Jedi Path Revamp Guide The Village of Aurilia
Posted: Tue Mar 13, 2018 3:49 pm
Jedi Path Revamp Guide The Village of Aurilia
SECTION 2: THE VILLAGE OF AURILIA
The Village of Aurilia (5306,-4145) is located about 6000 meters southeast of the Science Outpost on Dathomir. It is situated in a barren and desolate valley, and is surrounded by a thick "wall" of mist that only those with permission from the Old Man can enter (apparently he must like talking to the Sith Shadows too, j/k). The village itself is a rustic community of huts and simple (looking) villagers, with a stone wall surrounding its perimeter.
In actuality this seemingly plain village is populated with Force Sensitive "misfits". Every villager has some level of Force Sensitivity, which unfortunately brought undue attention to them in their lives prior to the village and, for some reason or another, forced them to seek a place where their gifts could be nurtured and expanded. Eventually these people found one another and decided to form a community where others in their situation could turn to, thus the Village of Aurilia was created.
Unfortunately, a wayward Dark Jedi named Mellichae has decided that destroying this village would be a good way to earn the Emperor's trust again and perhaps earn him a place at the Emperor's side. Therefore his soldiers, the Sith Shadows, are currently attacking the village through any means in order to try to destroy the village and everyone in it.
This is the point where you come into the village's story. The Sith Shadows will be attacking the village throughout four phases, during which time you can offer your service to various members of the village in order to try to help them out. Each phase is one week long (real-time) and you can take one quest from one of four villagers each phase. It takes a full 4 weeks for the all the phases to cycle.
The phases are:
•Phase I:
The village has recently repealed a vicious attack by the enemy. Much of the village defenses have been eliminated, buildings are destroyed, and many people have been hurt or killed. At this stage, the village is preoccupied with picking up the pieces, healing the wounded, and determining the remaining strength of their enemy.
•Phase II:
The village continues to build defenses. It is discovered that the enemy is regrouping. Another attack seems inevitable, and initiates who help can turn the tide.
•Phase III:
In an effort to repeal another invasion, the village begins construction of a shield generator. Search and destroy operations are conducted to help keep the enemy at bay. The village continues to grow in size. It is now walled from the defense building of Phase II.
•Phase IV:
The shield generator is complete. The village is at its maximum size. Despite this, the Sith Shadows will not give up. Throughout this phase, waves of the enemy appear in coordinated groups. This phase culminates with a final onslaught. Although the enemy is repealed, the village is all but destroyed. Return back to Phase I.
Main villagers:
•Rohak
Phase: All
The village elder. Rohak was with the original group who founded Aurilia, and has been its spiritual guide ever since. He's very old and very wise...for a human. He will direct you to the various villagers giving quests during the phases. Also, if you somehow lose your Force Crystal he will give you a replacement.
•Paemos
Phase: All
Paemos is a Rodian, and an expert with ranged weapons of all types. He is friendly to everyone, a trait that made him few friends on Rodia. He is much happier in the village and will give his life to defend it if need be. Paemos knows a thing or two about Force Sensitive skills and can show initiates the ropes of experience. He's the person you go to for transferring experience to Force Sensitive experience. Also, he will grant Hologrinders their free FS Branches and the experience necessary to purchase them (word of warning for hologrinders: only unlock and purchase one branch at a time, otherwise you will reach your cap and lose some of your free FS XP).
•Noldan
Phase: All
Noldan is a Trandoshan and a master of melee combat. He is in love with Marite, believing his heart's secret is his own, but she is aware of his feelings and she reciprocates them. She won't act on her feelings though until she believes the village is safe from harm (how tragic that the village will never be safe). Noldan has been known to train outsiders who are working for the benefit of the village. He will teach you in the FS skill boxes that you have unlocked and have enough FS experience to purchase.
•Marite
Phase: (removed from game?)
