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Advanced Class: Jedi Guardian

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Guardian
Galactic Republic Icon
Advanced Class: Jedi Guardian
Galactic Republic Icon
Faction:
Starting class:
Role:
Melee DPS


Tank
Armor:
Heavy
Weapons:
Primary Attribute(s):


"A wall between the Republic and its enemies, the Jedi Guardian stands firm in the face of overwhelming odds and dares opponents to attack. Perfect concentration and use of the Force allows smooth movement even in heavy armor–making the Guardian a hard target to take down. Leaders on and off the battlefield, Guardians also inspire allies to amazing feats, making them invaluable for conflicts of any size. All Jedi Guardians learn to move in heavy armor and build extra energy to perform spectacular feats. Guardians can opt to learn Vigilance, developing attacks that power through weaker opponents with ease and concentrating on fewer strikes that hit harder; Defense, redirecting enemies’ attacks against the Guardian’s allies toward the Guardian’s sturdy self; and Focus, specializing in advanced Force techniques to increase the potency of lightsaber attacks and perform telekinetic feats to hamper opponents."
―In-game Codex (Game Rules)[src]

Jedi Guardian is one of two Advanced Classes for the Jedi Knight. Before the Jedi Purge, there were three Jedi Classes. The Jedi Guardian was one of them, along with the Jedi Sentinel and the Jedi Consular. They are the Republic counterpart of the Sith Juggernaut.

A wall between the good people of the Republic and their enemies, the Guardian stands firm in the face of overwhelming odds and dares opponents to attack. Perfect concentration and use of the Force allows a smooth movement even in heavy armor--making the Guardian a hard target to take down. Leaders on and off the battlefield, Guardians are known for inspiring allies to amazing feats, making them invaluable for conflicts of any size.

All Jedi Guardians learn to move in heavy armor and build extra energy to perform various spectacular feats, and can opt to learn either Vigilance, Defense, or Focus.

Primary Focus:

  • Single Saber
  • Melee Combat
  • Maintaining Aggro Of Mobs
  • Heavy armor
  • Tank or heavy DPS

Disciplines

The two Guardian Disciplines are Vigilance and Defense. The shared Guardian and Sentinel Discipline is Focus.

Vigilance

Blue Glass Arrow Main article: Vigilance

Developing attacks that power through weaker opponents with ease and concentrating on fewer strikes that hit harder. DPS.

Defense

Blue Glass Arrow Main article: Defense

Redirecting enemies’ attacks against the Guardian’s allies toward the Guardian’s sturdy self. Tank.

Focus

Blue Glass Arrow Main article: Focus

Specializing in advanced Force techniques to increase the potency of lightsaber attacks and perform telekinetic feats to hamper opponents. DPS.

Abilities through Level

Below is a list of the abilities that a Jedi Guardian can learn. Please note that a Jedi Guardian is still a Jedi Knight as well, so remember to see what other abilities they will learn from their Jedi Knight ability list.

Name Level Learned Cast Time Cooldown Focus Cost Range Description
Armor Proficiency: Shield Generator 10 Passive Passive None Self Able to equip a personal shield generator in your off-hand.
Armor Proficiency: Focus 10 Passive Passive None Self Able to equip a Force focus in your off-hand.
Armor Proficiency: Heavy 10 Passive Passive None Self Able to equip heavy combat armor.
Blade Turning 10 Passive Passive None Self The first 2 seconds of Saber Ward grants 100% melee and ranged defense.
Sundering Strike 10 Instant 4.5s None 4m Strikes the target for X damage, and reduces the target's armor by 4% for 15 seconds. Stacks up to 5 times. Builds 2 focus.
Riposte 10 Instant 6 2 4m Ripostes the target for x weapon damage. Cannot be parried, dodged, or missed. While in Soresu Form, Riposte can only be used after successfully defending against a melee or ranged attack. While not in Soresu Form, Riposte can only be used after one of your melee attacks is parried, dodged, or misses.
Visionary 10 Passive Passive None Self Generates 1 focus when attacked. This effect cannot occur more than once ever 6 seconds.
Soresu Form 12 Instant None None Self Enters a defensive lightsaber form, increasing armor rating by 60%, damage reduction by 6%, shield chance by 15%, threat generation by 100%, and accuracy by 10%. While active, all damage is reduced by 10%, and all Strike abilities generate 1 less focus.
Taunt 14 Instant 15s None 30m Taunts the target, forcing it to attack the Knight for 6 seconds. Player targets deal 30% less damage when attacking anyone other than you. Lasts 6 seconds.
Freezing Force 15 Instant None 2 Self Freezes up to 8 enemies within 8 meters, dealing x elemental damage and reducing movement speed by 50% for 8 seconds.
Guard 16 Instant None None 30m While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you. Requires Soresu Form.
Focused Striking 18 Passive Passive None Self Reduces the cooldowns of Sundering Strike and Warding Strike by 3 seconds each and increases the focus they generate by 2.
Challenging Call 20 Instant 45s None Self + 15m Taunts all enemies within 15 meters, forcing them to attack the Knight for 6 seconds if in Soresu Form. If not in Soresu Form, threat is instantly reduced by a moderate amount. Player targets deal 30% less damage when attacking anyone other than you. Lasts 6 seconds.
Combat Focus 22 Instant 45s None Self Immediately generates 6 focus.
Single Saber Mastery 25 Passive Passive None Self Increases the damage dealt by your weapon by 20% and grants a bonus based on your currently active form: Shii-Cho Form: Increases all Force damage dealt by 3%: Shien Form: Increase all melee damage dealt by 3%: Soresu Form: Increases melee and ranged defense by 3% and increases the threat generated by Force Sweep, Slash, Riposte, and Cyclone Slash by 15%.
Enure 28 Instant 1m None Self Temporarily increases your maximum health by 30% for 10 seconds. When the effect ends, the health is lost.
Force Push 30 Instant 1m None 10m Deals X kinetic damage, knocks the target back several meters and knocks the target down for 2 seconds. Force Push immediately finishes the cooldown of Force Leap.
Saber Throw 36 Instant 30s None 30m Throws the main-hand lightsaber at a distant target, inflicting X damage and granting 3 focus.
Focused Defense 38 Instant 2m 4 Self Empowers you with 10 charges of Focused Defense, lasting up to 10 seconds. Whenever you take damage a charge of Focused Defense is consumed to heal you for x. This ability can be used while stunned or otherwise controlled but cannot be used while above 70% health.
Guardian Leap 50 Instant 20s None 30m Leaps to a friendly target, reducing his or her threat by a moderate amount and reducing damage taken by 20% for 6 seconds.
Saber Reflect 51 Instant 60s None None Reflects back all direct single target ranged, force and tech attacks back to the attacker for 3 seconds. The damage done by each reflect is capped, and the cap raises with each new rank of the ability.

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