so ive decided to sit down and play KotoR2 its been over a year since i last played and i wound up loosing interest on Telos. I've decided to knuckle down though and im determind to try and see this game to its end. To that effect i need some help for a viable build.
1: thinking Sentinel/Weapon Master is it viable?- never mind change of plans decided on a Sentinel/Master build. after digging around it seems much more versitile for what i want, helps i also know its viable.-
2: Any sugguestions for stats at build and while leveling would be great. ive seen mentioned a high con is optimal for implants but thats about it. - still having trouble with this one tried a Str:15 Dex:10 Con:14 Int:16 Wis:10 Cha:10 build at start but it feels wrong. im at a bit of a loss it dosent help that aeon's guide puts up the gear modded stats with out giving the base stats un geared. so im not sure how to even remotly begin this one.-
3: Weapons im thinking either dual wield or double bladed. couldnt really get a concesensus other than double bladed was better than 2 normal sabers, and a normal and short was better than 2 normals. So im at a bit of a loss between normal and short vs double bladed. - ignore this found the answer thanks though
Ive got a few more questions ide like answers to but i think im gonna hold off. The ones listed are the more pressing. the others ide like to think i can work out on my own, and its not like i cant come back later. on another note ide like to try this game with out any form of cheating(I admit i did it last time. prolly what killed the interest). so yeah any help would be greatly appreciated.
thanks all!
Character build help
There are some threads further down (maybe a page back) with an entire discussion about builds.
Generally, if you want versatility with skills and combat, go Sentinel/Wpn Master.
If you want both Force Powers & combat, Consular/Wpn Master, as Consular gets you +6 to your DCs.
Stats depend on your chosen build. Choose a build, then ask about stats.
Dan Simpson's guide at gamefaqs.com offers great advice.
Generally, if you want versatility with skills and combat, go Sentinel/Wpn Master.
If you want both Force Powers & combat, Consular/Wpn Master, as Consular gets you +6 to your DCs.
Stats depend on your chosen build. Choose a build, then ask about stats.
Dan Simpson's guide at gamefaqs.com offers great advice.
You should check out the walkthrough by Dan Simpson on gamefaq.com. In it you will find a section written by a fellow named JFrazz with his incredible build. I tried a modification of his consular/master built and it's spectacular. Instead of a consular I went for a sentinel because they are able to train more skills which makes the game more interesting.
- MalaksBane
- Posts: 255
- Joined: Mon Jul 05, 2004 12:13 pm
- Contact:
1) Absolutely viable.
2) Stats: First, don't waste points on Constitution. No more then 10, maybe 12 if you're generous, points in there, it's not needed for HP nor for implants. Implants are a waste because you get better result by putting the available points directly into the desired stat. They look nice on paper but
(a) the one and only implant that might just be worth it is a random drop and
(b) the implants you can make (thus those of which you can be certain) are not worth the investment.
That said, the stats you do need are strength and intelligence, the first for combat ability with lightsabers, the second to get the most out of your skills, which do have lots of uses. After those, Charisma (positively influences your team!), Wisdom, Dexterity. With the priority stats - STR, INT, CHA and possibly WIS - at 14 (or more) you can spend the rest as you see fit.
3) Double bladed gets a lot of bonus damage from strength, Flurry would be it's feat tree. Dual sabers gets about the same damage from the Critical Strike feat tree. Both require the Dual Wield feat tree to perform best. Doublebladed is, with it's more consistent damage requiring fewer upgrades (only one hilt), the safer choice
Get the 'Repair as class skill' feat as soon as you can, next to Persuade, Repair is one of the priority skills.
2) Stats: First, don't waste points on Constitution. No more then 10, maybe 12 if you're generous, points in there, it's not needed for HP nor for implants. Implants are a waste because you get better result by putting the available points directly into the desired stat. They look nice on paper but
(a) the one and only implant that might just be worth it is a random drop and
(b) the implants you can make (thus those of which you can be certain) are not worth the investment.
That said, the stats you do need are strength and intelligence, the first for combat ability with lightsabers, the second to get the most out of your skills, which do have lots of uses. After those, Charisma (positively influences your team!), Wisdom, Dexterity. With the priority stats - STR, INT, CHA and possibly WIS - at 14 (or more) you can spend the rest as you see fit.
