Sunday, December 11, 2011

The Time Has Come



The time has come, Tuesday December thirteenth, will be the first day of early access into Star Wars: The Old Republic MMORPG. Those who pre-ordered the game early on will be in the first wave of new residents of the Star Wars Galaxy. Each day a new group of recruits to the Republic and Empire forces will be permitted to launch their ships to the home planets of their chosen class and begin the unique story that will be theirs alone. Although each class has a base story line, decisions made by the individual player along the way will alter the path of their character, so it will be rare indeed for two stories to be exactly the same.

Early access will continue up until the official release date of December twentieth when the game will available to everyone. Those who have pre-ordered will receive an email the morning of the day they are allowed to enter the game informing them they are eligible for access. Having experienced delays in receiving emails myself during beta, costing a little weekend game time, I will be firing up my client every morning starting Tuesday just in case.

If you have not pre-ordered the game yet there is still time to do so and gain a day or two of game time before the actual release, at least that is the impression given on the main SWTOR site.

The time has come, choose your side, Republic or Empire, Jedi or Sith, Smuggler or Imperial Agent, Trooper or Bounty Hunter, the stories are immersive and the game play exciting. If you are an MMO fan, a Star Wars fan, or both, I think you will like what you find in Star Wars: The Old Republic, see you in game.

Saturday, August 6, 2011

Qyzen Fess - Consular Companion




They say that politics makes strange bedfellows, well apparently so does a Galactic War. Jedi Consulars are known as ambassadors of peace, seekers of Jedi wisdom, using their considerable combat skills only as a last resort to defend rather than attack. Trandoshans like Qyzen Fess on the other hand live for the hunt, accumulating jagganath points through honorable kills to appease their goddess the Scorkeeper.

That these two should come together as companions is a tribute to the open-mindedness of the Jedi Consular, and the sense of honor of the Trandoshan Fess.

Qyzen Fess is famed as a peerless hunter and tracker, seeking out the deadliest beasts the galaxy has to offer. Valuing only his weapons and jagganath points, he will barter anything else he has, or do what he must, to get to the next hunting ground.

Shunning the gun for hire role many of his kind take up to acquire jagganath points, Qyzen took the more traditional path seeking out only those creatures worthy of his considerable skills. Qyzen is slow to trust any stranger, having crossed paths with many of the less honorable in the galaxy, but once he befriends you it is for life, and he will defend you with his.

The Sith Incursion, The Treaty of Coruscant, and resulting Cold War have made the odds of having peaceful negotiations very slim. Sith operatives are everywhere and will do whatever they can to disrupt and destroy a Jedi Consular's mission. Perhaps having a companion like Qyzen Fess is not so strange after all.

Friday, August 5, 2011

Jedi Consular Class Video



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.

The Jedi Shadow Consular Base Abilities

These are the base Jedi Shadow Consular abilities and are shared by all Shadow Consulars regardless of which Skill Tree they choose. This is just to give an idea of what abilities will be available as changes have and might still be made before final release.

Thanks to the DarthHater web site where I found this posted and which you will find is a great resource for all things SWTOR.

Wielding double-bladed Lightsabers, Jedi Shadows embrace the synergy between melee and Force combat, enabling them to strike down enemies of the Order with deadly efficiency.


Run Through
Rank 1
280 credits
Force: 30
Instant
Cooldown: 15s
Range: 4m
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.
Level 10

Stealth
Rank 1
280 credits
Instant
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.
Level 10

Weapon Proficiency: Double Bladed Lightsaber
Rank 1
280 credits
Passive
Ability to equip double bladed lightsabers.
Level 10

Martial Studies
Rank 1
280 credits
Passive
Increases the rate at which your Force regenerates by 3 per second.
Level 10

Combat Trance
Rank 1
280 credits
Passive
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.
Level 10

Shadow Stamina
Rank 1
280 credits
Passive
Increase your total endurance by 24 per rank.
Level 10

Shadow Strike
Rank 1
280 credits
Force: 45
Instant
Range: 4m
Deals 150% weapon damage plus a moderate amount to a single target. Only usable from behind the target. Requires a double bladed lightsaber.
Level 10