Marite is a female Trandoshan, outgoing and outspoken. She championed the idea of bringing in new people to train, hoping that it would start down the path of understanding for those who are force sensitive. On her homeworld, her own tribe disowned and cast her out because of her bizarre Force sensitive gifts. She is the village's ambassador to the outside world and has an amazing ability to heal.
•Quharek
Phase: I, II, III
Quharek is a Mon Cal who has forsaken his own name for one given to him by the village. The villagers couldn't pronounce his given name. He's a craftsman and an expert on building, resource gathering. He is also adept at overseeing large construction projects.
•Whip
Phase: I, II
Whip is a young human male whose reflexes are a sight to behold. He is definitely the best pilot in the village. He hates the Empire more than any of the others. He feels that if they hadn't outlawed pod-racing he would be a rich and famous racer, the best in the galaxy, and he resents the Empire because of this.
•Captain Sarguillo
Phase: I, III, IV
Sarguillo is a Zabrak and is in charge of defending the village. His primary concern is keeping the village safe from harm in whatever way possible...
•Sivarra Mecheaux
Phase: I, IV
She is a Human and the village's medic and is always looking for help curing the wounded or keeping the village's defenders healed.
•Dageerin
Phase: II, III
An Aqualish male, he wants to delay the Sith Shadows from attacking the village so that they have time to repair the village’s defenses.
•Eozlin
Phase: II, III
An Ithorian, his main responsibility is to find the resources necessary to rebuild the village’s defenses.
•Chief Engineer of Aurilia
Phase: IV
The replacement for Aurilia’s Chief Engineer, this individual is under enormous pressure to repair the village’s Computers during the final big assault by the Sith Shadows. Unfortunately luck is not on the Chief’s side, as there seems to be a new one every day during the final phase...
SECTION 3: FORCE SENSITIVE SKILLS
Unlocking and Purchasing
As you complete quests for the villagers during the various phases you will unlock Force Sensitive branches. You can then convert most normal types of experience that you have accumulated to Force Sensitive experience types. There are three types of Force Sensitive experience: Combat, Senses, and Crafting. Please refer to Section 4: XP Conversion Ratios to see what experience can be converted to which Force Sensitive experience type and what the conversion ratio is.
There are four Force Sensitive trees in all, each with four branches. As you earn Force Sensitive experience you can purchase boxes in these trees. The cost for the boxes is as follows:
•Novice box = 50K FS XP
•Level 1 box = 175k FS XP
•Level 2 box = 250k FS XP
•Level 3 box = 350k FS XP
•Level 4 box = 450k FS XP
•Master box = 620 Apprenticeship XP
The master level boxes currently do not grant anything (not even a title), and they just seem to be there for structure.
Also, be aware that in order to qualify for the exit quest and the Padawan Trials you must purchase six full lines of FS skills (that's six level 4 boxes).
When deciding to do the villagers' quests, you should also know that Force Sensitive branches are associated with specific types of quests:
•Combat Quests = Combat Prowess skills
•Reflex Quests = Enhanced Reflexes skills
•Medic/Survey Quests = Heightened Senses skills
•Crafting Quests = Crafting Master skills
The Force Sensitive Skills
Combat Prowess:
•Ranged Accuracy
enhanced ranged accuracy +12
- Increases accuracy with any ranged weapon.
•Ranged Speed
enhanced ranged speed +12
- Increases speed with any ranged weapon.
•Melee Accuracy
enhanced melee accuracy +12
- Increases accuracy with any melee weapon.
•Melee Speed
enhanced melee speed +12
- Increases speed with any melee weapon.
Enhanced Reflexes:
•Ranged Defense
ranged defense +20
Increases ranged defense.
•Melee Defense
melee defense +20
Increases melee defense.
•Vehicle Control
force vehicular control +20, force vehicular speed +3
Vehicle start, stop, & turning.
