Best starting class for a consular?
Best starting class for a consular?
I'm looking to make a dark side consular character a couple years after my first time through the game as a light side guardian. Most guides seem to choose scoundrels but I don't really know why. Is it just for the added skills or scoundrel's luck or what? I've also heard that scouts are good at becoming consulars but again I have no idea why.
I'm in agreeance with choosing a scout to become a consular. The consular has low life and low base attack. This makes him not well suited for melee combat. This is why the consular is given the Force Focus feature. Force Focus is not necessary for every class, but it is necessary for the consular, because the consular will be depending on his force powers more to deal damage.
The reason some people choose scoundrel is because they think that the scoundrel's luck feature and sneak attack feature help protect the consular and increase his low melee damage. However, I view this as wasting the sneak attack feature's potential, because as a consular you aren't meant to be doing as much melee fighting.
A scout is a much more effective choice, in my opinion. The scout has much better saving throws, more life, and better features than the scoundrel. The scouts better life, saving throws, implants, uncanny dodge, faster feature progression outweighs the scoundrel's sneak attack. The sneak attack that he shouldn't even be using as much as a consular. Both classes have nice skill point options, though. The scoundrel gets more skill points, but needs to spend 2 points to increase repair or computer skill, where as, the scout only needs to spend 1 point to increase repair or computer.
I would also suggest you choose to max flurry and the dueling features. As a consular, you will have low defense and base attack and want to focus on the wisdom attribute. Dueling will increase your defense and base attack, and flurry is the best stat to use for someone who uses a single lightsaber. You really won't have trouble with this build.
The reason some people choose scoundrel is because they think that the scoundrel's luck feature and sneak attack feature help protect the consular and increase his low melee damage. However, I view this as wasting the sneak attack feature's potential, because as a consular you aren't meant to be doing as much melee fighting.
A scout is a much more effective choice, in my opinion. The scout has much better saving throws, more life, and better features than the scoundrel. The scouts better life, saving throws, implants, uncanny dodge, faster feature progression outweighs the scoundrel's sneak attack. The sneak attack that he shouldn't even be using as much as a consular. Both classes have nice skill point options, though. The scoundrel gets more skill points, but needs to spend 2 points to increase repair or computer skill, where as, the scout only needs to spend 1 point to increase repair or computer.
I would also suggest you choose to max flurry and the dueling features. As a consular, you will have low defense and base attack and want to focus on the wisdom attribute. Dueling will increase your defense and base attack, and flurry is the best stat to use for someone who uses a single lightsaber. You really won't have trouble with this build.
Always remember you're unique ... just like everyone else.
Personally, I almost always start as a soldier if I'm going consular, mostly because a soldier gets a feat every level, and consulars progress slowly in feats. I use those extra feats to get stuff that will help the consular survive, like the toughness series, implants etc. Plus a few levels as a soldier will give a nice boost to your Hit Points.
I don't worry too much about not having much skill in KOTOR (unlike KOTOR2 where skills are very important). The only skills I bother with are Awareness and Demolitions, which I use to aquire mines to use against the final boss at the end of the game. As a consular you are pretty much going to have to use setting mines and running for the final battle, since the final boss has good resistance to Force powers. You'll need at least one level of Speed to keep you ahead of him while you set them; remember to budget for this.
I don't worry too much about not having much skill in KOTOR (unlike KOTOR2 where skills are very important). The only skills I bother with are Awareness and Demolitions, which I use to aquire mines to use against the final boss at the end of the game. As a consular you are pretty much going to have to use setting mines and running for the final battle, since the final boss has good resistance to Force powers. You'll need at least one level of Speed to keep you ahead of him while you set them; remember to budget for this.
The reason I would never make a soldier as a consular is because their strengths don't work together. The soldier is strong in life and base attack. These are two areas that don't help a consular and that is about all the soldier has to offer. A consular is weak in these areas because they are supposed to depend on the force to attack the enemy and keep the enemy from attacking them. While the consular uses the force, he is wasting the soldier's strengths. A soldier's strengths really only help the melee type.