Double Strike
Rank 1
320 credits
Force: 30
Instant
Range: 4m
Strikes the target twice. Each hit deals 100% weapon damage plus a low amount. Requires a double bladed lightsaber.
Level 12

Deflection
Rank 1
380 credits
Increases your range and melee defense by 50% for 15s. Requires a melee weapon.
Level 14

Mind Maze
Rank 1
440 credits
Force: 50
Instant
Range: 8m
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.
Level 16

Mind Snap
Rank 1
500 credits
Force: 10
Instant
Cooldown: 9s
Range: 15m
Traps the target's current action and prevents that ability from being used for 4s. Ability Prevention doesn't work yet.
Level 18

Hemorrhage
Rank 1
600 credits
Force: 30
Instant
Cooldown: 15s
Range: 4m
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.
Level 22

Force Slow
Rank 1
720 credits
Force: 25
Instant
Cooldown: 6s
Range: 15m
Slows the target's movement speed by 500% for 9s.
Level 26

Low Slash
Rank 1
840 credits
Force: 25
Instant
Cooldown: 15s
Range: 4m
Slashes the target low, dealing 75% weapon damage and incapacitating it for 3s. Damage will end the effect prematurely. Requires double bladed lightsaber.
Level 30

Hidden Strike
Rank 1
1400 credits
Force: 30
Instant
Range: 4m
Strike from the shadows, dealing 100% weapon damage and stunning the target for 3s. Requires double bladed lightsaber.
Level 50

The Jedi Sage Consular Base Abilities

These are the base Jedi Sage Consular abilities and are shared by all Sage Consulars regardless of which Skill Tree they choose. This is just to give an idea of what abilities will be available as changes have and might still be made before final release.

Thanks to the DarthHater web site where I found this posted and which you will find is a great resource for all things SWTOR.

Jedi 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.


Force Studies
Rank 1
280 credits
Passive
Versed in the Force, your maximum Force is increased by 400. In addition, your Presence increases at the rate at which your Force regenerates.
Level 10

Disturbance
Rank 1
280 credits
Force: 30
Casting Time: 2s
Range: 30m
Fires a blast of telekinetic energy at the target dealing moderate kinetic damage.
Level 10

Force Reach
Rank 1
280 credits
Passive
Increases the range of Project and Telekinetic Throw by 15m.
Level 10

Rejuvenate
Rank 1
320 credits
Force: 60
Instant
Range: 30m
Heal the target for a moderate amount over 12s.
Level 12

Force Armor
Rank 1
380 credits
Force: 65
Instant
Cooldown: 6s
Range: 30m
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.
Level 14

Weakened Mind
Rank 1
440 credits
Force: 65
Range: 30m
Weakens the target's mind, dealing high internal damage over 15s.
Level 16

Restoration
Rank 1
500 credits
Force: 60
Instant
Cooldown: 4.5s
Range: 30m
Cleanses a friendly target of up to 2 hostile mental or Force effects.
Level 18

Deliverance
Rank 1
600 credits
Force: 70
Casting Time: 3s
Range: 30m
Heals a friendly target for a high amount of health.
Level 22

Rescue
Rank 1
600 credits
Force: 30
Instant
Cooldown: 1m
Range: 30m
Greatly lowers the target's threat and if the target is a party member, pulls the target to your location.
Level 22

Force Push
Rank 1
940 credits
Force: 20
Instant
Cooldown: 1m 30s
Range: 15m
Pushes the target back several meters with the Force and deals moderate kinetic damage. Standard and weak enemies are additionally knocked prone for 3s.
Level 34

Revitalize
Rank 1
1120 credits
Force: 75
Casting Time: 1.5s
Cooldown: 5m
Range: 30m
Revives an incapacitated ally. This ability is usable while in combat.
Level 40

Resilience
Rank 1
1280 credits
Instant
Cooldown: 1m
Increases your chance to resist Force and Tech attacks by 100% for 4s.
Level 46

Force Quake
Rank 1
1400 credits
Force: 100
Channeled: 6s
Range: 30m
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.
Level 50

The Jedi Consular Base Skills

These are the base Jedi Consular abilities and are shared by all consulars regardless of which advanced class they choose. This is just to give an idea of what abilities will be available as changes have and might still be made before final release. In particular, I believe the Benevolence skill has been removed from the base skills and moved to the Jedi Sage and possibly further into just the Seer tree.