•Survival
camping +5, foraging +5, trapping +5, mask scent +5, terrain negotiation +5, creature knowledge +5, creature harvesting +5
Only camps and terrain negotiation are useable if you're not a Scout or Ranger.
Heightened Senses:
•Healing
injury treatment +10, injury treatment speed +10, wound healing (dancing) +20, wound healing (music) +20
Increases healing and enhancement abilities.
•Surveying
surveying +20
Increases surveying range: (64x64) if no surveying, (384x384) if you have Artisan: Surveying IV.
•Persuasion
persuasion +20
Lowers cost of skill training and appear aligned to any faction (better chance to pass contraband scans).
•Luck
jedi's luck +4
Increases your luck while looting, including credits. Unknown if this affects looting item chances.
Crafting Mastery:
•Experimentation
force experimentation +20
Increases your chances of getting Amazing Successes while crafting. Does not grant extra points!
•Assembly
force assembly +20
Increases your ability to succeed while assembling an item.
•Repair
force repair bonus +20
Increases your chances to repair a damaged or broken item.
•Technique
crafting technique +4
Decreases you chances of failing (lowering experimental risk) while crafting.
Phases and FS Skill Availability
Since you can only choose to unlock one FS branch per phase through the quests it is very important to plan ahead so you don't ‘waste' your phases. The following is a list of skills that can be unlocked per phase and vice versa, to help you make these decisions now.
FS Skills per Phase
•Phase I:
◦Combat Prowess: Ranged Accuracy
◦Enhanced Reflexes: Survival
◦Heightened Senses: Persuasion
◦Crafting Mastery: Assembly
•Phase II:
◦Combat Prowess: Melee Speed
◦Enhanced Reflexes: Vehicle Control
◦Heightened Senses: Surveying
◦Crafting Mastery: Technique
•Phase III:
◦Combat Prowess: Melee Accuracy
◦Enhanced Reflexes: Ranged Defense
◦Heightened Senses: Luck
◦Crafting Mastery: Experimentation
•Phase IV:
◦Combat Prowess: Ranged Speed
◦Enhanced Reflexes: Melee Defense
◦Heightened Senses: Healing
◦Crafting Mastery: Repair
Phases for FS Skills
•Combat Prowess:
◦Phase I: Ranged Accuracy
◦Phase II: Melee Speed
◦Phase III: Melee Accuracy
◦Phase IV: Ranged Speed
•Enhanced Reflexes:
◦Phase I: Survival
◦Phase II: Vehicle Control
◦Phase III: Ranged Defense
◦Phase IV: Melee Defense
•Heightened Senses:
◦Phase I: Persuasion
◦Phase II: Surveying
◦Phase III: Luck
◦Phase IV: Healing
•Crafting Mastery:
◦Phase I: Assembly
◦Phase II: Technique
◦Phase III: Experimentation
◦Phase IV: Repair
Benefits
The last thing I would like to discuss is the Force Sensitive skills themselves and their usefulness to Jedi and normal professions.
All new Jedi will now have to progress through the village of Aurilia to be allowed to start the Padawan Trials and become a full-fledged Jedi. However, since there are only four possible FS lines per three-week-phase to unlock and you can only unlock one per phase, it is extremely important to know beforehand which ones you want! Not to mention the huge Force Sensitive experience requirements to buy the actual skills once you've unlocked them...
Okay, first of all I'd like to discuss which FS skills are actually beneficial to Jedi... actually, that's somewhat of a contradictive term. The majority of the FS skills are not worth much to Jedi and only serve to limit their available skill points. However, they are required so you should at least pick ones that will serve somewhat of a purpose for your Jedi...
Combat Prowess:
Ranged Accuracy and Ranged Speed are obviously useless for a Jedi, since they only fight with melee weapons.
Melee Speed, as can be seen from above, is only marginally useful. However, if you plan on Mastering Lightsaber then it will be completely useless to you, since you'll be speed capped for all Lightsaber types. Speed formulas are slated to change in the upcoming Combat Revamp, but we'll see if it'll serve a purpose after that...
