This build follows the same concept as the original Guardian/Battlemaster build but has been enhanced for more healing. At the cost of reduced armor, and damage.
Overview:
DPS: 9-10k (vs DWB Super Battle Droid)
Defense: High for PVE, Decent for PVP long as Saber Block is active.
Pros:
Durable Tank
Decent DPS for PVP
You get a Pet
Cons:
Careful use of some abilities (No Button Smashing every ability).
Defenses fall when Saber Block drops.
No Range
Expertise:
Force Sensitive: I chose Strength for the boost it provides to both Block (Value) and Melee Damage, I also chose Luck as it is the most powerful stat in-game. You could remove Alacrity which provides Glancing Blow and obtain other stats. Glancing Blow is one of the weakest defenses in-game. Saber Sweep is one of the strongest Saber attacks available. Chose crafted armor so only 6600 Energy/Kinetic protection (approximately 50% Damage Reduction). (Note armor does very little against strikethrough). PLEASE VIEW MY FINAL COMMENTS about running with or without Jedi's Innate Armor.
Jedi Battlemaster: Jedi is among the weakest classes for base Critical Chance, I chose to obtain as much as possible here. Unlike the original build this build lost 6% universal damage (One/Two/Pole saber damage). With the choice of Saber instead of Force powers you have no range. Two of the strongest debuffs are in this tree both Overhead Strike (Armor Neglect) and Saber Burst (100% Saber Burst Damage and 10% Damage Increase to target after 5x stack). Riposte has been removed to gain more points in Sage. Saber Flurry has some of the highest potential of damage if all 5 hits land dealing 4.5k-6.5k each. Vigilant Strike is equally as strong as Saber Sweep. Pomel Bash has a faster cooldown then Arterial Strike.
Jedi Guardian: Saber Block first and foremost is the king of defense when combined with a Lightsaber, think of it as a second layer of Dodge. Master Guardian is required to wear the Guardian's Jewelry Set which will provide a significant boost to your final line of defense Block and Block Value. There is no reason to grab Enhanced Premonition as you will cap out Evasion Value with a pet. Saber Reflect is a great ability not taken here. The Improved Saber Reflect: Force Alacrity is another version of Glancing Blow. Force Pull is great for PVP to pull enemy players away from the safety of there defense line. Life Warden has been removed to gain more points in Sage. Jedi's Innate Armor also has been removed to gain more points in Sage.
Jedi Sage: With the added points in Sage you now have Force Drag and Revive Player. Also an area heal which has a faster cooldown then the two strongest heals Jedi has in this build. The hallmark of these choices is you get Force Stasis which can save you from being killed. Force Heal combined with Soothing Aura makes this heal provide around 20k health and Self Heal 4 provide 15k health. Force Infusion is better then nothing (If you have a doctor in group providing Bacta Concentration you will want to not use this). Force Infusion Potency is presently broken in testing, hopefully to be fixed soon.
Jedi Forms: I chose 1/2 of Niman form before it causes negative effects beyond 1/2. Combined with all other Damage Decrease effects this build in theory achieves 40% Damage Reduction apart from Armor.
Beast Mastery: The bare minimum to have a BM pet and not have -25% damage output. As stated in my other guides Bio Pets provide approximately 3.5-4% dodge, parry, evasion, block, which is a significant defense boost.
Stats with buffs and gear:
Pet Bonus: Approx 3.5-4% Dodge, Parry, Evasion, Block, Critical Chance, Strikethrough.
Entertainer Inspiration: 300 Luck, 240 Agility, 6% Second Chance.
Drink: Flameout 210 Agility, 3% Strikethrough.
Food: Deneelian Fizz 211 Luck, 3% Block, 30 Block Value.
PuPs: 10% Weapon Damage, 11% Weapon Damage, 11% Weapon Damage.
GCW Flag: 2% Dodge, 2% Glancing Blow, 5% Critical Chance, 100 Agility, 100 Precision, 100 Constitution, 100 Luck, 100 Strength.
Stim (Squad Leader): Tactical Serum 100 Constitution, 7% Critical Chance, 5% Dodge, 7% Action Cost Reduction, 7% Damage Increase.
Mustafar Injector: 100 Strength, 100 Precision.
Familiar: Gackle Bat: 50 Strength, 50 Precision.
Favor of the Elders: 50 Precision, 50 Strength, 50 Agility, 50 Constitution.
