Sentinel Watchman Basics Guide
Watchman
Some try to take down their opponent with a single blow, but the Watchman Sentinel chooses to utilize calculated strikes that continue to dismantle their foe over time. An aggressive stance and merciless offense help to keep the Watchman’s foe from comprehending the toll they’ve taken until it’s too late.
- Role: Damage
- Type: Damage Over Time
- Weapon: Double Lightsabers
- Distance: Melee Range
- Mirror: Marauder- Annihilation
Watchman for New Players
- Sentinels start without any Focus, which is their energy pool for attacks. This might make them harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Focus up before you can use some of your other abilities. It’s easy to build Focus, but you can’t button mash.
- Watchman is melee range. That means you must be very close to your enemy to attack, which can be harder for new players to get used to. You get a jump ability to help you get into combat quicker and can throw your double lightsabers if you get too far away.
- This style is very mobile and you can easily run and jump around while fighting without any issues!
- Of the three Sentinel disciplines, I found Watchman to be the easiest to learn.
How to play a Watchman Sentinel
You can start playing Watchman at level 1. To start playing Watchman, you will need to first create a Sentinel character, which can be played by Jedi Knights and Jedi Consulars (or even the Sith Warrior and Sith Inquisitor if you unlock the dark-side Combat Styles.)
Once you are ingame, press K on your keyboard to open the Combat Style tab, and choose Watchman from the three options. This choice is not permanent, you will be able to switch between all three options by finding a rest location like a cantina.
Updated for 7.2!
Below Level 80
If you are below level 80, there are no true guides available to tell you what specific abilities you should be using, because the ideal rotation would change every level.
Instead, you can use this guide to figure out which of your abilities are attacks, which are defensive, and which are just useful.
5 Ability Basic Rotation
Not quite ready to learn all your abilities yet? Use this quick 5-ability rotation for Watchman until you’re ready to read and learn from a true level 80 guide.
Starting the fight:
- If you can, use your Introspection regeneration ability before the fight starts, allowing you to use Zen right away.
- If you don’t have time to use Introspection, use Valorous Call instead.
- Always jump into the fight with Force Leap, as it will also help you build Focus, which is your energy, so you can use your other abilities.
In the fight:
- Cauterize + Force Melt are your important Damage over Time (DoT) abilities. Use Force Melt as often as it becomes available to re-apply your DoT.
- Merciless Slash is your strongest ability you have, and once your DoTs are up should be used as often as it’s available!
- Zealous Strike is the biggest Focus generator you have. Make sure to use it at times where your Focus is very low so that you don’t waste any by hitting the cap.
- Slash is a strong filler ability that gets some buffs from your Merciless Slash. When you have nothing else to do or need to drop some Focus before using Zealous Strike, use some Slashes. If you’re finding you’re still running out of abilities to use, use your basic Strike attack.
More than 3 Enemies
- Force Sweep is very important to Watchman Area Damage, because it will spread the DoTs you put on your first target to all others ALSO caught in the blast.
- Twin Saber Throw is an attack that will damage all targets in a line 30m long, with the angle depending on your main target you start the throw at. Line it up to catch all targets!
- If you still need more area damage, Cyclone Slash can replace a few of your regular Slashes.
Extra Tips
- Feeling Spicy? Overload Saber will apply a big boost to your DoT damage, use Saber on cooldown for a big boost. Add this in as soon as you feel comfortable as it will do a bunch of damage!
- Zen is a very important cooldown to seeing Watchman Sentinel shine, as it will cause all of your burns to critically hit and heals your whole group! Use this when it glows.
- Twin Saber Throw is a great free filler. It does double damage when it’s glowing, so only use it then.
- Dispatch is also a great attack to use, but is only available when the target is under 30% HP. You’ll definitely see your DPS increase using this regularly at the end of fights.
Before you start…
If you have 3,000 Tech Fragments, go and buy the Spiteful Saber tactical item.
With this tactical item, you no longer need to keep track of your Cauterize DoT – apply it once, and any time you use Slash, Dispatch or Twin Saber Throw it will be automatically refreshed. Getting Spiteful Saber will make your entire rotation flow smoother.
Discipline | Tactical | Legendary | Stats |
---|---|---|---|
Guardian Defense Juggernaut Immortal | Grit Teeth Jaw Breaker, Hord’s Makashi Strike and Leviathan’s Hide are good alternatives | Force Resistance + Retaliator | Shield: 5500-6000 Absorb: remaining tertiary stats |
Guardian Vigilance Juggernaut Vengeance | Hemophilic Slash (Single Target), Cut to Pieces (AoE) | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Guardian Focus Juggernaut Rage | Cauterized Coronary | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Watchman Marauder Annihilation | Spiteful Saber | Fearless Victor + Berserker’s Call and Dispatcher are all viable options | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Combat Marauder Carnage | Shard of Mortis | Fearless Victor + Dispatcher | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Sentinel Concentration Marauder Fury | Cauterized Conary | Fearless Victor + Berserker’s Call | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Telekinetics Sorcerer Lightning | Stormwatch | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 560 (2.14%) • 1.3 GCD = 3209 (10.38%) • 1.2 GCD = 8296 (20%) • 1.1 GCD under PS = 3596 (16.366) With Alacrity Guild Perk • 1.3 GCD = 1494 • 1.1 GCD under PS = 1801 |
Sage Seer Sorcerer Corruption | One for All | Unmatched Haste + Revitalize or Dynamic Force are all considered viable as of now | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Balance Sorcerer Madness | Tempest of Rho | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Kinetic Combat Assassin Darkness | Two Cloaks, The Life Warden, Ancient Tome of Wrath and Shroud of a Shadow as potential alternatives | Dynamic Force + Force Resistance or Ballast Point is fine if you prefer to use pieces with tanking stats | Shield: 5000-5500 Absorb: remaining tertiary stats |
Shadow Infiltration Assassin Deception | The Awakened Flame | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Serenity Assassin Hatred | Two Time Trouble | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Combat Medic Mercenary Bodyguard | SC-4 Treatment Scanner | Advanced Scanning + Concentrated Fire or Overcharged Cells seem to all be viable options | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Gunnery Mercenary Arsenal | Primed Ignition (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Commando Assault Specialist Mercenary Innovative Ordnance | Energized Charges (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Shield Specialist Powertech Shield Tech | Thermal Screen (Single Target), Oil Fire (AoE), The Life Warden | Supercommando + Squad Leader | Shield: 6000 - 6500 Absorb: remaining tertiary stats |
Vanguard Plasmatech Powertech Pyrotech | Superheated Fuel | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Tactics Powertech Advanced Prototype | Overwhelming Offense | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Sharpshooter Sniper Marksmanship | Agitating Energies | Locked and Loaded + Improved Targeting use Energy Regulators if you experience energy issues | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Saboteur Sniper Engineering | Ruthless Interrogation | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Dirty Fighting Sniper Virulence | Exploited Weakness (Single Target), Airborne Agents (AoE) | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: 2700 - 2800 With Alacrity Guild Perk 1100 - 1300 |
Scoundrel Sawbones Operative Medicine | Critical Surgery and Diagnostics Probe are both viable alternatives | Tactician + Aggressive Treatment or Field Medic | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Scrapper Operative Concealment | Acid Lash (Single Target), Explosive Cells (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Ruffian Operative Lethality | Synox Shots (Single Target), Viral Elements (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Ready to learn more about your class, and how to play at a higher skill level? These guides by other players break down your class's abilities and your full rotation!
