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I need some template guidance


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How about this:

 

Jedi Guardian or Jedi Sentinel:

 

STR: 10

DEX: 14

CON: 14

INT: 12

WIS: 14

CHR: 14

 

Continue increasing CON to 18. You won't "miss" anything in the game.

 

Dude, i hope you know that CON has NOTHING to do with 'to-hit' bonuses for sabers or swords or well anyway.

 

Its STR for Melee, Unarmed and Saber Damage and to-hit.

 

Its DEX for Saber to-hit (if higher then STR) and Ranged to-hit and damage.

 

All CON does is increase one of the Saving throws (i think) and your hitpoints. (Health)

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How about this:

 

Jedi Guardian or Jedi Sentinel:

 

STR: 10

DEX: 14

CON: 14

INT: 12

WIS: 14

CHR: 14

 

Continue increasing CON to 18. You won't "miss" anything in the game.

 

Dude, i hope you know that CON has NOTHING to do with 'to-hit' bonuses for sabers or swords or well anyway.

 

Its STR for Melee, Unarmed and Saber Damage and to-hit.

 

Its DEX for Saber to-hit (if higher then STR) and Ranged to-hit and damage.

 

All CON does is increase one of the Saving throws (i think) and your hitpoints. (Health)

 

It's for the implants. Read my post. <_< Some of the implants you get are very powerful, hence the high CON. And STR serves as an attack modifier.

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In order to experience most of TSL, you'll need an INT at 15, not necessarily to start with, but at some point of the game. I would recommend to start as a Jedi Sentinel and concentrate your skill points on Computer use, Awareness, Repair and Persuade.

"Some men see things as they are and say why?"
"I dream things that never were and say why not?"
- George Bernard Shaw

"Hope in reality is the worst of all evils because it prolongs the torments of man."
- Friedrich Nietzsche

 

"The amount of energy necessary to refute bull**** is an order of magnitude bigger than to produce it."

- Some guy 

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Thanks for the help >_<

 

But I am still alittle stuck here. I was wondering how many points I can possibly get throughout the game. Darkors template looks plausible, but it lacks the 15 int points that meshugger suggested. Can I possibly get both 15 int and 18 con without breaking my character beyond repair? And how should I start out?

 

Any thoughts on this?

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Thanks for the help  >_<

 

But I am still alittle stuck here. I was wondering how many points I can possibly get throughout the game. Darkors template looks plausible, but it lacks the 15 int points that meshugger suggested. Can I possibly get both 15 int and 18 con without breaking my character beyond repair?  And how should I start out?

 

Any thoughts on this?

 

Con is only useful as the base number for implants so you need 18.

 

Int only applies your base int for skills so you cant modify that either (although it works for the normal modifiers).

 

This is what I did on one build.

 

Start with 14 con and 14 int. other stats are upto you the others are all easily modified especially by a certain crystal. My consular with 8 str didnt have a lot of trouble in general though a certain V gave her a run for her money.

 

level 4 int 15

level 8 int 16

 

level 12 con 15

level 16 con 16 (you should just be on the first planet here)

level 20 con 17

level 24 con 18 which about when the 18 con implants become common.

 

Sentinel starting class and take skills demolitions as a class feat then you can disarm all those mines in Peragus and open the locked doors and containers. I didnt put any points at all in stealth, there are a couple of points where stealth leads to something but its not a point where you will be solo.

 

Take watchman as prestige if you want lots more skill points.

 

If anything you end up with too many skill points with this build and with the addition of skills implants and various equipment (googles, belts, gloves etc) aside from the stealth crafting tree there isnt anything you cant make by your third planet.

I have to agree with Volourn.  Bioware is pretty much dead now.  Deals like this kills development studios.

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well, technically,

 

you can put 10 points into Demolitions and you can recover every mine.

 

so, if you pick Sentinel as a starting class, you could be a Weapon Master or the Sith Counterpart or Jedi Master or Sith Lord and not have any skill point shortages since most lockers, doors won't need any security higher then 15-20. (but i did find a door that gave me 'skill too low' when i had 20 security)

 

That is if you start with this build:

 

STR: 15

DEX: 10

CON: 14

INT: 16

WIS: 10

CHA: 10

 

You might have a problem with large group fights, but if you have some decent ranged support, you should be fine. (Atton with dual pistols and Duo-Buo or whatever as Unarmed Support and his trusty Ball droid for minor support.

