How about Soldier/Consular?
How about Soldier/Consular?
I´ve thought about starting the game again with a combination I haven´t seen in any post yet: Soldier/Consular.
Do you guys think its a good combo? I´m gonna try it anyway, I think it´s cool because it can give you a combatant´s base with great feat progression at the beginning and then a good force mastery.
What´s your opinion??
Do you guys think its a good combo? I´m gonna try it anyway, I think it´s cool because it can give you a combatant´s base with great feat progression at the beginning and then a good force mastery.
What´s your opinion??
There is no emotion, there is peace.
There is no death, there is the Force.
There is no death, there is the Force.
Hmmm, ya I'll give my opinion. Lets see soldier/guardian huh? Well the thing about the consular is you want wisdom and charisma to be some of your main point goers I can't remember what my points were in wisdom on my consular I think it was like in the 20s so the consular isn't really made for the soldier, but you can try it. I'm sure it would be very interesting because the soldier is made for awareness and treat injury, but the consular isn't so your kind of mixing an odd pair.
But...I think it would be worth a shot. You never know if its going to be a good mix till you try it. But I would advise trying the main mixes first like soldier/guardian and scoundrel/consular before you mix because then you have experience on what to get considering feats and points for each one and then you could probably even it out for a soldier/consular. So my opinion is go for it!!! It's worth a shot.
But...I think it would be worth a shot. You never know if its going to be a good mix till you try it. But I would advise trying the main mixes first like soldier/guardian and scoundrel/consular before you mix because then you have experience on what to get considering feats and points for each one and then you could probably even it out for a soldier/consular. So my opinion is go for it!!! It's worth a shot.
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Well, the idea is to make a Consular that can rely also on melee, so he doesn´t need to stay at a second line just casting spells.
The stats would be like this:
Str: 12
Dex: 14
Con: 10
Int: 10
Wis: 14
Cha: 14
*Stats to be raised: Dex Char and Wis in that order.
The aim is to get until level 6 and then turn to Consular (saving levels accordingly)
*Feats:
level2-Flurry#1
level3-Two-Weapon#1
level4-CriticalStrike#1
level5-Flurry#2
level6-Two-Weapon#2
--Turn to Consular--
level7-CriticalStrike#2
level8-No feats available
level9-Two-Weapon#3
This way you start as Jedi mastering two-weapon and critical strike, and can do Flurry on a -2 to DEF mod.
*Powers:
level7(1st level as Jedi)-Burst of Speed
level8-Knight Speed <-- Grants you 1 xtra attack
level9(this time you get 2 powers)-Push and Whirlwind
From this on, you get an extra attack and can deal with groups using Whirlwind(which i think is far better than the Stun tree). The extra attack, in addition with flurry should make a good melee performance, and have available a 13-to-20 critical threat anytime you require.(critical mastery with a 19-20 weapon)
From here you can specialize on thos force powers you like more, I personally sugegest finishing the Force Wave tree and get to Dominate Mind as soon as possible.
BTW, I heard your Lightsaber stats depend on Reflex and not on Fortitude, that´s why I prefer to level up DEX instead of STR
OK now´s your turn... do you like the idea? What do you think is wrong or could be improved?
(Oh, as for the roleplaying, you could explain that the soldier , when gets to Jedi, realizes of the serenity and peace of the force and decides to go into peaceful and diplomatic ways. )
The stats would be like this:
Str: 12
Dex: 14
Con: 10
Int: 10
Wis: 14
Cha: 14
*Stats to be raised: Dex Char and Wis in that order.
The aim is to get until level 6 and then turn to Consular (saving levels accordingly)
*Feats:
level2-Flurry#1
level3-Two-Weapon#1
level4-CriticalStrike#1
level5-Flurry#2
level6-Two-Weapon#2
--Turn to Consular--
level7-CriticalStrike#2
level8-No feats available
level9-Two-Weapon#3
This way you start as Jedi mastering two-weapon and critical strike, and can do Flurry on a -2 to DEF mod.
*Powers:
level7(1st level as Jedi)-Burst of Speed
level8-Knight Speed <-- Grants you 1 xtra attack
level9(this time you get 2 powers)-Push and Whirlwind
From this on, you get an extra attack and can deal with groups using Whirlwind(which i think is far better than the Stun tree). The extra attack, in addition with flurry should make a good melee performance, and have available a 13-to-20 critical threat anytime you require.(critical mastery with a 19-20 weapon)
From here you can specialize on thos force powers you like more, I personally sugegest finishing the Force Wave tree and get to Dominate Mind as soon as possible.
