The purpose of this guide is to give potential and current Sentinel players a good foundation to build on. It will focus base mechanics and gameplay up to level 20. It will not cover skill tree builds. An advanced guide will follow this one that will analyze the different skill trees in the class.
The Jedi Knight Sentinel is a High DPS Melee character who lives in the thick of the battle. Melee DPS roles are the only roles available to the Sentinel.
The primary statistics of the Sentinel are Strength, Endurance and Willpower. Strength is by far and way the most important statistic. Endurance and Willpower follow next, but which is next is in priority is debatable. For leveling, I recommend favoring endurance or willpower.
Strength is the primary statistic that drives the DPS of a Sentinel. Strength increase damage dealt in melee combat and also increases the critical chance of melee attacks. This stat is the most important to the Sentinel and should be maximized over all others.
Endurance increases the total health and the health regeneration rate of the character. Since the Sentinel is always in the heart of the battle, adding endurance when possible is always a good idea. Endurance should be given a little more priority for players who play a lot of warzones.
Willpower is the primary statistic for boosting force ability powers, also affects healing , bonus healing and critical strike rate for healing. To maximize DPS, the Sentinel would prioritize willpower over endurance, as it will boost the force portions of damage in the Sentinel arsenal.
While leveling, the gear used by the Sentinel will most likely consist of Strength and Endurance. At later levels though, gear will start having secondary stats on them. The secondary stats the Sentinel wants to be on the look out for are the following:
Critical rating increases the chance of getting critical hits will abilities.
Power increases the strength of your all attacks, whether they be force attacks or non-force attacks.
Surge increases the damage of critical hits.
Accuracy increases the chance to hit with attacks.
Alacrity increases the speed at which the Sentinel can attack. It reduces the global cooldown for the Sentinel’s abilities, therefore allowing the Sentinel to attack more frequently. This mechanic is often seen in other MMO’s as haste.
“When I spoke of sight before, there is a similar handicap that tends to occur among those strong in the Force. They neglect their skills. Some believe they no longer need them.”
―Kreia to Jedi Exile, Star Wars: Knights of the Old Republic II: The Sith Lords
The Jedi Knight uses a resource system called focus to fuel it’s abilities. The knight begins with zero Focus and gains Focus by using abilities that generate focus, to a maximum of 12. A majority of the knight’s abilities expend Focus. The trick is in managing the generation and spending of Focus while, tracking the cool down’s of the different abilities.
Build it, spend it, never have too much of it.
Activating an attack that spends focus and defeating opponents builds centering. When 30 stacks of centering are built, the Sentinel becomes centered, enabling the use of Zen, Transcendence and Inspiration.
Shii-Cho Form is a good, solid stance and is recommended for leveling and for PvP.
Ataru Form is an 11 point skill from the combat tree. This is the stance the Jedi will reside in if using a Combat Skill spec.
Juyo Form is trainable at level 14. This form needs extended combat to really shine and is amplified by the Watchmen skill tree.
Gear and Crew Skills:
The Jedi Sentinel use dual lightsabers and wears medium armor. For each of these items, choose them according to the recommended primary stats listed above. As with any character, there isn’t a right or wrong choice to crew skills. To review all of the different crew skills, view this ForceJunkies guide. However, there are two crafting skills that allow the Sentinel to create/modify the Jedi’s armor and weapon.
Supporting Crew Skills: Treasure Hunting, Archaeology
Items Made: Lightsabers, Armor/Weapon Enhancements, Lightsaber Hilts (mod for lightsabers), Lightsaber Crystals (mod for lightsabers), Relics and Generators (off-hand items)
Supporting Crew Skills: Archaeology, Underworld Trading
Items Made: Light, Heavy and Medium Armor
The Sentinel uses dual lightsabers. Once a moddable (orange name) lightsaber is obtained, there isn’t a need to get another. The moddable lightsaber can have the modifications constantly updated. The lightsaber is made up of four item modifications, these mods combine to create the stats for the lightsaber. Artifice should be the chosen crafting crew skill for those who want to keep their lightsaber stats maxed out.
“This weapon is your life.”
―Obi-Wan Kenobi to Anakin Skywalker regarding a lightsaber
Listed below are the abilities obtained up to level 20.
