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How do you build an effective LS Sentinel?

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Klorox
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How do you build an effective LS Sentinel?

Post by Klorox »

I kinda like the idea of a few extra skills to mess with, as well as having a balance between powers and combat abilities.

So, how does one build an effective LS Sentinel?
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Klorox
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Post by Klorox »

Don't jump out to answer me here! ;)

I've basically decided on a lightside Scout4/Sentinel because I know I can get the following skills to 20: Computer Use, Demolitions, Repair, and Persuasion, with a 14 INT.

I know he won't be as powerful as a lightsaber wielding Guardian, or have as much mastery over the Force as a Consular, but I just loathe the unrealistic switching of characters and wanted to do the skills myself.

I am maximizing DEX with my level-ups (starting at 14), and plan on primarily using Carth (ranged attacks, cheesy romance) and Juhani (Guardians rock, and she can Stealth if I ever need the skill).

Can y'all suggest some force powers for me, or order of planets, or comments/criticisms on the build?

TIA
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Post by fable »

Been rather busy, so I haven't replied. ;) As for powers:

Stun/disable/destroy droid: Ranged attack, which is very nice.

Cure/heal: a must. Because you don't want to rely upon packs all the time.

Force push/whirlwind/wave: Moves them away, damages them, and makes them lose a round.

Force aura/shield/armor: Good protection.

Force valor: anything that increases attributes and save rolls is great.

Force resistance/immunity: Very useful late in the game.

Even you're playing LS, I'd still suggest:

Drain life/death shield: I don't find it evil to heal yourself off the person you're trying to kill, anyway.

Shock/force lightning/force storm: damages several enemies at once.
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Klorox
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Post by Klorox »

What about Force Persuasion?
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Post by shift244 »

Not jumping... no... just leaping like a llama... :D

It's just that between the extreme "best of the chosen field" of Guardian/Consular classes, the mid-range in-between appeal of the Sentinel is more or RP reasons than a power build. Agreed that "effective" does not necessitate "total battle field pwnage" the other two classes can build up to, but I think the force powers/attack bonuses buildup is quite straight forward in KotOR; enough that almost any build is effective enough.
Klorox wrote:but I just loathe the unrealistic switching of characters and wanted to do the skills myself.
I fail to see the main complaint here as appears to be raised by everyone other than myself. I find the party member switching a god send really, and just think of it as as shortcut to "skipping the long run back just so I can get the right team member to do the job". Much like how you do not need to play them eating, sleeping and going to the washroom to answer nature's call, which I honestly believe that most if not all Star Wars aliens need to as much we humans do. Note that there are certain areas that does not allow this however, to which the restriction would then impose your "realistic character switching" process.


Force Persuade, I believe is not necessary at all if you max your Persuade skill.
Ditto for the Droid Force tree if you have Computers really.

Personal opinions on Drain Life and Lightning trees: I do not really like them as compared to the Push tree, which almost does what these two do, with different "side-effects"; and Push has a "disabling side-effect", which I prefer over "healing side-effect" and "even more damage side-effect". You do not really need the healing as a LS, and you're probably better off with battle field control over a might more average damage as a Sentinel.

On the other end, I always consider the Speed and Force Resistance trees a must have regardless of class or Light/Dark side affiliation. Well, except maybe you want to drop the Speed tree for Consular builds...

Otherwise, yea for Fable's post!


I suppose, all in all, I think a Scout(4)/Sentinel(16) build with average 14-10 attribute range is good for a mixture of skills,feats and powers. I might choose to Two Weapon Fighting and Power Attack with Force Speed and a number of buffs cast before engaging in combat.

Following the plot and side quests should give you a good planet hop sequence, unless you have any desire to gain crystals "ahead of time" (since that planet has challenges for a relatively higher level overall).
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Post by fable »

Klorox wrote:What about Force Persuasion?
Depends on how much you but into Persuasion. If you use a build that permits you to drop a lot of points into it, you won't need Force Persuasion. But you really need to keep at Persuasion, because it does become harder to convince people the further along you get in the game.
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Post by Klorox »

Do I really need the Force Resistance powers with the very high saves and immunities from being a Scout/Sentinel?
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Post by fable »

Klorox wrote:Do I really need the Force Resistance powers with the very high saves and immunities from being a Scout/Sentinel?
Yes. You'll be facing some bosses with very impressive DS attacks. They'll be using Force Resistance to guard against your attacks, and you'll need it to guard against theirs. Even so, you probably should expect an occasional attack to get through.
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Post by Drunkside »

My best and fav char is a soldier sentinel.... Even though he has almost no skills, he is a total ownage machine on field... +300 fp and +200 hp, 39 def, 35 ab, damage up to 42, best crit is a 120 with a power attack, five attacks with speed and flurry... And the beautiful thing is, that i could also stasis field HUGE amounts of dark jedi on star forge, and every group fight went pretty well with storm...
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Post by Caden »

As you know, Master Speed is good to get. It basically doubles the amount of damage you will do with a lightsaber.

Force Push/Force Wave is bad. Sure, it stuns the enemy and damages them, but it also prevents you from damaging them for a turn with your lightsaber. This skill is really only good for a ranged fighter.

Stasis Field is good because it stuns the enemy and if it fails to stun, then it at least slows them down.

Force Whirlwind is also good. It stuns a single enemy longer than Stasis Field or Force Wave and it keeps them in one place so that you can continue hitting them with your lightsaber.

Stun/Disable Droid is worth getting, but Destroy Droid would be a waste of Force Power points.

Cure is good, but Heal is not worth a second Force Power point. You might have an ally get Heal, though.

Force Armor and Master Valor are good to get if you're going lightside. You might want to have an ally learn Master Valor.

Force Resistance and Plague are good to get if you're going darkside.

Affect Mind might also be worth getting, if you're going darkside, but don't bother with Dominate Mind. It's really more of a gimmick power that can help you net some extra cash.

If you have Force Armor, Master Valor, gear that raises your saving throws, and immunity to stun and fear, then Force Resistance is not necessary. However, you might want to consider getting Force Resistance so you won't have to spend the points necessary to get Force Armor and Master Valor. It's really more of a darkside strategy, but it can also work for lightsiders.

Throw Lightsaber is good to get, or Force Storm.

As a sentinel, you should probably focus on defense and saving throws. A soldier/sentinel is a good combination. It lets you start with the Power Attack feature which lets you focus on defense and still deal damage. Whereas the other two attack features are dependant on your strength and lightsaber damage.
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