Jedi Archive
Thread: Here They Are: The Jedi Skill Trees (Huge Post)
- Disclaimer: I constructed these hypothetical Jedi skill trees using the information that KGJV provided, as well as with help from Verviticus' excellent analyzation. Take in mind that these are only based off of that information alone, so my trees are only as real as the information that we got from KGJV. Take in mind that the skill blocks and profession names are made up, since those were not included in the list.
ALSO take in mind that I am in no way saying this is exactly how the Jedi skill tree's appear, it is just one possible likelyhood. In other words, I'm simple trying to put some kind of solidity to KGJV's findings. I'd have made some sort of flash program or HTML thing if I had the skills, but I don't know enough, so this is the best I could do. Maybe someone else will take my work and expound upon it.
Jedi Initiate
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Skill Block: Jedi Initiate
BlockDescription: The Jedi Initiate has just begun the journey down the road of becoming a Jedi. Before becoming a full Padawan Learner, the Initiate must first learn the basics of wielding a lightsaber, using innate healing powers, and exercising control over the Force.
Skills Granted:
02:
Skill Block: One-Handed SaberI-Basics
Block Description: The basics of wielding a laser weapon are taught, including safety, maintenance, and some beginning combat moves.
Skills Granted:
- /saber1hHit1 [target]: This attack allows a Jedi to do more damage than normal with a one-handed lightsaber.
- /saber2hHit1 [target]: This attack allows a Jedi to do more damage than normal with a two-handed lightsaber.
- /saberPolearmHit1 [target]: This attack allows a Jedi to do more damage than normal with a dual edge lightsaber.
03:
Skill Block: One-Handed SaberII - Control
Block Description: Correct stances can be the key to executing rapid and efficient attacks with a lightsaber. With this, one can string several attacks together to make an effective combination move.
Skills Granted:
- /saber1hComboHit1 [target]: This attack allows a Jedi to hit multiple locations on the target's body. This attack will do more damage than a normal one-handed saber attack.
04:
Skill Block: One Handed SaberIII - Awareness
Block Description: Concentration and self-awareness are of utmost importance when fighting with a lightsaber. Maintaining control while in combat can allow one to strike his or her opponent in a critical location.
Skills Granted: /saber1hHeadHit1 [target]: This attack allows a Jedi to perform a precise strike against the target's head, directly affecting its mind pool.
05:
Skill Block: One-Handed Saber IV - Power
Block Description: Once a certain degree of control is achieved, more powerful attack moves with a lightsaber can be learned.
Skills Granted:
- /saberSlash1 [target]: This attack allows a Jedi to cause the target to bleed, as well as lower the target's posture. This attack can be used with all lightsaber types.
06:
Skill Block:Inner Healing I
Block Description: Using innate healing abilities, an Initiate can learn to repair damage and heal wounds to his or her health.
Skills Granted:
- /healHealthSelf1: Repairs a moderate amount of your Health damage.
- /healHealthWoundSelf1: Heals a moderate amount of your Health wounds.
07:
Skill Block:Inner Healing II
Block Description: Calling on basic meditation techniques, an Initiate can revitalize personal stamina, effectively repairing damage to and healing wounds to his or her action pool.
Skills Granted:
- /healActionSelf1: Repairs a moderate amount of your Action damage.
- /healActionWoundSelf1: Heals a moderate amount of your Action wounds.
08:
Skill Block: Inner Healing III
Block Description: By clearing the head and relaxing, an Initiate will be able to repair damage heal wounds inflicted upon his or her mind pool.
Skills Granted:
- /healMindSelf1: Repairs a moderate amount of your Mind damage.
- /healMindWoundSelf1: Heals a moderate amount of your Mind wounds.
09:
Skill Block: Inner Healing IV
Block Description: When concepts of life preservation are appreciated, an Initate will be able to exert a healing force over all aspects of their being, repairing a modest amount of damage to health, action, and mind pools.
Skills Granted:
- /healAllSelf1: Repairs a moderate amount of damage to all of your Health, Action, and Mind pools.
10:
Skill Block: Basic Force Control I
BlockDescription: Training in the utilization of many different aspects of the Force is vital in the training of all Padawan. All Initiates must train in the use of Force powers to advance in the order of the Jedi.
Skills Granted:
11:
Skill Block: Basic Force Control II
BlockDescription: Training in the utilization of many different aspects of the Force is vital in the training of all Padawan. All Initiates must train in the use of Force powers to advance in the order of the Jedi.
