Class Info
Jedi Knight
Advanced Class: Guardian | Guardian Skill Tree | Guardian Abilities | Weapons | Equipment | Guides
Advanced Class: Sentinel | Sentinel Skill Tree | Sentinel Abilities | Weapons | Equipment | Guides
VALIANT, DETERMINED, GUARDIAN OF PEACE
FIELD RECONNASSANCE
The Jedi Knight's graceful movements are awesome to behold. Freezing a moment in this display captures the deep commitment underlying the Jedi's dazzling abilities. Though a Jedi Knight's life is filled with battle and adventure, the Knight's heart is dedicated to peace and service. An ironic observation to some, but greater wisdom suggests it is the Jedi Knights' humble devotion which makes them so likely to become such famous heroes.





|
ame |
Level Learned |
Cast Time |
Cooldown |
Force Cost |
Range |
Description |
|
|
Strike |
start |
Instant |
None |
None |
4m |
Inflicts your weapon damage spread across a series of quick melee attacks. |
|
|
Slash |
start |
Instant |
None |
3 |
4m |
Slashes the target for moderate damage. Strikes with both weapons if dual wielding although with an accuracy and damage penalty. |
|
|
Force Vitality |
start |
Instant |
1.5s |
None |
40m |
Increases the endurance of a friendly target while active. You can not place both Force Vitality and Force Potency on a target at the same time. |
|
|
Introspection |
start |
15s (channeled) |
None |
None |
Self |
Restores health to the player while channeling |
|
|
Quick Travel |
start |
10s |
30m |
None |
Self |
Takes you to your current bind point. |
|
|
Holoconference |
start |
? |
? |
? |
? |
? |
|
|
Weapon Proficiency: Lightsaber |
start |
Passive |
Passive |
None |
Self |
Able to equip training sabers and standard single bladed lightsabers. |
|
|
Weapon Proficiency: Vibrosword |
start |
Passive |
Passive |
None |
Self |
Able to equip single bladed vibroswords, conventional swords, and other bladed melee weapons. |
|
|
Armor Proficiency: Heavy |
start |
Passive |
Passive |
None |
Self |
Able to equip heavy combat armor. |
|
|
Revitalize |
start |
1.5s |
5m |
75 |
30m |
Revives an incapacitated ally. This ability is usable while in combat. |
|
|
Resilience |
start |
Instant |
1m |
? |
Self |
Increases your chance to resist Force and Tech attacks by 100% for 4s. |
|
|
Force Quake |
start |
6s (channeled) |
Instant |
100 |
30m |
Channel the Force into the ground at the target location, causing it to quake and tremble. All enemies within 8m of the target location are struck for moderate kinetic damage every second for 6s. Each second, the Force Quake has a 33% chance to knock its targets down. No single target can be knocked down more than once from a single Force Quake. |
|
|
ce Leap |
2 |
Instant |
10s |
None |
10-30m |
Jumps to a distant target immobilizing them for a few seconds, interrupting their current action and dealing low damage |
|
|
Generates 2 focus Cannot be used against targets in cover |
|||||||
|
Sweep |
3 |
Instant |
5s |
3 |
4m |
Strikes up to three enemies in melee range doing normal weapon damage and slowing them to 50% of normal for 6 seconds. |
|
|
Overhead Slash |
4 |
Instant |
None |
8 |
4m |
Acrobatic melee attack that does very high damage to a single target and knocks them down for a short duration. Strikes with both weapons if dual wielding although with an accuracy and damage penalty. |
|
|
Slash (Rank 2) |
5 |
Instant |
None |
3 |
4m |
Slashes the target for moderate damage. Strikes with both weapons if dual wielding although with an accuracy and damage penalty. |
|
|
Saber Ward |
6 |
Instant |
3m |
None |
Self |
Increases the Knight's chance to parry melee and ranged attacks by 60% for 15 seconds. |
|
|
Master Strike |
8 |
3s (channeled) |
30s |
None |
Self |
Performs a series of three melee attacks that stun the target for 3 seconds and knocks the target down for an additional 3 seconds if the channel completes successfully. |
|
|
Grants 3 focus over the duration of the channel |
|||||||
|
Destruction |
8 |
? |
? |
? |
? |
Destroys the targeted destructible container. |
|
|
Force Vitality (Rank 2) |
10 |
Instant |
1.5s |
None |
40m |
Increases the endurance of a friendly target while active. You can not place both Force Vitality and Force Potency on a target at the same time. |
|
|
Soresu Form |
12 |
Instant |
1.5s |
None |
Self |
While in Soresu Form the Knight gains 1 focus when attacked by an enemy once every 3 seconds. Reduces the amount of focus generated by Strike by 1. Also increases chance to parry or deflect incoming attacks by 5%. |
|
|
Combat Focus |
14 |
Instant |
3m |
None |
Self |
Immediately grants the Knight 6 focus |
|
|
Sprint |
15 |
Instant |
6s |
None |
Self |
Increase your speed and that of your companion by 20% |
|
|
Resolve |
18 |
Instant |
2m |
None |
Self |
Breaks the Knight out of all movement impairment effects |
|
|
Force Pull |
24 |
Instant |
45s |
None |
10-30m |
Pulls the target towards the Knight. Interrupts any action the target is currently engaged in and builds moderate threat. |
|
|
Saber Throw |
26 |
Instant |
30s |
None |
10-30m |
Throws your lightsaber at a distant target striking for moderate damage and generating 3 focus. |
|
|
Ataru Form |
28 |
Instant |
1.5s |
None |
Self |
While in Ataru form a successful saber hit will trigger a second attack for 25% weapon damage against a second enemy in melee range. This effect can occur once every 3 seconds. |
|
|
Blade Storm |
32 |
Instant |
12s |
None |
15m |
Use the force to project a wave of energy towards the target, dealing moderate damage. |
|
|
Valorous Call |
34 |
Instant |
2m |
3 |
Party |
Increases the critical strike chance of all nearby party members by 10% and the critical strike damage bonus of all party members by 25% for 15 seconds. Strenght of this effect is doubled on the caster. |
|
|
Cyclone Attack |
46 |
Instant |
30s |
3 |
8m |
Knocks all targets within 8 meters away from the Knight, knocking them down for 4 seconds. Does low damage to all affected enemies. |