Melee Accuracy is probably the most worthwhile FS skill for Jedi out of all of them, since Jedi have such low accuracy (even at Master Lightsaber).
Enhanced Reflexes:
Ranged Defense is always good to have, but considering how well a Jedi's Saber Block currently works it almost not necessary... still better than most FS skills though.
Melee Defense is another good one to grab. It won't help much in PvP, but it'll be useful while grinding... especially since Jedi can't wear armor.
Vehicle Control does work very well but doesn't really benefit a Jedi that much. Your choice whether you want it or not, more of a "luxury" FS skill... it is nice to have though, as you do notice a difference.
Survival is debatable. You'll get +5 Terrain Negotiation, which is okay for Jedi seeing as they get none from their Disciplines. Other than that you'll be able to place basic camps...
Heightened Senses:
Healing is completely useless for Jedi, it does not affect the Force Healing discipline at all.
Surveying is only marginally useful for Jedi (64x64 range), since you could just grab Novice Artisan and have the same skills.
Persuasion, hard to tell exactly what it does... it sounds like a very Jedi-like line, but no one really knows exactly what it does. We do know that it allows you to receive a lower cost for training, which is absolutely useless for Jedi since their "training" costs nothing anyway. Other than that it may have an influence on faction recruiters, junk dealers, and contraband scans... but no one really knows. Your choice if you want to pick it up, but it seems sort of like a waste at the moment.
Luck is supposed to make you, well, more lucky at looting. The description talks about increasing your chance to loot more credits, but no one's sure if it increases your chances at looting items as well. It's your call if you want this skill, not bad considering the other options though...
Crafting Mastery:
Experimentation will increase your chances of getting Amazing Successes while experimenting (not give you more experimentation points). Okay to have, but considering Lightsabers do not decay, a Jedi won't be using this very often.
Assembly increases your chances of succeeding while crafting. Again, this is not going to be used often by Jedi.
Repair does work and would be nice to have, but considering that a Jedi's main items (Lightsaber and Robe) do not decay it's not too useful for Jedi. However, if you wanted to repair things for other people then it might be worth having...
Technique decreases your chances of failing while crafting. Like most of the other Crafting Mastery FS skills, this one is not going to be used very often by a Jedi.
Okay, so you read all that and still don't know what to pick? Well, to summarize, Melee Accuracy, Melee Defense, and Ranged Defense are all good picks for a Jedi. After that, Melee Speed, Vehicle Control, Survival, Luck, Persuasion, Experimentation, and Repair are all decent to choose from as well.
As for normal professions, well obviously the FS skills are more geared towards enhancing their skill sets rather than those of Jedi, however, there are some things to be aware of. Survival is useless to a Master Ranger, since they're already capped for most of the skills this adds to. It's unknown if Assembly and Technique are of any use to a master crafter, as there is always supposed to be a 5% chance of failure anyway. If you're already capped at +125 for them, then Melee Defense and Ranged Defense would be useless too. Also, the Melee and Ranged Speed lines won't be beneficial if you're already speed capped.
SECTION 4: XP CONVERSION RATIOS
Force-sensitive Combat Experience (Combat Prowess and Enhanced Reflexes):
•Bounty Hunter 1:1
•Combat 3:1
•Weapon (all types) 30:1
•Squad Leader 90:1
Force-sensitive Senses Experience (Heightened Senses):
•DNA Sampling 3:1
•Political 3:1
•Slicing 3:1
•Merchant 4:1
•Wilderness Survival 5:1
•Image Design 7:1
•Scouting 8:1
•Creature Handling 9:1
•Dancer 10:1
•Musician 10:1
•Entertainment Healing 10:1
•Surveying 10:1
•Medical 10:1
•Trapping 25:1
Force-sensitive Crafting Experience (Crafting Mastery):
•Bio-Engineer Crafting 4:1
•All Other Crafting 5:1
•General Crafting 8:1
•Structure Crafting 35:1
SECTION 2: THE VILLAGE OF AURILIA
The Village of Aurilia (5306,-4145) is located about 6000 meters southeast of the Science Outpost on Dathomir. It is situated in a barren and desolate valley, and is surrounded by a thick "wall" of mist that only those with permission from the Old Man can enter (apparently he must like talking to the Sith Shadows too, j/k). The village itself is a rustic community of huts and simple (looking) villagers, with a stone wall surrounding its perimeter.
