Telekinetics guide
Provided to you by Michael Mansour - Ex Votos Guild
Please feel free to comment and ask questions, there is no dumb question except "Wheres blink?" and of course report any errors.
please feel free to discuss! This is a open discussion in regards to the Sage and new strategies are absolutely welcome. Please however have evidence, mathematical calculations or some way to backup your statements.
Want to discuss this and help us at Ex Votos theorycraft? We're looking for advanced theorycrafters to join us! You do not have to join our guild, this is just a theorycrafting community to calculate excellence and perfection
Last updated 2/12/2011 (DD/MM/YYYY)
Contents
1.0.0 OVERVIEW
2.0.0 ABBREVIATIONS
3.0.0 THE SPEC
4.0.0 OPTIMAL COMBAT TECHNIQUES
5.0.0 GEAR
6.0.0 MODIFICATION
6.1.0 Primary Stats
6.2.0 Secondary Stats
7.0.0 CONSUMABLES
8.0.0 COMPANIONS
9.0.0 CREW SKILLS
10.0.0 MACROS AND ADD-ONS
11.0.0 SITH INQUISITOR CONVERSION CHART
11.1.0 Sage Talents to Sorcerer
11.1.1 Balance to Madness Talent tree Conversion
11.1.2 Seer to Corruption Talent tree Conversion
11.1.3 Telekinetics to Lightning Talent tree Conversion
11.2.0 Sage Abilities to Sorcerer Abilities
11.3.0 Sith Inquisitor Companions Conversion
1.0.0 OVERVIEW
The Telekinetic Jedi Consular, at this current point has been marked the main raiding talent proving highest DPS on a single target. The Jedi Consular Has many DOTs, direct Damaging abilities and heals aswell as buffs and CC's. This guide is to theorycraft What is the optimal Spec, Combat Techniques, Gear, Modifications, Consumable and even Crew Skills for your JC.
Once implemented, this will also be a guide for Macros and Add-Ons.
We hope you find this usefull and would like to invite you to discuss any section.
Mathematics will come once combat logging is enabled.
2.0.0 ABBREVIATIONS
The following is a list of abbreviations that we will be using in all of our discussions and should be recognised within the game when discussing the Jedi Consular.
CLM - Cloud Mind
TKW - Telekinetic Wave
FW - Force Wake
TKM - Telekinetic Momentum
PsyProj - Psychic Projection
TKD - Telekinetic Defense
TKE - Telekinetic Effusion
Tf - Tidal Force
TW - Telekinetic Wave
Turb - Turbulence
WM - Weaken Mind
MCr - Mind Crush
TKT - Telekenetic Throw
Ms - Mind Snap
FQ - Forcequake
DistB - Disturbance
FW - Force Wave
Proj - Project
FoW - Force of Will
FL - Force Lift
3.0.0 THE SPEC
At maximum level (50) we will have 41 skill points to distribute. To proceed from one skill tier to the next, 5 skill points per tier must be spent. I.e. to be able to take a skill in tier 4 of a given talent tree, you must have spent 15 skill points in the tree. As seen in the skill trees available on the net, the last skill in each tree is in tier 7, requiring 30 points to be distributed in the tree, totaling 31 (with the 1 point ultimate skill). This leaves us with a maximum of 10 points to spend in other trees and thus makes it impossible to choose a skill in a tier higher than 2. So let’s start with the easy analysis of the recommended talents.
The following are my recommendations:
TELEKINETICS
1 Inner Strength - Recommended
1 Mental Longevity - Highly Recommended
1 Clamoring Force - Mandatory
2 Mind's Eye - Optional
2 Disturb Mind - Mandatory
2 Concentration - Highly recommended
2 Telekinetic Defense - Optional
3 Blockout - Not recommended
3 Telekinetic Wave - Mandatory
3 Psychic Projection - Mandatory
3 Force Wake - Not recommended
4 Tidal Force - Mandatory
4 Telekinetic Effusion - Optional
4 Kinetic Collapse - Not recommended
5 Tremors - Mandatory
5 Telekinetic Momentum - Mandatory
5 Mental Alacrity - Mandatory
6 Reverberation - Mandatory
7 Turbulence - Mandatory
BALANCE
1 Empowered Throw - Highly recommended
1 Jedi Resistance - Optional
1 Will of the Jedi - Mandatory
2 Pinning Resolve - Not recommended
2 Upheaval - Optional
2 Focused Insight - Optional
2 Critical Kinesis - Highly recommended
SEER
1 Immutable Force - Not recommended
1 Penetrating Light - Recommended
1 Wisdom - Not recommended
Why not take the extra range with Mind's Eye then use the Force Armor upgrade? During Operations and even Flashpoints, 5 Meters of extra range is really very rarely ever desired. The bubble is great for absorbing damage in low to moderate damaging areas and Raid Wide DoTs. However, I have marked both as optional, purely as some may disagree. During upcoming Operation encounters, the debate will have concluded and produced here. My personal preference is against it, Some may feel that while running to your target, the 5M is a increase in DPS. So far, I have not seen a use for this, all fights are within 30M radius.
