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Jedi

 



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Jedi are Force Sensitive beings that can use their Force power to overcome and control their enemies and can master the art of fighting with a lightsaber. Force Sensitive individuals feel a connection to the energy that surrounds all living things and binds the galaxy together.

Skills

  • Lightsaber Combat
  • Force Powers
  • Block Blaster Bolts
  • Force Lightning

Jedi Skill Path

Jedi students are just beginning to learn the full power behind the Force. Other than a Padawan Robe that distinguishes you from other professions, you won't be wielding a lightsaber and performing amazing feats with the aid of the Force anytime soon. Becoming a Jedi master takes a lot of work and dedication; you'll need to earn these powers as you gain experience in the ways of the Force.

Once you've finished the tutorial, it's a good idea to spend a bit of time exploring Tansarii Point Station and helping the people there with various quests. You'll earn both experience and credits to get yourself started. You can also learn piloting skills while you're here. For grouping experience, Gamma Station is a dungeon designed for levels 1-10 that's only a short space hop away from Tansarii Point Station.

Jedi students gain new abilities at the following levels:

Level
Skill
1
Focused Strike: A level 1 high powered attack that deals extra damage.
4
Ataru Focus: A level 4 increase to damage of every attack while active.
7
Force Bolt: Channel the Force into a level 7 electric bolt that rips through your opponent. Its damaging power also slows the motor functions of your enemy, which reduces its movement for a short time.
7
Center of Being: A level 7 decrease to damage taken by incoming attacks.
10
Centered Strike: A high powered level 10 attack that deals extra damage.
14
Makashi Focus: A level 14 increases to damage of every attack while active.
18
Shii-Cho Strike: A high powered level 18 attack that deals extra damage.
22
Force Hardening: A level 22 decrease to damage taken by incoming attacks.
26
Force Aura: A level 26 decrease to damage taken by incoming attacks.
30
Force Lightning: A strong level 30 Force attack that sends lightning coursing through your opponent. It causes the enemy's major muscle groups to lock up, keeping your enemy from fleeing.
30
Vaapad Focus: A level 30 increases to damage of every attack while active.
34
Meditate: The ability to focus your mind to cause a recharge in health for a level 34 heal.
38
Grapple: A level 38 attack that causes damage and reduces your target's movement speed.
42
Niman Strike: A high powered level 54 attack that deals extra damage.
46
Shii-Cho Stance: A defense stance that increases the chance to block or dodge incoming attacks, providing a level 46 defense.
50
Force Shock: A level 50 critical attack that causes damage and reduces your target's movement rate.
54
Ataru Strike: A high powered level 54 attack that deals extra damage.
58
Force Storm: A strong level 58 Force attack that sends multiple lightning strikes coursing through your opponent. It causes significant damage while it keeps your enemy from fleeing.
58

Focus of Life: This ability allows the force sensitive to draw on the force to heal themselves, for a level 58 heal.

62
Force Grapple: A level 62 attack that causes damage and reduces your target's movement speed.
66
Makashi Strike: A high powered level 66 attack that deals extra damage.
70
Niman Stance: A defense stance that increases the chance to block or dodge incoming attacks, providing a level 70 defense.
74
Force Choke: A level 78 attack that causes damage and reduces the target's movement speed.
78
Djem So Strike: A high powered level 78 attack that deals extra damage.
82
Force Regeneration: This ability allows the force sensitive to draw on the force to heal themselves with a level 82 heal.
86
Force Maelstrom: This level 86 surge of Force power shreds your opponent's Central Nervous System, causing tremendous damage and halting its ability to escape your vengeance.
86
Soresu Stance: A defense stance that increases the chance to block or dodge incoming attacks, providing a level 86 defense.
90
Vaapad Strike: A high powered level 90 attack that deals extra damage.


Expertise

Expanding the possibilities in Star Wars Galaxies to make your character special and unique is the upcoming "Expertise System". The Expertise System is a new game feature in Chapter 2 that will enhance everyone's ability to customize their Profession skills and abilities.

