Favorite skills
- fable
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Favorite skills
Skills you like for your character; skill combinations that make sense, in your opinion. State them or die.
(Sorry. LucasArts is influencing me with the dark side of the Force.)
(Sorry. LucasArts is influencing me with the dark side of the Force.)
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
If you want to be an extremely powerful melee character, master duel-wield and all three toughnesses are the way to go. Master Flurry and Master Speed are good choices as well.
Light side powers you want are Cure/Heal to cut down on medpac use, stun/disable/destroy droid for the times you encounter droids you can't melee or are protected by shields (if a party member has this skill you can skip it, most of the jedi you encounter do). The Protection and Valor skills are handy, but again, most jedi will already have them which lets you focus on other skills.
The dark side powers I don't have too much experience with yet, but they're mostly direct damage/attribute affecting. Wound is extremely handy, because not only does it damage a target, it also stuns them. You'll want Drain Life for a good damage/healing ability.
Good neutral force abilities are Master Speed (if you melee) and Dominate Mind for persuasion. You'll probably also want one of the Throw Lightsaber or Push skills.
Just my opinions.
Light side powers you want are Cure/Heal to cut down on medpac use, stun/disable/destroy droid for the times you encounter droids you can't melee or are protected by shields (if a party member has this skill you can skip it, most of the jedi you encounter do). The Protection and Valor skills are handy, but again, most jedi will already have them which lets you focus on other skills.
The dark side powers I don't have too much experience with yet, but they're mostly direct damage/attribute affecting. Wound is extremely handy, because not only does it damage a target, it also stuns them. You'll want Drain Life for a good damage/healing ability.
Good neutral force abilities are Master Speed (if you melee) and Dominate Mind for persuasion. You'll probably also want one of the Throw Lightsaber or Push skills.
Just my opinions.
"Game Balance" is getting all players to complain equally.
Seems like you can get by the whole game without skills, computer use and security are helpful but I dont think you really need them much. I rarely use any feats but I like to pick the ones that are automatic such as weapons proficiency, 2-weapon fighting, force jump and cure/heal with 2 jedis means I never use medpacs anymore. So Feats over Skills easily.
- fable
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Oh, I'm not looking for suggestions for any "optimal" path, just how people feel about various skills, for sheer fun. Which are the most enjoyable, for instance?
Btw, if you hew a path of moral ambiguity, can you use light and dark Jedi powers equally? And assuming that's the case, does the power of the use increase if you concentrate on one side of the moral dilemna over time?
Btw, if you hew a path of moral ambiguity, can you use light and dark Jedi powers equally? And assuming that's the case, does the power of the use increase if you concentrate on one side of the moral dilemna over time?
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
Duel wielding lightsabers looks really, really nice.
I could be wrong about this, but I think the only thing that changes depending on your alignment is the force (mana) cost of the skill you're trying to use. In other words, trying to use Cure as a dark jedi is going to cost a lot, but you can still do it providing you have points spent in the skill.
I could be wrong about this, but I think the only thing that changes depending on your alignment is the force (mana) cost of the skill you're trying to use. In other words, trying to use Cure as a dark jedi is going to cost a lot, but you can still do it providing you have points spent in the skill.
"Game Balance" is getting all players to complain equally.
- Ned Flanders
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It seems the further down the light or dark side of the force you go, so increases the point bonus for using powers. For instance, wound cost X points. If you're a slightly dark jedi, you might get a bonus of 1 or 2 points off of X. If you're seething with the dark side of the force, the bonus you receive should increase. That said, light side force power will now cost more than their default to cast.
The only skill I think is of importance is persuade, simply because it is supposed to open more conversation options. I'm still on my first run of the game and my character is a witless tank jiving on the dark side of the force. He only receives one skill point per level and early on I dumped most into the healing skill.
Otherwise, skill point deployment is fairly linear and doesn't have great affect on the game experience.
Most of the feats are fairly useless as well. Necrotaur summed up the real good ones. Why wouldn't you want everyone dual wielding. The power attack and power blast are worthless compared to the critical strike/sniper shot and rapid shot/flurry feats. On top of that I think the critical strike/sniper shot pale in comparison to the rapid shot/flurry feats.
Perhaps if one were to solo through the game, it would provide more of a challenge when selecting skills, feats, and force powers.
The only skill I think is of importance is persuade, simply because it is supposed to open more conversation options. I'm still on my first run of the game and my character is a witless tank jiving on the dark side of the force. He only receives one skill point per level and early on I dumped most into the healing skill.
Otherwise, skill point deployment is fairly linear and doesn't have great affect on the game experience.