The scout and the soldier get the same amount of features early in the game, if you count the fact that the scout gets implants. The scout also has better saving throws which help against force powers, critical strikes, and grenades. Then you can count the fact that soldiers have horrible skill points, where as, the scout has really nice ones. Skill points come in handy to a consular type. Especially, if you want to repair HK-47 and have him in your dark side group.
As for the final battle. If you have difficulty fighting him, force whirlwind will work on him. You can attack him while he takes damage in the whirlwind. Another strategy is to use plague on him while you cast master speed on yourself. Of course, most of us know that throw light saber does a considerable amount of damage to him, all by itself. And, if you get your wisdom and charisma high enough, you can break his resistance and use other force powers on him.
The scout and the soldier get the same amount of features early in the game, if you count the fact that the scout gets implants. The scout also has better saving throws which help against force powers, critical strikes, and grenades. Then you can count the fact that soldiers have horrible skill points, where as, the scout has really nice ones. Skill points come in handy to a consular type. Especially, if you want to repair HK-47 and have him in your dark side group.
As for the final battle. If you have difficulty fighting him, force whirlwind will work on him. You can attack him while he takes damage in the whirlwind. Another strategy is to use plague on him while you cast master speed on yourself. Of course, most of us know that throw light saber does a considerable amount of damage to him, all by itself. And, if you get your wisdom and charisma high enough, you can break his resistance and use other force powers on him.
Always remember you're unique ... just like everyone else.
The reasonj I always try to do something to increase my life if I'm a consular is that otherwise I find I get pwned by grenadiers.
I must say, I don't consider skills important in KOTOR1. Unlike KOTOR2 they don't bring experience, or items. I don't usually bother with HK upgrades because I find a wookie/Jedi combo is almost always the one I use. In fact I often don't even bother to buy HK; if you are dealing with the Sand People to the DS there is no real reason to.
I must say, I don't consider skills important in KOTOR1. Unlike KOTOR2 they don't bring experience, or items. I don't usually bother with HK upgrades because I find a wookie/Jedi combo is almost always the one I use. In fact I often don't even bother to buy HK; if you are dealing with the Sand People to the DS there is no real reason to.
Skills do bring experience when you repair something or hack into something on KOTOR 1. You also get extra experience for anything a repaired robot or exploded terminal kills.
You might get pwned by grenadiers? Well the thing about scouts is that they have better saving throws against grendiers than soldiers. Simply increasing your life isn't always the best solution to every situation. Scouts also have a class feature called uncanny dodge. This feature further boosts the scouts saves against grenades.
Also, if certain situations are such a problem for you, that is when you can use your skills to get you out of the situation. Or avoid them altogether.
Perhaps, your problem is that you are focusing too much on increasing your vitality on your consular characters. As you said, you always try to do something to increase the vitality on your consular. If you focused on having a high wisdom and charisma, you should have no problem casting stun and whirlwind on grenadiers and keeping them from casting grenades.
In my opinion, life is important only to characters that expect to get hit often, like meleers. Consulars should be able to deal damage from afar, stun, whirlwind, or in the case of scout/soundrel consulars avoid damage through the use of skills. Consulars can melee, but there is no reason their enemies shouldn't be stunned or whirlwinded while they melee.
Having HK-47 in your group is simply an indulgent bonus to being darkside. And really, RPGs are all about indulgence. Repairing him increases his effectiveness in battle.
You might get pwned by grenadiers? Well the thing about scouts is that they have better saving throws against grendiers than soldiers. Simply increasing your life isn't always the best solution to every situation. Scouts also have a class feature called uncanny dodge. This feature further boosts the scouts saves against grenades.
Also, if certain situations are such a problem for you, that is when you can use your skills to get you out of the situation. Or avoid them altogether.
