Jedi Archive
Thread: Best Jedi Template
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Schitz
Mon Sep 13, 2004 9:45 am
#1
does anyone know a good template with master force wielder/master lightsaber?
kbad_atc
Mon Sep 13, 2004 9:48 am
#2
yeah its called drop the force weilding part because it sucks
more appropriately called the master farce weilder
noxin
Mon Sep 13, 2004 10:00 am
#3
kbad_atc wrote:
yeah its called drop the force weilding part because it sucks
more appropriately called the master farce weilder
Darth_Bravo
Mon Sep 13, 2004 10:04 am
#4
Schitz wrote:
does anyone know a good template with master force wielder/master lightsaber?
That would never work, even if force powers would work, cuz they are both offensive professions, and you would lack defensive and healing.
Anyway don't bother taking powers, they are broke.
Eightaces
Mon Sep 13, 2004 10:13 am
#5
Schitz wrote:
does anyone know a good template with master force wielder/master lightsaber?
Sadly, Master Force Wielder isn't worth spending that many skill points on (IMO) if you're going to pair it with Master Lightsaber. Unless you're going to PvE and Roleplay it, which case you'd take MLS,MFW, 4004 Heal.
Otherwise if you just really want the powers, get 4040 powers, MLS, Master Healer
That one is actually a dynamite PvP template if you group PvP a lot.
You could go with Master Force Wielder, Master Healer, Lightsaber 4004 or 0044 too. That would be the one I'd use if you just really want to focus on the Powers aspects hoping for a good nerf one day.
kbad_atc
Mon Sep 13, 2004 10:23 am
#6
so you have MLS...healallself....lightening and intimitdate
Sounds decent for attacks however:
there is 0 force defense there/0 force shield(you wont even last 1 min vs a ns elder, let alone another jedi)
you have no force run or force speed (VERY IMPORTANT)
you have no needed force support....ie force meditate and MOST IMPORTANTLY, channel force
If you are gonna give up all of that so that you can do 400 pvp damage with force lightening, power to you and personally...intimidate is important, but I think I would rather be able to 1 - regen my force power in clutch situations or 2 - run like *edit* need be
seems like a horrible template.....it would be like a newb jedi having master tailor to support the novice lightsaber
enigma_writer
Fri Apr 01, 2005 12:47 am
#7
Greetings
My Jedi currently has the template of master ch/ master saber/ and novice healer.
I love having this template because the creature handling profession has brough me a lot of joy in the game and also because I mostly pve. However as I have been a Jedi for some time now of course I have been hunted by BH and have had mixed results. In recent weeks have done pretty well against BH but in most cases despite how good my pet is it comes down to whether my jedi skills can overcome my opponent.
So with much consideration I have decided to step forward and continue my training in jedi with the goal to becoming a master jedi.
I do have some questions though that surprisingly no Jedi on the Radiant galaxy has been able to answer to my satisfaction. Many wont talk to me fearing I may be a BH or perhaps just dont want their templates revealed so thought I would come here for guidance.
I was thinking for a template of going master saber/ master healer/ and then the rest in enhancer. I especially want force run as seems like one of the most useful jedi skills and the heal all feature available for master healer.
Are force powers still weak? I never see any of the best jedi on radiant use them which is sad since jedi in the movies use force lightning and force choke frequently. Its too bad SWG never made these dot attacks for jedi.
I like double saber the best. Is that actually the best lightsaber?
Thank you very much for those who reply to this.
May the force be with you
Milteck (BEAST)
Haerb
Fri Apr 01, 2005 1:43 pm
#8
In a nutshell, where 0 is on-par (assume Rank 0 or finished template Padawan, MLS, M___, 4004 Healer):
Enhancer: Many diverse abilities, but they cost Force and Force-over-time. Able to run very quickly
Vs. Jedi: +2 (Drain Force, LS-damage-reducing Force Armor [used tactically])
Vs. non-Jedi: +1 (Has no particular benefits, though Force Armor can help reduce damage in big fights. Usually, PvJ is a lightsaber fight)
Vs. Defense Stackers: -2 (Can escape, if you wish, bringing it to 0. No special abilities that are terribly useful against the stacked.)
