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Jedi Shadow

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Shadow
Galactic Republic Icon
Jedi Shadow
Galactic Republic Icon
Faction:
Starting class:
Role:
Damage, Tank
Armor:
Light
Weapons:
Primary Attribute(s):
"A Shadow serves the Jedi Order by being a silent observer and, when action is necessary, a subtle hand. Shadows go unseen, employing Force techniques that cloud enemy minds to slip into hostile territory and, when necessary, striking enemies down with deadly efficiency. Shadows embrace the synergy between lightsaber and Force combat. All Jedi Shadows use the Force to conceal themselves and move invisibly behind enemy lines, as well as learn to use double-bladed lightsabers in either an offensive or defensive capacity. Shadows can also opt to learn Infiltration, becoming masters of stealth and ambush who forgo the head-on attack for the vulnerable flank; Kinetic Combat, utilizing a double-bladed lightsaber as either an acrobatic weapon or a bulwark of defense; and Balance, deploying the power of the Force to enhance lightsaber techniques and debilitate foes in combat."
―In-game Codex (Game Rules)[src]

Jedi Shadow is one of the two Advanced Classes for the Jedi Consular.

A Shadow serves the Jedi Order by being a silent observer and, when action is necessary, a subtle hand. The Shadows go unseen, employing Force techniques that cloud enemy minds to slip into hostile territory and, when necessary, striking enemies down with deadly efficiency. Shadows embrace the synergy between lightsaber and Force combat.

All Jedi Shadows use the Force to conceal themselves and move invisibly behind enemy lines, as well as learn to use double-bladed lightsabers in either an offensive or defensive capacity. Shadows can also opt to learn Infiltration, Kinetic Combat, and Balance. Although Shadows have quite a few Ranged abilities, all 3 specs require that you are in Melee for maximum performance.

Abilities through Level

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

Name Level Learned Cast Time Cooldown Force Cost Range Description
Weapon Proficieny: Double Bladed Lightsaber 10 Passive Passive None Self Ability to equip double-bladed lightsabers and saberstaffs.
Armor Proficiency: Shield Generator 10 Passive Passive None Self Able to equip a personal shield generator in your off-hand.
Weapon Proficiency: Electrostaff 10 Passive Passive None Self Able to equip electrostaffs and other staff melee weapons tied to the Willpower attribute.
Force Technique 10 Instant None 100 Self Assumes a Force technique, giving your attacks a 50% chance to deal 7 kinetic damage. this effect cannot occur more than once every 1.5 seconds. Requires a double-bladed lightsaber. Does not break Stealth.
Shadow's Training 10 Passive Passive None Self

Increases your total Endurance by 5 per rank, and increases the base damage dealt by Project by 25%.

Stealth 10 Instant None None Self Enter stealth mode, making your movements difficult to detect but slowing movement speed to 85% of normal. Your companion will not react to enemy attacks while in stealth. Most hostile actions will end the effect prematurely. Cannot be used in combat.
Shadow Strike 10 Instant None 50 4m Deals 118-133 weapon damage to a single target. Only usable from behind the target. Requires a double-bladed lightsaber.
Force Breach 12 Instant 15 sec 20 10m

Locates and breaches the target's shatterpoint, causing an effect based on your current technique. Only usable while a technique is active. Requires a double-bladed lightsaber.

Force Technique: Deals 105 periodic kinetic damage over 18 seconds.

Combat Technique: Strikes up to 5 nearby enemies, dealing 26-33 internal damage and decreasing the targets' accuracy by 5% for the next 18 seconds. This ability generates a high amount of threat.

Shadow Technique: Deals 66-73 internal damage.

Combat Technique 14 Instant None 100 Self Assumes a combat technique, giving your attacks a 50% chance to deal 2 internal damage and heal you for 3. This effect cannot occur more than once every 4.5 seconds. Increases your armor rating by 115%, shield chance by 15% and threat generation by 100%. While active, melee bonus damage is reduced by 5%. Requires a double-bladed lightsaber. Does not break Stealth.
Guard 14 Instant None None 0-30m Guards the target while it remains within 15 meters. While active, the target takes 5% less damage and generates 25% less threat. in addition, 50% of all incoming damage from enemy players is transferred back to you. Requires Combat Technique.
Mind Control 16 Instant 15 sec None 30m Controls the mind of the target, forcing it to attack you for 6 seconds. player targets deal 30% less damage when attacking anyone other than you. Lasts 6 seconds.
Mind Maze 20 Instant Instant 50 10m Confuses the target, leaving it bewildered and unable to act for 60 seconds. Damage will break the effect prematurely. This ability is only usable in stealth mode and cannot be used against a target in combat. Only one target can be incapacitated at any given time. Cannot be used on droids.
Blackout 22 Instant 1 minute None Self Increases your stealth level by 15 for 8 seconds. Only usable in stealth mode.
Force Cloak 22 Instant 3 minutes None Self Uses the Force to make you vanish from sight, immediately exiting combat and entering stealth mode. For 10 seconds, you become virtually undetectable, but all healing done and received is decreased by 100%.
Deflection 24 Instant 2 minutes None Self Increases your ranged and melee defenses by 50% for 12 seconds. Requires a melee weapon.
Whirling Blow 26 Instant Instant 40 Deals 35-40 weapon damage to all nearby targets.
Mass Mind Control 30 Instant 45 sec None Self Forces all enemies within 15 meters to attack you for 6 seconds. Player targets deal 30% less damage when attacking anyone other than you. lasts 6 seconds.
Spinning Strike 32 Instant 6 sec 25 4m Issues a subduing strike, dealing 153-174 points weapon damage. Only usable on targets at or below 30% max health.
Resilience 36 Instant 1 minute None Self Removes all hostile removable effects and increases your chance to resist Force and tech attacks by 100% for 3 seconds. Does not break stealth.
Spinning Kick 42 Instant 30 sec 20 4m Performs a spin kick that deals 22-29 kinetic damage and knocks the target down for 2 seconds. Only usable in stealth mode.
Battle Readiness 50 Instant 2 minutes None Self Readies yourself with the Force, increasing the damage and healing dealt by all Techniques by 100% for 15 seconds.
Phase Walk 51 1.5s 1.5s None 40m Activating this ability marks your current location for 2 Minutes. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. When returning to the marked location or when the effect ends, Phase Walk goes on cooldown for 45 seconds.If not used Phase Walk will have a 0s cooldown. Does not break stealth.

Skill Trees

To the left is the Shadow skill tree.

Infiltration

Primary article: Infiltration

Becoming masters of stealth and ambush who forgo the head-on attack for the vulnerable flank.

Kinetic Combat

Primary article: Kinetic Combat

Utilizing a double-bladed lightsaber as either an acrobatic weapon or a bulwark of defense.

Tank Tree

Balance

Primary article: Balance

Deploying the power of the Force to enhance lightsaber techniques and debilitate foes in combat.

Shadow Skill Tree

The skill tree of the shadow advanced class as of 9th April, 2011

Gallery



References

External links

WookieepediaFavicon Jedi Shadow on Wookieepedia

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