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Jedi Sentinel

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Galactic Republic Jedi Sentinel Galactic Republic
Jedi Knight - 2 - Sentinel.png
Faction Galactic Republic
Base Class Jedi Knight
Starting Planet Tython
Advanced Class Jedi Guardian
Jedi Sentinel
Control and focus are the hallmarks of the Sentinel. Through years of training the Sentinel learns the art of using two Lightsabers simultaneously to create an intricate web of damage that is almost impossible to evade.

Class role[edit]

  • Advanced Class: Sentinel
  • Role: Melee Damage (DPS)
  • Armour: Medium
  • Weapons: Dual wield Lightsaber
  • Primary Attribute(s): Strength, Endurance
  • Forms: Shii-Cho, Juyo, and Ataru
  • Roles: Close Range Damage Dealing. Wields dual Lightsabers

As with all classes, you will have the option to choose an advanced class after you leave your starting world and join with the Republic Fleet. Selecting the Sentinel class will lock your character into this advance Jedi Knight class for the rest of the game. The Sentinel advanced class fulfills the role of melee DPS; Sentinels are capable of providing temporary tanking through damage reduction abilities but are not intended to function in the tank or off-tank role. The Sentinel is capable of wearing medium and light armors, and the advanced class is distinguished by the ability to wield two lightsaber at once. The most important ability for the Jedi sentinel is strength.

In addition to the basic focus mechanic used by both the Sentinel and the Jedi Guardian, the Sentinel gains an additional mechanic called centering. Centering is is resource that is built in a number of ways and augmented by abilities in each of the tress. At 30 stacks of Centering, additional abilities are opened that consume the 30 stacks and provide powerful passive effects.

Combat forms[edit]

Shii-Cho Form 
  • Enters a balanced lightsaber form, increasing all damage dealt and reducing all damage received by 3%.
  • Basic Jedi Knight form.
Ataru Form 
  • Enters an acrobatic lightsaber form, increasing accuracy by 3%. In addition, your successful melee attacks have a 20% chance to trigger a second strike that deals energy damage. This effect cannot occur more than once every 1.5 seconds.
  • Ataru is talented from the Combat tree at level 20 and is intended for use with a Combat talent build.
Juyo Form 
  • Enters an offensive lightsaber form, causing your melee attacks to increase all damage dealt by 2% for 15 seconds. Stacks up to 5 times. This effect cannot occur more than once every 1.5 seconds.
  • Juyo form is trained at level 14 and is intended for use with a Watchman talent build.



<h4="color:white; border:none;text-align:center; padding:0px;"> Name </h4> <h4="color:white; border:none;text-align:center; padding:0px;"> Level </h4> <h4="color:white; border:none;text-align:center; padding:0px;"> Cast Time </h4> <h4="color:white; border:none;text-align:center; padding:0px;"> Cooldown </h4> <h4="color:white; border:none;text-align:center; padding:0px;"> Focus Cost </h4> <h4="color:white; border:none;text-align:center; padding:0px;"> Range </h4> <h4="color:white; border:none;text-align:center; padding:0px;"> Description </h4>
Centering 10 Passive Passive None Self 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.
Dual Wield 10 Passive Passive None Self Allows you to wield two one-handed weapons.
Rebuke 10 Instant 1m 00s None Self Reduces all damage taken by 20% and deals X energy damage to attackers. This effect cannot occur more than once every 1.5 seconds. Lasts 6 seconds. Rebuke refreshes to its full duration when attacked, but this effect cannot last more than 30 seconds in total.
Zealous Strike 10 Instant 15s None 4 m Strikes the target multiple times with both lightsabers, dealing X weapon damage and building 6 focus. Requires two lightsabers.
Zen 10 Instant 2s None Self Requires and converts 30 stacks of Centering to enter a Zen state. Lasts for 6 charges. This effect varies based on your current lightsaber form:
  • Shii-Cho Form: Slash costs no focus and strikes 1 additional nearby enemy.
  • Juyo Form: Increases the critical chance of your burn attacks by 100% and causes burn damage to heal your group for 1% of max health each tick.
  • Ataru Form: Reduces the focus cost of Slash, Cyclone Slash and Blade Rush by 1 and reduces their global cooldown by 0.5 seconds.
Cauterize 12 Instant 15s 2 4 m Strikes the target for X damage and deals an additional Y elemental damage over 6 seconds. Requires two lightsabers.
Juyo Form 14 Instant 2s None Self Enters an offensive lightsaber form, causing your melee attacks to increase all damage dealt by 2% for 15 seconds. Stacks up to 5 times. This effect cannot occur more than once every 1.5 seconds.
Leg Slash 16 Instant None 2 4 m Deals X weapon damage and slows the target's movement speed to 50% for 12 seconds. Attacks with both weapons if dual wielding.
Crippling Throw 18 Instant 12s 3 10 m Delivers a crippling attack with the main-hand lightsaber, dealing X weapon damage and inflicting trauma for 15 seconds, reducing all healing the target receives by 20%.
Cc follow.png
Transcendence 22 Instant 2s None Self Requires and converts 30 stacks of Centering to issue Transcendence to you and your group, increasing movement speed by 50% and melee and ranged defense by 10%. Lasts 10 seconds.
Cloudmind 2.png
Pacify 26 Instant 1m 00s None 4 m Pacifies the target, reducing its melee and ranged accuracy by 90% for 6 seconds. Cannot be used on Operation bosses. This ability does not respect the global cooldown.
Disable Droid 28 1.50 secs None None 30 m Shuts down the target droid, incapacitating it for 60 seconds. While disabled, the droid's systems reboot, causing non-standard and non-weak droids to heal rapidly. Damage causes this effect to end prematurely. Only one droid can be disabled at a time.
Force Camouflage 30 Instant 45s None Self Obscures yourself with the Force, becoming difficult to detect, reducing your threat towards all enemies, reducing all damage taken by 50%, and increasing movement speed by 30%. Lasts 4 seconds. Dealing direct damage ends the effect prematurely.
Guarded by the Force 38 Instant 1m 30s None Self Spends 50% of current health to grant 99% damage reduction for 5 seconds.
Insipration 44 Instant 5m 00s None Self Requires and converts 30 stacks of Centering to inspire you and your group, increasing all damage and healing dealt by 15%. Lasts 15 seconds.
Valorous Call 50 Instant 3m 00s None Self Let loose a valorous call, immediately building 30 stacks of Centering.

General game play[edit]

  • The Sentinel advanced class is one of four melee classes available in the game; the majority of the Sentinel's offensive abilities are only usable in melee range.
  • In addition to offensive abilities, the Sentinel boasts several active and passive defense abilities. Saber Ward provides a flat damage reduction and Rebuke reduces incoming damage while also damaging enemies attacking you.

Skill trees[edit]

  • Watchman - The Sentinel masters the Juyo Lightsaber form, making him more dangerous as a fight goes on.
  • Combat - Allows the Sentinel to master the Ataru Lightsaber form to rapidly dispatch enemies.
  • Focus - Specializes in advanced Force techniques and the Shii-Cho lightsaber form.


Advanced Classes
Republic.png Jedi SageJedi ShadowJedi GuardianJedi SentinelGunslingerScoundrelCommandoVanguard Republic.png
Empire.png MercenaryPowertechOperativeSniperSith AssassinSith SorcererSith JuggernautSith Marauder Empire.png