You really have one decision to make here.
Do I go master lightsaber or do I pick one saber type to specialize
in? If you're picking to specialize, then you need to pick which one
you like best.
The conventional wisdom behind going
master lightsaber is the incredible bonuses given in the master box
for speed, blocking, accuracy, and experimentation (among other
things). The result is making you significantly better with the
lightsaber than a dabbler and giving you a leg up in pvp or jvj.
The chief downside, however, is the large number of skill
points tied up in one profession (89 of your precious 226 total Jedi
points or almost 40 percent of the total), limiting what you can do
in other areas. this is why some folks decide to concentrate on one
saber type. If you're in this boat, you have one of three sabers to
choose from. The polearm saber is a favorite because of its high
damage and dervish. If you use this for grinding you also get a spin
attack quicker than other sabers (something some folks consider a
big deal - honestly I didn't use a spin attack until i went saber
xx44 because I thought taking them one at a time was quicker). the
one-hander is great because of its ability to target the mind pool
and its speed (although the higher you get the less this becomes an
advantage). Some folks also prefer the one-hand flurry special to
dervish. The two-hander is also an option. its a good middle of the
road saber type, and most folks I know who pick it do so because its
the lesser used of the sabers.
Also if I had to break it down, I'd say for jvj and pve the
polearm is the best bet, with the one-hander being the best bet for
pvp. also, keep in mind the upcoming combat revamp. most likely this
will change the way HAM works in game, so the one-hander might not
be as attractive.
Regardless you really don't have a choice about the
techniques branch. if you want to be a saber wielding Jedi you need
this branch because of the saber block and also saber
experimentation, which leads to better lightsaber.
An interesting tree. By many accounts this has the most "Jedi-like"
skills in the game, but is also considered to be gimped or broken by
many in Jedi circles and almost completely shunned by many FOTM
template builders. I will say I know a few very successful Jedi that
incorporate powers skills into their mix, or are master powers Jedi,
which in my mind at least leaves the talk of it being less desirable
than other professions a bit overblown. so here's the breakdown:
the most Jedi like skill in the game. Force lightning comes in four
different varieties, with two single attacks and two cone attacks.
The knock on lightning is that its slow, so a Jedi with master saber
will do more damage per second than somebody using lightning, and
also that most composite armor out there is 65 to 80 percent
effective against lightning. The caveat to that is, however, that
lightning isn't beholden to the 75 percent pvp reduction, so in a
lot of ways its a wash. Lightning can also be very effective against
an opponent who is knocked down, with some reports of it doing as
high as 1,200 damage. It also also considered a great finishing
skill both against Jedi and players. get a guy close to dying, knock
him down and blast him with lightning - a case where the delay
doesn't matter as much.
Interesting branch here because of the animal skills here. Animal
calm allows you to calm an animal and get it to no longer attack
you, while animal attack lets you turn an animal on somebody else or
its master. I know one Jedi who credits these skills to him
finishing the knight trials. he was in small guild with a little bit
of support, and these skills let him kill several nasty creatures.
Mind blast is pretty commonly considered broken and a waste of
points, which is part of the reason powers is frowned upon (along
with an entirely useless fourth branch). For a dabbler this branch
probably isn't worth the points. Only way I see somebody getting
this branch is if they're going master powers for the specials (see
a bit later).
Diminsh: At the
beginning of the post patch Jedi days, and during TC testing, force
weaken 2 was considered the must have skill. slowly more and more
folks decided against getting this in favor of FOTM templates out
there because they were more effective on the whole. With that said,
both Force Weakens are great skills that suck away a portion of each
of a person's HAM bars. So while it doesn't do damage in the
traditional sense, it does lower their HAM. Some think this isn't a
big deal in the buffing age, but I still think this skill has a
place if used smartly. How many times have you come 300 points from
killing somebody? well with good timing this can help. Force
intimidate is also a great skill that I think will become more
desireable when/if the devs nerf intimidate and let Jedi not use it.
