The Jedi Consular

For more than 20,000 years, the Jedi Order has worked to promote peace and balance in the Galactic Republic, but each new day brings with it a new threat, promising to rip the Jedi and the entire galaxy apart. If the Republic is to survive, it needs leaders and visionaries; it needs the Jedi Consular.

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 their Lightsabers cut through their foes. Intimate attunement with the deepest Force mysteries gives Jedi Consulars the insight and empathy to deftly handle charged conflicts that confound even the most cunning Senators and governors—but Consulars know when it’s time to talk and when it’s time to fight. When negotiations turn aggressive, Consulars demonstrate their gifts of foresight—anticipating and deflecting enemy attacks with fluid strikes from their lightsaber.

Before they can dispel the darkness in the galaxy, Jedi Consulars know they must first come to terms with the darkness within. There’s no avoiding the temptation to take shortcuts or even to use their knowledge for personal power; Consulars must constantly check their own motives. When tempted to step onto the path leading to darkness, Consulars must remember the tormented fate of the Jedi who have passed that way before. This is the only way they can unite the Jedi Order and the Republic and rally the troops to rescue the galaxy from the menacing darkness.

Jedi Consular Combat

The power of Jedi Consulars goes far beyond meditation and mediation, and nothing illustrates this as vividly as their graceful movements in battle. Whether beset by an army of assassin droids or caught in the middle of soured negotiations, Jedi Consulars fight with an open conduit for the Force and manipulate massive elements to disable or even destroy their enemies.

Combat Styles Explanation

When creating a Jedi Consular, you will have the ability to choose between four Combat Styles: Guardian, Sentinel, Sage and Shadow, who all fight with Lightsabers and the light-side of the Force, but who each have very different ways of approaching combat. Your Combat Style choice is a permanent choice, so choose wisely.

If you are an experienced player and have the Legacy of Sacrifice Dark V unlock available, you will also be able to choose from the dark-side Force User options in the character creator including the Juggernaut, Marauder, Sorcerer or Assassin.

   

If you are a new player who doesn’t have those dark-side options available at character creation, later in the story, if you make dark-sided decisions and your character has turned towards the dark side by moving their character Alignment bar into the Dark, you will have the option to flip your chosen light-side Combat Style to it’s dark-sided counterpart, the Juggernaut, Marauder, Sorcerer or Assassin, while remaining a Jedi Consular. This choice to flip happens after you reach Chapter 3 of your Jedi Consular origin story. If you are an experienced player and have already earned the Dark V achievement on any of your characters on your server, instead, you can create a Jedi Consular with a dark-side Combat Style immediately during character creation right away, but you will not have the option to flip your character later.

(If you are a returning player and already have a Jedi Consular created but you haven’t logged into them since the Legacy of the Sith expansion came out, the first time you log into your Jedi Consular, if their alignment is even 1 Dark Side point away from 0, you’ll be given the option to flip your current combat style.)

In addition, when you complete Chapter 3 of the Jedi Consular Origin Story, subscribers will be able to pick up a second Combat Style. This second Combat Style choice is permanent, but you will be able to swap between your first and second choice while playing. You will be able to choose from Guardian, Sentinel, Sage and Shadow. If you have also earned the Dark V achievement on any of your characters on your serverm or flipped your Jedi Consular form light to dark, you will be able to choose from the dark-sided Combat Styles as well, and the Juggernaut, Marauder, Sorcerer or Assassin will be added to the list you can choose from for your second Combat Style.

If you are an experienced player and have already completed Chapter 3 of a class story on any of your characters on your server, subscribers will be able to choose your second Combat Style immediately after your create your character, and you won’t have to wait to complete your Jedi Consular story to pick up your second style.

Disciplines: Once you have chosen your Jedi Consular’s Combat Style and finished creating your character, you can then choose your Discipline. Your Discipline is your specialized way of fighting, and each Combat Style has three options to choose from. Your Discipline is not a permanent choice, and you can easily switch between the three discipline options tied to your Combat Style. If you are a subscriber who has a second Combat Style chosen, you’ll have six total Disciplines you can choose from at any given time.

Combat Style Options

The Jedi Consular Origin Story can choose between eight Force-user Combat Styles: Guardian, Sentinel, Sage and Shadow, and if they have them unlocked, the dark-side Juggernaut, Marauder, Sorcerer, and Assassin. The “traditional” Combat Styles for the Jedi Consular are the Sage and Shadow, but all eight of the Combat Styles below are now available for the Jedi Consular.

Combat StyleDisciplineRoleDistanceDisciplineCombat Style
SentinelWatchman DOT Damage Melee RangeAnnihilationMarauder
Combat Burst Damage Melee RangeCarnage
Concentration Burst Damage Melee RangeFury
GuardianDefenseTank Melee RangeImmortalJuggernaut
Vigilance DOT (AOE) Damage Melee RangeVengeance
Focus Burst Damage Melee RangeRage
ShadowKinetic CombatTank Melee RangeDarkness
Assassin
Infiltration Burst Damage Melee RangeDeception
Serenity DOT Damage Melee RangeHatred
SageSeer Healer Long RangeCorruptionSorcerer
Telekinetics Burst Damage Long RangeLightning
Balance DOT Damage Long RangeMadness

Sentinel

Control and focus are the hallmarks of the Sentinel. Through years of training the Sentinel learns the art of using two Lightsabers simultaneously to create an intricate web of damage that is almost impossible to evade. Manipulating the Force, the Sentinel can see holes in the enemy defense, potential flaws in their own technique and how best to plan for both.

The Sentinel wields a pair of lightsabers, and can switch between three different Disciplines: Watchman, Combat, and Concentration. The Sentinel acts as a Damage role in combat.

Watchman

Some try to take down their opponent with a single blow, but the Watchman Sentinel chooses to utilize calculated strikes that continue to dismantle their foe over time. An aggressive stance and merciless offense help to keep the Watchman’s foe from comprehending the toll they’ve taken until it’s too late.

Combat

A lively flurry of dual lightsabers and Force abilities, the Combat Sentinel specializes in unrelenting volume. Rushing into battle with skilled precision, the barrage of overwhelming strikes increase the Combat Sentinel’s vigor until their enemy is little more than a memory.

Concentration

Absolute awareness in the moment brings the Force to bear – a fact that the Concentration Sentinel knows well. However many opponents they may face, the Concentration Sentinel leaps into battle with focused bursts of power while maintaining a balanced stance that offers protection against the enemy’s attempts at exhausting them.

  • Role: Damage
  • Type: Damage Over Time
  • Weapon: Double Lightsabers
  • Distance: Melee Range
  • Mirror: Marauder- Annihilation
  • Role: Damage
  • Type: Burst Damage
  • Weapon: Double Lightsabers
  • Distance: Melee Range
  • Mirror: Marauder – Carnage
  • Role: Damage
  • Type: Hybrid Burst Damage and Damage Over time
  • Weapon: Double Lightsabers
  • Distance: Melee Range
  • Mirror: Marauder – Fury
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Watchman for New Players

  •  Sentinels start without any Focus, which is their energy pool for attacks. This might make them harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Focus up before you can use some of your other abilities. It’s easy to build Focus, but you can’t button mash.
  • Watchman is melee range. That means you must be very close to your enemy to attack, which can be harder for new players to get used to. You get a jump ability to help you get into combat quicker and can throw your double lightsabers if you get too far away.
  • This style is very mobile and you can easily run and jump around while fighting without any issues!
  • Of the three Sentinel disciplines, I found Watchman to be the easiest to learn.