Most of the feats are fairly useless as well. Necrotaur summed up the real good ones. Why wouldn't you want everyone dual wielding. The power attack and power blast are worthless compared to the critical strike/sniper shot and rapid shot/flurry feats. On top of that I think the critical strike/sniper shot pale in comparison to the rapid shot/flurry feats.
Perhaps if one were to solo through the game, it would provide more of a challenge when selecting skills, feats, and force powers.
Crush enemies, see them driven before you, and hear the lamentations of the women.
- fable
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That's too bad, but understandable, I guess. It would have been nice if more of the feats could have come in handy, though. This was one thing I really liked about Troika's Fallout series: just about every feat they offered was worth it for a certain configuration of character. Sure, some were better than others if you were playing a power character, but I never did that, so the experience was far from linear and arguably a lot more fun.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
Since there are parts of the game where you are forced to solo, I highly recommend having at least one point in each skill if you are not playing a fighter. But for all classes, you should consentrate on computer skills and treat injury so you can save force points for other powers.
Also if not playing a fighter character, I advise spending points on persuade, very helpful, or if using points for other skills, have the feat empathy (which helps with treat injury) and the force power affect mind. You don't have to advance them to the max, but just enough to give you bonuses.
Also for non-fighter characters, master dueling will give you + 3 to attack and +3 to defence, very helpful if you are not wearing armour and don't have alot of hit points.
Also if not playing a fighter character, I advise spending points on persuade, very helpful, or if using points for other skills, have the feat empathy (which helps with treat injury) and the force power affect mind. You don't have to advance them to the max, but just enough to give you bonuses.
Also for non-fighter characters, master dueling will give you + 3 to attack and +3 to defence, very helpful if you are not wearing armour and don't have alot of hit points.
sleep takes a vacation when baby is in the house.
- gomichigan24
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Originally posted by Ned Flanders
Why wouldn't you want everyone dual wielding. The power attack and power blast are worthless compared to the critical strike/sniper shot and rapid shot/flurry feats. On top of that I think the critical strike/sniper shot pale in comparison to the rapid shot/flurry feats.
Why is flurry better then power attack? My friend claims power attack is better, here is the example he showed me:
Normal
4 attacks of 30 dmg = 120
Power Attack
4 attacks of 40 dmg = 160
Flurry
5 attacks of 30 dmg = 150
Power Attack > Flurry
Another person also came up with a similar conclusion in gamebanshee’s Strategy Guides > Choosing Feats > Flurry vs. Power Attack. URL:http://www.gamebanshee.com/starwarskoto ... gfeats.php
I wasn't really convinced of his reasoning myself, but I thought I might share it.
There are only a handful of skills worth even bothering with for your character.
Persuade - the biggy. Numerous quests in the game can only be solved properly with the use of a very high persuade skill. Nope, not even affect mind will get you through all of these. All of these are sidequests, though. (The Sandral/Mataele feud comes immediately to mind).
Repair - yeah, it's nearly pointless. Except for HK-47. HK-47 can be "upgraded" four times with the player's (and only the player's) repair skill. This is really an annoyance; if you have someone else in the party with a 20 in repair, why can't they be the ones to dig around in HK's circuits? Unfortunately, the game is unreasonable on this point
Treat Wound - useful in the early part of the game, before you get cure/heal/drain life.
Stealth - personally, no, I don't think it's worth it. The whole mucking about in solo mode makes it more hassle then it's worth IMO.
Security is pointless -- there isn't a lock in the game that can be picked that can't be bashed. Computer use, awareness and demolitions are all better off left in the hands of NPCs, and for those handful of times when you personally have to handle those jobs, there are skill boosting items for all three of these skills.
Persuade - the biggy. Numerous quests in the game can only be solved properly with the use of a very high persuade skill. Nope, not even affect mind will get you through all of these. All of these are sidequests, though. (The Sandral/Mataele feud comes immediately to mind).
Repair - yeah, it's nearly pointless. Except for HK-47. HK-47 can be "upgraded" four times with the player's (and only the player's) repair skill. This is really an annoyance; if you have someone else in the party with a 20 in repair, why can't they be the ones to dig around in HK's circuits? Unfortunately, the game is unreasonable on this point
Treat Wound - useful in the early part of the game, before you get cure/heal/drain life.
Stealth - personally, no, I don't think it's worth it. The whole mucking about in solo mode makes it more hassle then it's worth IMO.
Security is pointless -- there isn't a lock in the game that can be picked that can't be bashed. Computer use, awareness and demolitions are all better off left in the hands of NPCs, and for those handful of times when you personally have to handle those jobs, there are skill boosting items for all three of these skills.