Thanks to the DarthHater web site where I found this posted and which you will find is a great resource for all things SWTOR.

Consulars channel the power of the Force for both strength and wisdom.

Saber Strike
Instant
Range: 4m
Deals 100% weapon damage spread across a flurry of three melee attacks.
Starting Ability

Project
Force: 45
Instant
Cooldown: 6s
Range: 15m
Throws debris at the target, dealing moderate kinetic damage. Standard and weak targets are additionally stunned for 3s.
Starting Ability

Force Valor
Force: 10
Instant
Range: 30m
Increases the target's attributes and internal elemental resistances for 30m.
Starting Ability

Quick Travel (Rank 1)
Casting Time: 10s
Cooldown: 30m
Takes you to your current bind point. Not usable in combat. You are currently bound to The Gnarls.
Starting Ability

Meditation
Channeled: 15s
Pause and meditate to restore your health and Force. Damage causes this effect to end prematurely. Cannot be used during combat.
Starting Ability

Abilities UI Button Display
Lists all the JC's starting abilities, plus the following:

Weapon Proficiency: Lightsaber
Passive
Able to equip training sabers and standard single bladed lightsabers.
Starting Ability

Weapon Proficiency: Vibrosword
Passive.
Able to equip single bladed vibroswords, conventional swords, and other bladed melee weapons.
Starting Ability

Holoconference
Find a trainer to learn this ability. (Couldn't drag this to toolbar)
Starting Ability

Armor Proficiency: Light
Rank 1
Passive
Able to equip lightweight armor.
Starting Ability

Revive
Casting Time: 5s
Range: 10m
Revive an incapacitated player or companion.
Editor's Note: Targeted a player and used ability, received "Target Not Dead" error message.
Starting Ability

Trainer Abilities

Telekinetic Throw
Rank 1
40 credits
Force: 30
Channeled: 3s
Range: 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.
Level 2

Force Wave
Rank 1
80 credits
Force: 20
Instant
Cooldown: 18s
Deals high kinetic damage and knocks down all enemies within 8 meters for 2 seconds.
Level 3

Stasis Field
Rank 1
100 credits
Force: 20
Cooldown: 45s
Range: 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.
Level 4

Project
Rank 2
140 credits
Force: 25
Instant
Cooldown: 6s
Range: 15m
Throws debris at target dealing moderate kinetic damage. Standard and weak targets are additionally stunned for 3 seconds.
Level 5

Force Potency
Rank 1
160 credits
Instant
Cooldown: 1m
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.
Level 6

Telekinetic Throw
Rank 2
180 credits
Force: 30
Channeled: 3 sec
Range: 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.
Level 7

Benevolence
Rank 1
220 credits
Force: 45
Casting time: 1.5s
Range: 30m
Heals friendly target for a moderate amount of health.
Level 8

Destruction
Rank 1
220 credits
Instant
Cooldown: 4s
Range: 20m
Use this ability to destroy obstacles and explosive containers.
Level 8

Force Wave
Rank 2
240 credits
Force: 20
Instant
Cooldown: 18s
Deals high kinetic damage and knocks down all enemies within 8 meters for 2 seconds.
Level 9

Force Valor
Rank 2
280 credits
Force: 10
Instant
Range: 30m
Increase target's attributes and internal elemental resistances for 30 minutes.
Level 10

Force Potency
Rank 2
320 credits
Instant
Cooldown: 1m
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.
Level 12

Project
Rank 3
320 credits
FP 25
Instant
Cooldown 6s
Range 15m
Throws debris at target dealing moderate kinetic damage. Standard and weak targets are additionally stunned for 3 seconds.
Level 12

