swtor jedi consular guide

swtor jedi consular guide : Jedi consular is one of class in star wars the old republic game. category in this swtor Jedi Consular are :
Jedi Consular Quests
Jedi Consular Companions
jedi consular Sage
jedi consular Shadow
Jedi Consular Leveling Guide

swtor Jedi Consular is a visionary, ambassador, Jedi wisdom seeker. Of the more than twnty hundred years, the Jedi Order is working to promote peace and balance in the Galactic Republic, but each new day brings new threats, promises to break the Jedi and the entire universe apart. If Republic is to survive, needs leaders and visionaries, but requires a Jedi Consular.
swtor jedi consular


Allegiance: Republic
Light Side Alignment: 165
Playable: Yes

stats at level 1
Strength Agility Endurance Cunning Willpower Presence
48 10 48 10 54 48

stats at level 50
Strength Agility Endurance Cunning Willpower Presence
225 50 225 50 250 225

Jedi Consulars channel the power of the Force for strength in combat and wisdom in diplomacy . Years of intense training and meditation have sharpened thinking consuls "to get the facts as clean as their lightsabers cut through their enemies. Open a long-forgotten mystery of the Jedi, raising an army to fight for the Republic or in mortal combat with dark Lords of the Sith, the tuning of the 'Force consuls gave them all the strength they need to keep up with stability and balance.

Tuning intimate with the deepest mysteries of the consuls Force gives an idea of ​​the Jedi and empathy for agile handling disputes claims that confuse even the most talented senators and governors, but the consuls knew when to speak and when to fight. When negotiations to aggressive, the consuls to show their talent, vision expectations and deflect attacks of the enemy to attack double-bladed lightsaber fluid them.

Against the dark

Jedi consuls always trying to grow their knowledge of the universe, the self-understanding, and understanding of all the forces that hold them together. Commitment to pursue it provides the ability of consuls unprecedented clarity in the opposite situation is shrouded in darkness. However, the same assignment can also be very dangerous, inviting the consuls to explore ways are better left untraveled. Some thoughts from the Jedi Order was seduced by the dark side by an academic exercise. The consulate knows the pain of temptation as a battle-hardened warrior knows the beat of an old wound.

next in swtor jedi consular

Before they can dispel the darkness of the galaxy, Jedi consuls knew that they must first agree to the darkness within. There is no avoiding the temptation to take shortcuts or even use their knowledge for personal power, the consuls should continue to assess their own motivations. When tempted to enter the path of darkness, the consuls should remember the fate of the Jedi was tortured before moving there. This is the only way to integrate the Jedi and Republic forces and deployed to save the galaxy from impending darkness.

Specialization

1.Sage

Mystery Force is not limited. A wise Jedi, so in tune with the Force and is committed to demonstrate its esoteric secrets, know better than the galaxy. This master of the Force known for his wisdom and empathy as they for their powerful healing and defensive skills. In tough times, a sage wisdom from the past meets the court vision and strength to change the course of events galactic Force.

2. Shadow

In the shadow of the Jedi Order to serve in a quiet observer, and when the necessary steps, the gentle hand. To avoid hasty decisions on the Council, the shadow out of sight, the collection of information secret and disappoint those looking for a threat to the Jedi order. This technique employs an enemy force that clouds the mind, the shadow falling in enemy territory, and if necessary, attacked the enemy with the efficiency


