Discipline Guides

Please note 7.0 class guides are preliminary and will be expanded over time.

Combat Style Legendary Implants

Legendary Implants can be purchased and upgraded on the fleet in the Supplies section. A player can equip two implants and so can equip up to two Legendary Implant bonuses.

Champion's Precision Package

Activating Combat Focus, Burning Focus or Challenging Call grants Champion’s Precision, increasing your critical hit chance by 20% for 8 seconds. Package contains Critical Rating.

Comments: Champion's Precision is a new gear bonus that adds a new offensive cooldown element to the combat style's energy generation and AoE taunt / threat drop abilities. Good synergy between burst damage windows and this bonus will provide a nice overall damage boost. Great option for damage disciplines.

Fearless Victor Package

Whenever you use a focus spending damage ability, your melee damage is increased by 10% for 10 seconds. Package contains Critical Rating.

Comments: Fearless Victor is a simpler and better version of the 6.0 Descent of the Fearless 10% damage buff. This bonus is really good and should have very high uptime so is a must take for damage disciplines and tank builds prioritizing damage.

Vicious Thirst Package

Slash, Blade Rush and Cyclone Slash add Vicious Thirst stacks to their targets, stacking up to 5 times. Killing an enemy with Vicious Thirst stacks increases your damage by 3% per stack for 10 seconds. Package contains Alacrity Rating.

Comments: Vicious Thirst seems like an interesting option for flashpoints or fights with lots of enemies where it may be possible to maintain high uptime on a 15% damage buff. In practice Vicious Thirst will be inferior to Fearless Victor in PVE endgame content due to the requirement to defeat an enemy to trigger its effects. Not recommended as a primary option.

Force Resistance Package

Elemental, Internal, Kinetic and Energy damage reduction is increased by 3%. Package contains Absorption Rating.

Comments: Damage reduction is great for tanks so this is a solid option. DPS should not take Force Resistance as it does not increase damage.

Nimble Master Package

Activating Saber Ward grants Nimble Master, increasing your movement speed by 100% for the duration of Saber Ward. Package contains Alacrity Rating.

Comments: Movement speed is rarely a major concern in PVE or PVP so Nimble Master is not recommended.

Retaliator Package

Riposte has no cooldown. Package contains Shield Rating.

Comments: Riposte is not a key ability in either damage discipline but is meaningful to tanks where it deals extra damage and is available more frequently. Retaliator is a good option for tanks with a small mitigation buff and a more significant offensive benefit.

Combat Style Tacticals

Unless otherwise noted, all tacticals can be purchased on the fleet in the Supplies area for 3,000 Tech Fragments and 1,000,000 credits. They may also be available from Kai Zykken in his rotating inventory for 2,000 Tech Fragments and 1,000,000 credits.

Grit Teeth

Crafted by Biochem.

The cooldown of Saber Ward is reduced by 2 seconds when you are attacked. This effect cannot occur more than once per second.

Comments: Grit Teeth was redesigned in 7.0 to affect Saber Ward. This balances the tactical to be less powerful in PVP while still valuable in PVE. Grit Teeth will only be viable for tanks but will be a great option and a go to for most encounters due to Saber Ward being a really powerful and flexible defensive cooldown.

Rancor's Tail

Activating Saber Ward finishes the cooldown of Force Push.

Comments: Not a great tactical. Force Push does not do much damage so the extra use is really underwhelming.

Throwing Arm

Saber Throw lowers the targets accuracy by 70% for 6 seconds.

Comments: This PVP tactical has some merit but in narrow uses. Disciplines that primarily use Force/Tech attacks are not significantly impacted by this tactical and the uptime is relatively low. I do not recommend Throwing Arm.

Base Class Abilities

Force Leap

Free. Range 10-30m. Cooldown 15s. Jumps to a distant target, dealing weapon damage with the main-hand weapon, immobilizing the target for 2 seconds and interrupting the target's current action. Builds 3 focus. Cannot be used against targets in cover.


Free. Range 4m. No cooldown. Inflicts weapon damage with a series of quick melee attacks. Generates 2 focus. Strikes with both weapons if dual wielding.


Costs 2 focus. Range 4m. No cooldown. Slashes the target for weapon damage. Attacks with both weapons if dual wielding.

Blade Barrage

Free ability. Range 4m. Cooldown 18s. Performs a series of lightsaber attacks that deal weapon damage. Strikes with both weapons if dual wielding.

Blade Storm

Costs 3 Focus. Range 10m. Cooldown 12s. Uses the Force to project a wave of energy toward the target, dealing kinetic damage. In addition, standard and weak enemies are knocked senseless, stunned for 4 seconds.

Force Sweep

Costs 3 Focus. Strikes the target and up to 8 enemies within 5 meters with the Force, dealing kinetic damage. Also stuns weak and standard enemies for 2 seconds.

Sundering Strike

Deals weapon damage, generates 5 Focus, and causes the target to become Sundered (-20% armor for 45 seconds).

Blade Barrage

Free ability. Range 4m. Cooldown 18s. Performs a series of lightsaber attacks that deal weapon damage. Strikes with both weapons if dual wielding.

Cyclone Slash

Costs 3 Focus. Slashes up to 8 enemies within 5 meters in front of you for weapon damage. Attacks with both weapons if dual wielding.


Deals weapon damage and slows movement speed of target by 50% for 3 seconds. Normally only usable on targets at or below 30% of max health.

Combat Focus

Generates 6 Focus. Off-GCD ability. 45 second cooldown.


Deals weapon damage. Cannot be parried, dodged or miss. Can only be used after successfully defending against a ranged or melee attack or after one of your melee attacks is parried dodged or misses. Costs 2 Focus and has a 6s cooldown.


Purges all incapacitating and movement-impairing effects. 2 minute cooldown.

Saber Ward

3 minute cooldown. Raises a lightsaber ward, increasing melee and ranged defenses by 50% and absorbing 25% of the damage taken from Force and Tech attacks. Lasts 12 seconds.

Force Kick

Kicks the target and interrupts its current action, preventing that ability from being used for the next 4 seconds. 12 second cooldown.

Force Stasis

Subdues the target, stunning it for 4 seconds. Deals kinetic damage and builds 3 focus over the duration.

Force Push

Deals kinetic damage, knocks the target back several meters and knocks the target down for 2 seconds. Force Push immediately finishes the cooldown of Force Leap.

Saber Throw

Builds 3 focus. Range 30m. Cooldown 30s. Throws the main-hand lightsaber at a distant target, inflicting weapon damage.

Focused Defense

Usable when below 70% health, cooldown grants 12 charges that will be used one at a time to provide a small heal as damage is taken. 10 second duration, 1:30 cooldown (2:00 without Utility).

Warding Call

Reduces threat. 45s cooldown.


Taunts the target, forcing it to attack you for 6 seconds.

Force Might

Increases the target's melee, ranged, Force and tech bonus damage and healing by 5% for 60 minutes. If the target is a group member, all other group members are also affected.

Base Class Passive Skills

Focused Striking

Reduces the cooldowns of Sundering Strike and Warding Strike by 3 seconds each and increase the focus they generate by 2.

Blade Turning

The first 2 seconds of Saber Ward grants 100% melee and ranged defense.


Generates 1 focus when attacked. This effect cannot occur more than once every 6 seconds.

Single Saber Mastery

Increases the damage dealt by your weapon by 20%.


When you exit combat, the active cooldowns of Force Leap, Combat Focus, and Saber Throw are reduced by 100%.