How many levels of your initial class is best? Do you bother putting any points into STR? What about INT?
I know I'd start with 14 DEX and CON, and at least a 14 in WIS and CHA (actually, definitely higher).
What class is the best starter class? How high do you go? I was thinking 4 levels of Scout, as it grants the most feats and the best base saves.
How do you make a great LS Consular?
How do you make a great LS Consular?
"A life is not important, except in the impact it has on other lives."
-- Jackie Robinson
Baruk Khazad! Khazad ai-mênu!
-- Jackie Robinson
Baruk Khazad! Khazad ai-mênu!
Not playing with maths here, just general "intuition" on building.
Agree with the WIS & CHA focus. CON and DEX come next in that order. STR is pretty much a dump stat since I will not be using the saber at all, as possible, if I choose to play a Consular. INT is always a dump stat for me anyway if power building.
Come to think, I might go and drop STR and INT to 8 playing for 16 WIS + CHA. Blasters need do not STR and I will be Forcing my way through beyond that.
If I were to truly consider possible items I can equip, maybe start with 17 in WIS or CHA or both so I end with the highest even totals in both at the end.
For class, probably Soldier(2)/Consular(18). Nets the most Force Points and Force Powers, although not sure if 2 levels makes all that much a difference; which means Scout(4) might be good, if not better.
Feats I do not see as crucial, though Soldier means an extra; and the Implant feats can be bought if really desired. I currently recall no good implants for WIS/CHA, but I suppose then again, +1 is better than none. Again, would refer to the item list to see how much investment is really required here.
No real other reason other than that 2 levels in the other two starting class seem to offer less than the Soldiers extra feat and Hit points. The Consular has practically no tie in to any of the start classes since it's basically about Force which none are about.
Perhaps I'll edit or repost given some time to check out the item list.
Agree with the WIS & CHA focus. CON and DEX come next in that order. STR is pretty much a dump stat since I will not be using the saber at all, as possible, if I choose to play a Consular. INT is always a dump stat for me anyway if power building.
Come to think, I might go and drop STR and INT to 8 playing for 16 WIS + CHA. Blasters need do not STR and I will be Forcing my way through beyond that.
If I were to truly consider possible items I can equip, maybe start with 17 in WIS or CHA or both so I end with the highest even totals in both at the end.
For class, probably Soldier(2)/Consular(18). Nets the most Force Points and Force Powers, although not sure if 2 levels makes all that much a difference; which means Scout(4) might be good, if not better.
Feats I do not see as crucial, though Soldier means an extra; and the Implant feats can be bought if really desired. I currently recall no good implants for WIS/CHA, but I suppose then again, +1 is better than none. Again, would refer to the item list to see how much investment is really required here.
No real other reason other than that 2 levels in the other two starting class seem to offer less than the Soldiers extra feat and Hit points. The Consular has practically no tie in to any of the start classes since it's basically about Force which none are about.
I would have wis at 16 when starting. I would also go scout. I think the scout's saving throws and their dodge feats help out a ranged consular the most.
You will want to put 1 feature point into heavy armor so you can wear the sith mask, which can be worn by LS, I believe. It increases force point regeneration. This works out, because the scout gets a feature point at level 3 that s/he can't use on anything. The scout should already have flurry, dueling, implants, and toughness by level 3. You cant get imp flurry, imp dueling, imp implants, or imp toughness until level 4. So it works out to spend the feature point you get at level 3 on heavy armor. You might want to get the dueling feature, instead of two-weapon fighting, and not worry about getting Master Speed, unless you really plan to do a lot of lightsaber fighting.
As usual, I suggest a 7/13 build. At level 13 the consular will get 2 force powers and 7 levels of scout will give you lots of feature points. LS consulars have it pretty easy in boss fights, because most LS force powers affect yourself and can't be resisted by the enemy. Force Breach and Master Valor are good to get for your PC. Force Wave is good if you plan to do a lot of ranged fighting.
You will want to put 1 feature point into heavy armor so you can wear the sith mask, which can be worn by LS, I believe. It increases force point regeneration. This works out, because the scout gets a feature point at level 3 that s/he can't use on anything. The scout should already have flurry, dueling, implants, and toughness by level 3. You cant get imp flurry, imp dueling, imp implants, or imp toughness until level 4. So it works out to spend the feature point you get at level 3 on heavy armor. You might want to get the dueling feature, instead of two-weapon fighting, and not worry about getting Master Speed, unless you really plan to do a lot of lightsaber fighting.
As usual, I suggest a 7/13 build. At level 13 the consular will get 2 force powers and 7 levels of scout will give you lots of feature points. LS consulars have it pretty easy in boss fights, because most LS force powers affect yourself and can't be resisted by the enemy. Force Breach and Master Valor are good to get for your PC. Force Wave is good if you plan to do a lot of ranged fighting.
Always remember you're unique ... just like everyone else.
This is just a preliminary build idea. I do appreciate everybodies input so far.
I want a caster LS Consular. I was thinking of this stat distribution:
S 8
D 14
C 14
I 14
W 14
Ch 14
Put 1 point into CHA (since I get +3 with LS mastery) and 4 into WIS as I level up. Go with Scout/Consular. I don't know if I should go 2,4,or 5 levels, but 5 is the highest I'd go.