PVE: 0 (Damage mit requires Force, no special vs. MOB abilities, Force Defenses only good vs. Nightsisters. Can, however, keep the Force Pool up, allowing higher-FC/Damage sabers to be used in prolonged fights with a group)
Defender: Force-conserving passive mods, temporary invulnerability
Vs. Jedi: +3 (AvoidIncap gives you a second chance... and a third and a fourth)
Vs. non-Jedi: +2 (Jedi Toughness reduces damage that gets to you, with no Force cost)
Vs. Defense Stackers: 0 (Can last longer than an Enhancer, but a Defender still won't be able to do any worthwhile damage)
PVE: +1 (Toughness resists damage, AvoidIncap allows emergency tanking of ANYTHING)
Powers: High Force cost, massive damage, glass cannon
Vs. Jedi: -1 (No LS damage defense or incap-avoidance)
Vs. non-Jedi: +3 (Applies heavy states and rips solidly through defenses)
Vs. Defense Stackers: +2 (Can nullify defenses with states, then cause heavy damage with LS and Force Powers)
PVE: +2 (As well as having a powerful area intimidate, Powers has animal control abilities, which allow such fun as 1) sending animals against each other and 2) sending animals against Bounty Hunters)
Master Healer/4004 Enhancer: Heals everything, but it can be costly
Vs. Jedi: +1 (No LS damage mitigation and fewer Powers defenses, but can heal much damage and all states at the same time, but this costs a lot of Force power)
Vs. non-Jedi: +2 (As well as the benefits of the Lightsaber, Master Healer can take off the wounds that Fires and Diseases and general battle cause, not to mention the Fire DOTs themselves.)
Vs. Defense Stackers: -3 (Suffers the same problems as Enhancers, but lacks Force Armor)
PVE: +2 grouped, 0 solo (MHealer can help out a group a buttload, but because of the Force Costs and the lack of damage mit, it's not a front-line template
Popular dabbles:
Enhancer: 4004 with MHealer, 4404 with 4404 or 4044 Healer (to maintain the benefits of Force Armor)
Defender: 4000 or 0004 with 4204 Healer and 3004/4003 Enhancer or with 4104 Healer and 4004 Enhancer, 4004 with 4104 Healer and 0004 Enhancer
Powers (good ones only): 0440 with 4004 Healing and 3002 Enhancer, 0040 with 4204 Healing and 3004 Enhancer)
Healer: 4004 with double masteries, 4004 with just about anything else, 4104 with stuff, 4204 with stuff, 4404 with 4404 Enh, 4044 with 4404 Enh
Lightsaber summary:
1h hits Mind (good vs. non-Jedi), 2h hits Health (good for PVE), Polearm hits Action (fine if you have lots of pole-users, pikemen and carbineers). Polearm also has an area-posture-down attack (1h and 2h have single-target).
The difference between the three damage/speed-wise is simple: if you have a base damage and speed of x dmg/y seconds on a 1-hand, then 2 hand is x+30/y+.3 and Polearm is x+60/y+.6. Since speed is capped at MLS, most choose the Pole. IMO, 2-hand is the better general-use saber, but the choice is completely up to your playstyle and crystal/ADK budget.
Okay, that's the dry stuff out of the way...
If you fightclub, Enhancer becomes ridiculously strong against Jedi, PVE and non-Jedi. No real threat from stackers, but no way to beat them, either.
And please note, all this is only valid for the next month or so. The Combat Upgrade will change it all.
Enhancer: Many diverse abilities, but they cost Force and Force-over-time. Able to run very quickly
Vs. Jedi: +2 (Drain Force, LS-damage-reducing Force Armor [used tactically])
Vs. non-Jedi: +1 (Has no particular benefits, though Force Armor can help reduce damage in big fights. Usually, PvJ is a lightsaber fight)
Vs. Defense Stackers: -2 (Can escape, if you wish, bringing it to 0. No special abilities that are terribly useful against the stacked.)