Combat for New Players

  • Sentinels start without any Focus, which is their energy pool for attacks. This might make them harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Focus up before you can use some of your other abilities. It’s easy to build Focus, but you can’t button mash. Combat is especially tight with Focus when playing at a high-end.
  •  Combat’s style is melee range. That means you must be very close to your enemy to attack, which can be harder for new players to get used to. You get a jump ability to help you get into combat quicker and can throw your double lightsabers if you get too far away.
  •  This style is very mobile and you can easily run and jump around while fighting without any issues!
  • Combat is the most interesting of the three Sentinel disciplines, as it can be very easy to play or very complicated to play depending on how deep you want to dive into it. It’s also one of the few classes that you really, really must first earn and obtain two pieces of high-level equipment before you can play it smoothly, which makes it less accessible than the other two Sentinel disciplines. However, once you have those two gear pieces, if you can memorize a tight 19-ability rotation, even newer players can do incredibly high damage. I highly recommend looking up a guide while learning this class at a high level.

Concentration for New Players

  • Sentinels start without any Focus, which is their energy pool for attacks. This might make them harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Focus up before you can use some of your other abilities. It’s easy to build Focus, but you can’t button mash.
  •  This style is very mobile and you can easily run and jump around while fighting without any issues!
  • Concentration is melee range. That means you must be very close to your enemy to attack, which can be harder for new players to get used to. You do get a long-range and a short-range jump ability to help you get into combat quicker.
  • Of the three Sentinel disciplines, I found Concentration to be the hardest to learn, as their need to gain Focus is the most difficult to manage of the three. Luckily, there’s an 11-ability rotation you can memorize that will walk you through the difficulty of managing your Focus! I highly recommend looking up a guide while learning this class at a high level.

Cool Abilities

  • The Watchman Discipline is based on two DOTs (Damage over time).
  • Force Melt, use the Force to melt the enemy, causing damage over time.
  • Cauterize, attack the enemy and cause additional burning damage over time.
  • Merciless Slash, strikes the target with both lightsabers and reduce the cooldown on the ability the more it’s used.
  •  Force Camouflage, a temporary stealth for protection and sneaking past enemies.
  • Force Leap, jump to an enemy, and you get it at level 1!
  • Blade Blitz, rush forward quickly with your lightsaber (optional).
  • Twin Saber Throw, throw both your lightsabers at a far away enemy.
  •  Force Sweep, smash the ground with your lightsabers and hit all enemies around you.

Cool Abilities

  • The Combat Discipline is all about making the best use of your many special attack buffs, using your strongest abilities in the window where you can do the most damage.
  • Lance, pierce an enemy with both lightsabers, preventing their escape.
  • Clashing Blast, throw a powerful burst of Force.
  •  Force Camouflage, a temporary stealth for protection and sneaking past enemies.
  • Force Leap, jump to an enemy.
  • Blade Blitz, rush forward quickly with your lightsaber (optional).
  • Twin Saber Throw, throw both your lightsabers at a far away enemy.
  •  Force Sweep, smash the ground with your lightsabers and hit all enemies around you.

Cool Abilities

  • Concentration is a discipline that a lot of players like as it is almost pure memorization – once you have memorized and understand the rotation you can just fly through it in sequence for the most part. The rotation focuses on keeping your stacks of Centering up which help renew your energy, which is called your Focus.
  • Zealous Leap, short-range jump to an enemy and uses both lightsabers to immobilize and deal damage to the enemy.
  • Concentrated Slice, strike an enemy with a powerful slash of your lightsaber.
  • Focused Burst, push a strong burst of force at the enemy.
  •  Force Camouflage, a temporary stealth for protection and sneaking past enemies.
  • Force Leap, jump to an enemy.
  • Blade Blitz, rush forward quickly with your lightsaber (optional).
  • Twin Saber Throw, throw both your lightsabers at a far away enemy.
  •  Force Sweep, smash the ground with your lightsabers and hit all enemies around you.

Guardian

A wall between the good people of the Republic and their enemies, the Guardian stands firm in the face of overwhelming odds and dares opponents to attack. Perfect concentration and use of the Force allows smooth movement even in heavy armor – making the Guardian a hard target to take down. Leaders on and off the battlefield, Guardians are known for inspiring allies to amazing feats, making them invaluable for conflicts of any size.

The Guardian wields a single lightsaber, and can switch between three different Disciplines: Defense, Vigilance, and Focus. The Guardian can act as a Damage or Tank role in combat.

Vigilance

Operating through a disciplined state of enlightened focus, the Vigilance Guardian defends by providing would-be attackers with a torrential offense. The Vigilance Guardian enters the fray nimble and alert, unleashing a whirlwind of lightsaber plasma and Force attacks that leaves any adversaries cauterized and bewildered – if they’re still conscious.

Defense

The great protector among Jedi Knights, the Defense Guardian is able to withstand even the most brutal assaults, and can give as good as they take. Even while dealing powerful blows, the Defense Guardian can reduce the impact of any attacks that come their way, making them key participants at the front line of any battle.

Focus

The ways of the Force can reveal themselves to a Jedi Knight through intense concentration and, most importantly, focus. The Focus Guardian uses debilitating bursts of lightsaber strikes and Force powers to exhaust their foes, crushing any hopes they had of mounting an effective offense.

  • Role: Damage
  • Type: Damage Over Time
  • Weapon: Single Lightsaber
  • Distance: Melee Range
  • Mirror: Juggernaut – Vengeance
  • Role: Tank
  • Weapon: Single Lightsaber
  • Distance: Melee Range
  • Mirror: Juggernaut – Immortal
  • Role: Damage
  • Type: Burst Damage
  • Weapon: Single Lightsaber
  • Distance: Melee Range
  • Mirror: Juggernaut – Rage
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Vigilance for New Players

  • Vigilance is melee range. That means you must be very close to your enemy to attack, which can be harder for new players to get used to, but you have a jump ability to help you close the gap between you and your enemy
  • This style is very mobile and you can easily run and jump around while fighting without any issues!
  • Guardians start without any Focus, which is their energy pool for attacks. This makes them a bit harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Focus up before you can use some of your other abilities.
  • I recently started playing Vigilance and with the help of a guide I found it fun and easy to play once I understood how it worked! Vigilance is a great combination of memorization plus a bit of improvisation. I didn’t find it too hard to learn, but you’ll need to use about 10 abilities to get it to flow well.
  • Vigilance is perfect for defeating clusters of enemies, easily taking out groups of 3 or more with its burns and ground smash.

Defense for New Players

  •  Defense is a tank style, which means it does less damage, but can stay alive more easily.
  •  Most players recommend to level as a damage style, then switch to tank when you are ready for group content.
  • In group content, tanks are expected to take a unique leadership role, not just do damage, which can be challenging for new players.
  • Defense is the most melee-focused tank which can be difficult for new players, but it is not the hardest tank to learn.

Focus for New Players

  • Focus is melee range. That means you must be very close to your enemy to attack, which can be harder for new players to get used to, but you have three jump abilities and a dash to help you close the gap between you and your enemy.
  • This style is very mobile and you can easily run and jump around while fighting without any issues!
  • Guardians start without any Focus, which is their energy pool for attacks. This makes them a bit harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build and keep your Focus up before you can use some of your other abilities.
  • Focus at a higher skill level is very memorization-focused – if you can remember the order of using your abilities, you don’t have to do a lot of on-the-fly decisions for your abilities compared to other classes.
  • Focus is more for huge single target damage compared to its sister discipline Vigilance.

Cool Abilities

  • Vigilance is all about front-loading your heaviest hitters, then using your filler abilities for a while.
  • It’s also is about maintaining your Focus, and learning how to keep it up. Once you’ve learned your Focus-earning abilities it’s a lot of fun and very fast!
  • Force Leap, jump to an enemy.
  • Guardian Leap, leap to a friend.
  • Saber Reflect, reflect incoming damage back at enemies (optional).
  • Blade Blitz, rush forward quickly with your lightsaber (optional).
  • Enure, heal yourself temporarily to survive.
  • Force Push, push an enemy backwards or off a ledge.
  • Saber Throw, throw your lightsaber at a far away enemy.
  •  Force Sweep, smash the ground with your lightsaber and hit all enemies around you.
  • Awe, blind all enemies around you (optional).