BTW, I heard your Lightsaber stats depend on Reflex and not on Fortitude, that´s why I prefer to level up DEX instead of STR
OK now´s your turn... do you like the idea? What do you think is wrong or could be improved?
(Oh, as for the roleplaying, you could explain that the soldier , when gets to Jedi, realizes of the serenity and peace of the force and decides to go into peaceful and diplomatic ways. )
There is no emotion, there is peace.
There is no death, there is the Force.
There is no death, there is the Force.
It is doable but you may prefer to concentrate on one attack tree instead of two (flurry OR critical strike). You can only use one or the other in any given round anyway and once you turn consular your feat progression slows remarkably. Critical strike I like to employ to stun enemies but strength dictates the DC of the stun so I don't bother with critical strike for my low strength consular. Nice to do double damage when it connects though . Power attack is also not recommended for builds that already sacrifice attack bonus to be powerful. So I would almost always opt for Flurry, at least Improved (maybe not Master) Flurry.
Your total to hit chance with a lightsaber is dicated by EITHER strength OR dexterity whichever is higher but strength means additional damage.
Force wave is one of the best trees to get for any class but more so for Guardians so they can use force jump on knocked back enemies. If you don't want to run up to enemies knocked a distance away then you may want to try one of the other trees. It has been stated that Stasis Field is not considered mind affecting so ignores immunities to mind affects and can still Slow enemies on a successful save but does not work on droids.
Your total to hit chance with a lightsaber is dicated by EITHER strength OR dexterity whichever is higher but strength means additional damage.
Force wave is one of the best trees to get for any class but more so for Guardians so they can use force jump on knocked back enemies. If you don't want to run up to enemies knocked a distance away then you may want to try one of the other trees. It has been stated that Stasis Field is not considered mind affecting so ignores immunities to mind affects and can still Slow enemies on a successful save but does not work on droids.
Life is an adventure
Hmmm well since you are a soldier I would advise you to concentrate more on your strength then dexterity, dexterity is more of a scoundrel trait, but a soldier also needs dex but I think you need to concentrate more on strength. Plus you wanted to be a consular that was quite good with a lightsaber and strength is essential to giving blows of high damage. Then also like Jeremiah said concentrate on one attack critical hit or flurry not both, but I've had them both before improved flurry and master critical strike at the same time. And it is helpful sometimes my critical hit I kept on using over and over again, but after the first time the droid kept on blocking it so I would do an improved flurry which it wasn't expecting and that would do a little damage then I would hit it again with master critical hit which did a whole ton of damage. So I don't know if this was because of my stats, but it helped every now and then. Even though I still advise you that you concentrate on one attack. Then the force wave and dominate mind trees are good to go with as well as even though you say you don't like the stun tree it is very helpful in a room with lots of enemies if you get stasis field then you freeze them and hack them down. Hmm and I think thats about all I can suggest this is a hard build for me think about because I keep thinking consular go for wisdom, charisma, and intelligence, but your a soldier too so you need strength, constitution, and dexterity. So with those stats that you have it looks good to me, but it all depends on what build you want to take more of the soldier or the consular and then depending on what you concentrate more on thats where your stat points should mainly go. But it looks good.
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- Joshua Randall
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May as well go Int 8 to free up a couple of points... the only skills you care about are Treat Injury and (maybe) Persuade, anyway.
I would ditch Flurry and pick up Implant feats instead. Implant 2 can give you the Retinal Combat Implant (immune crits, +1 attack) or the Nerve Enhancement Package (immune mind-aff). You can buy both of these on Taris, and they're both useful: the former against tough melee foes and the latter against Jedi. Avoiding crits can save you a lot of damage... there's definitely something satisfying about checking the feedback screen and seeing [Your character name] is immune to crits! And, avoiding all the nasty mind-affecting Jedi powers is obviously nice as well.
If you are looking for stat-enhancement, go to Implant 3 and get the Gordulan Reaction System (+4 Dex) or the Advanced Alacrity Implant (+5 Dex). Nice.
Are there any Strength-enhancing implants? I don't know of any.