PVE: 0 (Damage mit requires Force, no special vs. MOB abilities, Force Defenses only good vs. Nightsisters. Can, however, keep the Force Pool up, allowing higher-FC/Damage sabers to be used in prolonged fights with a group)
Defender: Force-conserving passive mods, temporary invulnerability
Vs. Jedi: +3 (AvoidIncap gives you a second chance... and a third and a fourth)
Vs. non-Jedi: +2 (Jedi Toughness reduces damage that gets to you, with no Force cost)
Vs. Defense Stackers: 0 (Can last longer than an Enhancer, but a Defender still won't be able to do any worthwhile damage)
PVE: +1 (Toughness resists damage, AvoidIncap allows emergency tanking of ANYTHING)
Powers: High Force cost, massive damage, glass cannon
Vs. Jedi: -1 (No LS damage defense or incap-avoidance)
Vs. non-Jedi: +3 (Applies heavy states and rips solidly through defenses)
Vs. Defense Stackers: +2 (Can nullify defenses with states, then cause heavy damage with LS and Force Powers)
PVE: +2 (As well as having a powerful area intimidate, Powers has animal control abilities, which allow such fun as 1) sending animals against each other and 2) sending animals against Bounty Hunters)
Master Healer/4004 Enhancer: Heals everything, but it can be costly
Vs. Jedi: +1 (No LS damage mitigation and fewer Powers defenses, but can heal much damage and all states at the same time, but this costs a lot of Force power)
Vs. non-Jedi: +2 (As well as the benefits of the Lightsaber, Master Healer can take off the wounds that Fires and Diseases and general battle cause, not to mention the Fire DOTs themselves.)
Vs. Defense Stackers: -3 (Suffers the same problems as Enhancers, but lacks Force Armor)
PVE: +2 grouped, 0 solo (MHealer can help out a group a buttload, but because of the Force Costs and the lack of damage mit, it's not a front-line template
Popular dabbles:
Enhancer: 4004 with MHealer, 4404 with 4404 or 4044 Healer (to maintain the benefits of Force Armor)
Defender: 4000 or 0004 with 4204 Healer and 3004/4003 Enhancer or with 4104 Healer and 4004 Enhancer, 4004 with 4104 Healer and 0004 Enhancer
Powers (good ones only): 0440 with 4004 Healing and 3002 Enhancer, 0040 with 4204 Healing and 3004 Enhancer)
Healer: 4004 with double masteries, 4004 with just about anything else, 4104 with stuff, 4204 with stuff, 4404 with 4404 Enh, 4044 with 4404 Enh
Lightsaber summary:
1h hits Mind (good vs. non-Jedi), 2h hits Health (good for PVE), Polearm hits Action (fine if you have lots of pole-users, pikemen and carbineers). Polearm also has an area-posture-down attack (1h and 2h have single-target).
The difference between the three damage/speed-wise is simple: if you have a base damage and speed of x dmg/y seconds on a 1-hand, then 2 hand is x+30/y+.3 and Polearm is x+60/y+.6. Since speed is capped at MLS, most choose the Pole. IMO, 2-hand is the better general-use saber, but the choice is completely up to your playstyle and crystal/ADK budget.
Okay, that's the dry stuff out of the way...
If you fightclub, Enhancer becomes ridiculously strong against Jedi, PVE and non-Jedi. No real threat from stackers, but no way to beat them, either.
And please note, all this is only valid for the next month or so. The Combat Upgrade will change it all.
Hot-Dog
Sat Oct 15, 2005 2:48 am
#10
Here it is.
4440 Defender Enhancer 3402 Healing 4040 Master Swordsman. Your Weapon will have higher DPS than 95% of the sabers in the game, and you have plenty of SP for picking up all the handy Jedi skills. Not to mention, your speed works.. Who needs MLS when Swordsman is better 
/edit I just thought of something your weapon will also by-pass that virtually undentable full armor break sliced Armor. How cool would that be.
Message Edited by Hot-Dog on 10-15-2005 02:50 AM
Hot-Dog
Sat Oct 15, 2005 2:53 am
#12
Maybe, but so is everything else. Nothing to lose by offering alternatives
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