I normally change my builds very rapidly to counter what the enemy team is running or to compliment my teammate's abilities better, but when I'm just joining I mainly run this build
Main Jedi Build
Jump 2
Push 3
Pull 2
Sense 1
Speed 1
MindTrick 2
Yellow Style
Defense 2
Force Block 2 OR Force Block 1 + Deflect 2
-I rarely run anything higher than sense 1 because I can normally pick out classes by sound alone or by remembering positions as I move around the map.
-Push 3 is used as expected
-I like running Pull 2 because its a spammy ability, and against classes like Mandalorian and BH, you can take their strongest weapon from them without them realizing it.
-I run speed 1 in every single Jedi build I play with because its by far the strongest Jedi ability in my opinion if you know how to use it correctly.
-Mind trick 2 because 2.5 seconds of invisibility around a corner, through a door, off a wallrun, or with speed can guarantee a kill on their best player if you know when to use it, AND its the safest tool to counter Grip, because you don't need to aim a push or a pull, you can just MT and get out of the grip and become invisible to the sith
-Defense 2 so I can block blasters and sabers with no drawbacks
-I normally run FB2 as a default on all my builds, but if ever the enemy team has gunners who don't let go of the shoot button, I'll grab deflect 2 with FB 1
If I'm fighting a lot more gunners or a droideka, I'll run
Jump 3
Push 2
Pull 2
Sense 1
Speed 3
MindTrick 3
Yellow
Defense 1
Force Block 2
-Jump 3/Speed 3 so that I can maximize my mobility with low FP costs, and so I can use the speedlunge, When I'm fighting droideka's who run Discharge, I tend to run speedlunge and Mindtrick so that I can speedlunge the droideka while invisible.
-Mindtrick 3 lets me go for the most important kills with the most time, and I like to run in with MT, Kill the most important player, then instantly turn on MT again to get out safely.
-Push 2 so I can redirect explosives
-Pull 2 so I can still pull the weapons from enemies to save my own skin
-Defense 1 because I'm not planning on sitting out in the open all that much, so FP drains arent a crazy big deal to me, and I can still outduel most players with low defense.
-Force Block 2 by default
If I need to, I'll drop MT 3 for MT 2 + push 3 or pull 3, And I might drop pull 2 for pull 0 + FB 3, Or drop Pull 2 And MT 3 for MT 2 + Defense 2 + Deflect 1, It all depends on the enemy team comp I'm fighting.
Main Sith Build
Jump 3
Push 3
Sense 1
Grip 1
Lightning 2
Yellow
Defense 2
Force Block 2
I don't like playing sith as much as Jedi because it lacks a lot of mobility that Jedi has so I normally try to be less aggressive as sith and more support orientated.
-Jump 3 is so I can outmaneuver the inevitable Jedi spam
-Push 3 for Push 3 things
-Sense 1 by default
-Grip 1 I like running grip 1 so that I can use it to pressure Jedi's with low FP, if I manage to use it fully on a Jedi to turn off the saber, I'll immediately go for a swing or a jump kick so that they cant counter Push, I'll also use grip 1 on gunners to scare them into running so that I can immediately push them.
-Lightning 2 so that I can land safely against gunners like P3 Hero and Clones with blobs, since jumping against them tends to give them a free shot/blob when I land, I'll tend to land with a small burst of lightning so they can't shoot/blob me as easily, I'll also use it on gunners whenever I have teammates to shoot them while they are stunned
-Defense and Force block 2 by default.
If ever the enemy team is sticking in groups or there's a gunner that I can't reliably saber, I'll swap to lightning push (if you press lightning for a split second with your saber out, then swap to melee and hold lightning, you can do a full 2 handed lightning burst without draining the 20 fp at the very start from a push, gives you like 2 extra seconds of lightning)
Jump 2
Push 3
Sense 1
Lightning 3
Yellow
Defense 2
Force Block 1
Deflect 1
Pls make grip require less than 70 FP to use tho, If you get shot 2-3 times by a P3, you just can't use it anymore. It requires 70 FP to use, then drains 30 when you land it, bad ability against anyone who can aim imo.