In actuality this seemingly plain village is populated with Force Sensitive "misfits". Every villager has some level of Force Sensitivity, which unfortunately brought undue attention to them in their lives prior to the village and, for some reason or another, forced them to seek a place where their gifts could be nurtured and expanded. Eventually these people found one another and decided to form a community where others in their situation could turn to, thus the Village of Aurilia was created.
Unfortunately, a wayward Dark Jedi named Mellichae has decided that destroying this village would be a good way to earn the Emperor's trust again and perhaps earn him a place at the Emperor's side. Therefore his soldiers, the Sith Shadows, are currently attacking the village through any means in order to try to destroy the village and everyone in it.
This is the point where you come into the village's story. The Sith Shadows will be attacking the village throughout four phases, during which time you can offer your service to various members of the village in order to try to help them out. Each phase is one week long (real-time) and you can take one quest from one of four villagers each phase. It takes a full 4 weeks for the all the phases to cycle.
The phases are:
•Phase I:
The village has recently repealed a vicious attack by the enemy. Much of the village defenses have been eliminated, buildings are destroyed, and many people have been hurt or killed. At this stage, the village is preoccupied with picking up the pieces, healing the wounded, and determining the remaining strength of their enemy.
•Phase II:
The village continues to build defenses. It is discovered that the enemy is regrouping. Another attack seems inevitable, and initiates who help can turn the tide.
•Phase III:
In an effort to repeal another invasion, the village begins construction of a shield generator. Search and destroy operations are conducted to help keep the enemy at bay. The village continues to grow in size. It is now walled from the defense building of Phase II.
•Phase IV:
The shield generator is complete. The village is at its maximum size. Despite this, the Sith Shadows will not give up. Throughout this phase, waves of the enemy appear in coordinated groups. This phase culminates with a final onslaught. Although the enemy is repealed, the village is all but destroyed. Return back to Phase I.
Main villagers:
•Rohak
Phase: All
The village elder. Rohak was with the original group who founded Aurilia, and has been its spiritual guide ever since. He's very old and very wise...for a human. He will direct you to the various villagers giving quests during the phases. Also, if you somehow lose your Force Crystal he will give you a replacement.
•Paemos
Phase: All
Paemos is a Rodian, and an expert with ranged weapons of all types. He is friendly to everyone, a trait that made him few friends on Rodia. He is much happier in the village and will give his life to defend it if need be. Paemos knows a thing or two about Force Sensitive skills and can show initiates the ropes of experience. He's the person you go to for transferring experience to Force Sensitive experience. Also, he will grant Hologrinders their free FS Branches and the experience necessary to purchase them (word of warning for hologrinders: only unlock and purchase one branch at a time, otherwise you will reach your cap and lose some of your free FS XP).
•Noldan
Phase: All
Noldan is a Trandoshan and a master of melee combat. He is in love with Marite, believing his heart's secret is his own, but she is aware of his feelings and she reciprocates them. She won't act on her feelings though until she believes the village is safe from harm (how tragic that the village will never be safe). Noldan has been known to train outsiders who are working for the benefit of the village. He will teach you in the FS skill boxes that you have unlocked and have enough FS experience to purchase.
•Marite
Phase: (removed from game?)
