I'm just trying to look at this in a D&D kind of way. I know that the Fighter/Mage dual is a very powerful one in D&D, and I was kinda thinking this is a similar concept.
Start off with lots of HP, good combat abilities, and when you get some real power going (Jedi classes), you go for the one with the most power over the Force.
Is this a good combo?
Guardian/Consular = Fighter dual classed to Mage?
Guardian/Consular = Fighter dual classed to Mage?
"A life is not important, except in the impact it has on other lives."
-- Jackie Robinson
Baruk Khazad! Khazad ai-mênu!
-- Jackie Robinson
Baruk Khazad! Khazad ai-mênu!
I believe you mean Soldier/Consular
A Jedi in general is pretty much already a Fighter/Mage or Fighter/Cleric in any Forgotten Realm representation of classes anyway. A Soldier/Consular build to gain needed Feats and the Force Powers, the most valued commodity in the game, in my opinion, is probably one of the better of the 9 combinations.
KotOR is not a particularly difficult game to finish and battles are way too easy even in Difficult setting.
A Jedi in general is pretty much already a Fighter/Mage or Fighter/Cleric in any Forgotten Realm representation of classes anyway. A Soldier/Consular build to gain needed Feats and the Force Powers, the most valued commodity in the game, in my opinion, is probably one of the better of the 9 combinations.
KotOR is not a particularly difficult game to finish and battles are way too easy even in Difficult setting.
Soldier/consular, is that right? You will basically be combining a class that is meant for up close fighting with a class that is not meant for up close fighting. The soldier and consular have two constrasting and different styles of combat that do not compliment each other in the least. The end result will be a class that isn't particularly good in any area.
I imagine that in D&D a fighter/mage is a good combination, because the mage can cast spells to heal himself or weaken the enemy. Is that right? Well, in this game, all jedi can cast spells. So the only real reason to play consular is if you plan to be casting spells so much that it will consist as the basis of your attack. Of course, a soldier doesn't help the consular in this regard at all. The scout will at least add saving throws and features that help protect the consular from grenades and force powers. The scout also adds skill points which can be used to increase first aid, repair, hacking, stealth, or anything else that could help in combat. The scoundrel would also be better suited to help out a consular. The scoundrel helps by a defense bonus, via the scoundrel's luck feature. He also adds the sneak attack and critical strike features. Which help considerably against enemies who resist your force powers. Critical strike will stun the enemy, thus protecting you, and sneak attack will add a nice damage bonus to help you dispatch the enemy. Of course, experienced players will know how to break the resistences of enemies who resist force powers. So I say experienced players will benefit from the scout/consular combination, newbies will benefit from the scoundrel/consular combination, and no one will really benefit from the soldier/consular combination.
There are, however, only 9 combinations you can make in the game. Any one of them can get through the game, sure enough. I just think soldier/consular is one of the... disadvantageous class combinations.
I imagine that in D&D a fighter/mage is a good combination, because the mage can cast spells to heal himself or weaken the enemy. Is that right? Well, in this game, all jedi can cast spells. So the only real reason to play consular is if you plan to be casting spells so much that it will consist as the basis of your attack. Of course, a soldier doesn't help the consular in this regard at all. The scout will at least add saving throws and features that help protect the consular from grenades and force powers. The scout also adds skill points which can be used to increase first aid, repair, hacking, stealth, or anything else that could help in combat. The scoundrel would also be better suited to help out a consular. The scoundrel helps by a defense bonus, via the scoundrel's luck feature. He also adds the sneak attack and critical strike features. Which help considerably against enemies who resist your force powers. Critical strike will stun the enemy, thus protecting you, and sneak attack will add a nice damage bonus to help you dispatch the enemy. Of course, experienced players will know how to break the resistences of enemies who resist force powers. So I say experienced players will benefit from the scout/consular combination, newbies will benefit from the scoundrel/consular combination, and no one will really benefit from the soldier/consular combination.
There are, however, only 9 combinations you can make in the game. Any one of them can get through the game, sure enough. I just think soldier/consular is one of the... disadvantageous class combinations.
Always remember you're unique ... just like everyone else.