3) Double bladed gets a lot of bonus damage from strength, Flurry would be it's feat tree. Dual sabers gets about the same damage from the Critical Strike feat tree. Both require the Dual Wield feat tree to perform best. Doublebladed is, with it's more consistent damage requiring fewer upgrades (only one hilt), the safer choice
Get the 'Repair as class skill' feat as soon as you can, next to Persuade, Repair is one of the priority skills.
--
"And they know it was you."
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"And they know it was you."
"Too many of us migh set them off like fundamentalists on contrary opinion."
- Darth Malignus
- Posts: 221
- Joined: Sat Aug 02, 2008 6:07 am
- Contact:
A possible building strategy:
First of all, the skillpoints are of little consequence. An Intelligence score of 14 will get you 150 points in a game besides the 12 points you'll get at the character creation for choosing to play a Guardian/Weaponmaster. More than enough to get the best of your most used skills, and to pass the skill-related quests etc. and skill-based rewards from party members. If you use a Sentinel or a Consular as the base for the character, even better. They have more skillpoints, so no biggie.
My recently used Guardian/Weapon Master had no Stealth, max. Persuade, Security and an Intelligence score of 16. That's 20+ points in each of the remaining skills, not counting Stealth. I usually insist on having an independent Jedi. It's simply less of a hassle going through the game without having to rely on teammates all the time. Preferences, I suppose. It works fine for me. Hell, even without the 16 in Intelligence I could have easily pulled off getting the candidate skills I would have wanted, I just would have had to rely more on NPC's with a lot more Intelligence or skill items for other tasks.
Stats depend on what kind of Jedi you want, really. A Lightsaber-fighting Jedi could be split up into two different builds, the first looking like this:
Armored Jedi:
Strength 14+9
Dexterity 8
Constitution 14+3
Intelligence 14
Wisdom 14
Charisma 14
There's a reason for the +3 in Constitution instead of +4, even though you need 18 to use the most advanced implants. 'Nuff said. I'll leave it up to you to figure out where you get the +1 to Constitution.
A Strength-based Jedi will potentially use Heavy Armor and get his attack bonus from Strength, and the loss of armor bonus he/she would have gotten from Dexterity comes from the Heavy Armor instead. I usually go for Heavy Armor, because it can be upgraded with all the different over- and underlays. I usually pick the Strengthening Underlay or an underlay with energy immunity, combined with and an overlay with energy immunity. Blasters and lightsabers are frequent hazards in TSL, so there's a certain logic to raising immunities against those types of weapons.
Now, the drawback is that you'll have to forego on some of the groovy Force powers and settle for the ones who can be cast in armor. You'll face a similar problem with Bao-Dur, unless you plan on having him wear the Peragus Mining Uniform for the rest of the game, which he could, but they get dull to look at rather quick. Bao-Dur's class is a martial class, so his limited choice in Force powers wouldn't be that big of a deal anyway. But if you're going for a Jedi with a primary focus in lightsaber combat anyway, well... it's a trade-off you have to consider. I've tried, and the build works perfectly, aside from being gimped in terms of the selection of Force powers.
Robed Jedi:
Strength 14
Dexterity 14+9
Constitution 14+3
Intelligence 14
Wisdom 8
Charisma 14
If you want a Jedi wearing Robes, Dexterity with Lightsaber Finesse will grant you attack bonus and armor from the Dexterity multiplier. You can use all Jedi powers, however, you'll have to buff up a lot more, since the immunities granted to you by over- and many underlays cannot be used with many robes. That's the trade-off. You'll get a chance to get many Robes and items that grant you a very decent bonus to Wisdom, so it's not that big a deal with a low Wisdom score. Ossus Keeper Robe with Biorestorative Underlay is too good to pass. I rely more on buffing Force powers and not damaging powers with this build anyway, so it's all good. It takes a little more management to protect him/her, in my opinion. But even with the low Wisdom score I never really had much trouble making my Force powers hit where it hurt, if I felt the need to unleash a Force Wave or some such. They just didn't hurt as much as they could, I suppose.
