of Force. What I like about this system for a healer is that any healer knows the pain of being in a raid and going OOM (out of mana) and basically just staring at their monitor as their fellow guildmates die. With an Energy system, a player can still bottom out their resource pool, and that will still not be a good thing to do. However, now they will still be able to provide some healing, even if it is at a handicapped speed.

Jedi Shadow

The Jedi Shadow also takes the base system and expands on it a bit, although they do it by going in a much different direction.

Martial Studies - Passive
Increases the rate at which your Force regenerates by 3 per second.
Acquired: Level 10

As you can see the Jedi Shadow stays much more true to the traditional energy system. A small energy pool that is dictated by proper skill usage and energy management. Everything revolves around pace since the important part of your resource is its regeneration, not its base value. Not to call out World of Warcraft but I cannot help but associate the "rogue" playstyle of the Shadow directly to the Rogue from WoW, the similarities are simply too great. Anyone who has played a WoW Rogue or any Energy based melee class previously should feel very comfortable in the Shadows shoes.

As you can now see the variation in resources between the two advanced classes is much greater than any of us originally suspected, especially mine. I can see why there was such confusion on how the resources actually worked for this class and it took a bit of research to get answers to my own questions. One word of caution. I did reference skills that have appeared in previous builds of the game which dictated a large part of my analysis in this article. Remember, any of this is subject to change so take it with a grain of salt.

4Jul/110

Jedi Consular Abilities

The Jedi Consulars are very powerful in the force. Focusing on Telekinesis, they channel the force for Power and Wisdom. They can also specialize in lightsaber combat as a Jedi Shadow. The resource bar for a Consular is force. The Consular starts with 100 force and it doesn't increase with leveling. Some abilities however do have increased costs of Force or increased regeneration rates on higher levels.

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.
Quick Travel Takes you to your current bind point. Not usable in combat.
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.

Don't forget to also check out abilities that are available to class specializations: Jedi Sage and Jedi Shadow.

4Jul/111

Jedi Consular Advanced Classes

Jedi Consular, much like other SWTOR classes have access to two specializations/advanced classes which you can choose at level 10:

  • Jedi Sage wields a single-bladed lightsaber, has powerful telekinetics/healing and is a ranged controller with damage or healing powers.
  • Jedi Shadow wields double-bladed lightsabers, and possess stealth and burst melee damage abilities. They can also tank.

Jedi Sage

The Jedi Sage's abilities will focus on healing and removing negative effects on allies. They will also have a powerful range of force powers to attack enemies at range.

Skill Trees

The two Sage skill trees are Telekinetics and Seer. The shared Sage and Shadow tree is Balance.

  • 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.

AbilitiesEdit Abilities section

Below is a full list of the abilities that a Jedi Sage can learn. Remember that you also have access to Jedi Consular abilities as well.

Name Description
Force Studies 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 Increases the range of Project and Telekinetic Throw by 15m.
Disturbance Fires a blast of telekinetic energy at the target dealing moderate kinetic damage.
Rejuvenate Heal the target for a moderate amount over 12s.
Force Armor 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 Weakens the target's mind, dealing high internal damage over 15s.
Restoration Cleanses a friendly target of up to 2 hostile mental or Force effects.
Deliverance Heals a friendly target for a high amount of health.
Rescue Greatly lowers the target's threat and if the target is a party member, pulls the target to your location.
Force Push 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 Revives an incapacitated ally. This ability is usable while in combat.
Resilience Increases your chance to resist Force and Tech attacks by 100% for 4s.
Force Quake 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.

Jedi Shadow

The Jedi Shadow's abilities will focus on dealing burst damage and stealth attacking enemies. Jedi Shadow can also tank using force powers and lightsaber defense.

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 a tank.
  • Balance - Augments the Shadow's Force and Lightsaber abilities from both classes as it's the shared skill tree.

Abilities

Below is the known list of the abilities that a Jedi Shadow can learn. Don't forget that you also have all these Jedi Consular abilities at your disposal as well.

Name Description
Weapon Proficieny: Double Bladed Lightsaber Ability to equip double bladed lightsabers.
Martial Studies Increases the rate at which your Force regenerates by 3 per second.
Combat Trance 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 Increase your total endurance by 24 per rank.
Stealth 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 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 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 Strikes the target twice. Each hit deals 100% weapon damage plus a low amount. Requires a double bladed lightsaber.
Deflection Increases your range and melee defense by 50% for 15s. Requires a melee weapon.
Mind Maze 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 Traps the target's current action and prevents that ability from being used for 4s.
Hemorrhage 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 Slows the target's movement speed by 500% for 9s.
Low Slash Slashes the target low, dealing 75% weapon damage and incapacitating it for 3s. Damage will end the effect prematurely. Requires double bladed lightsaber.
Hidden Strike Strike from the shadows, dealing 100% weapon damage and stunning the target for 3s. Requires double bladed lightsaber.
4Jul/110

Jedi Consular Screenshots

Here are several screenshots, along with a  couple of official wallpapers of the Jedi Consular class.

4Jul/110

Jedi Consular Basics

The Jedi Consular is the negotiator for the Republic. Similar to Yoda, the Consular would rather use intelligence and knowledge to get their needed results rather than a lightsaber. However, Jedi Consulars are very capable combatants as well. Along with Jedi Knight, Jedi Consulars are one of the two Republic aligned Force users and four possible Republic classes. Both Jedi classes start the game on Tython. The Consulars are trained more heavily in the arts of the Force than in combat, but are still outstanding warriors. They are trained to use single or double-bladed Lightsabers, depending on their specialization. Driven by curiosity and the search for knowledge, they see that through the Force, all things are connected.

Jedi Consular provide a myriad of roles including DPS, Crowd Control, Healing, and even Tanking. They not only have offensive abilities, but defensive abilities as well. They can be a utility class or fill a main role in a party. Like the Jedi Knight, they command a Corellian Defender-Class Light Corvette.

Playable species for the Jedi Consular class are Human, Miraluka, Mirilian, and Twi'lek. The advanced classes are Jedi Sage (ranged damage and crowd control or healing) and Jedi Shadow (tanking or melee burst DPS). The latter use two lightsabers, while the Sage uses one.