This file details some considerations to make for a Jolee build, and may eventually contain a few Jolee builds from different playthroughs. We'll see how far I take it.
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Jolee is a Jedi Consular.
He has good DEX (16), WIS (15) and CHA (15), and no stats below 12.
Jolee is required for two portions of the game that involve combat. For one of these areas, Juhani (if not dead) will also be in the party. His companion quest involves no combat.
Jolee could be built in several different ways. As a Consular, he'll have a decent number of Force Powers, and the corresponding Force points to go with them. His vitality and attack are less impressive than a Guardian's, and he gets few feats, but he could be built as a decent DEX-based melee or ranged character. Most likely, though, you'll be using him primarily as a caster. That still leaves the question of whether he focuses on buffs, debuffs, stuns, or direct damage.
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Jolee's progression details per level (g = granted, s = selected)
DOES HE NOT START WITH KNIGHT SENSE? STRATEGY WIKI SAYS NO, BUT I THINK HE SHOULD. CHECK IN-GAME.
Character Level |
Class Level |
Attributes |
Skills |
Feats |
Force Powers |
6 |
Consular 6 |
STR: 12 (+1) WIS: 15 (+2) CHA: 15 (+2) INT: 12 (+1) CON: 12 (+1) DEX: 16 (+3)
|
9 points Persuade +0 (0) Computer use +0 (0) Stealth +0 (0) Awareness +5 (5) Repair +0 (0) Security +0 (0) Treat Injury +4 (4) Demolitions +0 (0) |
Dueling (g) Improved Dueling (g) Conditioning (g) Force Focus (g) Improved Force Focus (g) Jedi Sense (g) Jedi Defense (g) Weapon Proficiency: Blaster Pistol (g) Weapon Proficiency: Melee Weapons (g) Weapon Proficiency: Lightsaber (g) |
Stun Stun Droid Disable Droid Force Push Cure Force Aura Force Valor Affect Mind Throw Lightsaber |
7 |
Consular 7 |
|
1 point ? |
|
Burst of Speed |
8 |
Consular 8 |
CHA +1, 16 (+3) |
1 point ? |
|
Energy Resistance |
9 |
Consular 9 |
|
1 point ? |
Improved Conditioning (s) |
Knight Valor Stasis |
10 |
Consular 10 |
|
1 point ? |
|
Force Whirlwind |
11 |
Consular 11 |
|
1 point ? |
|
Improved Energy Resistance |
12 |
Consular 12 |
WIS +1, 16 (+3) |
1 point ? |
Master Sense (g) Master Force Focus (g) Master Conditioning (s) |
Heal |
13 |
Consular 13 |
|
1 point ? |
|
Destroy Droid Slow |
14 |
Consular 14 |
|
1 point ? |
|
Affliction |
15 |
Consular 15 |
|
1 point ? |
Toughness (s) |
Master Valor |
16 |
Consular 16 |
WIS +1, 17 (+3) |
1 point ? |
|
Stasis Field |
17 |
Consular 17 |
|
1 point ? |
|
Plague Wound |
18 |
Consular 18 |
|
1 point ? |
Improved Toughness (s) |
Choke |
19 |
Consular 19 |
|
1 point ? |
|
Kill |
20 |
Consular 20 |
WIS +1, 18 (+4) |
1 point ? |
|
Force Suppression |
This is a caster build. It prioritizes stuns and buffs, but includes some survivability.
I pushed CHA for the first bump, to get it to an even number (and the associated bonus), then bumped WIS for the rest. Several things work off the combination of WIS bonus plus CHA bonus. It is generally best to focus on one or the other, but the one point of CHA does do some good, and presumably Jolee will use +WIS gear. (This additive bonus is different from things like lightsaber attack rolls, which work off the highest of STR or DEX bonus, but not the sum of the two.)
I didn't specify skills. Class skills are: Computer Use, Demolitions, Awareness, Repair, and Treat Injury. (Well, technically Persuade, but only the main character can take that.)
Jolee only gets 4 selected feats, so not much choice there. I finished the Conditioning line and took the first two feats in the Toughness line. There are implants with immunities that might be useful, so the Implant line might be an alternative if you plan to actually give Jolee worthwhile gear.
Jolee gets numerous Force Powers. This version of Jolee was designed to accompany an armor-wearing Scoundrel/Guardian burst damage one-shotter who greatly leverages Sneak Attack, accompanied by a dual-pistol-wielding Mission, who will also benefit from things that trigger Sneak Attack. So I picked Force Powers with that in mind. A different playthrough style might benefit from different Force Powers.
I did take the Slow/Affliction/Plague and Wound/Choke/Kill lines, for one specific fight on top of a certain building near the end of the game (although if it turns out that I even have time to cast them both, then I built my main character poorly).
I intentionally stopped the Force Push line at rank two (Force Whirlwind), because Force Wave seemed like a downgrade by comparision for this version of Jolee. I took Burst of Speed for travel, not combat. Because my main character is wearing armor, it'll be convenient for Jolee to cast Burst of Speed, take the lead, and drag everyone else along. Mostly for that long run out of the Kashyyyk Shadowlands.
I expect Jolee to wield a blaster pistol rather than a lightsaber most of the time. I don't expect him to do much damage with it. I just don't want the AI rushing him into melee range when I'm not micromanaging him.