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new to powergaming
Posted: Tue Jul 29, 2008 12:20 am
by belthoron
Hello everyone
I'm really new to the whole concept of powergaming, and am pretty intrested by it and I was wondering if I could get some advice about where to start.
After looking at the different character classes, ive decided I want to go for something like a scout/guardian, but apart from that I don't really have much of a idea about how to build a character.
Any advice you could give me would be most appreciated
edit: been thinking about attribute stats and feats and this is what ive come up with so far
str 12
dex 15
con 10
int 12
wis 14
cha 14
2 weapon fighting(3)
flurry(3) (not really sure about this at all, as I'm not really sure which specials to go for)
toughness(3)
implants(3rd only)
power attack(2)
Posted: Fri Aug 01, 2008 11:41 pm
by Houston810
If you want to do a scout/guardian I would take scout to 8 and guardian to 12, you would get Implant 1,2,and 3 for free plus uncanny dodge 1and2 for free and still have 11 feats to apply any way you see fit.
I would get
2WF 1,2,3
Conditioning 1,2,3
Jedi Def (you get lvl one for free)2,3
Lightsaber profic 2 and 3
one left over, go crazy
Posted: Sat Aug 02, 2008 3:22 am
by belthoron
I was under the impression that saving at least a couple of levels on taris was a better idea than going for the full 8/12 setup. Could you explain why you suggested that?
Anyway, no weapon special attacks?
Also, can you give me any advice on my attribute point allocation?
Posted: Sat Aug 02, 2008 3:38 am
by GawainBS
I'd make INT 10 and STR as well and get 14 CON, or 12 CON and 16 DEX.
If you want to powergame, only take 2 levels of scout, or maybe 4. Definitly not more than 4. You'll want those extra Force Points and Powers.
My personal favourite of the special attacks is Flurry, but with TWF, Power Attack or Critical might be better.
Posted: Sat Aug 02, 2008 7:22 am
by Klorox
A powergamers INT is always 8.
Posted: Sat Aug 02, 2008 10:35 am
by belthoron
Klorox wrote:A powergamers INT is always 8.
Why only 8?
ok so would something like 10 str, 16 dex, 12 con, 10 int, and 14 wis/cha be a ok stat distribution?
Posted: Sat Aug 02, 2008 10:38 am
by GawainBS
Because skills don't matter: party members can pitch in for that. As long as you put all your skill points in persuade, it's ok. If possible, try to get a 20 in Repair.
INT 8 would allow a CON of 14, which results in 20 extra HP, or 12 STR, for +1 damage.
Posted: Sat Aug 02, 2008 11:31 am
by belthoron
oh ok, so does that mean you try to keep persuade maxed even if its a cross-class skill? or just save the points until becoming a jedi?
Ok, seeing as I now basically have attributes and skills worked out, time for feats.
Now assuming that I went 4/16 (if i calculated it right) i get 11 feats. So ill have a go at working out what feats to use.
TWF(1-3)
Implants(3)
Power Attack(1-3) (im not really sure if this is a good idea at this point, just guessing)
Jedi Defence(2-3)
Toughness(1-2)
Posted: Sat Aug 02, 2008 11:43 am
by GawainBS
Yes, save the skillpoints untill you become a Jedi.
You get the first two Implants for free from Scout 4.
Take the three levels of Toughness, and drop Jedi Defense. Your attack bonus will be so high that you deflect pretty much all blaster fire anyway.
Power Attack is a good choice.
During those first 4 lvls, you'll be forced to take a feat you don't need, IIRC, because your lvl isn't high enough yet, and you already got all you needed from the lower lvls. If this happens, take Empathic (gives bonus to Persuade) or Conditioning.
Do not fight with two weapons untill you've got those three feats.
Posted: Sat Aug 02, 2008 1:06 pm
by Klorox
Never, ever waste a precious feat on a feat that boosts skills.
The only time I'd go with a 10 INT (or higher) is with a character I planned on making a Sentinel. All others will only get 1 SP/Level after becoming a Jedi, if your INT is an 8 or a 13.
If you're not a Scoundrel, you're better off saving points for Persuade until you become a Jedi. Demolitions is a decent skill, but you do not need it. Treat Injury is the best skill until you meet Bastila or become a Jedi yourself.
