Monday, February 02, 2015

Star Wars Jedi Knight 2 Jedi Outcast_Force Powers_MindTrick

MindTrick

Duration: Variable
Area of Effect: Humanoids
Energy Cost: 3 points
Effect: Allows Jedi to confuse and/or misdirect attention.

Sample MindTrick (Kyle using mindtrick power )
Rank 1 - Jedi can distract and confuse a signle enemy for 5 seconds.
Rank 2 - Jedi can distract and confuse multiple enemies for 10 seconds.
Rank 3 - Jedi can distract and confuse multiple enemies for 15 seconds or befriend one enemy.

NOTE: Aggressive action or loud noises made by the Jedi will alert the enemy and cancel the effect. Mind tricks don't work on some more powerful enemies like Dark Jedi or Reborn.

Mind Trick is a great tool for sneaking up on characters. If you mind trick the enemies, you can take them out one by one with them even noticing.

At rank 3, you have the ability to make one enemy turn sides and fight for you momentarily. Since the effects are short, it isn't incredibly helpful, but it is nice.


Mind Trick is often used to get characters to do special things for you, like open doors.

Star Wars Jedi Knight 2 Jedi Outcast_Force Powers_Heal

Force Heal

Duration: Instantaneous effects
Area of Effect: Jedi only
Energy Cost: 1 per each health point recovered
Effect: Jedi has the ability to heal himself after injury.

Sample Force Heal 
Rank 1 - Jedi goes into a meditative stance for a short time and must remain stationary. any movement or attack will prevent healing.
Rank 2 - Jedi no longer needs to be stationary. The Jedi will heal over a short period of time.
Rank 3 - Jedi heals instantly.

Once you get the Force Heal ability, you'll never need Instant Medpacks again. So long as you have the patience to wait for your energy to replenish, you can recover your health points after damaging battles.

As your rank goes up, healing becomes easier as you can do it while moving and then almost instantly.

Star Wars Jedi Knight 2 Jedi Outcast_Force Powers_SaberThrow

Lightsaber Throw

Duration: Instant
Area of Effect: Player arc
Energy Cost: 3+ points (more points are spent the longer it is thrown)
Effect: Jedi can throw his lightsaber and use it as a missile weapon.


Sample Lightsaber Throw
Rank 1 - Lightsaber flies straight from the okayer and returns.
Rank 2 - Jedi can exert minimal control over the flying lightsaber, as it arcs out, but the lightsaber still returns directly to the player.
Rank 3 - Jedi can exert great control over the lightsaber in the air.

The Lightsaber Throw move is a godsend. The main problem with the lightsaber is that you can only attack at close range. While you still can't throw the lightsaber very far, this move at least allows for some projection of the weapon.

The Lightsaber Throw is helpful in hitting enemies, but remember that you're vulnerable to fire while it's out. Try to hit multiple enemies at once for maximum effectiveness; this gets easier to do as you get the ability to control the movement of the lightsaber.

The Lightsaber Throw isn't very useful against Reborn or Shadow Troopers, since they can block is fairly easily. Only use it against them if they have also thrown their lightsaber and can't block.