next in swtor jedi consular
Name -  Description - Adv - Level
  • Activate Droid : Instantly uses the placeable and triggers the "On Use" hook. : :
  • Adjudication : Increases the critical strike damage dealt by Double Strike by (25/50)%. : :
  • Applied Force : Increases the damage dealt by Double Strike, Whirling Blow and Clairvoyant Strike by (3/6)%. : Combat :
  • Assertion : Increases the duration of Mind Crush by (1/2) seconds. : :
  • Battle Readiness : 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. : Shadow : 50
  • Benevolence : Heals a friendly target for (Heal * 0.078 + HealPw * 1.75) - (Heal * 0.098 + HealPw * 1.75) health. : Sage : 10
  • Blackout : Increases your stealth level by 15 for 8 seconds. Only usable in stealth mode. : Shadow : 22
  • Blockout : Lowers the cooldown of Force Lift by (7.5/15) seconds and increases the lockout duration of Mind Snap by (1/2) seconds. : Sage :
  • Bombardment : Increases the threat and damage dealt by Project by <1[%d/%d/%d]>%. : Combat :
  • Celerity : Lowers the cooldown of Mind Snap by (1 second/2 seconds) and Force of Will by (15/30) seconds. : Shadow :
  • Channel The Force : 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. : : 15
  • Circling Shadows : 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 :
  • Clairvoyance : Increases your bonus healing by (2/4/6)% and chance to hit with all abilities by (1/2/3)% : Sage :
  • Clairvoyant Strike : Strikes the target twice, dealing (Dmg * 0.08 + WpDmg * 0.8) 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. : Shadow : 1
  • Clamoring Force : Increases the damage dealt by Disturbance, Mind Crush, Telekinetic Wave and Turbulence by (2/4/6)%. : Sage :
  • Cleansing Flame : The Guardian has punished you for your "weakness" with a cleansing fire. : :
  • Cloud Mind : Clouds the minds of your enemies, instantly lowering your threat by a moderate amount. : Sage : 30
  • Combat Technique : Assumes a combat technique, giving your attacks a 50% chance to deal (Dmg * 0.006 + Pwr * 0.06) internal damage and heal you for (Heal * 0.005 + HealPw * 0.1). 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, mele : Shadow : 14
  • Concentration : 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. : Sage :
  • Confound : Targets affected by your Weaken Mind are slowed by (10/20)% for its duration. : Sage :
  • Containment : 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 second/2 seconds). : :
  • Conveyance : Your Rejuvenate has a <1[%d/%d/%d]>% chance to grant Conveyance, which increases the effect of your next healing ability: : Sage :
  • Crippling Pain : The Wounded Twi'lek passed his suffering on to you. You can move, but only with extreme pain. : :
  • Critical Kinesis : Increases the critical chance of Telekinetic Throw and Disturbance by (5/10)%. : :
  • Cyanogen Gas Poisoning : You have been poisoned by the Cyanogen Gas trap. Maximum health reduced by 25%. : :
  • Deep Impact : Increases the critical strike damage dealt by your Force Breach effects and Project by (10/20/30/40/50)%. : Shadow :
  • Deflection : Increases your ranged and melee defenses by 50% for 12 seconds. Requires a melee weapon. : Shadow : 24
  • Deliverance : Heals a friendly target for (Heal * 0.16 + HealPw * 3.41) - (Heal * 0.18 + HealPw * 3.41) health. : Sage : 12
  • Dispel Debuffs : : :
  • Dispel Revivalist Buff : This ability is used by any player that chooses to exit the attis station instance. It removes the powerful buff which needs to only be present when inside the instance. : :
  • Disturb Mind : Increases the duration of Weaken Mind by (3/6) seconds. : Sage :
  • Disturbance : Fires a blast of telekinetic energy at the target, dealing (Dmg * 0.112 + Pwr * 1.32) - (Dmg * 0.152 + Pwr * 1.32) kinetic damage. : Sage : 10
  • Double Strike : Strikes the target twice. Each hit deals (Dmg * 0.074 + WpDmg * 0.74) weapon damage. : : 1
  • Double-Bladed Saber Defense : When you successfully shield, 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)%. : Combat :
  • Droid Detonation Device : Droid Detonation Device---activate an item that blows up a certain kind of probe droid. : :
  • Egress : Force Armor increases the target's movement speed by (10/20)% for 3 seconds. : Sage :
  • Elusiveness : Reduces the cooldown of Force Speed by (5/10) seconds and Resilience by (7.5/15) seconds. : Combat :
  • Exit Strategy : 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's Force Breach by 6%. Stacks up to 5 times. : Shadow :
  • Expertise : Increases the damage dealt by your techniques by (3/6/9)%. : Combat :
  • Fade : Lowers the cooldown of Blackout by <1[%d seconds/%d second/%d seconds]>. : Shadow :
  • Feedback : While protected by your own Force Armor, whenever the ability absorbs damage, it smashes the attacker for moderate kinetic damage. This effect cannot occur more than once every 3 seconds. : :
  • Focused Insight : Causes your periodic damaging abilities that critically hit to restore (0.5/1)% of your total health. : :
  • Force Armor : 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. : Sage : 14
  • Force Breach : Locates and breaches the target's shatterpoint, causing an effect based on your current technique. Only useable while a technique is active. Requires a double-bladed lightsaber. : Shadow : 12
  • Force Break : Increases the damage dealt by Combat Technique's Force Breach by (5/10/15)% and Slow Time by (10/20/30)%. : Combat :
  • Force Cloak : 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%. : Shadow : 22
  • Force Lift : Lifts the target helplessly into the air, preventing all action for up to 8 seconds. Non-player targets heal rapidly while lifted out of harm's way. Damage will break the effect prematurely. : : 4
  • Force Of Will : Demonstrates your force of will, immediately freeing you of all incapacitating and movement-impairing effects. : : 9
  • Force Potency : 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. : : 8
  • Force Pull : 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. : : 42
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