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Feats for Consular Toughness vs. Implant

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web
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Feats for Consular Toughness vs. Implant

Post by web »

which would you think is better level 3 toughness (more hitpoints) or Implant level 3 (to increase stats) for a jedi Consular?
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Post by Big Brother »

I go with both.
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Post by Jack Dell »

I go with both.

how?
you dont get enough feats to master both implant and toughness and still be able to use a dueling or two weapon fighting or jedi defense. No, using them both as a consular I would not recommend. Also note that Implants can give you the same hp boost than toughness, as the Cardio Power System (which you get for free) gives you a +4 to constitution. This adds two modifiers to your constitution which means that 2 times 20lvls = forty hitpoints, the same as toughness. You dont get the 2 hp damage reduction but that is by far the most utterly useless power to have ever been devised, as its effects are completely negligible towards the end of the game(and most of the rest too). I would recommend, though, putting only one point in toughness and going for implants, as you get 60 extra hp like this and get two feats which are better used elsewhere. The other advantage to implants is that you can also enhance dexterity (dex+4 or dex +5 depending on whether its xbox or pc respectively)
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Post by jeremiah »

For free! Where? Could have sworn it is only sold.

edit:
Ahh, just found out which NPC rewards that item.
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Post by Tipster »

I recommend you go for the Implant lvl 3. It's a must have. You should forget the toughness, it just doesn't cut it.

There are plenty of great implants like +4 constitution and regenerators. Not to mention that nice implant that maxes all the ranged weapon feats and some.
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Post by AVENGER »

Personally I don't go for either one I usually just get the macho stuff in headgear, gloves, and belts. You don't need either one to complete the game I've completed it twice without toughness or any kind of implant, but I would go with implants because you have more choices of what your bonuses are.
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Post by Joshua Randall »

I think you guys are crazy if you say that Improved Toughness (DR 2/-) is useless! I can tell you right now that if that feat existed in D&D, everyone who does any fighting would take it.

Over the course of KotOR you will get hit thousands of times, and Improved Toughness will reduce the damage you take by 2 points every time. Definitely worth it, unless you are playing the special version of the game in which you don't ever get hit. :rolleyes:

As to the question I hand, I do like Implant 3 better than Master Toughness. But I would try to take Toughness + Improved and all three levels of Implant for my Consular, which is five feats. That should leave you just enough feats (depending upon your base class) to squeeze in Two-Weapon Fighting / Dueling and Flurry / Critical, or whatever you want to do.
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Post by AVENGER »

But the point is why waste feats on toughness when you can get level 3 implant and get a lot more bonuses having a lvl 3 implant plus since toughness takes away such a minimal amount of the attack it's better to go with other feats that improve your PC more.
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Post by Noober »

Originally posted by Joshua Randall
I think you guys are crazy if you say that Improved Toughness (DR 2/-) is useless! I can tell you right now that if that feat existed in D&D, everyone who does any fighting would take it.


In D&D it's an epic feat (Epic Damage reduction (3/- damage reduction can take 3 times, stacks)) or you could get it from the Dwarvan Defender prestige class among others.

Anyway, Implant 3 over Master Toughness, but Implant 2 is worse then Improved Toughness.
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Post by Lord Nyax »

Contitution bonus from Implants?

Okay you guys, I've got a question. Now I got KOTOR just this last christmas, and played it for a while, then switched over to BG2. Now, I play KOTOR again. But now to my question: Is the constitution bonus from modifirers retroactive (does it only matter when you level up, or even inbetween, giving you the bonus VP).

By the way, although I must say that implants are VERY nice, I actually prefer toughness. Yeah yeah, I know, but seriosly, every NPC I have has this, and they get serios boosts to their VP. In simple practicality, Implants have more use because they can do other things than just health.

With implants you can get Immunities to poison and mind affecting (stuff that! stupid horror!), or get almost all types of weapon specilizations, whereas with toughness, you can only get life.

Also, whoever says that the damage reduction is useless, think on this. Unless you have a dexterity of around 50, your going to get hit a lot. Assuming that you get hit about 20 times inbetween heals (very low assumption), that still 40 points of life you save!!!! Think people, thats at least as many VP as you can get from any Implant. Sometimes, it can make fighting groups of really weak things much easier. I can rememer dying to kath hound that each did about 2-3 damage. With level 2 toughness, things get better.

Decide what you want. With a consular, life shouldn't matter much, but you really have to go to level 3 implant to get the good ones, whereas you can take level 1 toughness and get 20 extra points automatically. Easy.
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Post by jeremiah »

Improved toughness + improved energy resistance
Improved toughnes + Brejik's arm band/belt
Improved toughness + elemental damage resisting armor

At the very least, improved toughness is a worthy enough feat to achieve.
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Post by Tipster »

You could get a level 3 dexterity implant and not get hit at all. Isn't that better than -2 damage reduction?
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Post by AVENGER »

Well, in my opinion...I think you should have both since they're both way helpful, but I don't think you should go past improved toughness because it's not worth it. Even though you should for lvl 3 implant.
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Post by Lord Nyax »

Dex +3

Okay, now I understand that dexterity adds to your defense, but there is just no way that a +3 dexterity can keep you from getting hit enough to justify taking it above Toughness level 3. The only really good implants are the +4 constitution, the Advanced Bie-andtidote package, and the regenerators. Some may like the combat feat implant. Also, the extra 40 health may not seem like much, but you will see a very great difference in the number of times you fall in battle (maybe not if you already have a ton, but then, who cares?. After all, this is about feats for a consular.)
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Post by Joshua Randall »

I have actually grown rather fond of the implant that prevents critical hits. With that, plus something to give you immunity to mind-affecting, you can wade into battle much more readily. Watch in amusement as burly foes confirm crit after crit against you, but only do normal damage. Laugh off Dark Jedi horror attacks that would normally leave you X'd out. It's great. :)
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