4.0.0 OPTIMAL COMBAT TECHNIQUES
This build uses a priority system. Here is the order of those priorities to maximize DPS with this build:
Priority List
So, without taking relative stat values or ability coefficients into account, we have something like:
1 Weaken Mind [DoT] 2 Mind Crush 3 Turbulence 4 Psychic Projection[TALENT PROC] 5 Telekenetic Throw[ONLY IF 4 = TRUE 6 Tidal Force[TALENT PROC] 7 Telekinetic Wave[ONLY IF 6 = TRUE] 8 Disturbance
This is a basic priority list taken from the list of spells and what they do. However of course further game testing will be required.
How does Alacrity[haste] affect Weaken Mind if its instant? How does it affect Mind Crush? Does it affect the DoT? Simple Answer, Yes, Alacrity not only quickens the cast time for WM, but the rate of which DoTs are applied is quickened, HOWEVER, the amount of time for each dot to be applied will stay the same, What does this mean? Their will be a point when you get a extra DoT from your DoTs. This essentially is a great increase in DPS. [ALSO SEE THE QUESTIONS UNDER STAT PRIORITIES]
Why is Telekinetic wave before Disturbance? Because of Rank 6 Tidal Wave. this talent proc makes TKW a instant cast. You will of course be using Disturbance more then TKW, however if you have the TKW Proc you Won't be using disturbance, will you? Therefore it has a higher priority.
Why is Disturbance not the first casting spell? Remember, this is not a rotation, it is a Priority List. However Weaken Mind and Mind Crush, both provide a DoT. To Maximise DPS you must have your DoT uptime at 90%+ Making applying ur dots perfectly the most viable.
Why is turbulence so high up? Simply because while your target is affected by Weaken Mind, your turbulence has a 100% Chance to critically hit. The hidden CD for this is 9 Seconds, so you are able to cast turbulence twice[TO BE CONFIRMED - Multiple unreliable sources].
If there is anymore questions, please feel free to ask
5.0.0 GEAR
General marking for JC Telekinetic DPS Gear will have "OF THE FORCE-MASTER" And "Resolve"
Click here to view example of Force-Master Click here to view example of Resolve
6.0.0 MODIFICATIONS
6.1.0 Primary Stats
The base stats are Strength, Aim, Endurance, Cunning, Willpower and Presence.
- All primary stats give 1% crit for every 140 (at level 50)
- Will power gives 0.2 force damage
- Endurance gives 10 HP per point.
- Armor resists kinetic damage ( Which is a significant amount for a Telekinetic Sage)
Dominant: Willpower, Endurance Unused: Strength, Presence, Aim, Cunning
Willpower, will be the main stat required, generally any item with Willpower+Endurance is used by us, Endurance, although not used by us with our role, is on almost every gear or modification.
During our leveling experience, we may come by Presence, this benefits our companion.
Presence gives: Bonus Companion Health = PRE * 5 Bonus Companion Damage = PRE * 0.2 Bonus Companion Healing = PRE * 0.14
6.2.0 Secondary Stats
The secondary stats Used: Power - adds melee, force and tech damage Force Power - Main secondary stat, improves Jedi Force damage Accuracy - Gives +hit and gives armor/spell pen over 100% Crit - gives melee, force and tech crit Surge - increased critical damage Alacrity - Cast/channel Haste [ Does not affect GD or channeled abilities]
Not Used: [atleast for our purposes] Presence - boosts companions health, damage and healing Tech Power - Found on weapons, works like Power but does not provide melee/ranged/force damage Armor - reduces physical and kinetic damage (all Tech and Force powers unless listed otherwise are Kinetic - Essentially, all damage) Defense - increases Parry/Deflect (deflect is just ranged parry) Shield - increases chance to be shielded on attack Absorption - increases the % of damage shaved off shielded attacks Expertise - PvP stat. Increases damage and healing done, reduces damage taken purely from players.
