So, i am leveling a Sage telekinetics and as the title says i have some questions about it.
So i found on some forums some info but i do not know if are viable.
First are the Stats
Willpower >= Accuracy (110%) > Power > Surge (70%) > Crit (25%) > Alacrity
(If any one has time just tell me where i slot what)
as for the utilities
Skillful – Psychic Suffusion + Pain Bearer + Tectonic Mastery
Masterful – Blockout + Valiance
Heroic – Life Ward + Force Mobility
Ofcourse these are for PvE
Thank you all
Help for Consular Telekinetics
- Lisszia
- Recruitment Officer
- Posts: 2292
- Joined: Tue Sep 20, 2011 08:05
- SWTOR Characters: Neknivar, Lisszia, Cicc, ...
- Location: Hungary Budapest
- Contact:
Re: Help for Consular Telekinetics
Accuracy 110% is valid for endgame, for all DPS. Before that you will not need it only for HM-s and OPS.
Surge does not exist any more.
Alacrity is also important as they changed that: it lessens now global cooldown, and changeling times. I would go for at least 1000+ alacricity points,
Critical stil important,and no softcap for it any more. I'd go for around 25%+. If crit goes above 100 percent with some skills (like your next hit is 100% crit) then the rest counts as surge counted before adding bonus to critical damage. So also good to have.
Instead of willpower you now have mastery, Willpower, strength, cunning and aim do not exist any more.
So I would go for Mastery, Critical, Alacrity as much as possible and 110% accuracy and some power what I get anyway. Power is not as important as it was before, when only that did not had soft-cap, as they changed the skills, now not exponential end curve any more for crit or alacrity either.
(Before 65 I usually simply go with the sets coming form heroic boxes choosing the role connected ones, and only playing with mods and enhancements and augments at endgame for my main PVE /PvP chars. For the rest, for tactical I just go with the given sets for endgame
Also for OPS-ing and HM-s you will need the artefact equipment authorization I think)
Surge does not exist any more.
Alacrity is also important as they changed that: it lessens now global cooldown, and changeling times. I would go for at least 1000+ alacricity points,
Critical stil important,and no softcap for it any more. I'd go for around 25%+. If crit goes above 100 percent with some skills (like your next hit is 100% crit) then the rest counts as surge counted before adding bonus to critical damage. So also good to have.
Instead of willpower you now have mastery, Willpower, strength, cunning and aim do not exist any more.
So I would go for Mastery, Critical, Alacrity as much as possible and 110% accuracy and some power what I get anyway. Power is not as important as it was before, when only that did not had soft-cap, as they changed the skills, now not exponential end curve any more for crit or alacrity either.
(Before 65 I usually simply go with the sets coming form heroic boxes choosing the role connected ones, and only playing with mods and enhancements and augments at endgame for my main PVE /PvP chars. For the rest, for tactical I just go with the given sets for endgame
Also for OPS-ing and HM-s you will need the artefact equipment authorization I think)
Neknivar Devsta Endris (Nekni) female zabrak, tiny
Other chars: Rhoo, Lisszia, Tríz, Lorna(imp), Loran, Cicc, Lette, Sla'laktu, Deesha, Siar, Old-triz, Lenaa (Nekni(imp), Nekní)
Other chars: Rhoo, Lisszia, Tríz, Lorna(imp), Loran, Cicc, Lette, Sla'laktu, Deesha, Siar, Old-triz, Lenaa (Nekni(imp), Nekní)
Re: Help for Consular Telekinetics
So:
110% accuracy - Mastery - Critical - Alacrity - Power
then till 65 Sets from Heroic Boxes (please take me there )
and Artifact will be unlocked soon....
Thank you
lisszia
110% accuracy - Mastery - Critical - Alacrity - Power
then till 65 Sets from Heroic Boxes (please take me there )
and Artifact will be unlocked soon....
Thank you
lisszia
Re: Help for Consular Telekinetics
So ifound out that artifact unlock is usefull only until lvl 50 where it allows you to wear/equipt purple stuff. So for me the way i see it, waste of money.....
so far:
1. extra quick bars (max it to 4)
I will update as soon as i find what exactly is usefull to get from cartel market
So we come to the other point Crew Skills (Crafting).
As a Jedi Telekinetics what should be ideal to benefit but also make some credits along the way?
(i think of Biochem or sythwaving... any suggestions?)
Ofcourse unlocking the 3rd crew skill from CM to be complete....
so far:
1. extra quick bars (max it to 4)
I will update as soon as i find what exactly is usefull to get from cartel market
So we come to the other point Crew Skills (Crafting).
As a Jedi Telekinetics what should be ideal to benefit but also make some credits along the way?
(i think of Biochem or sythwaving... any suggestions?)
Ofcourse unlocking the 3rd crew skill from CM to be complete....
- Corvinius
- Officer
- Posts: 574
- Joined: Sun Oct 21, 2012 23:23
- SWTOR Characters: Corvinius Luvon
- Location: Berlin
- Contact:
Re: Help for Consular Telekinetics
As for craft skill:
Artifice is OK for Jedi - also useful as for sales
- Hilts
- Crystals (self-crafted)
- Relics
- Offhand equip
- Lightsabers (unmodded)
Biochem is useful as for PvE/PvP content if you want to go for raids or PvP
- Stims of all kinds
- Medpacks
- Implants
As for sales only implants truly sell.
Stims are pretty much "overdosed" on the GTN.
Cybertech
- offers mods and enhancements
- Earpieces
- Speeders
- Grenades
- Starship equipment (for the arcade starship minigame not Galactic starfighters)
Pretty varied stuff you can produce - also sells quite good.
These are the three I would recommend as "best three" for me.
As for first time character I would give it a ranking like this:
1. Artifice
2. Cybertech
3. Biotech
(my opinion only)
Artifice is OK for Jedi - also useful as for sales
- Hilts
- Crystals (self-crafted)
- Relics
- Offhand equip
- Lightsabers (unmodded)
Biochem is useful as for PvE/PvP content if you want to go for raids or PvP
- Stims of all kinds
- Medpacks
- Implants
As for sales only implants truly sell.
Stims are pretty much "overdosed" on the GTN.
Cybertech
- offers mods and enhancements
- Earpieces
- Speeders
- Grenades
- Starship equipment (for the arcade starship minigame not Galactic starfighters)
Pretty varied stuff you can produce - also sells quite good.
These are the three I would recommend as "best three" for me.
As for first time character I would give it a ranking like this:
1. Artifice
2. Cybertech
3. Biotech
(my opinion only)