
Force Blader Guide
Force Blader class guide for Cabal Online with recommended builds, combos, BM2 and BM3 advice, buffs, debuffs, and progression notes.
Contents
Overview
Force Blader is a DEX-based melee class that combines sword attacks with strong debuffs.
It is one of CABAL Online's original battle styles, uses a Blade or Katana with an Orb or Crystal, and wears Battle Set armor (medium armor).
Like other force classes, Force Blader has lower raw Attack than a pure sword class, but it gains strong Critical Rate, Critical Damage, and utility bonuses from its class passives and buffs. It lowers enemy defenses, improves party critical damage through Hard Luck, limits movement, and disrupts targets in PvP while still dealing steady melee damage.
Sword Splitter BM3 is the class's main PvE damage mode. Blade Shooter BM2 is mainly used to fill gaps between cooldowns. Most classes stop using BM1 once BM2 is available, but Force Blader is an exception: Force Enchanter BM1 still has niche use in PvP and selected dungeons.
Its solo dungeon speed is usually behind stronger damage-first classes, but its debuffs make it useful in parties and difficult to ignore in PvP.
Stat Distribution
Meet the gear requirements first, then put everything else into DEX. Force Blader commonly leans on DEX for attack rate, defense rate, and evasion after the base STR and INT requirements are met. After Episode 38, Blade and Katana have the same weapon stat requirement, so the choice is less about meeting different weapon stats.
General Passive Skills
For most classes, both Attack passives are the default first picks. Attack Rate passives are usually next because some late-game monsters can have enough Defense Rate to block most of your hits if your Attack Rate is too low.
Force Blader has more base Mana than other sword classes, so depending on your buffs and gear you might be able to skip the Mana Mastery passive.
Recommended Force Blader Passives
Force Blader usually takes both Attack passives, both Attack Rate passives, and two defensive passives. Magic Attack passives are only worth considering if you want to push Force Enchanter BM1 extra stats.
Other Options
These are the remaining alternatives you can choose if you want a different setup than the default recommendation.
Vitality Mastery is usually not recommended. You already gain a lot of HP from other progression systems, so spending a passive slot on flat HP is usually a weak trade compared to damage passives, attack rate, mana coverage, or a defensive passive.
Force Blader Class Passives
These are the class-exclusive passives for this class which you can purchase from any skill instructor. You max them all. Once you start increasing your Overlord Levels, these passive skills will improve even further.
Astral Weapon
This Astral Weapon behaves like a class-specific passive tied to the grade of your secondary Crystal or Orb. It does not need to be learned and it scales up to level 15 from Dragonium-grade gear.
Battle Mode 1
You unlock BM1 early through the rank-up quest line. Force Blader BM1 is Force Enchanter. It gives the normal listed BM1 stats, then adds extra Attack, Defense, HP, MP, Attack Rate, and Defense Rate based on your Magic Attack during Force Enchanter. Read more on the Force Enchanter skill page, or use the Force Blader BM1 Calculator.
Hover skill icons for full stats.
Force Enchanter adds extra stats on top of its listed BM1 bonuses: Magic Cannon scales extra Attack, Stone Cannon scales extra Defense, Aqua Cannon scales extra HP and MP, and Wind Cannon scales extra Attack Rate and Defense Rate. At 7,000 Magic Attack during Force Enchanter, these extra bonuses are Attack +3,547, Defense +2,768, HP +13,170, MP +13,170, Attack Rate +12,499, and Defense Rate +12,499.
Battle Mode 2
You unlock BM2 after completing the level 50 rank-up quest. Force Blader BM2 is Blade Shooter. It gives useful defensive and accuracy stats, but its normal attacks are not a main PvE damage mode. Each normal attack also gains a secondary effect from the active blade buff; see Blade Buff Conditionals below. Prismatic Blade-Cannon is the exception for multi-target burst because its PvE multiplier rises with target count.
Hover skill icons for full stats.
This skill activates BM2. Blade Shooter gives Ignore Accuracy, Ignore Penetration, Critical Damage, and Resist unable to move, but its normal PvE damage and AoE are weaker than the stronger BM2 classes.
This is the usual BM2 repeat point for single-target damage.
Part of the BM2 chain. It has wider area than Attack No. 1 but is not the usual single-target repeat point.
Part of the BM2 chain, but not the usual single-target repeat point.
Part of the BM2 chain. It has wider area than Attack No. 3 but is not the usual single-target repeat point.