Class:
My favorite classes would be either the Guardian/Weapon Master or a Sentinel/Weapon Master. Again, the class-related advantages are somewhat up to preferences. Force Jump has advantages, as well as Force Immunities. I've seen Force Jump totally annihilate very powerfull enemies/monsters in one strike, and I've seen a Sentinel laugh off tons of debilitating effects, that usually renders the character helpless. Either of those starting classes are well suited as a base for the Weapon Master. Coupled with two Lightsabers and Flurry, you get a very potent fighter. Guardians have better combat skills all round, more feats etc., but the Sentinel has a lot of goodies that puts it on par with a Guardian, like better saves and a not completely horrible attack bonus.
Now, If you decide to go for a Consular/Weapon Master, you'll get a decent amount of skill points, access to the Force-enhancing feats and advanced Lightsaber-feats. However, I find that having to focus on both stretches your focus too wide, so it's not my favorite build. You would have to emphasize on mental stats to make a truly effective caster, and likewise emphasize on physical stats to make a truly effective swordfighter. Stick to one, in my opinion. For melee combat, look above. For all Force, poach Strength and Dexterity for all you can and put them in Charisma and Wisdom, and choose a Jedi Master/Sith Lord prestige class wearing robes, or maybe the Jal Shey armors. Not that a Consular/Weapon Master is totally useless, I just found that trying to allocate points that would benefit both classes to the max made both classes average, not worldshatteringly epic.
And yes, you could put all statpoints where you see fit, I just feel biased towards having to spend an increasing amount of points to raise a stat above 14.
Feats etc.
My personal favorite is Two-Weapon Fighting. Dueling never really did it for me. Sure, the bonuses are nice, but the extra Lightsaber is two extra crystals benefitting you, alongside the other bonus you'll get from the lens, cell and emitter upgrades. In KotOR I found it worthwhile to get Dualing for Jolee even without those upgrades, and even then I favored Two-Weapon Fighting for my own character, simply because of the two color crystal that augmented the other crystals in your lightsabers. Add Flurry, Juyo style and Master Speed to that, and you'll get 5 attacks. Maybe for a more defensive spellcaster, sure, but for a class going with Weapon Master with the expanded Lightsaber feats it's sort of fitting with two. I just figure that the benefits of an extra Lightsaber, featwise and through extra crystals, are overall better than a +3 to defence and attack bonus. Of course, if the crystals dropped in the course of the game are terrible, then perhaps Dualing is better.
First of all, the skillpoints are of little consequence. An Intelligence score of 14 will get you 150 points in a game besides the 12 points you'll get at the character creation for choosing to play a Guardian/Weaponmaster. More than enough to get the best of your most used skills, and to pass the skill-related quests etc. and skill-based rewards from party members. If you use a Sentinel or a Consular as the base for the character, even better. They have more skillpoints, so no biggie.
My recently used Guardian/Weapon Master had no Stealth, max. Persuade, Security and an Intelligence score of 16. That's 20+ points in each of the remaining skills, not counting Stealth. I usually insist on having an independent Jedi. It's simply less of a hassle going through the game without having to rely on teammates all the time. Preferences, I suppose. It works fine for me. Hell, even without the 16 in Intelligence I could have easily pulled off getting the candidate skills I would have wanted, I just would have had to rely more on NPC's with a lot more Intelligence or skill items for other tasks.
Stats depend on what kind of Jedi you want, really. A Lightsaber-fighting Jedi could be split up into two different builds, the first looking like this:
Armored Jedi:
Strength 14+9
Dexterity 8
Constitution 14+3
Intelligence 14
Wisdom 14
Charisma 14
There's a reason for the +3 in Constitution instead of +4, even though you need 18 to use the most advanced implants. 'Nuff said. I'll leave it up to you to figure out where you get the +1 to Constitution.
A Strength-based Jedi will potentially use Heavy Armor and get his attack bonus from Strength, and the loss of armor bonus he/she would have gotten from Dexterity comes from the Heavy Armor instead. I usually go for Heavy Armor, because it can be upgraded with all the different over- and underlays. I usually pick the Strengthening Underlay or an underlay with energy immunity, combined with and an overlay with energy immunity. Blasters and lightsabers are frequent hazards in TSL, so there's a certain logic to raising immunities against those types of weapons.