Cool Abilities

  • Guardians have many small and large-scale defensive abilities to keep them alive.
  • Leap, jump to an enemy.
  • Guardian Leap, leap to a friend.
  • Hilt Smash, bash an enemy with your lightsaber to gain threat.
  • Saber Reflect, reflect incoming damage back at enemies (optional).
  • Blade Blitz, rush forward quickly with your lightsaber (optional).
  • Enure, heal yourself temporarily to survive.
  • Challenging Call, causes enemies to focus on you.
  • Force Push, push an enemy backwards or off a ledge.
  • Saber Throw, throw your lightsaber at a far away enemy
  •  Force Sweep, smash the ground with your lightsaber and hit all enemies around you.
  • Awe, blind all enemies around you (optional).

Cool Abilities

  • Focus is all about keeping your Focus energy up so you can use your strongest ability three times in a row.
  • Force Leap, jump to an enemy.
  • Guardian Leap, leap to a friend.
  • Zealous Leap, short jump to an enemy.
  • Saber Reflect, reflect incoming damage back at enemies (optional).
  • Blade Blitz, rush forward quickly with your lightsaber (optional).
  • Enure, heal yourself temporarily to survive.
  • Force Push, push an enemy backwards or off a ledge.
  • Saber Throw, throw your lightsaber at a far away enemy.
  •  Force Sweep, smash the ground with your lightsaber and hit all enemies around you.
  • Awe, blind all enemies around you (optional).

Shadow

A Shadow serves the Jedi Order by being a silent observer and, when action is necessary, a subtle hand. To avoid rash decisions on the part of the Council, Shadows go unseen, gathering information and quietly thwarting those who seek to threaten the Jedi order. Employing Force techniques that cloud enemy minds, Shadows slip into hostile territory, and when necessary, they strike enemies down with deadly efficiency.

The Shadow wields a double-bladed lightsaber, and can switch between three different disciplines: Kinetic Combat, Infiltration and Serenity. The Shadow can act as a Damage or Tank role in combat.

Kinetic Combat

A powerful connection to the Force allows the Kinetic Combat Shadow to draw the opposition’s attention while also warding off their attacks. Add to that a formidable Force-based offense, and it becomes clear that the Kinetic Combat Shadow can serve as an effective bulwark against any foe.

Infiltration

Planning a coordinated attack from a position of stealth and striking at the most opportune of times, the Infiltration Shadow is a master of surprise. By adopting special Force techniques, the Shadow’s attacks can become even more effective, building to a powerful crescendo that the opposition won’t even see coming.

Serenity

The Serenity Shadow is ever mindful that the Force ebbs and flows, and uses this knowledge to great advantage. Able to wield the Force against multiple targets while wresting vitality from the enemy, the Serenity Shadow can even stand up to opponents in close combat.

  • Role: Tank
  • Weapon: Double-bladed Lightsaber
  • Distance: Short Range
  • Mirror: Assassin – Darkness
  • Role: Damage
  • Type: Burst Damage
  • Weapon: Double-bladed Lightsaber
  • Distance: Short Range
  • Mirror: Shadow – Deception
  • Role: Damage
  • Type: Damage Over time
  • Weapon: Double-bladed Lightsaber
  • Distance: Short Range
  • Mirror: Sorcerer – Hatred
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Kinetic Combat for New Players

  • Kinetic Combat is a tank style, which means it does less damage, but can stay alive more easily.
  •  Most players recommend to level as a damage style, then switch to tank when you are ready for group content.
  •  In group content, tanks are expected to take a unique leadership role, not just do damage, which can be challenging for new players.
  • Kinetic Combat is the most complex of the three tanking styles.

Infiltration for New Players

  • Infiltration is melee range. That means you must be very close to your enemy to attack, which can be harder for new players to get used to, but you have a jump ability to help you close the gap between you and your enemy.
  • This style is very mobile and you can easily run and jump around while fighting without any issues!
  • Most of your abilities are clickable at the beginning of a fight, while your main ability needs to have other things happen first before it can be used. However it will become clickable over time even if you just use random attacks first.
  • Infiltration is quite easy to learn as you mainly use the sparkling abilities highlighted on your bars as they light up! Keeping your energy or force levels up is fairly easy.

Serenity for New Players

  • Serenity is a damage-over-time discipline – you’ll have to watch and track the timers of two of the attack debuffs you place on your enemies, making it a slightly harder discipline to play.
  •  Serenity is mostly melee range, which means you must be very close to your enemy to attack, which can be harder for new players to get used to, but you have a jump ability to help you close the gap between you and your enemy, force speed to get there faster, and one of your main longer-range abilities will root your enemy in place so they can’t move.
  •  This style is very mobile and you can easily run and jump around while fighting without any issues! Two of your abilities have a longer range if you get a little lost too.
  • If you are able to watch your debuff timers, this discipline is decently easy to learn with a guide.

Cool Abilities

  •  Kinetic Combat focuses on keeping up a series of protective wards over time, formed from rocks and your double-bladed lightsaber.
  • Mass Mind Control, causes enemies to focus on you.
  • Stealth, the only tank with stealth allowing you to sneak past enemies.
  •  Mind Maze, cause an enemy to fall asleep while stealthed, allowing you and your group to sneak past.
  • Shadow Stride, leap to an enemy.
  • Force Pull, pull an enemy to you.
  • Force Speed, fast movement speed.
  • Force Wave, a knock-back (optional).
  • Force Slow, slow enemies down and deal damage.

Cool Abilities

  • Infiltration is all about building up stacks so you can use your special Force Breech ability – while taking good advantage of stealth during combat.
  • Stealth, allowing you to sneak past enemies.
  •  Mind Maze, cause an enemy to fall asleep while stealthed, allowing you and your group to sneak past.
  • Shadow Stride, leap to an enemy.
  • Force Speed, fast movement speed.
  • Force Wave, a knock-back (optional).
  • Force Slow, slow enemies down.

Cool Abilities

  • Serenity is all about keeping your damage-over-time abilities on your enemy as they are about to run out, rather than button mashing them over and over.
  • Serenity is one of few disciplines that has the ability to “steal” life from the enemy, healing you as you hit them.
  • Force in Balance, which is a large area attack that makes Serenity great for multiple enemies.
  • Stealth, allowing you to sneak past enemies.
  •  Mind Maze, cause an enemy to fall asleep while stealthed, allowing you and your group to sneak past.
  • Shadow Stride, leap to an enemy.
  • Force Speed, fast movement speed.
  • Force Wave, a knock-back (optional).
  • Force Slow, slow enemies down.

Sage

The mysteries of the Force are endless. A Jedi Sage, deeply attuned to the Force and devoted to uncovering its esoteric secrets, knows this better than any in the galaxy. These masters of the Force are famed for their wisdom and empathy as much as they are for their powerful healing and defensive skills. In troubled times, a Sage brings together the wisdom of the past with cutting insight and the power of the Force to change the flow of galactic events.

The Sage wields a single lightsaber but focuses on using the Force in combat, and can switch between three different disciplines: Seer, Telekinetics, and Balance. The Sage can act as a Damage or Healer role in combat.

Seer

The Seer is the rejuvenation master of Sages, assisting with an array of Force Healing powers that grant allies the strength to continue through even the harshest of encounters. Separated from the heart of the fray, the Seer can be an unfailing warden to those in need.

Telekinetics

At one with the environment, the Telekinetics Sage manipulates the essence of the surrounding elements with the power of the Force to mount powerful distance attacks. Waves of turbulence and torrential gusts of telekinetic energy make for a potent combination that can pummel even the toughest adversaries into submission.

Balance

There is serenity in balance, and no one knows this better than the Balance Sage. Able to assail multiple targets at once while at the same time absorbing their vitality, the Balance Safe is a formidable presence in long-range engagements.