BM2 special attack with Down and unusual target-based scaling. It is not part of single-target PvE damage, but it can hit much harder when it connects with several targets, reaching its highest PvE multiplier at 7 or more targets. It is also useful as a PvP opener, finisher, or control skill.
Battle Mode 3
You unlock BM3 at level 130 after completing the BSLV-Up quest. Force Blader BM3 is Sword Splitter. It is the class's main PvE damage mode, with strong base stats, very high Ignore Accuracy, and target-count damage on the attack skills. Split Attack A and B receive a 1.12x PvE multiplier from 1-6 targets, then return to normal damage at 7+ targets.
Hover skill icons for full stats.
This skill activates BM3. Sword Splitter gives the highest Ignore Accuracy of any BM3, plus Ignore Penetration, Critical Damage, and Resist unable to move.
One of the two regular BM3 attacks. Its damage depends on how many targets it hits, so check the Target Damage Multipliers page for the actual values. Its secondary effect depends on your active blade buff: Defense reduction with Fire Blade, Root with Ice Blade, or Silence with Lightning Blade. These blade effects are not active at the same time.
The second regular BM3 attack. Its damage depends on how many targets it hits, so check the Target Damage Multipliers page for the actual values. Its secondary effect depends on your active blade buff: Defense reduction with Fire Blade, Root with Ice Blade, or Silence with Lightning Blade. These blade effects are not active at the same time.
After building the correct A/B sequence, use Specialty 1 to activate the BM3 synergy bonus. Its damage also depends on how many targets it hits, and it bypasses normal evade and block checks, so check the Target Damage Multipliers page for the actual values.
Specialty 2 continues the BM3 finisher chain after Specialty 1 and bypasses normal evade and block checks.
Specialty 3 is the last part of the BM3 finisher chain and bypasses normal evade and block checks.
Force Blader Buffs
These are Force Blader's main self-buffs. Level them and keep the core buffs active.
Hover skill icons for full stats.
Short burst buff with blade-dependent bonuses. Fire Blade adds the Penetration and ignore-resist offense line, Ice Blade adds Maximum DMG Reduction and Resist Skill Amp, and Lightning Blade adds Maximum Evasion and Resist Critical Damage. With Fire Blade, pairing it with Art of Curse can waste part of the Penetration gain if your effective Penetration goes above the target's Defense. See Blade Buff Conditionals below for the full breakdown.
Elemental blade buff that gives Critical Rate, Attack, and Penetration. Only one blade buff can be active at a time, and Fire Blade is usually the default PvE damage choice. During BM3, it also makes Split Attack A and B apply Defense reduction.
Elemental blade buff that gives Critical Rate, Attack, and Accuracy. Only one blade buff can be active at a time, so this is mainly an Accuracy or Silence swap instead of the default damage option. During BM3, it also makes Split Attack A and B apply Silence.
Elemental blade buff that gives Critical Rate, Attack, and DMG Reduction. Only one blade buff can be active at a time, so this is the defensive swap rather than the default damage choice. During BM3, it also makes Split Attack A and B apply Root.
Defensive skill that grants Absolute Evasion for the next 10 incoming hits.
Short offensive burst buff with Critical Rate, Max Critical Rate, Critical Damage, and Ignore Resist stats. It also lowers your Evasion and Defense Rate while active.
Short defensive burst buff with Ignore Accuracy, Resist Critical Rate, DMG Reduction, PvE Ignore Penetration, Cancel Ignore DMG Reduction, and PvE Defense.
Blade Buff Conditionals
Several Force Blader skills change their secondary effect based on the active blade buff. Only one blade buff can be active at a time, so read these as Fire Blade, Ice Blade, or Lightning Blade variants of the same skill.
Hover skill icons for full stats.
Fire Blade adds Defense reduction, Ice Blade applies Root, and Lightning Blade applies Silence.
Fire Blade adds Defense reduction, Ice Blade applies Root, and Lightning Blade applies Silence.
Fire Blade adds Defense reduction, Ice Blade applies Root, and Lightning Blade applies Silence.
Fire Blade adds Defense reduction, Ice Blade applies Root, and Lightning Blade applies Silence.
Fire Blade adds Defense reduction, Ice Blade applies Root, and Lightning Blade applies Silence.
Fire Blade adds Defense reduction, Ice Blade applies Root, and Lightning Blade applies Silence.
