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Lightside Scoundrel7/Guardian power build (long post)

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Klorox
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Lightside Scoundrel7/Guardian power build (long post)

Post by Klorox »

Please help me complete this power build. I keep tweaking it a little bit, trying to get it juuuust right.

BTW, before reading on, if you don't like powergaming, just close this thread. I know you don't need a "perfect" character to win this game, but I find this stuff fun, and I'm not alone.

Here are the starting stats:
S:14 D:14 C:14 I:8 W:14 Ch:14

Level ups go STR +4 and DEX +1

Final stats (including equipment and Lightside Mastery, excluding stims and Force Powers):
S:28 D:20 C:14 I:8 W:24 Ch:14


Skills: max out Persuasion and Demolitions. Any other points get saved for the class change, and I'll continue to improve both skills. When I finally only get 1 SP/Level, Persuasion will be the skill maximized.


Feats (I have two different setups, please give me your opinion on the better one. Neither setup is in order):

Setup 1:
Critical Strike 1,2,3
Implants 1,2,3
Two Weapon Fighting 1,2,3
Conditioning 1,2

Setup 2:
Critical Strike 1,2
Implants 1,2,3
Two Weapon Fighting 1,2,3
Flurry 1,2,3


Force Powers (no particular order):

Burst of Speed, Knight Speed, Master Speed
Cure, Heal
Force Push, Force Whirlwind, Force Wave
Force Resistance, Force Immunity
Force Aura, Force Shield, Force Armor
Affect Mind


Equipment: Circlet of Saresh, Dominator Gauntlets, Star Forge Robes, Brejik's Arm Band, CNS Strength Enhancer, Advanced Alacrity Implant


Notes:

The Scoundrel's Luck defensive bonus (+4) and the Sneak Attack bonus (+4d6) are what make this build. The Sneak Attack is added when using Force Jump (which you'll do quite a bit of), and on Stunned opponents. The chance to Stun an opponent is increased with a higher STR. A 28 STR is pretty darn good. The defensive bonuses of the Scoundrel allow me to concentrate on STR without worrying so much about taking hits (and as a Guardian with a 14 CON, I'll be OK most of the time anyway). Late in the game, the Advanced Alacrity implant helps a ton with defense too.

I maximize Persuasion because it's probably the most important skill in the game. It's definitely the only skill that only the protagonist can use, and I can max it without losing any skill points (I don't like Cross Classing skills if I don't have to). I chose Demolitions because it can make me some money basically. If you go with another skill, you'll still be alright. I wanted to go with Treat Injury, but it loses a lot of potency once you become a Jedi, and that's when you get it as a class skill. Awareness is also a very good looking skill, but it's actually a team-shared skill. What I mean by that is that if only one active teammate has the skill, everybody in the party is treated as having it. Since I travel with one other Jedi anytime I can, I just have him/her maximize Awareness (Jedi class skills for NPCs are only Awareness and Treat Injury, and see above for my opinion on that skill).


::exhales::

So, please comment on this. I'd love any constructive criticisms and comments. I'd also like some help with Feats, as I can't decide which is actually better. I kinda want to submit something to this site, as well as GameFAQs, and I want it to be "just right" when I do. :)
"A life is not important, except in the impact it has on other lives."
-- Jackie Robinson

Baruk Khazad! Khazad ai-mênu!
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