Heroic Surge, or Dissipate Energy?

Lord Pendragon

First Post
I'm currently playing a Jedi Guardian, eventually going into Weapon Master. He'll be dual-wielding lightsabers.

My question is, which feat would you choose, between Heroic Surge, and Dissipate Energy?

Heroic Surge is great, because it can allow you to move, then full attack, and at higher levels the first attack may be the most important (and only necessary) attack in a combat. It can also be used in other situations, such as when you need to triple-move to get somewhere in time, etc. And if you're already in a position to get a full attack, it gives you one extra attack at no penalty.

Dissipate Energy offers no offensive power, but seems very nice defensively. SW's crit system is very deadly, especially at higher levels. Dissipate Energy would give me a defense against crits in particular, as well as other kinds of wound damage in general. It may still be tough to make a save vs. 7d6 lightsaber crit, but even when the DC is incredibly high, there's a 5% chance of no damage (and bonus vitality to boot.) You can always roll a 20.

What do people think about these two feats? How do they stack up? Are there things about them that I'm not taking into consideration?

Any help appreciated. :)
 

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mojo1701 said:
But a Jedi's path is to defense.
a strong offense is the best defense. ;)

i'd go with Heroic Surge for the reasons you listed above. it is also more generally useful.

Dissipate Energy is only going to come into action when you are out of Vitality or critted, and the attack is a blaster or lightsaber.

you can use Heroic Surge several times per day once you get up a few levels, and can use it to help press an attack, help retreat, help accomplish something in a shorter amount of time than normally possible, etc.

it's a good all-around feat. in fact, it's almost too good -- just about every player in my SW campaign has taken it IIRC.
 


Lord Pendragon said:
Hrm. The board's advice seems to run along the lines of,

"Heroic Surge, idiot."

:p

Yeah, pretty much. Partial charge, full attack. Or move, do something, move. Or if you think the guy needs one more whack to take down. Or you can toss a stun grenade into their midst, and then amputate limbs. :)

I understand that Dissipate Energy is chancy, and it's easy to blow the save and die. It's useful in some circumstances, but you don't want to have to rely on it.

Brad
 


I'd go for heroic surge, but that is mainly because I intensely dislike the "dissipate energy" power - I don't remember seeing anyone parrying lightsabres with their bare hands in the films and it won't be happening in any star wars game *I'm* part of by my hands :)

(we saw darth vader stop a blaster bolt with his hand once on Bespin, in Ep5. That is something I'd allow. Heck, I'd probably make it work the opposite way to the way the book describes, so that can affect vitality damage but not wound damage!)
 

Plane Sailing said:
I'd go for heroic surge, but that is mainly because I intensely dislike the "dissipate energy" power - I don't remember seeing anyone parrying lightsabres with their bare hands in the films and it won't be happening in any star wars game *I'm* part of by my hands :)
Well, Vader was hit with a lightsaber by Luke at one point, but the blade bounced off his armor rather than penetrating. Perhaps he dissipated the energy from the attack. :p

The board advice (and the Wizards' SW board advice) is overwhelmingly in favor of Heroic Surge, so that's what I'm going to go with. So long as I don't get critted twice in a row I should be all right (18 con, so I'd need to take 28 wound points in a single round to be instantly killed.) I'm still looking at Dissipate Energy for a later feat choice, though...
 

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