The first one is just as effective as brawler intimidate, IMO, with
intimidate 2 being an area attack and a great support skill to have.
Not to mention it has quite possibly the greatest Combat Log entry
in the game ... "You use the force to invade So-and-So's mind and
intimidate them!" Classic!.
almost every account this branch sucks. No two ways about it. Force
Knockdown doesn't knock down players. Force throw sends debris at
them that does very little damage. Just a waste of points if you're
not going for Master Powers.
Master: Force Knockdown 3? Blah! Jedi
Mind Trick? Honestly I don't even know what that does. If you're
getting this box you're doing so for the force choke. anybody who's
been fighting nightsisters knows how nasty this move is, with is
possibly being the best non-saber special you have available to you.
Force Choke is basically a ticking damage special against a player's
HAM bar that just reeks havoc with them. Effective for pretty much
any kind of combat and a favorite of those who have it. But the
question is ... is one great powers branch, one good powers branch,
one pretty crappy powers branch and one completely useless powers
branch worth the price to get this skill with other options out
there? Those who decide is are rewarded by the skill, but it begs
the question "is this the best use of my limited Jedi skill points?"
Overall a great tree. A lot of Jedi abandoned it after they changed
the ability to use FR2 and FR3 with offensive moves effectively, but
it still has a nice mix of offensive and defensive skills, with some
I'd deem essential.
Celerity: Two very
good skills categories available here. For new Jedi, I maintain that
Force Run 1 is a must have, especially if you're already on the
terminals. If that means grinding the two Celerity boxes only to
give them up down the road because they don't match your template -
so be it. But my guess is for most Jedi out there you'll save more
than the 600k xp cost by having force run 1. Force Run 1 is
basically the same speed as a scouts burst run and also has some
terrain negotiation built in. For lower level Jedi, this skill is
essential for getting away from bounty hunters (or animals that are
about to kill you - which happens more than you might think). The
key difference is force run 1 lasts longer, so a BH behind you will
fall behind before you're done, usually after about 1 km of running.
Also, as long as you have force available, you can keep hitting
force run 1, unlike burst run which tired out the BH. For higher
Jedi its more of an offensive skill, allowing you to fly over hills
and bumpy terrain, and to catch up on kiting ranged players while
still doing the same amount of damage you would otherwise. FR2 at
this point is strictly just for quicker travel or as an escape
mechanism. At about the speed or a Speeder, you can really take off
and a BH on foot, or other enemy, doesn't have much chance of
catching up. The force speed skills are also nice. While you can
barely see the difference when using force speed 1, force speed 2 is
very noticeable. Basically this lowers the amount of idle time
between Jedi skills, increasing your damage per second. Great tool
for a Powers Jedi, since many of the longer idle times for Jedi are
in that tree.
Protection: The key
in this tree is the force armor. Many Jedi out there live and die by
their force armor - pretty much literally. basically armor creates a
protective force shield around you and lessens any damage coming
through it. But the catch here is that you lose force every time you
absorb some damage. The result is a great tool for shorter fights,
but as a fight carries on you're bleeding away your precious force.
And as any Jedi will tell you - once that force bar is done you're
going to have serious issues. Force Armor 1 absorbs 25 percent of
damage while Armor 2 does 45 percent. The force feedback skills act
as a counter to powers Jedi, basically reflecting back any force
attacks on the attacker. So if a Jedi shoots you with lightning,
you'll redirect that lightning back at your opponent (think of Yoda
during Episode II).
simple concept for this branch. Anytime another player tries to put
a bleed, poison, disease or other state on you, you have a greater
chance of resisting it. And should the state stick, a portion of its
effectiveness is taken away. Good skills to have for pretty much all
phases of Jedi combat (pvp, pve and jvj). The knock against this
branch, however, is that its redundant with the Heal xxx4 branch.
