1
Builds / Re: 10 INT Jedi Knife
« on: January 26, 2026, 05:07:24 pm »
Shame to pass up on high-technicalities with a 10 int build. I wouldn't take flight response. Power management would be a good one.
I think electroshock is the best choice for knife overall. I understand wanting to use energy; I use energy on my sword builds, but thats a sword build where damage is already high enough. I wouldn't pass up on both the +15% damage from not using energy AND the +10% from sharpening; your mech damage scales, your emitter damage only scales a bit and only if you take the feat, and even then it doesnt scale on crits. Nail bombs do make serrated knives and vile weaponry a lot less useful, but it'll be a while until you get them and even then you won't always have them equipped or ready to throw. That said, I'd probably stick with a combat knife and not take vile weaponry. However, you could use a combat knife in one hand and a serrated in the other, and just not use the glove; the glove is nice but I dont think its worth a 2nd knife. You save 3 ap once a turn with the glove, assuming you just do your one fatal throw, and the +5 precision is nice but you're probably not going to have much difficulty landing t-knives anyway with maxed throwing and near-maxed dex.
Also I'd really max tm and take 30 pk as well. I'd also try to fit premeditation in there somewhere. Your crafting skills are too high overall; you need to consider the various crafting boosts when deciding how many skill points to spend on crafting.
I think electroshock is the best choice for knife overall. I understand wanting to use energy; I use energy on my sword builds, but thats a sword build where damage is already high enough. I wouldn't pass up on both the +15% damage from not using energy AND the +10% from sharpening; your mech damage scales, your emitter damage only scales a bit and only if you take the feat, and even then it doesnt scale on crits. Nail bombs do make serrated knives and vile weaponry a lot less useful, but it'll be a while until you get them and even then you won't always have them equipped or ready to throw. That said, I'd probably stick with a combat knife and not take vile weaponry. However, you could use a combat knife in one hand and a serrated in the other, and just not use the glove; the glove is nice but I dont think its worth a 2nd knife. You save 3 ap once a turn with the glove, assuming you just do your one fatal throw, and the +5 precision is nice but you're probably not going to have much difficulty landing t-knives anyway with maxed throwing and near-maxed dex.
Also I'd really max tm and take 30 pk as well. I'd also try to fit premeditation in there somewhere. Your crafting skills are too high overall; you need to consider the various crafting boosts when deciding how many skill points to spend on crafting.