Thanks Illian Amerond from our writer club for this detailed Jedi Consular Guide. I just re-post it here to help ppl who play Jedi Consular. Enjoy!
"Easily one of the Republics top classes for healing in Raid situations, yet oddly enough also a prime candidate for Off Tanking! Much like the Paladin in WoW or the Cleric in Rifts, the Jedi Consular has some interesting abilities with regards to damage mitigation and survivability. In considering the versatility for the class it will be important to note that for tanking Alacrity is still just as important as it is for healing, yet you will be switching out willpower gear for Endurance. This is not a big concern as you will not be healing the party, yet like the priest/paladin tanks using your powers for aggro control and damage mitigation."
Force Potency (Instant; Grants 2 charges that increase heal/crit 60% and increases Telekinetic Throws distance, discharge with Telekinetic Throw or force crit. Lasts 20 seconds.)
Unity (Instant, damage reduction for you and companion by 50% over 15 seconds.)
The uninterruptable ability is just that you will watch the whole 3 strike animation regardless of what you do... T.T so if your in some fast moving PvP do not commit this action recklessly. A lot of great CC and the project combined with Telekinetic Throw is a great combination. Many use Force lift to wait for the GCD to roll over on Force Stun then lock you down with Force Stun, Project, and Telekinetic Throw.
The basic combination that is here is: Force Potency, Force Stun, Tumult, Force Slow, Project then Telekinetic Throw.