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Building the Best Chars.

This forum is to be used for all discussions pertaining to BioWare's Star Wars: Knights of the Old Republic.
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Alucard
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Joined: Sun Jun 06, 2004 10:24 pm
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Building the Best Chars.

Post by Alucard »

Ok, I broke my arm on my 4-wheeler, so I cant go to work. SO, i have decided to make 6 PERFECT chars.
Soilder/Guardian - Light and Dark
Smuggler/Sent. - Both
Scout/Consular - Both

Any Item tips, or Leveling tips out there?
Good/Dark .. Either owns
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evaD
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Post by evaD »

Ok... here is a tip for Soldier/Guardian.... and it isnt crap... it is actually very useful. If you are going to hack and slash through the game then most likely skills (which a well equipped team could provide) and persuasion wont be your strong points. When i just recently played through, I was a soldier/sentinel (which may sound stupid but hear me out). I just made my intelligence and charisma 8. I know 8 is low... but for attributes i literally did not use that entire game... it worked well. I gave a better bonus to wisdom, which is out of character for a soldier, but payed dividends as I had nearly the same amount of force points as a level 19 sentinel when I was maxed out... but I had much greater strength and vitality points and feats. So i was an ass kicking soldier/sentinel who had a solid number of force abilities.

Bottom line... my best tip is too discard the things you won't use... skills you wont use, feats you won't use, and powers you won't use. Just try to focus your abilities. When it was all said and done, my battle w/ Malak was pure cheese... I was uber strong... but as far as force powers i was able to do some damage. Yeah yeah.
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Sapith
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Post by Sapith »

I've found Scout/Sentinel To be my favourite. Scoudrel/Sentinel would be pretty similar, just less feats and more skills.

I'd recommend a 4/16 character. This gives you 17 powers.

Before I start I'll say....don't be afraid to take some dark side/light side hits (i.e. opposite of you) since I got through the game and did ALL the quests, including the genoharadan so I took my fair share of Dark side hits from that. But I still managed to be maxed out light
SPOLIER
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Before the coversation with Bastila, which can take you from maxed out light to neutral with a hint of dark! Or vice versa.
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END OF SPOILER

Light side (since I mostly play the good jedi)
I never set Char and Wis below 10. They are normally 14 for me.
Remeber that your Char modifier will affect your force points! If you have it at 8 that's -1 FP/level
Also meaning your force powers are less effective and more likely to be resisted.

Since this is a light character you'll be using persuade alot. Starting stats will go along the lines of......
STR: 10
DEX: 14/15/16 (this is going to be a very good stat since we'll be wearing robes).
CON: 10 (Don't really need this, you can take 1 level in toughness if you want, or you could just use a Cardio-Power system (lvl 3 implant)
INT: 8/10/14 (Depends if you want a lot of skills, mostly they are non essential but persuade is useful. I normally have it at 10, since then I get no negative modifiers and still get 2 SP/level as a sentinel. A Guardian/Consular needs 14 INT to mimic this. If you really don't want skills which I don't recommend, since it did take from my enjoyment of the game having to constantly switch mission/T3 in and out)
WIS: 14/15 (Good stat, if you want to use force powers, And I know you do :P , take this. Affects FP/lvl, DC of powers and will save)
CHAR: 10/14 (You WILL use this as light side, but it also affects your FP/level as well as the DC for your Force Powers. Dark side you can use Force persuade, which often gives a dark side hit, but remeber it affects FP/lvl as well as the DC of your powers, the Dark powers are offensive they are usless if they get resisted)

Along the lines of skills you want to take persuade and another skill. If you want you can take repair for HK-47 to get his backstory and get his upgrades.
I would make the other treat injury to about 12, and if you really want, 20.
You might want a few in computer use (1 less spike for every 4 points, this includes modifiers), but spikes are only really money, which you will have alot of.

Powers: (Light)
Force Persuade[affect mind] (1)
Heal (2)
Master Valor (3)
Master Speed (3)
Stasis Field (3) (Stasis field and Wave are important to the survival of your party and can make certain battles so much easier)
Wave (3)
Force resistance (1)
Throw lightsaber (1) [optional] I'd take this since it would come in handy somewhere near the end to overcome a certain problem....*hint*
You don't have to take it. But you will thank me if you get it, but get it at level 20.
If you don't take it then I'd take Force Immunity (requires force resistance).


SPOLIER
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You can use it to destroy the captive jedi at the final battle with Malak.
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END SPOILER

Hope this gives you some idea to the sentinel.
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