Priority List for stats currently are:
Willpower
Force Accuracy [Upto 100%, then its value will decrease]
Force Power
Alacrity
Force Crit
Surge
Do not think because Crit and Surge are low on the priority list, that they are not useful, the margin between alacrity and crit is very slim. All of these stats are highly valued.
Remember, with Stat Pointing Values [SPV] they will change with every single piece of gear, the only way to know for certain what is your personal priority list, you must use a Simulator to give a rating to each value. You may also use a Formulator to decide how to gear your character up. Currently the only known Formulator is being made by swtortools.com and swtor-tools.com
What is a Simulator? Don't be threatened by the sound of it, simply a simulator takes all information about your class, gear, talents, abilities and usable in-fight upgrades [Stimulants and Adrenals] and simulates a combat fight on a basic target for a certain amount of time [Usually 10,000 iterations and 300 seconds] and provides you with Stat Values, the most optimal DPS/HPS and even survival-ability techniques and an incredible amount of data. This tool can be used for absolute beginners to the most advanced experts in pro gaming. [Simulationcraft for World of Warcraft is a example]
What is a Formulator? A formulator is very similar to a Simulator however it takes the exact same information as a Simulator and also takes possible upgrades [Modifications and different items in gear] and mathematically tells you the absolute perfect way to gear your character for optimal performance in DPS, HPS and Survival-ability [Formulators use Stat Pointing Values]. A formulator when populated with all gear within the game will tell you what bosses give you upgrades and what modifications to make to your gear. [Rawr for World of Warcraft is a example]
These are NOT add-ons, but are applications not linked to your game, never add any programs to your game, they may contain viruses or may be malicious. They are populated with your charecters information purely from the OFFICIAL DATABASE. Please be aware of this and be safe.
Why is alacrity better then crit and surge? What spells benefit from alacrity? The following abilities benefit from alacrity:
Weaken Mind[The dot is faster] Mind Crush [ The dot is faster and the cast time] Turbulence Telekinetic throw Disturbance
As you can see 5/6 Abilities used in our priority list use alacrity. Also, this priority list depends on your talents, the value of surge is also lowered purely from the talent that increases its value by 50%. [This is also in debate as some abilties may fall into place by being under the GCD timer, ie, Abilities that have a cast time lower then 1.5seconds ].
7.0.0 CONSUMABLES
Here are the consumables you will want to use with this build:
Stimulant Flask
Exotech Resolve Stim Use: Increases Willpower by 128 and Power by 52 for 120 minutes. Only one stimpack can be active at a time. This effect persists through defeat.
Adrenal
This is your most desired adrenal Exotech Attack Adrenal Use: Increases Power by 535 for 15 seconds. (Cooldown: 3 minutes)
There is also the following usable:
Accuracy - Exotech Tech Adrenal Use: Increases Accuracy by 535 for 15 seconds. (Cooldown: 3 minutes)
Alacrity - Exotech Efficacy Adrenal Use: Increases Alacrity by 535 for 15 seconds. (Cooldown: 3 minutes)
Critical Rating - Exotech Critical Adrenal Use: Increases Critical Rating by 535 for 15 seconds. (Cooldown: 3 minutes)
Surge Rating - Exotech Force Adrenal Use: Increases Surge by 535 for 15 seconds. (Cooldown: 3 minutes)
8.0.0 COMPANIONS
The following is a detailed list about the confirmed companions for the Jedi Consular. Click the names of each companion to see their spell list.
Sex: Male
Race: Trandoshan
Planet: Typhon
Primary Stat: Aim
Companion type: Melee Tank
Armor: Heavy
Armament: Vibrosword
Light/Dark sided: Light
Loves – Weapons
Likes – Military Gear, Technology, Underworld Goods
Crafting: +5 Bioanalysis, +15 Archaeology
Sex: Male
Race: Human
Planet: Nar Shaddaa
Primary Stat: Cunning
Companion type: Ranged Healer
Armor: Medium
Armament: Blaster Pistol & Scattergun
Light/Dark sided: Neutral
Loves – Luxury, Technology
Likes – Courting, Cultural Artifacts, Underworld Goods
Note: Romanceable.