Guides
- Watchman / Annihilation 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Watchman & Annihilation Juyo Guide by Draemn on YouTube (7.2)
- Watchman Guide by Biggs on YouTube (7.02)
- Watchman Sentinel PvE Guide and Best Builds by Endonae on vulkk.com (7)
Attacks
- Strike - Basic AttackLevel 1
- Slash - AttackLevel 1
- Force Sweep - Area AttackLevel 4
- Blade Storm - AttackLevel 7
- Zealous Strike - AttackLevel 7
- Blade Barrage - AttackLevel 10
- Cyclone Slash - Area AttackLevel 10
- Force Melt - AttackLevel 15
- Cauterize - AttackLevel 35
- Force Fracture - Optional Attack Level 39 Option 1/3Level 39 REPLACES Cauterize at Level 39+
- Dispatch - AttackLevel 47
- Merciless Slash - AttackLevel 47
- Twin Saber Throw - Area AttackLevel 56
Multiple Enemy Attack Abilities
These Watchman attacks are useful for attacking groups of enemies.
- Force Sweep - Area AttackLevel 4
- Cyclone Slash - Area AttackLevel 10
- Twin Saber Throw - Area AttackLevel 56
Buffs
You can combine your Watchman buffs with your attacks to create powerful combinations.
- Force Might - Passive Class BuffLevel 1
- Zen - BuffLevel 15
- Transcendence - Optional Operation Buff Level 27 Option 3/3Level 27
- Valorous Call - BuffLevel 43
- Force Clarity - Optional Buff Level 43 Option 1/3Level 43
- Inspiration - Operation BuffLevel 51
- Overload Saber - BuffLevel 60
Defensive & Healing Abilities
Use these abilities to help yourself stay alive. The Sentinel has these defensive and healing abilities and you'll want to know where they are in a difficult fight.
- Rebuke - DefensiveLevel 4
- Saber Ward - DefensiveLevel 15
- Guarded by the Force - Optional Defensive Level 68 Option 1/3Level 68
Useful Abilities
These abilities may not be directly for attacking, but they are used heavily by skilled Sentinels in combat to turn the tide of a fight.
- Force Leap - Leap - Jump to a faraway enemy.Level 1
- Introspection - Regeneration - Regain health out of battle.Level 1
- Resolute - Stun Break - If you are stunned and can’t move, you can use this ability to unstun yourself.Level 10
- Force Kick - Interrupt - Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back!Level 19
- Force Camouflage - Temporary Stealth - Camouflage is a type of temporary stealth that doe not remove you from combat, but does protect you, reduce your threat and cleanse you.Level 31
- Force Stasis - Optional Stun Level 68 Option 2/3 - You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.Level 68
- Blade Blitz - Optional Movement Level 68 Option 3/3 - Quickly rush forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while blitzing. Can be used while immobilized and purges movement-impairing effects when activated.Level 68
Tree Choices
As you level up, you will be able to make choices about how you play your Watchman Sentinel with the Ability Tree, which can be opened with the K key on your keyboard. If you do not choose one, a default option will be chosen for you.
You will have eight choices to make as you level up, at levels 23, 27, 39, 43, 51, 64, 68 and 73. All of these Ability Tree choices are not permanent choices and can be changed later. If you are following a Level 80 guide on how to play your Watchman Sentinel, you will need to make sure to choose the same options as they have. You may not have the same choices chosen as a friend who is also playing a Watchman Sentinel.
Level 23 Choice: Force Melt Change
Choose from one of three ways that you want Force Melt to change at level 23. Your options are Critical Melt, Juyo Melt, and Melting Center.
Calls on the power of the Force to build 4 focus and melt the target, causing it to burn for elemental damage over 9 seconds.
While Force Melt is on a target, the critical hit chance of all your burn attacks on that target are increased by 10%.
While Force Melt is on a target, the critical hit chance of all your burn attacks on that target are increased by 10%.
Force Melt immediately maxes out your Juyo stacks and generates 10 Centering.
Force Melt immediately maxes out your Juyo stacks and generates 10 Centering.
Force Melt deals twice its initial damage whenever it consumes a stack of Zen and heals you for 35% of the damage that it deals.
Force Melt deals twice its initial damage whenever it consumes a stack of Zen and heals you for 35% of the damage that it deals.
General Suggestion: Melting Center - This choice not only buffs Force Melt but also enables you to activate Zen more often, which is always a great thing to do on a Sentinel. Take by default.
Level 27 Choice
Choose from one of three Sentinel abilities at Level 27, you can only have one of these options at any given time. Your options as a Watchman Sentinel for the Level 27 choice are Snaring Slash, Debilitating Slashes, and Transcendence.
Slash, Blade Rush and Blade Barrage slow targets they hit by 50% for 10 seconds.
Slash, Blade Rush and Blade Barrage slow targets they hit by 50% for 10 seconds.
