SWTOR Jedi Consular Class Information
SWTOR Jedi Consular Class Information by Ezrya
Contents
General Info
– Voices
– Playable Species
– Gear
– Attributes
Companions
– Qyzen Fess
– C2-N2
– Tharan Cedrax
– Zenith
– Lieutenant Iresso
– Nadia Grell
– Spoilers
Class Abilities
– General Abilities
– Class Abilities
Sage Advanced Class
– Sage Abilities
– Seer Specialization
– Telekinetics Specialization
– Balance Specialization
Shadow Advanced Class
– Shadow Abilities
– Infiltration Specialization
– Kinetic Combat Specialization
– Balance Specialization
————————
General Info
Starting world:
Tython
Allegiance:
The Galactic Republic
Faction:
The Jedi Order
Leader/Representative:
Satele Shan
Ship:
Corellian Defender-class light corvette
Mirror Class:
Sith Inquisitor
Voices
Female:
Athena Karkanis
“Join the Fight” Trailer – 0:58
Taral V Developer Walkthrough – 3:32
Male:
Nolan North
Consular Class Video – narrator
Playable Species
Human
Racial: Rally – Rallies nearby allies. (2.5 minute cooldown)
Causes friendly characters in range to cheer.
Mirialan
Racial: Focusing Ritual – Undergo a focusing ritual to rest and recuperate spirit. (No cooldown)
An alternative to our Meditation ability.
Miraluka
Racial: Sense Force Alignment – Senses the target’s alignment with the Force. (15 second cooldown, 30m range)
Characters glow different colors based on their alignment.
Twi’lek
Racial: Parlor dance – Perform a unique dance. (No cooldown)
The only unique dance animation in the game – everyone gets the same dance animation otherwise.
Zabrak
Racial: Inspire loyalty – Inspires the target ally. (15 second cooldown, 30m range)
Causes a friendly character to salute.
Species unavailable to Consulars: Chiss, Cyborg, Rattataki, Sith Pureblood
Gear
Weapon:
– Vibrosword
– Training Saber
– Lightsaber
– Electrostaff (Shadow advanced class only)
– Double-bladed lightsaber (Shadow advanced class only)
Offhand:
– Focus
– Shield Generator (Shadow advanced class only)
Light armor (robes)
Attributes
“Willpower increases your aptitude with force powers. It is the primary attribute for the Jedi Consular and Sith Inquisitor.” – PAX 2011 Eternity Vault Demonstration (3:01)
Primary Stats:
Willpower: Increases the damage, healing, and critical chance of Force powers.
Endurance: Increases your total health and health regeneration.
Presence: Increases the health, damage, and healing of companions.
Secondary Stats:
Critical Chance: Increases the chance that your Force powers will deal critical damage or healing.
Surge: Increases the percentage by which critical hits will increase the damage or healing done.
Accuracy: Increases the chance that your offensive powers will affect the target. Accuracy over 100% reduces the target’s resistance to your abilities.
Alacrity: Reduces the time it takes to activate or channel abilities.
Pacing/Resource Mechanic: Force Points
All Consulars have 100 Force Points from level 1-10. Each advanced class has a passive ability that modifies the function of Force Points after level 10.
Companions
Companions are acquired in the course of your class story on a given planet, regardless of your level.
They automatically gain new abilities as you level up. They do not need to be trained.
Companions are not allowed in warzones or operations. Flashpoints can have a maximum of 4 characters, including players and companions. With a full group of 4 players, no companions can be used in a flashpoint.
Companions will enter stealth if you do, and will not aggro enemies on their own.
Links:
Companions Holonet page
Developer Blog: Companion Characters Update – Part 1
Developer Blog: Companion Characters Update – Part 2
Companion Characters Video
More Companion Info
Companion Management
Summoning and Dismissing:
Once you’ve acquired your first companion, you’ll have a companion unit frame in the bottom left corner of your screen. Right-clicking here will give you the option to summon or dismiss your companion.
To summon a different companion, you’ll need to open the Crew Skills window (default N key) and click the summon button beside the companion you want to use.
Crew Skills:
Companions can be sent out on missions at any time using the Crew Skills window (default N key). The mission will indicate how long the companion will be gone. Missions can be canceled at any time if you wish to bring your companion back.
Up to five companions can be working on a crew skill at any given time. Crafting jobs can be queued up to 5 times, but mission skills and gathering skills cannot be queued.
Right-clicking a gathering node with your companion out will send them to gather the resource automatically. Combat will interrupt them and they will run to fight instead.
Ability Bars:
By default, only 4 companion abilities appear in your interface, directly underneath the companion’s portrait. The bar can be extended by clicking the + button beside it. This will move your companion’s abilities into one of your own ability bars, giving you space for 12 companion abilities but preventing you from using that row for your own abilities.
The bar that is used for this can be changed in Preferences. You can have your companion’s ability bar on the left or right sides of your screen, or in the bottom bar right below your own. You can also minimize it again at any time by clicking the – button.
Qyzen Fess
Why Trandoshan As a Jedi Consular Companion? – Dev post from Jo Berry
Gender:
Male
Species:
Trandoshan
Roles:
Melee tank
Melee damage dealer
Acquired:
Tython (1-10)
Preferred Gifts:
Weapon
Military
Technology
Underworld Goods
Crew skill bonuses:
+5 Biochem
+15 Archaeology
Gear:
Heavy Armor
Techblade
Shield Generator
Power Generator
Primary Stat:
Aim
Qyzen’s Abilities
Armor Proficiency: Heavy
Starting Ability, Passive
Able to equip heavy combat armor.
Armor Proficiency: Medium
Starting Ability, Passive
Able to equip medium-weight armor.
Armor Proficiency: Light
Starting Ability, Passive
Able to equip clothing, robes, and light-weight armor.
Armor Proficiency: Power Generator
Starting Ability, Passive
Able to equip a power generator in your off-hand.
Armor Proficiency: Shield Generator
Starting Ability, Passive
Able to equip a personal shield generator in your off-hand.
Weapon Proficiency: Techblade
Starting Ability, Passive
Able to equip techblades and other one-handed melee weapons tied to the Aim attribute.
Trandoshan Regeneration
Starting Ability, Instant/Toggled, Cooldown: 1.5 sec
Enters a guard stance, increasing threat generation by 100% and shield chance by 20%. Additionally, Qyzen’s health regeneration while not in combat is boosted by 10%.
Taunt
Starting Ability, Instant, Range: 30m, Cooldown: 20 sec
Taunts the target, forcing it to attack the companion for 6 seconds.
Power Attack
Starting Ability, Instant, Range: 4m, Cooldown: 9 sec
A powerful attack that deals high weapon damage.
Flush Prey
Level 9, Instant, Range: 15m, Cooldown: 15 sec
Qyzen leaps at his target, dealing high weapon damage and immobilizing the target for 2 seconds.
Combat Stance
Level 11, Instant/Toggled, Cooldown: 1.5 sec
Enters an offensive stance, increasing all damage dealt by 5% and lowering threat generation by 25%. Additionally lowers the cooldown of all attacks by 25%.
Hunter’s Surge
Level 13, Instant, Range: 4m, Cooldown: 12 sec
Qyzen activates an explosive pulse device, striking up to 5 nearby targets for elemental damage.