Now, the drawback is that you'll have to forego on some of the groovy Force powers and settle for the ones who can be cast in armor. You'll face a similar problem with Bao-Dur, unless you plan on having him wear the Peragus Mining Uniform for the rest of the game, which he could, but they get dull to look at rather quick. Bao-Dur's class is a martial class, so his limited choice in Force powers wouldn't be that big of a deal anyway. But if you're going for a Jedi with a primary focus in lightsaber combat anyway, well... it's a trade-off you have to consider. I've tried, and the build works perfectly, aside from being gimped in terms of the selection of Force powers.
Robed Jedi:
Strength 14
Dexterity 14+9
Constitution 14+3
Intelligence 14
Wisdom 8
Charisma 14
If you want a Jedi wearing Robes, Dexterity with Lightsaber Finesse will grant you attack bonus and armor from the Dexterity multiplier. You can use all Jedi powers, however, you'll have to buff up a lot more, since the immunities granted to you by over- and many underlays cannot be used with many robes. That's the trade-off. You'll get a chance to get many Robes and items that grant you a very decent bonus to Wisdom, so it's not that big a deal with a low Wisdom score. Ossus Keeper Robe with Biorestorative Underlay is too good to pass. I rely more on buffing Force powers and not damaging powers with this build anyway, so it's all good. It takes a little more management to protect him/her, in my opinion. But even with the low Wisdom score I never really had much trouble making my Force powers hit where it hurt, if I felt the need to unleash a Force Wave or some such. They just didn't hurt as much as they could, I suppose.
Class:
My favorite classes would be either the Guardian/Weapon Master or a Sentinel/Weapon Master. Again, the class-related advantages are somewhat up to preferences. Force Jump has advantages, as well as Force Immunities. I've seen Force Jump totally annihilate very powerfull enemies/monsters in one strike, and I've seen a Sentinel laugh off tons of debilitating effects, that usually renders the character helpless. Either of those starting classes are well suited as a base for the Weapon Master. Coupled with two Lightsabers and Flurry, you get a very potent fighter. Guardians have better combat skills all round, more feats etc., but the Sentinel has a lot of goodies that puts it on par with a Guardian, like better saves and a not completely horrible attack bonus.
Now, If you decide to go for a Consular/Weapon Master, you'll get a decent amount of skill points, access to the Force-enhancing feats and advanced Lightsaber-feats. However, I find that having to focus on both stretches your focus too wide, so it's not my favorite build. You would have to emphasize on mental stats to make a truly effective caster, and likewise emphasize on physical stats to make a truly effective swordfighter. Stick to one, in my opinion. For melee combat, look above. For all Force, poach Strength and Dexterity for all you can and put them in Charisma and Wisdom, and choose a Jedi Master/Sith Lord prestige class wearing robes, or maybe the Jal Shey armors. Not that a Consular/Weapon Master is totally useless, I just found that trying to allocate points that would benefit both classes to the max made both classes average, not worldshatteringly epic.
And yes, you could put all statpoints where you see fit, I just feel biased towards having to spend an increasing amount of points to raise a stat above 14.
Feats etc.
My personal favorite is Two-Weapon Fighting. Dueling never really did it for me. Sure, the bonuses are nice, but the extra Lightsaber is two extra crystals benefitting you, alongside the other bonus you'll get from the lens, cell and emitter upgrades. In KotOR I found it worthwhile to get Dualing for Jolee even without those upgrades, and even then I favored Two-Weapon Fighting for my own character, simply because of the two color crystal that augmented the other crystals in your lightsabers. Add Flurry, Juyo style and Master Speed to that, and you'll get 5 attacks. Maybe for a more defensive spellcaster, sure, but for a class going with Weapon Master with the expanded Lightsaber feats it's sort of fitting with two. I just figure that the benefits of an extra Lightsaber, featwise and through extra crystals, are overall better than a +3 to defence and attack bonus. Of course, if the crystals dropped in the course of the game are terrible, then perhaps Dualing is better.