Star Wars The Old Republic Set Bonuses And New Abilities Make Consular And Inquisitor More Unique To Play

Star Wars The Old Republic Set Bonuses And New Abilities Make Consular And Inquisitor More Unique To Play
Credit: Blade

Jedi Consulars and Sith Inquisitors, two Force using archetypes, have both a ranged and melee class for players to use. And when there’s that much of a divide, they have vastly different abilities. In this case, the Jedi Sage/Sith Sorceror is a healer/DPS class that fights from range or the Shadow/Assasin which is a tank/DPS class that fights from close range. And both classes have unique abilities and set bonuses that further differentiates them from each other.

Now, the Jedi Consular and Sith Inquisitor, like the Knight and Warrior, have general set bonuses, beginning with Decelerator; it grants +2% Mastery at two pieces, Force Slow now has 2 charges at four pieces, and also having enemies already under the effect of Force Slow slows them by an additional 20% and extends the duration.

Dire Retaliation grants +2% Endurance at two pieces, and at four, Force Wave/Overload increases damage reduction by 10% for 10 seconds. Getting attacked during this time causes the next Force attack to critically hit. This effect can only occur once every 10 seconds.

Soulbender grants +2% Mastery at two pieces and Force Stun/Electrocute’s stun lasts an additional 2 seconds at four pieces And finally, the Controller set bonus grants +2% Endurance at two pieces and at four, killing the enemy affected by Force Lift/Whirlwind before its cooldown ends resets the cooldown of Force Lift/Whirlwind.

As both the Sage/Sorcerer and the Shadow/Assassin gain different abilities at 72, many of their class-specific set bonuses boost that unique ability. The Sage/Sorcerer gains Telekinetic Blitz/Volt Rush. Telekinetic Blitz/Volt Rush deals energy damage to the target and energizes the player for up to 5 seconds. The Energize effect can stack twice, with each stack increasing Telekinetic Blitz/Volt Rush damage by 30%. The ability has 3 charges and a recharge timer of 10 seconds.

With that in mind, the Sage/Sorcer set bonuses increase either healing or DPS potential. Empowered Restorer grants +2% Alacrity Rating at two pieces, Benevolence/Dark Heal’s critical chance is increased by 10% at four, and at all six, Benevolence/Dark Heal heals for 20% more if you have a Vindicate/Consuming Darkness or Amnesty/Reverse Corruption stack and consumes 1 stack upon use.

Endless Offensive focuses on Telekinetic Blitz/Volt Rush, and grants +2% Mastery at two pieces, Telekinetic Blitz/Volt Rush deals 10% more damage, and Energize now stack up to 3 times, with Force Speed immediately recharges one Telekinetic Blitz/Volt Rush ability charge.

Gathering Storm makes using abilities faster, with a +2% Mastery at two pieces, Force Speed makes the next Force attack deal 20% more damage and Force attacks deal 20% more damage while Mental Alacrity/Polarity Shift is active at four pieces, and activating Force Speed reduces the cooldown of Mental Alacrity/Polarity Shift by 10 seconds. Using Mental Alacrity/Polarity Shift immediately after adds 10 seconds to its duration.

Revitalized Mystic is another healing focused set bonus, with a +2% Alacrity Rating at two pieces, a reduced cooldown of Healing Trance/Innervate by 1.5 seconds at four, and healing a target with another ability while Rejuvenate/Resurgence is active on them has a chance to cause an extra Rejuvenate/Resurgence tick for half. In addition, refreshing Rejuvenate/Resurgence on a target refunds some force.

As the Shadow/Assassin is a tank/DPS class that fights from close range, their unique abilities and set bonuses make performing both roles much easier. At level 72 Shadow/Assassin players will receive a new ability, Cleaving Cut/Severing Slash. Cleaving Cut/Severing Slash strikes targets in a cone, dealing weapon damage and slowing their movement speed by 50% for 3 seconds.

Their set bonuses boost their abilities for their chosen role. Death Knell grants +2% Mastery at two pieces reducing the cooldown of Force Potency/Recklessness is reduced by 15 seconds at four-piece. Also, whenever you consume a charge of Force Potency/Recklessness you gain a stack of Potent/Recklessness Critical, making your next Spinning Strike/Assassinate or Shadow Strike/Maul critically hit, and this stacks up to 3 times.

Finally, at six pieces, Whenever you consume a charge of Force Potency/Recklessness you gain a stack of Audacious Potency/Reckless Slaughter, increasing melee damage done by 10% for 30 seconds, which also stacks up to 3 times.

Efficient Termination grants +2% Endurance at two pieces, increases Spinning Kick/Spike’s stun and slow effects for an additional second, and at six, using Spinning Kick/Spike grants 10% damage reduction for 6 seconds.

The Murderous Revelation set bonus grants +2% Mastery at two pieces, Battle Readiness/Overcharging Saber and Force Cloak reset the cooldown of Shadow Stride/Phantom Stride at four, and all six makes Using Shadow Stride/Phantom Stride from stealth grants Shadowcraft, increasing critical hit chance by 100% for 6 seconds.

Rebuking Assault grants +2% Endurance at two, and each target hit by Cleaving Cut/Severing Slash grants 1% Damage Reduction for 10 seconds at four, and each target hit by Cleaving Cut/Severing Slash extends Deflection’s duration by 1 second.

Saber Master grants +2% Endurance at two pieces, reduces the cooldown Battle Readiness/Overcharging Saber by 20 seconds at four, and at all six, killing an enemy during Battle Readiness/Overcharging Saber refreshes the duration of Battle Readiness/Overcharging Saber. It can occur up to 5 times during one Battle Readiness/Overcharging Saber.

Finally, the Shadow Purger set grants +2% Endurance at two, Cleaving Cut/Severing Slash immobilizes the target for 2 seconds at four, and at all six, using Cleaving Cut/Severing Slash while under Resilience/Force Shroud lowers the targets accuracy and extends the duration of Resilience/Force Shroud by 2 seconds.

Tacticals boost these set bonuses as well, focusing on one of the three disciplines that each class has access to. It is up to players to find which Tacticals work best for their playstyle.

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