Lasting Performance (Entertainer): 150 Constitution, 5% Action Cost Reduction.
Experience Leadership (Squad Leader): 10% Action Cost Reduction, 10% Damage Increase, 10% Damage Decrease, 10% Healing (Potency).
Drill Master (Squad Leader): 5% Damage Increase, 5% Action Cost Reduction.
Focus Fire (Squad Leader): 5% Bypass Armor (Strikethrough), 32% Strikethrough Value, 5% Critical Chance.
Tactics (Squad Leader): 5% Dodge, 70 Constitution, 10% Reduced Chance Critical Hit (Critical Hit Reduction).
Junk Dealer Bonus (Smuggler): 50 Luck, 50 Precision, 6% Reduced Damage Taken (*Does Not Display on stat page).
Doctor Buffs: (All 7) 10% Block, 200 Block Value, 5% Dodge, 80 Precision, 250 Stamina, 250 Constitution, 80 Strength, 80 Agility.
Backpack: Belt of Bodo Baas 50 Strength, 50 Precision, 50 Luck, 50 Constitution.
Cloak of Hate (Hood Up): 170 Agility, 135 Constitution, 170 Luck, 170 Precision, 170 Strength, 4% Force Electrical Damage, 4% One/Two/Polearm Lightsaber Damage.
Belt & Cloak Combo: 55 Constitution, 25 Strength, 25 Precision, 15 Lightsaber Assembly, 5 Lightsaber Experimentation.
Baked Exotic: (All 1) 14 Luck.
Exotic Attachments: (All 3) 3% Weapon Damage, 8% Critical Hit Reduction, 35 Luck.
Regular Attachments minus Bandolier/Belt: (All 7) 35 Agility, 35 Luck, 35 Strength.
Jewelry Set: (Guardian Full Set) 125 Agility, 375 Constitution, 750 Block Value, 10 Block Chance, 10% Block Chance (this is a multiplier when tested), 5 Damage Adds to Action, 10% Critical Hit Reduction, Guardians Strike (About same damage as base attack but draws agro).
Lightsaber(s) (Old Republic One-Handed): 75 Agility, 75 Luck, 175 Strength, 10 Saber Strike Damage, 10 Force Electrical Damage, 10 Shockwave Damage, 10 Choke Damage, 10 Sweep Damage.
Niman Form: 10 Damage Output Increase, 10 Healing Output Increase, 10 Damage Taken Decrease*
FRS Rank: 1 PVP Healing Bonus, 1 Incoming Damage Decrease.
Stats above reflect old Dual Wield with double exotic attachment weapons, prior to Chapter 4. This Removed 75 Agility, 110 Luck, 175 Strength, 10 Saber Strike Damage, 10 Force Electrical Damage, 10 Shockwave Damage, 10 Choke Damage, 10 Sweep Damage, 3% Weapon Damage, 8% Critical Hit Reduction.
Additional Buffs to consider:
High Morale Victory (Droid Army Mustafar) 1 hour: 10% Dodge, 200 Luck, 100 Damage.
Meatlump Kiss (Meatlump Theme Park) 1 hour: 100 Luck.
These 2 buffs would push you up to nearly 50% Dodge, 18% Gauranteed Hit, Lucky Dodge, Swift Heal (Reset Heal Cooldown). Very Nice! for PVP.
Final Notes:
This build provides the third highest defense in-game that I have tested, base damage reduction is about 90% when combine with armor and expertise. TKM holds highest defense in-game achieving more block and parry.
VERY IMPORTANT ***This build uses crafted Battle Armor instead of FRS robes. If you decide add Jedi's Innate Armor you will want to Put Up the Hood of the Cloak of Hate and wear no Armor Helmet, otherwise your armor will decrease. If you wear a Armor Helmet with Jedi's Innate Armor you complete a suit of armor and Jedi's Innate Armor works against you causing your armor to go down to around 3.5k Energy/Kinetic.***
If you wanted to push this build to be more defensive, run 3x Agility PuPs, but this will significantly reduce your damage output.
*6% Reduced Damage Taken (*Does Not Display on stat page) - After a discussion with the dev team, it does apply but doesn't display at this time. "Its mechanically the same exact stat." as Damage Decrease.
*Niman Form 10 Damage Taken Decrease. - After a discussion with the dev team, it does apply but doesn't display at this time. "Its mechanically the same exact stat." as Damage Decrease.
