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Need help with a DS Counselor.

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Raiko
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Need help with a DS Counselor.

Post by Raiko »

Hello!

I'm trying to make a counselor but I don't know which class to start off with and to what lvl it should be before I switch.

I was hoping to make it a ranged force caster and starting with:

STR: 8
DEX: 14
CON: 14
INT: 8
WIS: 16
CHR: 15

Sinking 2 into WIS and 3 into CHR by 20, would this work? As for feats I was thinking Dueling, Toughness, Conditioning and maybe Heavy armor for Sith Mask.

Any help would be appreciated!
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Loki[D.d.G]
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Post by Loki[D.d.G] »

Why not a soldier class? It will provide a few extra feats, a good BAB and more HP than any other starting class, I think. That way, it will make your counselor much more hardy than it otherwise would.
Love is just a chemical. We give it meaning by choice ~ Eleanor Lamb, Bioshock 2: Sea of Dreams
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Mandalore72
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Post by Mandalore72 »

Consular is one of the easiest classes to pull off if done correctly. That being said, it is hard to know exactly what correctly means. Playing as a Scoundrel can net you some sneak attack damage, but that extra damage means nothing if you can't actually hit your opponent. And that low VP will kill you a lot sooner than later. So then we go to Soldier. You can hit things and take some punishment, but that is only for 5-8 levels. In the long run, that extra VP amounts to nothing for a Consular. Hitting things is all well and good, but as a Consular what you really want to do is take out your opponents with the Force.

Thus, the only option left would be Scout. Though Flurry is debatably the worst of the three combat feats, we aren't really looking for that. As a Scout you will get one less feat than a soldier by level 5 and have two levels of implants for free. The saves that a Scout gets are excellent on all ends, and getting those free feats allows you to take more useful feats such as Dueling and toughness. Why dueling? Well, even if your base attack bonus is low, Dueling will give you +3 to attack and defense when mastered. Even with a mediocre attack modifier you will be able to hit most enemies. But it's the defense bonus we're looking at.

With a dexterity of 14 and a bunch of dexterity enhancing equipment your defense can be around 16 without armor. With Master Dueling that defense is raised to 19. Still not that high, but this is assuming that we are talking about low level dexterity equipment and a mediocre dexterity. So here is how I would make a ranged Consular:

The first step is to take Scout as your starting class. Strength should be completely ignored if you wish and pump your dexterity up to 15. Constitution isn't very important so a 12 or 10 will suffice. Intelligence can be left at 8 since it does nothing unless raised to 14. The rest of the points you should pump into wisdom and charisma. I recommend a 16 in wisdom and a 14 in charisma. You will be pumping the first 1-3 points into Dexterity and the rest into wisdom.

Now that stats are out of the way it is time to choose feats. The first feat you should take will be either dueling or toughness. Either one is fine. You want to take your Scout class up to level 5 before stunting the level up. Now, Taris is going to be a pain in the ass. Give Carth the double sword and take Zalbaar with you as soon as possible. It is going to be tricky, but once you get to level five, take improved Dueling as your feat. Flurry or rapid shot can wait since you won't really be using it.

Once you become a Jedi the fun begins. Since you are playing Dark Side, take Force Shock and Fear at your first level up. After that take Force Wound/Choke and pump them up to max. Even at low levels you should be able to destroy any resistance offered by the kath hounds and mandalorians. Force Lighting and Drain Life will become paramount as soon as you finish Dantooine. As I said earlier, the entire point of a Consular is to use the Force. I found that as soon as you reach level 13 you will become all but invincible. Weapons (ranged or otherwise) will become obsolete and your main strategy in battle will be to cast Force Lightning followed by Insanity and then lightning again until everyone is dead.

That is about all you will need. Personally, I would go with the melee weapon over ranged weapons since it comes in handy in a tight spot when you are bereft of your Force Points. The last time I did this build I pumped all five points into Dexterity and was never hit once (not that anyone was able to get that close to me), but increasing Wisdom isn't a bad idea either. Force Kill might seem underpowered, but it is the best ability against bosses. Since you are fighting most boss battles solo, all it takes is a single Force Kill and then spam Lightning until they drop.

~Mandalore72 =)
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