Guardian Strike
Level 17, Instant, Range: 4m, Cooldown: 12 sec
A powerful attack that deals high weapon damage and increases the companion’s armor rating by 20% for 15 seconds. This ability generates a high amount of threat.
EMP Blast
Level 23, Instant, Range: 4m, Cooldown: 15 sec
Discharges an EMP blast that deals energy damage to up to 5 targets in an 8-meter radius and weakens them, reducing the damage they deal by 5% for 6 seconds. This ability generates a very high amount of threat.
Flaregun
Level 29, Instant, Range: 15m, Cooldown: 60 sec
Draws in the attention of all enemies within 15 meters, forcing them to attack the companion for 6 seconds.
Deploy Shields
Level 35, Instant, Cooldown: 2 min
Reduces all damage taken by 25% for 12 seconds.
C2-N2
Gender:
Male voice programming
Species:
Protocol droid
Roles:
Healer
Acquired:
Coruscant (10-16)
Preferred Gifts:
Crew skill bonuses:
None
Gear:
Heavy Armor
Droid Armor
Power Generator
Primary Stat:
Aim
C2-N2’s Abilities
Armor Proficiency: Heavy
Starting Ability, Passive
Able to equip heavy combat armor.
Armor Proficiency: Medium
Starting Ability, Passive
Able to equip medium-weight armor.
Armor Proficiency: Light
Starting Ability, Passive
Able to equip clothing, robes, and light-weight armor.
Armor Proficiency: Power Generator
Starting Ability, Passive
Able to equip a power generator in your off-hand.
Med Watch
Starting Ability, Instant/Toggled, Cooldown: 1.5 sec
Enters a healing stance, increasing all healing done by 5% and lowering healing threat generation by 25%. Additionally lowers the cooldown of all healing abilities by 25%.
Med Scan
Starting Ability, Activation: 2 sec, Range: 30m, Cooldown: 6 sec
Heals a friendly target.
Field Dress
Level 9, Instant, Range: 30m, Cooldown: 12 sec
Heals the target every 3 seconds for 9 seconds.
Cleanse
Level 13, Instant, Range: 30m, Cooldown: 15 sec
Cleanses a friendly target of up to 2 negative tech or physical effects.
Kolto Jolt
Level 23, Instant, Range: 30m, Cooldown: 15 sec
Instantly heals a wounded target for a high amount. This effect can only occur on the same target once every 30 seconds.
Carbonized Stream
Level 29, Instant, Range: 30m
Traps the target in carbonite for up to 8 seconds. Damage to the target causes this effect to end prematurely. Targets may only be affected by Carbonized Stream once every 30 seconds.
Medical Pack
Level 35, Instant, Range: 30m, Cooldown: 15 secs
Lobs a medical pack at the target that releases kolto gas upon impact, healing up to 3 allies within 8 meters for a moderate amount.
Tharan Cedrax
Gender:
Male
Species:
Human
Roles:
Healer
Ranged damage dealer
Acquired:
Nar Shaddaa (20-24)
Preferred Gifts:
Luxury
Tech
Crew skill bonuses:
+10 Cybertech
+10 Slicing
Gear:
Medium Armor
Blaster Pistol
Scattergun
Primary Stat:
Cunning
Tharan’s Abilities
Armor Proficiency: Medium
Starting Ability, Passive
Able to equip medium-weight armor.
Armor Proficiency: Light
Starting Ability, Passive
Able to equip clothing, robes, and light-weight armor.
Weapon Proficiency: Blaster Pistol
Starting Ability, Passive
Able to equip blaster pistols, and similar sidearm weapons.
Weapon Proficiency: Scattergun
Starting Ability, Passive
Able to equip scatterguns, shotguns, and flechette launchers.
Blaster Stance
Starting Ability, Instant/Toggled, Cooldown: 1.5 sec
Enters an offensive stance, increasing all damage dealt by 5% and lowering threat generation by 25%. Additionally lowers the cooldown of all attacks by 25%.
Med Watch
Starting Ability, Instant/Toggled, Cooldown: 1.5 sec
Enters a healing stance, increasing all healing done by 5% and lowering healing threat generation by 25%. Additionally lowers the cooldown of all healing abilities by 25%.
Med Scan
Starting Ability, Activation: 2 sec, Range: 30m, Cooldown: 6 sec
Heals a friendly target.
Field Dress
Level 9, Instant, Range: 30m, Cooldown: 12 sec
Heals the target every 3 seconds for 9 seconds.
Wounding Blast
Level 11, Instant, Range: 30m, Cooldown: 12 sec
Fires a very powerful shot at the target, causing the target to bleed for damage every 3 seconds for 9 seconds.
Cleanse
Level 13, Instant, Range: 30m, Cooldown: 15 sec
Cleanses a friendly target of up to 2 negative tech or physical effects.
Kolto Jolt
Level 23, Instant, Range: 30m, Cooldown: 15 sec
Instantly heals a wounded target for a high amount. This effect can only occur on the same target once every 30 seconds.
Deploy Holiday
Level 29, Instant, Range: 30m
Tharan’s holocompanion Holiday dazzles the target, keeping them dazed for 8 seconds. Damage to the target causes this effect to end prematurely. Targets charmed by Holiday can only be controlled once every 10 seconds.
Medical Pack
Level 35, Instant, Range: 30m, Cooldown: 15 secs
Lobs a medical pack at the target that releases kolto gas upon impact, healing up to 3 allies within 8 meters for a moderate amount.
Zenith
Gender:
Male
Species:
Twi’lek Cyborg
Roles:
Ranged damage dealer
AOE and Sniper modes
Acquired:
Balmorra (32-36)
Preferred Gifts:
Imperial Memorabilia
Crew skill bonuses:
+15 Investigation
+1 Underworld Trading Crit
Gear:
Medium Armor
Sniper Rifle
Primary Stat:
Cunning
Zenith’s Abilities
Armor Proficiency: Medium
Starting Ability, Passive
Able to equip medium-weight armor.
Armor Proficiency: Light
Starting Ability, Passive
Able to equip clothing, robes, and light-weight armor.
Weapon Proficiency: Blaster Rifle
Starting Ability, Passive
Able to equip blaster rifles, carbines, and repeaters.
Weapon Proficiency: Scattergun
Starting Ability, Passive
Able to equip scatterguns, shotguns, and flechette launchers.
Weapon Proficiency: Sniper Rifle
Starting Ability, Passive
Able to equip long-range sniper weapons.
Burst
Starting Ability, Activation: 1.5 sec, Range: 30m, Cooldown: 6 sec
Shoots a target for high weapon damage.
Quickshot
Starting Ability, Instant, Range: 30m, Cooldown: 6 sec
Blasts a target for weapon damage.
Thermal Bomb
Starting Ability, Instant, Range: 30m, Cooldown: 9 sec
Throws a thermal grenade that deals kinetic damage to up to 3 targets within 8 meters.
Sniper Mode
Level 9, Instant/Toggled, Cooldown: 1.5 sec
Increases the damage of the companion’s activation time abilities by 10%, and decreases the activation time of Aimed Blast by 0.5 sec.
Aimed Blast
Level 11, Activation: 3 sec, Range: 30m, Cooldown: 12 sec
Shoots the target for high weapon damage.
Shield Boost
Level 13, Instant, Cooldown: 2 min
Increases the ranged and melee defenses for 50% for 15 seconds. Shares a cooldown with Combat Acumen.
