r1z0ru Posted March 11, 2007 Posted March 11, 2007 For my first feat, what would be the best? I am making a guy using two weapons, and is strong, but uses some force. He also has a lot of health. I was thinking toughness or the double weapon weilding-type feat, but does it go with flurry? thanks. my guy is senitel str - 14 con - 14 dex - 14 intl - 12 cha - 10 wis - 14 and skills not decided yet. thanks.
Darth Mortis Posted March 11, 2007 Posted March 11, 2007 Two-Weapon fighting can be used with flurry, power attack and critical strike (Melee feats) and with all the similar feats (Power blast etc) that go with ranged weapons. As to the choise of feats...well Two weapon fighting is only really helpful at its second and third levels-at the beginning of the game your chances of hitting with two weapons isn't going to be great, in fact you'd probably be better using only one weapon until you have level two two-weapon fighting feat. Toughness is (pardon the pun) a tough one to call, it can be useful to have a few extra HP but by the time you have left Peragus that's only going to amount to about 9-10 extra hp (one per level)...and lets face it if you get that low on health in the game your dead anyway. I would tend to go for two-weapon fighting from the beginning, then increase the flurry and critical stike feats when you are maxed out on TWF or can't upgrade when you level. Pick; All those feats that increase your melee abilities and special moves in melee. Avoid; Ranged weapon feats, trust me when I say that Jedi are far, far better concentrating on melee attacks and feats than on ranged attacks. Sooner or later you'll have to fight someone who has a lightsabre, and trying to fight a lightsabre opponent with guns is called suiside. Also avoid; cross skill feats, normally a waste of time for a sentinal anyway. (The only one that I have found to be useful is cross-skill repair, as that allows you to build the repair skill up which can be useful for upgrading items, and creating items for upgrades-if you decide to pick this do so right from the start of the game). Melee bonus feats such as melee specialisation or melee finesse (They don't apply to lightsabres), and at first you'll want to ignore lightsabre specialisation since you won't have a lightsabre for a while. Skills; Useful skills to start with on Peragus; Stealth and security, you don't need a huge number of points here, two in steath will allow you to wear stealth field generators, the later versions you can pick up have dex bonuses which can be very helpful, it will also allow you to.....well there are two points on peragus where being able to use stealth makes life easier. A single point in security will allow you to open most locked boxes/door in the game. Harder boxes, well you will normally have party members who can open them for you. Computer and repair skills are a good idea as well-3 points in repair should help you out enough on peragus (since you'll get a +1 bonus from int). A computer skill of 4 (including bonuses) is enough on peragus, again at highter levels you'll normally have someone in your party who can do a better job. Demolitions, if you can aim to get this up to a skill level of 3 as fast as you can (meaning within the first two levels). With an item you'll be able to pick up, and with the int bonus you'll be able to recover small mines. Don't forget persausion, it can come in very handy.
Watchman Posted March 12, 2007 Posted March 12, 2007 You can go either way, Dual Wield/Toughness, you will not see the benefits of either at the start if the game. Just get them in place when you can. I recommend Dual Wield first just so you can get going early in the game with two weapons. If your char is not tough enough you can still wield dual blasters for a ranged attack.
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