Crafting: +10 Cybertech, +10 Slicing
Sex: Male
Race: Twilek
Planet: Balmorra
Primary Stat: Cunning
Companion type: Ranged Damage
Armor: Medium
Armament: Sniper Rifle & Scattergun
Loves – Weapons
Likes – Military Gear, Underworld Goods
Note: Romanceable
Crafting: +15 Investigation, +1 Underworld Trading Crit
Sex: Male
Race: Human
Planet: Hoth
Primary Stat: Aim
Companion type: Ranged Tank
Armor: Medium
Armament: Blaster Rifle or Blaster Pistol & Shield generator
Light/dark sided: Light
Loves – Republic Memorabilia, Trophies, Courting (from females)
Likes – Luxury, Weapons
Crafting: +2 Armstech Crit, +2 Scavenging Crit
Sex: Female
Race: Human
Planet: Belsavis
Primary Stat: Willpower
Companion type: Melee Damage
Armor: Light
Armament: Doublebladed Lightsaber & Focus
light/dark sided: Light
Loves – Courting, Cultural Artifacts, Republic Memorabilia
Likes – Luxury, Underworld Goods
Crafting: +10 Synthweaving, +2 Diplomacy Crit
9.0.0 CREW SKILLS
Crew Skill Facts
- you can have 1(or 0) crafting skill, no limit on gathering skills, and mission skills
- you can learn all crew skills on Dromund Kaas / Coruscant, after those planets, you will find every crew skill trainer on every planet’s main base (main base is where your ship arrives)
- you can discover rare recipes while using crafting skills (I mean when your companions are using crafting skills), Reverse Engineering and some Mission Crew-Skills
- there are some companions with bonuses like “cybertech critical +1?, it gives the companion more chance to discover rare recipes
- you can only do gathering skills, your companions can do the crafting and missions
- yes, your droid is a companion
- every character knows reverse engineering, and you can reverse items your companions made (not all of them, for example you can’t reverse mods)
The Jedi Consular Companion's Crew skill bonuses are in favor of the crafting as a Synthweaver with Archaeology and Investigation. Qyzen Fess - Archaeology +15 Zenith - Investigation +15 Nadia Grell - Syndthweaving +10
These bonuses however are purely for Crew Skills and do not affect Min/Maxers, they offer no stat bonus or ability valuable in PvE or PvP. You may feel free to choose any Crew Skill you wish.
Personal Opinion: I will be using Biochem, Bioanalysis and Diplomacy purely for the variety of pots that can become infinite use, this will be a great advantage in PvP and possibly PvE. Not to mention the other crafting skills are finite amount of selling, once everyone has the gear, the market will go down. However, Stimulants and Adrenals will always be required for PvP and PvE, this results in a almost endless market. This however is my opinion, you may make great credits with the other Crew Skills.
10.0.0 MACROS AND ADD-ONS
Not implemented yet - Will be populated once they are in-game.
Rumors say BW are creating a API for addons and Macros and Combat Logging are high on their priority list.
11.0.0 SITH INQUISITOR CONVERSION CHART
Keep your friends close...and your enemies closer...
11.1.0 Sage Talents to Sorcerer
The following are all 3 Sage Talent Trees converted to the Sorcerers Talent Tree, please notify me of any errors.
