I will have a 5/15 build
gaah, I can't decide which!!
I think that playing a soldier/guardian might be boring because of the limitation of forcepowers and the limitations of roleplaying(?). No dumb brute is good for roleplaying
On the other hand i believe that a soldier/consular might be boring cause of the LS force powers. They won't help much in a direct battle it seems. They're more of cleric spells. "I help my party killing enemies". Is it worth spending DS force powers while playing LS?
I'm also afraid of how the soldier/consular would last in melee battles (which I like).
Well if you want a balanced character try a scout/sentinel. Otherwise you should try a scoundrel/guardian imho. The guardian class is the best for lightsaber battles but doesn't get that many skill points per level. Tough choice....
Scout is actually a better starting class than soldier- more feats, more skill points, repair as a class skill, etc. 4 lvls as a scout is more than enough
Guardian/Consular really depends on how you want to play. If you want to crush your enemies with force powers and have the npcs in the thick of it, then go consular. If you want to fight and use one or two force powers per fight, go guardian. I prefer Scout/Guardian.
[QUOTE=Cuchulain82]Scout is actually a better starting class than soldier- more feats, more skill points, repair as a class skill, etc. 4 lvls as a scout is more than enough[/QUOTE]
Actualy scout and soldier recive equal number of feats when you reach 8th level. The only difference is that Scout recive 3 of those in the form of Implant 1, 2, 3 while soldier recive all feats free for selection (then again most people still choose Implant feats so...)
I knew someone would post about my saying that Scouts get more feats. Here is the technical breakdown-
Through 8th level, Scouts are alotted fewer feats to use at their own discretion (1 fewer I think). Soldiers also recieve armor:heavy. Scout, on the other hand, revieve all 3 implant feats and the uncanny dodge feats. While I don't really care too much about the uncanny dodge, I always take implants (and so should everyone, frankly). That is why I said that Scout have more feats.
I'm totally with Cuchulain82 on this one: since a Consular will mainly fight with the Force, what you want from your first class is a better defensive abilities (to let you stay alive while using the force) rather than offensive abilities.
And Scouts have exellent abilities:
- free Implant feats (basicly a powerful defensive or enhancing item to use)
- exellent Saving Throws
- Uncanny Dodge (not that you will use it much)
- free Flurry feat - the best offensive feat for a Consular to develop
- free Rapid Shot feat (a Scout with decent DEX might even use it on Taris)
oh, you loose 2VPs/level (a total of 10 VPs)... you get the picture.
And don't worry about using DS powers for damage - you'll have more Force Points than you'll know what to do with in most battles.