  • Role: Healer
  • Weapon: Single Lightsaber, though it is not used
  • Distance: Long Range
  • Mirror: Sorcerer – Corruption
  • Role: Damage
  • Type: Burst Damage
  • Weapon: Single Lightsaber, though it is not used
  • Distance: Long Range
  • Mirror: Sorcerer – Lightning
  • Role: Damage
  • Type: Damage Over Time
  • Weapon: Single Lightsaber, though it is not used
  • Distance: Long Range
  • Mirror: Sorcerer – Madness
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Seer for New Players

  •  Seer is a healer style, which makes it harder to learn than a damage class for most new players.
  •  Most players recommend to level as a damage style, then switch to healer when you are ready for group content.
  •  All three healer styles are not too hard to start healing with, just select a player and heal with a green ability.
  • Of the three healers, I found the Sage healer to be the easiest to keep track of without any additional tools.

Telekinetics for New Players

  • Telekinetics is long-range, making it easier to hit moving targets compared to melee characters for new players.
  • Some abilities require that you stand still to use them, like a turret, but you have some options later on that makes this even easier to deal with and making it easy to move around.
  • Most abilities can simply be used, you don’t need to activate them in any way first.
  • I consider Telekinetics very fun and easy for new players!

Balance for New Players

  • Balance is long-range, making it easier to hit moving targets compared to melee characters for new players.
  • Balance is a damage-over-time class which means you need to build up your attacks over time, and to be effective you need to learn to spread your damage out across multiple enemies, which can make it slightly harder to learn than attacking one enemy at a time for new players.

Cool Abilities

  •  Seer focuses on a mix of single and multi-target heals and shields.
  • Force Armor can be placed on all your team-mates one by one to protect them.
  • Wandering Mend is a smart heal that bounces to the closest person with the lowest health when triggered.
  • Salvation is a circular area heal that heals everyone in its perimeter.
  • Force Mend, an immediate self-heal.
  • Revival, bring allies back to life in combat.
  • Force Barrier, an invulnerability shield.
  • Force Speed, fast movement speed.
  • Phase Walk, a teleport (optional)
  • Force Wave, a knock-back.
  • Rescue, pull a friend to you.
  • Force Lift, lift an enemy out of the fight temporarily (optional).

Cool Abilities

  • Telekinetics focuses on long-range force-based attacks including gusts of wind and Force energy, and throwing stones and rocks.
  • As you get better at playing Telekinetics, you can cast your abilities fast and faster, until they are flying at dizzying speeds.
  • Force Quake, a large ground-based earthquake attack.
  • Force Speed, fast movement speed.
  • Phase Walk, a teleport (optional).
  • Force Barrier, an invulnerability shield.
  • Force Mend, an immediate self-heal.
  • Force Wave, a knock-back.
  • Rescue, pull a friend to you.
  • Force Lift, lift an enemy out of the fight temporarily (optional).

Cool Abilities

  •  Balance focuses on telepathic attacks and redistributing life from your enemy to you.
  • Balance is great against multiple enemies due to its damage spreading.
  • Force Quake, a large ground-based earthquake attack.
  • Force Speed, fast movement speed.
  • Phase Walk, a teleport (optional).
  • Force Barrier, an invulnerability shield.
  • Force Mend, an immediate self-heal.
  • Force Wave, a knock-back.
  • Rescue, pull a friend to you.
  • Force Lift, lift an enemy out of the fight temporarily (optional).

Marauder

Entrusted with the task of destroying the Empire’s enemies, the dual-wielding Marauders embody the teachings of Naga Sadow. Never hesitating, never faltering, there is no swifter bringer of pain in the galaxy.

The Marauder wields a pair of lightsabers, and can switch between three different Disciplines: Annihilation, Carnage and Fury. The Marauder acts as a Damage role in combat.

Annihilation

Annihilation doesn’t have to be instantaneous – and that’s how the Annihilation Marauder likes it. With lightsaber and Force attacks designed to bleed their foe and increasing their potency with an aggressive combat form, the Annihilation Marauder causes deep, rupturing wounds that add up until it’s too late for their prey.

Carnage

Agile and swift, the Carnage Marauder wins the day by way of sheer volume. As a devastating flurry of dual lightsaber strikes and Force attacks overwhelm their foe, each successful flow can serve to embolden the Carnage Marauder in their assault, making them all the more deadly.

Fury

The dark side can be a powerful ally when one channels their inner fury, and no one knows this better than the Fury Marauder. Faced with one opponent or many, the Fury Marauder strikes with raging bursts of power while maintain a balanced stance that offers protection against the enemy’s attempts at obliteration.

  • Role: Damage
  • Type: Damage Over Time
  • Weapon: Double Lightsabers
  • Distance: Melee Range
  • Mirror: Sentinel – Watchman
  • Role: Damage
  • Type: Burst Damage
  • Weapon: Double Lightsabers
  • Distance: Melee Range
  • Mirror: Sentinel – Combat
  • Role: Damage
  • Type: Hybrid Burst Damage and Damage Over time
  • Weapon: Double Lightsabers
  • Distance: Melee Range
  • Mirror: Sentinel – Concentration
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Annihilation for New Players

  • Marauders start without any Rage, which is their energy pool for attacks. This might make them harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Rage up before you can use some of your other abilities. It’s easy to build Rage, but you can’t button mash.
  • Annihilation is melee range. That means you must be very close to your enemy to attack, which can be harder for new players to get used to. You get a jump ability to help you get into combat quicker and can throw your double lightsabers if you get too far away.
  •  This style is very mobile and you can easily run and jump around while fighting without any issues!
  • Of the three Marauder disciplines, I found Annihilation to be the easiest to learn.

Carnage for New Players

  • Marauders start without any Rage, which is their energy pool for attacks. This might make them harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Rage up before you can use some of your other abilities. It’s easy to build Rage, but you can’t button mash. Carnage is especially tight with Rage when playing at a high-end.
  •  Carnage is melee range, which means you must be very close to your enemy to attack, which can be harder for new players to get used to. You get a jump ability to help you get into combat quicker and can throw your double lightsabers if you get too far away.
  •  This discipline is very mobile and you can easily run and jump around while fighting without any issues!
  • Carnage is the most interesting of the three Marauder disciplines, as it can be very easy to play or very complicated to play depending on how deep you want to dive into it. It’s also one of the few classes that you really, really must first earn and obtain two pieces of high-level equipment before you can play it smoothly, which makes it less accessible than the other two Marauder disciplines. However, once you have those two gear pieces, if you can memorize a tight 19-ability rotation, even newer players can do incredibly high damage. I highly recommend looking up a guide while learning this class at a high level.

Fury for New Players

  • Marauders start without any Rage, which is their energy pool for attacks. This might make them harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Rage up before you can use some of your other abilities. It’s easy to build Rage, but you can’t button mash.
  • This discipline is very mobile and you can easily run and jump around while fighting without any issues!
  • Fury is melee range, which means you must be very close to your enemy to attack, which can be harder for new players to get used to. You do get a long-range and a short-range jump ability to help you get into combat quicker.
  •  Of the three Marauder disciplines, I found Fury to be the hardest to learn, as their need to gain Rage  is the most difficult to manage of the three. Luckily, there’s an 11-ability rotation you can memorize that will walk you through the difficulty of managing your Rage! I highly recommend looking up a guide while learning this class at a high level.

Cool Abilities

  • The Annihilation Discipline is based on two DOTs (Damage over time).
  •  Force Rend, use the Force to rend the enemy, causing damage over time.
  •  Rupture, attack the enemy and cause additional bleeding damage over time.
  •  Annihilate, strikes the target with both lightsabers and reduce the cooldown on the ability the more it’s used.
  • Force Camouflage, a temporary stealth for protection and sneaking past enemies.
  • Force Charge, jump to an enemy, and you get it at level 1!
  •  Mad Dash, rush forward quickly with your lightsaber (optional).
  • Dual Saber Throw, throw both your lightsabers at a far away enemy.
  •  Smash, smash the ground with your lightsabers and hit all enemies around you.

