Kotor Melee Build - Does Finesse: Melee Weapons apply to lightsabers? : r/kotor.

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Let me represent to you the strongest melee build that I've ever created. The Finesse: Lightsabers feat from KotOR II is passively gained in KotOR when one's dexterity modifier is greater than their strength modifier (only with lightsabers), so everything rhadenosbelisarius said is true. So if you're going for a Sith Marauder maybe consider starting as a Consular to take advantage of Force Focus and the additional skill points. Implants are now tied to your constitution with the best unlocked at Level 18. In addition, KotOR II requires skills and skill points to clear - which the Weapon Master/Marauder doesn't have. And you could turn that into whatever from there really by adding into STR (for melee) or WIS/CHA (for force power) or CON if you really want to invest in the top-tier implants but I find them. Kotor 1: Scoundrel into Jedi Consular. Reason being is Canderous Ordo will do tons of damage and just wreck your foes as a tank and DPS. Good ideas for a melee build (kotor 2) : r/kotor. Here is a DEX-based melee tank version of Visas. Malak's maximum fort save is 58 on a natural 20 before you hit him with Plague. The only difficult part really is picking your force powers. The added poison effect makes it better than some lightsabers. The Baragwin Assault Blade is the best melee weapon in the game. In this SWKOTOR build guide, I am going to show you all how to make Mission the goddess of destruction in Star Wars Knights of the Old Republic. Knights of the Old Republic is a masterpiece of Western RPGs and a game I've continued to come back to over and over again since its release. The mod will not only replace ingame sounds, but also will add some variety. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* then just switch to Rapid Shot once you have enough feats or Flurry if you chose to …. For this first character I'd like to go light-side melee, maybe for a second playthrough I'll go dark-side ranged. Attributes: Awareness, Intelligence, Luck. I wanna play through the game as a light-side melee attacker and I was looking for your melee build recommendations that hit like a truck, in terms of pure damage output with a lightsaber. You could build Carth up to be a melee combatant instead, but Canderous and Zaalbar have better Strength scores, and there is no Weapon Finesse Melee Weapons feat in the first game, meaning that Carth’s 16 Dexterity largely would go to waste. Awareness is a very important skill for dialogue checks you wouldn't have otherwise been offered without leveling it. But her CHA isn't bad, and gives the same benefits as WIS to casters (WIS also does a few other things. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* but recently I went single blade on a scout/sentinel lightsaber melee build and I have to say I. First, rather than using lightsabers, melee weapons, or even blaster pistols, I used rifles and heavy weapons, switching between the two. STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™ I guess the best build ranged build would be a wisdom heavy Jedi Consular / Assassin. If you build a Scoundrel Consular right you get a great combo between a melee and force that tears through enemies like nothing. These are just my preferences, as I like to have well rounded player characters, but this is by no means the only way to build a strong melee character. Force is used more for buffs than for attacks. 30 develops all class features if the split is 15/15. Build is usually dual wielding pistol dex, sometime str dual wielding melee with Ajunta Pal's blade. I'm currently soldier at lvl 6 wondering how crippling this is. And it's not hard to reach 50-60. With this build, I wanted to do several things that I rarely, if ever, do. Jan 26, 2018 · Companions guide, highest difficulty & min-max approach. Wisdom is the main stat we will be boosting since it increases your force points, makes your powers harder to resist, and with. KOTOR melee scoundrel/sentinel build. A sample melee-focused build for a Jedi Sentinel will look like this: STR 12 DEX 12 CON Star Wars: Knights of the Old Republic 2 – The Sith Lords is available now on Mobile, PC,. Players start with three non-Jedi classes first. The consular build focuses on area damage (Force Lightning) and buffs with moderate melee capabilities. If you do it right, he can actually be a pretty solid tank. Defense / Immortal Discipline boasts the lowest overall DTPS. Force Storm costs too much for marginally higher damage to be worth using. Security is a quality of life skill that is best maxed if you are a Sentinel. Never played as a sentinel and in a similar vein never really known how to best build Bastila. Int 14 will give you 4 points each level, I spread to Persuade, Repair, Treat injury, Awareness, some Computer for T3 upgrade (learn Computer feat). Grips can affect accuracy, damage, and defense and often provide both benefits and penalties. This SWTOR Din Djarin Build Guide is designed to be as faithful to the lore and authentic as possible within the constraints of the game. This guide explains the best SWTOR Marauder Solo builds for all three disciplines: Annihilation, Fury and Carnage. 