I would ditch Flurry and pick up Implant feats instead. Implant 2 can give you the Retinal Combat Implant (immune crits, +1 attack) or the Nerve Enhancement Package (immune mind-aff). You can buy both of these on Taris, and they're both useful: the former against tough melee foes and the latter against Jedi. Avoiding crits can save you a lot of damage... there's definitely something satisfying about checking the feedback screen and seeing [Your character name] is immune to crits! And, avoiding all the nasty mind-affecting Jedi powers is obviously nice as well.
If you are looking for stat-enhancement, go to Implant 3 and get the Gordulan Reaction System (+4 Dex) or the Advanced Alacrity Implant (+5 Dex). Nice.
Are there any Strength-enhancing implants? I don't know of any.
Joshua, that's not a very good idea to only make intelligence 8 because you get all the skill points that you get to spend at the start from intelligence usually my games with scoundrels and scouts I make it 14 because then I get lots of skill points to spend, but since he's doing a soldier I would just put it on 10.
Somebody from somethin somethin...
Skills are completely unneeded. If you're playing to win then you can forget about them (and intelligence, by extension).
What do abilities have to do with anything? There's no rule that says just because you're x class you can't raise y ability. That said, soldier/consular is my personal favourite class combination for a consular.
Forget about charisma, it's straight-up inferior to wisdom. Raise wisdom and strength. If you wanted a high-defense build you'd be raising dexterity, but then you'd probably also be a scoundrel anyway. Besides, as a consular you can reliably use disabling force powers (wave/stasis/insanity) instead of having to rely on your character's defense, and then reap that extra damage bonus from strength.
Flurry or critical strike, either works. If you're using flurry you'll want a double-bladed saber, if you're using critical strike you'll want two regular sabers (or one saber and a certain melee weapon, if you're playing on a PC). I'd use critical strike, but this is personal preference.
That's about it. Spend some feats on implant, and if you have any left over, put them in toughness. You probably won't have that many soldier levels, so the more VP you can scrounge the better.
What do abilities have to do with anything? There's no rule that says just because you're x class you can't raise y ability. That said, soldier/consular is my personal favourite class combination for a consular.
Forget about charisma, it's straight-up inferior to wisdom. Raise wisdom and strength. If you wanted a high-defense build you'd be raising dexterity, but then you'd probably also be a scoundrel anyway. Besides, as a consular you can reliably use disabling force powers (wave/stasis/insanity) instead of having to rely on your character's defense, and then reap that extra damage bonus from strength.
Flurry or critical strike, either works. If you're using flurry you'll want a double-bladed saber, if you're using critical strike you'll want two regular sabers (or one saber and a certain melee weapon, if you're playing on a PC). I'd use critical strike, but this is personal preference.
That's about it. Spend some feats on implant, and if you have any left over, put them in toughness. You probably won't have that many soldier levels, so the more VP you can scrounge the better.
- Joshua Randall
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Regarding Int 8: as you can never have fewer than 1 skill point per level, Int 8 for a Soldier is effectively the same as Int 10. Thus there is no min/max reason for a Soldier to choose Int 10, ever.
And like Armisael said: who cares about skill points with this build? You're not going for finesse -- you're going for beat down.
And like Armisael said: who cares about skill points with this build? You're not going for finesse -- you're going for beat down.
- fable
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Originally posted by Joshua Randall
Regarding Int 8: as you can never have fewer than 1 skill point per level, Int 8 for a Soldier is effectively the same as Int 10. Thus there is no min/max reason for a Soldier to choose Int 10, ever.
I've played this way, and never missed the lack of skills for my main character. (Too bad Bioware didn't consider adding/removing dialog options depending upon INT, but then, their dialog trees are pruned to the bare minimum--probably to meet tight deadlines and working with a new engine.) Of course, if you're taking a smaller team or playing solo, you'll probably want to add INT in order to gain those skills.
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.
Oh, I didn't know that about int. that it doesn't differ skill points when you have it at 10 sorry about that. Makes more sense now. And the reason I say to have a lot of skill points is because you don't usually have NPC's around who have a lot of skill points like Mission Vao. Just from experience I usually needed skill points because I had an all jedi team and it was usually Juhani and Bastila and they had all skill points into awareness and treat injury, but I just posted my earlier thread based on my party that I usually have.
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