Mind Crush
Rank 1
380 credits
Force: 35
Casting time: 2s
Cooldown: 9s
Range: 30m
Crush the target with the Force, instantly dealing moderate kinetic damage and a moderate amount of kinetic damage every second for 6 seconds.
Level 14

Benevolence
Rank 2
380 credits
Force: 45
Casting time: 1.5s
Range: 30m
Heals friendly target for a moderate amount of health.
Level 14

Sprint
Rank 1
420 credits
Instant
Cooldown: 6s
Increase your speed and that of all your companions by 20%.
Level 15

Force Speed
Rank 1
660 credits
Instant
Cooldown: 20s
Increase your movement speed by 70% for 2 seconds. Does not break stealth.
Level 24

Mind Sooth
Rank 1
780 credits
Instant
Cooldown: 30s
Sooth the mind of your enemies, instantly lowering your threat by a moderate amount.
Level 28

Replenish
Rank 1
880 credits
Channeled: 6s
Cooldown: 3m
Replenishes 60% of your maximum Force and health over 6 seconds.
Level 32

Friday, July 22, 2011

From San Diego Comic-Con 2011: Watch the new game trailer, Join the Fight, and choose your side!

Join the Fight





The uneasy peace established by the Treaty of Coruscant is broken and both the Galactic Republic and Sith Empire build their armies. As both sides prepare for open war, a new generation of heroes must rise up to meet the challenges of a volatile age, declaring their allegiances and fighting for what they believe in.

Choose your side Star Wars: The Old Republic

Thursday, July 21, 2011

Star Wars: The Old Republic MMORPG Now Available For Pre-Order






PRE-ORDER NOW!

To get early game access and a Color Stone to changeyour weapon effect!
Play Star Wars™: The Old Republic™ and explore an age thousands of years before the rise of Darth Vader when war between the Galactic Republic and the Sith Empire divides the galaxy. Team up with other players to battle enemies in dynamic Star Wars™ combat and overcome incredible challenges.

The order in which you redeem your Pre-order Code is the order in which you will gain Early Game Access before the game’s official release. So don’t wait and pre-order now!

Pre-Order Exclusive:
Early Game access
Color Stone (virtual item)
30 Days Game Time included


Define your Star Wars Saga

Choose from one of eight iconic roles and become the hero of your personal Star Wars saga — an interactive storyline with cinematic dialogue and full voiceover for all in-game characters.

Choose the Light or Dark Side

Meaningful choices throughout your journey will determine your path down the light or dark side of the Force.

Adventure with Companions

Build or break meaningful relationships with your companions as they join in your journeys and fight at your side.

Engage in Heroic Star Wars Combat

Fight against reactive enemies in dynamic Lightsaber duels, cantina shootouts, and large-scale multi-player battles.

Pilot your Personal Starship

Earn your own ship which is your base of operations as you explore the galaxy and participate in epic space combat.

Discover a Fully-Featured MMO

Join your friends and experience player-vs.-player Warzones, multi-player Flashpoints, multi-group Operations, guilds, auction houses, crafting, mounts, and much more.Star Wars: The Old Republic

Monday, July 11, 2011

Sage Consular To Do In Combat Revival









"Sages and Sith Sorcerers get in combat revival. That is all Consular Sages and Sith Inquisitor Sorcerers, not just the ones the specialize in healing/support." - Georg Zoeller Principal Lead Combat Designer for BioWare's Star Wars: The Old Republic MMORPG.

This interesting revelation was recently posted the the SWTOR Community Forum General Discussion. It will definitely add value to the Jedi Consular Sage and Sith Inquisitor Sorcerer Classes.

Every Class you can play in SWTOR has the ability to revive themselves or a comrade that has fallen in battle once outside of combat. While engaged in combat however, this ability is not active. In most MMO's the ability to revive a fallen player belongs to the healer or healers in the group. This can be problematic at times when the healer has their hands full trying to keep the tank alive and doesn't notice or have time to revive a downed dps player. The loss of one player especially your main dps can often lead to a failed quest.