Collateral Damage
Level 17, Instant, Range: 30m, Cooldown: 15 sec
Zenith throws sticky bombs at all enemies near your target. Each bomb detonates after several seconds, doing damage to the target immediately and damage over the next 3 seconds.
Assault Mode
Level 23, Instant/Toggled, Cooldown: 1.5 sec
Increases the damage of the companion’s area damage abilities by 10%, and decreases the cooldown of area damage abilities by 25%.
Volley
Level 27, Instant, Range: 30m, Cooldown: 15 sec
Unleashes a series of shots that each hit for weapon damage.
Combat Acumen
Level 35, Instant, Cooldown: 2 min
Increases the critical hit chance by 25% for 15 seconds. Shares a cooldown with Shield Boost.
Lieutenant Iresso
Gender:
Male
Species:
Human
Roles:
Ranged tank
Ranged damage dealer
Acquired:
Hoth (37-41)
Preferred Gifts:
Trophy
Courting
Republic Memorabilia
Crew skill bonuses:
+2 Armstech Crit
+2 Scavenging Crit
Gear:
Heavy Armor
Power Generator
Shield Generator
Blaster Rifle
Blaster Pistol
Primary Stat:
Aim
Romance option for female consulars
Iresso’s Abilities
Armor Proficiency: Heavy
Starting Ability, Passive
Able to equip heavy combat armor.
Armor Proficiency: Medium
Starting Ability, Passive
Able to equip medium-weight armor.
Armor Proficiency: Light
Starting Ability, Passive
Able to equip clothing, robes, and light-weight armor.
Armor Proficiency: Power Generator
Starting Ability, Passive
Able to equip a power generator in your off-hand.
Armor Proficiency: Shield Generator
Starting Ability, Passive
Able to equip a personal shield generator in your off-hand.
Weapon Proficiency: Blaster Pistol
Starting Ability, Passive
Able to equip blaster pistols, and similar sidearm weapons.
Weapon Proficiency: Blaster Rifle
Starting Ability, Passive
Able to equip blaster rifles, carbines, and repeaters.
Guard Stance
Starting Ability, Instant/Toggled, Cooldown: 1.5 sec
Enters a guard stance, increasing threat generation by 100% and shield chance by 20%.
Charged Shot
Starting Ability, Activation: 1.5 sec, Range: 30m, Cooldown: 9 sec
A powerful shot that deals high weapon damage.
Distract
Starting Ability, Instant, Range: 30m, Cooldown: 20 sec
Distracts the target, forcing it to attack the companion for 6 seconds.
Rifle Rush
Level 9, Instant, Range: 20m, Cooldown: 15 sec
Iresso rushes in with his rifle, leaping to the target and immobilizing them for 2 seconds.
Sniper Sight
Level 11, Instant/Toggled, Cooldown: 15 sec
Enters Sniper Sight mode, increasing all damage dealt by 5% and lowering threat generation by 25%.
Incendiary Mortar
Level 13, Instant, Range: 30m, Cooldown: 24 sec
Fires an incendiary device, dealing kinetic damage to up to 3 targets within 5 meters and igniting the targets, dealing additional elemental damage over 6 seconds.
Flameguard
Level 17, Instant, Range: 8m, Cooldown: 12 sec
Releases a burst of fire that deals elemental damage and increases the companion’s armor rating by 20% for 15 seconds. This ability generates a high amount of threat.
EMP Blast
Level 23, Instant, Range: 4m, Cooldown: 15 sec
Discharges an EMP blast that deals energy damage to up to 5 targets in an 8-meter radius and weakens them, reducing the damage they deal by 5% for 6 seconds. This ability generates a very high amount of threat.
Flaregun
Level 29, Instant, Range: 30m, Cooldown: 60 sec
Draws in the attention of all enemies within 15 meters, forcing them to attack the companion for 6 seconds.
Deploy Shields
Level 35, Instant, Cooldown: 2 min
Reduces all damage taken by 25% for 12 seconds.
Nadia Grell
Darth Hater Comic-Con Coverage
Companion Characters Video (Nadia appears several times, including some dialogue)
Gender:
Female
Species:
Sarkhai
Roles:
Melee damage dealer
Bleed and armor penetration modes
Acquired:
Belsavis (41-44)
Preferred Gifts:
Cultural Artifacts
Crew skill bonuses:
+10 Synthweaving
+2 Diplomacy Crit
Gear:
Light Armor
Focus
Training Saber
Lightsaber
Electrostaff
Double-bladed lightsaber
Primary Stat:
Willpower
Voiced by:
Holly Fields
Romance option for male consulars
Nadia’s Abilities
Armor Proficiency: Light
Starting Ability, Passive
Able to equip clothing, robes, and light-weight armor.
Armor Proficiency: Focus
Starting Ability, Passive
Able to equip a Force focus in your off-hand.
Weapon Proficiency: Electrostaff
Starting Ability, Passive
Able to equip electrostaves and other staff melee weapons tied to the Willpower attribute.
Weapon Proficiency: Training Saber
Starting Ability, Passive
Able to equip training sabers.
Weapon Proficiency: Lightsaber
Starting Ability, Passive
Able to equip single-bladed lightsabers.
Weapon Proficiency: Double-Bladed Lightsaber
Starting Ability, Passive
Able to equip double-bladed lightsabers and saberstaves.
Perforation
Starting Ability, Instant/Toggled, Cooldown: 1.5 sec
Enters an offensive stance, incraesing armor penetration by 15%.
Power Slash
Starting Ability, Instant, Range: 4m, Cooldown: 6 sec
Issues a powerful slash that deals weapon damage.
Run Through
Starting Ability, Instant, Range: 4m, Cooldown: 15 sec
Close-range attack that causes internal damage over 12 seconds.
Charge
Level 9, Instant, Range: 30m, Cooldown: 15 sec
Jumps to a distant target, dealing weapon damage and immobilizing the target for 2 seconds.
Exsanguination
Level 11, Instant/Toggled, Cooldown: 1.5 sec
Enters an offensive stance, giving all damage abilities a chance to deal additional internal damage over 6 seconds.
Force Eruption
Level 13, Instant, Range: 4m, Cooldown: 18 sec
Nadia unleashes a wild burst of Force energy that deals energy damage to up to 3 nearby enemies. Standard and weak enemies are knocked down.
Blade Ward
Level 17, Instant, Cooldown: 2.5 min
Increases parry and deflect chances by 50% for 12 seconds. Shares a cooldown with Combat Acumen.
Wild Energy
Level 23, Instant, Range: 4m, Cooldown: 30 sec
Nadia’s wild Force energy erupts, causing damage to nearby targets each second for ? seconds.
Freeze
Level 29, Instant, Range: 4m, Cooldown: 30 sec
Freezes nearby foes, reducing their movement speed by 50% for 9 seconds.
Combat Acumen
Level 35, Instant, Cooldown: 2.5 min
Increases the critical hit chance by 15% for 15 seconds. Shares a cooldown with Blade Ward.
Spoilers
Do not read this section if you don’t want to spoil the story!
