Whoevers still standing will get quickly cut down. I personally like having Jolee and the Cat cast stasis field first, then have all three chars throw force lightning a few times. I advocate staying in the middle of the force, since I haven't found much use for casting lightning more than 4 times, and the benefits of healing and speed are good.įor your group, you'll already have the kitty-cat as a fighter, and Bastilla/Jolee will alternate as your casters. Makes the confrontation ridiculously short. I basically use force speed to run away, and then cast force lightning 4 times before engaging him. The pure caster gets his butt whomped, whereas the lack of mana for the fighter can suck for the last boss. The segments where you have to solo (especially the last boss) will make your choice apparent. Your main char doesn't have to be a pure fighter, I suggest the "halfway" class. I like the consistency of good aim better. But in my experience just having 1 or 2 misses in your 5-hit flurry ruins the overall total. Some may argue that the higher 18-26 dmg sabers are better due to the dmg. That 5-hit flurry will cause serious amounts of hurt, even if each hit only makes about 14-20 dmg. A +6 saber (plus normal bonuses) can give something like +27 maxed out. I personally like giving all the +3 gems to my main char. The short sabers don't really offer much of a tradeoff, and the dualwield penalty for full length is laughable once you're maxed out. For Jedis, go for dual full-length sabers.
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