Cool Abilities

  •  The Carnage Discipline is all about making the best use of your many special attack buffs, using your strongest abilities in the window where you can do the most damage.
  •  Gore, impale an enemy with both lightsabers, preventing their escape.
  •  Devastating Blast, throw a powerful burst of Force.
  • Force Camouflage, a temporary stealth for protection and sneaking past enemies.
  • Force Charge, jump to an enemy.
  •  Mad Dash, rush forward quickly with your lightsaber (optional).
  • Dual Saber Throw, throw both your lightsabers at a far away enemy.
  •  Smash, smash the ground with your lightsabers and hit all enemies around you.

Cool Abilities

  •  Fury is a discipline that a lot of players like as it is almost pure memorization – once you have memorized and understand the rotation you can just fly through it in sequence for the most part. The rotation focuses on keeping your stacks of Fury up which help renew your energy, which is called your Rage.
  •  Obliterate, short-range jump to an enemy and uses both lightsabers to immobilize and deal damage to the enemy.
  •  Furious Strike, strike an enemy with a powerful slash of your lightsaber.
  • Raging Burst, push a strong burst of force at the enemy.
  • Force Camouflage, a temporary stealth for protection and sneaking past enemies.
  • Force Charge, jump to an enemy.
  •  Mad Dash, rush forward quickly with your lightsaber (optional).
  • Dual Saber Throw, throw both your lightsabers at a far away enemy.
  •  Smash, smash the ground with your lightsabers and hit all enemies around you.

Juggernaut

Stalwart defenders of the Sith Empire, Juggernauts embody the teachings of Marka Ragnos, charging into enemies with heavy armor and pure rage.

The Juggernaut wields a single lightsaber, and can switch between three different Disciplines: Immortal, Vengeance, and Rage. The Juggernaut can act as a Damage or Tank role in combat.

Vengeance

Operating through a revenge-fueled state of sadistic rage, the Vengeance Juggernaut halts would-be attackers with a torrential offense. The Vengeance Juggernaut enters the fray fast and hard, unleashing a whirlwind of slashing bleeds and Force attacks on bones and armor that leaves any adversaries wondering what just happened – if they’re still conscious.

Immortal

The most resilient among the Sith, the Immortal Juggernaut is able to withstand even the most brutal assaults, and can give as good as they take. Even while dealing powerful blows, the Immortal Juggernaut can reduce the impact of any attacks that come their way, making them key participants at the front line of any battle.

Rage

The path to power in the Dark Side comes to the Sith through intense passion and, most importantly, rage. The Rage Juggernaut uses debilitating bursts of lightsaber strikes and Force powers to exhaust their foes, crushing any hopes they had of mounting an effective offense.

  • Role: Damage
  • Type: Damage Over Time
  • Weapon: Single Lightsaber
  • Distance: Melee Range
  • Mirror: Guardian – Vigilance
  • Role: Tank
  • Weapon: Single Lightsaber
  • Distance: Melee Range
  • Mirror: Guardian – Defense
  • Role: Damage
  • Type: Burst Damage
  • Weapon: Single Lightsaber
  • Distance: Melee Range
  • Mirror: Guardian – Focus
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Vengeance for New Players

  • Vengeance is melee range, which means you must be very close to your enemy to attack, which can be harder for new players to get used to, but you have a jump ability to help you close the gap between you and your enemy
  •  This style is very mobile and you can easily run and jump around while fighting without any issues!
  • Juggernauts start without any Rage, which is their energy pool for attacks. This makes them a bit harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Rage up before you can use some of your other abilities.
  • I recently started playing Vengeance and with the help of a guide I found it fun and easy to play once I understood how it worked! Vengeance is a great combination of memorization plus a bit of improvisation. I didn’t find it too hard to learn, but you’ll need to use about 10 abilities to get it to flow well.
  •  Vigilance is perfect for defeating clusters of enemies, easily taking out groups of 3 or more with its bleeds and ground smash.

Immortal for New Players

  •  Immortal is a tank style, which means it does less damage, but can stay alive more easily.
  •  Most players recommend to level as a damage style, then switch to tank when you are ready for group content.
  •  In group content, tanks are expected to take a unique leadership role, not just do damage, which can be challenging for new players.
  •  Immortal is the most melee-focused tank which can be difficult for new players, but it is not the hardest tank to learn.

Rage for New Players

  •  Rage is melee range, which means you must be very close to your enemy to attack, which can be harder for new players to get used to, but you have three jump abilities and a dash to help you close the gap between you and your enemy.
  •  This style is very mobile and you can easily run and jump around while fighting without any issues!
  •  Juggernauts start without any Rage, which is their energy pool for attacks. This makes them a bit harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Rage up before you can use some of your other abilities.
  • Rage at a higher skill level is very memorization-focused – if you can remember the order of using your abilities, you don’t have to do a lot of on-the-fly decisions for your abilities compared to other classes.
  •  Rage is more for huge single target damage compared to its sister discipline Vengeance.

Cool Abilities

  • Vengeance is all about front-loading your heaviest hitters, then using your filler abilities for a while.
  • It’s also is about maintaining your Rage, and learning how to keep it up. Once you’ve learned your Rage-earning abilities it’s a lot of fun and very fast!
  • Force Charge, jump to an enemy.
  •  Intercede, leap to a friend.
  • Saber Reflect, reflect incoming damage back at enemies (optional).
  •  Mad Dash, rush forward quickly with your lightsaber (optional).
  •  Endure Pain, heal yourself temporarily to survive.
  •  Force Push, push an enemy backwards or off a ledge.
  •  Saber Throw, throw your lightsaber at a far away enemy.
  •  Smash, smash the ground with your lightsaber and hit all enemies around you.
  •  Intimidating Roar, stun all enemies around you (optional).

Cool Abilities

  •  Juggernauts have many small and large-scale defensive abilities to keep them alive.
  • Force Leap, jump to an enemy.
  •  Intercede, leap to a friend.
  •  Backhand, smack an enemy with your left hand to gain threat.
  • Saber Reflect, reflect incoming damage back at enemies (optional).
  •  Mad Dash, rush forward quickly with your lightsaber (optional).
  •  Endure Pain, heal yourself temporarily to survive.
  •  Threatening Scream, causes enemies to focus on you.
  •  Force Push, push an enemy backwards or off a ledge.
  •  Saber Throw, throw your lightsaber at a far away enemy.
  •  Smash, smash the ground with your lightsaber and hit all enemies around you.
  •  Intimidating Roar, stun all enemies around you (optional).

Cool Abilities

  •  Rage is all about keeping your Rage energy up so you can use your strongest ability three times in a row.
  • Force Charge, jump to an enemy.
  •  Intercede, leap to a friend.
  •  Obliterate, short jump to an enemy.
  • Saber Reflect, reflect incoming damage back at enemies (optional).
  •  Mad Dash, rush forward quickly with your lightsaber (optional).
  •  Endure Pain, heal yourself temporarily to survive.
  •  Force Push, push an enemy backwards or off a ledge.
  •  Saber Throw, throw your lightsaber at a far away enemy.
  •  Smash, smash the ground with your lightsaber and hit all enemies around you.
  •  Intimidating Roar, stun all enemies around you (optional).

Assassin

Assassins leap from the shadows, channeling Force lightning through their double-bladed Lightsabers to disable and drain their enemies. They are masters of subterfuge, feared by even the most terrible opponents.

The Assassin wields a double-bladed lightsaber, and can switch between three different disciplines: Darkness, Deception and Hatred. The Assassin can act as a Damage or Tank role in combat.

Darkness

In darkness, there is protection. A darkness assassin acts in defense of their allies, using the dark side of the force to ward off attacks and launch powerful channels of force lightning while standing their ground against even the most formidable enemies.

