Ayusaru's Jedi / Tinkerer (Master of None)

After couple months of analyzing skill trees for the Jedi I wanted something more versatile in many categories. Tank/Duelist/Mystic/BM, this build has many of the desired abilities with an easy path to master one of the major classes. On paper the numbers look good but actively it feels like its lacking. Without Master of a class I cannot recommend the build for PVP. In testing PVP was losing to much action which doesn't make alot of sense since it has much of the necessary action recovery and reduction. Still gets hurt alot even with % Damage Decrease, suspect caused by strikethrough bypassing.

Overview:
DPS: 14-16k (vs Sher Kar), once all debuffs are applied.
Defense: Okay vs PVE
Healing: Jedi Heals are strong 15k+ but have slow timer, this build has an additional heal through jewelry.
Short range damage to achieve highest DPS, many ranged attacks exist also.

Pro:
2nd Highest Damage I have seen for Jedi.
Very Good PVE clear speed.
Get a pet, a friend.

Con:
Lacks defense, very few cooldown defense options, just Force Run, and Stasis.
Tedious use of Heals.
Not good in PVP.

Expertise:

Jedi Force Sensitive: Couple notes here, I stack heavily on Luck, I prefer to run with 900+ this build achieves it. Glancing Blow is a weak defense but is better then nothing, you could remove the Glancing Blow and obtain Saber Throw, Force Cloak, Heightened Speed...
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Jedi Battlemaster: Here I have highlighted 2 boxes, Saber Burst applies a debuff that when fully stacked increases the damage of Saber Burst and all attacks by 10%, also provides a Armor Neglect debuff that helps bypass armor. I highlight Exacting Strikes also because this gives you 20 Critical Chance, Jedi lacks Critical Chance, despite not applying this box this builds achieves over 70% Critical Chance but does not cap without assistance. To cap out Critical chance you could have someone place down Position Secure, or use the Aurilian Crystal Buffs which grant 3% Critical Chance.
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Jedi Guardian: Primary Goal here is % Damage Reduction. I have highlighted Saber Block because its a powerful defense vs single target damage. The present build achieves 35% Dodge, and 25% Parry, with Jedi equipped with a Lightsaber these 2 are combined as they act equally, that means you could look at this build passively achieving 70% Dodge. I took Saber Reflect for a little extra damage and Force Alacrity which is another form of Glancing Blow.
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Jedi Mystic: Highlighted here is Lightning Burst, much like Saber Burst it applies a debuff that when fully stacked causes Lightning Burst to deal more damage and all attacks 10% damage, it is part of the key to this build reaching decent DPS. Highlighted also is Force Powers Cooldown which makes using force powers 20% faster, with Dark Fury Jewelry Set you get another 30% Force Powers Cooldown, this has achieved 24k dps vs Sher Kar (that is 8k more then the present build).
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Jedi Sage: Alot to talk about here and why its highlighted. Force Heal Potency Why this and not Force Infusion Potency, when I tested Force Infusion Potency it didn't work, it may have since been resolved I have not tested. Soothing Aura, this is what gives your heals real power that 15k heal punch, without it your only going to do about 1/2 the healing power. Force Stasis is just like Doctor Stasis and can save you from death, you do very little damage but you take very little damage also. Force Revive and Force Drag, who doesn't need an additional resurrect player in the group.
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Jedi Forms: Niman Form, its the most well balanced of the Forms without drawback with only 5 points into it. 10% Damage Decrease (Received), 10% Damage Increase, Healing Output 10%.
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Beast Mastery: Bare minimum to not receive the -25% damage output (Harmonious Understanding). This is where you could sacrifice a bunch of points and go try out the other Masters Battlemaster (Duelist), Mystic (Dark Fury), Guardian, Sage... With a little bit of Tinkering and removing these 9 points you can become a master.
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Stats with buffs and gear:
Pet Bonus: Approx 3.5-4% Dodge, Parry, Evasion, Block, Critical Chance, Strikethrough.
Entertainer Inspiration: 6% Second Chance, 7% Critical Chance, 5% Block, 5% Evasion, 180 Precision.
Drink: Flameout 210 Agility, 3% Strikethrough.
Food: Vercupti of Gazza 211 Precision, 3 Evasion, 30 Evasion 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) 3 Critical Hit Reduction.
Exotic Attachments: (All 3) 8 Critical Hit Reduction, 3 Weapon Critical, 2 Critical Chance Increase.
Regular Attachments minus Bandolier/Belt: (All 7) 35 Agility, 35 Luck, 35 Strength.
Jewelry Set: (Tinkerer's) 150 Agility, 150 Strength, 150 Constitution, 150 Precision, 150 Stamina, 150 Luck, Emergency Heal (Ability).
Lightsaber(s) (Juyo): 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*
Meditation Buff: (Gift of the Future) 3 Critical Chance, 85 Strength, 2% Increase Resource Quality.
Bounty System Enabled: 2% PVP Damage Output, 2% PVP Healing Bonus, 2% PVP Offensive Dodge Reduction, 5% Reactive Heal Chance (This applies just like Doctor: Reactive Heal).
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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 46% Dodge, 12% Gauranteed Hit, Lucky Dodge, Swift Heal (Reset Heal Cooldown). Very Nice! for PVP.
To cap out Critical chance you could have someone place down Position Secure, or use the Aurilian Crystal Buffs which grant 3% Critical Chance.

Final Notes:
This setup uses the Tinkerer's Jewelry Set which provides a nice balance of boost to everything including an extra heal. With the Hood Up on the Cloak of Hate, you gain more Stats, but in this build you also have a drawback as it removes your helmet from the crafted armor set, reducing the armor down to 5600 KIN/ENG. Because the heals are stronger, they have the drawback of also taking longer to apply, this makes it less appealing to run this build with the major heals in your auto attack macro. I would consider removing the Critical Hit Reduction from the Exotic Attachments with either Weapon Damage or Heal Potency.

*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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