Force Powers Breakdown and Tier List for PVE

Dark4327

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EDIT: As of 2/1/2021, Jedi are currently undergoing a major rework and all of the information below is currently irrelevant. I will not delete this post or my other post about Jedi but Jedi as they currently stand do not have access to the powers and abilities stated below. Once the Jedi rework is more fleshed out I will likely post new threads discussing how they work and so on. -Zenith

Hello Jedi, Troopers, Agents and everyone in between. I'm the guy that plays the Jedi by the name of "414th Knight Zenith." My trooper's name is Dark as is my forum name but I don't really play trooper often so I wanted to point that out. This is my first post on the forum so yell at me if I did something stupid.

Anyways, the reason for this post is that recently I ran my first Jedi class which was a general discussion of the force powers currently available to Jedi and how good each one is for PVE/Events. The class went fine but I wanted to post the list with my thoughts here to prompt further discussion on the topic.

For any non-Jedi players, while this list doesn't directly apply to you guys I will be giving a rundown on each power and how it works so you might come out of this knowing how the force powers work and what they do which could change how you play around Jedi during events.

Disclaimer

I should probably mention that any Jedi reading this does not need to change how they play because of this list. If you have fun using a power then by all means use it. Just because I think a power is weak does not mean you have to stop using it.
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Now before I get to the list, I want to show a picture of what the skill tree looks like for force powers and explain which powers are where. Most of the icons will match up except for a few which use a duplicate icon on the tree. I will start from the left side and work my way up the tree.

skilltreeforce (2).PNG

First on the left is Force Push, above it is Force Speed, then Force Use, lastly is Force Repulse.

The next branch begins with Force Pull, then Force Cloak, then Shadow Cloak, then Shadow Strike (which has an alternate icon on the tier list).

This third branch is a bit different, it actually begins at the green icon of a person raising a fist, not the one with a lightsaber in it. The branch proceeds as follows: Force Heal Self, Force Heal Other, Force Group heal (represented by a different icon on the tier list). From here you can either go to Force Mind trick on the left (different icon on the tier list) which then leads to Saber Throw, or you continue up to Force Absorb which then leads to Force Shred.

The two on the bottom right are Force Telekinesis (which has a different icon on the tier list) and then Force Sense.

Next I will list the skill point costs for each power.
Force Push: 1 -> Force Speed: 2 -> Force Use: 3 -> Force Repulse: 4
Force Pull: 1 -> Force Cloak: 2 -> Shadow Cloak: 3 -> Shadow Strike: 4
Heal Self: 1 -> Heal Other: 2 -> Group Heal: 3 -> Mind Trick: 4 -> Saber Throw: 3. OR from Group Heal -> Force Absorb: 4 -> Force Shred: 3
Telekinesis: 1
Force Sense: 5

For my rankings on this list, the placements are based on how useful a power is during any given event that features combat versus NPCs as well as its location and cost on the Force power skill tree. Upgrades to certain force powers were not considered in the making of this list but I will mention them where applicable.

As for the tiers themselves, they work as follows
S- Absolutely mandatory, a Jedi should prioritize obtaining these powers above all else.
A- Borderline mandatory, These powers are always good to have.
B- Good powers though slightly limited in usage, pick up if you have extra skill points to spare.
C- Ok powers with minor use.
D- Powers that fall short in PVE, not worth using. Avoid taking these unless you are swimming is SP.
F- Powers that have zero practical use in Events, these will do literally nothing for you and are not worth having.

pr-force-powers-694901-1607281320.png

Now I will talk about each power one by one and explain how it works and why it is where I have placed it on the tier list.

Starting from the top, at S tier is only Force Absorb
How does it work?
When you have Force Absorb selected, holding mouse 2 will cause all damage you take to be dealt to your force points instead of your HP. The damage transfer is not 1 to 1. I do not know the actual rate but for scale I use a Tri-Droid shot which deals around 300 damage to HP whereas with FA you will instead lose about 45-50 force points (a standard Jedi with no investment has 200 force points to start).
What makes it S tier?
Force Absorb is basically a second health bar that regens, Jedi can use it to stay alive for far longer than they would otherwise be able to. FA allows for Jedi to hold their ground for either an extended period of time in difficult events, to potentially indefinitely on easier events. As well as giving Jedi an option for tanking Magna Guards where they otherwise would take guaranteed damage. The extra time a Jedi can spend tanking thanks to Absorb gives Troopers and Agents a larger window to setup and output their damage before the Jedi has to pull back and troopers begin taking all of the fire. This power is a must have for all Jedi in my opinion.