Perhaps, your problem is that you are focusing too much on increasing your vitality on your consular characters. As you said, you always try to do something to increase the vitality on your consular. If you focused on having a high wisdom and charisma, you should have no problem casting stun and whirlwind on grenadiers and keeping them from casting grenades.
In my opinion, life is important only to characters that expect to get hit often, like meleers. Consulars should be able to deal damage from afar, stun, whirlwind, or in the case of scout/soundrel consulars avoid damage through the use of skills. Consulars can melee, but there is no reason their enemies shouldn't be stunned or whirlwinded while they melee.
Having HK-47 in your group is simply an indulgent bonus to being darkside. And really, RPGs are all about indulgence. Repairing him increases his effectiveness in battle.
Always remember you're unique ... just like everyone else.
- Cuchulain82
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I've not read the thread thoroghly, but I'll agree with Caden- Scout is the best. The bonus implants along with Repair as a class skill- there really is no question. It's the best idea, especially for a darksider.
(btw- take HK with you the entire time- he's worth it, if only for the dialogue.)
(btw- take HK with you the entire time- he's worth it, if only for the dialogue.)
Custodia legis
I just stumbled on this thread. Sorry I'm late.
To Caden: What you say makes sense. But once you change class that's pretty much it for any bonuses you get as a Scout, right? Say you changed a Lv.4, then you only get whatever bonuses up to that point. It's not like the Consular will keep benefiting from the Scout save throws. Of course you do get Lv.2 Implant, but unless you try and level your Scout to the limit the majority of your levels will be, and should be, those of a Consular.
Don't get me wrong. I'm really intrigued by this. So much so that I've got questions.
To Alcina: I'm playing as a Soldier/Consular as well. I built mine along the storyline maxing the character's vitals as best I could and spending the rest of the game growing Revan's Force powers. The ides is that I've got options. In battle I can cast powers if want, or melee it up a little.(guess we both just can't put down the lightsaber, eh? )
To Caden: What you say makes sense. But once you change class that's pretty much it for any bonuses you get as a Scout, right? Say you changed a Lv.4, then you only get whatever bonuses up to that point. It's not like the Consular will keep benefiting from the Scout save throws. Of course you do get Lv.2 Implant, but unless you try and level your Scout to the limit the majority of your levels will be, and should be, those of a Consular.
Don't get me wrong. I'm really intrigued by this. So much so that I've got questions.
To Alcina: I'm playing as a Soldier/Consular as well. I built mine along the storyline maxing the character's vitals as best I could and spending the rest of the game growing Revan's Force powers. The ides is that I've got options. In battle I can cast powers if want, or melee it up a little.(guess we both just can't put down the lightsaber, eh? )
Actually, now I wouldn't think playing as a soldier/consular would be all that bad. The big differences is that you get more skill points with the scout and you get to wear heavy armor in the beginning with the soldier. Saving throws are a minor difference if you're only going to level your soldier or scout to lvl 4. I personally wouldn't change at lvl 4. That would just make the beginning seem boring by not leveling up. There is also an experience bug that happens if you don't level up. The scout is still a more defensive option. The soldier just allows you a few extra points in base attack. Both classes will get the same number of feats if you count implants, which is a defensive feat, but the soldier will be given the option of choosing all offensive feats.
Always remember you're unique ... just like everyone else.
I usually level up a 4 to get the most out of my Jedi levels. I'm something of a stickler for playing as close to the story as possible.
I've also been wondering, is it possible to mold a class to act/respond like another. Ex. If you started w/ a soldier, but gave them a high DEX., would they gain better defense? Or if the class locked? (I ask because I've done it already and it seems to work. Just wanted to see if I was alone.)
I've also been wondering, is it possible to mold a class to act/respond like another. Ex. If you started w/ a soldier, but gave them a high DEX., would they gain better defense? Or if the class locked? (I ask because I've done it already and it seems to work. Just wanted to see if I was alone.)
