The Duelist
This build, like so many others, started out because I wanted to try a few things that I normally don’t do in builds. First of all, I wanted to try using a single saber and Flurry (if you’ve seen my other builds, you’ll notice that I usually go with a doublesaber and Power Attack). Secondly, I wanted to try out the Scout -> Consular class combo, as it was the only Consular-based class combo I hadn’t tried yet. I also wanted to try out a light-sided Consular (my Consulars usually go dark side for the greater variety of offensive force powers).
The Duelist usually opens battles by using Stun/Stasis/Stasis Field to stun his opponents and follows up with Flurry attacks augmented with Force Speed. Allies provide general support. The details of the build are as follows:
Class: Scout -> Consular. Like I said, a big part of this build is this class combo. I only took Scout to level 5 before switching to Consular in order to get more force points/powers.
Alignment: Light Side. Again, I wanted to try out a light-sided Consular with this build.
Skills: As a Scout, invest all your skill points into Computer Use and Repair. Once you become a Consular, invest into Persuade, Computer Use, and Repair, in that order of priority.
Teammates: Mission and Juhani. Mission’s sneak attack bonus applies to enemies you stun with Stun/Stasis/Stasis Field, so she’s capable of dealing lots of damage in conjunction with your character. Melee or ranged, one weapon or two, it’s your choice. I do recommend giving her Flurry/Rapid Shot (depending on her weapon) though. As for Juhani, just make sure that she gets Power Attack, Force Speed, and a doublesaber and she’s good to go. If you want more details on how to develop these party members, this guide has good builds for both of them.
A note for the earlygame: Since this character will need to hang back and use a blaster until he can use a lightsaber, I recommend having Carth use a melee weapon and take care of the frontlines. You’ll want to swap him out for more capable frontliners as soon as you can though.
Attributes
STR:8 DEX:14 CON:14 INT:14 WIS:14 CHA:14
That’s what you’ll want your starting stats to look like. Put whatever attribute points you get on levelups into Dexterity. As it’ll determine your ability to both hit and avoid things, it’s your most important stat. On the other hand, you can live without having extra Strength for this build; all that means is that you won’t do as much damage. The rest of your stats are invested into evenly for a well-rounded character.
Feats
Listed in order of priority. All of them should be maxed out unless indicated otherwise.
Flurry: Your main damage dealer. Once you get your lightsaber you’ll pretty much want to use this in lieu of your regular attack.
Dueling: Getting a boost to both your attack and defense for simply wielding your lightsaber is quite nice.
Implants: You’ll get the first two levels for free with this build, so pick up the last one when you get the chance.
Jedi Defense: It’s great being able reflect blaster bolts back where they came from. Offense and defense at the same time.
Toughness/Conditioning: You’ll get a feat at both levels 2 and 3 but nothing particularly useful to invest them in; I recommend putting them here.
Force Powers
Listed in order of priority. All of them should be maxed out unless indicated otherwise.
Cure/Heal: Personally, I have all my light side characters pick this up ASAP, as it’s the most convenient way to heal.
Force Speed: Burst of Speed isn’t terribly useful (aside from getting around faster), but the extra hit(s) from Knight/Master Speed make it the most OP force power in the entire game.
Stun/Stasis/Stasis Field: Like I said earlier, stunning enemies with this is a major part of your strategy, making this a high-priority feat.
Stun/Disable/Destroy Droid: Like the above, except for droids.
Energy Resistance: This is a weird one. Judging by its name, you’d think it would provide resistance against energy-based attacks, but according to its description, it doesn’t. However, if you actually use it, you’ll see that it does, thus making it a very useful power.
Force Valor: Hard to go wrong with a boost to all of the party’s attributes.
Force Armor: A little extra defense is always nice.
Equipment
Weapon: By endgame, you’ll want to use a Lightsaber with the Upari and Solari Crystals. Until you get your hands on them, go with whatever damage-boosting crystals you find. Before you can use a lightsaber, just go with a powerful lightsaber.
Head: Not a whole lot of useful headgear for this guy. If you’re on PC, go with the Circlet of Saresh. Otherwise, go with whatever you find that gives immunity to mind-affecting powers and boosts to saving throws. In that regard, the best piece of headgear is the Stabilizer Mask.
Body: As a Scout, go with whatever armor you find that provides the best defense. The same applies as a Consular; just replace “armor” with “robes”. By endgame you should be using the Star Forge Robes.
Implant: Initially, just go with whatever you can find that has a useful bonus. By endgame though you’ll want to be using the Gordulan Reaction System.
Belt: For most of the game you can just stick with using either save-boosting belts. Eventually though you’ll want to pick up the Adrenaline Stimulator.
Hands: In the earlygame I recommend using Brejik’s Gloves. Eventually though you’ll want to upgrade to either the Karakan Gauntlets or, if you have access to Yavin Station, the Advanced Stabilizer Gloves.
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