The Force Tank specializes in fighting at the front, absorbing attacks and using Force powers to buff or heal themselves. They are indomitable on the field of battle, shrugging off all but the most grievous blows with ease. While their knowledge of the Force's intricacies are limited compared to their peers, what they have mastered is more than enough to overcome anything their enemies could throw at them. A good build for prospective Jedi Guardians and Sith Juggernauts.
This build excels at front line combat by using Heavy Armor, self buffs, and limited self healing to sustain themselves. Their damage output is slow but constant, which makes them a prime focus for buffs and healing in both PvE and PvP. Outside group combat, they make excellent solo grinders, with their defenses and high carry weight allowing them to trek into dangerous areas alone and emerge with a plethora of rare resources. However, they lack utility, as their stats make them mediocre pilots, healers, engineers, agriculturalists, and settlement leaders.
Optional: Increase your defensive capability by choosing a class with a +1 bonus to Vitality, which will allow you to reach the current maximum of 30 Vitality if a Standard character applies a Vitality stim to you. This will provide an additional 40 HP when stimmed, compared to characters with only 26 Vitality, for a total of 670 HP before gear bonuses.
Characters start with a base attribute score of 10 in all fields, before racial modifiers.
You have 15 points to spend on these attributes at character creation (at most +6 in a single attribute from this pool). Your cap for each attribute is your starting score + 10. The table below is an example spread for this build; changing it may affect viability. See the character creation guide for how attributes interact with skills.
You can earn up to 35 additional ability points from skill ranks (one AP per 10 ranks toward the 350 skill cap).
| STAT | SHORT | BASE | Assigned at Creation | Starting Attribute Score | Spent AP | Final Attribute Score | CAP (Starting + 10) |
| Might | MGT | 10 | +4 | 14 | +10 | 24 | 24 |
| Perception | PER | 10 | +4 | 14 | +10 | 24 | 24 |
| Vitality | VIT | 10 | +6 | 16 | +10 | 26 | 26 |
| Agility | AGI | 10 | 10 | 10 | 20 | ||
| Willpower | WIL | 10 | +1 | 11 | +5 | 16 | 21 |
| Social | SOC | 10 | 10 | 10 | 20 |
| SKILL | RANKS | PRIMARY STAT | SECONDARY STAT | NOTES |
| Weapon | 50 | X | X | Works with Doublehand, Dual Wield, or Two-Handed (Saberstaff) |
| Armor | 50 | VIT | X | Heavy Armor |
| Force | 50 | WIL | X | |
| Gathering | 50 | MGT | X | Can safely be reduced to 40 if you want SP elsewhere |
| Crafting Skill | 50 | X | X | Choice of Smithery or Fabrication |
| Martial Arts | 15 | X | X | Access to Knockdown (Cross-Skill Perk) |
| Unallocated | 85 | X | X |
Possible choices for the unallocated points include, but are not limited to:
Fabrication/Smithery (Whichever you didn't take)
First Aid
Piloting
Smithery is a common pick for a crafting skill if you want weapons and armor recipes. Engineering and Agriculture are optional depending on what you want to make. Enhancement application does not depend on Agility or Social. Leadership can be used for the Guild Relations perk and then refunded once your rank in your chosen guild is capped.
Pick the relevant Proficiency, Mastery and Weapon Ability Perks for your chosen weapon. Make sure to also check the “general” section of your specific weapon group.
In the Armor tree, pick up all the general proficiencies (including Provoke) and Heavy Armor (See gearing section for more information).
The Strong Style perk (found in the General section of your weapon group) is necessary for this build. Take it, and make sure it is always on.
Chi - A Martial Arts ability which provides a small amount of healing.
Force Valor/Force Rage - Force Valor and Force Rage are mutually exclusive powers, meaning you can only take one or the other. Force Valor is recommended for tank builds, even if your character is a Sith. However, if you find you need to hit harder rather than take a hit, Force Rage is still a viable choice.
Benevolence - A powerful healing Force Power. Very useful for your sustainability.
Force Stun - Even if the ability is resisted, your targets' AB will be lowered, causing them to deal less damage when they hit you.
Any weapon in the One Handed tree (as well as Lightsabers) can either be Dual-Wielded, or use the Doublehand perk to increase weapon damage when your off-hand is empty. Doublehand will be more effective against enemies with high Evasion (due to Dual-Wielding's Accuracy penalty) and Dual Wielding will be more effective against enemies with low Evasion.
Always use Heavy Armor with a tank build. Your accessories should focus on HP or Physical Defense depending on your preferred playstyle. Characters who adventure alone should focus on Physical Defense. Characters who engage in PvP often should focus on HP. Characters who fight with a group should continue to take one of each.
Note: If you find yourself running out of Stamina too early in a fight, swap your Chest and Head pieces (and perks) for Light Armor, while keeping the rest of your armor and accessories Heavy.
(Tier 4)*
| SLOT | NAME | TYPE | MOD 1 | MOD 2 | NOTES |
| Chest | Argos/Survival | Heavy/Light | HP | Phys Def | +10 STM, +3 Regen with Survival |
| Helmet | Argos/Survival | Heavy/Light | HP | Phys Def | +5 STM, +2 Regen with Survival |
| Boots | Argos | Heavy | HP | Phys Def | |
| Gloves | Argos | Heavy | HP | Phys Def | |
| Ring 1 | Argos | Heavy | HP/Phys Def | HP/Phys Def | |
| Ring 2 | Argos | Heavy | HP/Phys Def | HP/Phys Def | |
| Amulet | Argos | Heavy | HP/Phys Def | HP/Phys Def | |
| Belt | Argos | Heavy | HP/Phys Def | HP/Phys Def | |
| Cape | Argos | Heavy | HP/Phys Def | HP/Phys Def |
*Upgrade to Tier 5 when able, but Tier 4 is currently the easiest to construct.
Lightsabers are currently granted by DMs as a reward for character advancement. Training Sabers, however, are craftable using Smithery. The advice in this section applies to both.
Do not mix and match enhancements on your weapons. Always apply two of the same enhancement for the greatest benefit.
Attack x2 is the most useful option for this build if using Doublehand of Two-Handed.
If you are Dual-Wielding, considering applying Elemental Damage to your off-hand weapon. The damage will scale, and the vast majority of players/enemies/NPCs do not have high Elemental Defense compared to their Physical and Force Defense.
If you are more interested in surviving than dealing damage, consider reducing your Might and Perception and adding attribute points into Willpower. This will decrease your melee damage potential, but increase your FP pool and Force Defense, allowing you to utilize Force Body more effectively to sustain yourself and more easily resist Force powers.
| STAT | SHORT | BASE | Assigned at Creation | Starting Attribute Score | Spent AP | Final Attribute Score | CAP (Starting + 10) |
| Might | MGT | 10 | +4 | 12 | +8 | 22 | 24 |
| Perception | PER | 10 | +4 | 12 | +8 | 22 | 24 |
| Vitality | VIT | 10 | +6 | 16 | +10 | 26 | 26 |
| Agility | AGI | 10 | 10 | 10 | 20 | ||
| Willpower | WIL | 10 | +1 | 11 | +9 | 20 | 21 |
| Social | SOC | 10 | 10 | 10 | 20 |
Last updated and checked for viability by Author: July 30, 2022
Build Author: Endrak