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LS Consular
Posted: Sat May 22, 2004 12:40 pm
by Galnar
Hi, long time reader, first time poster. I've played this game through about 8 times now, trying out different classes, from 2/18 Lightning throwing badasses, to blaster Jedi. However, I have not tried a 2/18 Consular LS. I think I've got my forces all planned out ok. I'm going to be focusing on Dueling, Jedi Defense and Implants, though I may switch Implants for toughness. Basically, my character is going to buff everyone cleric stlye, and replace Jolee while Zaalbar and probably Carth mop everyone up, just because I've not tried that Party Combination before. Also going to focus on Persuade, Repair and Awareness. However, I'm having a bit of trouble thinking about my starting attributes:
Str: 10
Dex:14
Con:12
Wis:16
Int:12
Cha:14
The rest of the attributes I recieve as I level up will probably be given to Dex, Wis and Cha.
Any comments / reccomendations would be greatly appreciated.
Posted: Sat May 22, 2004 1:04 pm
by AVENGER
It all looks and sounds pretty good I've been consular a couple of times and it was always my fav.
Posted: Sat May 22, 2004 9:40 pm
by jeremiah
Intelligence 12 is USELESS. It may gain you some additional starting skill points and gives a bonus of 1 to certain skills but won't gain you additional skill point per level (so whether intelligence 10 or 12, you will only gain 1 skill point per level as Jedi unless you go sentinel but you already have plans to go consular) . Either choose intelligence 14 or leave it at 10.
Posted: Sun May 23, 2004 7:16 am
by fable
INT isn't useless, if he's planning on playing solo or with one other party member, and needs more skills in the group. Otherwise, I'd agree with you.
Posted: Sun May 23, 2004 8:56 am
by AVENGER
Okay, I'm 1/2 and 1/2 about INT being useless and not being useless depending on how many points you put in it. I would take 2 off wisdom and put it on INT mainly because I find it more useful to start out with INT 14 because you get 20 skill points to use at the start if I'm not mistaken so you can make yourself really good at everything so you don't have to worry about switching characters fromt he beginning to the middle even though eventually you'll have to single out a couple and just advance those. But I find skills so much more useful then to just have 2 extra points on wisdom at the start of the game when your going to get wisdom up there really high anyways. Plus you can concentrate on your main fighters being in your party because you don't need all the useful characters with their certain skills that they're good at you just have all the fighters to back you up using your force powers throughout the game.
Also I believe CON is useless as a consular you won't be needing it at all in my opinion I just left it at 10 whenever i was a consular and I was fine. Your probably going to end up having heal anyways since your consular is 2/18 and he gets extra force powers on some lvl ups. Then I would put those 2 pts. in str. because you need to be at least relatively strong so you can beat guys and actually do some good damage to them.
Posted: Sun May 23, 2004 1:40 pm
by Galnar
Will the Int 14 actually give me extra skills as a Consular?
Posted: Sun May 23, 2004 3:17 pm
by Xandax
Originally posted by AVENGER
<snip>
Then I would put those 2 pts. in str. because you need to be at least relatively strong so you can beat guys and actually do some good damage to them.
Personally - once you get the lightsabre then 10 STR is plenty (if one wishs to fight with the lightsabre) because with high-ish DEX you will hit plenty to make up for the 1 less point of damage from 10 STR compared to 12.
Posted: Mon May 24, 2004 12:54 am
by jeremiah
Originally posted by fable
INT isn't useless, if he's planning on playing solo or with one other party member, and needs more skills in the group. Otherwise, I'd agree with you.
I did not state intelligence is useless, SETTING intelligence AT 12 is USELESS as you don't get additional skill points per level with it (it is the SAME as having intelligence of 10) which is EXACTLY ONE skill point per level. Since he wants to create a level 2 first class rest consular build, he won't be able to set aside a lot of skill points from his first class (if scout or scoundrel) to put into skills he want in his Jedi class when he does switch.
And increasing int stat as you level is USELESS as skill points accumulation are not retroactive like Constitution for Vitality points. Either start with intelligence 14 or don't bother to increase it past 10.
Posted: Mon May 24, 2004 6:00 pm
by AVENGER
Nobody ever talked about increasing INT once you started the game Jeremiah so where'd you get that?
Posted: Mon May 24, 2004 8:05 pm
by jeremiah
Originally posted by AVENGER
Nobody ever talked about increasing INT once you started the game Jeremiah so where'd you get that?
No, I was just trying to clarify that setting intelligence at 12 is useless. Just in case the previous poster thought that increasing the intelligence to 14 would offset starting the intelligence of 12, I wanted to point out that it is self defeating since skill points accumulation is NOT retroactive. So setting intelligence to 10 and putting those 2 stat points to some other stat would be better in the long run UNLESS he is really adamant about building up those 3 skills identified in the first post. In which case, since he intends to go 2 levels first class rest Jedi, then he will need an intelligence of 14 to get enough skill points.
As I outlined, THERE IS NO DIFFERENCE between Intelligence 10 and 12 in terms of skill points gained per level. It will merely give some boost to initial starting skill points and give a bonus modifier of 1 to certain skills like Repair but that is it. Not enough to warrant wasting 2 stat points. But if skills are sought after, then intelligence stat should be minimum 14 from the outset.
Posted: Tue May 25, 2004 12:51 am
by Noober
Just to clarify what jeremiah said about skill points:
Soldier:
Starting SP: (1 + Int mod) * 4
SP/level: (2 + Int mod) / 2 ---> so therefore an INT mod of +1 (or 12 INT) would have no effect upon gaining a level (it's rounded DOWN).
Scout:
Starting SP: (3 + Int mod) * 4
SP/level: (6 + Int mod) / 2
Scoundrel:
Starting SP: (4 + Int mod) * 4
SP/level: (8 + Int mod) / 2
Posted: Fri May 28, 2004 7:35 am
by Aaron Kasra
Originally posted by AVENGER
I would take 2 off wisdom and put it on INT mainly because I find it more useful to start out with INT 14 because you get 20 skill points to use at the start if I'm not mistaken so you can make yourself really good at everything ... Also I believe CON is useless as a consular you won't be needing it at all in my opinion
Yeah on boosting WIS, but I'd take the 2 outta CON and put it in INT and leave WIS high.
I think you'd actually have 4 more points to spend if you took 2 outta WIS 16, but I don't think those 4 points anywhere else won't be near as useful as those 2 extra points in WIS.