Skills Granted:
12:
Skill Block: Basic Force Control III
BlockDescription: Training in the utilization of many different aspects of the Force is vital in the training of all Padawan. All Initiates must train in the use of Force powers to advance in the order of the Jedi.
Skills Granted:
13:
Skill Block: Basic Force Control IV
BlockDescription: Training in the utilization of many different aspects of the Force is vital in the training of all Padawan. All Initiates must train in the use of Force powers to advance in the order of the Jedi.
Skills Granted:
14:
Skill Block: Rudimentary Force Abilities I - Force Speed
BlockDescription: One of the first skills an Initiate learns is the ability to increase his or her run speed with the Force. This basic ablility must be mastered before other new skills can be learned.
Skills Granted:
- /forceRun1: Increases your run speed for a short duration.
15:
Skill Block: Rudimentary Force Abilities II - Kinetic Burst
BlockDescription: Before mastering complete control of manipulating objects from a distance, Initiates must first learn the precursor to Force kinesis. By extending his or her arm, an Initiate can release a kinetic burst. This is useful for knocking lamps off of tables, or knocking enemies down in combat.
Skills Granted:
- /forceKnockdown1 [target]: This attack allows a Jedi to release a kinetic burst from his or her palm. This will not damage the target but it is enough to knock them down.
16:
Skill Block: Rudimentary Force Abilities III - Mental Probe
Block Description: Part of an Initiate's training is to reach out with his or her mind to detect the thoughts and feelings of another, or to catch glimpses of the future. Occasionally this ability can be used to cause disorder and confusion in the mind of the person or creature against which it is used.
Skills Granted:
- /mindBlast1 [target]: This attack allows a Jedi to invade someone's mind, causing a chance for the target to become stunned, intimidated, or dizzy.
17:
Skill Block: Rudimentary Force Abilities IV - Object Manipulation
Block Description: At this point the Initiate is ready to learn how to manipulate objects from a distance using the Force. If in combat, he or she can throw several small nearby objects at the enemy.
Skills Granted:
- /forceThrow1 [target]: This attack allows a Jedi to throw nearby junk at the target.
18:
Skill Block: Padawan Learner
Block Description: The Padawan Learner has completed the most basic training in using the force and wielding a lightsaber. However, further self-discipline and control must be learned before further training in the Jedi order can begin.
Skills Granted:
- /saber1hHit2 [target]: This attack allows a Jedi to do significantly more damange than normal with a one-handed lightsaber. This attack is more powerful than the Saber One Hand Hit 1.
- /saber1hComboHit2 [target]: This attack allows a Jedi to hit multiple locations on the target's body and has a chance to lower the target's posture. This attack is more powerful than the Saber One Hand Combo Hit 1, and will likely do more damage.
- /saber1hHeadHit2 [target]: This attack allows a Jedi to perform a precise strike against the target's head, directly affecting it's mind pool. This attack is more powerful that Saber One Hand Head Hit 1, and has a chance of blinding the target.
- /healBattleFatigueSelf1: Removes a moderate amount of your Battle Fatigue.
Jedi Apprentice
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Skill Block: Jedi Apprentice
BlockDescription: The Jedi Apprentice is ready to begin the next phase of Jedi training. Once further knowledge of the Force is acquired, and advanced lightsaber techniques are learned, the Apprentice will be ready to advance to the rank of Jedi Knight.
Skills Granted:
02:
Skill Block: Two-Handed Saber I - Prescision
Block Description: Somewhat larger than regular lightsabers, heavy sabers require two hands to wield. This makes them a little more cumbersome, but with adequate training they can still be used to make accurate strikes.
Skills Granted:
- /saber2hBodyHit1 [target]: This attack allows a Jedi to perform a precise strike against the target's body, directly affecting its health pool.
03:
Skill Block: Two-Handed SaberII - Stability
Block Description: The weight of a heavy lightsaber can throw an unskilled user off balance. New stances should be learned to maintain stability, and at the same time throw your opponent off balance.
Skills Granted:
- /saber2hSweep1 [target]: This attack allows a Jedi to cause the target to lower its posture.
04:
Skill Block: Two-Handed SaberIII - Power
Block Description: The sheer power behind a two-handed lightsaber is enough to cause a good deal of harm. However, with appropriate training, specialized moves can be learned to increase damage done by the weapon.
