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Fedifensor

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Everything posted by Fedifensor

  1. If you want to focus on Force Powers, take a Consular. If you want to rip enemies apart with lightsabers, take a Weaponmaster. If you want to do both...take a Consular/Weaponmaster. :D That said, I took a Sentinel/Weaponmaster. I wanted to have a decent amount of skills. If I play through the game again, I may try a Consular.
  2. That's the great thing about having Kreia in your group. Activate Master Speed on either her or the main character, and both have it running. One of my favorite group combos is the main character, Kreia, and an armored NPC using ranged weapons (Mira is my favorite choice because she has skills for nearly every situation). I can switch focus to Kreia, activate two or three buff powers, and then happily throw Force Storm or other attack powers while my main is a whirlwind of destruction. The ranged character generally hangs back and supports with blaster fire without any direction from me. Simple and effective.
  3. Most of the robes in the game are mediocre. The best I've found so far is a Jedi Knight Robe, giving +3 Def and Regenerate Force Points 1 - my main character is using it. It allows you to regain force points even in places where you normally cannot regenerate force points - it really helped me in one specific part of the game. The best Force-allowing armor I've found is the Zeison Sha Warrior Armor (+5 Def, +4 max dex, +1 Fort save). By the time you've gone through three of the four planets, you'll have a lot of weapons and armor you can breakdown for components, so find a workbench and make a few overlays and underlays to improve the armor. Specifically, the overlay and underlay that each give 30% immunity to energy are a good choice. However, with some of my Jedi, I don't bother with powers that are restricted in armor, and just focus on outfitting them in the best armor I can find. There's one heavy armor in the game that gives a +11 Def and +4 max Dex. Add a Flexible Underlay, and suddenly that +4 max Dex becomes +7 (giving a +3 to the wearer's Dex as well)! That means your character can have an enhanced Dex of 24 and still move freely in armor. You lose the benefits of Master Speed, but you don't have to micromanage the NPC in combat by clicking over to them and reactivating Master Speed every 30 seconds or so. The increase in Defense and lack of management hassle is worth the loss of damage output.
  4. Thanks, Falconhurst. I think a lot of people will be happier now that they know what can and cannot be made.
  5. Those wrist launchers are another nifty tool. I love firing adhesive grenades at long range to pin a group down, followed by several explosive rockets. She also has a LOT of skill points and class skills - enough to max out three or four skills without a problem. People focus on her total stat points...well, if built right, her Strength, Wisdom, and Charisma are irrelevant. Just beef up her Dexterity for accuracy, and perhaps add a few points in Constitution for implants. For force powers, don't bother giving her attacks that require saving throws - go for the beneficial powers that don't care about saves. She's not the toughest NPC in your group...but she holds her own.
  6. Mandalore is a bit sub-par compared to the other ranged characters in the game. You can compensate for it to an extent - a fully-upgraded Repeating Blaster Rifle or Charric does nice damage. His big penalty is the inability to change armor - even with upgrades, it doesn't hold a candle to some of the other armor options. For sheer damage output at range, the best character in the game is a Jedi with two pistols using Master Speed. When each pistol is doing an average of 30 points of damage, firing 5 times per round (with Rapid Shot), that's about 150 per round - significantly more than Mandalore can dish out. Honorable mention goes to HK-47, for his ability to kill 'boss' targets. Max out the sniper shot feat tree, give him a rifle with a high threat range, and have him shoot at high hit point targets. His assassination protocols do a great job of whittling down tough targets fast. One other point to make - while Master Speed characters dish out the most damage, sometimes its better to put a character in armor for staying power. The Electromesh armor in particular, combined with the appropriate upgrades, can make a character nearly immune to Energy damage. Currently, I have Anton in this armor, wielding two pistols with Rapid Shot. His damage output dropped by 40% without Master Speed (3 shots instead of 5) - but I easily doubled his staying power. And I made sure to give him Force Redirection, making him even more resilient versus blaster fire.
  7. Where exactly on Nar Shaada? You tell Mira that you'll take her to "the same place that Kriea showed me" - now if I could only remember where that was... Edit: Found it. Talk to Mira just outside the Ebon Hawk on Nar Shaada, then have her in your party as you go to the other side of the 'pit' in the center of the first area.
  8. If you chose Jedi Master or Jedi Watchman as your prestige class, a duelist with one saber will have a slight advantage (though I still believe that the right crystals and upgrades can negate that advantage). However, if you're a Jedi Weaponmaster with Superior Two-Weapon Fighting III, two sabers is clearly a better way to go. Single = +3 to attack Double/Dual = +2/-1 when balanced (0/-1 when not) That means you just traded +1 to attack for an extra attack (at -3 versus the duelist attack bonus) and an extra saber's worth of crystals and upgrades. That extra saber can easily make up for the +1 attack and +3 defense offered by dueling, with the right crystals. In short, Weaponmasters are better off with two weapons for maximum effectiveness, though a dual saber may also be a good choice is your primary concern is damage output. Even if your primary concern is defense, two sabers are still better than one.
  9. Honestly, double sabers are probably the best choice in the game, especially if you go Weaponmaster. You can easily make up the extra +3 to hit and damage from Dueling with the bonuses given by a second saber. Remember, even if you're short on crystals, a second saber also gives you a second lens, emitter, and energy cell. You can get a lot of extra bonuses out of that. The second saber only accounts for one attack out of your attack sequence - most of the attacks are done with the primary saber. So, load that second saber up with bonuses to defense, deflection, and stats. I'll sooner short another party member on crystals than do anything less than the maximum possible enhancement on the main character. As for color - I'm a big fan of blue (it's a classic), though silver is a nice option as well. So I'm currently using blue and silver sabers.
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