- fable
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- Darkblade89
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I'm relatively new, and just beat KOTOR for the first time. Since it's my first play through, I did it purely for fun, and chose my character development without any real plan. But I ended up being a Scout, and by accident, a Consular, and I think it worked out quite well in the end. (I figured, hey, Blue + Yellow = Green yeah? So Green, the Consular must be the one that's a mix of the other two! But nooo...)
I can definitely tell you that you should use your force powers heavily as a Consular, and probably invest in powers that can affect large groups. I notice that not too many people seem to recommend Force Wave, and I suppose, it doesn't affact a single target nearly as long as Force Whirlwind, but nothing is more satisfying than taking out a roomful of Sith, without them ever laying a finger on you with Wave hehe. Even better is when you take out a hostile behind a nearby wall, they never see you, you never see them, all you see is the increase in XP.
I used Force Wave to great effect against Bastilla (LS ending first time around), she NEVER got within lightsaber striking range, too busy being knocked on her butt by my Force Wave attacks, as I would regain force energy during the cutscences in which the station would regenerate Bastilla.
Anyway, I didn't play as a power-gamer the first time through, and just developed my character as I saw fit, so I expect one of you experts to come along and point out to me why Wave is so crappy.... but it's so darn fun! lol.
I can definitely tell you that you should use your force powers heavily as a Consular, and probably invest in powers that can affect large groups. I notice that not too many people seem to recommend Force Wave, and I suppose, it doesn't affact a single target nearly as long as Force Whirlwind, but nothing is more satisfying than taking out a roomful of Sith, without them ever laying a finger on you with Wave hehe. Even better is when you take out a hostile behind a nearby wall, they never see you, you never see them, all you see is the increase in XP.
I used Force Wave to great effect against Bastilla (LS ending first time around), she NEVER got within lightsaber striking range, too busy being knocked on her butt by my Force Wave attacks, as I would regain force energy during the cutscences in which the station would regenerate Bastilla.
Anyway, I didn't play as a power-gamer the first time through, and just developed my character as I saw fit, so I expect one of you experts to come along and point out to me why Wave is so crappy.... but it's so darn fun! lol.
- Drunkside
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I just played as a scoundrel consular that would beat anybodys basic consulars or guardians, def 40 and ab 30, uberly good powers and dc, but wait theres more: str 10 damage 12-30.
So id say the best starting class i scoundrel. Take 6 scoundrel and rest consular and youll be invincible. Malak didnt even hit me(exept for the scripted part in which he always hits with critical strike. Thats when he has no more jedis to drain and about 1/5 of health left. He strikes, hits, crits and stuns.... that part really made me angry since i had very little hp and he then got at least 3 free hits on me. Died 6 times with my invinsible char becouse of that...). But whatever use single saber and take all duelings, and make him/her dex based, i repeat DEX-BASED Just take 16 wis and 12 cha in the beginning and you will do just fine, i really enjoyed killing ajunta pall with kill on level 12
(EDIT) I just remembered to warn you: dont use scout!! Soldier is better he can get everything scout gets(exept for the saves) and better hp and ab.(EDIT)
So id say the best starting class i scoundrel. Take 6 scoundrel and rest consular and youll be invincible. Malak didnt even hit me(exept for the scripted part in which he always hits with critical strike. Thats when he has no more jedis to drain and about 1/5 of health left. He strikes, hits, crits and stuns.... that part really made me angry since i had very little hp and he then got at least 3 free hits on me. Died 6 times with my invinsible char becouse of that...). But whatever use single saber and take all duelings, and make him/her dex based, i repeat DEX-BASED Just take 16 wis and 12 cha in the beginning and you will do just fine, i really enjoyed killing ajunta pall with kill on level 12
(EDIT) I just remembered to warn you: dont use scout!! Soldier is better he can get everything scout gets(exept for the saves) and better hp and ab.(EDIT)
YOU DONT KNOW THE POWER OF THE DRUNKSIDE ill beat you up with my bottl ...lightsaber!!!And Drunk Side is a bar in KOTOR1... check these out! http://www.xfire.com/screenshots/drunkside/
Best Class for Consular-Scout
I agree with Caden.Scouts are 100% best choice cause of high dexterity and class skills.Also if u want to fight take power attack(I have beaten game 7 times as a consular also first time i played the fame i have taken scout-consular principe ).
