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    SWTOR - Jedi Knight Guide



    The front line forces of the Jedi Order, Knights utilize their mastery of the lightsabre and state of the art armor to defend the Republic from the encroaching darkness of the Sith Empire. A strong connection to the force gives them unparalleled focus in combat, and they use it to unleash more powerful attacks that can both damage an enemy and draw their attention. No matter the choice between the dual wielding Sentinel, and the heavily armored Guardian, all Jedi Knights present a significant threat that no Imperial should take lightly.

    Starting Out as a Jedi Knight

    Following the sacking of Coruscant the Jedi Council has seen fit to relocate their headquarters and training ground to their ancient homeworld of Tython. It is here that you and all other prospective Jedi Knights will take the first steps in joining the order by discovering the source of a dark presence that has been causing violence and unrest with the local population.

    Your quest to unravel this mystery will take you through your first ten levels, during which a variety of new attacks and abilities will become available to you. Make note of which ones you enjoy using the most, as they are the early versions of abilities you will have access to depending on the advanced class you pick at level 10. This choice will be between the dual lightsabre, damage dealing Sentinel; or the heavily armored tank, the Guardian.

    Advanced Classes for the Jedi Knight

    The Jedi Guardian
    [IMGR]http://www.tentonhammer.com/image/view/208012[/IMGR]
    Combat Roles
    • Melee Tank
    • Melee DPS


    Equipment
    • Main Hand – Single Lightsabre
    • Off Hand – Shield Generator
    • Armor – Heavy


    Right off the bat the Jedi Guardian’s Survivability is greatly increased. This is due to the newly acquired abilities of Heavy Armor specialization and the off-hand shield generator. While the heavily armor does exactly what you think, the shield generator provides a bump to your stats (strength, endurance) and has a chance on hit of activating, mitigating a percentage of all damage taken for a short period of time.

    Combat tactics for the most part resemble the first ten levels. Charge into the fight and build focus, then use more powerful focus dependent abilities. The Guardian will begin to stand out when you begin running more Flashpoints and Heroic quests, where your taunt and aggro gathering abilities make you an invaluable tank.


    The Jedi Sentinel
    [IMGR]http://www.tentonhammer.com/image/view/208014[/IMGR]
    Combat Roles

    • Melee DPS


    Equipment

    • Main Hand – Single Lightsabre
    • Off Hand – Single Lightsabrel
    • Armor – Medium


    Dual lightsabres alone make the Jedi Sentinel a tempting choice if just for the cool factor. Those sabres are for more than just looks, they deal out a devastating amount of damage both instantly and through the Sentinels DOT cauterize attack. Building focus for those abilities should not be a problem, as many of the Sentinels available skills provide a bump in the amount received for performing basic attacks.

    In addition the increased damage output the Jedi Sentinel comes equipped with a variety of support abilities that slow, stun, and reduce accuracy to help reduce hits on that medium armor. They also make the Sentinel a force to be reckoned with in any PVP setting.


    Jedi Knight Companions

    The first companion the Jedi Knight receives is on Tython, the astromech droid T7-01. The remaining four will be picked up during your travels throughout the galaxy and include:

    • T7-01 - Tython
    • Kira Karsen - Coruscant
    • Doc - Balmora
    • Sergeant Rusk - Hoth
    • Lord Scourge - Empires Palace



    Crew Skills

    There are three main types of crew skills in The Old Republic: Crafting, Gathering, and Missions. Players are restricted to only one crafting skill from the list, but may choose any combination of gathering or mission skills.

    Three beneficial crafting skills for the Jedi Knight are:

    Synthweaving: Being able to craft your own armor is a definite bonus.

    Archaeology: To be paired with Artifice. It provides the necessary power crystals, color crystals, and fragments to complete lightsabre mods and enhancements.

    Artifice: Especially for the Jedi Knight Sentinel, twice the amount of lightsabres to keep modded. For the Guardian you are able to craft shield generators for your offhand.


    Jedi Knight Class Video






    Thanks to our friends at tentonhammer... I touched this up for here -Seph

    SWTOR - Jedi Knight Guide

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