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KOTOR 1 soldier/guardian build help

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christos
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KOTOR 1 soldier/guardian build help

Post by christos »

Hi everyone,

im new to these forums and the last time i played kotor i was 12 and didnt know the mechanics behind the game. However know i understand the mechanics and would like your opinion on a level 6/14 soldier/guardian light side build.
P.s. any abbrevations you include please explain cause im new to kotor language.

Anyway my attributes are as follows

strength - 15 + 5
dexterity - 14
constitution - 10
intelligence - 10
wisdom - 14
charisma - 14

Skills - treat injury and persuade

Feats
Two weapon fighting (3)

Critical strike or flurry (3) - havent decided but have heard that in conjuction with master speed and a combination of crystals that critical strike is really powerful

Conditioning (3)

Jedi defence or toughness - was thinking of putting 2 feats into toughness and getting the free feat in jedi defence

lightsaber proficiency (3)

Force Powers

Force Armour (3)
Master Speed (3)
Master Valour (3)
Statis Field (3)
Force Wave (3)

My equipment
Gloves - Dominator gauntlets +5 strength
Belt - Adrenaline Stimulator Saves: all +4 Dexterity +2 or CNS strength enhancer Saves: all +2 strength +2
Headgear - Circlet of Saresh + 5 wisdom
Robes - Qel-Droma Robes - Defence bonus +5 Max Dexterity Bonus +8 Wisdom +2
Will get Star Forge Robes when on the Leviathion

anyway i want a build which can deal damage and still resist enemy force powers and ensure that my force powers still apply most of the time on enemies. My feats and attributes are my main issue and would like feedback on those

thanx in advance
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Loki[D.d.G]
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Post by Loki[D.d.G] »

In strict mathematical terms, Critical Strike does indeed dole out more damage than Flurry. But personally I've always tended to take Flurry with all my characters. The difference isn't all that obvious to tell the truth.

And why so low constitution? Wouldn't something along the lines of 12 be better?
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christos
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Post by christos »

well i thought maybe toughness could even out my low constitution if i dont put any in jedi defence
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GawainBS
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Post by GawainBS »

A 14 in CON and a 10 in DEX makes much more sense. The 2 DEF and +2 Reflex saves aren't going to matter as much as 40 extra HP in the end.
Go for all tree Toughness feats and don't skimp out on the Implant feats: they provide some hefty bonuses. (Check out the Gamebanshee walkthrough for a list of Implants.)
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christos
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Post by christos »

thanx GawainBS
i see wat ur saying about the constitution being higher i will srsly consider that wen makin my character
and yes i did think about implants but i dont have enough feats 2 allow for it. Im already downgrading on jedi defence as to upgrade into two feats of toughness.

do you think a 12 dex and 12 con would be viable
it would give me an end health of 240

well force valour and force aura will increase my defence and saving throws so i see why constitution would probably be better to increase
those force pwoers will make up for the 2 def and 2 reflex which i would lose
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Post by Tricky »

I wouldn't worry too much about the mechanics, this isn't Neverwinter Nights. I finished the game many times over before I even learned what all the D&D mechanics were really about (courtesy to Bioware/Lucasarts for not supplying a decent manual). Any build will get you through the game, provided that you spam the same combat skills and keep the best NPC's in your party. The only real challenge I found in the game was beating that race on Manaan.

For more challenging playthroughs, consider a blaster wielding Jedi or try putting that Twilek girl and the little robot in your party at all times. Or, try not leveling up until you're ready to become a Jedi (after that it's all cheese though).
[INDENT]'..tolerance when fog rolls in clouds unfold your selfless wings feathers that float from arabesque pillows I sold to be consumed by the snow white cold if only the plaster could hold withstand the flam[url="http://bit.ly/foT0XQ"]e[/url] then this fountain torch would know no shame and be outstripped only by the sun that burns with the glory and honor of your..'[/INDENT]
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GawainBS
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Post by GawainBS »

Like Loki said, Critical Strike is mathematicly better, but Flurry looks cooler and is more reliable. Besides, both are very good.
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Loki[D.d.G]
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Post by Loki[D.d.G] »

Perhaps it'd be wiser if you sacrificed a couple of feat points in the lightsaber proficiency department and dedicated them instead to implant feats. It's really quite worth it when you consider just how good bonuses those implants can give you.
christos wrote:Will get Star Forge Robes when on the Leviathion
You get this on the Star Forge, as the name implies, when its too late to make much of a difference, IMHO. Not on the Leviathan.
Love is just a chemical. We give it meaning by choice ~ Eleanor Lamb, Bioshock 2: Sea of Dreams
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christos
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Post by christos »

wow i cant really believe i said that lol
thanx for the correction loki

furthermore is 14 wisdom and 14 charisma enough to be able to cast force powers on enemies
i will of course have the circlet of saresh +5 to wisdom
or should i get 15 wisdom and 14 charisma at the expense of 12 dexterity

im going into all all three upgrades of toughness to make up for my constitution
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Darth Malignus
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Post by Darth Malignus »

You could also consider using the Upgraded Exoskeleton. That's a +3 to both Strength and Constitution and a +13 to Defence. You'll have to focus on Force Powers that aren't restricted by armor though, but you're a Soldier/Guardian. Odds are that you'll be doing most combat with a Lightsaber anyways.
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Loki[D.d.G]
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Post by Loki[D.d.G] »

Unfortunately, one of the most useful skills for any budding Jedi is restricted by armor; Burst of Speed and its subsequent levels.
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Darth Malignus
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Post by Darth Malignus »

Loki[D.d.G] wrote:Unfortunately, one of the most useful skills for any budding Jedi is restricted by armor; Burst of Speed and its subsequent levels.
Hmm. Never use it much. Mostly for running around quicker, if I ever pick it at all. I do fine.
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Jon Ralen
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Post by Jon Ralen »

Master speed adds +4 defence, and more significantly two extra attacks per round. In other words it will double to triple most characters' damage...
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Loki[D.d.G]
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Post by Loki[D.d.G] »

Jon Ralen wrote:Master speed adds +4 defence, and more significantly two extra attacks per round. In other words it will double to triple most characters' damage...
It's also a must for any respectable dual blaster wielding Jedi.
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Darth Malignus
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Post by Darth Malignus »

Loki[D.d.G] wrote:It's also a must for any respectable dual blaster wielding Jedi.
I thought that was way too uncivilised for a Jedi?
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Loki[D.d.G]
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Post by Loki[D.d.G] »

Darth Malignus wrote:I thought that was way too uncivilised for a Jedi?
Jedi propaganda. Anyway, a dual blaster character with Force Powers can be a real fun build.
Love is just a chemical. We give it meaning by choice ~ Eleanor Lamb, Bioshock 2: Sea of Dreams
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