Marite is a female Trandoshan, outgoing and outspoken. She championed the idea of bringing in new people to train, hoping that it would start down the path of understanding for those who are force sensitive. On her homeworld, her own tribe disowned and cast her out because of her bizarre Force sensitive gifts. She is the village's ambassador to the outside world and has an amazing ability to heal.
•Quharek
Phase: I, II, III
Quharek is a Mon Cal who has forsaken his own name for one given to him by the village. The villagers couldn't pronounce his given name. He's a craftsman and an expert on building, resource gathering. He is also adept at overseeing large construction projects.
•Whip
Phase: I, II
Whip is a young human male whose reflexes are a sight to behold. He is definitely the best pilot in the village. He hates the Empire more than any of the others. He feels that if they hadn't outlawed pod-racing he would be a rich and famous racer, the best in the galaxy, and he resents the Empire because of this.
•Captain Sarguillo
Phase: I, III, IV
Sarguillo is a Zabrak and is in charge of defending the village. His primary concern is keeping the village safe from harm in whatever way possible...
•Sivarra Mecheaux
Phase: I, IV
She is a Human and the village's medic and is always looking for help curing the wounded or keeping the village's defenders healed.
•Dageerin
Phase: II, III
An Aqualish male, he wants to delay the Sith Shadows from attacking the village so that they have time to repair the village’s defenses.
•Eozlin
Phase: II, III
An Ithorian, his main responsibility is to find the resources necessary to rebuild the village’s defenses.
•Chief Engineer of Aurilia
Phase: IV
The replacement for Aurilia’s Chief Engineer, this individual is under enormous pressure to repair the village’s Computers during the final big assault by the Sith Shadows. Unfortunately luck is not on the Chief’s side, as there seems to be a new one every day during the final phase...
SECTION 3: FORCE SENSITIVE SKILLS
Unlocking and Purchasing
As you complete quests for the villagers during the various phases you will unlock Force Sensitive branches. You can then convert most normal types of experience that you have accumulated to Force Sensitive experience types. There are three types of Force Sensitive experience: Combat, Senses, and Crafting. Please refer to Section 4: XP Conversion Ratios to see what experience can be converted to which Force Sensitive experience type and what the conversion ratio is.
There are four Force Sensitive trees in all, each with four branches. As you earn Force Sensitive experience you can purchase boxes in these trees. The cost for the boxes is as follows:
•Novice box = 50K FS XP
•Level 1 box = 175k FS XP
•Level 2 box = 250k FS XP
•Level 3 box = 350k FS XP
•Level 4 box = 450k FS XP
•Master box = 620 Apprenticeship XP
The master level boxes currently do not grant anything (not even a title), and they just seem to be there for structure.
Also, be aware that in order to qualify for the exit quest and the Padawan Trials you must purchase six full lines of FS skills (that's six level 4 boxes).
When deciding to do the villagers' quests, you should also know that Force Sensitive branches are associated with specific types of quests:
•Combat Quests = Combat Prowess skills
•Reflex Quests = Enhanced Reflexes skills
•Medic/Survey Quests = Heightened Senses skills
•Crafting Quests = Crafting Master skills
The Force Sensitive Skills
Combat Prowess:
•Ranged Accuracy
enhanced ranged accuracy +12
- Increases accuracy with any ranged weapon.
•Ranged Speed
enhanced ranged speed +12
- Increases speed with any ranged weapon.
•Melee Accuracy
enhanced melee accuracy +12
- Increases accuracy with any melee weapon.
•Melee Speed
enhanced melee speed +12
- Increases speed with any melee weapon.
Enhanced Reflexes:
•Ranged Defense
ranged defense +20
Increases ranged defense.
•Melee Defense
melee defense +20
Increases melee defense.
•Vehicle Control
force vehicular control +20, force vehicular speed +3
Vehicle start, stop, & turning.
•Survival
camping +5, foraging +5, trapping +5, mask scent +5, terrain negotiation +5, creature knowledge +5, creature harvesting +5
Only camps and terrain negotiation are useable if you're not a Scout or Ranger.