Deception

From the murky depths of the dark side, the deception assassin emerges with a calculated plan. As the assassin presses the attack, force lightning accumulates within their double bladed lightsaber results in  massive discharges that can ravage the assassins opponent before they even know what hit them.

Hatred

Hate feeds the dark side of the force, and no one knows this better than the hatred assassin. Able to command dark force powers that assault many targets at once or sap an enemies very essence from a distance, the hatred assassin can also stand face-to-face against any foe.

  • Role: Tank
  • Weapon: Double-bladed Lightsaber
  • Distance: Short Range
  • Mirror: Shadow – Kinetic Combat
  • Role: Damage
  • Type: Burst Damage
  • Weapon: Double-bladed Lightsaber
  • Distance: Short Range
  • Mirror: Shadow – Infiltration
  • Role: Damage
  • Type: Damage Over time
  • Weapon: Double-bladed Lightsaber
  • Distance: Short Range
  • Mirror: Shadow – Serenity
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Darkness for New Players

  •  Darkness is a tank style, which means it does less damage, but can stay alive more easily.
  •  Most players recommend to level as a damage style, then switch to tank when you are ready for group content.
  •  In group content, tanks are expected to take a unique leadership role, not just do damage, which can be challenging for new players.
  •  Darkness is the most complex of the three tanking styles.

Deception for New Players

  • Deception is melee range, which means you must be very close to your enemy to attack, which can be harder for new players to get used to, but you have a jump ability to help you close the gap between you and your enemy.
  • This discipline is very mobile and you can easily run and jump around while fighting without any issues!
  •  Most of your abilities are clickable at the beginning of a fight, while your main ability needs to have other things happen first before it can be used. However it will be come clickable over time even if you just use random attacks first.
  •  Deception is quite easy to learn as you mainly use the sparkling abilities highlighted on your bars as they light up! Keeping your energy or force levels up is fairly easy.

Hatred for New Players

  • Hatred is a damage-over-time discipline – you’ll have to watch and track the timers of two of the attack debuffs you place on your enemies, make it a slightly harder discipline to play.
  •  Hatred is melee range, which means you must be very close to your enemy to attack, which can be harder for new players to get used to, but you have a jump ability to help you close the gap between you and your enemy, force speed to get there faster, and one of your main longer-range abilities will root your enemy in place so they can’t move.
  •  This style is very mobile and you can easily run and jump around while fighting without any issues! Two of your abilities have a longer range if you get a little lost too.
  •  If you are able to watch your debuff timers, this discipline is decently easy to learn with a guide.

Cool Abilities

  •  Darkness focuses on keeping up a series of protective wards over time, formed from darkness and your double-bladed lightsaber.
  •  Mass Mind Control, causes enemies to focus on you.
  • Stealth, the only tank with stealth allowing you to sneak past enemies.
  •  Mind Trap, cause an enemy to fall asleep while stealthed, allowing you and your group to sneak past.
  • Phantom Stride, leap to an enemy.
  • Force Pull, pull an enemy to you.
  • Force Speed, fast movement speed.
  •  Overload, a knock-back (optional).
  • Force Slow, slow enemies down and deal damage.

Cool Abilities

  • Deception is all about building up stacks so you can use your special Discharge ability – while taking good advantage of stealth during combat.
  • Stealth, allowing you to sneak past enemies.
  •  Mind Trap, cause an enemy to fall asleep while stealthed, allowing you and your group to sneak past.
  • Phantom Stride, leap to an enemy.
  • Force Speed, fast movement speed.
  •  Overload, a knock-back (optional).
  • Force Slow, slow enemies down.

Cool Abilities

  •  Hatred is all about keeping your damage-over-time abilities on your enemy as they are about to run out, rather than button mashing them over and over.
  • Hatred is one of few disciplines that has the ability to “steal” life from the enemy, healing you as you hit them.
  •  Death Field, which is a large area attack that makes Hatred great for multiple enemies.
  • Stealth, allowing you to sneak past enemies.
  •  Mind Trap, cause an enemy to fall asleep while stealthed, allowing you and your group to sneak past.
  • Phantom Stride, leap to an enemy.
  • Force Speed, fast movement speed.
  •  Overload, a knock-back (optional).
  • Force Slow, slow enemies down.

Sorcerer

Sith Sorcerers draw energy from the forbidden depths of the Force, mastering techniques that sap and drain enemies as they invigorate allies, or simply wreak utter devastation.

The Sorcerer wields a single lightsaber but focuses on using the Force in combat, and can switch between three different disciplines: Corruption, Lightning and Madness. The Sorcerer can act as a Damage or Healer role in combat.

Corruption

The dark side of the force provides many benefits, including the ability to ward off death itself. By conjuring a series of arcane force abilities from out of harm’s way, the corruption sorcerer can sustain injured allies, allowing them to fight on with power of the dark side’s twisted gifts.

Lightning

Of all the dark arts of the Sith, little can match the spectacle and devastation of force lightning, summoning intense discharges of pure energy, the lightning sorcerer overwhelms enemies with punishing damage from a distance, leaving them shaken and vulnerable if not dead.

Madness

Delving deeper into the dark side of the force can lead to madness, but it can also lead to immense power. Attacking multiple enemies simultaneously and instilling terror in their hearts, always sapping their very life essence from afar, the madness sorcerer is a dark threat unlike any other.

  • Role: Healer
  • Weapon: Single Lightsaber, though it is not used
  • Distance: Long Range
  • Mirror: Sage – Seer
  • Role: Damage
  • Type: Burst Damage
  • Weapon: Single Lightsaber, though it is not used
  • Distance: Long Range
  • Mirror: Sage – Telekinetics
  • Role: Damage
  • Type: Damage Over Time
  • Weapon: Single Lightsaber, though it is not used
  • Distance: Long Range
  • Mirror: Sage – Balance
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Corruption for New Players

  •  Corruption is a healer style, which makes it harder to learn than a damage class for most new players.
  •  Most players recommend to level as a damage style, then switch to healer when you are ready for group content.
  •  All three healer styles are not too hard to start healing with, just select a player and heal with a green ability.
  • Of the three healers, I found the Sorcerer healer to be the easiest to keep track of without any additional tools.

 

Lightning for New Players

  •  Lightning is long-range, making it easier to hit moving targets compared to melee characters for new players.
  •  Some abilities require that you stand still to use them, like a turret, but you have some options later on that makes this even easier to deal with and making it easy to move around.
  •  Most abilities can simply be used, you don’t need to activate them in any way first.
  •  I consider Lightning very fun and easy for new players!

Madness for New Players

  •  Madness is long-range, making it easier to hit moving targets compared to melee characters for new players.
  •  Madness is a damage-over-time class which means you need to build up your attacks over time, and to be effective you need to learn to spread your damage out across multiple enemies, which can make it slightly harder to learn than attacking one enemy at a time for new players.

Cool Abilities

  •  Corruption focuses on a mix of single and multi-target heals and shields.
  • Static Barrier can be placed on all your team-mates one by one to protect them.
  •  Roaming Mend is a smart heal that bounces to the closest person with the lowest health when triggered.
  • Revivification is a circular area heal that heals everyone in its perimeter.
  • Unnatural Preservation, an immediate self-heal.
  •  Reanimation, bring allies back to life in combat.
  • Force Barrier, an invulnerability shield.
  • Force Speed, fast movement speed.
  •  Phase Walk, a teleport (optional).
  •  Overload, a knock-back.
  •  Extrication, allows you to pull a friend to you.
  •  Whirlwind, lift an enemy out of the fight temporarily (optional).

Cool Abilities

  • Lightning focuses on long-range force-based attacks including bursts of lightning and Force energy.
  •  As you get better at playing Lightning, you can cast your abilities fast and faster, until they are flying at dizzying speeds.
  • Force Storm, a large ground-based lightning attack.
  • Force Speed, fast movement speed.
  •  Phase Walk, a teleport (optional).
  •  Force Barrier, an invulnerability shield.
  • Unnatural Preservation, an immediate self-heal.
  •  Overload, a knock-back.
  •  Extrication, allows you to pull a friend to you.
  •  Whirlwind, lift an enemy out of the fight temporarily (optional).