Now for A tier which features Force Shred, Force Heal Other, and Force Heal Self.
How does Force Shred work?
Force Shred is a power that when you hold mouse 2 will catch any projectiles in its range and hold them in place as long you hold mouse 2 or in some cases until 10 seconds where certain explosive projectiles will just explode in the air if a Jedi holds them for too long. Projectiles that you catch are thrown in whatever direction you are looking when you release mouse 2. Having Force Shred active drains force points at a considerable rate until you release mouse 2.
What makes it A tier?
Where Force Absorb gives a Jedi the ability to keep themselves alive for longer, Force Shred has the potential to keep troopers and armor alive for much longer as during an event the projectiles that Jedi will be catching will all be explosives. Catching a Tri-Droid shot that would have otherwise downed several troopers can potentially make a huge difference in a fight. Or holding AD-SD mortars in place so troopers can shoot them down can take a potential for high casualties and instead turn it into target practice. But Force Shred misses S tier for a couple of reasons. The first being that Force Shred has a short range and radius, this means that you can't catch any projectiles further than a few feet in front of you and you have to be looking almost directly at the projectile to catch it. Think of a thin line that you have to point at each projectile to catch, but the line is also short. You can really only realistically protect troopers that are already standing very close to you. The second reason is that the force drain while keeping Force Shred active is not forgiving and you will quickly run out of force points if you hold it continuously. As such while it is a good power Force Shred's issues keep it just out of S tier.

How does Force Heal Other work?
Force heal other is a pretty simple power. Look at your target, hold mouse 2 and they will quickly regain lost health at the cost of your force points while casting. This healing also has a solid range to it as well, meaning you can heal someone at a distance if need be.
A tier?
Force Heal Other is quite a good power overall, the force cost is pretty forgiving so you wont lose much for topping off a few troopers. The heal rate is pretty good as well getting troopers up to speed quickly and should you reach Jedi Knight and later Jedi Master, the heal rate will noticeably increase should you unlock upgrades for it. Overall a good power for bringing up a downed trooper or topping someone off when medical isn't around but not a full replacement for medical as FHO does not overheal and does not provide ammo to troopers.

How does Force Heal Self work?
Force Heal self when you press mouse 2 will heal you for up to 300 points of missing health at a cost of 100 force points and then go on cooldown for 35 seconds before you can use it again. The Knight upgrade increases the healing to 400 HP and while I have not confirmed this I'm assuming that the Master upgrade makes the healing 500 HP.
A tier?
FHS is an excellent power for new initiates as it only costs a single skill point to obtain and gives initiates a use for their force points when the only other thing they have is Force Levitate. 300 HP every 35 seconds may seem like too long to be useful but when you pair this with Force Absorb a Jedi can sustain themselves indefinitely in combat as long as they aren't taking so much fire where they use up all of their force points. Although if you have the option to be healed by a medic it is always preferable as FHS does not overheal.

Onto B tier which features Force Sense, Force Levitate, and Shadow Cloak.
Force Sense?
Force Sense when toggled will grant the Jedi a large flashlight in front of them, allowing them to see quite well in dark places when they otherwise would not be able to see anything. Additionally while active a Jedi can also see the outlines of players and NPCs in a medium range. For players the Jedi will also be able to see a line from each players head showing exactly where that player is looking and if the Jedi is close they will also be able to see the players name above their head and their model. All of this is also visible through walls so basically short range wallhack.
B Tier?
A big issue with Force Sense is that it costs a full 5 skill points to obtain and when paired with its somewhat niche usage in PVE as a flashlight it rests in B tier. The ability to see where players are looking is helpful for Jedi that frequently get shot in the back though as they can see where a trooper behind them is looking without the trooper needing to shoot first but this is not a great enough reason to put Force Sense in A tier.

Force Levitate?
Force Levitate is a power that when you hold mouse 2 will raise you into the air at high speed at the cost of rapidly draining your force points while doing so. Upgrades increase the speed at which you ascend while casting.
B Tier?
Levitate is a power that all Jedi have from day 1 without any SP cost which is good. Levitate when paired with a double jump or slide jump can allow a Jedi to reach insane heights and on most maps easily reach the skybox. Levitate does also act as a way of preserving forward momentum meaning if a Jedi can gain some speed they can use levitate to stay in the air and keep that speed, effectively allowing them to move across a map very quickly without risking failing a slide or bhop and losing all of their momentum. Its big drawback is that your force points all but completely evaporate upon even a few seconds of constant usage.