I'm thinking of using the 14 INT so that I can be the primary skills guy on my team. This would allow me to use Bastila and Juhani for combat (since they have no skills). I'd never need to use the other skill-monkeys again.
I figure a 14 INT, along with banking some points before switching will allow me to get a high rank in Repair, Computer Use, Demolitions, and Persuasion. Do you really need any other skills? Not in my opinion.
BTW, Awareness is a sweet skill, but it's one Bastila maxes out easily.
What about power choices for a LS casting Consular? Any and all suggestions are welcome.
TIA
I want a caster LS Consular. I was thinking of this stat distribution:
S 8
D 14
C 14
I 14
W 14
Ch 14
Put 1 point into CHA (since I get +3 with LS mastery) and 4 into WIS as I level up. Go with Scout/Consular. I don't know if I should go 2,4,or 5 levels, but 5 is the highest I'd go.
I'm thinking of using the 14 INT so that I can be the primary skills guy on my team. This would allow me to use Bastila and Juhani for combat (since they have no skills). I'd never need to use the other skill-monkeys again.
I figure a 14 INT, along with banking some points before switching will allow me to get a high rank in Repair, Computer Use, Demolitions, and Persuasion. Do you really need any other skills? Not in my opinion.
What about power choices for a LS casting Consular? Any and all suggestions are welcome.
TIA
"A life is not important, except in the impact it has on other lives."
-- Jackie Robinson
Baruk Khazad! Khazad ai-mênu!
-- Jackie Robinson
Baruk Khazad! Khazad ai-mênu!
Hmm... your choice on the attributes I suppose, but I'm more for INT and STR dump on this for power playing.
From the class tables,
Between:
Scout 4: nets you 1 more power (20 powers, 10 feats)
Scout 5: nets you 1 more feat (19 powers, 11 feats)
Scout 2 over 4, actually nets you 3 more powers trading off the Implant 2.
But seeing that you would be using Implants for choosing a scout, you might want to consider at least 4 so you can max it out. (Sorry, still have not checked out the exact items list for consideration into build yet.)
Going on this, as most feat trees are 3 levels high, Scout 4 rounds off Implant 3 with 3 more complete other feat trees.
Powers suggestions in no specific order...
1. Master Speed is pretty much default, although it actually does very little for the Consular. Would be interesting to drop this, but annoying to cross large maps. (3 slots for less annoyance!)
2. Droid whacking should always be an option for LS. (3 slots)
3. I prefer the Push tree over the LS Hold (the actual name eludes me right now) tree to cover non-droid disabling and usually have no reason to take both, but you have way too many slots to spend so you might just take both for fiats. (3 slots)
4. Countering active Force protections on your enemies a must! (2 slots)
5. Protecting against hostile Force powers desirable. (2 slots)
6. Force Storm would be expensive to cast, but way cool and useful for crowds! Or you could settle to Waving everyone good-bye... (3 slots)
7. Throw your saber! It has fixed to level damage, but you really have little else to do with your saber anyway and power slots to spend; it's also cheaper than Storm for smaller crowds. (2 slots)
8. Choke! Well.. this only comes to mind when facing some boss fights really. The final scene would be pretty awesome, but I suppose we'll leave that for DS Consulars.... (0 slots?)
Erm.. well. 20 slots aren't all that much to own all force powers it seems.
From the class tables,
Between:
Scout 4: nets you 1 more power (20 powers, 10 feats)
Scout 5: nets you 1 more feat (19 powers, 11 feats)
Scout 2 over 4, actually nets you 3 more powers trading off the Implant 2.
But seeing that you would be using Implants for choosing a scout, you might want to consider at least 4 so you can max it out. (Sorry, still have not checked out the exact items list for consideration into build yet.)
Going on this, as most feat trees are 3 levels high, Scout 4 rounds off Implant 3 with 3 more complete other feat trees.
Powers suggestions in no specific order...
1. Master Speed is pretty much default, although it actually does very little for the Consular. Would be interesting to drop this, but annoying to cross large maps. (3 slots for less annoyance!)
2. Droid whacking should always be an option for LS. (3 slots)
3. I prefer the Push tree over the LS Hold (the actual name eludes me right now) tree to cover non-droid disabling and usually have no reason to take both, but you have way too many slots to spend so you might just take both for fiats. (3 slots)
4. Countering active Force protections on your enemies a must! (2 slots)
5. Protecting against hostile Force powers desirable. (2 slots)
6. Force Storm would be expensive to cast, but way cool and useful for crowds! Or you could settle to Waving everyone good-bye... (3 slots)
7. Throw your saber! It has fixed to level damage, but you really have little else to do with your saber anyway and power slots to spend; it's also cheaper than Storm for smaller crowds. (2 slots)
8. Choke! Well.. this only comes to mind when facing some boss fights really. The final scene would be pretty awesome, but I suppose we'll leave that for DS Consulars.... (0 slots?)
Erm.. well. 20 slots aren't all that much to own all force powers it seems.