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Mind Crush

Mind Crush
Activation: 2 secs
Force: 40
Cooldown: 15s
Range: 10 m
Crushes the target's mind with the Force, instantly dealing 648 - 713 kinetic damage and an additional 979 kinetic damage over 6 seconds.

Note: Damage and healing values are based off a level 50 character in green gear. Our staff are still adjusting and adding effects to the formulas, so bear with us as we continue to improve these numbers for launch.

Ability Details

Durationn/a
Schooln/a
Mechanicn/a
Dispel typen/a
GCD categoryn/a
Cost40 Force
Range10 meters
Cast time2 seconds
Cooldown15 seconds
GCD0 seconds
Effect details

Related

1 class found
3 abilities found
NameLevelClassCostRangeCooldown
Mind Crush
40 Force30 meters30 secs
Mind Crush
40 meters10 secs
Mind Crush
30 meters10 secs
8 comments found
+1
By Cracked at 2012-01-03 14:15:24
Except when talented, this ability will do far more damage then one Telekinetic Throw. This is the only DoT you cannot maintain that you should be using in your rotation as Balance. DPS value further increases if this ability is used while you have Presence of Mind buff up.
+1
By Sendotux at 2012-01-18 05:02:33

Just to say, "Consular" includes 2 advanced classes and 6 different skill trees.

So saying it's "Rank 2 priority" on a Jedi Consular rotation it's plain wrong. (You won't even be using it AT ALL as Infiltration or Tank shadow specs, and I assume the same goes for at least 2 of the 3 Sage trees, since one is a healing spec and the other one is not DoT focused).

0
By Kurvah at 2014-07-23 22:14:35

Speaking as a Shadow-Infiltration @ 41st level playing v2.8: Mind Crush gets no loving in the Infiltration tree, but I sometimes still use it. Mostly If I am double teaming a high hit point opponent who's aggro is being held by a friendly. I will get behind the target (like a good Shadow) and pound away with Throw and Mind Crush while the target is focused on my group mate. When my Shadow strike procs, I will move in to deliver it and then move back out and repeat Mind Crush & Throw. Mind Crush and Throw are two Force attacks which bypass "Defense" and are DoT and will not steal aggro. Once the target is at 30% hit points, I will move in with my melee attacks to help deliver the coup de grace.

The main reasons I don't use Mind Crush more is it's vulnerability to being interrupted and/or pushback. Pushback is when you receive damage and the casting "holds" until the damage is done. Concerning Interrupt, With a 2 second cast, PvP player characters have time to trigger their spell breaker ability & PVE targets can break this cast with knock back. Mind Crush is 10m range for the Shadow, so to use it, we are in the thick of combat where pushback and interrupt is likely. That is why I only use Mind Crush if I am double teaming a target from the rear. The Good news is that we do not loose force points when the casting is interrupted.
At 34th level, it was my 5th highest damage attack according to the tool tip.


0
By Ariescz at 2012-03-02 00:44:10
Sendotux: Mind Crush is used by Balance Sage, Balace Shadow and TK Sage as major part of their rotation/priority list. Seer Sages should try to keep it up all the time as one of their main source of damage dealing (others are Project/TK throw), when there is no need to heal.
-1
By JamieK at 2012-03-26 12:51:57
I personally think its duration is abit lacking.....i would think 12-15 is more better, but thats just my opinion.
-1
By anonymous84 at 2011-12-09 15:27:35
currently listed as doing 9000 damage over the 6 second duration, it is not actually as strong as that though
Over the complete 6 second duration this will actually do about the same damage as a [TK throw] at your current level
-2
By Mikeyboii64 at 2011-11-23 00:28:58
This spell is Rank 2 in the Jedi Consular's priority list for there rotation.
-3
By ShadCroly at 2011-11-21 15:46:13
I get the feeling there will be some people who will macro their character shouting "Mind Crush!" or "Penalty Game!" with this ability...
1 screenshot found
1 video found

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