Blade Barrage immobilizes the target for 3 seconds and generates 1 focus.
Blade Barrage immobilizes the target for 3 seconds and generates 1 focus.
Applies Transcendence to you and your group members within 40 meters, increasing movement speed by 80%, melee and ranged defense by 10%, and purges movement-impairing effects. Lasts 10 seconds.
Applies Transcendence to you and your group members within 40 meters, increasing movement speed by 80%, melee and ranged defense by 10%, and purges movement-impairing effects. Lasts 10 seconds.
Solo Single-Strong-Enemy Suggestion: Transcendence - Transcendence is an extremely useful speed boost and slight defensive ability, and since nobody can take it for you when playing solo, you must take it yourself!
Multi-Enemy Solo Suggestion: Transcendence - Transcendence is an extremely useful speed boost and slight defensive ability, and since nobody can take it for you when playing solo, you must take it yourself!
Flashpoint Suggestion: Transcendence - Transcendence is an extremely useful speed boost and slight defensive ability, This is a great buff to share with your group members during movement-heavy fights or just for going from point A to point B faster. Only consider a different choice if someone else is already using Transcendence/Predation.
Operation Suggestion: Transcendence - Transcendence is an extremely useful speed boost and slight defensive ability, This is a great buff to share with your group members during movement-heavy fights or just for going from point A to point B faster. Only consider a different choice if someone else is already using Transcendence/Predation.
Level 39 Choice: Cauterize Change
Choose from one of three ways that you want Cauterize to change at level 39. Your options are Force Fracture, Flaming Wave, and Cauterizing Focus.
Strikes the target for weapon damage and causes it to burn for elemental damage over 9 seconds. Requires two lightsabers.
Lashes out a target with the power of the force, dealing energy damage and an additional elemental damage for each of your periodic burn effects on the target. Replaces Cauterize.
Lashes out a target with the power of the force, dealing energy damage and an additional elemental damage for each of your periodic burn effects on the target. Replaces Cauterize.
Dealing damage with Cauterize sends a wave out from your primary target, causing any of your burns on nearby targets to deal damage.
Dealing damage with Cauterize sends a wave out from your primary target, causing any of your burns on nearby targets to deal damage.
Cauterize applies trauma and refunds its focus when used while Zen is active. Trauma reduces the healing received by 20% for 10 seconds.
Cauterize applies trauma and refunds its focus when used while Zen is active. Trauma reduces the healing received by 20% for 10 seconds.
Multi-Enemy Solo Suggestion: Flaming Wave - Excellent passive AoE choice that doesn't take much effort. Just spread your DoTs out from the highest health target and watch the group fall over.
Solo Single-Strong-Enemy Suggestion: Cauterizing Focus - Watchman can be very focus-hungry when played properly. This choice's refund keeps the rotation going smoothly.
Flashpoint Suggestion: Cauterizing Focus - Watchman can be very focus-hungry when played properly. This choice's refund keeps the rotation going smoothly.
Operation Suggestion: Cauterizing Focus - Watchman can be very focus-hungry when played properly. This choice's refund keeps the rotation going smoothly.
Level 43 Choice
Choose from one of three Sentinel abilities at Level 43, you can only have one of these options at any given time. Your options as a Watchman Sentinel for the Level 43 choice are Force Clarity, Burning Center, and Burning Zen.
Consumes all ability charges of Force Clarity and applies that many Force Clarity stacks to you for 15 seconds. Each stack increases your next direct single target melee attack by 25% and is consumed whenever you deal damage with these attacks. Recharges 1 ability charge every 15 seconds to a maximum of 4 charges.
Consumes all ability charges of Force Clarity and applies that many Force Clarity stacks to you for 15 seconds. Each stack increases your next direct single target melee attack by 25% and is consumed whenever you deal damage with these attacks. Recharges 1 ability charge every 15 seconds to a maximum of 4 charges.
Activating Zen immediately builds 4 focus and critically hitting with periodic burn damage builds 2 Centering, even during Zen. This effect cannot occur more than once every 2 seconds.
Activating Zen immediately builds 4 focus and critically hitting with periodic burn damage builds 2 Centering, even during Zen. This effect cannot occur more than once every 2 seconds.
All melee damage attacks deal additional burn damage while Zen is active. The damage does not consume a charge of Zen and cannot occur more than once per second.
All melee damage attacks deal additional burn damage while Zen is active. The damage does not consume a charge of Zen and cannot occur more than once per second.
General Suggestion: Burning Center - Works in the background to increase Zen uptime dramatically for free. Best choice by far.
Level 51 Choice
Choose from one of three Sentinel abilities at Level 51, you can only have one of these options at any given time. Your options as a Watchman Sentinel for the Level 51 choice are Adamant, Steel Self, and Intercessor.
You generate 4 focus when stunned, immobilized, put to sleep, or knocked around. Additionally, the cooldown of Resolute is reduced by 30 seconds.
You generate 4 focus when stunned, immobilized, put to sleep, or knocked around. Additionally, the cooldown of Resolute is reduced by 30 seconds.
Increases internal and elemental damage reduction by 3%. In addition, Activating Inspiration, Rebuke, or Transcendence reduces the damage you take from area effects by 30% for 10 seconds.
Increases internal and elemental damage reduction by 3%. In addition, Activating Inspiration, Rebuke, or Transcendence reduces the damage you take from area effects by 30% for 10 seconds.
Force Leap gets an additional charge and builds 2 Centering when activated.
Force Leap gets an additional charge and builds 2 Centering when activated.
Solo Single-Strong-Enemy Suggestion: Adamant - Lots of difficult fights to solo in SWTOR can be made more maneageable if you can break out of Stuns more often. If damage is the bigger issue, take Steel Self and keep Transcendence handy for some Area Reduction.
Flashpoint Suggestion: Steel Self - Inspiration should be saved as a cooldown for you group when they want it, but Rebuke and Transcendence can be kept in your pocket for moments of large, group-wide damage you'd like to survive.
Operation Suggestion: Steel Self - Inspiration should be saved as a cooldown for you group when they want it, but Rebuke and Transcendence can be kept in your pocket for moments of large, group-wide damage you'd like to survive.
