Jedi

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Mace Windu, Obi-Wan Kenobi and Anakin Skywalker
Mace Windu, Obi-Wan Kenobi and Anakin Skywalker

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.

Contents

General Notes

Obi-Wan dispatching a Super Battle Droid.
Obi-Wan dispatching a Super Battle Droid.

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 differances.

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 refered 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 opponants 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 opponant, 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.

Other differences in how Force Powers work are noted in the power descriptions.

Weapons & Abilities

Jedi get only one weapon, the Lightsaber.

Saber Offense

A measure of the skill a Jedi possesses in the use of his/her lightsaber.

  • Level 1: Provides the Jedi with the ability to wield a lightsaber, and provides use of the Blue stance.
Point Cost: 1
  • Level 2: The Jedi is now able to use the Yellow Stance.
Point Cost: 7
  • Level 3: The Jedi is provided access to the Red Stance, Saber Staff, and Dual Sabers.
Point Cost: 12

Saber Defense

A measure of a Jedi's ability to defend himself with a lightsaber.

  • Level 1: Jedi can block gunfire and saber attacks in a small defensive arc. Characterised by low BP regeneration and high FP drains.
Point Cost: 1
  • Level 2: Jedi can block gunfire and saber attacks in a medium-sized defensive arc. BP Regeneration is increased, and FP drains are lowered.
Point Cost: 7
  • Level 3: Jedi can block gunfire and saber attacks in a large defensive arc. BP Regeneration is fast, and FP drains are low.
Point Cost: 16

Saber Deflect

Using the Force to react to incoming fire in a inhumanly quick way, Deflect can be used to prevent incoming blaster fire from hitting the Jedi and, at times, reflect them back at the shooter.

  • Level 1: Incoming fire is deflected in a random direction away from both the Jedi and the shooter.
Point Cost: 0
  • Level 2: Incoming fire is deflected. Occasional shots are deflected in the direction indicated by the crosshair.
Point Cost: 8
  • Level 3: Incoming fire is deflected. A larger number of shots are deflected in the direction indicated by the crosshair.
Point Cost: 8

General Force Powers

These abilities are availiable 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. MB2 use of Force Jump is nearly identical to base JA usage.

  • 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.
Point Cost: 0
  • Level 2: The user can jump higher than level 1. Force Point drain is also reduced, enabling you to jump in combat more effectively.
Point Cost: 2
  • 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. With level 3 you can also grab onto walls and hold onto them, and run sideways on walls.
Point Cost: 6

NOTE: Force Jump Level 3 along with Force Speed Level 3 allows to do the Speed LongJump already known from the Singleplayer of Jedi Knight Academy.

Force Push

Force Push enables the user to shove away people, projectiles and world objects from a distance with the Force. MB2 use of Force Push is nearly identical to base JA usage.

  • Level 1: The Jedi 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.
Point Cost: 1
  • Level 2: Has a greater area of effect arc than level 1, requiring less precision. Level 2 will alway push back grenades and rockets, and pushes other players back slightly if hits them.
Point Cost: 3
  • 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 of the crosshair.
Point Cost: 8

NOTE:

  • A few map objects can be manipulated with Push if you see a blue whirlpool icon over the object when you place your crosshair over them.
  • Push Level 3 can be used along with Force Pull Level 3 in melee to create the Force Super Push. This Force power allows to push your target even farther. You will need to pull your target first and then push it in order to create a Super Push.

Force Pull

With Force Pull, users can steal other player's guns and knock them over.

  • Level 1: Jedi has a 50% chance to pull a weapon from a running or jumping player's hands.
Point Cost: 2
  • Level 2: Jedi will always pull a weapon from a running or jumping player.
Point Cost: 4
  • Level 3: The same effects as level 2, but also knocks running or jumping players over.
Point Cost: 8

NOTE: Pull Level 3 can be used along with Force Push Level 3 in melee to create the Force Super Push. This Force power allows to push your target even farther. You will need to pull your target first and then push it in order to create a Super Push.

Force Sense

Force Sense lets users see other players through walls or other obstructions.

  • Level 1: Enemies show up as red arrows on your radar. Requires 20 Force Points to activate.
Point Cost: 2
  • Level 2: Enemies show up as red arrows on your radar and enemies as well as allies can be sensed through walls but not distinguished. Requires 20 Force Points to activate.
Point Cost: 4
  • Level 3: In addition to Level 2 effects, the Jedi can now distinguish between enemies and allies and see other player's health and shield levels. This level of Sense also allows the Jedi to dodge disruptor shots.
Point Cost: 8

Force Block

This ability allows for a Jedi to protect himself against the usage of Force Powers against him.

  • Level 1: Immunity against forcepowers if the Jedi has 100 FP.
Point Cost: 4
  • Level 2: Immunity against forcepowers if the Jedi has 80 FP or more.
Point Cost: 6
  • Level 3: Immunity against forcepowers if the Jedi has 50 FP or more.
Point Cost: 6

Light-Side Force Powers

These abilities are unique to the Jedi.

Force Speed

Using the Force, the Jedi can move faster than normal. During it's use, the Lightsaber is turned off, thus removing the Jedi's primary method of defense as well. Force Speed can be deactivated by pressing the Use Force button a second time.

  • Level 1: Jedi can now move faster. Large FP drain while active.
Point Cost: 6
  • Level 2: FP drain while active is decreased, allowing for a longer Speed usage.
Point Cost: 4
  • Level 3: FP drain while active is further decreased. A Jedi using Melee now does faster and more damaging punches.
Point Cost: 2

NOTE: Force Speed Level 3 along with Force Jump Level 3 allows to do the Speed LongJump already known from the Singleplayer of Jedi Knight Academy.

Mind Trick

Mind tricks refer to a spectrum of Force powers which influenced the thoughts of sentient creatures, most commonly used to coerce into agreement by suggestion through voice manipulation, or to cause one to reveal information. This allowed its practitioners to resolve matters in a non-violent way. It could also be used to appeal to a sensory impression for distraction or even cause friendly fire among enemies.

  • Level 1: Can mindtrick one target for 5 seconds.
Point Cost: 4
  • Level 2: Can mindtrick up to 3 targets for 10 seconds.
Point Cost: 6
  • Level 3: Can mindtrick all enemies in the vicinity for 15 seconds.
Point Cost: 10

Class Specials

Special 1 (HOLD)

  • Saber throw. Also known with the abbrevation ST.

Special 2 (TAP)

  • Saber melee. Also known as slap.
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