Friday, August 5, 2011

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

No comments:

Post a Comment