Overview:
DPS: 9-10k (vs DWB Super Battle Droid)
Defense: High for PVE, Decent for PVP long as Saber Block is active.
Pros:
Durable Tank
Decent DPS for PVP
You get a Pet
Cons:
Careful use of some abilities (No Button Smashing every ability).
Defenses fall when Saber Block drops.
No Range
Expertise:
Force Sensitive: I chose Strength for the boost it provides to both Block (Value) and Melee Damage, I also chose Luck as it is the most powerful stat in-game. You could remove Alacrity which provides Glancing Blow and obtain other stats. Glancing Blow is one of the weakest defenses in-game. Saber Sweep is one of the strongest Saber attacks available. Chose crafted armor so only 6600 Energy/Kinetic protection (approximately 50% Damage Reduction). (Note armor does very little against strikethrough). PLEASE VIEW MY FINAL COMMENTS about running with or without Jedi's Innate Armor.
Jedi Battlemaster: Jedi is among the weakest classes for base Critical Chance, I chose to obtain as much as possible here. Unlike the original build this build lost 6% universal damage (One/Two/Pole saber damage). With the choice of Saber instead of Force powers you have no range. Two of the strongest debuffs are in this tree both Overhead Strike (Armor Neglect) and Saber Burst (100% Saber Burst Damage and 10% Damage Increase to target after 5x stack). Riposte has been removed to gain more points in Sage. Saber Flurry has some of the highest potential of damage if all 5 hits land dealing 4.5k-6.5k each. Vigilant Strike is equally as strong as Saber Sweep. Pomel Bash has a faster cooldown then Arterial Strike.
Jedi Guardian: Saber Block first and foremost is the king of defense when combined with a Lightsaber, think of it as a second layer of Dodge. Master Guardian is required to wear the Guardian's Jewelry Set which will provide a significant boost to your final line of defense Block and Block Value. There is no reason to grab Enhanced Premonition as you will cap out Evasion Value with a pet. Saber Reflect is a great ability not taken here. The Improved Saber Reflect: Force Alacrity is another version of Glancing Blow. Force Pull is great for PVP to pull enemy players away from the safety of there defense line. Life Warden has been removed to gain more points in Sage. Jedi's Innate Armor also has been removed to gain more points in Sage.
Jedi Sage: With the added points in Sage you now have Force Drag and Revive Player. Also an area heal which has a faster cooldown then the two strongest heals Jedi has in this build. The hallmark of these choices is you get Force Stasis which can save you from being killed. Force Heal combined with Soothing Aura makes this heal provide around 20k health and Self Heal 4 provide 15k health. Force Infusion is better then nothing (If you have a doctor in group providing Bacta Concentration you will want to not use this). Force Infusion Potency is presently broken in testing, hopefully to be fixed soon.
Jedi Forms: I chose 1/2 of Niman form before it causes negative effects beyond 1/2. Combined with all other Damage Decrease effects this build in theory achieves 40% Damage Reduction apart from Armor.
Beast Mastery: The bare minimum to have a BM pet and not have -25% damage output. As stated in my other guides Bio Pets provide approximately 3.5-4% dodge, parry, evasion, block, which is a significant defense boost.
Stats with buffs and gear:
Pet Bonus: Approx 3.5-4% Dodge, Parry, Evasion, Block, Critical Chance, Strikethrough.
Entertainer Inspiration: 300 Luck, 240 Agility, 6% Second Chance.
Drink: Flameout 210 Agility, 3% Strikethrough.
Food: Deneelian Fizz 211 Luck, 3% Block, 30 Block Value.
PuPs: 10% Weapon Damage, 11% Weapon Damage, 11% Weapon Damage.
GCW Flag: 2% Dodge, 2% Glancing Blow, 5% Critical Chance, 100 Agility, 100 Precision, 100 Constitution, 100 Luck, 100 Strength.
Stim (Squad Leader): Tactical Serum 100 Constitution, 7% Critical Chance, 5% Dodge, 7% Action Cost Reduction, 7% Damage Increase.
Mustafar Injector: 100 Strength, 100 Precision.
Familiar: Gackle Bat: 50 Strength, 50 Precision.
Favor of the Elders: 50 Precision, 50 Strength, 50 Agility, 50 Constitution.