Fire Blade adds Defense reduction, Ice Blade adds Attack reduction, and Lightning Blade adds Defense Rate reduction.
Fire Blade adds Defense reduction, Ice Blade adds Attack reduction, and Lightning Blade adds Defense Rate reduction.
Fire Blade adds Defense reduction, Ice Blade adds Attack reduction, and Lightning Blade adds Defense Rate reduction.
Fire Blade adds Defense reduction, Ice Blade adds Attack reduction, and Lightning Blade adds Defense Rate reduction.
Fire Blade adds Defense reduction, Ice Blade adds Attack reduction, and Lightning Blade adds Defense Rate reduction.
Fire Blade adds percentage Defense reduction, Ice Blade adds Attack reduction, and Lightning Blade applies Silence.
Fire Blade adds DMG Reduction reduction, Ice Blade adds Accuracy reduction, and Lightning Blade adds Evasion reduction.
Fire Blade gives Maximum Penetration plus ignore-resist offense, Ice Blade gives Maximum DMG Reduction and Resist Skill Amp, and Lightning Blade gives Maximum Evasion and Resist Critical Damage.
Force Blader Debuffs
Force Blader has debuffs for Defense reduction, critical resistance reduction, movement control, Silence, MP reduction, and area stat reduction.
Hover skill icons for full stats.
Lowers the target's Ignore Penetration.
Lowers the target's Defense Rate and Evasion.
Single-target unmovable debuff.
Lowers Resist Critical Rate and Resist Critical Damage. These reductions can push the target below 0% resistance, which increases the party's effective Critical Rate and Critical Damage against that target.
Long debuff with control-resist reductions and a blade-dependent secondary effect. Fire Blade adds percentage Defense reduction, Ice Blade adds Attack reduction, and Lightning Blade applies Silence. Its Fire Blade Defense reduction is one of Force Blader's strongest party tools, but effective Penetration above the target's Defense is wasted when it is paired with Elemental Enchant.
Reduces the target's maximum MP. Depending on how much MP the target has left, that can make them unable to cast abilities.
Area debuff whose Level Down effect scales temporary reductions to core combat stats. The active blade buff can also add DMG Reduction, Accuracy, or Evasion reduction.
Large-area version of Execration. Applies unmovable in a much wider area.
BM3 Synergies
Force Blader BM3 synergies are triggered by specific A/B attack sequences after Sword Splitter is active. Increase Critical and Chain Pain are the usual damage choices. Share Pain is situational, and Target Disruption trades away Max Critical Rate to lower the target's Attack Rate and Accuracy.
Repeating the same BM3 synergy uses diminishing returns. The first application is x1, the second is x1.5, and the third is x2. Fractional results are rounded down. For example, if you use a +5% Critical Rate synergy twice, you will gain +7% Critical Rate and +10% Critical Rate if you use it three times.
| Synergy | Activation Sequence | Effects |
|---|---|---|
Share PainSituational | → → → | HP-50013sSelf Attack+5% (scaled)13sSelf Defense-5013sOpponent Penetration+2013sSelf |
Increase CriticalRecommended | → → → | Defense-5013sSelf Crit. Rate+15%13sSelf Max Crit. Rate+15%13sSelf Penetration+2013sSelf |
Chain PainRecommended | → → → | Defense-5013sOpponent Defense-4013sSelf Sword Skill Amp.+10%13sSelf Penetration+2013sSelf |
Target DisruptionAvoid | → → → | Attack Rate-100013sOpponent Max Crit. Rate-5%13sSelf Accuracy-50013sOpponent |
Recommended Synergies
These are the default BM3 synergy combos worth repeating when you want reliable bonuses without overthinking the sequence order every pull.
Critical Rate and Amp Combo
Balanced Damage Combo
Combos
Normal-skill combo play is mostly outdated in PvE. These skills are mainly filler between battle mode and debuff windows. Use fast sword skills for single target and wider sword skills when you need AoE.
Gear Cheat Sheet
These are general endgame gear priorities. Your server, episode, and budget can change the right path.
- Main damage rule: when your effective critical rate is already very high, usually around 90% or more, aim for about a 1:2 amp to critical damage ratio.
- Max critical rate slots: suit, gauntlet, and vehicle max critical rate has diminishing returns, so stacking too many is usually inefficient unless you are forcing a very high critical-rate setup.
- All Attack Up epic options: weapon and vehicle epic options that only give All Attack Up are generally not recommended.