Shadow Cloak?
Shadow Cloak when activated will cause all of your force points to drain at a fixed rate to 0 but while draining the Jedi is invisible to players (partially while moving, completely while standing still) and completely invisible to NPCs while active meaning that NPCs will act as if the Jedi is not there. The Jedi can attack while invisible. Upgrades decrease the rate at which your force drains.
B Tier?
Shadow Cloak is a decent power but costs 6 points in total to obtain, requiring both Force Pull and Force Cloak first which personally I consider not worth the investment to obtain. The fact that it also drains your entire force bar is not great when you want to have as much force available for Absorb, Heal Self, and Shred as possible. This power does however give Jedi an option to combat Heavy B2s but think of this, when a Jedi uses Shadow Cloak to become invisible to NPCs who are the NPCs going to shoot at? Troopers and other Jedi which is not great. Yes the Jedi can attack Heavy B2s without getting kicked but that Jedi could have just stayed near troopers while using Defensive stance to keep the troopers alive while said troopers do all the damage to the Heavy B2s. This one has its use but that use is sometimes questionable, B tier borderline C tier.

Speaking of C tier we have Force Pull and Force Push.
Force Pull/Push?
Force Pull/Push does exactly what it says, pulls/pushes a target you are looking at either towards or away from you going on a very short cooldown (5-6 seconds) afterwards. Knight upgrades cause the pull/push to stun the target for several seconds while their lightsaber is active, Master upgrades cause the target to also take damage on top of the stun when used while the lightsaber is active.
C Tier?
Force Pull/Push has no use on NPCs only serving one real niche that being to reposition troopers quickly either through pulling/pushing a trooper to help them get around the map faster than if they were running or pulling/pushing them to help them reach high places they otherwise would not have been able to. Aside from that they don't do much else but they both only cost a single skill point each to obtain and the force cost is negligible as well as the cooldown.

Onto D tier, which includes Force Speed, Saber Throw, and Group Heal.
Force Speed?
When you toggle Force Speed it will passively increase your sprint speed but will cause you to lose both stamina and force points while sprinting. Upgrades increase the speed at which you sprint while Force Speed is Active.
D Tier?
Force Speed in not worth the 3 points you spend on it and nothing that comes after force speed justifies having it. I mentioned previously that Jedi already want to have as much force available for Absorb, Heal Self, and Shred. Force Speed really only acts as a an unnecessary drain on force and stamina as slide jumps can build up more than enough speed without requiring SP, force points, or stamina to do so. The upgrades also don't do enough to make this power worth using.

Saber Throw?
Saber Throw when activated, will throw your lightsaber a short distance in front of you at the cost of force points. Anything hit will take the damage of the lightsaber. Upgrades increase the speed and control of the lightsaber while it is in the air.
D Tier?
Saber Throw is absolutely terrible at rank 1 which is a real slap in the face considering that it requires a total of 13 SP to obtain and of the 4 other powers you obtain getting here, only 2 of those powers are actually worth using. The upgrades make it pretty fun to watch and use but are not worth the amount of SP required to reach that height. Not to mention that a Jedi is completely defenseless while casting this power.

Group Heal?
Group Heal while active heals all players and the user themselves in a short radius centered on the user at a fixed rate (2-3HP/sec) while draining force at a rate based on the number of players in range. No Upgrades.
D Tier?
The heal rate on Group Heal is laughable at best and the force cost for attempting to heal multiple people is absurd considering that the actual heal rate does not increase with the force cost. At rank one, healing multiple wounded troopers one at a time with Heal Other is more efficient than using Group Heal. That's at rank one however, Heal Other has upgrades that increase its heal rate substantially whereas Group Heal has nothing in the way of upgrades, doomed to be forever outclassed by Heal Other and Heal Self. Jedi will only have this power because it is needed to reach Absorb and Shred.

And now we reach F tier which is home to the highest number of force powers.
Force Telekinesis?
Force telekinesis at rank 1 allows the user to lift small props and move them through the air. Upgrades increase the size of objects you can carry and at max rank allows lifting other players.
F Tier?
This power is what I'm calling a "party trick power" because that is what it is. It does nothing to NPCs and has no practical usage during events. The upgrades make it fun to play with during downtime though.

