I couldn't find the original post for this, so here it is:
Where to find Jedi (if you're not a Bounty Hunter that can track them) * 75% of Jedi hunt religiously on Endor. Why? It's a no-build planet where you cannot have cities, houses, or any inhabitable structures. Very little people ever go there, and Endor spawns numerous random high level mobs, such as mantrigues, gurrecks, boars, blurgs, etc. If you don't have the capability of using the bounty hunter terminal and still want to find Jedi to kill, Endor is your best bet.
The prime exp areas for Jedi on Endor are north in the Desert near the battlefield, near any of the lakes, near the Marauder mountain area, or south of the Research outpost (as less people tend to travel to the research outpost). Jedi will most likely NOT go too far from the outposts (usually around 2000 meters or so to avoid area track from the outpost) because they eventually have to go back to the main planets, usually to rebuff or train.
About 20% of Jedi hunt on Dathomir, usually at the Rancor caves or in other areas where rancor spawn. They're high-ham creatures that give good exp, so they're a good target. Other targets include baz nitches and occasionally Nightsisters and Singing Mountain Clan sisters (especially now since they had their weapons and force powers removed). They also tend to fight near bodies of water, thinking that it could save them from any potential attackers (when in reality, there is a way around that).
The remaining 5% of Jedi typically hunt on Yavin 4, though these Jedi are most likely lower in the skill trees, as Yavin 4 does not spawn many high-HAM npc's worth decent exp later on. * Very little, if any Jedi will hunt on any other planet due to: player cities, shuttle ports, higher population, lower level npc's, etc etc * If you visit an outpost and you are a covert member of a faction, yet you see a droid and/or pet that is attackable (yellow dot on radar), /examine it and check if it belongs to a player, if it has an Owner listed, it belongs to a Jedi that is TEF'd and is most likely nearby. Try searching around the outpost, preferably with a ranger capable of area tracking players.
Tips for Bounty Hunters with a Jedi mark * First off, if you see a Jedi on the terminals and know of other bounty hunters online, get them to retrieve the same mission, even if they can't come help track the Jedi at the moment. This allows them to be able to hunt them later on even if you fail and lose your mission. Missions never expire unless A) the bounty hunter with the mission successfully deathblows the Jedi, or the Jedi successfully incaps the bounty hunter with the mark on the Jedi. Some bounty hunters have reported missions expiring after 3 days, yet I've tested with a guildmate's MBH, and the aforementioned results are what I have experienced. *
Secondly, know this. If a Jedi is on the terminals, it is more often than not due to the fact that they are hunting with other people, most likely people of the same faction that can group TEF any potential attackers. That being said, you should bring a friend or few if at all possible or if you are not overly confident in your combat skills. Note: If the Jedi is a guardian he is too powerful for a single BH.
Do not send any tells to the Jedi or to anyone that you think might alert the Jedi. There's currently a bug in the system that if a Jedi goes offline after you've gotten a mark on them, and they come back online, the seekers will report that the "target is offline" and will not work again until a server reset or if another bounty hunter gets the mission and tracks before it happens again. * Having Investigation 4 and Master Bounty Hunter result in faster, more precise, and more consistent seeker tracking and updates than just having Investigation 3.
Tips for fighting Jedi (the important section) * Most people who attack Jedi think of regular PvP targets. Translation: they want to attack the mind bar. However, Jedi, unless they are of guardian or higher level skill ranking, cannot effectively heal themself in combat. Therefore, if you find one alone, and you know that the said Jedi is not in their Guardian tree yet (the highest tree), examine the HAM bars of the Jedi and check for the lowest one. If it's health, use a health and/or random pool attack. If it's action, use a random pool attack. If it's mind, use a mind attack.
Jedi cannot cure fire. If you have a potent and strong fire weapon, or bring along a commando, you'll swing the odds heavily in your favor. Jedi are very suceptible to fire. * Jedi cannot cure poison or disease until apprentice. Knowing this, it would benefit you if you know your target Jedi is not in the Knight tree yet, to either use a poison weapon, disease weapon, or to bring a combat medic along with you. Combat medics can also help take down any people grouped with the Jedi that will help defend them and also heal your mind bar while you engage.
