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