The Jedi Consulars are very powerful in the force. Focusing on Telekinesis, they channel the force for Power and Wisdom. They can also specialize in lightsaber combat as a Jedi Shadow. The resource bar for a Consular is force. The Consular starts with 100 force and it doesn’t increase with leveling. Some abilities however do have increased costs of Force or increased regeneration rates on higher levels.
Starting Abilities
Name | Description |
Saber Strike | Deals 100% weapon damage spread across a flurry of three melee attacks. |
Project | Throws debris at the target, dealing moderate kinetic damage. Standard and weak targets are additionally stunned for 3s. |
Force Valor | Increases the target’s attributes and internal elemental resistances for 30m. |
Meditation | Pause and meditate to restore your health and Force. Damage causes this effect to end prematurely. Cannot be used during combat. |
Revive | Revive an incapacitated player or companion. |
Quick Travel | Takes you to your current bind point. Not usable in combat. |
Weapon Proficiency: Lightsaber | Able to equip training sabers and standard single bladed lightsabers. |
Weapon Proficiency: Vibrosword | Able to equip single bladed vibroswords, conventional swords, and other bladed melee weapons. |
Armor Proficiency: Light | Able to equip lightweight armor. |
Trainable Abilities
Name | Description |
Telekinetic Throw | 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 | Deals high kinetic damage and knocks down all enemies within 8 meters for 2 seconds. |
Stasis Field | 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) | Throws debris at target dealing moderate kinetic damage. Standard and weak targets are additionally stunned for 3 seconds. |
Force Potency | 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) | 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 | Heals friendly target for a moderate amount of health. |
Destruction | Use this ability to destroy obstacles and explosive containers. |
Force Wave (Rank 2) | Deals high kinetic damage and knocks down all enemies within 8 meters for 2 seconds. |
Force Valor (Rank 2) | Increase target’s attributes and internal elemental resistances for 30 minutes. |
Force Potency (Rank 2) | 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) | Throws debris at target dealing moderate kinetic damage. Standard and weak targets are additionally stunned for 3 seconds. |
Mind Crush | 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) | Heals friendly target for a moderate amount of health. |
Sprint | Increase your speed and that of all your companions by 20%. |
Force Speed | Increase your movement speed by 70% for 2 seconds. Does not break stealth. |
Mind Sooth | Sooth the mind of your enemies, instantly lowering your threat by a moderate amount. |
Replenish | Replenishes 60% of your maximum Force and health over 6 seconds. |
Don’t forget to also check out abilities that are available to class specializations: Jedi Sage and Jedi Shadow.