- Suit and gauntlets: Master Craft is usually the top choice because the extra max critical rate often beats Dragonium's upgrade advantage.
- Boots: usually go full amp.
- Amulets: use a temporary +3 Amulet of Pain, then aim for Orphidia. Consider Gaia Force when its price fits your budget.
- Rings: progress both lines: Mergaheph → Tyrant → Awakened Tyrant → Dr. Mazel and Killian → Tempus → Muddy Undead → Hekaton. Equip at most one ring from each line. Fill the other two slots with one Critical Ring and one Ring of Luck at whatever grade you can afford.
- Earrings: Vampiric for life steal, Ascending Perius when it is the easier or cheaper useful option, or defensive earrings for survivability.
- Brooch: usually buy it instead of planning around self-farming early. Critical damage is the default best slot and usually the best general varying-stat direction too.
- Bracelets: usually start with Sienna + penetration slot, then move into the best Turmacan you can afford. Penetration is fine there, but All Attack Up is usually the better endgame slot.
- Simple upgrade rule: for Dragonium pieces, Arcana, Carnelian, Talisman, and Belt, buy or upgrade them as high as you can afford. For Epaulet, buy the best tier you can afford.
Equipment
These are examples, not a fixed build. Equipment prices and availability vary by server, episode, and events, while your full build, target, and budget determine which upgrade is worthwhile. Compare options in the Build Planner before spending heavily.
Weapons
Choose whichever weapon tier is available and suits your current build. These are options, not steps you must follow. Every choice depends on your budget, server market, events, overall build, and target.
Main hand: Blade or Katana?
Higher Attack.
Higher Attack Rate.
The Katana’s Attack Rate advantage grows with weapon grade: it is smaller on lower tiers and substantial at Dragonium. Extra rate is unnecessary in most content, but at endgame it can make the Katana the better choice for Attack Rate and Combat Power.
Off hand: Crystal or Orb?
More Attack and higher Attack Rate.
More Magic Attack.
Crystal is the usual choice for its higher Attack and Attack Rate, with the Attack Rate gap strongest at Dragonium. Orb’s extra Magic Attack can slightly improve Force Blader BM1. Crystal needs more DEX on older episodes, but that allocation trade-off disappears on newer episodes. See the Force Enchanter BM1 page.
Demonite/Dragonium: Critical Rate or Critical DMG Epic; Critical Rate or Sword Amp slots. Cheaper non-BiS picks may trade damage for cost.
Meet your Critical Rate target, then use remaining weapon, helmet, and bike slots for damage.
For weapons you plan to keep, aim for +15; upgrade further when it is worth the cost.
Raise Divine and Extreme as your budget allows.
Optional: Mid-Game Weapon
Demonite Weapons+15–+20
Endgame Weapon
Dragonium Weapons+15–+20
Armor
For body armor, hands, and boots, compare Archridium, Sigmetal, Palladium, and Demonite; a well-priced Amp Epic with at least one Amp slot is a good first buy. Around 14%+ combined Amp is a useful benchmark. Compare Amp slots, Extreme and Divine levels, and total cost—higher grade adds defense, not automatic damage. For helmets, lower-grade Amp can be good value; Demonite and Dragonium favor Critical Damage or Critical Rate Epics.
Helmet
Lower-grade option
Choose by price
High-grade option
Demonite Headgear
Endgame
Dragonium Headgear
Body Armor
Endgame · highest damage: Master’s Epic combines All Skill Amp and Max Critical Rate. It is expensive; compare its total cost and damage against Dragonium. Use Max Critical Rate slots only where your build needs them, then fill the rest with Amp.
Endgame · more defense: Dragonium adds defense but loses the Master Epic’s Max Critical Rate. A well-built Palladium piece can deal more damage.
First upgrade
Choose by price
Endgame · highest damage
Palladium Coat · Master’s Epic
Endgame · more defense
Dragonium Coat
Hands
Endgame · highest damage: Master’s Epic combines All Skill Amp and Max Critical Rate. It is expensive; compare its total cost and damage against Dragonium. Use Max Critical Rate slots only where your build needs them, then fill the rest with Amp.
Endgame · more defense: Dragonium adds defense but loses the Master Epic’s Max Critical Rate. A well-built Palladium piece can deal more damage.