11.1.1 Balance to Madness Talent tree Conversion
Adjudication > Claws of Decay
Assertion > Lingering Nightmares
Containment > Haunted Dreams
Critical Kinesis > Calcify
Focused Insight > Parasitism
Force Strike > Raze
Force Suppression > Deathmark
Force Synergy > Exploitive Strikes
Mental Potency > Fanaticism
Mental Scarring > Creeping Death
Pinning Resolve > Oppressing Force
Presence of Mind > Wrath
Psychic Absorption > Devour
Psychic Barrier > Sith Efficacy
Psychokinesis > Torment
Sever Force > Creeping Terror
Sharpened Mind > Calculating Mind
Telekinetic Balance > Madness
The Force in Balance > Death Field
Twin Disciplines > Unearthed Knowledge
Upheaval > Chain Shock
Will of the Jedi > Will of the Sith
11.1.2 Seer to Corruption Talent tree Conversion
Clairvoyance > Penetrating Darkness
Confound > Conspiring Force
Conveyance > Force Bending
Egress > Fadeout
Force Shelter > Reconstruct
Foresight > Lucidity
Healing Trance > Innervate
Immutable Force > Dark Mending
Kinetic Collapse > Backlash
Mend Wounds > Sith Purity
Pain Barrier > Empty Body
Penetrating Light > Seeping Darkness
Preservation > Efficacious Currents
Psychic Suffusion > Force Suffusion
Rejuvenate > Resurgence
Resplendence > Force Surge
Salvation > Revivification
Serenity > Life Surge
Valiance > Dark Resilience
Wisdom > Haunting Presence
11.1.3 Telekinetics to Lightning Talent tree Conversion
Blockout > Suppression
Clamoring > Force Convection
Concentration > Subversion
Disturb Mind > Exsanguinate
Force Wake > Electric Bindings
Inner Strength > Electric Induction
Mental Alactrity > Polarity Shift
Mental Longevity > Reserves
Mind's Eye > Lightning Spire
Psychic Projection > Lightning Barrage
Psychic Propulsion > Ethereality
Reverberation > Reverberating Force
Telekinetic Defense > Lightning Barrier
Telekinetic Effusion > Lightning Effusion
Telekinetic Momentum > Forked Lightning
Telekinetic Wave > Chain Lightning
Tidal Force > Lightning Storm
Tremors > Conduction
Turbulence > Thundering Blast
11.2.0 Sage Abilities to Sorcerer Abilities
This is a list of Sage Abilities converted to the Sorcerer Abilities, please notify me of any errors.
Battle Readiness > Overcharge Saber
Blackout > Blackout
Clairvoyant Strike > Voltaic Slash
Cloud Mind > Cloud Mind
Combat Technique > Dark Charge
Deflection > Deflection
Disturbance > Lightning Strike
Double Strike > Thrash
Force Breach > Discharge
Force Lift > Whirlwind
Force of Will > Unbreakable Will
Force Speed > Force Speed
Force Stun > Electrify
Force Technique > Lightning Charge
Force Wave > Overload
Forcequake > Force Storm
Healing Trance > Innervate
Kinetic Ward > Dark Ward
Low Slash > Low Slash
Mind Crush > Crushing Darkness
Mind Snap > Jolt
Project > Shock
Resilience > Force Shroud
Saber Strike > Saber Strike
Sever Force > Creeping Terror
Shadow Strike > Maul
Shadow Technique > Surging Charge
Slow Time > Wither
Spinning Kick > Spike
Technique > Charge
Telekenetic Throw > Force Lightning
Telekinetic Wave > Chain Lightning
The Force in Balance > Death Field
Weaken Mind > Affliction
Whirling Blow > Lacerate
11.3.0 Sith Inquisitor Companions Conversion
The following is a detailed list about the confirmed companions for the Sith Inquisitor. Please notify me of any errors.
Sex: Male
Race: Dashade
Planet: Korriban
Companion type: Melee Tank
Armor: Heavy
Armament: Vibrosword and Shield Generator
Starting Kit: Shockwave
Crafting: +15 Artifice , +5 Investigation
Sex: Male
Race:Pirate
Planet: Tatooine
Companion type: Ranged Damage
Armor: Medium
Armament: Dual Blasters
Starting Kit: Concussion Round
Note: Romanceable.
Crafting: +2 to Hacking crits, +2 to Underworld Trading crits
Sex: Female
Race: Togruta
Planet: Taris
Companion type: Melee Damage
Armor: Medium
Armament: Dual Lightsabers
Starting Kit: Energy Shield
Note: Romanceable. Goodie-twoshoes.
Crafting: +10 Synthweaving, +10 Diplomacy
Sex: Male
Race: Human
Planet: Hoth
Companion type: Ranged Healer
Armor: Medium
Armament: Blaster and Shield Generator
Starting Kit: Medpac
Crafting: +5 Treasure Hunting, +5 Archaeology crits
Sex: Male
Race: Kaleesh
Planet: XXXXX
Companion type: Ranged Tank
Armor: Light
Armament: Lightsaber and Shield Generator
Starting Kit: Shockwave
Note: Apprentice - Tank
Crafting: +10 Bioanalysis, +2 Scavenging crits

