The Jedi Knight serves at the forefront of republic battlefields the galaxy over. As the toughest and most powerful warriors the republic has to offer they are often looked upon by the other troops as role models and leaders. As true as the hype may be, Jedi Knights do have their weaknesses and this is where their trusty loyal companions come in. Depending on the situation the right companion for the job will change, but as a melee brawler class the safe bet will be to go with one that complements this style, such as a healer or ranged DPS. Ultimately the choice is up to you and you may find yourself drawn to a certain companion not because of their utility but because you enjoy having them around.
Companions provide many benefits for all classes in The Old Republic. Their primary function for most players is their role in combat. The galaxy is a harsh place, and the Jedi Knight can’t bring peace to the galaxy all by himself. So what better way to ensure success than by having someone fight alongside you? Some companions can put out a tremendous amount of damage, helping players defeat their enemies more quickly. Other companions are extremely useful by taking aggro off the Jedi Knight and focusing the enemy's attention onto themselves. Companions can also go on missions for you to retrieve crafting materials or gifts. The best benefit of companions is that it allows the Jedi Knight to not waste time. Companions save time in two ways: by selling grey items from your inventory, so you don't have to travel back to town to find a vendor and by crafting items while you're out pushing the light side of the force. If you're feeling lonely, companions provide some interaction while onboard your personal ship. Some companions can also become romantically involved with the Jedi Knight, although it is frowned upon by the order.
As the Jedi Knight travels through the galaxy, he'll gather five companions as he levels. Each of these companions will be found on different worlds and will be equipped. However, you should make sure that each companion has the best up-to-date gear so they'll be better able to aid you in defense of the Republic. You don't want your companion to have some ancient blaster pistol or armor that not even a jawa would bother to scavenge while looking at the business end of a red light saber. Companions do not normally come equipped with ear pieces, helmets, or implants, so grab them as soon as possible.
Jedi Knights can only have one active companion with them, just like every other class in The Old Republic. The remainder of your companions will stay onboard your ship, presumably keeping themselves occupied with mindless busy work. Companions do not accompany players into warzones and will "desummon" if a group has more than three players as that companions count towards the cap limit of a party.
Tip: Don’t be afraid to hit ESC to leave a conversation if you’re making choices that anger your companion. If you’re willing to redo the conversation a few times, you can maximize your companion’s affection potential from that conversation.
The first companion you will run across is the spunky little astromech droid T7-01. You’ll find him fairly early on in your leveling process on the new Jedi homeworld of Tython. While he may look like a run of the mill astromech unit, this little guy hasn’t had his scheduled memory wipe in over 200 years giving him a wealth of knowledge and experience in everything from ship repair to blaster combat.
T7-01’s strongest personality trait is his fierce loyalty to those he perceives as friends. If you’re lucky enough to be one of these people, T7 will not hesitate to jump in the line of fire to protect you and draw the enemies attention away. Luckily he’s also equipped with some fairly heavy metal plating meaning he won’t get blasted to bits when he does this.
Main Weapon: Blaster Pistol/Rifle
Main Attribute: Aim
Crew Skills: +10 Bioanalysis Efficency, +2 Slicing Critical
The second companion the Jedi Knight will receive joins the team on the planet Coruscant. Kira Carsen is a fellow Jedi with a bit of a wild streak. Recruited at an advanced age in Jedi standards, she has a lifetimes worth of street sense and approaches situations with caution and suspicion. She is also one of the Jedi Knights romance options but beware, the order does not approve of Jedi having relationships especially with fellow Jedi.
An up and close fighter akin to the Jedi Shadow, Kira can use her stealth ability and dual bladed lightsabre to sneak up and deal devastating damage to enemies. However, her light armor doesn’t allow her to hang around in the thick of it for long so be sure to take out the bad guys quickly.
Main Weapon: Lightsabre, Dual Bladed Lightsabre
Main Attribute: Willpower
Crew Skills: +5 Critical Synthweaving, +1 Treasure Hunting Critical
A dam good doctor who isn’t shy about letting you know how good he is, the Doc is a master at treating patients in the heat of battle. While his boastful tendencies do rub many people the wrong way, the fact is he’s telling the truth and can patch a blaster wound faster than a jedi can draw a their light sabre.
Taking up the class role of a scoundrel, Doc can be used as an up close damage dealer or as a healer. The jedi knight being the melee brawler that he is your best bet would be to let the Doc do what he does best, keeping your health topped up while you make mince meat out of those dastardly sith.
Main Weapon: Blaster
Main Attribute: Cunning
Crew Skills: +5 Underworld Trading Efficiency, +5 Critical Biochem
A reckless commander than frequently puts the success of the mission over the lives of his men, Sergeant Rusk has reaches a sort of plateau in his military career. Currently serving on Hoth, you’ll find him more than eager to join up with your crew as he will never pass on a chance to take out some Imperials.
Rusk is a ranged damage dealer with the capacity to take a few hits. If you choose to roll as a Guardian he can help increase your DPS output. As a Sentinel however you’ll want to go with either a tankier companion or the Doc to increase your survivability.
Main Weapon: Blaster Cannon
Main Attribute: Aim
Crew Skills: +10 Armstech Efficiency, +10 Scavenging Efficiency
Probably the strangest of any classes’ companions is Lord Scourge. The former executioner of the emperor himself, Scourge has taken out hundreds of Jedi and even more of his fellow Sith. While he may not seem like the type to accompany a Jedi Knight on a quest of peace, he can actually prove to be quite useful and morbidly entertaining in many situations.
A melee tank, Lord Scourge wears heavy armor and wields a single lightsabre when jumping into battle. He specializes in taking the heat off of you so be sure you’re specced for damage as although he can take a beating, even the emperors wrath has a limited amount of HP. If you’ve rolled a guardian you may want to pass on Scourge as he is basically a carbon copy of yourself.
Main Weapon: Lightsabre
Main Attribute: Strength
Crew Skills: +10 Artifice Efficiency, +10 Archeology Efficiency
Now that you have a complete guide to the Jedi Knight’s companions in The Old Republic, your Jedi Knight will now have the knowledge to easily defend the Republic and cast out the Empire. Each companion has different strengths and it's up to you to decide which one to accompany you. Although there are romance options available to the Knight you’ll have to decide whether ignoring the Jedi Code is worth a fling in the sack.