 

But the main thing i have done is made it so that force powers work through armor......when since would force powers be stopped by armor.....if force powers are useless if you wear armor, then people that wear armor should be immune to force powers....so i changed it.

 

The only Armor that allows force powers has a max of 5 defence if i am correct, which is good in the beginning, but crap at the end.

 

also, when you said put points into CON up to 18 and then you won't miss anything....you didn't say ANYTHING about implants, besides, i never use implants, not really worth it....but thats just me.

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Just a little nitpick- you'd need an overall Demolition skill higher than that to RECOVER any mine, bearing in mind it's +5 to DISABLE and +10 to RECOVER.

I think the hardest mines are DC25 or 30 to begin with.

 

Then again I spose there are plenty of gloves etc. that give a bonus to Demo...

 

As far as Con, I usually keep it at 16- you get some nice implants like +3 Str etc.

And the classes I usually pick, going LS, I end up with +6 to Con anyway.

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It's worth putting lots of points into INT at startup and then never developing that attribute. Try 16. Reason is simple. INT determines how many skill points you get to spend at each level-up. So if you start INT low, you won't be able to take many skills at the first few levels. Even if you subsequently enhance INT, you'll never be able to get the skill points you could have spent at earlier levels. Other attributes are more forgiving.

 

That assumes skills are important. It is possible to have a lead character with no skills of note, but it restricts gameplay somewhat. You can miss quite a lot of opportunities if your main character lacks skills.

 

While some degree of specialisation in things like Repair and Persuade is very good, it is worth throwing at least some points into more marginal skills like Security. Throughout the game there are moments when you can't draw on the support skills of other characters, but you can equip items that will turn a modest skill into a reasonable one. Security isn't absolutely needed, but you'll get loot and experience with it.

 

On a related note, the difficulty of mines and locks varies with the difficulty setting of the game.

 

I'd originally underestimated constitution as an attribute. Don't start it too high (maybe 14), but do try and get it up to 18. Some of the implants are great - not only can they make up for deficiencies in certain other attributes, but they can be quickly swapped about depending on what bonus you need right now.

 

Of course levelling isn't the only way to improve attributes.

By talking to certain members of your party, your base attributes can sometimes be increased. Particularly for dark-siders.

 

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hmmm this is all very enlightening

 

I must admit that I am not very well acquainted with the core mechanics of this game, so what follows is pure conjecture. To me it would seem logical that charisma and possibly intelligence should somehow affect the dialog tree and thus what you are able to achieve through dialog options. If this is the case then it would follow that a charisma level of 10/18 should seriously impair my dialog options.

 

 

The template posted by Darkor seems pretty balanced, and I would probably end up with a jack of all trades character that might not be very efficient in combat, but would be able to extract as much content from the game as possible. It is quite obvious that I can

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Thanks for the help  :wub:

 

But I am still alittle stuck here. I was wondering how many points I can possibly get throughout the game. Darkors template looks plausible, but it lacks the 15 int points that meshugger suggested. Can I possibly get both 15 int and 18 con without breaking my character beyond repair?  And how should I start out?

 

Any thoughts on this?

 

You'd have to sacrifice points for another attribute. Your main character gets only 30 points to begin with. Kreia starts out with much more than that. I prefer CON over INT because you don't have to have a lot of skill points. The Exile is already powerful and by the time you reach Lv. 23 or so, you'll have all the skill points you want. At Lv. 50

(if you do the Hssiss Glitch at Koriban and you're DS)

, you'll have all the skill points you want (and don't want. :) )

 

CON is really good. There is are implants like the Physical Boost D-Package and the Ultimate D-Package. The Physical implant raises STR, DEX, and CON by 3. The Ultimate implant raises all your attibutes by 2.

 

Also, the character I suggested is best for combat. Trust me. You'll be doing 150+ damage by the end of the game with a single Flurry. Also, if you don't have a high INT and want more dialogue options, don't sweat. Usually, if you have a high Awareness but a low INT, the Awareness will replace the INT in a dialogue option. For example:

 

[intelligence] Then what were you?

 

[Awareness] Then what were you?

 

[Wisdom] Then what were you?

 

Dialogue options aren't restricted to one attribue or skill.

