Jedi
A Jedi was a member of the Jedi Order, which studied, served and used the mystical energies of the Force; more specifically, the light side of the Force. The Jedi fought for peace and justice in the Galactic Republic, often against their mortal enemies, the Sith, who studied the dark side of the Force.
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General Notes
Playing as a Jedi in MB2 is very similar to using a Jedi in the base version of Jedi Academy, though there are a few notable differences.
The RMB (right mouse button) is no longer used for the Saber Throw ability. Instead, it now places your Jedi into a Defensive Mode, in which s/he will block other sabers and also (with the appropriate powers bought) deflect blaster bolts away from the Jedi. This increase in defensive ability comes at the cost of movement speed - the Jedi will move at a walk while in this stance.
New to the Jedi are Blocking Points (usually referred to as BP). In Saber vs Saber combat, this is a representation of both the Jedi's stamina and concentration during the battle. Attacks and Blocks both drain this to a degree, depending on a number of factors. BP can be regenerated in the Defensive Stance. If BP is completely drained, the opponents lightsaber will not be blocked, and will cause damage... often resulting in death.
Also new is the concept of the Attack Chain Modifier and Attack Points (or AP). When you successfully land a body hit against your opponent, the ACM increases. When you are hit in return, it decreases. If your ACM increases sufficiently, your AP will increase, which adds increased BP drain to your attacks.
Defending against blaster fire drains your Force Points (FP). FP is recovered as it is in base JA (over time). You can also defend against blaster fire while attacking if you have Saber Attack, Saber Defense, Force Seeing and Force Block at level 3. This is known as the Attack-Defense technique (Q3 or Quadruple Three as noted by having the four appropriate powers at level 3).
Other differences in how Force Powers work are noted in the power descriptions.
Weapons & Abilities
Lightsaber
A Jedi's primary weapon is his lightsaber. These abilities enhance a Jedi's lightsaber skills.
Saber Offense
Saber Offense gives Jedi/Sith access to increasingly powerful lightsaber attacks.
Level 1: Provides the Force user with the ability to wield a lightsaber, and provides use of the Blue stance. The blue stance is weak, unable to kill most classes in a single strike. It also deals minimal BP drain.
Level 2: The Force user is now able to use the Yellow Stance. The yellow stance is very powerful and the most versatile, being able to kill most classes in a single strike and dealing moderate BP drain in duels.
Level 3: The Force user is provided access to the Red Stance, and the Blue Stance is made several times stronger. The red stance is slow, but has very high amounts of BP drain. The blue stance is tremendously more effective than the Yellow against gunner classes. Or, the Force user can choose to wield dual lightsabers or a staff lightsaber.
Saber Defense
Saber Defense is an important ability for Jedi/Sith, as it allows them to block blaster fire and saber attacks.
Level 1: Force user can block gunfire and saber attacks in a small defensive arc. Characterized by low BP regeneration and high FP drains.
Level 2: Force user can block gunfire and saber attacks in a medium-sized defensive arc. BP Regeneration is increased, and FP drains are lowered.
Level 3: Force user can block gunfire and saber attacks in a large defensive arc. BP Regeneration is fast, and FP drains are low.
Saber Deflect
Saber Deflect allows Jedi/Sith to deflect blaster fire with increasing accuracy.
Level 1: Incoming fire is deflected in a random direction away from both the Force user and the shooter.
Level 2: Incoming fire is deflected. Occasional shots are deflected in the direction indicated by the crosshair.
Level 3: Incoming fire is deflected. A larger number of shots are deflected in the direction indicated by the crosshair.
Neutral Force Powers
These abilities are available to both the Jedi and Sith player classes.
Force Jump
Force Jump enables the user to leap great heights with the help of the Force.
Level 1: The user can jump higher than a normal person, and can perform acrobatics like backflips and special moves with a lightsaber. Level 1 drains your force points rapidly, so be wary if you are a Jedi or Sith and facing gunners.
Level 2: The user can jump higher than level 1. Force Point drain is also reduced, enabling you to jump around more.
Level 3: The user can jump much higher than level 2. Level 3 drains very little Force Points, allowing users to jump around for more extended periods than level 2. The user can also jump a short distance using no force points at all. With level 3 you can also grab onto walls and hold onto them, and run sideways on walls.
Force Push
Force Push enables a Jedi/Sith to shove away people, projectiles and world objects from a distance with the Force.
Level 1: With this level, users must aim very precisely at their target to push it. This level has a 50% chance to push back rockets and grenades, and does not have any effect on other players.
Level 2: Has a larger area of effect arc than level 1, so you don't have to aim as precisely. Level 2 always pushes back grenades and rockets, and pushes other players back a bit if hits them.
Level 3: Has a wide area of effect arc, and will knock other players over if they are running or jumping. It also pushes rockets and grenades back in the direction you aim. Enables the use of Force Super Push with Pull 3.
Force Pull
With Force Pull, Jedi/Sith can steal other player's guns and knock them over.