For a basic guide on understanding how to use experience points, click here to read the guide, "Introduction to Profession Expertise"

Article originally published as Rogue_5's Comlink: June 30th, 2006

At a glance:

  • What is the Expertise System?
  • Jedi Expertise Charts
  • Jedi Expertise: Jedi Path Tree Details
  • Existing Jedi and the impact of Expertise

As many know, we're in the process of completing implementation on the Jedi and Bounty Hunter trees in the Profession Expertise system for Chapter 2. The designers responsible for these new trees are Hanse for the Jedi trees and Tunso for the Bounty Hunter trees. In this Com-link, I am going to offer a brief overview of the Expertise system and then offer very specific details on how this new system will affect the Jedi profession.

What is the Expertise System?

Before I get into the specific trees, I want to explain the goals of the Expertise system and how it works. The overall goal of the system is to offer new and exciting choices for players to make about the development of their characters. These choices provide diversity between characters of the same profession and give the player an additional goal when leveling.

At level 10, a player earns five Expertise points and then earns 1 point every two levels up to a maximum of forty-five points at level 90. In Chapter 2, only Jedi and Bounty Hunter characters will be able to allocate these points or even see the Expertise interface. We will introduce the expertise system to two professions per Chapter after that.

Once a player reaches level 10, they can activate the Expertise interface (it will appear on the Main Menu) and begin allocating their points over the two trees available to their profession. Eventually, a third tree will be introduced that specifically offers choices regarding the Galactic Civil War and Player-versus-Player specific enhancements, but that will be introduced after we introduce the Expertise system for all nine professions.

Allocating Expertise points will do one of two things. They will either modify an existing ability, such as increasing damage done, or they will unlock new abilities or series of abilities.

Players can allocate the points they have earned and even experiment with different choices in the interface without permanently committing with every point. Once they're satisfied with their allocation, they can choose to accept those choices. Once accepted these choices can only be undone for a fee through a re-spec at the appropriate NPC.

 

The Jedi Expertise Trees

There has been quite a bit of interest over what this system means for the Jedi since they have already received one set of enhancements in the recent past (Publish 27). In previous discussions, it was stated that the expertise additions would not impact existing Jedi abilities.

During the initial design and balance phase of their trees, we realized that it would be better to evaluate all the Jedi abilities and look at how we could use the expertise system to really flesh out the choices that a Jedi player could make. Doing this, in addition to adding some cool and powerful new abilities, was the best solution for maintaining the balance between professions and ensuring that the Jedi have really cool Expertise trees to use.

The two Jedi trees are General and Path. The General tree provides a variety of choices designed to enhance aspects that all Jedi would share. The Path tree provides choices between the Light and Dark side that give appropriately themed enhancements.

Expertise Tree Key/Legend

Key/Legend Notes:

  • The Expertise tree graphics below are concept pieces used to construct the trees and not representative of actual in-game art.
  • Specific numbers mentioned in the tree summaries are apt to change as we iterate and test the data over the weeks leading up to the scheduled update.

Jedi Expertise: General Tree Details

Click image to enlarge

Tier Name Description Points Effect Dependency Minimum Points Minimum Level
1 Enhanced Strength Strength Increase 2 25/point None 1 10
1 Enhanced Constitution Constitution Increase 2 25/point None 1 10
1 Enhanced Agility Agility Increase 2 25/point None 1 10
1 Enhanced Stamina Stamina Increase 2 25/point None 1 10
1 Crippling Accuracy Force Throw Snare proc 4 25%/point 2 points in Improved Force Throw; 4 points in General 1 10
2 Improved Force Throw Force Throw +Damage% 2 5%/point None 5 10
2 Alacrity Dodge% Bonus 4 2%/point 4 points in General 5 10
3 Heightened Speed Force Run Speed increase 4 10%/point 4 points in General 9 18
3 Improved Crippling Accuracy Force Throw Snare duration 3 2s/point Crippling Accuracy; 8 points in General 9 18
3 Exacting Strikes Strike/Sweep +Damage% 4 2%/point 8 points in General 9 18
3 Force Cloak Invisibility 1 - 4 points in Alacrity; 8 points in General 9 18
4 Second Wind Force Run Duration increase 2 2s/point 4 points in Heightened Speed; 8 points in General 13 26
4 Incisiveness Critical Strike% Bonus 4 1%/point 4 points in Exacting Strikes; 8 points in General 13 26
4 Stance Saber Block 10% Passive chance to block a ranged weapon with a lightsaber while in a Stance 1 - 12 points in General 13 26
4 Improved Saber Block Increases the chance to block a ranged weapon with a lightsaber 3 20%/point 1 point in Saber Block; 12 points in General 14 28
5 Fidelity Damage% (All) Increase 4 1%/point 4 points in Incisiveness; 16 points in General 17 34
5 Improved Force Cloak Invisibility escapes combat 1 - 1 point in Force Cloak; 16 points in General 17 34
5 Force Shockwave Grants the Force Shockwave series 1 - 16 points in General 17 34
5 Improved Force Shockwave Force Shockwave damage / range increase 3 2%/point 1 point in Force Shockwave; 16 points in General 18 36
  Total Points: 49  

