Showing posts with label talent tree. Show all posts
Showing posts with label talent tree. Show all posts

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

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

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.