SWTOR Class: Jedi Knight


 Class Descirption

Outfitting

Combat Tactics

Common Abilities

Advanced Class: Guardian | Guardian Skill Tree | Guardian Abilities | Weapons | Equipment | Guides

Advanced Class: Sentinel | Sentinel Skill Tree | Sentinel Abilities | Weapons | Equipment | Guides

Companions

Class Ship

Class Videos

Quest Guides 

 

 

 

 

 

VALIANT, DETERMINED, GUARDIAN OF PEACE


A symbol of hope in dark times, the Jedi Knight stands for the legacy of the Jedi Order—more than twenty-thousand years of protecting the Republic and keeping the peace across the galaxy. Though Jedi Knights have served as generals, guerilla fighters, and warriors for generations, their legendary combat prowess faces its greatest test during this age.

Through years of disciplined training and meditation, the Jedi Knight hones body and mind into perfect harmony. Combining the foresight of the Force with unrivaled reflexes and practiced physical precision, the Knight turns combat into an art form, gracefully executing acrobatic feats in tandem with elegant lightsaber tactics.

A source of inspiration to allies and intimidation to adversaries, the Jedi Knight's presence is welcome in any confrontation. The Order's long history of fighting for justice has earned the trust of countless friends and the hate of innumerable enemies. Few, though, are foolish enough to challenge a seasoned Jedi Knight unless they have the skills and technology to even the odds.



FACING THE DARK SIDE

The Jedi's dark counterparts scored many victories during the war, expanding their Empire, and putting the Republic on the defensive. Since the Treaty of Coruscant, the Sith have consolidated their military might, even while the Jedi have withdrawn to Tython, a move that's been looked at with suspicion by many of the Republic's politicians. Nonetheless, the war is far from over, and the Jedi Knight's resolve remains firm. With unwavering allegiance to the Republic and the light side of the Force, the Jedi Knight fights with valiant determination, wading into the thick of any battle to protect freedom and democracy and hold fast against those who oppose it.

No matter how dire circumstances may become, the Jedi Knight trusts the Force and keeps a cool head. Knowledge and self-control are the critical components of wise decisions, and emotional and mental clarity are an absolute necessity. Maintaining focus allows the Knight to rely on intuition; a right mind leads to right action.

For many, the Jedi Knight is the guardian of a precious dream; a dream of peace, a dream of justice, a dream of a brighter future. The fate of the galaxy depends upon the Knight's ability to keep this dream alive.

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.

OUTFITTING
The galaxy has been plagued by war for decades, and despite the Treaty of Coruscant, the Jedi have no delusions about the constant danger. Though traditional Jedi robes range from light cloth to thick leathers, many Jedi Knights also wear parts or entire suits of heavy armor when going into battle.

COMBAT TACTICS

Whether defending allies by deflecting a barrage of blaster-fire or charging in to challenge a Sith Lord, the Knight's role is crucial in any conflict. The Jedi Knight enjoys the benefit of ancient teachings that have been passed down through hundreds of generations. Combining these time-tested maneuvers with the natural guidance of the Force, the Knight is capable of achieving extraordinary feats
Jedi Knight Common Abilities

 

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.

 


ADVANCED CLASS: GUARDIAN

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.



Class Role: Tank, Damage
Weapon: Lightsaber
Armor: Heavy




 
 
Guardian Skill Tree

Tree: Vigilance (DPS)
Provides greater skill in single-blade offense and the ability to take enemies down quickly.
Force Scarring
Passive: Sundering Strike lowers the target's internal and external resists bu 10% on its first application

Shien Form
Instant
Cooldown: 1.5 secs Enter an offensive Lightsaber form, increasing all damage dealt by 6%. All attacks which cost focus will refund 1 focus when used. In addition, taking damage generates 1 focus, but this effect cannot occur more than once every 6 seconds.

Tree: Defense (Tank)
Allows the Guardian to more effectively withstand enemy attacks and protect allies.

Endure:
Instant, Cooldown: 3 mins
Temporarily increases your maximum health by 30% for 15 seconds. When the effect ends, the health is lost.


Force Leap
Passive: Force Leap now stuns targets for 2 seconds.

Tree: Focus (shared)
Specializes in advanced Force techniques and the Shii-Cho lightsaber form.
Force Exhaustion
Instant, Cooldown: 21 secs, Range: 15m
Progressively slows the target from 60% to 10% movement speed over 5 seconds and deals 180 kinetic damage each second. At the end of the duration the target is crushed, and takes an additional 553 kinetic damage.

Zephyr
Passive
Reduces the cooldown of all Force abilities while in Shii-Cho Form by 3 seconds.


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.


 

 


ADVANCED CLASS: SENTINEL

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.



Class Role: Damage
Weapon: 2Lightsabers
Armor: Medium
 
 
 
 
 
 
Sentinel Skill Tree
Tree: Watchman (Sustained Damage and Survival )
The Sentinel masters the Juyo Lightsaber form, making him more dangerous as a fight goes on.

Overload Lightsaber
Instant Cooldown: 12 secs
Charges your Lightsabers with deadly energy for 15 seconds, causing your next 3 successful melee attacks to make the target burn for 491 elemental damage over 6 seconds. Stacks up to 3 times. This effect cannot occur more than once every 1.5 seconds.
Merciless Zeal
Passive
Critical hits with burn effects heal you for 2% of your maximum health.
Tree: Combat (Burst Damage)
Allows the Sentinel to master the Ataru Lightsaber form to rapidly dispatch enemies.
Blade Rush
Instant, Range: 4m
Strikes the target with both weapons for 647-729 weapon damage and automatically triggers an Ataru Form strike. For 6 seconds after using Blade Rush, your Ataru Form has an extra 30% chance to be triggered. Requires two Lightsabers.

Opportune Attack
Passive
Your Ataru Form hits have a 100% chance to make your next focus spender deal 10% more damage.
Tree: Focus (shared)
Specializes in advanced Force techniques and the Shii-Cho lightsaber form.
Force Exhaustion
Instant, Cooldown: 21 secs, Range: 15m
Progressively slows the target from 60% to 10% movement speed over 5 seconds and deals 180 kinetic damage each second. At the end of the duration the target is crushed, and takes an additional 553 kinetic damage.

Zephyr
Passive
Reduces the cooldown of all Force abilities while in Shii-Cho Form by 3 seconds.


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.


 

Companions
KNOWN ASSOCIATE: T7-01

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.

T7 sees himself as protector of his more fragile organic allies, willingly placing himself in harm's way and always ready to play the hero when innocent lives are in danger.
Although he was originally designed
for repair and piloting duties, T7
has accumulated many special modifications, expanding his potential uses on and off the battlefield. This little droid is much more than a mechanical servant… he's a friend and ally to the end.
Key Facts

PRIMARY FUNCTIONS
Surveillance, cartography and data slicing

FAMOUS PARTNERS
Senator Oodora of Manaan, Captain Nico Okarr and Jedi Master Ven Zallow

NOTABLE FEAT
Survived the destruction of the Jedi Temple on Coruscant
Class Ship
STARSHIP: DEFENDER:


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! 




CLASS VIDEO:

Click Here for Jedi Knight Video!