Posted: Sat Aug 02, 2008 1:35 pm
by GawainBS
Repair can be useful too. It opens a new sidequest and some more options.
Posted: Sat Aug 02, 2008 2:00 pm
by Houston810
The only reason not to take scout all the way to 8 is to have more force powers and force points. You would get all 3 lvls of Implant for free, plus the UCD, and get all the guardian feats (force jump), and still have your 11 extra feats to distribute any way you want.
The thing is, even if you have all these different force powers, you won't need them, and I guarantee you won't use all of them. So by not taking scout to lvl 8 your sacrificing 2 feats for free.
Not to mention the extra skill points you get for being a scout. (not that skill points are super important, but the first rule of power game (and one of my rules in life) "if you can get it for free take it")
Also as far as combat feats go. I just use flurry, and you get that for free because your a scout, and unlike the other combat feats it doesn't get more powerful as you lvl it up it just "sucks less" in a manor of speaking, all that happens is that negative "to hit" penalties go down, and if you play your cards right, hitting things shouldn't be a problem even with a pen.
Posted: Sat Aug 02, 2008 2:52 pm
by GawainBS
As a Jedi Guardian, you're getting better HP and better attack bonus than a Scout. As for Force Powers, I rather have my options open. Three powers for Force Speed, three for the Valour line, three for Healing, three for Shield, force Persuade. That would leave you with nothing else to choose if you only have 12 lvls of Jedi. Personally, I prefer to have an Attack Force Power in there, or Force Resist and Energy Resist.
Posted: Sat Aug 02, 2008 4:44 pm
by Houston810
Yes you will get +2 HP a lvl as a Guardian and you have a little better attack bonus at the sacrifice of a little worst saving throws.
As far as force powers if you are needing to use more than 13 your base char build is weak. Tho I can understand the wanting for options.
Speed is a must not only for extra attacks but just because who wants to run through the game slow when you can be jedi fast, so thats 3.
Valor? Why? Never needed it myself, but does it stack? The only reason I would use it is if I could get all three party members to use it at the same time (I've never tried this so idk if it even works that way). If it doesn't stack then its a def no you have 3 other jedi that can use that if you want.
Never really been interested in Force armor I mean +6 for 20 secs? My guys are rarely hit anyway but more to the point my battles are usually over within 5 secs do to all three of my jedi using force storm at the same time and then my guardian or guardians one shot whats left with a quick force jump attack.
Healing is only 2 lvls but still, its useless, medpacks heal just as well if not better, and drain life is the double hit (heals you while killing your enemy) but again more to the point if your needing to heal in battles theres a problem in and of its self
Posted: Mon Aug 04, 2008 7:52 am
by belthoron
Wk so would i drop the two points of jedi defence and put one into toughness 3 and the other conditioning 1?
Ok now force powers, im going to go LS for this so ill take a crack at this, tell me what you think.
Ok 17 force powers,
cure (1-2)
speed(1-3)
valor(1-3)
aura(1-3)? (not really sure if this is worth it)
energy resistance(1-2)
force resistance(1-2)
Ok that leave me with 2 more that im not really sure where to use.
Posted: Mon Aug 04, 2008 8:04 am
by GawainBS
I never regret having an offensive power. Either the Stun line, or the Whirlwind line.
Jedi Defense only gives +X on rolls to deflect blaster bolts, but this mechanic also uses your attack bonus, which will be so high those bonuses from Jedi Defense don't matter.
Toughness 3 gives extra HP and Conditioning a bonus to saving throws. Neither will hurt you.
Posted: Tue Aug 05, 2008 8:13 am
by belthoron
GawainBS wrote:I never regret having an offensive power. Either the Stun line, or the Whirlwind line.
Ok, which line/s would you say are the least useful, that I could replace one of the offensive ones with?
Posted: Tue Aug 05, 2008 8:15 am
by GawainBS
Aura, or if someone else has Energy Resistance and/or Valour, replace one of those. Just be sure that your party member uses them then.
Posted: Mon Aug 11, 2008 10:25 am
by Mandalore72
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
Posted: Tue Aug 12, 2008 10:41 am
by krunchyfrogg
does "Breach" really help? I was under the impression it was one of the less useful powers, especially if you do most of your damage with a saber anyway.