Multi-Enemy Solo Suggestion: Intercessor - Jumping around from group to group of enemies can make the leveling process much faster, and the boost of Centering will help keep Zen going without pausing between each pack.
Level 64 Choice
Choose from one of three Sentinel abilities at Level 64, you can only have one of these options at any given time. Your options as a Watchman Sentinel for the Level 64 choice are Adjudicator, Trailblazer, and Zealous Ward.
Each use of Strike and Zealous Strike reduces the active cooldown of Rebuke by 3 seconds. While Rebuke is active, it generates 1 focus whenever you are attacked. This effect cannot occur more than once every 2 seconds.
Each use of Strike and Zealous Strike reduces the active cooldown of Rebuke by 3 seconds. While Rebuke is active, it generates 1 focus whenever you are attacked. This effect cannot occur more than once every 2 seconds.
Cyclone Slash deals 15% more damage.
Cyclone Slash deals 15% more damage.
Activating Saber Ward grants immunity to stun, sleep, lift, and incapacitating effects for 6 seconds, and getting attacked while Saber Ward is active heals you for 3% of your maxiumum health. This healing effect cannot occur more than once every second.
Activating Saber Ward grants immunity to stun, sleep, lift, and incapacitating effects for 6 seconds, and getting attacked while Saber Ward is active heals you for 3% of your maxiumum health. This healing effect cannot occur more than once every second.
Multi-Enemy Solo Suggestion: Trailblazer - Decent AoE boost for easy content where you can pull lots.
Solo Single-Strong-Enemy Suggestion: Zealous Ward - Zealous Ward is a great defensive as it kind of turns Saber Ward into a mini-Focused Defense with the heal per attack component!
Flashpoint Suggestion: Zealous Ward - Zealous Ward is a great defensive as it kind of turns Saber Ward into a mini-Focused Defense with the heal per attack component!
Operation Suggestion: Zealous Ward - Zealous Ward is a great defensive as it kind of turns Saber Ward into a mini-Focused Defense with the heal per attack component!
Level 68 Choice
Choose from one of three Sentinel abilities at Level 68, you can only have one of these options at any given time. Your options as a Watchman Sentinel for the Level 68 choice are Guarded by the Force, Force Stasis, and Blade Blitz.
Reduces the damage you take by 99% for 6 seconds.
Reduces the damage you take by 99% for 6 seconds.
Subdues the target, stunning it for 4 seconds. Deals kinetic damage and builds 3 focus over the duration. This ability can be channeled while moving.
You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.
Quickly rush forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while blitzing. Can be used while immobilized and purges movement-impairing effects when activated.
Quickly rush forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while blitzing. Can be used while immobilized and purges movement-impairing effects when activated.
Solo Single-Strong-Enemy Suggestion: Guarded by the Force - 6 seconds may not sound like a lot of time but taking virtually no damage for that long can be the difference between clearing a hard piece of content in the game and dying. Make a habit of using it quickly if you see you suddenly get aggro. For content where the target is susceptible to stuns, Force Stasis can serve as an extra interrupt and Blade Blitz is a great additional movement ability, but if those aren't needed definitely keep Guarded By the Force as your default skill.
Flashpoint Suggestion: Guarded by the Force - 6 seconds may not sound like a lot of time but taking virtually no damage for that long can be the difference between clearing a hard piece of content in the game and dying. Make a habit of using it quickly if you see you suddenly get aggro. For content where the target is susceptible to stuns, Force Stasis can serve as an extra interrupt and Blade Blitz is a great additional movement ability, but if those aren't needed definitely keep Guarded By the Force as your default skill.
Operation Suggestion: Guarded by the Force - 6 seconds may not sound like a lot of time but taking virtually no damage for that long can be the difference between clearing a hard piece of content in the game and dying. Make a habit of using it quickly if you see you suddenly get aggro. For content where the target is susceptible to stuns, Force Stasis can serve as an extra interrupt and Blade Blitz is a great additional movement ability, but if those aren't needed definitely keep Guarded By the Force as your default skill.
Multi-Enemy Solo Suggestion: Blade Blitz - It doesn't exactly do impressive AoE damage but if you're taking on a hallway of easy enemies, Blade Blitzing through is likely the best choice.
Level 73 Choice
Choose from one of three Sentinel abilities at Level 73, you can only have one of these options at any given time. Your options as a Watchman Sentinel for the Level 73 choice are Inspired Focus, Incisor, and Stoic.
Inspiration generates 12 focus when activated, and you heal for 1% of your maximum health whenever you activate an ability that consumes focus.
Inspiration generates 12 focus when activated, and you heal for 1% of your maximum health whenever you activate an ability that consumes focus.
Force Leap, Force Melt, Clashing Blast, and Zealous Leap snare the target, reducing its movement speed by 50% for 6 seconds.
Force Leap, Force Melt, Clashing Blast, and Zealous Leap snare the target, reducing its movement speed by 50% for 6 seconds.
Increases your damage reduction by 2%, and you build 2 Centering when attacked. This Centering building effect cannot occur more than once every 1.5 seconds.
Increases your damage reduction by 2%, and you build 2 Centering when attacked. This Centering building effect cannot occur more than once every 1.5 seconds.
General Suggestion: Inspired Focus - Even if you're forgetting to use Inspiration in most content, the passive 1% heal every time you use a focus spender alone makes this choice the best in the tier. Default to this for sure.
All Abilities
All your abilities for the Watchman Sentinel.