Heightened Senses:
•Healing
injury treatment +10, injury treatment speed +10, wound healing (dancing) +20, wound healing (music) +20
Increases healing and enhancement abilities.
•Surveying
surveying +20
Increases surveying range: (64x64) if no surveying, (384x384) if you have Artisan: Surveying IV.
•Persuasion
persuasion +20
Lowers cost of skill training and appear aligned to any faction (better chance to pass contraband scans).
•Luck
jedi's luck +4
Increases your luck while looting, including credits. Unknown if this affects looting item chances.
Crafting Mastery:
•Experimentation
force experimentation +20
Increases your chances of getting Amazing Successes while crafting. Does not grant extra points!
•Assembly
force assembly +20
Increases your ability to succeed while assembling an item.
•Repair
force repair bonus +20
Increases your chances to repair a damaged or broken item.
•Technique
crafting technique +4
Decreases you chances of failing (lowering experimental risk) while crafting.
Phases and FS Skill Availability
Since you can only choose to unlock one FS branch per phase through the quests it is very important to plan ahead so you don't ‘waste' your phases. The following is a list of skills that can be unlocked per phase and vice versa, to help you make these decisions now.
FS Skills per Phase
•Phase I:
◦Combat Prowess: Ranged Accuracy
◦Enhanced Reflexes: Survival
◦Heightened Senses: Persuasion
◦Crafting Mastery: Assembly
•Phase II:
◦Combat Prowess: Melee Speed
◦Enhanced Reflexes: Vehicle Control
◦Heightened Senses: Surveying
◦Crafting Mastery: Technique
•Phase III:
◦Combat Prowess: Melee Accuracy
◦Enhanced Reflexes: Ranged Defense
◦Heightened Senses: Luck
◦Crafting Mastery: Experimentation
•Phase IV:
◦Combat Prowess: Ranged Speed
◦Enhanced Reflexes: Melee Defense
◦Heightened Senses: Healing
◦Crafting Mastery: Repair
Phases for FS Skills
•Combat Prowess:
◦Phase I: Ranged Accuracy
◦Phase II: Melee Speed
◦Phase III: Melee Accuracy
◦Phase IV: Ranged Speed
•Enhanced Reflexes:
◦Phase I: Survival
◦Phase II: Vehicle Control
◦Phase III: Ranged Defense
◦Phase IV: Melee Defense
•Heightened Senses:
◦Phase I: Persuasion
◦Phase II: Surveying
◦Phase III: Luck
◦Phase IV: Healing
•Crafting Mastery:
◦Phase I: Assembly
◦Phase II: Technique
◦Phase III: Experimentation
◦Phase IV: Repair
Benefits
The last thing I would like to discuss is the Force Sensitive skills themselves and their usefulness to Jedi and normal professions.
All new Jedi will now have to progress through the village of Aurilia to be allowed to start the Padawan Trials and become a full-fledged Jedi. However, since there are only four possible FS lines per three-week-phase to unlock and you can only unlock one per phase, it is extremely important to know beforehand which ones you want! Not to mention the huge Force Sensitive experience requirements to buy the actual skills once you've unlocked them...
Okay, first of all I'd like to discuss which FS skills are actually beneficial to Jedi... actually, that's somewhat of a contradictive term. The majority of the FS skills are not worth much to Jedi and only serve to limit their available skill points. However, they are required so you should at least pick ones that will serve somewhat of a purpose for your Jedi...
Combat Prowess:
Ranged Accuracy and Ranged Speed are obviously useless for a Jedi, since they only fight with melee weapons.
Melee Speed, as can be seen from above, is only marginally useful. However, if you plan on Mastering Lightsaber then it will be completely useless to you, since you'll be speed capped for all Lightsaber types. Speed formulas are slated to change in the upcoming Combat Revamp, but we'll see if it'll serve a purpose after that...