2: in the cave, I gunned down the Malak vision and the dark exile, then sabered the Revan vision. The basic idea of the build is melee combat and crowd control powers, using robes and a single vibroblade (or well, a suitably stronger upgradable sword-thing). A strength of 8 will result in a -1 penalty tohit with melee weapons until you get the finesse feat, and don't forget that it will be quite a long time before you get a lightsabre-which requires a seporate finesse feat to swords anyway. My experience below was as a light side Sentinel -> Watchman (both genders), and with Restored Content Mod. Thus if there is a budget in mind purchasing a higher tier main-hand and lower tier off-hand is the better choice. Some thoughts on KOTOR 2 companions after replaying the game, some things haven't changed since I last played it but there might be some new hot takes. Playing a sentinel melee build, but for some reason I keep missing 70+% of melee attacks even with a solid amount of strength + dexterity. I'm having fun with this build, but haven't found any others. You can use a normal lightsaber in your right hand, but you will want a short lightsaber for your off hand. the Old Republic character ( KotOR ). As a Tech user, Sniper (Virulence) for ranged DPS combined with Operative (Lethality) for stealth is amazing. All attributes should be even numbers. You even get a decent amount of skills in the early game, including persuade on Taris. This will then let you use your higher DEX attribute to determine attack rating. 5 dph, +10 from power blast, 10% crit = 24. 3 Jedi Consular; 2 Soldier; 3 Scout; 4 Scoundrel; 5 Tech Specialist; 6 Droid. If I want Atton to be a Lightsaber user, do I pump his strength or give him dex and the perk? This thread is archived New comments cannot be posted and votes cannot be cast melee atton with his …. It is also an incredibly powerful tool for building a strong personal brand. Depending on if you invested in charisma as a secondary stat, your offensive powers. This build is the result of many hours of theorycrafting and experimentation and almost 20 years of being a KOTOR fan! Objective: Create the most powerful character build possible, capable of any challenge including solo runs on Impossible difficulty. However damage resistance and armor specific upgrades can provide more defense than using a robe, like the +5 from a Durasteel Overlay Mark V against melee which is worth +10 dex alone with maxed armor dexterity bonus (requires +6 modifier or 22 dex to be worth 32, on top of this you can get up to 5 defense with an un-restricted jedi armor. To build a melee consular, realize that you're not going to get too many feats. Star Wars Knights of the Old Republic II: The Sith Lords ; Star Wars: General Discussion ; Visas Krei: Both seems to be best with melee weapons, and light sabres should be equipped immediately, I would assume. never really was much for a damage slider of difficulty. This feat progression is highly optimised and recommended but if you want you can replace at Level 2 with and then take at Level 5 and at Level 14 instead of Power Attack. Strength is generally better for offense and melee damage, Dexterity. This build is the culmination of nearly 20 years of KOTOR fandom and hours spent theorycrafting and testing. I wouldn't wanna 1 shot too much enemies specially bosses so I can flesh out the fun of melee and maybe be able to cast a couple skills if possible and hopefully not die as much as well. 0 expansion, subscribers will be able to choose a second Combat Style for each of their characters. For attribute allocations, I would recommend something like this:. Skills help outside combat, Feats help in combat or can buff skills, and Attributes help both. For example: I want to chop someone's head off with a lightsaber. Objective: Create a powerful character build capable of tackling any challenge, including solo runs on Impossible difficulty. The above add-ons make your lightsaber a crit monster. Keep in mind, also, that lightsabers get a hit bonus from DEX, but melee weapons don't, so you may want to use ranged weapons before you get a proper weapon. This is a guide for my new favorite Dark Side build in SW:KOTOR1. Keep in mind you'll be going Scout/Sentinel, the most SP-rich build possible, so even with the penalty of keeping INT at 8 you'll still be proficient