Lvl | Icon | Ability |
---|---|---|
LvL1 | Force LeapLeap 10-30m Jumps to a distant target, dealing 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. Jump to a faraway enemy. | |
LvL1 | IntrospectionRegeneration Allows you to pause and reflect to restore your health. Cannot be used during combat. Regain health out of battle. | |
LvL1 | StrikeBasic Attack 4m (melee range) Inflicts weapon damage with a series of quick melee attacks. Generates 2 focus. Strikes with both weapons if dual wielding. Inflicts weapon damage with a series of quick melee attacks. Generates 2 focus. Strikes with both weapons if dual wielding. | |
LvL1 | SlashAttack 4m (melee range) Slashes the target for weapon damage. Attacks with both weapons if dual wielding. Slashes the target for weapon damage. Attacks with both weapons if dual wielding. | |
LvL1 | Force MightPassive Class Buff Increases melee, ranged, Force and tech bonus damage and healing by 5%. Increases melee, ranged, Force and tech bonus damage and healing by 5%. | |
LvL1 | Shii-Cho FormPassive Utilize a balanced lightsaber form, increasing all damage dealt and reducing all damage received by 3%. Utilize a balanced lightsaber form, increasing all damage dealt and reducing all damage received by 3%. | |
LvL1 | HastePassive Increases your movement speed by 15%. Increases your movement speed by 15%. | |
LvL1 | FervorPassive Increases the critical strike damage of all attacks by 10% and the critical strike chance of Slash, Cyclone Slash, Dispatch, and Concentrated Slice by 5%. Increases the critical strike damage of all attacks by 10% and the critical strike chance of Slash, Cyclone Slash, Dispatch, and Concentrated Slice by 5%. | |
LvL1 | Focused MeltHidden Passive Force Melt builds 1 additional focus. Force Melt builds 1 additional focus. | |
LvL1 | Hastened MeltHidden Passive Reduces the cooldown of Force Melt by 3 seconds. Reduces the cooldown of Force Melt by 3 seconds. | |
LvL1 | Repelling BlowsHidden Passive Increases the direct damage dealt by Cauterize by 5%. Increases the direct damage dealt by Cauterize by 5%. | |
LvL1 | Searing SaberPassive Increases the critical strike damage of your burn effects by 5%. Increases the critical strike damage of your burn effects by 5%. | |
LvL4 | Force SweepArea Attack 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. 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. | |
LvL4 | RebukeDefensive Reduces all damage taken by 20% and deals energy damage to attackers. This effect cannot occur more than once every second. Lasts 10 seconds. Rebuke refreshes to its full duration when attacked, but this effect cannot last more than 30 seconds in total. Reduces all damage taken by 20% and deals energy damage to attackers. This effect cannot occur more than once every second. Lasts 10 seconds. Rebuke refreshes to its full duration when attacked, but this effect cannot last more than 30 seconds in total. | |
LvL7 | Blade StormAttack 10m (short range) 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. 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. | |
LvL7 | Zealous StrikeAttack 4m (melee range) Strikes the target multiple times with both lightsabers, dealing weapon damage and building 6 focus. Requires 2 lightsabers. Strikes the target multiple times with both lightsabers, dealing weapon damage and building 6 focus. Requires 2 lightsabers. | |
LvL10 | Blade BarrageAttack 4m (melee range) Performs a series of lightsaber attacks that deal weapon damage. Strikes with both weapons if dual wielding. Performs a series of lightsaber attacks that deal weapon damage. Strikes with both weapons if dual wielding. | |
LvL10 | ResoluteStun Break Purges all incapacitating and movement-impairing effects. If you are stunned and can’t move, you can use this ability to unstun yourself. | |
LvL10 | Cyclone SlashArea Attack Slashes up to 8 enemies within 5 meters in front of you for weapon damage. Attacks with both weapons if dual wielding. Slashes up to 8 enemies within 5 meters in front of you for weapon damage. Attacks with both weapons if dual wielding. | |
LvL15 | ZenBuff Requires and converts 30 stacks of Centering to enter a Zen state, increasing the critical chance of your burn attacks by 100% and causing the burn damage you deal to heal your group for 1% of max health. Lasts for 6 charges. Requires and converts 30 stacks of Centering to enter a Zen state, increasing the critical chance of your burn attacks by 100% and causing the burn damage you deal to heal your group for 1% of max health. Lasts for 6 charges. | |
LvL15 | Saber WardDefensive 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. 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. | |
LvL15 | Focused SlashPassive Slash, Cyclone Slash, Dispatch, Blade Rush, Merciless Slash, and Concentrated Slice refund 1 focus when used. In addition, Zealous Strike beats down its target for 45 seconds. Beat down targets take 5% more damage from melee attacks. Slash, Cyclone Slash, Dispatch, Blade Rush, Merciless Slash, and Concentrated Slice refund 1 focus when used. In addition, Zealous Strike beats down its target for 45 seconds. Beat down targets take 5% more damage from melee attacks. | |
LvL15 | ContemplationPassive You build up to 30 Centering over the course of using Introspection. This effect cannot occur more than once every 30 seconds. You build up to 30 Centering over the course of using Introspection. This effect cannot occur more than once every 30 seconds. | |
LvL15 | CenteringPassive Activating an attack that spends focus and defeating opponents builds Centering. When 30 stacks of Centering are built, you become Centered, enabling the use of Zen, Transcendence and Inspiration. Activating an attack that spends focus and defeating opponents builds Centering. When 30 stacks of Centering are built, you become Centered, enabling the use of Zen, Transcendence and Inspiration. | |
LvL15 | Force MeltAttack 4m (melee range) Calls on the power of the Force to build 4 focus and melt the target, causing it to burn for elemental damage over 9 seconds. Calls on the power of the Force to build 4 focus and melt the target, causing it to burn for elemental damage over 9 seconds. | |
LvL15 | Juyo FormPassive Utilize an offensive lightsaber form, causing your melee attacks to increase all damage dealt by 1% for 30 seconds. Stacks up to 5 times. This effect cannot occur more than once every second. Replaces Shii-Cho Form. Utilize an offensive lightsaber form, causing your melee attacks to increase all damage dealt by 1% for 30 seconds. Stacks up to 5 times. This effect cannot occur more than once every second. Replaces Shii-Cho Form. | |
LvL19 | Force KickInterrupt 4m (melee range) Kicks the target and interrupts its current action, preventing that ability from being used for the next 4 seconds. Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back! | |