First upgrade
Choose by price
Endgame · highest damage
Palladium Gloves · Master’s Epic
Endgame · more defense
Dragonium Gloves
Boots
Endgame: Dragonium is the top-grade target; compare its total Amp upgrades and cost against your current boots.
First upgrade
Choose by price
Endgame
Dragonium Boots
Epaulet
Use the Fighter Epaulet for sword classes and the Sage Epaulet for magic classes. Compare the grade and price against your server market; a higher grade is only worthwhile when its stats justify the cost.
Palladium
Palladium Epaulet of Fighter
Demonite
Demonite Epaulet of Fighter
Dragonium
Dragonium Epaulet of Fighter
Bike
Choose Critical Rate only when your build needs it. Raise Divine and Extreme upgrades as your budget allows; the last levels can be expensive.
Recommended starting point: Compare the Epic roll and price against a Blue Bike. Critical Damage, Critical Rate, and Amp remain useful damage options, while the available values depend on the bike grade.
Buy a Blue Bike only if it is exceptionally cheap; otherwise, start at RW3 or higher. Bikes generally get more expensive at each grade, so move up when the upgrade is worth its cost. Choose slots to fit your build and target.
Budget-only option
Blue Bike
Recommended starting point
RW3
Higher-grade option
PW5
Endgame
QW7
Jewelry
Amulet
Orphidia’s Amulet is the practical target on many servers. Gaia Force is an optional upgrade when it is available at a price that fits your build.
Temporary option: Use +3 as a temporary placeholder until an Orphidia with worthwhile stats is available at a price that fits your server market.
Upgrade: Critical Damage and All Skill Amp are the varying stats to look for. Higher levels and stronger rolls are better when the server market makes them worthwhile.
Endgame: Consider it when the server market and budget justify the price. Higher levels and stronger varying stats are better.
Temporary option
Amulet of Pain
Upgrade
Orphidia’s Amulet
Endgame
Gaia Force Amulet
Rings
Each line is one ring slot: equip at most one ring from each progression. For example, use Tempus or Hekaton, not both.
Mergaheph progression
Killian progression
Fill the other two slots with one Critical Ring and one Ring of Luck. Both range from +1 to +5; higher grades are better, while +5 can be very expensive.
Earrings
A defensive earring and a Vampiric Earring cover different needs; use one of each when sustain matters.
Defensive option: A solid PvE and PvP choice. Buy the highest grade you can afford; +6 and +7 are options if +8 costs too much.
PvE sustain: Keep at least one HP Steal earring for PvE. Buy the highest grade you can afford; +6 is a lower-cost option before +9.
Endgame: Take the highest level your budget supports.
Defensive option
Defensive Earring
PvE sustain
Vampiric Earring
Endgame
Ascending Perius’ Earring
Bracelets
For varying stats, Critical Damage and All Skill Amp are usually better damage choices than Attack. Compare Sienna and Turmacan on your server before buying.
Budget choice: Choose Sienna when it is the better-priced option. Penetration is a strong slot choice.
Alternative upgrade: Use Penetration or PvE All Attack Up in the slot. Choose higher stats when the extra cost is worthwhile.
Budget choice
Sienna Bracelet
Alternative upgrade
Turmacan’s Bracelet
Belt
Upgrade gradually: Sword classes use Fighter Belts; magic classes use Sage Belts. Raise the level as your budget and current build make it worthwhile.
Upgrade gradually
Minesta’s Chaos Fighter Belt
Other Gear
Brooch
Raise as budget allows: Higher grades have stronger stats. Buy the next grade when its cost makes sense for your current stage.
Raise as budget allows
Unique Brooch
Charm
Prioritize Battle Mode Duration Increase; any charm can provide it. Then choose secondary stats for your build. Minesta’s Amethyst also adds Ignore Penetration; upgrade within your budget.
Optional combined charms: Each keeps Ignore Penetration and adds a defensive stat.
Battle Mode Duration
Minesta’s Amethyst CharmUpgrade gradually
Optional combined charms
Choose the secondary stat you need
Carnelian
Upgrade at your pace: Start with the level that fits your budget, then buy higher levels when their stats are worth the price.
Upgrade at your pace
CarnelianUpgrade gradually
Talisman
Upgradeable option: Raise its level when the stat gain is worth the cost.
Upgraded version: This upgrades the Chaos Talisman. Move to it when the stat gain is worth the cost.