Force Cloak?
At a fixed force cost, cloaks the user making them completely invisible to players if they stand still and partially invisible while moving for a fixed amount of time (I believe it's about 7-8 seconds at rank 1). Upgrades increase the amount of time the user is invisible for.
F Tier?
Force Cloak while not draining the entire force bar like Shadow Cloak does not however hide the user from NPCs, making it completely worthless in PVE. Maybe decent against an event PC but a Jedi should not be hiding from an event PC unless the event specifically calls for stealth in which case the amount of time cloaked is not enough to be considered effective. Jedi only have this because they need it to get Shadow Cloak which is itself a questionable power.

Force Use?
Certain interactable objects such as doors can be opened/interacted with at range via Force Use.
F Tier?
Party trick power, fun to mess with but no practical use.

Shadow Strike?
Honestly with this one I don't actually know what this does but from what I've heard it acts similarly to a spy backstab from Team Fortress 2, executing a target with their back turned to you.
F Tier?
If this power works as described above, it seems terrible for PVE. The only way to have an NPC face away from you is to use Shadow Cloak which will cost you all of your force and then walk behind it and use SS. The problem here is that Droids don't show up one at a time, especially in recent events where several Heavy B2's at once is becoming commonplace. Not worth the 10 SP you spend to get to it.

Force Repulse?
Force Repulse if held will charge a blast of force that pushes players and NPCs alike, the range increasing with the amount of time spent charging. Force points drain while charging. The blast also damages NPCs but not players.
F Tier?
On paper this power seems cool but upon testing it appears to only work on Half Life NPCs and does nothing to droids at all. No knockback, no damage therefore making the power completely worthless. Another power that requires 10 SP to reach and of that 10 SP you spend only 1 of the powers has any real use that being Force Pull.

Mind Trick?
Mind trick does uh nothing????
F Tier?
So this power costs 4 SP to obtain (10 in total), when you attempt to use it on an NPC nothing happens. At all. So this power is a complete waste of SP. A Jedi only has this for Saber Throw and if you read my thoughts on Saber Throw you'll know that it isn't worth it.

Conclusion
So, that was my entire rundown on each force power currently available to Jedi as well as how they fare for PVE/events and what I personally consider to be the best and worst powers. Questions? Thoughts? Want to tell me that this post has an unholy amount of text for a GMOD Star Wars role play server? Laugh at me because I was up until 1am typing this? Let me know and I'll do my best to try and respond to people. For anyone who read the entire post, thanks for reading and I hope you learned something useful from it.
 
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Thatcher

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Very informative for me, someone who has literally no idea what Jedi does, thanks
 

Dark4327

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Shadow Cloak = S Tier IMO as it’s the best way to deal with Red B2s, commandos, magnas quickly.
My main gripe with Shadow Cloak is that you use all of your force for it, so after you take down whatever it is you're attacking you become a target again to everything else without any force for Absorb, Shred, or Heal Self afterwards. This also isn't as big a deal but in using Shadow Cloak troopers will likely take aggro and get torn a new one from the enemies we use it to hide from. If there are multiple Jedi this isn't a problem though as another Jedi can draw fire while Shadow Cloak lets you contribute heavy damage to Red B2's. In short I'm a bit biased against Shadow Cloak but I can't deny it's use.
 

hyde

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Mind Trick?
Mind trick does uh nothing????
F Tier?
So this power costs 4 SP to obtain (10 in total), when you attempt to use it on an NPC nothing happens. At all. So this power is a complete waste of SP. A Jedi only has this for Saber Throw and if you read my thoughts on Saber Throw you'll know that it isn't worth it.
hey man, you sayin I can't trick a tri droid into being a homie? bullshit
 

orphanator

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My main gripe with Shadow Cloak is that you use all of your force for it, so after you take down whatever it is you're attacking you become a target again to everything else without any force for Absorb, Shred, or Heal Self afterwards. This also isn't as big a deal but in using Shadow Cloak troopers will likely take aggro and get torn a new one from the enemies we use it to hide from. If there are multiple Jedi this isn't a problem though as another Jedi can draw fire while Shadow Cloak lets you contribute heavy damage to Red B2's. In short I'm a bit biased against Shadow Cloak but I can't deny it's use.


Not exactly, you can always cancel shadow cloak if you wanna save some FP and fall back if needed. B2s are slow so it’s easy for troops to take cover, and you can body block magnas and commandos as well to slow them down. IMO my force will recover faster than my force heal will recharge so it’s more efficient for me to knock out these things while taking almost no damage and waiting a couple seconds for my force to recharge if I need to heal than to try to recover health while fighting one of those three. But at that point it comes down to how much you’ve used it and personal preference.
 
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