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Star Wars Galaxies Jedi expertise system E-mail
Friday, 07 July 2006
After the list of Bounty hunters expertises we give now a look at the Jedi tree.

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 - General

Click image to enlarge

Name

Description

Points

Effect

Dependency

Minimum Points

Minimum Level

Enhanced Strength

Strength Increase

2

25/point

None

1

10

Enhanced Constitution

Constitution Increase

2

25/point

None

1

10

Enhanced Agility

Agility Increase

2

25/point

None

1

10

Enhanced Stamina

Stamina Increase

2

25/point

None

1

10

Crippling Accuracy

Force Throw Snare proc

4

25%/point

2 points in Improved Force Throw; 4 points in General

1

10

Improved Force Throw

Force Throw +Damage%

2

5%/point

None

5

10

Alacrity

Dodge% Bonus

4

2%/point

4 points in General

5

10

Improved Crippling Accuracy

Force Throw Snare duration

3

2s/point

Crippling Accuracy; 8 points in General

9

18

Exacting Strikes

Strike/Sweep +Damage%

4

2%/point

8 points in General

9

18

Force Cloak

Invisibility

1

-

4 points in Alacrity; 8 points in General

9

18

Heightened Speed

Force Run Speed increase

4

10%/point

4 points in General

9

18

Saber Block

20% Chance to block a ranged weapon with a Lightsaber

1

-

12 points in General

13

26

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

Incisiveness

Critical Strike% Bonus

4

1%/point

4 points in Exacting Strikes; 8 points in General

13

26

Second Wind

Force Run Duration increase

2

2s/point

4 points in Heightened Speed; 8 points in General

13

26

Force Shockwave

Grants the Force Shockwave series

1

-

16 points in General

17

34

Improved Force Shockwave

Force Shockwave damage / range increase

3

2%/point 2meters/point

1 point in Force Shockwave; 16 points in General

18

36

Fidelity

Damage% (All) Increase

4

1%/point

4 points in Incisiveness; 16 points in General

17

34

Improved Force Cloak

Invisibility escapes combat

1

-

1 point in Force Cloak; 16 points in General

17

34

Unstoppable Force

Force Run Snare/Root Cure/Immunity

1

n/a

2 points in Second Wind; 16 points in General

17

34

   

Total Points: 50

     

 

Jedi – Path

Click image to enlarge

Tier

Name

Description

Points

Effect

Dependency

Side

Minimum Points

Minimum Level

1

Remorseless Nature

+Action% bonus for Focus

4

5% / point

 

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

+Health% bonus for Stances

4

5% / point

 

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

+6% 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

+2% Chance for a second strike with a Lightsaber

1

2%

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; 10 points in Path

Neutral

9

18

4

Expansive Trickery

Increase Cloud Minds effect radius

3

2 meters /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.

The Future

I hope this information has been helpful in better understanding why we're making these specific changes for Jedi in the Expertise system. Our goal is to provide more choices (and meaningful) to the Jedi player without unbalancing the profession with others as they would be with Expertise trees.

Stay tuned for the next com-link where we will detail the Bounty Hunter Expertise trees.

EJDev
SOE Senior Designer, Star Wars Galaxies


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