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consular/lord or guardian/w.master hmmm......

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=SK=
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consular/lord or guardian/w.master hmmm......

Post by =SK= »

after beating KOTOR 1 with every character class (even male/female and light/dark characters) I finally bought KOTOR 2. I was surprised to see you start the game as a jedi this time, so thats cool. :) I liked playing as a consular ( i had a bad-@$$ lv 2 scoundrel, lv 18 consular that pwned everything in KOTOR 1) so I'm thinking along the lines as making a consular/sith lord or a consular/jedi master. i also wanted to make a fighter kind of guy/girl so i think a guardian/w. master should do the trick, although my old dark-side lv 8 soldier/lv 12 guardian was frickin insane. i did about 45-50 d. per attack with two lightsabers and ended up with 30 str, 25 dex and 25 con at the end againts malak. yay!. im just wondering if some1 can offer me any advice on how to start the game off and tell me why it has a disclaimer saying consulars are "recommended for advanced players only". thnx in advance.
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egervari2
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Post by egervari2 »

Guardians don't really offer that much on Sentinels now that skills have much greater uses. The levels are much more balanced so that repairing and computer skills actually do mean something. And of course, you'll use your skills to make armor, weapon and lightsaber upgrades, among other things. I'll admit, you can complete the game just fine with not upgrading, but if you get the right crystals and upgrades in your lightsaber, your main guy can do lots of damage. My sentinel(15)/weapon master(13) was doing between 40-96 damage per attack at 4 attacks per round by the end of the game.

But all Jedi have the same BAB tables, so your guardian won't be hitting enemies much better than a Sentinel now, and the extra vitality points aren't really going to be worth it. I found that my character as a sentinel got more than enough feats. While I guess I didn't get the 6th upgrade to two-weapon fighting, the -1 to attack wasn't really making any difference since I was hitting everything anyway.

I think most people would agree that Sentinel is the better class throughout the entire game.

Consular will be good afterwards, but in the beginning, he will simple do 4 damage to the enemies (instead of 10 or 12) and he won't be able to hit anything very well if you give him a consolar's ideal stats. After level 4 or 5, you'll probably be just fine. Your call.
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Post by Darth Zenemij »

I tried playing as a consular and it was just totally hjorrible. I think the best thing to do is to go Gaurdian/ Sith Lord, You start off with a greater strength and then you get better at the force, just think of it as a more powerfuul Sentilnel.

As for a consular, just go with everything but the strength and dex. I tried to get a stong consular and it was just the worst ever. I also wanted to try a sentinel, but I thought that if mt consular was just horrible than think of the monstrosities that could happen with a Sentinel and if I tried to make him Uber.

But back on topic with a Consular, It is a Natrual Progression that a consular goes to a Master, but if you wanted to you could be a weapons master. I think that it would be better as a Master rather than a wepaons master.
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Post by =SK= »

gaurdian/sith lord!? sounds odd. Im currently running around Telos with a lv. 9 ds guardian and i pretty much pwn anything that moves so...yah!!! :) i was planning on going to a marauder, cuz it seems to be the "correct choice" (kind of like a consular/master) but i guess i'll give the sith lord a whirl...or i can just make two diffrent saves.
[Lord Infamous]
"Scarecrow, scarecrow whats that you popping?
A powerful pill they call Oxycontin
But it'so tiny, that it got you dragging
Haven't you heard big things come in small packages
I prefer the orange's with the black O-C..."
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Post by Xandax »

"pwn" ?? - what is your o-key not working .. and do you own the computer NPCs? :p

Anyways, seriously - Consular/Jedi master is so insanely overpowered near the end-game, and I'd think the same goes for the Dark Side similar classes. But the trick is staying alive until you get enough force powers, which can be tricky at times. But near the later stages of the game, you have so many force powers and force points, that using DS/LS powers as a master of the oppersite side doesn't even give much penalty.
My Consular/Masters stragey in the later stages was a force wave or two - which stunned most all enemies followed by a couple of force storms. Powergaming for sure (These RPG-Lites doens't invite much to roleplaying anyway :D ) but it worked like a charm, but was almost to easy.
And even in meele did he do quite well, but it was rarely needed to go meele at all.
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=SK=
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Post by =SK= »

actually i spilled a chronic energy drink on my keyboard. oops. so..yah! my O key is stuck so it got pwned pwnxor or whatever.... PWN!!!!

so im guessing the best bet with my DS Guardian is the Sith Lord and ill master speed/flurry with two sabers while attempting to cast force powers and not having any wisdom? bah. i think ill give that consular/master a whirl and have an unecessary amount of force powers, most that i will probably never use but sound cool, like "battle meditiation". :p

i still dont get why my ds gaurdian would want toto become a spell caster wannabe sith lord thing. i think i messed up from the start anyway (16 str, 16 dex, 12 con, 10 rest) no wisdom...oops. we'll see what happens.

for the LS, is the game better if you are a boy or a girl?

-EDIT-

a guardian/lord sucks!! what a waste of time. bah! im starting over and making an insanley overpowered consular/sith lord!
[Lord Infamous]
"Scarecrow, scarecrow whats that you popping?
A powerful pill they call Oxycontin
But it'so tiny, that it got you dragging
Haven't you heard big things come in small packages
I prefer the orange's with the black O-C..."
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