LvL23 | Burning SweepPassive Reduces the cooldown of Force Sweep by 9 seconds and the focus it consumes by 1. In addition, Force Sweep deals 30% more damage and spreads your Cauterize and Force Melt burns to the targets it hits, if it hits a target already affected by those burns. Reduces the cooldown of Force Sweep by 9 seconds and the focus it consumes by 1. In addition, Force Sweep deals 30% more damage and spreads your Cauterize and Force Melt burns to the targets it hits, if it hits a target already affected by those burns. | |
LvL23 | Critical MeltOptional Passive Level 23 Option 1/3 While Force Melt is on a target, the critical hit chance of all your burn attacks on that target are increased by 10%. While Force Melt is on a target, the critical hit chance of all your burn attacks on that target are increased by 10%. | |
LvL23 | Juyo MeltOptional Passive Level 23 Option 2/3 Force Melt immediately maxes out your Juyo stacks and generates 10 Centering. Force Melt immediately maxes out your Juyo stacks and generates 10 Centering. | |
LvL23 | Melting CenterOptional Passive Level 23 Option 3/3 Force Melt deals twice its initial damage whenever it consumes a stack of Zen and heals you for 35% of the damage that it deals. Force Melt deals twice its initial damage whenever it consumes a stack of Zen and heals you for 35% of the damage that it deals. General Suggestion: This choice not only buffs Force Melt but also enables you to activate Zen more often, which is always a great thing to do on a Sentinel. Take by default. | |
LvL27 | Snaring SlashOptional Passive Level 27 Option 1/3 Slash, Blade Rush and Blade Barrage slow targets they hit by 50% for 10 seconds. Slash, Blade Rush and Blade Barrage slow targets they hit by 50% for 10 seconds. | |
LvL27 | Debilitating SlashesOptional Passive Level 27 Option 2/3 Blade Barrage immobilizes the target for 3 seconds and generates 1 focus. Blade Barrage immobilizes the target for 3 seconds and generates 1 focus. | |
LvL27 | TranscendenceOptional Operation Buff Level 27 Option 3/3 Applies Transcendence to you and your group members within 40 meters, increasing movement speed by 80%, melee and ranged defense by 10%, and purges movement-impairing effects. Lasts 10 seconds. Applies Transcendence to you and your group members within 40 meters, increasing movement speed by 80%, melee and ranged defense by 10%, and purges movement-impairing effects. Lasts 10 seconds. Solo Single-Enemy Suggestion: Transcendence is an extremely useful speed boost and slight defensive ability, and since nobody can take it for you when playing solo, you must take it yourself! Solo Many-Enemy Suggestion: Transcendence is an extremely useful speed boost and slight defensive ability, and since nobody can take it for you when playing solo, you must take it yourself! Flashpoint Suggestion: Transcendence is an extremely useful speed boost and slight defensive ability, This is a great buff to share with your group members during movement-heavy fights or just for going from point A to point B faster. Only consider a different choice if someone else is already using Transcendence/Predation. Operation Suggestion: Transcendence is an extremely useful speed boost and slight defensive ability, This is a great buff to share with your group members during movement-heavy fights or just for going from point A to point B faster. Only consider a different choice if someone else is already using Transcendence/Predation. | |
LvL31 | Force CamouflageTemporary Stealth Obscures yourself with the Force, removing all cleansable effects and becoming difficult to detect. Reduces your threat towards all enemies and all damage taken by 50%, grants immunity to controlling effects and increases movement speed by 50%. Lasts 6 seconds. Dealing direct damage ends the effect prematurely. Camouflage is a type of temporary stealth that doe not remove you from combat, but does protect you, reduce your threat and cleanse you. | |
LvL35 | CauterizeAttack 4m (melee range) Strikes the target for weapon damage and causes it to burn for elemental damage over 9 seconds. Requires two lightsabers. Strikes the target for weapon damage and causes it to burn for elemental damage over 9 seconds. Requires two lightsabers. | |
LvL35 | Merciless ZealHidden Passive Your Cauterize, Overload Saber, and Force Melt burns heal you for 15% of the damage they deal. Your Cauterize, Overload Saber, and Force Melt burns heal you for 15% of the damage they deal. | |
LvL35 | Plasma BladesPassive Your burn effects have a 20% chance to build 1 focus when dealing damage. This effect cannot occur more than once every second. Your Cauterize, Overload Saber, and Force Melt burns heal you for 15% of the damage they deal. Your burn effects have a 20% chance to build 1 focus when dealing damage. This effect cannot occur more than once every second. Your Cauterize, Overload Saber, and Force Melt burns heal you for 15% of the damage they deal. | |
LvL39 | Force FractureOptional Attack 10m (short range) Level 39 Option 1/3 Lashes out a target with the power of the force, dealing energy damage and an additional elemental damage for each of your periodic burn effects on the target. Replaces Cauterize. Lashes out a target with the power of the force, dealing energy damage and an additional elemental damage for each of your periodic burn effects on the target. Replaces Cauterize. | |
LvL39 | Flaming WaveOptional Passive Level 39 Option 2/3 Dealing damage with Cauterize sends a wave out from your primary target, causing any of your burns on nearby targets to deal damage. Dealing damage with Cauterize sends a wave out from your primary target, causing any of your burns on nearby targets to deal damage. Solo Many-Enemy Suggestion: Excellent passive AoE choice that doesn't take much effort. Just spread your DoTs out from the highest health target and watch the group fall over. | |
LvL39 | Cauterizing FocusOptional Passive Level 39 Option 3/3 Cauterize applies trauma and refunds its focus when used while Zen is active. Trauma reduces the healing received by 20% for 10 seconds. Cauterize applies trauma and refunds its focus when used while Zen is active. Trauma reduces the healing received by 20% for 10 seconds. General Suggestion: Watchman can be very focus-hungry when played properly. This choice's refund keeps the rotation going smoothly. | |
LvL43 | Valorous CallBuff Let loose a valorous call, immediately building 30 stacks of Centering. Let loose a valorous call, immediately building 30 stacks of Centering. | |
LvL43 | Juyo MasteryPassive Your burn effects deal 1% more damage and are 2% more likely to critically hit per stack of Juyo Form. Your burn effects deal 1% more damage and are 2% more likely to critically hit per stack of Juyo Form. | |