HK-51
Gender:
Male voice programming
Species:
Assassin droid
Roles:
Ranged tank
Ranged damage dealer
Acquired:
Hoth (37-41)
Preferred Gift Type:
Crew skill bonuses:
+2 Artifice Crit
+2 Cybertech Crit
Gear:
Heavy Armor
Droid Armor
Power Generator
Shield Generator
Blaster Pistol
Blaster Rifle
Primary Stat:
Aim
HK-51’s Abilities
Armor Proficiency: Heavy
Starting Ability, Passive
Able to equip heavy combat armor.
Armor Proficiency: Droid
Starting Ability, Passive
Able to equip heavy droid armor plating.
Armor Proficiency: Power Generator
Starting Ability, Passive
Able to equip a power generator in your off-hand.
Armor Proficiency: Shield Generator
Starting Ability, Passive
Able to equip a personal shield generator in your off-hand.
Weapon Proficiency: Blaster Pistol
Starting Ability, Passive
Able to equip blaster pistols, and similar sidearm weapons.
Weapon Proficiency: Blaster Rifle
Starting Ability, Passive
Able to equip blaster rifles, carbines, and repeaters.
Guard Stance
Starting Ability, Instant/Toggled, Cooldown: 1.5 sec
Enters a guard stance, increasing threat generation by 100% and shield chance by 20%.
Charged Shot
Starting Ability, Activation: 1.5 sec, Range: 30m, Cooldown: 9 sec
A powerful shot that deals high weapon damage.
Distract
Starting Ability, Instant, Range: 30m, Cooldown: 20 sec
Distracts the target, forcing it to attack the companion for 6 seconds.
Grappling Line
Level 9, Instant, Range: 30m, Cooldown: 15 sec
Tows the target to the companion’s location and generates a high amount of threat. Does not work against targets in cover. Does not work against players or bosses.
Sniper Sight
Level 11, Instant/Toggled, Cooldown: 15 sec
Enters Sniper Sight mode, increasing all damage dealt by 5% and lowering threat generation by 25%.
Frag Grenade
Level 13, Instant, Range: 30m, Cooldown: 12 sec
Hurls a frag grenade that deals kinetic damage to up to 3 targets.
Flameguard
Level 17, Instant, Range: 8m, Cooldown: 12 sec
Releases a burst of fire that deals elemental damage and increases the companion’s armor rating by 20% for 15 seconds. This ability generates a high amount of threat.
EMP Blast
Level 23, Instant, Range: 4m, Cooldown: 15 sec
Discharges an EMP blast that deals energy damage to up to 5 targets in an 8-meter radius and weakens them, reducing the damage they deal by 5% for 6 seconds. This ability generates a very high amount of threat.
Flaregun
Level 29, Instant, Range: 30m, Cooldown: 60 sec
Draws in the attention of all enemies within 15 meters, forcing them to attack the companion for 6 seconds.
Deploy Shields
Level 35, Instant, Cooldown: 2 min
Reduces all damage taken by 25% for 12 seconds.
Class Abilities
These abilities are available to Consulars regardless of advanced class choice. Talent points can significantly alter some of these abilities.
General Abilities
Armor Proficiency: Light
Starting Ability, Passive
Able to equip clothing, robes, and light-weight armor.
Guide Signal
Starting Ability, Channeled: 10 mins
Signals your party to pick you up and transport you to their location. Only works while at least one party member is within proximity of another party member’s deployed Transport Beacon.
Quick Travel
Starting Ability, Activation: 6 secs, Cooldown: 30 mins
Takes you to a discovered bind point of your choosing. Not usable in combat.
Revive
Starting Ability, Activation: 6 secs, Range: 10m
Revives a defeated friendly player.
Revive Companion
Starting Ability, Activation: 10.5 secs, Range: 10m
Revives a defeated companion.
Speeder Piloting
Level 25
Able to ride speeder bikes.
Class Abilities
Weapon Proficiency: Vibrosword
Starting Ability, Passive
Able to equip single-bladed vibroswords, conventional swords, and other conventional one-handed melee weapons.
Weapon Proficiency: Training Saber
Starting Ability, Passive
Able to equip training sabers.
Weapon Proficiency: Lightsaber
Starting Ability, Passive
Able to equip single-bladed lightsabers.
Meditation
Starting Ability, Channeled: 15 secs
Pause and meditate to restore your health and force. Damage causes this effect to end prematurely. Cannot be used during combat.
Force Valor
Starting Ability, Instant, Cooldown: 6 secs, Range: 30m
Increases the target’s Strength, Aim, Willpower, and Cunning by 5% and internal and elemental damage reduction by 10% for 60 minutes. If the target is a party member, all other party members are also affected.
Saber Strike
Starting Ability, Instant, Range: 4m
Deals weapon damage spread across a flurry of 3 attacks.
Double Strike
Starting Ability (Rank 1), Force: 25, Instant, Range: 4m
Strikes the target twice. Each hit deals a low amount of weapon damage.
Project
Starting Ability (Rank 1), Instant, Force: 22.5, Cooldown: 6 secs, Range: 10m
Throws debris at the target, dealing moderate kinetic damage. Standard and weak targets are additionally stunned for 3s.
Telekinetic Throw
Level 2 (Rank 1), Channeled: 3 secs, Force: 30, Cooldown: 6 secs, Range: 30m
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
Level 3 (Rank 1), Instant, Force: 20, Cooldown: 20 secs
Deals low kinetic damage and knocks back all enemies within 8 meters. Standard and weak enemies are additionally knocked down for 3 seconds.
Force Lift
Level 4, Starting Ability, Activation: 2 secs, Force: 20, Cooldown: 1 min, Range: 30m
Lifts the target helplessly into the air, preventing all action for up to 60 seconds. Damage will break the effect prematurely.
Force Stun
Level 6, Instant, Force: 20, Cooldown: 1 min, Range: 30m
Deals low kinetic damage and stuns the target for 4 seconds.
Starting Ability, Instant, Range: 4m
Deals low weapon damage spread across a flurry of three melee attacks.
Force Potency
Level 8, Instant, Cooldown: 1m 30 sec
Grants 2 charges of Force Potency, which increases the Force critical chance of your direct attacks and heals by 60% and increases the range of Telekinetic Throw to 30 meters. Each time a direct Force ability critically hits or you activate Telekinetic Throw, you lose 1 charge. Lasts 20 seconds.
Force of Will
Level 9, Instant, Cooldown: 2 mins
Demonstrates your force of will, immediately freeing you of all incapacitating and movement-impairing effects.
Sprint
Level 14, Instant
Increase your movement speed by 35% while not in combat.
Mind Crush
Level 14, Activation Time: 2 secs, Force: 40, Cooldown: 15 secs, Range: 30m
Crushes the target’s mind with the Force, instantly dealing low kinetic damage and an additional moderate amount of kinetic damage over 6 seconds.
Channel The Force
Level 15, Instant, Cooldown: 20 mins
Summons the Force to aid you and your companion, immediately finishing the cooldown on Force Stun and restoring 2% of maximum health every 3 seconds. Requires an active companion. Lasts 1 minute.
Force Speed
Level 16, Instant, Cooldown: 30 secs
Increase your movement speed by 150% for 2 seconds. Does not break stealth.
Mind Snap
Level 18 (Rank 1), Instant, Cooldown: 12 secs, Range: 30m
Interrupts the target’s current action and prevents that ability from being used for 4 seconds.
Force Slow
Level 22, Instant, Force: 15, Range: 10m
Deals low kinetic damage and slows the target’s movement speed by 50% for 6 seconds.