Jedi Expertise: Jedi Path Tree Details

Click image to enlarge


Tier Name Description Points Effect Dependency Side Minimum Points Minimum Level
1 Remorseless Nature Stamina bonus while using a Focus 4 10/point None Dark 1 10
2 Brutality +Critical% bonus for Focus 4 1%/point 4 points in Remorseless Nature Dark 5 10
2 Force Choke Grants the Force Choke series 1 - 4 points in Remorseless Nature Dark 5 10
3 Tempt Hatred Opponent has a chance to lose 5% of action when striking Jedi 2 10%/point 4 points in Remorseless Nature; 8 points in path Dark 9 18
3 Dark Lightning Grants the Force Lightning series 1 - 4 points in Brutality; 8 points in Path Dark 9 18
3 Improved Force Choke Increases damage and duration of the Force Choke series 2 4%/point 4s/point 4 points in Remorseless Nature Dark 9 18
4 Wracking Energy Add snare debuff to Force Lightning 3 2s/point 4 points in Brutality; 8 points in path Dark 13 26
5 Maelstrom Grants Maelstrom, which is an area effect attack. 1 - 3 points in Wracking Energy; 16 points in Path Dark 17 34
5 Strangulation Add chance to Root when using Force Choke 2 5%/point 2 points in Improved Choke; 16 points in Path Dark 17 34
  Dark Points: 20  
1 Cautious Nature Constitution bonus while using a Stance 4 10/point None Light 1 10
2 Practiced Fluidity +Dodge% bonus for Stances 4 1%/point 4 points in Cautious Nature Light 5 10
2 Soothing Aura +Heal% bonus on Self Heals 4 25%/point 4 points in Cautious Nature Light 5 10
3 Reactive Response +Damage taken% is added to action 2 6%/point 4 points in Practiced Fluidity; 8 points in path Light 9 18
3 Forsake Fear +Action% for the party is regenerated per 1s of meditation up to 10s 1 6% 4 points in Cautious Nature; 8 points in Path Light 9 18
4 Force Clarity +5% Chance for a second strike with a lightsaber 1 5% 2 points in Reactive Response; 12 points in Path Light 13 26
4 Hermetic Touch Cure/Immunity to Disease/Poison/Fire/Bleed for Self Heals 1 - 2 points in Increased Metabolism; 12 points in Path Light 13 26
5 Lasting Aura Self Heal immunity duration increase 2 3s/point 1 point in Hermetic Touch; 16 points in Path Light 17 34
5 Anticipate Aggression Half of Reactive Response damage is converted to action 1 6% 2 points in Reactive Response; 16 points in Path Light 17 34
  Light Points: 20  
3 Cloud Minds Mind Trick Ability 1 - 3 points in Improved Mind Trick; 8 points in Path Neutral 9 18
4 Expansive Trickery Increase Cloud Minds effect radius 3 2meters/point 1 point in Cloud Minds; 12 points in Path Neutral 13 26
5 Lethargy Add persistent de-aggro to Mind Trick/Cloud Minds 4 2s/point 3 points in Expansive Trickery; 16 points in Path Neutral 17 34
  Neutral Points: 8  
  Total Points: 48  

 

Existing Jedi and the impact of Expertise

What this means is that some abilities (or portions of abilities) have been moved into the Expertise tree and will require points to acquire. To help alleviate any initial confusion, Jedi will have their initial Expertise points allocated (based on their level) when they first enter the game after Chapter 2. This initial allocation mimics as closely as possible retaining any abilities (or changes) that have been impacted by the Expertise system. It is important to note that this default allocation also includes Expertise that enhance Jedi in addition to retaining pre-existing abilities that are affected, as some of these newer Expertise are pre-requisites for the changes.