Level 1: 50% chance to pull a weapon from a running or jumping player's hands.
Level 2: Always pulls a weapon from a running or jumping player.
Level 3: Has the same effects as level 2, but also knocks running or jumping players over. Enables the use for Force Super Push with Push 3.
Force Sense
Force Sense lets Jedi/Sith see other players through walls. Force Points do not regenerate while sense is active.
Level 1: Shows enemies on radar. 40 FP cost.
Level 2: Shows enemies on radar, highlights nearby players and NPCs while active, through walls. Longer ranged than level 1. 20 FP cost.
Level 3: Shows enemies on radar, highlights nearby players and NPCs while active, through walls. Lasts longer and with greater ranged than level 2, the highlight around visible entities is colored according to if they're hostile or friendly to you. No sound is played while Seeing 3 is active after the initial activation sound. 20 FP cost. While Sight Level 3 is activated, you can dodge Disruptor shots and see the heath and armor of the player in your crosshair.
Force Block
Force Block allows for a Jedi/Sith to protect themselves against the usage of Force powers against him. However, after a certain amount of time, an enemy can use Force Focus to break through an opponent's force block, leaving a Jedi/Sith particularly vulnerable to grip and mind trick.
Level 1: Immunity against force powers if the Jedi/Sith has 100 FP.
Level 2: Immunity against force powers if the Jedi/Sith has 80 FP or more.
Level 3: Immunity against force powers if the Jedi/Sith has 50 FP or more.
Light-Side Force Powers
These abilities are unique to the Jedi.
Force Speed
Force Speed allows a Jedi to move faster than normal. During its use, the Lightsaber is turned off, thus removing the Jedi's primary method of defense. Force Speed can be deactivated by pressing the Use Force button a second time or by activating your lightsaber.
Level 1: Jedi can now move faster. Drains 45 FP when used and consumes 15 FP a second.
Level 2: FP drain while active is decreased. Drains 35 FP when used and consumes 10 FP a second. Along with Force Jump Level 3, allows the use of Force Speed Lunge from Single Player.
Level 3: FP drain while active is further decreased. Drains 25 FP when used and consumes 5 FP a second. A Jedi using Melee now hits faster and does more damage with his punches.
Force Mind Trick
Mind Trick allows the user to become invisible to his enemies that are nearby excluding Super Battle Droids and Droidekas with Advanced Logic and Sith with sufficient Force points to utilize their Force Block. Mind Trick also forces sabers to be shut off. If the Jedi tries to attack in any way (excluding Force ]owers), Mind Trick will be canceled and cause the Jedi to become visible.
Level 1: Costs 70 FP. Can mind trick one target for 5 seconds. Needs to be aimed directly at the target. Short range.
Level 2: Costs 70 FP. Can mind trick all enemies in the vicinity within 180 degrees in front of you for 10 seconds. Medium range.
Level 3: Costs 70 FP. Can mind trick all enemies in the vicinity within 360 degrees all around you for 15 seconds. Long range.
Class Specials
Special 1 (TAP)
- Saber throw. Also known with the abbreviation ST.
Special 2 (TAP)
- Saber melee. Also known as slap.
Popular Builds
Deflect 3
Gameplay Tips
General:
- Always include Defense Level 3 in your build. Defense level 2 will simply not hold up in the majority of situations, and puts you at a serious disadvantage in any battle.
- A battle with a gunner is a battle of spacing, that means getting in attack range without being hit or having your force drained. Use evasive movements and avoid being predictable!
- When under fire, it is important to constantly move and avoid as much damage as possible. Again, being predictable is your worst enemy.
- Only use force abilities when you are certain they will work. If they do not, you just lost a large chunk of force points.
- Do not perform high jumps or acrobatics unless it is for evasive purposes. Using these to close distance will only drain precious force points.
- While Mind Trick can be used offensively, it is a great escape power. Use it on clusters of enemies (if a Sith is absent) to cause confusion and escape!
- The Speed Lunge (Force Speed, immediately press forward + jump) is so fast that most enemies will not dodge it in time. However, it's a one-shot and will leave you with only a few force points.
For duels:
- In a lightsaber duel, the objective is to drain the enemy's stamina by accurately countering them and flanking their sides.
- Try to time attacks exactly when their saber meets yours, this will result in a counter-strike, which drains extra BP and leads to rapid successive slashes.
- If a saberist is relentlessly striking at you, smack 'em down! Use class special 1 to perform a slap that will knockdown running and swinging saberists. (This also works on any class that doesn't have knockdown resistance.)
- "Perfect Blocking" is blocking the enemy's lightsaber directly with yours by moving it in that direction, and results in very little BP drain. Being flanked will result in massive BP drain or even being cut in half, so keep your saber on the enemy at all times!
- When outmatched 2 to 1, it is a good idea to retreat. If this is not possible, focus on one opponent and use that opponent's body to block the second enemy from interfering.