Klorox wrote:Amazing. This was my original concept for a character. I'm curious as to how you built this character (stats, skills, feats, force powers, ect.). I'd like to compare ideas.
I like well rounded so I actually stopped at 14 for Dex, Wis, Cha, on my actual run; but I suppose 18 Dex is workable since 8 Int is perfectly playable. Str and Con are not all that important in the grand scheme of things to me. I like to start with even values as they are more cost effective that way.
As I level, I put (Spoilered): [SPOILER]+1 in Strength, +1 in Wis, and +3 to Dex. Puposefully leaving them odd for max benefits from items and being a Paragon Lightside Guardian.[/SPOILER]
Persuasion, Computers/Repair. Skills are useless if not kept maxed where possible, but I did not want to bank skill points across levels on the run. Otherwise, you can keep 2 skills pretty much maxed by banking all leftover the Scout points into Guardian levels to use.
4 Scout levels gives you a good base save and Implant Level 2. This is good, and I picked up Implant 3 later in the game to make use of some powerful implants you can obtain. Eg (spoilered): [SPOILER]I'm referring to one Dex +5 Implant that combines well with one +3 Dex Gloves for a nice +8 Dex; that's +4 bonus (halfway to the max Dex of a robe). Others might prefer crit immunity, but I've never found the odd crit giving too much problem in practice. Note also I believe that hitting better (hitting more means more damage = less dangerous foes. Dead foes are much less dangerous than live ones) and higher Defense (getting hit less = greater survivability and also less confirmed crit threats; I believe all crits are threats and an invisible hit must be made to confirm the double damage actually scored); all work in your favor. [/SPOILER]
I was Aiming for a two weapon on this one so I had maxed out Two Weapons fest as soon as possible and chosen Flurry and Toughness trees as complements. This was before I had read the comparsion between Flurry and Power Attack. It appears the latter is more powerful and would be a good option to consider over Flurry. But Flurry is reachable around early-mid level, while a Power Attack would likely still cause quite a number of misses from the lower Scout attack bonuses and not-as-yet really high Dex bonuses... until later into the game where your character becomes insanely potent.
Most other feats are not really necessary since you only need one fighting style choice (Duel/Two Weapons) and one attack option (Flurry/Power). Other feats are
I was going Lightside so: Master Speed, Force Immunity, Breach, Heal, Force Wave (cool) or Stun (not so cool, but cheaper)... Destroy Droid would be bonus to have, but makes the game far too simple beyond what I consider already easy even at Difficult setting.
The others are not really necessary at all since the armor bonus, stat bonus and energy resistances lasts far too short a duration and time needed to cast them means you will not be using all of them at any one time. If needed to choose.. well, pretty no brainer options.
Standard tactic would be to Speed up and Immunize, Jump in for a first kill, Wave and then sweep the floor. Heal up as needed. Rinse. Repeat. You should be able to solo the final chapter on difficult setting blitzing through the levels only slow enough to you can kill everything that tries to stand in way with as much problems only as having to recast buffs every so often.
If you're going Darkside, I suppose Death Field and Insanity replaces Heal and Force Wave respectively... with the later a matter of preference. You might want to pick up Storm as well for quick annihilation of those pesky droids (you have a harder time healing for free now).
[SPOILER]Guardian... so Guardian's Heart; and Lightsider already have an uber gay crystal that screams "you're crazy not to use me".
Physical damage is also really
Saberstaves are not good for Keen/Crits, they work much better on normal sabers.. but I have a (as yet unproven) belief on opponent's ability to be immune to crits just like you can.