Helpful Information
Force powers
This page details the force powers that are worth investment. If a power is not listed, it is generally not optimal.
For a more in-depth read, see StrategyWiki's article on force powers.
Overview
Force powers are gained based on jedi class.
Consular 20 gains 25 powers (Jolee).
Guardian 20 and sentinel 20 gain 21 powers (Bastila, Juhani).
Scout 2/Guardian 18 gains 19 powers.
Scout 2/Consular 18 gains 23 powers.
Force points (mana) are based on class, wisdom, and charisma. Consular receive the most, guardians the fewest.
How difficult powers are to resist (difficulty class, or DC) are based on wisdom and charisma.
Considerations
Light side powers cost more for dark siders to cast, and vice versa.
An optimal light side consular can use dark side powers without needing to worry about force points.
Dark siders do not have access to any items that boost wisdom or charisma, severely limiting their force points and difficulty class.
Before you become a jedi: unlock Force Valor with Bastila as soon as possible, then Burst of Speed.
When you become a jedi: prioritize Affect/Dominate Mind and Force Valor line as soon as they become available.
The must-have powers for all builds
Force valor
Increases attributes for entire party for 20 seconds.
Increases hit, damage, defense, hit points, force points, saves, skills.
Can be used before starting a conversation to boost persuade checks, or before talking to HK-47 to repair him.
Leveling this as soon as possible ensures maximal skill scores for story-related checks.
Duration can run out while in conversation; you must be fast.
Cast before other force powers to increase total force points before spending.
Affect/dominate mind
Unlocks story-related checks during conversations and removes the need for persuade in a lot of cases.
Burst of speed
Increases movement speed, including outside of combat. Makes running quests less tedious.
The second level (knight speed) gives a bonus attack similar to flurry; the third level (master speed) gives two.
Increases defense by a negligible amount.
Self buff for caster only. If not selecting on your main character, pick it up on a party member and switch to them outside of combat to move around faster.
Energy resistance
Reduces incoming damage from blasters, lightsabers, and lightning, the most common damage types in the game.
Lasts 120 seconds!
Absolutely trivializes most fights, including the final boss.
The first level is a self buff for the caster only and reduces elemental damage (i.e., fire, cold, electric). It does not yet reduce energy damage (i.e., blasters, lightsabers); the improved version is party-wide and adds energy damage reduction as well. This buff is highly recommended (though not necessarily on your main character).
Force suppression/breach
Immediately cancels force powers on the target.
Breach works on the final boss and hugely cuts down his damage and defenses.
Drain life/death field
Restores life of caster depending on damage inflicted.
Death field affects enemies in an area.
Has a special use during the final fight that makes it much easier; even just the first level is highly recommended for this purpose.
Key offensive powers
Slow/affliction/plague
Plague has a 95% chance of landing unless the target has force resistance/immunity active.
Reduces all enemy attributes for 72 seconds, meaning they have lower attack, damage, defense, hit points, force points, saves, and force power difficulty.
Absolutely critical for consular builds hoping to use force powers during the final fight.
Wound/choke/kill
Disables and damages opponent, making them vulnerable to attack while lowering their hit points.
Kill deals a flat 50% of enemy's health, making it a game-winner during the final fight if it lands.
Shock/force lightning/force storm
Lightning and storm affect enemies in an area.
Highest damaging area effect power.
Other powers
Stun/disable/destroy droid
Circumstantial ability that only damages droids.
Destroy droid can do more damage than force storm.
Stun, fear, force push lines
These abilities all function similarly in that they disable (and sometimes damage) enemies.
The third level of each disables enemies in a large area.
Most of these abilities are negated by immunity to stun, fear, or mind-affecting.
Force whirlwind (level 2 of force push) is unique in that it can disable almost anything, including the final boss. Upgrading to force wave removes this ability.
Cure/heal
Heals party hit points based on level, wisdom, and charisma.
Does not work on droids.
Heal (level 2) only heals 5 additional hit points and is rarely worth taking. Its ability to cure poison is extremely negligible.
The primary benefit is that this ability does not require a target like drain life does; it is versatile and can be used in any situation to convert force points into health.
Force resistance/immunity
More useful on guardians, who have fewer protections against other force users.
Resistance makes enemy force powers fail roughly 50% of the time. Immunity increases this to roughly 75%.
Lasts 60 seconds, which is usually enough for an entire fight.
Trivializes fights against dark jedi. Not necessary for the final boss, but a fine addition nonetheless.
Self buff for caster only.
Can be picked up as one of the last force powers.