Tumult
Level 28, Instant, Range: 4m
Kicks the target, dealing medium kinetic damage to weak and standard targets, and low kinetic damage to strong targets. Only usable on incapacitated targets.
Unity
Level 46, Instant
Unifies you and your companion through the Force, reducing damage you both take by 50% for 15 seconds.
Sage Advanced Class
“Sages are famed for their wisdom much as for their powerful healing and defensive skills. In troubled times, a Sage brings together the insight of the past with raw power to change the flow of galactic events.” – Advanced Class Page
Renamed from “Jedi Wizard” via community vote. (News Article)
Force Points:
Force Studies – Versed in the Force, your maximum force is increased by 400.
(Force Points function more like a traditional mana pool.) TOROcast Article
Sage Abilities
Armor Proficiency: Focus
Level 10, Passive
Able to equip a Force focus in your off-hand.
Benevolence
Level 10 (Rank 1), Force: 50, Activation: 1.5 secs, Range: 30m
Heals friendly target for a moderate amount of health.
Force Reach
Level 10, Passive
Increases the range of Project, Telekinetic Throw, Mind Snap, Mind Crush and Force Slow by 20 meters. Also increases the duration of Force Lift to 60 seconds.
Force Studies
Level 10, Passive
Versed in the Force, your maximum Force is increased by 400.
Jedi Healer
Level 10, Passive
Reduces the cooldown of Revive by 100%.
Disturbance
Level 10, Force: 30, Activation: 1.5 secs, Range: 30m
Fires a blast of telekinetic energy at the target, dealing moderate kinetic damage.
Deliverance
Level 12 (Rank 1), Force: 55, Activation: 3 secs, Range: 30m
Heals a friendly target for a high amount of health.
Force Armor
Level 14 (Rank 1), Force: 65, Instant, Cooldown: 4.5 secs, Range: 30m
Surrounds the target in a force shield that absorbs a high amount of damage and lasts 30 seconds. Protected targets become Force-imbalanced and cannot benefit from Force Armor again for 20 seconds.
Weaken Mind
Level 16, Instant, Force: 35, Range: 30m
Weakens the target’s mind, dealing high internal damage over 15 seconds.
Noble Sacrifice
Level 20, Instant
Sacrifices 15% of your maximum health to restore 8% of your maximum force. Each time
this ability is used, your force regeneration rate is reduced by 25% for the next 10 seconds. Stacks up to 4 times.
Restoration
Level 24, Rank 1, Force: 60, Instant, Cooldown: 4.5 secs, Range: 30m
Cleanses a friendly target of up to 2 hostile mental or Force effects.
Cloud Mind
Level 30, Instant
Clouds the minds of your enemies, instantly lowering your threat by a moderate amount.
Forcequake
Level 34, Intant, Force: 100, Range: 30m
Channels 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 over 6 seconds and knocked off balance, reducing movement speed by 30%. In addition, standard and weak targets have a 33% chance to be knocked down by the quake each second.
Rescue
Level 42, Force: 30, Instant, Cooldown: 1 min, Range: 30m
Greatly lowers the target’s threat and if the target is a party member, pulls the target to your location.
Revival
Level 50, Force: 30, Activation: 1.5 secs, Range: 30m
Revives an incapacitated ally. This ability is usable while in combat. When used, all party members can neither use nor be the target of an in-combat revival for the next 5 minutes.
Seer Specialization
“Allows the Sage to master the art of using the Force to heal and protect allies.” – Advanced Class Page
“Healing and buffs using the Force, with abilities like Serenity to boost Force regeneration and reduce damage taken.” – News Article
Role:
Healing
Talents:
Tier 1
Immutable Force
Passive, 2 ranks
Reduces the activation time of Deliverance by 0.25/0.5 seconds.
Penetrating Light
Passive, 3 ranks
Increases the Force critical chance by 1/2/3%.
Wisdom
Passive, 2 ranks
Increases total Presence by 3/6% and all healing done by 1/2%.
Tier 2
Foresight
Passive, 3 ranks
Reduces the pushback suffered while activating healing abilities by 25/50/75% and lowers the threat generated by healing abilities by 5/10/15%.
Pain Bearer
Passive, 2 ranks
Increases all healing received by 4/8%.
Psychic Suffusion
Passive, 2 ranks
Increases the damage and healing of area of effect abilities by 5/10%.
Tier 3
Conveyance
Passive, 2 ranks
Requires 1 point in Rejuvenate
Your Rejuvenate has a 50/100% chance to grant Conveyance, which increases the effect of your next healing ability:
Benevolence: Force cost reduced by 50%.
Deliverance: Activation time reduced by 1 second.
Healing Trance: Crit chance increased by 25%.
Salvation: Force cost reduced by 30%.
Rejuvenate
Instant, Force: 30, Range: 30m, 1 rank
Unlocks Conveyance and Force Shelter
Immediately heals a target for a low amount, plus an additional amount over 9 seconds.
Valiance
Passive, 2 ranks
Unlocks Egress
Reduces the health spent by Noble Sacrifice by 1/2%.
Preservation
Passive, 2 ranks
Reduces the Force cost of Force Armor by 15/30, and reduces the cooldown of Force Armor by 1.5/3 seconds.
Tier 4
Mend Wounds
Passive, 1 rank
Lowers the Force cost of Restoration by 15. In addition, Restoration now removes negative physical effects and heals the target for a low amount.
Force Shelter
Passive, 2 ranks
Requires 1 point in Rejuvenate
Increases the duration of your Rejuvenate by 3/6 seconds. In addition, your Rejuvenate has a 50/100% chance to apply the Force Shelter effect to its targets, increasing armor rating by 10% for the duration of the Rejuvenate.
Egress
Passive, 2 ranks
Requires 2 points in Valiance
Force Armor increases the target’s movement speed by 10/20% for 3 seconds.
Tier 5
Confound
Passive, 2 ranks
Targets affected by your Weaken Mind are slowed by 10/20% for its duration.
Healing Trance
Instant, Force: 40, Range: 30m, 1 rank
Unlocks Resplendence
Heals a target for a low amount immediately and a further amount per second for 3 seconds.
Serenity
Passive, 2 ranks
Increases your Force critical hit chance by 1/2% and reduces all damage taken by 1/2%.
Tier 6
Resplendence
Passive, 2 ranks
Requires 1 point in Healing Trance
Healing Trance crits have a 50/100% chance to make the next Noble Sacrifice activate without degenerating Force and without spending any health.
Clairvoyance
Passive, 3 ranks
Increases your bonus healing by 2/4/6% and chance to hit with all abilities by 1/2/3%.
Tier 7
Salvation
Force: 100, Activation: 2 secs, Range: 30m, 1 rank
Heals all allies within 8 meters of the targeted area. Targets remaining in the area heal for an additional amount over 10 seconds.
Telekinetics Specialization
“Affords the power to distort reality and move waves of energy, tearing apart enemies.” – Advanced Class Page
“Ranged Damage using Force attacks, such as ‘Telekinetic Blast’ which does high damage in an ‘area-of-effect’.” – News Article
Role:
Mid-Long Range Damage Dealing
Talents:
Tier 1
Inner Strength
Passive, 3 ranks
Reduces the Force cost of Force attacks and healing abilities by 3/6/9%.
Mental Longevity
Passive, 2 ranks
Increases your total Force by 50/100.