LvL43 | Force ClarityOptional Buff Level 43 Option 1/3 Consumes all ability charges of Force Clarity and applies that many Force Clarity stacks to you for 15 seconds. Each stack increases your next direct single target melee attack by 25% and is consumed whenever you deal damage with these attacks. Recharges 1 ability charge every 15 seconds to a maximum of 4 charges. Consumes all ability charges of Force Clarity and applies that many Force Clarity stacks to you for 15 seconds. Each stack increases your next direct single target melee attack by 25% and is consumed whenever you deal damage with these attacks. Recharges 1 ability charge every 15 seconds to a maximum of 4 charges. | |
LvL43 | Burning CenterOptional Passive Level 43 Option 2/3 Activating Zen immediately builds 4 focus and critically hitting with periodic burn damage builds 2 Centering, even during Zen. This effect cannot occur more than once every 2 seconds. Activating Zen immediately builds 4 focus and critically hitting with periodic burn damage builds 2 Centering, even during Zen. This effect cannot occur more than once every 2 seconds. General Suggestion: Works in the background to increase Zen uptime dramatically for free. Best choice by far. | |
LvL43 | Burning ZenOptional Passive Level 43 Option 3/3 All melee damage attacks deal additional burn damage while Zen is active. The damage does not consume a charge of Zen and cannot occur more than once per second. All melee damage attacks deal additional burn damage while Zen is active. The damage does not consume a charge of Zen and cannot occur more than once per second. | |
LvL47 | DispatchAttack 10m (short range) Throws the main-hand lightsaber at a target, dealing energy damage. Only usable on targets at or below 30% max health. Throws the main-hand lightsaber at a target, dealing energy damage. Only usable on targets at or below 30% max health. | |
LvL47 | Merciless SlashAttack 30m (long range) Strikes the target with both lightsabers for weapon damage. Each use of this ability grants Merciless for 30 seconds, lowering the cooldown of your next Merciless Slash by 1.5 seconds. Stacks up to 3 times. Requires two lightsabers. Strikes the target with both lightsabers for weapon damage. Each use of this ability grants Merciless for 30 seconds, lowering the cooldown of your next Merciless Slash by 1.5 seconds. Stacks up to 3 times. Requires two lightsabers. | |
LvL51 | AdamantOptional Passive Level 51 Option 1/3 You generate 4 focus when stunned, immobilized, put to sleep, or knocked around. Additionally, the cooldown of Resolute is reduced by 30 seconds. You generate 4 focus when stunned, immobilized, put to sleep, or knocked around. Additionally, the cooldown of Resolute is reduced by 30 seconds. Solo Single-Enemy Suggestion: Lots of difficult fights to solo in SWTOR can be made more maneageable if you can break out of Stuns more often. If damage is the bigger issue, take Steel Self and keep Transcendence handy for some Area Reduction. | |
LvL51 | Steel SelfOptional Passive Level 51 Option 2/3 Increases internal and elemental damage reduction by 3%. In addition, Activating Inspiration, Rebuke, or Transcendence reduces the damage you take from area effects by 30% for 10 seconds. Increases internal and elemental damage reduction by 3%. In addition, Activating Inspiration, Rebuke, or Transcendence reduces the damage you take from area effects by 30% for 10 seconds. Flashpoint Suggestion: Inspiration should be saved as a cooldown for you group when they want it, but Rebuke and Transcendence can be kept in your pocket for moments of large, group-wide damage you'd like to survive. Operation Suggestion: Inspiration should be saved as a cooldown for you group when they want it, but Rebuke and Transcendence can be kept in your pocket for moments of large, group-wide damage you'd like to survive. | |
LvL51 | IntercessorOptional Passive Level 51 Option 3/3 Force Leap gets an additional charge and builds 2 Centering when activated. Force Leap gets an additional charge and builds 2 Centering when activated. Solo Many-Enemy Suggestion: Jumping around from group to group of enemies can make the leveling process much faster, and the boost of Centering will help keep Zen going without pausing between each pack. | |
LvL51 | Burning FocusPassive Your direct damage attacks that hit a burning target build 1 focus. This effect cannot occur more than once every 3 seconds. In addition, Merciless Slash makes its target assailable for 45 seconds. Assailable targets take 7% more elemental and internal damage. Your direct damage attacks that hit a burning target build 1 focus. This effect cannot occur more than once every 3 seconds. In addition, Merciless Slash makes its target assailable for 45 seconds. Assailable targets take 7% more elemental and internal damage. | |
LvL51 | InspirationOperation Buff Requires and converts 30 stacks of Centering to inspire you and your Operation group members within 40 meters, increasing all damage and healing done by 10%. Lasts 10 seconds. Those affected by Inspiration become Depressed and cannot regain Inspiration for 5 minutes. Requires and converts 30 stacks of Centering to inspire you and your Operation group members within 40 meters, increasing all damage and healing done by 10%. Lasts 10 seconds. Those affected by Inspiration become Depressed and cannot regain Inspiration for 5 minutes. | |
LvL56 | Twin Saber ThrowArea Attack 30m (long range) Throws both lightsabers in a straight line towards the target, dealing weapon damage to up to 8 enemies directly in front of you up to 30 meters away. Affected enemies are slowed by 50% for 6 seconds. Requires two lightsabers. Throws both lightsabers in a straight line towards the target, dealing weapon damage to up to 8 enemies directly in front of you up to 30 meters away. Affected enemies are slowed by 50% for 6 seconds. Requires two lightsabers. | |
LvL60 | ValorPassive Increases the amount of Centering built by 2 when activating abilities that consume focus, and reduces the cooldown of Valorous Call by 30 seconds. Increases the amount of Centering built by 2 when activating abilities that consume focus, and reduces the cooldown of Valorous Call by 30 seconds. | |
LvL60 | Overload SaberBuff Charges your lightsabers with deadly energy for 15 seconds, causing your next 3 successful melee attacks to make the target burn for elemental damage over 6 seconds. This effect cannot be applied more than once per second and stacks up to 3 times. Charges your lightsabers with deadly energy for 15 seconds, causing your next 3 successful melee attacks to make the target burn for elemental damage over 6 seconds. This effect cannot be applied more than once per second and stacks up to 3 times. | |