Cool Abilities

  • Madness focuses on telepathic attacks and stealing life from your enemy to you.
  • Madness is great against multiple enemies due to its damage spreading.
  • Force Storm, a large ground-based lightning attack.
  • Force Speed, fast movement speed.
  •  Phase Walk, a teleport (optional).
  •  Force Barrier, an invulnerability shield.
  • Unnatural Preservation, an immediate self-heal.
  •  Overload, a knock-back.
  •  Extrication, allows you to pull a friend to you.
  •  Whirlwind, lift an enemy out of the fight temporarily (optional).

Jedi Consular Story

Players looking to complete the Jedi Consular storyline will be on a more mystical and politically intriguing adventure with foundations in learning new force techniques and rallying allies to the republic’s cause than their Jedi Knight counterpart. Highlights of the story include stopping dark side rituals that span the entire known galaxy and fighting off a mysterious group of covert sith. While less action-focused than the Jedi Knight story, the Jedi Consular story focuses on the role of Consulars in the cold-war as diplomats and researchers, being the best representatives of both the Jedi Order and the Republic who desperately need new allies after the Treaty of Coruscant left them weaker, while also seeking out lost knowledge in things like ruins and holocrons, and growing their understanding of the Force. Players looking for an experience that reminds them of Qui-Gon’s diplomacy in The Phantom Menace or even Yoda’s teachings throughout the Clone Wars and Movies alike may lean more towards playing a Consular rather than a Knight.

Finding and following the Jedi Consular story is easy – just follow the purple quests after you create your character. In addition to your class quest, there are thousands of other quests and storylines that are optional to complete. You can learn more about these quests in the Story Order Guide.

Species

The Jedi Consular origin story is normally restricted to Humans, Cyborgs and Zabraks for free-to-play players, and Twi’leks, Miraluka, Mirialans, Humans, Cyborgs and Zabraks for subscribers. However, all species can be unlocked for all classes through various different methods, so if you want to play a different species, you can make it happen. Learn more about unlocking species.

SpeciesSpecies NameFree-to-PlaySubscribedUnlocks
Human Yes Yes Automatically unlocked
Cyborg Yes Yes Automatically unlocked
Zabrak (Neutral) Yes Yes Can be unlocked
Twi'lek No Yes Can be unlocked
Miraluka No Yes Can be unlocked
Mirialan No Yes Can be unlocked
Zabrak (Red) No No Can be unlocked
Chiss No No Can be unlocked
Sith Pureblood No No Can be unlocked
Rattataki No No Can be unlocked
Nautolan No No Can be unlocked
Togruta No No Can be unlocked
Cathar No No Can be unlocked

Dark-Side Jedi Consular

As you play the Jedi Consular story and other stories in the game, you’ll have the option to make Light or Dark decisions during cutscenes. For example, if you find a Fallen Jedi out in the wild… do you bring them back to the Council so they can re-learn the ways of the Jedi, or do you execute them so they no longer pose a threat? The first option might earn you light side points, while the second will earn you dark side points. Your alignment, or how dark or light you are, can be easily seen on your character sheet.

If you are a new player, after you complete Chapter 3, you will have an important decision to make if your alignment has strayed towards the Dark side. You will have the option to flip your chosen Combat Style to it’s dark-sided counterpart, the Juggernaut, Marauder, Sorcerer or Assassin, while remaining a Jedi Consular, or of course you can deny the change and stick with your original Combat Style.

 

Experienced players who have already earned the Dark V achievement will not see this option pop up, but instead can pick a dark-sided Combat Style as a Jedi Consular when they are first creating a character at level 1.

(If you are a returning player and already have a Jedi Consular created but you haven’t logged into them since the Legacy of the Sith expansion came out, the first time you log into your Jedi Consular, if their alignment is even 1 Dark Side point away from 0, you’ll be given the option to flip your current combat style.)

In addition, subscribers can add a second Combat Style to their characters. If you are a new player on a dark-aligned Jedi and chose to do the flip, in addition to the four light-sided Combat styles you could normally choose from for your second Combat Style, you’ll have access to all eight Force-user Combat Styles, including the four dark-side Combat Styles. If you are an experienced player who has the Dark V achievement, you’ll also have all eight options available when you choose your second Combat Style. This means you could have two light-sided Combat Styles, one light-side and one dark-side Combat Style, or even two dark-side Combat Styles available on your Jedi Consular.

While your individual decisions in cutscenes can highly impact your story and how other characters will treat you, your Combat Style is more of a cosmetic choice, and no Jedi will look funny at you even if you’re using Force Choke or Force Lightning on the Jedi homeworld of Tython.

Armor & Weapons

The Jedi Consular’s fluid combat style requires very flexible armor and the Jedi Consular is rarely seen wearing heavy armor, with each set custom tailored for each Consular’s particular style. However, the player can use the Outfit Designer system to wear whatever armor they want – they are not confined to the traditional Consular styles. While high-level Jedi Consulars will need to focus on specific types of armor to be effective with their Combat Class, they can have the appearance of any armor they choose using the Outfitter system.

Each Jedi Consular Combat Style focuses on wielding a different type of lightsaber style, and your Jedi Consular’s weapon will be restricted to the weapon of that Combat Style. The Jedi Consular’s first lightsaber will be earned at the conclusion of their story on Tython, the Jedi homeworld, but there are many lightsabers available in the game.

Jedi Consular Companions

The Jedi Consular will receive five unique companions as they play their Origin Story, who can accompany them in the story or in to combat. Later in the story, you can recruit additional companions to your cause. There are many romance options available, including with some of Origin Story companions.

🛑 Story Spoilers Ahead!


Qyzen Fess

Famed as a peerless hunter and tracker, Qyzen’s search for the galaxy’s deadliest beasts has taken him from the swamps of Belkadan to Tatooine’s endless deserts, bartering trophies for ship passage—anything to reach the next hunting ground. Qyzen has no interest in possessions, needing only his weapons and his tally of jagannath points; a score every Trandoshan must earn through honorable kills to appease their goddess, the Scorekeeper.

While most Trandoshans become guns-for-hire to earn their jagannath points, Qyzen chose a traditional path, hunting everything from sand demons to rancor beasts, and refusing to kill anything unworthy of his considerable skills. In his travels he has crossed paths with many other wanderers—criminals, Mandalorians, even Jedi Masters—making him slow to trust any stranger, but once he makes a friend Qyzen will defend them with his life.


 

Tharan Cedrax

Tharan Cedrax has made a name for himself in several circles, and has developed a reputation for himself as both a technological genius and a gallivanting playboy. All throughout his life, Tharan was fascinated by all forms of technology, especially computers and holographic technology. Tharan would study all forms of technology in his life before turning his attention to the field of exo-technology, the study of rare and alien technologies believed to not originate from this galaxy.

But while his discovery was well appreciated among his scientific peers, Tharan himself was not taken seriously. Considered a brilliant scientist, Tharan was also known to be a fly-by-night playboy and notorious gambler. He would often use his intellect and mathematical prowess to get the upper hand during his frequent visits to the casinos of Nar Shaddaa, and the number of women he’s charmed would impress even the most smooth-talking smuggler.

With his holographic companion, Holiday, Tharan continues to gallivant across the galaxy in his search for new adventures and new technologies…

 

 



Zenith

“Zenith,” as he is known amongst the people of Balmorra, is seen amongst the population as either a savior or a menace. A child of Balmorra, Zenith witnessed first-hand the brutality of the Empire on the citizens who dared to speak out against their rule; citizens were arrested in the streets for their outspoken opposition, while many of his friends began to disappear during the night. Witnessing the hardships that his fellow Balmorrans experienced at the hands of the Empire embittered Zenith, and after witnessing an especially brutal beating and detainment of a protestor outside of the Imperial-controlled Sobrik, the young Twi’lek made the decision to take up arms against the invaders of his home and free the people of Balmorra from the Empire’s oppressive occupation.

