Hello. I thought I would expand my Gamebanshee experience and take part in the forums as well, on top of it being more advantageous for the inquiry at hand. I end up picking up this game as most people recommended it, but to the point.
I've decided I wanted to try Soldier/Guardian out, thus far I've enjoyed it, played through a bit just for fun get a feel for it, but I feel stats I've chosen aren't having a lot of long term results. I've thoroughly looked through forums and googled it, I've taken in that you should stop using your levels at around level 5 to maximize your Jedi Force points.
I however am stuck on Persuade vrs Injury and how to allocate original main attribute points to maximize out come. Some forums say to not worry about Injury at all, some say to put a few points in, in Taris then all persuade later.
Soldier unless you have the intelligence of 14 to start only grants one skill per level, and I'm looking to have a high persuade through the game. Unless you do not need it of course that early on (newbie.)
I believe I read that one you become a guardian Jedi, the cost goes down to 1 for persuade. Any recommendations on how to go about it, original attributes/skills?
Originally I tried STR 16, DEX, 16, CON 14, INT, 10, WIS, 10, CH 10, all Treat Injury.
Second game I've been leaning towards.. STR 16, DEX 14, CON 12, INT 14, WIS 10, CH 10. 14 INT for the extra skill point. Trying to max out persuade immediately with the extra point. I'm not sure if this is necessary, what a good max persuade to try and achieve is (13 I've read is roughly 25% on hardest checks).
I'm aware this game is pretty old and may not even get answered, but couldn't think of a better group of people to ask for information. I did briefly look through the forums to see if I could find a simular post, so if there is another one close to the topic at hand, I do apologize now. I appreciate any assistance one can offer.
Beginner Class/Skill/Perk Inquiry
My basic Guardian build is this: Scout 4/Guardian 16. Soldier really has next to nothing to offer if you already go Guardian. Scouts get Implant feats for free (and since these are so good you'll want to take them, the Soldier's bonus feats are compensated), have an excellent skil list (which transfers over to Guardian) and more skill points, get better saves, Uncanny Dodge and the first level of Flurry, which is a better line than Power Attack. Scouts get 2 HP less per level, and 1 less BAB if you stop at lvl 4, which I consider an ideal cut off point.
For feats, I pick the Lightsabre line, Flurry line, Toughness line and Two Weapon Fighting line and the final Implants feat.
Persuade is THE single most important skill in the game. Max it, no questions asked. I picked Repair as another skill, since it is important for certain sidequests. Insight is probably third most useful. Treat Injury looses any significance once you get Force Healing.
My stats are STR 14, DEX 10, CON 14, INT 14, WIS 14, CHA 12. I lose out on +1 to hit and damage with 14 STR and 3 Defense with 10 DEX, compared to you. However, the cost of raising two stats to 16 is atrocious, IMO. 14 INT offers one more maxed skill (import once you go Jedi), 14 WIS enhances your Will save and Force Power DCs + Force points, and the same for CHA.
On the whole, this is a more balanced build, and offers more options, as you get a more liberal use of Force Powers and Persuasion options. In the long run, it's easily as powerful.
For feats, I pick the Lightsabre line, Flurry line, Toughness line and Two Weapon Fighting line and the final Implants feat.
Persuade is THE single most important skill in the game. Max it, no questions asked. I picked Repair as another skill, since it is important for certain sidequests. Insight is probably third most useful. Treat Injury looses any significance once you get Force Healing.
My stats are STR 14, DEX 10, CON 14, INT 14, WIS 14, CHA 12. I lose out on +1 to hit and damage with 14 STR and 3 Defense with 10 DEX, compared to you. However, the cost of raising two stats to 16 is atrocious, IMO. 14 INT offers one more maxed skill (import once you go Jedi), 14 WIS enhances your Will save and Force Power DCs + Force points, and the same for CHA.
On the whole, this is a more balanced build, and offers more options, as you get a more liberal use of Force Powers and Persuasion options. In the long run, it's easily as powerful.
Very insightful, I will take that into consideration. So you would say it's not worth it to put 16 points into any attribute due to the extra cost or just not two of them. And if I choose scout to stop at 4?
I was actually reading one guide that said to go 18, 10, 10, 10, 11, 13. However, with obvious reasons, I didn't see this as a viable option.
I will also try out your attribute score as well, thanks for the quick reply.
I was actually reading one guide that said to go 18, 10, 10, 10, 11, 13. However, with obvious reasons, I didn't see this as a viable option.
I will also try out your attribute score as well, thanks for the quick reply.
I'd stop any class at lvl 4. Level 5 and beyond offers nothing worthwhile. Only one thing to keep in mind if you stop leveling then: some fights in Taris will be harder. You'll have to resort to stimpacks, grenades and stimulants, but I have finished the Arena even at lvl 4, each time I played.
The person who wrote about 18,10,10,10,10,11,13 or something should be given extensive care and consideration, it sounds like he's seriously ill. ;-)
Oddnumbers are never a good idea in the d20 ruleset, which this game uses.
I do feel that you're paying too much for a 16, even one, if you look at the longer term. You're a Jedi, and they require more or less spread out stats to be the most effective. If you decide to play entirely as a Soldier/nonn-Force using Guardian., then you can consider dumping CHA & INT to 8, for example. You will be missing a lot of options, though.
In the end, the difference between 14 & 16 is between having a 30 STR or 32 STR. The difference between 14 WIS/12 CHA and 10 of each is 60 Force points, 3 save DC and more expensive Force Powers.
Hapy to help.
The person who wrote about 18,10,10,10,10,11,13 or something should be given extensive care and consideration, it sounds like he's seriously ill. ;-)
Oddnumbers are never a good idea in the d20 ruleset, which this game uses.
I do feel that you're paying too much for a 16, even one, if you look at the longer term. You're a Jedi, and they require more or less spread out stats to be the most effective. If you decide to play entirely as a Soldier/nonn-Force using Guardian., then you can consider dumping CHA & INT to 8, for example. You will be missing a lot of options, though.
In the end, the difference between 14 & 16 is between having a 30 STR or 32 STR. The difference between 14 WIS/12 CHA and 10 of each is 60 Force points, 3 save DC and more expensive Force Powers.
Hapy to help.