Skills Granted: /saber2hHit2 [target]: This attack allows a Jedi to do significantly more damage than normal with a two-handed lightsaber. This attack is more powerful than Saber Two Hand Hit 1.
Skill Block: Two-Handed Saber IV - Area Attacks
Block Description: When surrounded by opponents, one may wish to employ techniques that are not commonly used against single targets. Abilities should now be taught that are effective against groups of enemies.
Skills Granted: /saber2hSweep2 [target]: This attack allows a Jedi to cause all targets in the immediate area to lower their posture, as well as dealing some damage.
06:
Skill Block:Force Healing I
Block Description: Drawing upon the teachings from his or her basic healing skills, the Apprentice is able to repair a significant amount of personal health damage, or heal health wounds of someone nearby.
Skills Granted:
- /healHealthSelf2: Repairs a large amount of your Health damage.
- /healHealthWoundSelf2: Heals a large amount of your Health wounds.
- /healHealthWoundOther1 [player]: Heals a moderate amount of the target player's Health wounds.
07:
Skill Block:Force Healing II
Block Description: Continued training in the Force allows the Apprentice to take his or her healing a step further and repair a substantial amount of personal action damage, or heal the action wounds of others.
Skills Granted:
- /healActionSelf2: Repairs a large amount of your Action damage.
- /healActionWoundSelf2: Heals a large amount of your Action wounds.
- /healActionWoundOther1 [player]: Heals a moderate amount of the target player's Action wounds.
08:
Skill Block:Force Healing III
Block Description: Through deeper meditation, an Apprentice can mend a large amount of personal mental damage. Additionally, he or she can reach into the minds of others an heal some mind wounds.
Skills Granted:
- /healMindSelf2: Repairs a large amount of your Mind damage.
- /healMindWoundOther1 [player]: Heals a moderate amount of the target player's Mind wounds.
09:
Skill Block:Force Healing IV
Block Description: At this point in the training, the Apprentice is an adept at using the curative powers of the Force and should be able to heal great amounts of damage to all health, action, and mind pools of both him- or herself, and to others.
Skills Granted:
- /healAllSelf2: Repairs a large amount of damage to all of your Health, Action, and Mind pools.
- /healAllOther1 [player]: Repairs a moderate amount of damage to all of the target player's Health, Action, and Mind pools.
10:
Skill Block:Advanced Force Control I
BlockDescription: The Jedi Apprentice must continue training in use of the Force in order to advance in rank in the order.
Skills Granted:
11:
Skill Block:Advanced Force Control II
BlockDescription: The Jedi Apprentice must continue training in use of the Force in order to advance in rank in the order.
Skills Granted:
12:
Skill Block: Advanced Force Control III
BlockDescription: The Jedi Apprentice must continue training in use of the Force in order to advance in rank in the order.
Skills Granted:
13:
Skill Block:Advanced Force Control IV
BlockDescription: The Jedi Apprentice must continue training in use of the Force in order to advance in rank in the order.
Skills Granted:
14:
Skill Block:Advanced Force Abilities I - Lightning Arc
BlockDescription: While not normally used by those in the Jedi Order, Apprentices will be trained in the raw destructive power of the Force. At this point in the training, the Apprentice will learn to direct an arc of electricity from him- or herself to an opponent.
Skills Granted:
- /forceLightningSingle1 [target]: This attack allows a Jedi to direct an arc of electricity to the target.
15:
Skill Block:Advanced Force Abilities II - Kinetic Sweep
BlockDescription: As a precursor to manipulating larger objects from a distance, the Apprentice will be trained to exert more effort behind Force kinesis. This is practiced by releasing larger kinetic bursts from the palm. This may be more effective in knocking opponents down.
Skills Granted:
- /forceKnockdown2 [target]: This attack allows a Jedi to release a large kinetic burst from his or her palm. This will knock down multiple targets in the area, but will not do any damage.
16:
Skill Block:Advanced Force Abilities III - Object Bombardment
Block Description: Once the Apprentice is able to control a sufficient amount of kinetic energy, he or she is able to control larger objects from a distance. Alternatively, this may also be used to control several more smaller objects than before.
Skills Granted:
- /forceThrow2 [target]: This attack allows a Jedi to throw many objects at the target, and will very likely hit any enemies that are standing near the target.
17:
Skill Block:Advanced Force Abilities IV - Lightning Bolt
Block Description: Building upon previous lessons, the Apprentice is able to exercise more control over the raw Force, and extend a bolt of electricity between him- or herself and an enemy.