Note:This thing with Power attack works lot better in KotOR II(if u take Consular-Master/Lord i mean)
I agree with Caden.Scouts are 100% best choice cause of high dexterity and class skills.Also if u want to fight take power attack(I have beaten game 7 times as a consular also first time i played the fame i have taken scout-consular principe ).
Note:This thing with Power attack works lot better in KotOR II(if u take Consular-Master/Lord i mean)
- Darkblade89
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If he's supposedly invincible, why did you lose to Malak so many times? On my first playthrough with a Scout/Consular, I beat Malak quite easily the first time (normal difficulty), of course, not by brute strength, but with the force, and a little buddy of mine called the thermal detonator. And a mine or two.Drunkside wrote: So id say the best starting class i scoundrel. Take 6 scoundrel and rest consular and youll be invincible. Malak didnt even hit me(exept for the scripted part in which he always hits with critical strike. Thats when he has no more jedis to drain and about 1/5 of health left. He strikes, hits, crits and stuns.... that part really made me angry since i had very little hp and he then got at least 3 free hits on me. Died 6 times with my invinsible char becouse of that...). But whatever use single saber and take all duelings, and make him/her dex based, i repeat DEX-BASED Just take 16 wis and 12 cha in the beginning and you will do just fine, i really enjoyed killing ajunta pall with kill on level 12
(EDIT) I just remembered to warn you: dont use scout!! Soldier is better he can get everything scout gets(exept for the saves) and better hp and ab.(EDIT)
I didn't play for stats either, averaged out my stats as best as possible, with none receiving too much attention... I believe I was level 8 Scout, level 12 Consular. (I can see now why lots of people chose to not level up until they get Jedi training, I think I will the second time I play KOTOR, male soldier/sentinel. So far, I'm rather annoyed by the soldier class, but I suppose that's just how I am.)
The only real advantage of soldier over scout is the HP & BAB, but since it's smart to take as few levels in the starting classes as possible, this differences are minimal.
I, like many others here, feel that flurry is the best combat talent. Implant are also a very powerful feat. So, a level 4 scout will have lvl 2 implants and lvl 1 flurry and all good saves. (On top of my head, I think it's 4/4/4.) He has 24 vitality and 3 BAB.
A soldier will have saves like 4/1/1, 30 HP and 4 BAB. To get the usefull feats, he will have to spend 3 of his four feats on lvl 2 implants and lvl 1 flurry. He may have Power Attack, but Flurry is better, and Power Attack will rarely be used.
So, in the end, the Scout ends up with two extra feats. (He gets three, Soldier gets 4, but three need to be spent like above, so Scout has two open feats more.)
Since your Counselar won't be melee focused, what would be best? If you want a "technical" best choice, it's Scout. They even have Repair as class skill, IMHO a must-have skill.
I, like many others here, feel that flurry is the best combat talent. Implant are also a very powerful feat. So, a level 4 scout will have lvl 2 implants and lvl 1 flurry and all good saves. (On top of my head, I think it's 4/4/4.) He has 24 vitality and 3 BAB.
A soldier will have saves like 4/1/1, 30 HP and 4 BAB. To get the usefull feats, he will have to spend 3 of his four feats on lvl 2 implants and lvl 1 flurry. He may have Power Attack, but Flurry is better, and Power Attack will rarely be used.
So, in the end, the Scout ends up with two extra feats. (He gets three, Soldier gets 4, but three need to be spent like above, so Scout has two open feats more.)
Since your Counselar won't be melee focused, what would be best? If you want a "technical" best choice, it's Scout. They even have Repair as class skill, IMHO a must-have skill.