Jedi ConsularEdit This Entity

Overview

Visionary, Ambassador, Seeker of Jedi Wisdom

Icon class jediconsular.png

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

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

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

There is power in wisdom, study, and diplomacy. The Jedi Consular wields that power with an even hand. Consulars study the mysteries of the Force. They use their knowledge to bring peace, but when words fail, their understanding of the Force makes them dangerous foes.

Facing the Darkness Within

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

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

Field Recon

In a more peaceful age, Jedi Consulars may have humbly dedicated their lives to service as keepers of Jedi lore or as ambassadors in service to the Republic—tasks for which Consulars are uniquely qualified. However, as the shadow of the Empire has spread further across the galaxy, Consulars have stepped up to face the darkness on the front lines of battle as often as they’ve faced it when exploring the mysteries of the Force.


Outfitting

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


Combat Tactics

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


Starter abilities

Name

Cast Time

Cooldown

Force Cost

Range

Description

Saber Strike Instant None None 4m Deals 100% weapon damage spread across a flurry of three melee attacks.
Project Instant 6 secs 45 15m Throws debris at the target, dealing moderate kinetic damage. Standard and weak targets are additionally stunned for 3s.
Force Valor Instant None 10 30m Increases the target's attributes and internal elemental resistances for 30m.
Meditation 15 secs
(channeled)
None None Self Pause and meditate to restore your health and Force. Damage causes this effect to end prematurely. Cannot be used during combat.
Revive 5 secs None None 10m Revive an incapacitated player or companion.
Quick Travel 10 secs 30 mins None Self Takes you to your current bind point. Not usable in combat.
Holoconference  ?  ? None Self  ?
Weapon Proficiency:
Lightsaber
Passive Passive None Self Able to equip training sabers and standard single bladed lightsabers.
Weapon Proficiency:
Vibrosword
Passive Passive None Self Able to equip single bladed vibroswords, conventional swords, and other bladed melee weapons.
Weapon Proficiency:
Light
Passive Passive None Self Able to equip lightweight armor.

Trainable abilities

Name

Level

Cast Time

Cooldown

Force Cost

Range

Description

Telekinetic Throw 2 3 secs
(channeled)
None 30 15m 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 3 Instant 18 secs 20 Self Deals high kinetic damage and knocks down all enemies within 8 meters for 2 seconds.
Stasis Field 4 Instant 45 secs 20 30m 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)
5 Instant 6 secs 25 15m Throws debris at target dealing moderate kinetic damage. Standard and weak targets are additionally stunned for 3 seconds.
Force Potency 6 Instant 1 min  ? Self 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)
7 3 secs
(channeled)
None 30 15m 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 8 1.5 secs None 45 30m Heals friendly target for a moderate amount of health.
Destruction 8 Instant 4 secs  ? 20m Use this ability to destroy obstacles and explosive containers.
Force Wave
(Rank 2)
9 Instant 18secs 20 Self Deals high kinetic damage and knocks down all enemies within 8 meters for 2 seconds.
Force Valor
(Rank 2)
10 Instant None 10 30m Increase target's attributes and internal elemental resistances for 30 minutes.
Force Potency
(Rank 2)
12 Instant 1 min  ? Self 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)
12 Instant 6 secs 25 15m Throws debris at target dealing moderate kinetic damage. Standard and weak targets are additionally stunned for 3 seconds.
Mind Crush 14 2 secs 9 secs 35 30m 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)
14 1.5 secs None 45 30m Heals friendly target for a moderate amount of health.
Sprint 15 Instant 6 secs  ? Self Increase your speed and that of all your companions by 20%.
Force Speed 24 Instant 20 secs  ? Self Increase your movement speed by 70% for 2 seconds. Does not break stealth.
Mind Sooth 28 Instant 30 secs  ?  ? Sooth the mind of your enemies, instantly lowering your threat by a moderate amount.
Replenish 32 6 secs
(channeled)
3 mins None Self Replenishes 60% of your maximum Force and health over 6 seconds.

Specialization

SHADOW

SAGE

  • Roles: Close - Mid Range Damage Dealing, Tanking

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.

  • Roles: Mid-Long Range Damage Dealing, Healing

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.


Class Video



Galactic Republic Jedi Consular Galactic Republic
Faction Galactic Republic
Starting Planet Tython
Class Video Watch
Advanced Class

Appearance

JediConsularClassPage.png

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