Taking the name “Zenith,” he joined with a powerful resistance cell. Over the next several months, he and his fellow freedom fighters would strike at the heart of the Imperial structure, launching numerous supply raids, bombings and surprise attacks on Imperial outposts. But his time in the resistance cell would come to an abrupt end. The Empire learned of the cell’s location and dismantled it from the inside.

Fueled by a hatred for those who murdered his friends and repressed his people, Zenith continues the fight against the Empire; and once he’s forced the enemy off his world, he intends to lead his people to a new, prosperous age of rebuilding their shattered lives.


 

Felix Iresso

A career soldier with an intense sense of duty, Lieutenant Felix Iresso has seen some of the most brutal conflicts in the galaxy. Iresso was born on a small world near the fringes of Republic space. Fleeing the Sith advancement, his family left their home and spend the next several years bouncing from one planet to the next, never allowing themselves to settle down.

When Iresso was of age, he enlisted in the Republic army. Early in his career, Iresso was a favorite soldier among the higher command echelon; a stern, by-the-books soldier who never disobeyed orders and did whatever was necessary to defeat the Empire. As his notoriety rose, so did his responsibility, quickly rising to the rank of Lieutenant.

Though he has received several commendations from his superior officers for his exemplary service record, Lieutenant Iresso has also been passed up for promotion several times, and in two years was transferred over a dozen times. Many leaders see him as a potential liability after he was taken prisoner by the Empire for a short period. Details about his detainment, however, remain classified.

 

 



Nadia Grell

Young, wide-eyed and eternally curious about her surroundings, Nadia Grell is eager to see everything that the galaxy has to offer. Growing up on the remote forest world of Sarkhai, the Senator’s daughter was always treated differently by the other children. But as Nadia aged, strange things began to happen in her life, and soon rumors began to spread among the population that the girl had strange, mystic-like abilities which were rarely spoken of and seen even less so amongst her people.

Shunned by her friends and silently feared by her people, Nadia became shielded by her father. While many would have lashed out, Nadia saw it as an opportunity to learn about the intricacies of diplomacy. Before long, Nadia was serving as her father’s personal assistant during trade negotiations. When her father left Sarkhai to meet with Republic representatives, Nadia was insistent that she accompany him. While this was a golden opportunity for Nadia to satiate her endless curiosity, her father hopes that by bringing Nadia with him, he may find a way for her to control her incredible abilities.


Thank you...

Thank you to these players who have submitted cool screenshots of their Jedi Knight characters:

@Sonji31 (Main Image), Swtorista (Knight on Tython), Swtorista (Knight with lightsaber in air), @phyreblade (Combat section), Swtorista (Sentinel), Swtorista (Watchman), Swtorista (Combat), @Drevina_Flynn (Concentration), @Lady_Alenko I think (Story), @kirkunit (Vigilance), @VirtualRambling (Defense), @AshiaSature (Focus), @underlurker (Armor & Weapons), @Lady_Alenko I think (Story), @MagSulDeruyter (Jedi vs Sith in story section), @AshiaSature (Species), @AJ_Darling (Dark Side Knight), @Lady_Alenko I think (Companions), @Lady_Alenko, @RevanchistOrdo

Thank you to these players who have submitted cool screenshots of their Jedi Consular characters:

@FibroJedi (Main Image), Swtorista, Swtorista, Swtorista, @loreleif (Togruta Shadow), @JaydenzOmega (Kinetic Combat), @MagSulDeruyter (Serenity), @celyntheraven (Infiltration), @IntisarNOR (Seer), @phyreblade (Telekinetics), @FibroJedi (Balance), Swtorista (Chiss in Story), @loreleif (Togruta Shadow again), @Kayeri (Dark-Side Consular), @MagSulDeruyter (Armor & Weapons), Swtorista (Companions shot)

Thank you to these players who have submitted cool screenshots of their Sith Warrior characters:

@travisteaspoon (Main Image), Swtorista (Throne image), @phyreblade (lightsaber raised image), @Failtasmagoria (Sith Warrior Combat), @phyreblade(Marauder), @Duccisan (Annihilation), @celyntheraven (Carnage), @SatiricalSanity (Fury), @celyntheraven (Juggernaut), @tomlewookie (Vengeance), @ecxrin (Rage), @salvador_242 (Immortal), @travisteaspoon (Light side), @tomlewookie (Armor & Weapons), @2JustinElliott (Companions), @Sanne_Leetz (Species)

Thank you to these players who have submitted cool screenshots of their Sith Inquisitor characters:

@AJ_Darling (Main Image), Swtorista (glowing purple eyes), Swtorista (lightning arms in air), @NonbinarySaru (Combat), @adsinmalgusland (Species), @travisteaspoon (Light Side), @Darth_Amarth (Armor & Weapons), Swtorista (companions), @Sutherland1P (Assassin), @Caelvin_Dulany (Deception), @Sutherland1P (Darkness), @Kagetheorc (Hatred), @scarletguard (Sorcerer), @phyreblade (Lightning), Swtorista (Corruption), @ecxrin (Madness)

Thank you to these players who helped look over the summaries for their favorite Force disciplines:

Kogass, Aflixion Starr, Helleboros, Kal at @TodayinTor, @Aylas494, @thaddrim, and Eksys

  And finally thank you to Zahk who helped type up all the 1,000+ abilities in the game for each class so we could make the summaries and the basic class guides for each discipline, and helped with testing and formatting for this page!

 

Learn Your Class
Combat StyleDisciplineRoleDisciplineCombat Style
SentinelWatchman DOT DamageAnnihilationMarauder
Combat Burst DamageCarnage
Concentration Burst DamageFury
GuardianDefenseTankImmortalJuggernaut
Vigilance DOT (AOE) DamageVengeance
Focus Burst DamageRage
ShadowKinetic CombatTankDarkness
Assassin
Infiltration Burst DamageDeception
Serenity DOT DamageHatred
SageSeer HealerCorruptionSorcerer
Telekinetics Burst DamageLightning
Balance DOT DamageMadness
VanguardShield SpecialistTankShield
Tech
Powertech
Plasmatech DOT DamagePyrotech
Tactics
Burst DamageAdvanced Prototype
CommandoCombat Medic HealerBodyguardMercenary
Gunnery Burst DamageArsenal
Assault Specialist DOT DamageInnovative Ordnance
ScoundrelSawbones HealerMedicineOperative
Scrapper Burst DamageConcealment
Ruffian DOT DamageLethality
GunslingerSharpshooter Burst DamageMarksmanshipSniper
Saboteur DOT DamageEngineering
Dirty Fighting DOT DamageVirulence
Learn Your Mirror
Combat StyleDisciplineRoleDisciplineCombat Style
VanguardShield SpecialistTankShield
Tech
Powertech
Plasmatech DamagePyrotech
Tactics
DamageAdvanced Prototype
CommandoCombat Medic HealerBodyguardMercenary
Gunnery DamageArsenal
Assault Specialist DamageInnovative Ordnance
ScoundrelSawbones HealerMedicineOperative
Scrapper DamageConcealment
Ruffian DamageLethality
GunslingerSharpshooter DamageMarksmanshipSniper
Saboteur DamageEngineering
Dirty Fighting DamageVirulence
SentinelWatchman DamageAnnihilationMarauder
Combat DamageCarnage
Concentration DamageFury
GuardianDefenseTankImmortalJuggernaut
Vigilance DamageVengeance
Focus DamageRage
ShadowKinetic CombatTankDarkness
Assassin
Infiltration DamageDeception
Serenity DamageHatred
SageSeer HealerCorruptionSorcerer
Telekinetics DamageLightning
Balance DamageMadness