Skills Granted:
- /forceLightningSingle2 [target]: This attack allows a Jedi to direct a bolt of lightning towards the target. This has a chance of stunning the target as well as doing more damage than Force Lightning Single 1.
18:
Skill Block: Jedi Knight
Block Description: The Jedi Knight has adequate knowledge to be a skilled warrior, an effective healer, and an efficient wielder of the Force. At this point, if a Jedi wishes he or she can continue training to move up in the order to the rank of Jedi Master.
Skills Granted:
- /forceRun2: Increases your run speed for a short duration. This ability allows you to run faster than with Force Run 1.
- /mindBlast2 [target]: This attack allows a Jedi to project a wave of mental intrusion, causing a chance for the target and those in the immediate area to become stunned, intimidated, and dizzy.
- /saber2hBodyHit2 [target]: This attack allows a Jedi to perform a precise strike against the target's body, directly affecting its health pool. This attack is more powerful than Saber Two Hand Body Hit 1.
- /saberSlash2 [target]: This attack allows a Jedi to cause the target to bleed, as well as knock the target down. This attack is more powerful than Saber Slash 1 and can be used with all lightsaber types.
- /healBattleFatigueSelf2: Removes a large amount of your Battle Fatigue.
- /healBattleFatigueOther1 <player>: Removes a moderate amount of the target player's Battle Fatigue.
Jedi Guardian
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Skill Block: Jedi Guardian
BlockDescription: The Jedi Guardian has more training and more skills than a Jedi Knight, and has devoted his or her life to becoming a Jedi Master.
Skills Granted:
02:
Skill Block:Double Saber I - Accuracy Expansion
Block Description: Wielding a polearm-type lightsaber can be awkward and clumsy. Therefore extra training is needed to perform accurate and precise attacks with the weapon.
Skills Granted:
- /saberPolearmLegHit1 [target]: This attack allows a Jedi to perform a precise strike against the target's legs, directly affecting its action pool.
03:
Skill Block: Double SaberII - Skill
Block Description: There are many similarities between wielding a sword-type lightsaber and a polearm-type lightsaber. However, there are many differences as well. One should learn certain powerful attacks that are usable only with a dual-edge lightsaber.
Skills Granted:
- /saberPolearmSpinAttack1 [target]: This attack allows a Jedi to deal damage to all enemies in the immediate area.
04:
Skill Block: Double SaberIII - Balance
Block Description: Once proficiency and familiarity are gained with the weapon, a user can utilize the advantages of a polearm-type lightsaber to execute even more precise attacks against his or her opponent.
Skills Granted: /saberPolearmLegHit2 [target]: This attack allows a Jedi to perform a precise strike against a target's legs, directly affecting its action pool. This attack is more powerful than the Saber Polearm Leg Hit 1.
05:
Skill Block: Double Saber IV - Total Mastery
Block Description: A thorough knowledge of the dual-edge lightsaber, combined with sufficient experience with the weapon will allow the user to perform devastating special attacks against multiple enemies at an increased range.
Skills Granted: /saberPolearmSpinAttack2 [target]: This attack allows a Jedi to do increased damage to all enemies in the immediate area. This attack is more powerful than Saber Polearm Spin Attack 1, and also has a slightly increased range.
06:
Skill Block:ForceRevitalization I
Block Description: The Force flows through all living things, and an expert in it's use is able to harness that power to heal the most serious health wounds of others that are nearby.
Skills Granted:
- /healHealthWoundSelf2: Heals a large amount of your Health wounds.
- /healHealthWoundOther2 [player]: Heals a large amount of the target player's Health wounds.
07:
Skill Block:ForceRevitalization II
Block Description: Relaxation techniques are used by Jedi that can extend to those around them. This sense of calm and vitality is useful for healing action wounds on those to which a Jedi turns his or her attention.
Skills Granted:
- /healActionWoundSelf2: Heals a large amount of your Action wounds.
- /healActionWoundOther2 [player]: Heals a large amount of the target player's Action wounds.
08:
Skill Block:ForceRevitalization III
Block Description: The advanced mental conditioning in which all Jedi are trained can not only be used to glimpse the future, or read other's minds, but also heal great amounts of mental wounds that can sometimes be sustained while in combat.
Skills Granted:
- /healMindWoundSelf2: Heals a large amount of your Mind wounds.