Melee Accuracy is probably the most worthwhile FS skill for Jedi out of all of them, since Jedi have such low accuracy (even at Master Lightsaber).
Enhanced Reflexes:
Ranged Defense is always good to have, but considering how well a Jedi's Saber Block currently works it almost not necessary... still better than most FS skills though.
Melee Defense is another good one to grab. It won't help much in PvP, but it'll be useful while grinding... especially since Jedi can't wear armor.
Vehicle Control does work very well but doesn't really benefit a Jedi that much. Your choice whether you want it or not, more of a "luxury" FS skill... it is nice to have though, as you do notice a difference.
Survival is debatable. You'll get +5 Terrain Negotiation, which is okay for Jedi seeing as they get none from their Disciplines. Other than that you'll be able to place basic camps...
Heightened Senses:
Healing is completely useless for Jedi, it does not affect the Force Healing discipline at all.
Surveying is only marginally useful for Jedi (64x64 range), since you could just grab Novice Artisan and have the same skills.
Persuasion, hard to tell exactly what it does... it sounds like a very Jedi-like line, but no one really knows exactly what it does. We do know that it allows you to receive a lower cost for training, which is absolutely useless for Jedi since their "training" costs nothing anyway. Other than that it may have an influence on faction recruiters, junk dealers, and contraband scans... but no one really knows. Your choice if you want to pick it up, but it seems sort of like a waste at the moment.
Luck is supposed to make you, well, more lucky at looting. The description talks about increasing your chance to loot more credits, but no one's sure if it increases your chances at looting items as well. It's your call if you want this skill, not bad considering the other options though...
Crafting Mastery:
Experimentation will increase your chances of getting Amazing Successes while experimenting (not give you more experimentation points). Okay to have, but considering Lightsabers do not decay, a Jedi won't be using this very often.
Assembly increases your chances of succeeding while crafting. Again, this is not going to be used often by Jedi.
Repair does work and would be nice to have, but considering that a Jedi's main items (Lightsaber and Robe) do not decay it's not too useful for Jedi. However, if you wanted to repair things for other people then it might be worth having...
Technique decreases your chances of failing while crafting. Like most of the other Crafting Mastery FS skills, this one is not going to be used very often by a Jedi.
Okay, so you read all that and still don't know what to pick? Well, to summarize, Melee Accuracy, Melee Defense, and Ranged Defense are all good picks for a Jedi. After that, Melee Speed, Vehicle Control, Survival, Luck, Persuasion, Experimentation, and Repair are all decent to choose from as well.
As for normal professions, well obviously the FS skills are more geared towards enhancing their skill sets rather than those of Jedi, however, there are some things to be aware of. Survival is useless to a Master Ranger, since they're already capped for most of the skills this adds to. It's unknown if Assembly and Technique are of any use to a master crafter, as there is always supposed to be a 5% chance of failure anyway. If you're already capped at +125 for them, then Melee Defense and Ranged Defense would be useless too. Also, the Melee and Ranged Speed lines won't be beneficial if you're already speed capped.
SECTION 4: XP CONVERSION RATIOS
Force-sensitive Combat Experience (Combat Prowess and Enhanced Reflexes):
•Bounty Hunter 1:1
•Combat 3:1
•Weapon (all types) 30:1
•Squad Leader 90:1
Force-sensitive Senses Experience (Heightened Senses):
•DNA Sampling 3:1
•Political 3:1
•Slicing 3:1
•Merchant 4:1
•Wilderness Survival 5:1
•Image Design 7:1
•Scouting 8:1
•Creature Handling 9:1
•Dancer 10:1
•Musician 10:1
•Entertainment Healing 10:1
•Surveying 10:1
•Medical 10:1
•Trapping 25:1
Force-sensitive Crafting Experience (Crafting Mastery):
•Bio-Engineer Crafting 4:1
•All Other Crafting 5:1
•General Crafting 8:1
•Structure Crafting 35:1