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Telekinetic Throw

Telekinetic Throw
Instant
Force: 30
Cooldown: 6s
Range: 10 m
Hurls a volley of debris at the target, dealing 4762 kinetic damage and slowing movement speed by 50%. Standard and weak targets are immobilized for the duration.

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
Cost30 Force
Range10 meters
Cast timeInstant
Cooldown6 seconds
GCD0 seconds
Effect details

Related

1 class found
3 abilities found
10 comments found
+5
By wis88ant at 2012-01-03 19:41:56

Originally Posted by mrkab

This is the go to spell for a Balance Sage. One of the highest DPS and by far the most efficient. It has four ticks in a full three second channel. Psychic Barrier returns 20 Force in a full channel. With Mental Longevity it returns 24 Force. Focused Insight does NOT proc from this. Note that between the length of the channel and the Force returned by Psychic Barrier it is possible to gain more Force during the duration than it's cost. 24 Force from regeneration and up to 24 Force from Psychic Barrier, 44-48 Force while it costs only 30. This also procs Presence of Mind which can be used with Mind Crush, Disturbance or Telekinetic Wave.

I really found this post helpful while I was still learning the Sage Consular. Thought I would repost this and edit in the abilities for easier reading. Full credit goes to mrkab...

+5
By mrkab at 2011-12-21 23:26:34
This is the go to spell for a Balance Sage. One of the highest DPS and by far the most efficient. It has four ticks in a full three second channel. Psychic Barrier returns 20 Force in a full channel. With Mental Longevity it returns 24 Force. Focused Insight does NOT proc from this. Note that between the length of the channel and the Force returned by Psychic Barrier it is possible to gain more Force during the duration than it's cost. 24 Force from regeneration and up to 24 Force from Psychic Barrier, 44-48 Force while it costs only 30. This also procs Presence of Mind which can be used with Mind Crush, Disturbance or Telekinetic Wave.
+3
By Mikeyboii64 at 2011-11-30 01:16:16
This is not instant, its channeled.
0
By shmaty at 2012-01-24 04:12:24
The healing feature on this is amazingly useful! (It heals you for 3% per tick(4x) and does 25% more damage....This is of course after using Project 3 times<-under the Kinetic Combat tree) Any stress you can take off the healer and still hold aggro on the mob is good for everyone! Also makes soloing things that much easier! I agree this could have easily been made into an AoE...and maybe it should have! For instance the above talent could have been made to make it a single target attack that heals and is slightly stronger while others used it as an AoE...all the same I am perfectly fine with the way it works now!
On a side note.... It is rather amusing when it glitches and still attacksthe target *dealing no damage* well after combat has ended! :)
0
By Kurvah at 2014-07-22 12:19:49

Speaking as a Shadow-Infiltration @ 34th level playing v2.8: Throw does not get any love in the Infiltration tree (no skill buffs), but it still gets loving from me. This Force Attack is channeled over 3 seconds and give 4 ticks of damage. Range for Shadows is 10m.

Some of the things I like about it are as follows:
> Force Point Neutral. It costs 30 points of Force and consumes 4.75 seconds (Combat log time from "activate" to "deactivate"). 4.75s x 8 points of force regen = 38 points of force regenerated for 30 points consumed. When I see I am low on force and cannot use Blackout or evade my attackers, I will start trying to work Throw into my rotation.
> Since Throw takes 4.75 seconds, it is almost ready to go again once it is finished. I will cast Slow between Throws in order to not have to wait for the Throw 6s CD. (Slow Debuffs do not stack, it is still 50% reduced movement)
> Compares to Double strike. According to my tooltip:
** Two Double Strikes take 50 points of force (vs 30 for Throw),
** Two Double Strikes take 2.7 seconds with the GCD between them (vs 4.75 for Throw),
** Two Double Stikes gives me 4 ticks of 305 damage each (vs 323 each for Throw).
> According to my tooltip, Throw (with 4 ticks) is my top damage attack at 1291. Shadow Strike proc'd with Infil Tactics is #2 at 1222 damage.
> As an added bonus, it comes with a Slow "snare".

Telekinesis Throw's imperfections are as follows:
> Have to stand still. If I don't, I can't cast or I break the Channeling. Also, when standing still in PvP too long - bad things start to happen.
> Don't get all 4 ticks. Not sure about why. This is a force attack where my base accuracy is 100% - but I will look at my combat log and often times see only 3 ticks. I suspect that when I am using it against an opponent who is in close melee combat with me, there is something about taking damage from a melee attack which drops a tick of Throw.?. I don't think it ends the channeling, I think it just drops a tick when I take damage at the same time throw would have given a tick.
> Range is 10m. Which means I often times use it when I am in melee close combat so getting 3 ticks is a real risk. At 3 ticks, Throw is still my #6 best damage attack @ 968 damage.
> It is not very sexy. The animation and sound is ok, but not as enticing as Project. At the lower levels I would be using project at the wrong times when I should have been using Throw (and then get myself low on Force - Shadows have 100 points of Force).

Tactics I use with Throw:
> If I am double teaming, 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. These two Force attacks bypass "Defense" and are DoT and will not steal aggro.
> If I cast Force wave, I will follow up with Throw as the target slowly works their way back to attack me.
> If I am down to a 1vs1 where the target is a melee. I will cast slow and run through them for about 3 seconds and then turn and cast Throw as they slowly come into range and try to re-engage me. This will allow my force pool to fill back up. Three seconds of run time + turn and target + come within range = 5 seconds = 40 points of force regen
> If I see the colored shield bubble surround a target (their "Defense" ability vs melee & ranged), I will start using Throw as this type of defense does not affect Force Attacks like Throw.


0
By wis88ant at 2012-01-03 09:26:24

They should've made this ability affect more than one enemy by default or through a passive Skill in the Balance tree. After all you are throwing a hailstorm of rocks in a direction, why should it only hit one target if there are multiple close together? Just looks silly.

It could say something like 'Hurls a volley of debris at the target(s), striking up to 3/5 enemies, dealing 4089 kinetic damage and slowing movement speed by 50%. Standard and weak targets are immobilized for the duration.' Though then they would have to lower the damage amount because it affects multiple targets... Still it could be something similar to Sweeping Gunfire in terms if damage to multiple targets but keeping the slowing effect.



-2
By Mikeyboii64 at 2011-11-23 00:30:26
This spell is Rank 5 in the Jedi Consular's priority list for there rotation. Generally used after the Talent Proc Psychic Projection.
-2
By anonymous84 at 2011-12-09 15:37:24
does this work with [Focused Insight]? I heard no but maybe someone knows for certain
-3
By blackxdragon83 at 2011-11-26 02:50:35

This is a spell, I hardly use. I am not saying it is a bad spell, but I tend to use other abilities before going to this one.

It is a single target DoT (Damage over Time) spell as long as it is channeled.

-5
By Kleb at 2011-12-12 19:08:06
There and their. They're different.
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