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Posted: Tue Aug 12, 2008 10:47 am
by GawainBS
Indeed, Breech isn't so great. I'd also really refrain from having only 10 CON.

Posted: Fri Aug 22, 2008 5:23 pm
by Mandalore72
Breach is great, especially for guardians. If you want to stun anyone on the star forge then you'll need breach. It also works against Malak. Use breach, plague and then hammer him with your lightsaber and throw him around with wave.

Posted: Sat Aug 23, 2008 3:41 pm
by Darth Malignus
Mandalore72 wrote:Conditioning isn't worth getting. It only adds 3 to your saves which doesn't really matter at end game. Anyway, I think that you should go Scout/Guardian 5/15 for more feats and force powers. 8/12 isn't such a good idea because you lose around 3 feats and gain one useless one and one you could take regardless. As to force powers you should definetly take improved energy resistance, Force Breach and Stasis Field/Insanity. You should also get Master Speed and Force Wave if you can. To make it simplier:

Stats

Strength: 15
Dexterity: 14
Constitution: 10
Intelligence: 8
Wisdom: 14
Charisma: 14

Feats:

Two-Weapon Fighting: 1-2-3
Flurry: 2-3
Power Attack: 1-2-3
Toughness: 1-2-3
Lightsaber: 2-3


Force Powers: (Lightside)

Cure: 1-2
Burst of Speed: 1-2-3
Stun: 1-2-3
Force Push: 1-2-3
Force Supression
Energy Resistance: 1-2
Force Resistance: 1-2

(Darkside)

Burst of Speed: 1-2-3
Energy Resistance: 1-2
Fear: 1-2-3
Wound: 1-2-3
Shock: 1-2-3
Drain Life: 1-2
Maybe. I usually go for the Scout/Sentinel at 8/12. I never seem to be missing Force Powers anyway. 13 is sufficient for my needs.

Posted: Tue Sep 23, 2008 8:29 pm
by Mandalore72
I wasn't saying anything about a good number or what not. I was only saying that you get the same thing with less VP, worse saves, less feats, and more force powers. It is your choice on what to take or not.