LvL60 | Mind SearPassive Your burning effects have a 30% chance to grant Mind Sear which increases the damage of your next Twin Saber Throw by 100% and resets its cooldown. This effect can only occur once every 18 seconds. Your burning effects have a 30% chance to grant Mind Sear which increases the damage of your next Twin Saber Throw by 100% and resets its cooldown. This effect can only occur once every 18 seconds. | |
LvL64 | AdjudicatorOptional Passive Level 64 Option 1/3 Each use of Strike and Zealous Strike reduces the active cooldown of Rebuke by 3 seconds. While Rebuke is active, it generates 1 focus whenever you are attacked. This effect cannot occur more than once every 2 seconds. Each use of Strike and Zealous Strike reduces the active cooldown of Rebuke by 3 seconds. While Rebuke is active, it generates 1 focus whenever you are attacked. This effect cannot occur more than once every 2 seconds. | |
LvL64 | TrailblazerOptional Passive Level 64 Option 2/3 Cyclone Slash deals 15% more damage. Cyclone Slash deals 15% more damage. Solo Many-Enemy Suggestion: Decent AoE boost for easy content where you can pull lots. | |
LvL64 | Zealous WardOptional Passive Level 64 Option 3/3 Activating Saber Ward grants immunity to stun, sleep, lift, and incapacitating effects for 6 seconds, and getting attacked while Saber Ward is active heals you for 3% of your maxiumum health. This healing effect cannot occur more than once every second. Activating Saber Ward grants immunity to stun, sleep, lift, and incapacitating effects for 6 seconds, and getting attacked while Saber Ward is active heals you for 3% of your maxiumum health. This healing effect cannot occur more than once every second. General Suggestion: Zealous Ward is a great defensive as it kind of turns Saber Ward into a mini-Focused Defense with the heal per attack component! | |
LvL68 | Guarded by the ForceOptional Defensive Level 68 Option 1/3 Reduces the damage you take by 99% for 6 seconds. Reduces the damage you take by 99% for 6 seconds. General Suggestion: 6 seconds may not sound like a lot of time but taking virtually no damage for that long can be the difference between clearing a hard piece of content in the game and dying. Make a habit of using it quickly if you see you suddenly get aggro. For content where the target is susceptible to stuns, Force Stasis can serve as an extra interrupt and Blade Blitz is a great additional movement ability, but if those aren't needed definitely keep Guarded By the Force as your default skill. | |
LvL68 | Force StasisOptional Stun 10m (short range) Level 68 Option 2/3 Subdues the target, stunning it for 4 seconds. Deals kinetic damage and builds 3 focus over the duration. This ability can be channeled while moving. You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general. | |
LvL68 | Blade BlitzOptional Movement Level 68 Option 3/3 Quickly rush forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while blitzing. Can be used while immobilized and purges movement-impairing effects when activated. Quickly rush forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while blitzing. Can be used while immobilized and purges movement-impairing effects when activated. Solo Many-Enemy Suggestion: It doesn't exactly do impressive AoE damage but if you're taking on a hallway of easy enemies, Blade Blitzing through is likely the best choice. | |
LvL68 | Blazing WardPassive Dealing Burn damage to a target increases your damage reduction by 5% for 3 seconds. Dealing Burn damage to a target increases your damage reduction by 5% for 3 seconds. | |
LvL73 | Inspired FocusOptional Passive Level 73 Option 1/3 Inspiration generates 12 focus when activated, and you heal for 1% of your maximum health whenever you activate an ability that consumes focus. Inspiration generates 12 focus when activated, and you heal for 1% of your maximum health whenever you activate an ability that consumes focus. General Suggestion: Even if you're forgetting to use Inspiration in most content, the passive 1% heal every time you use a focus spender alone makes this choice the best in the tier. Default to this for sure. | |
LvL73 | IncisorOptional Passive Level 73 Option 2/3 Force Leap, Force Melt, Clashing Blast, and Zealous Leap snare the target, reducing its movement speed by 50% for 6 seconds. Force Leap, Force Melt, Clashing Blast, and Zealous Leap snare the target, reducing its movement speed by 50% for 6 seconds. | |
LvL73 | StoicOptional Passive Level 73 Option 3/3 Increases your damage reduction by 2%, and you build 2 Centering when attacked. This Centering building effect cannot occur more than once every 1.5 seconds. Increases your damage reduction by 2%, and you build 2 Centering when attacked. This Centering building effect cannot occur more than once every 1.5 seconds. | |
LvL73 | Accelerating VictoryPassive Juyo Form now stacks up to 6 times and Merciless Slash now stacks up to 4 times and builds two stacks at a time. In addition, Dispatch deals 10% more damage. Juyo Form now stacks up to 6 times and Merciless Slash now stacks up to 4 times and builds two stacks at a time. In addition, Dispatch deals 10% more damage. | |
LvL73 | Inexhaustible ZealHidden Passive Juyo Form now stacks up to 6 times and Merciless Slash now stacks up to 4 times in total. Juyo Form now stacks up to 6 times and Merciless Slash now stacks up to 4 times in total. | |
LvL78 | Smoldering BurnsPassive Merciless Slash increases the burn damage you deal by 5% for 6 seconds after use. Merciless Slash increases the burn damage you deal by 5% for 6 seconds after use. |
Milestones
- At Level 15 you will get your first exclusive ability only the Watchman Sentinel has, it will be called Force Melt.
- At Level 23 you will get to choose a way to change how Force Melt works from three different options. This is your first Ability Tree choice, and you can make it by pressing K on your keyboard and selecting an option from the Watchman Ability Tree on the right.
- At Level 27 you will get your second choice between three options in your Ability Tree. These options may be useable abilities you can click, or they can be passive abilities which give you a boost to your existing abilities.
- At Level 47 you will get your second exclusive ability only the Watchman Sentinel gets, it will be called Cauterize.
- At Level 39 you will get to choose a way to change how Cauterize works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Watchman Sentinel has, Merciless Slash and Overload Saber.
- At Level 73, you will get to make an important choice between three major abilities. This is a big choice all players need to make for their character.
- At Level 43, 51, 64, 68 you will get to make additional choices for your Sentinel.
- All of these Ability Tree choices are not permanent. You can change them any time you are not in combat and are not in a queue for Flashpoints, Operations or PvP.