The designers of SWTOR have found a nice solution to this problem. While there are three classes in each faction that have a healer tree, two of those classes will not be able to revive as well, and that's a good thing in my opinion. Now the healer can concentrate on healing, maybe a little crowd control or some other secondary task, but won't have to stop in the middle of a battle to bring the main dps dealer back into the game.

While there will often be a secondary healer in most groups, the fact that any Sage or Sorcerer in a group can revive in combat will add greatly to survivability in even the toughest scenarios.

If you are going to help defend the The Old Republic and want to ensure you are able to group up when needed, build yourself a Jedi Sage Consular. You'll be in one of the most popular classes in the galaxy.

Saturday, July 9, 2011

There's A Map For That



An example of the level of detail captured by the map making process.


No matter what class you play in Star Wars: The Old Republic, or any other mmorpg game for that matter, it's always more fun if you know where you are going. That's where a good map system can make the difference between a great game and an average one at best.



SWTOR just published a developers blog detailing the map making process for the game. The first thing that impressed me was the massive scope of area that needed to be mapped.

SWTOR currently has seventeen planets, some of these with land masses five to six times larger than your average MMO. Add to that the fact that some planets consist entirely of cities and much of the game play on others is inside buildings. The challenges faced to get all this mapped in a user friendly format is just mind boggling to me.

When you are in an MMO you don't want to spend your time trying to figure out where you need to be, you want to be getting there and doing the task you want to accomplish. The location of quest givers, quest locations, vendors, transportation and much more is critical in spending your time playing and not just wandering around searching for your objective.

I am not even going to attempt to describe the process the developers went through in creating the mapping system in SWTOR, instead I will recommend you read the Developer Blog A Path to Success: Maps, and their Making by Damion Schubert Principal Lead Systems Designer for SWTOR. I will tell you though, I think they did a fantastic job and have definitely raised the bar on map making in MMO's.

One other nice thing about this Dev Blog is that several of the screen shot were from Tython the starting planet zone for Jedi Consulars. I have included those here to give you an idea of what the map system is like in SWTOR.


On this map of Tython, you can see mission icons for two missions, and one icon showing a mission offer. The circle represents a mission icon that is moused over, offering a better idea of the hunting radius, as well as what is being hunted, in a given area.



A map of the Jedi Temple on Tython.

Bonus feature: The map goes semi-transparent once you start moving, so you can keep it up to navigate as necessary.

Thursday, July 7, 2011

The Jedi Shadow Consular




The Jedi Shadow Consular is an Advanced Class of the Jedi Consular class in Star Wars: The Old Republic mmorpg. The Consular Class of Jedis is the most attuned to the force of the two classes of Jedi, the Jedi knight being more of a front line warrior and defender, while the Consular is more investigative of the Force's powers and applies them to many aspects from mediation to various force powers.

 Wielding a double-bladed Lightsaber, the Shadow embraces the synergy between melee and Force combat, enabling them to strike down enemies of the Order with deadly efficiency.  With this lethal combination of talents the Shadow Consular should be a powerful and effective combatant in any situation.

The Shadow Consular is also a very versatile class as well, offering varied abilities to fit the style of most game players who enjoy playing a more confrontational role. The three talent trees for the Shadow are; Infiltration, Kinetic Combat, and Balance.

Infiltration makes the Shadow Consular a master of stealth,  enabling them to move undetected and use positional attacks to surprise and defeat opponents.

Kinetic Combat makes the Shadow Consular an avoidance tank using the double-bladed Lightsaber defensively to protect the Shadow and his allies.

Balance is actually a shared talent with the Jedi Sage Consular although affecting each one differently. For the Shadow the Balance tree enhances his Force and Lightsaber abilities.

The full talent trees have not yet been revealed so we only know the generalities of the different class abilities, but we can draw some conclusions. For the Shadow Consular we know that they will be able to use short to mid ranged Force powers to do damage and some crowd control. You will have the choice of doing burst dps from stealth or using your saber-staff, force powers, and maneuverability to take foes head-on while your allies apply damage and heals.


