Really appreciate all the stuff they posted. Wonder if anyone has any comments on it?
Precise shot sure needs a lot of feats to get up to the top one (level 20 requirement). Does anybody think it is worthwhile to go up to Precise shot 5 for some additional damage and bonuses against blaster deflecting opponents??
Scouts seem set up to be ranged characters due to the automatic Targetting feats. These plus Close Combat feat seems pretty nice. Then whatever precise shot and rapid shot seems nice to couple together.
Does the superior two weapon fighting and lightsaber focus worth investing feats in if you choose Weapon Master or Sith Marauder? I am only asking since these characters get the best attack bonuses anyway that there comes a point of diminishing returns building up attack bonuses. I mean the superior lightsaber focuses don't increase damage.
I also thought it strange that scouts get Evasion but not Scoundrels.
Too bad only those with Jedi levels get Unarmed Specialist levels automatically. That seems to be incentive to turn Handmaiden into a Jedi ASAP since it seems the unarmed feats are determined by Jedi levels and not character levels (I am unsure what the description Special Training means though). I really would like to see her into the Martial Artist of the group buffed up with Master Speed, her automatic Echani Strike feats plus Force Redirection power (nice that instead of a feat it is a constant in effect power instead). A true non-saber wielding Jedi.
Anybody have intention to obtain 18 constitution just to use the D level implants? I am not even sure what D level implants are available. Hope a 14 constitution gives enough flexibility to wear decent implants at least. I see no point in an implant that gives +2 to all stats when there may only be certain stats that you are interested in boosting (where the attribute bonuses could have gone instead of constitution).
Sorry, for the long post but just wondering if anyone else would like to comment on the information we have so far posted on gamebanshee Kotor2 page.
Feats and force powers identified by Gamebanshee site
Feats and force powers identified by Gamebanshee site
Life is an adventure
- UserUnfriendly
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i am for sure going to invest in con 18...and full toughness range...(not surprising anyone at all, i've found a xp pump... )
i think precise shot is going to be important to ranged npcs like atton, or mira...i plan to make only handmaiden a jedi, and will save levels on her until i get enough influence...yeah...the unarmed combat sure is nice...at high levels at least as much effect as increase damage...
the superior two weapons seems like a total waste like the force armor series...(too short, and due to a bug in kotor 2 xbox, it doesn't even give you the defense bonuses.. ) but the superior focus does seem worthwhile...
i think precise shot is going to be important to ranged npcs like atton, or mira...i plan to make only handmaiden a jedi, and will save levels on her until i get enough influence...yeah...the unarmed combat sure is nice...at high levels at least as much effect as increase damage...
the superior two weapons seems like a total waste like the force armor series...(too short, and due to a bug in kotor 2 xbox, it doesn't even give you the defense bonuses.. ) but the superior focus does seem worthwhile...
They call me Darth...
Darth Gizka!
Muwahahahahhahahha!!!
Darth Gizka!
Muwahahahahhahahha!!!
You notice they made Power Attack and Flurry better? No penalties at Master Flurry whatsoever and Better damage plus knockdown chance with Master Power attack (though the -3 attack penalty is not modified). Only critical strike seems to have been left alone. Do you think they figure critical strike is already way too powerful?? I think a slight lessening of the defense penalty would have been nice.
I am not too sure what to make of improved toughness. Fighting a lot of opponents that hit a lot for less than 20 damage per hit causes that feat to be ineffective. On the other hand, it is kind of nice to absorb 10 percent of any damage over 20 instead of just 2 vp (as implemented in Kotor 1 though at least it always applied) when you fight hardhitting opponents like Rancors or Tarantateks.
I am not too sure what to make of improved toughness. Fighting a lot of opponents that hit a lot for less than 20 damage per hit causes that feat to be ineffective. On the other hand, it is kind of nice to absorb 10 percent of any damage over 20 instead of just 2 vp (as implemented in Kotor 1 though at least it always applied) when you fight hardhitting opponents like Rancors or Tarantateks.
Life is an adventure
I didn't come across any rancors or tarentateks in KOTOR II. I haven't played it yet doing ALL the side quests. But as far as I know, the only beasts really worrying about are the storm beasts. Everything else is just cheese. Believe it or not, I found it worthwhile to level both Disciple and Atton up to Jedi. (This is for female characters only) Disciple is really worth it on Dxun because he is a Jedi Consular and if you choose the right powers, he can be lethal without spending too many of your force points.
If that is the case then I don't see very much point to improved toughness especially if the intent of the player is to pump up the constitution to 18 to equip D level implants anyway. That is a lot of VP already. I would use the feat slots for a combat tree I suppose. Also, Weapon masters get Inner Strength damage resistance which applies in all instances anyway. I think toughness only if no other feats left that is beneficial to select.
I wasn't sure what hard hitting opponents there are other than bosses because I am still waiting for the PC version .
Anyone use Force Barrier power? Seems like a cool physical damage resistance power (too bad it is not party effective like energy resistance 2 and 3). Should stack with meelee shields I suspect. How useful has that power been?
I wasn't sure what hard hitting opponents there are other than bosses because I am still waiting for the PC version .
Anyone use Force Barrier power? Seems like a cool physical damage resistance power (too bad it is not party effective like energy resistance 2 and 3). Should stack with meelee shields I suspect. How useful has that power been?
Life is an adventure
- Moosehead115
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possible spoilers ahead
Energy resistance to me is a must-have power. my first character was a meandering jedi guardian/weapon master, wearing heavy armor, for the larger portion of the game he would recieve huge buffs from kreias force chain ability (35 base armor + battle meditation + master speed + all other armor limited buffs)
the barrier spell is very effective for most of the game against swarms of enemies (the bar on nar-shadaa) but seems to lose effectiveness near the end when you are facing enemies that use sabers.
I never boosted the precise shot skill of any of my npc characters... and there is no decent reason to from what I have seen. you dont encounter enough jedi through the game to make it worthwhile, with the possible exeption of the dxun moon, which i found quite difficult (thank god i had trained handmaiden to a level 7 guardian.)
Energy resistance to me is a must-have power. my first character was a meandering jedi guardian/weapon master, wearing heavy armor, for the larger portion of the game he would recieve huge buffs from kreias force chain ability (35 base armor + battle meditation + master speed + all other armor limited buffs)
the barrier spell is very effective for most of the game against swarms of enemies (the bar on nar-shadaa) but seems to lose effectiveness near the end when you are facing enemies that use sabers.
I never boosted the precise shot skill of any of my npc characters... and there is no decent reason to from what I have seen. you dont encounter enough jedi through the game to make it worthwhile, with the possible exeption of the dxun moon, which i found quite difficult (thank god i had trained handmaiden to a level 7 guardian.)
more spoilers
You see I loved using the presise shot ability with Bao-Dur. I used him, Mandalore, and Disciple on Dxun and I never got scratched. Between Disciple's Stasis field (he can put more than 3 in stasis) Bao-Dur's precise shot, and Mandalore with a Sith tremor sword and Master Flurry, no one ever got close enough to do more than a point or two of damage. I had no problem on Dxun with that combination.
You see I loved using the presise shot ability with Bao-Dur. I used him, Mandalore, and Disciple on Dxun and I never got scratched. Between Disciple's Stasis field (he can put more than 3 in stasis) Bao-Dur's precise shot, and Mandalore with a Sith tremor sword and Master Flurry, no one ever got close enough to do more than a point or two of damage. I had no problem on Dxun with that combination.