Upgradeable option
Chaos TalismanUpgrade gradually
Upgraded version
Chaos Talisman of Destruction
Arcana
There are three Arcana slots. Chaos is the damage choice; Guardian and Laws add defense. Upgrade all three gradually as the stat gains justify their cost.
Damage option
Arcana of ChaosUp to +20
Defensive option
Arcana of GuardianUp to +20
Defensive option
Arcana of LawsUp to +20
Pet
Recommended PvE pet setup. Depending on your server and episode, this may be called the pet system or anima mastery, but the core stat priorities are the same. On newer servers, you can also have the extra 10 Transcendence slots on top of the older 30-slot structure.
Normal (Lv. 1-10)
For PvE, Normal pet slots should usually be Max Critical Rate. This gives the crit setup needed before later pet tiers add stronger damage stats.
Covenant (Lv. 11-20)
Covenant is the clean crit-damage tier. Once the Normal row covers max crit rate, this row is the direct damage follow-up.
Swap every Covenant slot to Ignore Resist Critical Damage when you want this tier to help crack crit-damage resistance instead of stacking more raw crit damage.
Covenant Alternative
Trust (Lv. 21-30)
Penetration is the default here for general PvE. Ignore Resist Critical Rate can be a better option for maximizing DPS against certain ultra late game bosses.
Swap every Trust slot to Ignore Resist Critical Rate when the target has enough critical-rate resistance to make the default penetration stack less valuable.
Trust Alternative
Swap every Trust slot to Ignore Resist Critical Damage when you want this row to help break crit-damage resistance instead of staying on the broader penetration.
Trust Alternative
Transcendence (Episode 39)
Transcendence is the newer pet tier. The default recommendation is full Penetration, which gives +17 Penetration per slot.
Honor Medal
Honor medal recommendation copied into class-guide scope so it can diverge from planner defaults later.
Captain
DEX is the simplest default here. You can also use STR or INT, because those base stats can be compensated in the general stat distribution window. For example, if Captain gives you 40 STR, you can subtract 40 from the minimum STR requirement shown in the stat distribution section.
General
For General, go with Critical Damage. Ignore Resist Critical Damage only starts to matter later against very tanky bosses with high resist stats.
General Alternative
Swap the full General row to Ignore Resist Critical Damage for very late-game bosses with heavy resist stats.
Commander
For Commander, go with All Skill Amp.
Hero
For Hero, go with Penetration. Like General, the resist-ignoring alternative is mainly for very late-game bosses.
Hero Alternative
Swap the full Hero row to Ignore Resist Critical Damage for very late-game bosses. All 10 Hero slots give 7% each.
Legend
For Legend, go with Ignore Resist Critical Damage.
Crests
Formerly this was the costume system. Recommended crest setup for Force Blader.
Crest of Life
Keep the regular slots on Max Critical Rate and use All Skill Amp on the epic option. Penetration and Critical Damage are also good epic alternatives.
Penetration Alternative: Use this when you want a stronger penetration-focused Crest of Life epic instead of the default All Skill Amp setup.
Critical Damage Alternative: Use this when Critical Damage fits your current ratio and you do not need the default All Skill Amp epic.
Recommended
Penetration Alternative
Critical Damage Alternative
Crest of Earth
Use Ignore Resist Critical Rate on the regular slots for endgame bosses. Full Critical Damage at 3% per slot or full Penetration are also viable alternatives. For the epic option, All Attack Up is the default best pick, and Ignore Resist Skill Amp is also a strong endgame-boss alternative.
Crest of Earth Alternative: Use this version when endgame bosses make Ignore Resist Skill Amp more valuable than the default All Attack Up epic option.
Recommended
Crest of Earth Alternative
Crest of Sky
Use Penetration on the regular slots and Critical Damage on the epic option.
Recommended
Stellar Link
Recommended Stellar Link setup for Force Blader. This setup is currently the same for every class.
You gain these extra line bonuses when every node in the respective line shares the same color. For PvE, it is fine to start by settling for any Emptiness color in Lines 1, 3, and 5 because the reward for completing those lines is large, while Lines 2 and 4 mainly give PvP-oriented stats.
Myth Level
This is a recommended Myth Level for Force Blader. The priority is getting the correct node stats first. Rank is secondary, and this setup is currently the same for every class.
Treat this as a BIS-node guide, not a holy-power race. Lock in the stats you want first, then reroll those nodes for higher tiers. For full details, see the Myth Level Data page or plan a build in the Myth Level Planner.