- /healMindWoundOther2 [player]: Heals a large amount of the target player's Mind wounds.
09:
Skill Block:ForceRevitalization IV
Block Description: Almost a complete master of the healing arts, a Jedi is able to totally heal him- or herself of all injury. At this point in the order, Jedi are also able to cure their comrades of any debilitating status effects.
Skills Granted:
- /totalHealSelf: Completely heals all of your Health, Action, and Mind damage.
- /healAllOther2 [player]: Repairs a large amount of damage to all of the target player's Health, Action, and Mind pools.
- /stopBleeding [player]: Causes the target to stop bleeding, negating that particular damage over time state.
/forceCurePoison [target]: Cures the target of any poison state effects.
- /forceCureDisease [target]: Cures the target of any disease state effects.
10:
Skill Block:Jedi Mind Tricks I
BlockDescription: The Force has great influence on the weak minded. A Jedi is able to reach out into the feeble minds of creatures and fill them with a sense of unease, effectively scaring the creature away.
Skills Granted:
- /animalScare [target]: This ability allows a Jedi to enter the mind of the target and fill it with unease, scaring the target away. Note that this ability will only work on creatures.
11:
Skill Block:Jedi Mind TricksII
BlockDescription: Much in the same way that a Jedi can cause distress in the weak minds of creatures, he or she can also do the opposite and give the animals a sense of peace and calm.
Skills Granted:
- /animalCalm [target]: This ability will cause a target that is in combat to stop attacking, returning to it's normal peaceful state. Note that this ability will only work on creatures.
12:
Skill Block: Jedi Mind Tricks III
BlockDescription: With experience of mental control under his or her belt, a Jedi can enter the mind of a creature and send it illicit instructions. This is often used to befriend weaker minded animals, causing them to attack the Jedi's foes.
Skills Granted:
- /animalAttack [target]: This ability allows a Jedi to enter the mind of his or her look-at target and cause it to attack the current combat target. Note that this ability will only work on creatures.
13:
Skill Block:Jedi Mind Tricks IV
BlockDescription: Having the ultimate control over weak minded entities, a Jedi can enter a creature's mind and shatter everything it has learned. Docile creatures may turn mad, and domestic creatures could go wild.
Skills Granted:
- /animalControl [target]: This ability allows a Jedi to enter the mind of a domestic creature and turn it wild. This will cause tamed creatures to become un-tamed.
14:
Skill Block:Force Mastery I - Lightning Arc Cone
BlockDescription: Further practice and training allows a Jedi extended control over the raw Force. At this point a Jedi can send forks of lightning extending from his or her hand to strike multiple enemies.
Skills Granted:
- /forceLightningCone1 [target]: This attack allows a Jedi to direct a fork of lightning to hit multiple targets.
15:
Skill Block:Force Mastery II - Intimidation
BlockDescription: The sheer power of will that is possessed by a Jedi, through the Force, can be exerted throughout the area such that any enemies nearby will be intimidated simply by the presence of the Jedi.
Skills Granted:
- /forceIntimidate [target]: Causes all enemies within a 10 meter radius to become intimidated.
16:
Skill Block:Force Mastery III - Lightning Bolt Cone
Block Description: Now an expert in the use of the raw Force, a Jedi can harness the power around him or her and direct multiple bolts of lighting to a multitude of enemies, causing severe damage.
Skills Granted:
- /forceLightningCone2 [target]: This attack allows a Jedi to direct a lightning strike against a multitude of targets. While doing more damage than Force Lightning Cone 1, this attack also has a chance of causing all targets struck by the lightning to become dizzy.
17:
Skill Block: Force Mastery IV - Lightning Bolt
Block Description: A skilled Jedi knows that the Force has not only curative or destructive powers, but also abilities that can weaken or disable opponents without actually causing any harm. A true member of the order should know what tactics to use when it is appropriate.
Skills Granted:
- /forceWeaken1 [target]: This ability allows a Jedi to debilitate his or her opponent, making the target more vulnerable to attack.
18:
Skill Block: Jedi Master
Block Description: A true master in all aspects of the Force, a Jedi Master is also the most formidable warrior when equipped with a lightsaber. Having acquired the final skills in both the healing and harming facets of the Force, the Master is now only one step away from becoming completely and totally one with the Force.
Skills Granted:
- /forceChoke [target]: This ability allows a Jedi Master to use the Force to constrict the air passage of the target, doing a considerable amount of damage.