A wall between the good people of the Republic and their enemies, the Guardian stands firm in the face of overwhelming odds and dares opponents to attack.
Perfect concentration and use of the Force allows smooth movement even
in heavy armor--making the Guardian a hard target to take down. Leaders
on and off the battlefield, Guardians are known for inspiring allies to
amazing feats, making them invaluable for conflicts of any size.







Guardian Abilities
|
Name |
Level Learned |
Cast Time |
Cooldown |
Force Cost |
Range |
Description |
|
Armor Proficiency: Shield Generator |
10 |
Passive |
Passive |
None |
Self |
Able to equip a personal shield generator. |
|
Armor Proficiency: Heavy |
10 |
Passive |
Passive |
None |
Self |
Able to equip heavy combat armor. |
|
Guardian Strike |
10 |
Instant |
4.5s |
None |
4m |
Hits your target inflicting 110% weapon damage and generating a high amount of threat. This attack also boosts the Knight's armor rating by 5% for 15 seconds. The armor bonus can be stacked up to 3 times. Grants 2 focus. |
|
Cleave |
12 |
Instant |
30s |
3 |
4m |
Strikes all enemies in melee range dealing moderate weapon damage to them building high threat and immobilizing them for 6 seconds. |
|
Flourish |
16 |
Instant |
30s |
None |
30m |
Forces opponent to attack the Knight for 6 seconds. |
|
Hilt Strike |
18 |
Instant |
20s |
3 |
4m |
Stuns the target for 6 seconds and builds significant threat. |
|
Challenging Call |
22 |
Instant |
1m |
3 |
Self |
Taunts all nearby enemies forcing them to attack the Knight for 6 seconds. Also increases the Knight's chance to shield attacks by 60% for the duration. |
|
Riposte |
30 |
Instant |
6s |
None |
4m |
Makes a quick saber strike for moderate damage. Riposte can only be used after parrying, deflecting, or dodging an attack. |
|
Guardian Leap |
50 |
Instant |
1m |
None |
5-10m |
Leaps to a group member dealing low damage and high threat to nearby enemies on landing and reducing the threat that party member generates for 6 seconds. |
Control and focus are the hallmarks of the Sentinel.
Through years of training the Sentinel learns the art of using
two Lightsabers simultaneously to create an intricate web of damage
that is almost impossible to evade. Manipulating the Force, the Sentinel can
see holes in the enemy defense, potential flaws in their own technique and how best to plan for both.