Clamoring Force
Passive, 3 ranks
Increases the damage dealt by Disturbance, Mind Crush, Telekinetic Wave, and Turbulence by 2/4/6%.
Tier 2
Mind’s Eye
Passive, 1 rank
Increases the maximum range of Disturbance, Telekinetic Wave and Turbulence by 5 meters.
Disturb Mind
Passive, 2 ranks
Increases the duration of Weaken Mind by 3/6 seconds.
Concentration
Passive, 2 ranks
Reduces the pushback suffered while activating Disturbance, Telekinetic Wave and Turbulence by 35/70%. In addition, Disturbance has a 50/100% chance to increase your Force regeneration rate by 10% for 10 seconds. Stacks up to 3 times.
Telekinetic Defense
Passive, 2 ranks
Increases the amount absorbed by your Force Armor by 10%.
Tier 3
Blockout
Passive, 2 ranks
Lowers the cooldown of Force Lift by 7.5/15 seconds and increases the lockout duration of Mind Snap by 1/2 seconds.
Telekinetic Wave
Force: 30, Activation: 3 secs, Range: 30m, 1 rank
Unlocks Tidal Force
Sends a wave of telekinetic energy that deals low kinetic damage to up to 5 targets within 8 meters of the primary target.
Psychic Projection
Passive, 2 ranks
Weaken Mind critical hits have a 50/100% 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, 2 ranks
Force Wave has a 50/100% chance to unbalance its targets, immobilizing thm for 5 seconds. Damage dealt after 2 seconds ends the effect prematurely.
Tier 4
Tidal Force
Passive, 1 rank
Requires Telekinetic Wave, Unlocks Telekinetic Momentum
Your Disturbance has a 30% chance and your Forcequake has a 10% 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.
Telekinetic Effusion
Passive, 2 ranks
Force attacks that critically hit have a 50/100% chance to grant Telekinetic Effusion, lowering the Force cost of your next two Force abilities by 50%. Additionally reduces the cooldown of Force Speed by 5/10 seconds.
Kinetic Collapse
Passive, 2 ranks
Your Force Armor has a 50/100% chance to explode in a concussive wave when it ends, incapacitating all nearby enemies for 3 seconds. Damage causes this effect to end prematurely.
Tier 5
Tremors
Passive, 1 rank
Requires Telekinetic Momentum
Your Telekinetic Momentum causes tremors that increase your Force bonus damage by 1% for 30 seconds. Stacks up to 3 times.
Telekinetic Momentum
Passive, 3 ranks
Requires Tidal Force, Unlocks Tremors
When you activate Disturbance or Telekinetic Wave, there is a 10/20/30% chance the ability will produce a second attack that strikes the same targets for 30% damage.
Mental Alacrity
Instant, Force: 30, 1 rank
Unlocks Reverberation
Grants 20% alacrity for 10 seconds.
Tier 6
Reverberation
Passive, 5 ranks
Requires Mental Alacrity
Increases the critical damage bonus of your Weaken Mind, Telekinetic Wave and Turbulence by 10/20/30/40/50%.
Tier 7
Turbulence
Activation Time: 2 secs, Force: 45, Range: 30m
Deals high internal damage to a single target. Turbulence automatically critically hits targets affected by your Weaken Mind.
Balance Specialization
This is the shared talent tree for both advanced classes, although the talent tree isn’t 100% the same for both.
“Enhances the Sage’s Force attacks and augments the Shadow’s Force and Lightsaber abilities.” – Advanced Class Page
“Overall survivability and utility, with abilities that enhance both melee and Force attacks.” – News Article
Role: Mid-Long Range Damage Dealing
Talents:
Tier 1
Empowered Throw
Passive, 3 ranks
Increases the damage dealt by Telekinetic Throw by 4/8/12%.
Jedi Resistance
Passive, 2 ranks
Reduces all damage taken by 1/2%.
Will of the Jedi
Passive, 2 ranks
Increases total Willpower by 3/6%.
Tier 2
Pinning Resolve
Passive, 2 ranks
Reduces the cooldown of Force Stun by 5/10 seconds. In addition, your Force Lift affects up to 1/2 additional standard or weak enemies within 8 meters of the target.
Upheaval
Passive, 3 ranks
When you activate Project, you have a 15/30/45% chance to project an additional chunk of debris at the target, dealing 50% of normal damage.
Focused Insight
Passive, 2 ranks
Causes your periodic damaging abilities that critically hit to restore 0.5/1% of your total health.
Psychokinesis
Passive, 2 ranks
Reduces the Force cost of Double Strike by 1/2 and Project by 3/6.
Tier 3
Force in Balance
Instant, Force: 50, Range: 30m, 1 rank
Unlocks Force Suppression
Deals internal damage to up to 3 targets within 8 meters of the targeted area and heals you for a low amount per affected target.
Psychic Barrier
Passive, 3 ranks
Reduces the pushback suffered while activating Mind Crush and Telekinetic Throw by 25/50/75%. In addition, each time your Telekinetic Throw deals damage, you have a 33.3/66.6/100% chance to recover 1% of your total Force.
Telekinetic Balance
Passive, 1 rank
Unlocks Presence of Mind
Telekinetic Throw no longer has a cooldown.
Tier 4
Containment
Passive, 2 ranks
Lowers the activation time of Force Lift by 50/100%. In addition, when your Force Lift breaks early from damage, the target is stunned for 1/2 seconds.
Mind Ward
Passive, 2 ranks
Reduces the damage taken by all periodic effects by 7.5/15%.
Presence of Mind
Passive, 1 rank
Requires Telekinetic Balance
When your Telekinetic Throw deals damage, you have a 30% chance to cause your next Force damaging attack with an activation time to activate instantly and deal 20% more damage.
Tier 5
Force Suppression
Passive, 1 rank
Requires Force in Balance
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.
Drain Thoughts
Passive, 2 ranks
Increases the damage dealt by Weaken Mind by 7.5/15%.
Assertion
Passive, 2 ranks
Increases the duration of Mind Crush by 1/2 seconds.
Tier 6
Mental Scarring
Passive, 3 ranks
Increases the critical damage bonus of Force in Balance and your periodic damage abilities by 10/20/30%.
Psychic Absorption
Passive, 2 ranks
Increases the amount of healing generated by Force in Balance and Focused Insight by 10/20%.
Tier 7
Sever Force
Instant, Force: 20, Range: 30m, 1 rank
Weakens the target, freezing it in place for 2 seconds and dealing internal damage over 18 seconds.
Shadow Advanced Class
“Wielding double-bladed Lightsabers, Shadows embrace the synergy between melee and Force combat, enabling them to strike down enemies of the Order with deadly efficiency.” – Advanced Class Page
Force Points:
Martial Studies – Increases the rate at which your Force regenerates by 3 per second.
(Force Points function more like a traditional energy system.) TOROcast Article
Shadow Abilities
Armor Proficiency: Shield Generator
Level 10, Passive
Allows a shield generator to be held in the off-hand.
Weapon Proficiency: Electrostaff
Level 10, Passive
Able to equip electrostaves and other staff melee weapons tied to the Willpower attribute.
Weapon Proficiency: Double Bladed Lightsaber
Level 10, Passive
Able to equip double bladed lightsabers and saberstaves.