- /saber1hFlurry [target]: This ultimate attack allows a Jedi to perform a devastating move with a one-handed lightsaber that damages all enemies in the immediate area, as well as inflicting stun, intimidation, and dizzyness.
- /saber2hFrenzy [target]: This ultimate attack allows a Jedi to perform a devastating move with a two-handed lightsaber that damages all enemies in the immediate area, as well as inflicting stun, intimidation, and dizzyness.
- /saberPolearmDervish [target]: This ultimate attack allows a Jedi to perform a devastating move with a dual edge lightsaber that damages all enemies in the immediate area, as well as inflicting stun, intimidation, and dizzyness.
- /forceWeaken2 [target]: This ability allows a Jedi to severely debilitate his or her opponent, making the target more vulnerable to attack. This ability is more powerful than Force Weaken 1.
- /saber2hHit3 [target]: This attack allows a Jedi to do much more damage than normal with a two-handed lightsaber. This attack is more powerful than Saber Two Hand Hit 2.
- /saberPolearmHit2 [target]: This attack allows a Jedi to do significantly more damage than normal with a dual edge lightsaber. This attack is more powerful than the Saber Polearm Hit 1, and also has a chance to stun the target.
- /cureStatesOther [player]: Removes all negative state effects from the target player.
- /totalHealOther [player]: Completely heals all the Health, Action, and Mind damage of the target player.
- /healBattleFatigueOther2 [player]: Removes a large amount of the target player's Battle Fatigue.
Personal Notes:
The two things that I was most iffy on were the placement of saber specials and healing moves.
For sabers,Ifigured that you either get certified for all three at the very beginning and are able use each one but not have more speciallized attacks with each weapon until you hit the tree that enables you to explore that particular weapon's moves (in order to allow a more open fighting, so that the most powerful saber is not necessarily the double saber), or that you got certified for each one and completely learned all of the moves of the previous version of saber in each respective Jedi profession (which would mean that the double saber is definitely the best saber, making using a 1 hand saber at a Jedi Master rank pointless almost). I went with the former model for the above trees, because I didn't feel that the developers would pigeon hole Jedi into using one type of lightsaber for each level of power - I felt that was too limiting for people who may just not want to use anything other than a 1 handed saber for example. I could be wrong though.
The healing abilities were pretty straight forward when it came to figuring out placement, but it became harder down the line when I had many leftover moves.
I ended up putting alot of moves in the master block, because that seems fitting that mastering one step would open up many moves to you.
PLEASE feel free to disagree with my placements and offer up your own suggestions.
And no, I don't have too much free time on my hands - I should actually have been sleeping instead of writing this out, but I did it anyway becauseI was excited and it ended up being fun to make anyhow. Due to the fact that I'm so tired, don't be too critical about what I decided to name the skill blocks please - the longer it on the more drained I began to feel.
Due to the fact of such a huge bulk of information, there may be errors. I did quite a bit of editing at the end - shifting around of some abilities, so there may be some repeats. Forgive me if there are =)
Once again, I wish I could have done it in a better format, but I couldn't really think of any other way off the top of my head.
At any rate, I hope some people can appreciate these. They could very well be very close to what the actual trees will look like!!
hmm you forgot saberthrow1. type /s ingame and it'll say "you can't use saber throw 1" or something like that.
hey joshai,
lightsaber is 2handed weapon!
its not a 1handed or polearm!
its just plain 2handed sword, and also a maul..
and by the way.. we can poision and disease the JEDI MASTER! from 60m away!
Master Combat Medic , rockss..
"At any rate, I hope some people can appreciate these. They could very well be very close to what the actual trees will look like!!"
You are guessing like everyone else, and...so....what. Whatever helps you sleep at night kiddo.
Homemaker... Id like to know where you get your info. Lightsabers are not 2handed genious.
As for everyone else, you can flame thrive all you want but he laid out a good amount of time putting that together for those of us that ARE interested. So if you have nothing CONSTRUCTIVE to say then flame somewhere else cause your rantings arent wanted here.
Post on Thrive, and thank you.
lightsaber is 2handed weapon!
its not a 1handed or polearm!
its just plain 2handed sword, and also a maul..
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And i suppose you have actualy tried it and know what you are talking about?
The lightsaber in SWG is considered a 2H weapon, as per the Prima strategy guide. But we all know Prima's strategy guides suck. ![]()