While they do different things, the end result is different. And
most Jedi would rather take off a state should it be applied than
have resists to it. Your decision here will probably go along with
whether you decide to go master enhance or not. if so you might save
the points from the heal branch, instead of spending 40 points on
two branches that do essentially the same thing.
Synergy: Two words:
Force Channel. In this day and age of buffs, force channel is an
incredible tool. It allows you to take 200 to 300 off your HAM bar
and apply it to your force bar, with your HAM slowly regenerating
over time. Used smartly this skill can allow you to almost
constantly grind without long breaks in the action, and also is a
key in allowing Jedi to abandon their robes and +10 regen in favor
of BE melee enhanced clothing. on the flip side, however, many Jedi
have been killed by using this skill unwisely, lowering their HAM
too much and gotten killed in the process. The other skills are nice
as well. Transfer Force lets you give some of your force to another
Jedi. Drain Force is a jvj skill that takes away 100 force points
from your opponent - if timed right this is a great skill in a
prolonged fight with a Jedi, allowing you to take some of his force
away perhaps unexpectedly and have him run out of force quicker than
he had anticipated. the end game is either him being gimped by no
force or him force channeling and lowering his HAM. Force meditate
also allows you to quickly regenerate your force at a rate of three
times your current ability. Unlike Force Channel that can be used
any time, however, meditate can only be done when you're at peace.
Master: Honestly the
desirability of FR3 has lessened since a nerf a few months back. But
it is still the ultimate escape hatch, allowing you to run
incredibly fast and pretty much outpace anything that might be
following you. Regain consciousness is also a great skill, allowing
you to resurrect yourself from the dead. There is also no time limit
on using this skill, unlike a doctor rez which needs to take place
approximately 5 minutes from your death for you to avoid your
cloner. you can lie there for as long as you want and then rez
The desire to heal yourself is obviously very apparent, and a lot of
Jedi's power in this game comes from their ability to heal each of
their HAM with the click of a button (one of the reasons Mind is the
red-headed step child of the HAM is no other profession can heal it
on the fly, except with the use of chef products or spice, which
have downsides). Take this ability away and Jedi are a lot less
powerful, especially against groups.
self explanatory - this branch allows you to heal yourself. Think
Stimpacks for Jedi. In it there are two kinds of heals - HAM
specific heals that target one of the three pools, and then one
skill that heals all of them at once. The first level skills heal
for 500. The second level skills heal for 1500. These are the life
blood of Jedi, allowing them to go from on their death bed to right
back in the fight in a moments notice. One suggestion - use each of
these in a macro that clears the combat queue. So when you hit the
hotkey its the next thing that happens.
skills heal your wounds and battle fatigue in varying degrees.
Depending on how your guild is and your hunting patterns this is a
good skill to have for some, but not necessary for others. Basically
- what kind of access do you have to dancers and doctors, and in
what kind of locations. If you're on the terms the last thing you
want to do is sit in Coronet in the medical center or cantina
getting healed. But if you do have dancers and docs in private areas
that you can go to, this skill might be one to not go after. Another
point, however, is as a Jedi you're going to take a beating. With no
armor you generate a TON of wounds and as a result, battle fatigue.
it isn't uncommon after just one buff session to have more than 200
battle fatigue and substantial wounds to each of your HAM.
Assist: For the nice
Jedi out there who like to help others :-) This is an interesting
branch because unlike most it deals entirely with helping out other
Jedi or players, and is a great support branch to have for those
Jedi who are going to be hunting or pvping entirely in groups.
Skills here allow you to heal other players wounds, heal other
players HAM, heal other players battle fatigue and clear other
sister branch to Enhances Resistance. This branch allows you to
clear states that have stuck to you, including poison and disease.