Force Technique
Level 10, Instant, Force: 50
Assumes a Force technique, giving your attacks a 50% chance to deal low kinetic damage. This effect cannot occur more than once every 1.5 seconds. Requires doble-bladed lightsaber. Does not break Stealth.
Shadow’s Training
Level 10, Passive
Increases your total Endurance by 5 per rank, and increases the base damage dealt by Project by 25%.
Stealth
Level 10, Instant
Enters stealth mode, making your movements difficult to detect but slowing movement speed to 85% of normal. Your companion will not react to enemy attacks while in stealth. Most hostile actions will end the effect prematurely. Cannot be used in combat.
Shadow Strike
Level 10, Instant, Force: 50, Range: 4m
Deals medium weapon damage to a single target. Only usable from behind the target. Requires a double-bladed lightsaber.
Force Breach
Level 12, Instant, Force: 20, Range: 10m
Locates and breaches the target’s shatterpoint, causing an effect based on your current technique. Only usable while a technique is active. Requires a double-bladed lightsaber. Force Technique: Deals medium periodic kinetic damage over 18 seconds. Combat Technique: Strikes up to 5 nearby enemies, dealing medium internal damage and decreasing the targets’ accuracy by 5.
Combat Technique
Level 14, Instant, Force: 50
Assumes a combat technique, giving your attacks a 50% chance to deal low internal damage and heal you for a low amount. This effect cannot occur more than once every 1.5 seconds. Increases your armor rating by 150%, shield chance by 15%, and threat generation by 50%. While active, melee bonus damage is reduced by 5%. Requires a double-bladed lightsaber. Does not break Stealth.
Guard
Level 14, Instant, Range: 30m
Guards the target while it remains within 15 meters. While active, the target takes 5% less damage and generates 25% less threat. In addition, 50% of all incoming damage from enemy players is transferred back to you. Requires Combat Technique.
Mind Control
Level 16, Instant, Range: 30m
Controls the mind of the target, forcing it to attack you for 6 seconds. Player targets deal 30% less damage when attacking anyone other than you. Lasts 6 seconds.
Mind Maze
Level 20, Instant, Force: 50, Range: 10m
Confuses the target, leaving it bewildered and unable to act for 60 seconds. 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. Cannot be used on droids.
Blackout
Level 22, Instant
Increases your stealth level by 15 for 8 seconds. Only usable in stealth mode.
Force Cloak
Level 22, Instant
Uses the Force to make you vanish from sight, immediately exiting combat and entering stealth mode. For 10 seconds, you become virtually undetectable, but all healing done and received is decreased by 100%.
Deflection
Level 24, Instant
Increases your ranged and melee defenses by 50% for 12 seconds. Requires a melee weapon.
Whirling Blow
Level 26, Instant, Force: 40
Deals low weapon damage to all nearby targets.
Mass Mind Control
Level 30, Instant
Forces all enemies within 15 meters to attack you for 6 seconds. Player targets deal 30% less damage when attacking anyone other than you. Lasts ? seconds.
Spinning Strike
Level 32, Instant, Force: 25, Range: 4m
Issues a subduing strike, dealing medium weapon damage. Only usable on tarets at or below 30% max health.
Resilience
Level 36, Instant
Removes all hostile removable effects and increases your chance to resist Force and tech attacks by 100% for 3 seconds. Does not break Stealth.
Spinning Kick
Level 42, Instant, Force: 30, Range: 4m
Performs a spin kick that deals high kinetic damage and knocks the target down for 2 seconds. Only usable in stealth mode.
Battle Readiness
Level 50, Instant
Readies yourself with the Force, increasing the damage dealt by Force and Shadow Technique by 100% and the healing done by Combat Technique by 300%. Lasts 15 seconds.
Infiltration Specialization
“Masters of stealth, these Shadows use positional attacks and surprise to defeat foes.” – Advanced Class Page
Role:
Close-Mid Range Damage Dealing
Talents:
Tier 1
Shadowy Veil
Passive, 2 ranks
Increases your armor rating by 15/30% while Shadow Technique or Force Technique is active.
Infiltration Tactics
Passive, 3 ranks
Direct damage attacks have a 10/20/30% 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.
Shadow’s Respite
Passive, 2 ranks
Unlocks Masked Assault
While in stealth mode and for 6 seconds after leaving stealth mode, Force regeneration is increased by 25/50%.
Tier 2
Misdirection
Passive, 3 ranks
Increases your effective stealth level by 1/2/3 and movement speed by 5/10/15% while stealthed.
Security Breach
Passive, 2 ranks
Reduces the cooldown of Force Breach by 1.5/3 seconds
Tier 3
Circling Shadows
Passive, 2 ranks
Increases the critical strike damage dealt by Shadow Strike by 15/30%. In addition, Double Strike and Clairvoyant Strike have a 50/100% chance to grant Circling Shadows, reducing the Force cost of your next Project by 25%. Stacks up to 2 times.
Shadow Technique
Instant, Force: 50, 1 rank
Unlocks Profundity
Assumes a Shadow Technique, giving your attacks a 25% chance to deal internal damage. This effect cannot occur more than once every 1.5 seconds. Requires a double-bladed lightsaber. Does not break Stealth.
Masked Assult
Passive, 1 rank
Requires Shadow’s Respite
Blackout can now be used out of stealth mode, granting 6 seconds of Shadow’s Respite. In addition, Force Cloak no longer reduces healing done and received.
Vigor
Passive, 1 rank
Increases your total Force by 10.
Tier 4
Kinetic Field
Passive, 2 ranks
Reduces damage taken from area of effects by 15/30%.
Profundity
Passive, 3 ranks
Requires Shadow Technique, Unlocks Exit Strategy
When your Shadow Technique deals damage, you have a 10/20/30% chance to recover 10 Force. This effect cannot occur more than once every 10 seconds.
Fade
Passive, 2 ranks
Lowers the cooldown of Blackout by 7.5/15 seconds and Force Cloak by 30/60 seconds.
Subduing Techniques
Passive, 2 ranks
Increases the duration of Force Slow and reduces the cooldown of Force Slow by 1.5/3 seconds.
Tier 5
Situational Awareness
Passive, 2 ranks
Reduces the Force cost of Whirling Blow by 5, and reduces the cooldown of Battle Readiness by 15 seconds.
Exit Strategy
Passive, 2 ranks
Requires Profundity
When your Shadow Technique deals damage, you have a 50/100% chance to formulate an Exit Strategy, increasing the damage dealt by your next Shadow Technique Force Breach by 6%. Stacks up to 5 times.
Low Slash
Instant, Force: 30, Cooldown: 15 secs, Range: 4m, 1 rank
Unlocks Clairvoyant Strike
Slashes the target low, dealing weapon damage and incapacitating the target for 4 seconds. Damage causes this effect to end prematurely. Requires a double-bladed lightsaber.
Tier 6
Deep Impact
Passive, 5 ranks
Increases the critical strike damage dealt by your Force Breach effects and Project by 10/20/30/40/50%.
Tier 7
Clairvoyant Strike
Instant, Force: 25, Range: 4m
Requires Low Slash
Strikes the target twice, dealing weapon damage for each hit. Each use of this ability increases the damage dealt by your next Project by 15%. Stacks up to 2 times.