Lasting Performance (Entertainer): 150 Constitution, 5% Action Cost Reduction.
Experience Leadership (Squad Leader): 10% Action Cost Reduction, 10% Damage Increase, 10% Damage Decrease, 10% Healing (Potency).
Drill Master (Squad Leader): 5% Damage Increase, 5% Action Cost Reduction.
Focus Fire (Squad Leader): 5% Bypass Armor (Strikethrough), 32% Strikethrough Value, 5% Critical Chance.
Tactics (Squad Leader): 5% Dodge, 70 Constitution, 10% Reduced Chance Critical Hit (Critical Hit Reduction).
Junk Dealer Bonus (Smuggler): 50 Luck, 50 Precision, 6% Reduced Damage Taken (*Does Not Display on stat page).
Doctor Buffs: (All 7) 10% Block, 200 Block Value, 5% Dodge, 80 Precision, 250 Stamina, 250 Constitution, 80 Strength, 80 Agility.
Backpack: Belt of Bodo Baas 50 Strength, 50 Precision, 50 Luck, 50 Constitution.
Cloak of Hate (Hood Up): 170 Agility, 135 Constitution, 170 Luck, 170 Precision, 170 Strength, 4% Force Electrical Damage, 4% One/Two/Polearm Lightsaber Damage.
Belt & Cloak Combo: 55 Constitution, 25 Strength, 25 Precision, 15 Lightsaber Assembly, 5 Lightsaber Experimentation.
Baked Exotic: (All 1) 14 Luck.
Exotic Attachments: (All 3) 3% Weapon Damage, 8% Critical Hit Reduction, 35 Luck.
Regular Attachments minus Bandolier/Belt: (All 7) 35 Agility, 35 Luck, 35 Strength.
Jewelry Set: (Guardian Full Set) 125 Agility, 375 Constitution, 750 Block Value, 10 Block Chance, 10% Block Chance (this is a multiplier when tested), 5 Damage Adds to Action, 10% Critical Hit Reduction, Guardians Strike (About same damage as base attack but draws agro).
Lightsaber(s) (Old Republic One-Handed): 75 Agility, 75 Luck, 175 Strength, 10 Saber Strike Damage, 10 Force Electrical Damage, 10 Shockwave Damage, 10 Choke Damage, 10 Sweep Damage.
Niman Form: 10 Damage Output Increase, 10 Healing Output Increase, 10 Damage Taken Decrease*
FRS Rank: 1 PVP Healing Bonus, 1 Incoming Damage Decrease.
Stats above reflect old Dual Wield with double exotic attachment weapons, prior to Chapter 4. This Removed 75 Agility, 110 Luck, 175 Strength, 10 Saber Strike Damage, 10 Force Electrical Damage, 10 Shockwave Damage, 10 Choke Damage, 10 Sweep Damage, 3% Weapon Damage, 8% Critical Hit Reduction.
Additional Buffs to consider:
High Morale Victory (Droid Army Mustafar) 1 hour: 10% Dodge, 200 Luck, 100 Damage.
Meatlump Kiss (Meatlump Theme Park) 1 hour: 100 Luck.
These 2 buffs would push you up to nearly 50% Dodge, 18% Gauranteed Hit, Lucky Dodge, Swift Heal (Reset Heal Cooldown). Very Nice! for PVP.
Final Notes:
This build provides the third highest defense in-game that I have tested, base damage reduction is about 90% when combine with armor and expertise. TKM holds highest defense in-game achieving more block and parry.
VERY IMPORTANT ***This build uses crafted Battle Armor instead of FRS robes. If you decide add Jedi's Innate Armor you will want to Put Up the Hood of the Cloak of Hate and wear no Armor Helmet, otherwise your armor will decrease. If you wear a Armor Helmet with Jedi's Innate Armor you complete a suit of armor and Jedi's Innate Armor works against you causing your armor to go down to around 3.5k Energy/Kinetic.***
If you wanted to push this build to be more defensive, run 3x Agility PuPs, but this will significantly reduce your damage output.
*6% Reduced Damage Taken (*Does Not Display on stat page) - After a discussion with the dev team, it does apply but doesn't display at this time. "Its mechanically the same exact stat." as Damage Decrease.
*Niman Form 10 Damage Taken Decrease. - After a discussion with the dev team, it does apply but doesn't display at this time. "Its mechanically the same exact stat." as Damage Decrease.
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