Most Jedi are Zabraks for the coveted Equilibrium ability. Equilibrium cannot be used while stunned. Know this and use it to your advantage. Try to keep the Jedi stunned the entire fight and you can negate their racial perk. * Jedi have 0 melee defense and saber block does not defend against melee attacks. If you're a bounty hunter, it would be wise to bring a TKM or other melee profession with you when tracking down a Jedi. TKM also sustain very low damage from lightsabers due to their high unarmed toughness, especially with armor on.
Jedi are extremely vulnerable to intimidate. If at all possible, land an intimidate and a stun. This will drop the Jedi's damage output by about 85%, and making their ultimate lightsaber ultimately worthless. Intimidate also negates a Jedi's saber block ability, making almost all ranged attacks successfully land. If you do not have brawler to intimidate, try using a pet that has intimidate as a special attack.
Jedi can still force run while dizzied. If you see a Jedi turn the opposite direction, it usually means they will try to make a break for it. Nail them with a posture down or a knockdown, coupled with a dizzy to keep them in place. * Remember to use posture down in conjunction with dizzy. Jedi can easily attain +100 or more defense vs. knockdown by simply eating a Thatikillo, however, there is no food that gives a bonus to Defense vs. Posture change (down) and Jedi do not have any bonuses to this skill inherently, making them extremely suceptible to it. Use this to your advantage.
Force range is 32 meters. If you don't have the Jedi lying over dizzy/kd'd, attempt to stay out of 32 meter range when engaging. This will guarantee that the Jedi will not be able to harm you in any way. * Jedi usually do not wear stun body armor. Most Jedi are out there hunting and using regular composite armor with possibly high kinetic resist and for most situations, they do not require stun body armor (though some Jedi may still wear stun helmets). Know this, and if you bring a rifleman or pistol user with you, strafe/stopping/torso shot them with their respective stun weapons and you should see good results. Fencers with stun batons (especially Acklay bone versions) also do the trick very well.
If you approach a Jedi and get first strike, and you see their speederbike out, destroy that first before anything else. This almost guarantees a fight to the death. * Be prepared with your foods: bring Parwan cake with you when fighting Jedi. This food allows you to burst run multiple times (up to 5 total for me) so that you can catch up to Jedi that attempt to flee with force run. Force run 1 is actually slightly slower than burst run, so it is possible. Also bring Thatikillo to resist their force knockdown more easily. Also be sure to have muon gold and neutron pixie hotbarred for easy access in the event that you need them in the middle of a fight
Make sure that you do not have any armor holes and you are using at least 80% kinetic resist composite armor. Lightsabers use kinetic resist check. * The favorite attacks to most Jedi are the flurry hits. These attacks are high damage, random pool, point blank area of effect hits. If you can land an intimidate and a stun on them, however, their damage will be severely crippled. Knowing this, if you're a ranged combatant teamed with a melee, do not stand near the Jedi if they are fighting off the melee so you can avoid the flurry range. * Force powers miss/hit depending on your melee and ranged defense. If you have high defenses or bring along someone that does, you will find that most of their force abilities will end up missing and serving no other purpose than draining the force power bar of the Jedi.
If a Jedi attempts to flee into water thinking they'll be safe, simply call your mount on the shoreline, mount it, ride into the water, and open fire. They will be forced to either die in the water or swim slowly back to shore where they'll once again be open to attack. * If you are a melee profession, use /centerofbeing, and land a blinding state special on the Jedi and you will notice that their hits will almost all miss. Lightsaber accuracy is not as high as most people think.
-------------------------------------------------------------- Colonel Sudelaya - Guild Master - Sarlacc Pit Guild Master of Sharpshooter/Squadleader/Marksman Imperial Commander of Tatooine. Kettemoor (The Roleplaying Server) www.pitguild.com
Edited for paragraphs and a few corrections.