Kinetic Combat Specialization
“Uses the double-bladed Lightsaber defensively to protect the Shadow and his allies.” – Advanced Class Page
Role:
Tanking
“The Shadow Advanced Class now has a skill tree that allows them to fill the role of a tank effectively, using Lightsaber defense and Force powers.” – Developer Blog: Advanced Classes Update
Talents:
Tier 1
Applied Force
Passive, 2 ranks
Increases the damage dealt by Double Strike, Whirling Blow, and Clairvoyant Strike by 3/6%.
Double-bladed Saber Defense
Passive, 2 ranks
Whenever you successfully parry or deflect an attack, you recover 1/2% of your total Force. This effect cannot occur more than once a second. In addition, your melee and ranged defenses are increased by 2/4%.
Technique Mastery
Passive, 3 ranks
Improves the effect of your techniques while they’re active:
Force Technique: Increases crit chance by 1/2/3% and the duration of Force Technique’s Force Breach by 1/2/3 second.
Combat Technique: Increases internal and elemental resistance by 3/6/9%.
Shadow Technique: Increases your armor penetration by 3/6/9%.
Tier 2
Mental Fortitude
Passive, 3 ranks
Increases total Endurance by 1/2/3%.
Elusiveness
Passive, 2 ranks
Reduces the cooldown of Force Speed by 7.5/15 seconds, and Resilience by 3 seconds.
Rapid Recovery
Passive, 2 ranks
Increases the chance your Combat Technique applies its effects by 2/4%.
Expertise
Increases damage dealt by your techniques by 3/6/9%.
Tier 3
Mind Over Matter
Passive, 1 rank
Activating Force Speed now removes all movement-impairing effects, and your Resilience now lasts 2 seconds longer. In addition, using Cloud Mind while Combat Technique is active will no longer reduce threat, instead taunting all enemies within 15 meters and forcing them to attack you for 6 seconds.
Particle Acceleration
Passive, 1 rank
While Combat Technique is active, Double Strike and Whirling Blow have a 50% chance to finish the cooldown on Project and make your next Project a critical hit. Accelerate Projects that consume a charge of Force Potency deal an additional 50% crit damage.
Kinetic Ward
Instant, Force: 10, Cooldown: 12 secs, 1 rank
Erects a kinetic ward with 8 charges that increases your shield chance by 15% for 20 seconds. Each time you successfully shield, Kinetic Ward loses 1 charge. Does not break Stealth.
Shadowsight
Passive, 2 ranks
Increases your stealth detection level by 1/2 and defense by 1/2%.
Tier 4
Impact Control
Passive, 2 ranks
Increases your shield absorption by 2/4%. In addition, when you activate Battle Readiness while Combat Technique is active, you instantly heal for 5/10% of your total health.
One with the Force
Passive, 3 ranks
Increases the rate at which your Force regenerates by 10/20/30%.
Tier 5
Bombardment
Passive, 1 rank
Increases the threat and damage dealt by Project by 15%.
Stasis
Passive, 1 rank
Force Lift no longer breaks on damage, but while the effect persists, the target takes 75% less damage from all sources.
Force Pull
Instant, Cooldown: 45 secs, Range: 10-30m
Unlocks Nerve Wracking and Slow Time
Uses the Force to draw the target in, instantly pulling it to your location and generating a high amount of threat. Does not work against targets in cover.
Nerve Wracking
Passive, 3 ranks
Requires Force Pull
Targets controlled by your Spinning Kick or Force Stun take 9% more damage from all sources.
Tier 6
Harnessed Shadowes
Passive, 2 ranks
Project has a 50/100% chance to grant Harnessed Shadows, which makes the next Telekinetic Throw used uninterruptable and immune to pushback. In addition, each stack increases the damage dealt by your next Telekinetic Throw by 25%. Stacks up to 3 times. At 3 stacks, Telekinetic Throw damage additionally heals you for 3% of your maximum health.
Force Break
Passive, 3 ranks
Increases the damage dealt by Combat Technique’s Force Breach by 5/10/15% and Slow Time by 10/20/30%.
Tier 7
Slow Time
Instant, Force: 30, Cooldown: 7.5 secs, Range: 10m, 1 rank
Requires Force Pull
Slows the passage of time for up to 5 targets, dealing kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds.
Balance Specialization
This is the shared talent tree for both advanced classes, although the talent tree isn’t 100% the same for both.
“Enhances the Sage’s Force attacks and augments the Shadow’s Force and Lightsaber abilities.” – Advanced Class Page
“Overall survivability and utility, with abilities that enhance both melee and Force attacks.” – News Article
Role: Close-Mid Range Damage Dealing
Talents:
Tier 1
Force Synergy
Passive, 3 ranks
Force critical hits increase your melee critical chance by 3/6/9% for 10 seconds.
Jedi Resistance
Passive, 2 ranks
Reduces all damage taken by 1/2%.
Force Focus
Increases the damage dealt by Force Technique’s Force Breach effect by 8/16%.
Tier 2
Pinning Resolve
Passive, 2 ranks
Reduces the cooldown of Force Stun by 5/10 seconds. In addition, your Force Lift affects up to 1/2 additional standard or weak enemies within 8 meters of the target.
Upheaveal
Passive, 3 ranks
When you activate Project, you have a 15/30/45% chance to project an additional chunk of debris at the target, dealin 50% of normal damage.
Focused Insight
Passive, 2 ranks
Causes your periodic damaging abilities that crit to restore 0.5/1% of your total health.
Psychokinesis
Passive, 2 ranks
Reduces the Force cost of Double Strike by 1/2 and Project by 3/6.
Tier 3
The Force in Balance
Instant, Force: 50, Cooldown: 15 secs, Range: 30m, 1 rank
Unlocks Force Suppression and Mental Potency
Deals internal damage to up to 3 targets within 8 meters of the targeted area and heals you for a low amount per affected target.
Mental Potency
Passive, 2 ranks
Requires The Force in Balance
Reduces the Force cost of The Force in Balance by 25/50%.
Adjudication
Passive, 2 ranks
Unlocks Force Strike
Increases the critical strike damage dealt by Double Strike by 25/50%.
Tier 4
Containment
Passive, 2 ranks
Lowers the activation time of Force Lift by 50/100%. In addition, when your Force Lift breaks early from damage, the target is stunned for 1/2 seconds.
Mind Ward
Passive, 2 ranks
Reduces the damage taken by all periodic effects by 7.5/15%.
Force Strike
Passive, 1 rank
Requires Adjudication
Melee critical hits have a 33% chance to finish the cooldown of Mind Crush and make your next Mind Crush activate instantly and cost 100% less Force.
Tier 5
Force Suppression
Passive, 1 rank
Requires The Force in Balance, Unlocks Sharpened Mind
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.
Sharpened Mind
Passive, 2 ranks
Requires Force Suppression
Consuming a Force Suppression charge restores 1/2 Force.
Assertion
Passive, 2 ranks
Increases the duration of Mind Crush by 1/2 seconds.
Tier 6
Mental Scarring
Passive, 3 ranks
Increases the critical damage bonus of Force in Balance and your periodic damage abilities by 10/20/30%.
Psychic Absorption
Passive, 2 ranks
Increases the amount of healing generated by Force in Balance and Focused Insight by 10/20%.
Tier 7
Sever Force
Instant, Force: 20, Range: 30m, 1 rank
Weakens the target, freezing it in place for 2 seconds and dealing internal damage over 18 seconds.
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