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I guess it depends how you play. Personally I find most combat is pretty easy, even with non-combat characters. Ultimately weapon upgrades and items can turn the weakest characters into killing machines. And as noted above, prestige classes will give you a second throw of the dice part way through the game - allowing you to refocus after you've built up the basics. Certainly, you can over-do skills. But only later in the game when really high skills aren't needed by more than one character. I find that early on, good basic skills are more useful than combat ability.

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If in doubt, focus on Persuade (since only your character can do it and it opens up a lot of dialogue) and Repair (great for breaking down items, which again only you can do). After that it is "swings and roundabouts". Demolitions and Security will open up some more options at the very start of the game, but nothing you can't live without. And in the long term, other skills may prove more useful.

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Ok Repair and persuade it is, but should I completely forget about the other skills? A few people here mentioned that demolitions might be wise and I would also think that treat injury could come in handy. And what about awareness VS persuade?

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Ok Repair and persuade it is, but should I completely forget about the other skills? A few people here mentioned that demolitions might be wise and I would also think that treat injury could come in handy. And what about awareness VS persuade?

 

It depends on the what class you're going to go with. If you're Sentinel, you get 4 skill points with 12 INT. Start increasing Awareness for a few levels until it reaches 18-20. You should have enough skill points to also increase Treat Injury and Persuade and Demolitions while increasing Awareness.

 

If you go with Weaponsmaster/Marauder as your prestiege class, you gain 2 skill points with 12 INT. By that time, you should have more than enough Awareness. Increase Treat Injury and Persuade. Stop increasing Persuade when it reaches 22-25. After that, continue increasing Treat Injury and any other skill that is a cross-class skill (highlighted in yellow.)

 

If you choose to go with Sentinel-Watchman, the number of skill points you get won't change. You can increase Treat Injury, Persuade, Demolitions, Awareness.

 

Note: If you wish to not lose out skill points, go with Sentinel-any prestiege class. Don't go Guardian unless you are willing to sacrifice skill points.

 

Treat Injury, in my opinion, is probably the most usefull skill to have. Next is Persuade followed by Awareness. Treat Injury determines how much you heal, which is important to both DS and LS.

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Ok Repair and persuade it is, but should I completely forget about the other skills? A few people here mentioned that demolitions might be wise and I would also think that treat injury could come in handy. And what about awareness VS persuade?

 

Well, technically, i think that Persuade, Repair and Computer Use is the most useful and most important.

 

If you can handle running into Mines (especially the most powerful ones, don't take Demolitions.)

 

Also, if you plan to go mostly solo (not advised for beginners, trust me) you could invest in stealth.....especially if you plan on going Jedi Watchman or Sith Assassin. (they get the nifty built in stealth mode and sneak attacks. (i never use it myself, but i think i might, this time around)

 

I hear there are special stuff you can do if you do some areas stealthy.

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Ah btw. dropping the difficulty to easy makes the skill tasks easier, if you really want everything done (I switched with my consular a couple of times so I could open a few containers, since I want every possible piece of equipment). Though the battles will be worthless then, luckily it can be switched right back after the task is done. Some people would say this is cheating, but it works.

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Hi all,

 

I just finished the game as a ds sentinel/sith lord..starting with 16 DEX (imo the most important attribute)..so you get 5 skill ponts from the beginning..no can or bin or door remains closed at the beginning where these things really matter..latter on you don`t need the 6353th shield or blaster. DEX also improves your def...so I actually did wear a robe..an ossus guardian robe (def 1 but 4 char 4 int 1 wis..and it`s upgradeable) and had nonetheless 38 def with 30 DEX at the end (some points away from lvl 30 args!!)..kk I know..what end..but that`s another story :devil:(( The last thing about DEX is..you can have tons of strength..dealing damage beyond good..but first you have to hit your opponenet successfully..despite the lousy 12 str, I had an attack modifier in total of 42 if I remember correctly..so you really don`t miss a thing and as stated before you deal up to 150 dmg with a single flurry (if master speed is active you get 4 attacks and can deal up to 200 dmg). If you combine these things with force powers like master valor you can push your attributes for 20 seconds..that is enough for every battle. (In my case this means 34 DEX with the appropriate modifier of +12 and of course the second attribute I pushed is CON..there is no alternative to that)

 

Greets from Germany

Tux

 

(btw OE did an execellent job in translating the game into german..that`s far from normal)

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