The first form the Sentinel learns, it requires no focus to activate, but does need to be activated. (0 focus)
This is a quick attack that is primarily used to build focus. (+2 focus)
This is the Jedi Knights out of combat health regeneration and requires no focus to activate. (0 focus)
The Jedi Knights class buff, don’t forget to keep it up. (0 focus)
This ability has no cool down, so should be used to eat up focus while other abilities are on cooldown. (-3 focus)
Every fight should start with this ability if possible. It instantly closes the gap between the Jedi and it’s target, deals damage, temporarily roots the target in place, generates three focus and looks awesome! Bind it, use it, love it. (+3 Focus)
This is a point blank AOE, meaning it will strike every enemy around the Jedi within 5m. It will quite frequently stun opponents also. A great attack to use after force leap. (-3 Focus)
A defensive cooldown to aid in survivability. Saber Ward helps the Jedi to avoid incoming attacks, use it early and often, don’t save it for a rainy day. (No Focus)
This ability reads really well, but in practice it underwhelms. As more abilities open up, this attack falls further and further down the priority list. (-3 Focus)
With a 10 meter range, this ability is great in pvp for closing in on other players or chasing them down. It is high damage attack and has a chance to stun also. (-4 Focus)
This ability is channeled, for a very cool animation, but it hits like a truck. The lack of focus cost makes the channeling more palatable. It has a bit of a cooldown (27 seconds), so it is best to use right away. (0 Focus)
The Jedi Knight’s crowd-control breaker. (No Focus)
At this level, the Jedi Knight becomes a Sentinel. When talking to a trainer, the Sentinel abilities are on a different tab than the rest of the Jedi Knight abilities. Don’t forget to check it whenever training.
Discussed above in the mechanics section
This is why you picked a Jedi Sentinel no?
A truly amazing ability, use it whenever it is available. (0 focus)
An ability that generates 6 focus! This is the Sentinel opener, after Force Leap that is. (+6 focus)
This ability varies on the form the Jedi is in. Should be used when up, but it could use a buff considering the time it takes to build up. (0 focus)
A DoT really only useful in PvP at the lower levels and bosses in Warzones. (-2 focus)
A decent DPS increase at a slight cost in survivability. Up to level 20, the encounters are so short, this form might not have a chance to shine until later levels. (0 focus)
The biggest game changing ability in the game, turn it on and leave it on. (0 focus)
Call on the Force
An emergency survivable button for the Sentinel. While it is a great ability, the 20 minute cooldown seems very excessive. A companion is required, so this ability is limited to PVE encounters. (0 focus)
This ability, at least at the lower levels, is really only needed in PvP. There aren’t any mobs that will try to run away from the player in the first 20 levels. (-2 focus)
A DoT that reduces healing, this is a great PvP ability, but once again, at low levels, not real useful in PVE. (-3 focus)
This is the Sentinels interrupt, pretty standard MMO interrupt. Definitely a top PvP ability and as the game goes one, becomes more important in PVE encounters as you hit 20. Look for the casting bar above the target and kick away. (-1 focus)
The skill trees really don’t take on their own feel until the 11th skill point. This guide will not discuss different builds, there will be an advanced guide that will follow this one examining the different builds. The skills taken will craft the gameplay of the Sentinel and should be chosen to reflect the type of game the player wants to play. Skills can be reset by visiting a skill mentor, so I recommend trying out all the different trees and builds. Torhead has a great skill calculator for planning out builds. Here is a brief overview of the different skill trees:
Watchman is a tree that focuses on DoT’s and gets stronger the longer battles go on.
Combat which teaches Ataru form, is based on saving up focus for large crits and burst damage.
Focus is a tree that is really balanced and provides a lot more control with slows, stuns and rooting of opponents.
At first glance, Watchman appears to be PVE focused tree, well suited for Flashpoints and Operations. However, while leveling up to 20, encounters are pretty short and I wouldn’t recommend using Watchman in the lower levels. The Combat and Focus trees have good low level talents and are both good for PVE and PVP.
The first two companions the Sentinel get are game changing partners. Either can be used to complete the content to level 20 and is really up to personal preference. While T7 is a tank and could help with tougher longer battles, I had no problem doing all of the content with Kira. When upgrading gear for the companions, always just go for their primary stat.
Species: Astromech Droid
Playstyle: Ranged tank
Weapons: Blaster Rifle or Blaster Pistol and Shield Generator
Primary Stat: Aim
Crew Skills: +10 Bioanalysis Efficiency, +2 Slicing Critical
Likes: Light-side morality choices, beating the empire
Dislikes: Dark-side morality choices, disrespecting authority
Gifts: Artifacts, Republic Memorabilia, Technology, Military gear and weapons.
Species: Female Human
Playstyle: Melee DPS
Weapons: Lightsaber, Double-bladed Lightsaber, Polesaber and Focus (off-hand item)
Primary Stat: Willpower
Crew Skills: +5 Synthweaving Critical, +1 Investigation Critical
Likes: Being funny, mocking, getting involved and beating the empire, courting (from male)
Dislikes: Acting like a bounty hunter, cooperating with the Sith, being a bully
Gifts: Luxury, Technology, Cultural Artifacts, Republic Memorabilia, Trophies, Underworld Goods, Military Gear.
Special: Force Tremor This ability is great, but is not on by default. I recommend turning it on. It synergizes well with her Exsanguination stance.