The versatility of the Consular Class makes this a very attractive choice for your SWTOR character. You can be a healer, do crowd control (cc), apply massive dps (I think), or be an effective tank with a light saber.

The Shadow Consular built along the Infiltration tree is my build of choice. SWTOR is going to be heavily dependent on story line and I think this type character is going to have a very interesting one. Plus I'm just not a big fan of standing back from a battle and healing. Although I like the ranged dps that the Sage can have, to me the Shadow offers more of the choices I would prefer.

In the end, it's all about the play style you prefer, there is going to be fairly good balance in this game, but for me the Consular class offers the best variety of play style, and sneaking around as a Shadow just sounds like fun.

Monday, July 4, 2011

The Jedi Sage Consular




The Jedi Sage in SWTOR is an Advanced Class of the Jedi Consular. The Consular Class of Jedis is the most attuned to the force of the two classes of Jedi, the Jedi knight being more of a front line warrior and defender, while the Consular is more investigative of the Force's powers and applies them to many aspects from mediation to various force powers.

The Jedi Sage is perhaps the most advanced force user of all the Jedi. Sages are famed for thier wisdom as well as being powerful healers through the force and great defenders of their comrades. The Sage combines ancient insight with raw force power to influence the flow of galactic events.

Each Advanced Class in SWTOR has three talent trees from which you can select the abilities you will apply to your character. The Jedi Sage's three talent trees are; Telekinetics, Seer, and Balance.

Telekinetics affords the Sage the power to distort reality and move waves of energy, tearing enemies apart.

Seer allows the Sage to master the art of using the Force to heal and protect allies.

Balance is actually a shared talent with the Jedi Shadow Consular although affecting each one differently. For the Sage the Balance tree enhances the Force attacks.

The full talent trees have not yet been revealed so we only know the generalities of the different class abilities, but we can draw some conclusions. For the Sage we know that they will be able to use ranged Force powers to battle or heal from medium to long range distances. Being protected only by robes or other light armor, the Sage is ill prepared to go toe to toe in combat but is a powerful force at a distance.

The Sage can be a powerful healer, standing back while keeping his allies who are in close melee healthy and protected enough to complete their mission.

I think the Jedi Sage Consular will be a powerful ally in any group of adventurers. You will be able to adjust the build from a pure healer to a ranged dps (damage per second) terror or anywhere in between you wish to play your character.

Next I will be looking at an overview of the Jedi Shadow Consular and then we can compare the two. Until then, may the Force be with you.

Saturday, July 2, 2011

What Is A Jedi Consular?




The Jedi Consular class as presented in Star Wars: The Old Republic (hereafter referred to as SWTOR) MMORPG will be known for their strength in combat as well as wisdom in diplomacy. Adapt users of the force, minds and bodies honed by years of training and meditation, these are the Jedi Masters that bring to mind Yoda, Qui-Gon Jinn, Mace Windu and the older version of Obi-Wan Kenobi of Star Wars movie fame.

Strong with the force these Jedi Masters stay calm in the most tense negotiation situations, able to read their adversary and effectively counter every argument. However, if the negotiations should turn more "aggressive" they are more than able to counter with the double bladed light saber that is standard equipment of the class.

Since SWTOR is going to be a more story driven game, I find the qualities of the Jedi Consular class very attractive. I envision the class quests will be much more than the usual go out and kill something quests of many other games in the mmorpg genre. Diplomatic missions, relic quests and the like are sure to be a part of the quest line, although I am sure there will be plenty opportunity to unsheathe the saber-staff.

There are two advanced classes or AC's of the Jedi Consular: the Sage Consular, who concentrates on healing and defensive tactics; and the Shadow Consular, who uses stealth, force powers, and the saber-staff  to combat enemies of the Republic and the Jedi Order.

Although there is still much to be revealed about the Jedi Consular and its advanced classes, there has been enough shown to make this one of the most intriguing classes of SWTOR. I will delve deeper into the Sage and Shadow AC's in the next couple of posts, till then, may the force be with you.

For more information visit the SWTOR Holonet



The power of the Force enables this Jedi Consular to immobilize an army of battle droids.