Overload Lightsaber
Merciless Zeal


Sentinel Abilities
|
Name |
Level Learned |
Cast Time |
Cooldown |
Force Cost |
Range |
Description |
|
Dual Wield |
10 |
Passive |
Passive |
None |
Self |
Allows you to wield two weapons. This will penalize the damage and accuracy of both weapons. |
|
Arcing Strike |
10 |
Instant |
4.5s |
None |
4m |
Hits up to three enemies within melee range inflicting 50% weapon damage to each. Grants 1 focus plus 1 additional focus for each target hit. |
|
Juyo Form |
12 |
Instant |
1.5s |
None |
Self |
While in this form the Knight's damage will increase by 2% each time he strikes an enemy with a saber attack. This effect can be triggered once every 1.5 seconds and can stack up to 5 times. The effect only lasts 6 seconds but the duration resets each time you deal saber damage. |
|
Disable |
16 |
Instant |
None |
5 |
4m |
Strikes an enemy dealing weapon damage with both sabers and applying a high damage bleed over 15 seconds. Must be dual wielding lightsabers to use this ability. |
|
Distraction |
22 |
Instant |
30s |
3 |
4m |
Distracts the enemy causing them to lower their defenses. Does no damage but reduces both their parry and deflection chance by 5% for 6 seconds. Distraction also lowers the Knight's threat level against the target. |
|
Overload Saber |
30 |
Instant |
2m |
None |
Self |
Charges the saber with additional energy for 15 seconds causing all saber attacks to burn their target for additional elemental damage. This effect may occur once every 1.5 seconds. |
|
Twin Arcs |
50 |
Instant |
None |
5 |
4m |
Strikes up to three enemies in melee range striking them for high damage with both sabers. Must be dual wielding lightsabers to use this ability. |
PROGRAMMED FOR TROUBLE
The quirky and stubborn Astromech Droid designated T7-O1 hasn't been memory-wiped since his activation more than two centuries ago. This rare condition gives T7 a massive knowledge base, with detailed records of every mission he's
ever undertaken and the many friends and enemies made along the way. Because his memories remain intact, T7 has developed a candid personality, a strong independent streak and a unique perspective on the galaxy. Unlike other droids, T7 doesn't perceive his organic owners as masters, but instead refers to them more like partners. Over the centuries, he has faithfully teamed up with senators, spies, smugglers and even Jedi.


CORELLIAN DEFENDER-CLASS LIGHT CORVETTE
Developed at the height of the Great War, the Defender was custom-built for the Jedi Order. The Jedi Council commissioned the starship after determining that Republic military vessels were not well-suited to the Jedi's more specialized missions. The Defender's exterior design is based on the consumer model corvette, but it has been outfitted with countless customized upgrades. The starship includes two levels. The formal upper level features diplomatic meeting rooms and an elegant conference room at the ship's center. The conference room contains a unique Holocom system for secure communications with the Jedi Council. The Defender's lower level includes a cargo hold, a medical bay, and a small private space in which the Jedi can retreat for meditation. Despite the Jedi Order's commitment to peace, the ship is battle-ready. If circumstances warrant, the Defender is engineered with high-powered shields and twin turbo lasers to engage the enemy.
Click Here for Ship Video!
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