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Is a light Jedi Master ok?

Posted: Fri Mar 11, 2005 11:35 pm
by telemantros
Well, i've beaten the game now 5 times, :o , and the only character left for me to develope is, if you havn't guessed, a jedi master. Now, the Sith Lord absolutly kicked ass but light force powers seem to be purely defensive to me, besides force wave so the my idea was this:

Be a light side jedi, but use three dark side skills in combination: Fear (1-3), Force lightning (1-3) and kill (1-3)...

That work you think or does that defeat the purpose of a "light jedi master."

Heck i don't know...i'm confused :confused:

Posted: Sat Mar 12, 2005 1:15 am
by Struttdaddy
that defeats the purpose of a light side master...lol. I finished my first time around as a light master and they defensive force powers make you near invincible....just power them up them whip some butt with you saber....or stay back and let your NPC's do the slashin while you defend them with force powers

Posted: Sat Mar 12, 2005 3:52 am
by Admo
I think some of the tamer dark side powers are fine. Otherwise it is pointless, because you can get all the buffing powers you'll ever need as a Guardian/Weapon Master, with the added advantages of being a melee powerhouse. The only advantage I can see is that your force powers are pretty hard to resist, should be easy to get them in stasis/wave them.

Posted: Sat Mar 12, 2005 4:51 am
by Ergophobia
Yeah, stasis is a definite must, and also take the valor and armor powers (to work with force enlightenment). Destroy droid is also good, and what's left then is a few dark side powers.

My first time through the game was a sentinel/master, with loads of force points and force storm, but I only used that in massive fights. 1-1 I did melee, with major buffing powers and such. Believe me, that kicks ass, being good at both lightning and melee.

Posted: Sat Mar 12, 2005 5:45 am
by I Am Naga Sadow
LS Jedi Masters rule! Yeah, even Dark Lords of the Sith can play LS characters too... Anyway, not only do you get all the buffs, but thanks to your high number of FPs anf Force Meditation Forms (If you want to go over the top, of course), you can clear room after room of enemies without even being hit just by Force Waving them away again and again and again and again and again. Even if they do get to you before dying you will be in pristine condition, and if they shoot you, you can a) deflect the shots, and b) Heal!

Posted: Sat Mar 12, 2005 10:15 am
by jeremiah
High charisma makes the DS force powers easier to cast but really by game end any character will have so much extra force points it is not a problem.
Force Body also helps especially DS characters that would like to cast Heal :) .

Posted: Sat Mar 12, 2005 10:26 am
by Ergophobia
Yeah, that sounds logical, reducing life points to increase them... ;)

Posted: Sat Mar 12, 2005 12:51 pm
by telemantros
Hey thanks for info!

Thanks for your opinions, I suppose I'll try to be strictly light then... only problem for me is that in Kotor I, my counsilar couldn't hit anything...lol

maybe i'll need to put more points into str then :D

Posted: Sat Mar 12, 2005 2:55 pm
by iamconfounded
not strength... pure light side should have 8 str to start and only dex.
the finesse skills give you the benefits that strength would except with dex. But I think dex is better because it is also +DEF, and you can then also use ranged perfectly.

Posted: Sat Mar 12, 2005 3:52 pm
by Admo
But Lightsaber finesse adds EITHER the strength or dexterity modifier to hit, whichever is higher, and strength also increases damage. So its purely a contest between defense and damage, even stevens if you ask me. Everyone seems to think that the strength modifier affects the hit role, but it only affects the damage role (without finesse).

EDIT: Plus for a consular/master you have the best protective force powers at the lowest cost, so whats the extra defense really worth?

Posted: Sat Mar 12, 2005 8:10 pm
by Crunchy in milk
Everyone seems to think that the strength modifier affects the hit role, but it only affects the damage role (without finesse).
They would be right.

If you do not have the finesse feat, the strength modifier IS used in the attack (to hit) calculation. And in the damage calculation. (for melee weapons)

If you have the finesse feat and your dexterity is higher than your strength, the dexterity modifier is used in the attack (to hit) calculation. Your strength modifier is still used for the damage calculation. (for melee weapons)

You can check this quite easily via the feedback section in the menu which has a combat breakdown page.

Having a high strength can in effect save you a feat or two by not having to worry about finesse for greater chance to hit.

Posted: Sat Mar 12, 2005 8:55 pm
by fable
[QUOTE=Crunchy in milk]They would be right.

If you do not have the finesse feat, the strength modifier IS used in the attack (to hit) calculation. And in the damage calculation. (for melee weapons)

If you have the finesse feat and your dexterity is higher than your strength, the dexterity modifier is used in the attack (to hit) calculation. Your strength modifier is still used for the damage calculation. (for melee weapons)
[/QUOTE]

This is correct. To provide an illustration: I gave Visas a well-powered over-sized lightsaber and the finesse feat. That way, while she's still best at throwing powers and ranged fighting, she can (with a Dex of 22) more than hold her own if forced into melee, since her Dex now determines how to-hit probability.