In a nicety from the SOE folks, the heals in the first three boxes
can be used on either yourself or another player. Much like the
rejuvenation branch, you might want to think about making macros
here that not only clear the queue so you can clear on the fly, but
also that add a /target self for stop bleeding, cure poison and cure
disease, since you need to have a target selected to use them. The
last box can only be used on yourself, with its counterpart for
others in the Assist branch. As was mentioned earlier, you might
want to think twice about getting both Heal Purification and Enhance
Resistance, since they both have the same goal - keeping states off
Master: The master
box has two skills - one that lets you heal everything and remove
all states including fire from yourself, and one that lets you do
the same for another player. Is it worth it to get here? Honestly
depends on your style, how nice you are and your particular
circumstance. While these skills are nice, I'm not sure if you grind
this whole tree just for them.
Defender is certainly the least sexy of the Jedi trees. You don't
get any new toys to play with. Its hard to show somebody something
you've gained from this tree. And all of your progress is going on
behind the scenes. But that doesn't mean it should be overlooked.
The biggest underlying advantage to this tree is the increase in
Jedi toughness, allowing less and less damage to be inflicted upon
you as you go up. For each of the branches the toughness increases 1
for tier one and two boxes, 2 for a tier three and 4 for a tier
Melee Defense: All
told getting this branch increases your melee defense +70 (with the
novice box included). Combined with force sensitive melee defense
you're at +90. Throw in some nice BE melee defense clothing and
you're at 102, which is very nice and good to have for pvp against
those pesky TKMs and d-stackers.
Ranged Defense: Same
deal here as with melee. Getting this whole branch gives you +55
ranged defense making you harder to hit. Add the +20 from the FS
skills and you're at +75. The big question here is - is this worth
it? Melee defense is a bit difference from ranged for Jedi since
we're more vulnerable to the melee classes. With one saber
tree and the techniques tree, a ranged player is going to be hard
pressed to hit you anyway, and if you're a master he might as well
not even try. So is it worth spending the points here to go from a
guy hitting you once every 5 to 7 times and make it once every 7 to
Force Defense: This
skill makes it harder for other Jedi to use force powers on you
(read - Powers Jedi). With the fourth tier box you're at +70 force
Preternatural Defense: This increases your ability to resist states.
The difference between this and the Enhance states resist is in this
case it isn't a special. its always on, always in the background and
can more accurately be depicted as your ability to have states miss
you. But if they stick, they're there at full force. The resist
branch will absorb some of the state should it stick, which is why
its a special and not behind the scenes.
Master: You're only
hotkey addition comes in this box. It allows you to avoid becoming
incapacitated for a period of time. if used wisely this is the
ultimate turn of the tables move, taking you from almost incapped
and then deathblowed to right back in the game. most Master
Defenders will use this, let them regen their force, bounce up, heal
and then commence with the asskicking. There are also some very nice
skill additions here: +25 melee defense and force defense, +20
ranged defense (making you pretty much unhittable), and a +8 Jedi
toughness. Against players you're just nasty at this level and as
long as you're not dumb, dang near invincible. Because of your
toughness, even if folks are hitting you (which they're not doing a
lot) its barely causing a scratch. But the question as always - is
it worth spending 20 points on ranged defense that you really can do
without? Powers Jedi are in the minority in this game so do you need
20 points on force defense? better resist defense IMO can be found
in two other threes. Tough choices.
Well there you go. A pretty high level look at each
branch, the skills there and some of the reasoning for or against
getting them. Like I said the answers here are different for every
player out there. Some enjoy being a support-role Jedi and healing
others wounds and HAM in between kicking ass with their saber. Some
folks like the idea of a more defensive Jedi over a more offensive
one. Some want love the idea of shooting a kiting ranged BH with a
bolt of lightning. And others like to play the game as a loner sort
who is almost completely self-sufficiency (if only we could buff
ourselves). The answers to the question of "how should I spend my
points" are different for everybody, and hopefully the info above
arms you with the information you need to make the best decision for
Mnemon Kain - Corbantis Jedi