If a player would prefer to allocate their Expertise points instead of using the default allocation, they can visit the nearest respec NPC and request that the default allocation be removed and the points restored.

At level 90, a Jedi will retain all pre-existing abilities and have enhancements new to the Expertise system with the default allocation. However in some circumstances, Jedi below this level may be missing pre-existing functionality even with the default allocation. Listed below are the abilities affected for Jedi, including when they receive the abilities in default allocation and a comparison of when they received this ability pre-publish and post-publish.

 

Force Throw

Force throw as a ranged-damage ability is still available without point expenditure, but the snare component requires Expertise points to be spent to acquire and is located in the Jedi – General expertise tree.

The default allocation acquires the appropriate Expertise by level 30: Crippling Accuracy (4/4) – Each Expertise point spent grants a 25% chance to snare the target of a Force Throw attack.

This ability was default and available with Force Throw at level 4 previously.

 

Force Lightning

Force Lightning has been moved into the Jedi – Path expertise tree. Since this includes an ability in the series that was originally present well before level 10, a new ranged damage ability that shares many characteristics with Force Lightning is available at level 7 (and has no upgrades) called Force Spur.

The default allocation acquires the appropriate Expertise at level 20: Dark Lightning (1/1) – Grants the Force Lightning series of abilities; and at level 76: Wracking Energy (1/3) – Adds a snare component to Force Lightning. Each point increases the duration by 2 seconds.

This ability was default and available as Force Bolt at level 7 previously.

 

Cloud Minds

Cloud Minds has been moved into the Jedi – Path expertise tree; however Mind Trick remains default.

The default allocation acquires the appropriate Expertise by level 22: Cloud Minds (1) – Area of Effect Mind Trick ability.

This ability was default and available as Cloud Minds at level 26 previously, so the default allocation grants it earlier than the pre-Chapter 2.

 

Force Choke

Force Choke has been moved into the Jedi – Path expertise tree.

The default allocation acquires the appropriate Expertise at level 10: Force Choke (1/1) – Grants the Force Choke series of abilities.

This ability was default and available as Grapple at level 38 previously, so the default allocation grants it significantly earlier than pre-Chapter 2.

 

Force Run

The snare/root immunity component of Force Run has been moved into the Jedi – General expertise tree. Force Run as a movement speed increase remains a default ability.

The default allocation acquires the appropriate Expertise at Level 66: Unstoppable Force (1/1) – Removes any existing snare or root effects and makes the Jedi immune to snare and root effects for the duration of Force Run.

This ability was default and available as Force Run at level 18 previously.

 

Calming Mind (Force Heal)

The self heal ability series remains default; however, the cure/immunity aspect has been moved into the Jedi – Path tree.

The default allocation acquires the appropriate Expertise at Level 86: Hermetic Touch (1/1) – Removes any Fire, Poison, Disease, or Bleeding effects and makes the Jedi immune to these effects for a small duration after the heal has completed.

The ability was a default series that provided individual effect types (Fire, Poison, Disease, and Bleeding) at different levels along the ability's progression: Poison at level 14 (Calming Mind), Disease at level 34 (Meditate), Bleeding at level 58 (Focus of Life), and Fire at level 82 (Force Regeneration).

 

Saber Block

Saber Block has been moved into the Jedi – General expertise tree.

The default allocation acquires the appropriate Expertise at Level 48: Saber Block (1/1) – Activated ability that blocks incoming attacks 20% of the time for the duration of the ability ; and at Level 54: Improved Saber Block (3/3) – Increase the Saber Block percent chance by 20% per additional point spent, up to a total +60% to block (80% total).

This was default as Saber Block at level 34 with a 75% chance of blocking incoming attacks.

 

Force Cloak

Force Cloak has been moved into the Jedi – General expertise tree.

The default allocation acquires the appropriate Expertise at Level 56: Force Cloak (1/1) – Grants the Jedi invisibility with limited movement for a brief duration. However, this does not break combat with NPCs; and at Level 58: Improved Force Cloak (1/1) – Allows Force Cloak to break combat with NPCs.


Updated 1/05/07

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