Jedi tactics
Getting the sabre is only the start of the battle, keeping it is the hard part. The following tips should improve the life expectancy of a new Jedi Master player.
General
- Use the Medium sabre stance (the yellow stance) at all times, it has the best damage/speed ratio of any stance.
- Your sabre is both a weapon and a shield. Keep the sabre between you and your enemies whenever possible.
- When you swing the sabre you lose your shield, be economical with your sabre swings, don't risk it unless you have a good chance of hitting another player.
- Immediately rolling on landing after a long fall will reduce the damage you take (hold the duck key to roll).
Force powers
Force Jump
- Force Jump allows the Jedi to jump up to eight times higher than normal.
- Hold the Force Jump button down to reach maximum height.
- The enhanced vertical mobility provided by this power allows the Jedi to evade his enemies by making jumps that non-Jedi can't follow.
- Force Jump allows you to stay in the air and keep off of the ground. This makes you far less vulnerable to area affect weapons such as Repeater secondary, Flechette secondary and Missile Launcher primary.
- By releasing your direction key just before jumping you can perform a dive jump. It doesn't work any different than a normal jump but if you're going to be a Jedi you may as well do it with style.
Force Speed
- Force Speed makes you harder to hit and allows you to out-run your pursuers.
- You can jump further while using Force Speed, ideal for maps such as Nar Shaddaa Streets.
Force Push
- Force Push is used for repelling projectiles such as Repeater secondary, Flechette secondary and Missiles.
- It will knock down a non-Jedi giving you a chance to finish him.
Force Pull
- Force Pull allows you to pull a weapon from your enemies hands. You must be relatively close to pull their weapon.
- It will knock down a non-Jedi giving you a chance to finish him.
- Often useful for preventing a non-Jedi grabbing a pickup that you want (or that you want to deny him).
Force Seeing
- Allows you to see your enemies through walls, ideal for finding your next enemy and for finding Mind Trick targets.
- It gives you better (but not perfect) Disrupter Rifle evasion.
Sabre Throw
- Allows the sabre to be thrown and then returned. The sabre can be controlled while in flight by looking in the direction you wish it to move.
- Throwing a sabre is the only safe way for a Jedi to take out Trip Mines and Detonation Packs.
- Sabre Throwing is an ideal way to kill an enemy if it's not safe to stay on the ground for long.
Force Heal
- Heals 25 points of health.
Force Protect
- While active, Force Protect absorbs 80% of damage done to your health instead taking it from your Force pool, it does not prevent damage to shields. Since any damage received is taken from your shields before being taken from your health it is a waste of Force power to activate Protect unless you are very low on shields or have none at all.
- One exception to the previous rule is falling. Since falling damage is always applied to health only, activating Force Protect can save you some health.
Jedi Mind Trick
- When activated the Jedi becomes invisible to all nearby players (within a radius approximately equal to the length of the Bespin Streets landing pad) for up to twenty-five seconds.
- You don't have to be able to see someone to Mind Trick them, to increase their confusion Mind Trick an enemy through a wall or other obstacle.
- Performing any hostile action within the view of a Tricked player will cancel the Mind Trick for that player.
- Don't forget that though they cannot see you, they can hear you and may still be able to shoot you based on sound alone.
- Mind Trick does not prevent your shields from glowing when hit. If a player hits you once, they will be able to see you and hit again.
- Due to a bug it is sometimes possible for Mind Tricked players to see the glow of the Jedi's sabre, whenever possible turn it off while using this Force power.
Force Grip
- Force Grip allows you to pick up an enemy and hold them in the air for up to five seconds.
- While you are Gripping an enemy you can only walk not run, it is often better to use jump instead if you want to move them.
- You can throw players long distances by Gripping them up to a high angle, releasing Grip and then immediately Force Pushing them, this tactic is mainly used in Bespin Streets.
- Gripping a player does not prevent them from shooting you, avoid using this Force power against those carrying a big gun.
Force Lightning
- This power causes a spread of lightning to erupt from your fingertips.
- Lightning does comparatively little damage, using it against a healthy opponent is a waste of Force power.
- Use Lightning to finish off a wounded enemy. If you know you hit an enemy with your sabre but they still aren't dead then a quick burst of lightning should be enough to kill them.
Dark Rage
- Dark Rage increases your speed by a third and halves the damage you take for up to twenty seconds. At the end of this time you must spend ten seconds in recovery mode, your speed reduced by a third. While raging you cannot pick up health packs.
- While this power is active your health will continually drain. When your health is reduced to a single point the Dark Rage will end immediately.
- Try to find a safe place to end your Rage, if you end in the midst of enemies you will not survive long. Ending Rage manually before the twenty second timer is over can prevent people from timing their attacks to hit when you are weakest.
More?
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