Sentinel-lord/master?
Sentinel-lord/master?
I am well aware that skills are relatively important in the sequel so choosing the sentinel is more alluring as is being immune to fear, ect. However, I had so much fun being a consular-lord/master and I wanted to make another one like him. So if I were to make a sentinel to help me out with skill progression but build in attributes towards becoming a lord/master, how would I do that?
It partly depends on whether you are going to be a Sith or a Jedi. A Sith Lord doesn't really need ever to hit anything with his lightsaber; he can rely on Force powers to deal damage. A Lightsider will be using the Force to buff, but will still have to hit stuff, so he'll need more hit points and to be able to do some damage with a saber. Plus which, a Sith gets 2 CON points free from conversations with his companions; A Jedi doesn't get this advantage (well, I guess he can, but he'd have to take a lot od DS points to get them!)
As a darksider, I'd start with a base CON of 14, increased free to 16 during the game. I might consider adding 2 points to it later in the game do I could equip D implants. As a lightsider I'd make CON more of a priority.
As a darksider, who was going to do all my damage using the Force, I'd leave STR and DEX at 8. As a lightsider who needs to hit things, I'd take STR to at least 12. I'd assign as many points to INT as I thought would help my skill progression, and put the rest into WIS and CHA, which are the priority for a consular-type.
For feats, I'd take a few hitting-things related ones as a lightsider( lightsaber-focus etc., toiughness to give me more life) , but as a darksider I'd rely mostly on ones which didn't relate to hitting; Force regen, conditioning, and the powers for blaster-bolt deflection, all of which will help me survive as I stand at teh back and deal Force damage.
As a darksider, I'd start with a base CON of 14, increased free to 16 during the game. I might consider adding 2 points to it later in the game do I could equip D implants. As a lightsider I'd make CON more of a priority.
As a darksider, who was going to do all my damage using the Force, I'd leave STR and DEX at 8. As a lightsider who needs to hit things, I'd take STR to at least 12. I'd assign as many points to INT as I thought would help my skill progression, and put the rest into WIS and CHA, which are the priority for a consular-type.
For feats, I'd take a few hitting-things related ones as a lightsider( lightsaber-focus etc., toiughness to give me more life) , but as a darksider I'd rely mostly on ones which didn't relate to hitting; Force regen, conditioning, and the powers for blaster-bolt deflection, all of which will help me survive as I stand at teh back and deal Force damage.
- Darth_Ruin
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Skills? Not Required
I always found that it was best to rely on the other characters for skills. The only skill that the main character needs is Repair, to help break down components.
If you are a consular at the start of the game then Repair is one of your class skills so you can put some points into it. You only need 20 Repair to get the most components every time you break something down.
As for Treat Injury if you have someone in your party who has good treat injury skills then they can heal you. If not just use Heal, or if darksider Drain life.
As for all the other skills just use the other characters; You really dont need to focus on skills in this game. You can still complete the game as a consular - Lord/Master and still be able to use all the skills that you needed. However if you wish to be a sentinel - Lord/Master then the choice is up to you.
Chris (Darth_Ruin)
I always found that it was best to rely on the other characters for skills. The only skill that the main character needs is Repair, to help break down components.
If you are a consular at the start of the game then Repair is one of your class skills so you can put some points into it. You only need 20 Repair to get the most components every time you break something down.
As for Treat Injury if you have someone in your party who has good treat injury skills then they can heal you. If not just use Heal, or if darksider Drain life.
As for all the other skills just use the other characters; You really dont need to focus on skills in this game. You can still complete the game as a consular - Lord/Master and still be able to use all the skills that you needed. However if you wish to be a sentinel - Lord/Master then the choice is up to you.
Chris (Darth_Ruin)
Experienced KOTOR, KOTOR 2, FABLE TLC, FABLE 2, MORROWIND and OBLIVION player
- Drunkside
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You know a lightsider can be as damaging with the force as a darksider, couse force user classes will have a damn of a lot fp. And storm is ALWAYSgood not depending on your morality side.(ye it will cost more fp but who cares?)The weakest chars ever only depend on one side of the force so ill say just take anything you think will work on your char.Alcina wrote:It partly depends on whether you are going to be a Sith or a Jedi. A Sith Lord doesn't really need ever to hit anything with his lightsaber; he can rely on Force powers to deal damage. A Lightsider will be using the Force to buff, but will still have to hit stuff, so he'll need more hit points and to be able to do some damage with a saber. Plus which, a Sith gets 2 CON points free from conversations with his companions; A Jedi doesn't get this advantage (well, I guess he can, but he'd have to take a lot od DS points to get them!)
As a darksider, I'd start with a base CON of 14, increased free to 16 during the game. I might consider adding 2 points to it later in the game do I could equip D implants. As a lightsider I'd make CON more of a priority.
As a darksider, who was going to do all my damage using the Force, I'd leave STR and DEX at 8. As a lightsider who needs to hit things, I'd take STR to at least 12. I'd assign as many points to INT as I thought would help my skill progression, and put the rest into WIS and CHA, which are the priority for a consular-type.
For feats, I'd take a few hitting-things related ones as a lightsider( lightsaber-focus etc., toiughness to give me more life) , but as a darksider I'd rely mostly on ones which didn't relate to hitting; Force regen, conditioning, and the powers for blaster-bolt deflection, all of which will help me survive as I stand at teh back and deal Force damage.
YOU DONT KNOW THE POWER OF THE DRUNKSIDE ill beat you up with my bottl ...lightsaber!!!And Drunk Side is a bar in KOTOR1... check these out! http://www.xfire.com/screenshots/drunkside/