enough for most of the game. The biggest difference between KotORI&II is that KotORII has a feat that allows you to use your DEX modifier in melee. Definitely take speed, it will further improve on Attons debilitating sneak attacks and great defense. Playtested on highest difficulty to assess their viability, do note that companion preferences can vary based on your PC build. Melee or ranged, one weapon or two, it's your choice. Still will not be as strong in melee, but who needs melee if you just force storm them to death. Step 1: Start with Sentinel, INT 18 CON 16 and the other stats 8/8/10/10. The problem being that you don't really get enough buffs to justify force-only in Kotor 1. KOTOR Builds Scout (4), Consular(16)-----My favourite KOTOR build. Pre-engineered buildings are structures made of steel or metal. In theory, you could have: (+16 from Str, +2 Melee Special, +Weapon Damage)*2 half of the time. Melee build sneak attack Mission actually kinda wrecks face. For a melee/lightsaber build: CNS Strength Enhnacer, Dominator Gauntlets, perhaps some of the better implants from Mika Dorrin or Suvam Tan, Sith Mask or if you’re playing on PC and or Mobile or any port that isn’t Xbox Circlet of Saresh, and Qel-Droma Robes. mankato free press obit Awareness will be fine left at 10 as only 15 after buffs is needed to. Star Wars: Knights of the Old Republic is a deep and intricate role-playing game. KOTOR 2 introduced high-damage upgrades for weapons besides lightsabers and oh boy did that make a difference. What is the optimal melee focused build that can pass all persuade checks & fully repair hk47? To repair HK-47 with all the equipment factored in (sans the post-fifth map ones) you need at least 10 INT at level 19 as a cross-class skill - which it will be, since 'melee' pretty much forces Jedi Guardian as a class choice. Rely on party members and allow them to tank damage. Very high VP gain per level (Vitality Points) Natural health regeneration. My idea is a build based on Mission Vao strengths, mainly her stealth and her skills. STR:18 DEX:10 CON:14 INT:8 WIS:14 CHA:8. Scoundrel to level 5 guardian the rest. Your Combat Style choice is a permanent choice, so choose wisely. Just a heads-up to anyone planning on playing KOTOR 2 for the first time. KotOR1 Scoundrel Jedi Guardian Heavy Melee Build. I hate to give such a political answer, but it's true. So buff with master speed and spam master rapid shot with two blasters. KotOR I's layout is such that you only need to focus on one key attribute while keeping the others decently balanced. And now for something completely different. If you want a solely force based build I would go with consular as your starting class of course and then spec into a Jedi Master/Sith Lord. I originally created it to accompany a blaster-Jedi main character, so some of the choices (and notes) reflect that. I didn't think that anything could possibly top my previous LS build but i feel that this one is even better in my opinion. Trash mob encounters rarely last more than a few seconds while boss fights and PvP typically last at least a few minutes, requiring you to make use of far more abilities. Power blast does NOT work with master speed (bug). First I tried dual pistols, and it occurred to me that many times she was out of range to proc Sneak Attack. This file details some considerations to make for a Mandalore build, and may eventually contain a few Mandalore builds from different playthroughs. amoroso rolls publix I've been playing the Kotor games (mostly Kotor 2) since I was a kid and I wanted to compare my lightsaber setup to others. The problem that arises with blasters is that while you gain more powerful types of melee weapons and lightsabers in the midgame and lategame, you really never find any particularly stronger blasters. If you're happy with 4 points per level as scout and 1 point per level as guardian, then int 10 is enough - If you want 5 and 2, you'll need int 14. Thanks to Speed Mastery and using my double-bladed lightsaber, I was a super hard hitting melee beast. Remaining feats as a Jedi Sentinel will be getting the Master rank of whatever feat nor maxed earlier. Unlike many think here, as you assumed Dex, especially for a Male exile using melee is next to completely useless due to Battle Precognition and damage resistance if you bother using it. Properly built she is probably the most useful ally in the game. Just finished up KOTOR for the first time in years; fired up II to keep the story going. Just reload a previous save and make yourself a character you will enjoy. Good ideas for a melee build (kotor 2) So I just finished kotor 1 (great game!!!) and i …. In today’s economy, that is equivalent to a cost of $400 million. I would recommend saving one level on Taris, though, and switching to Guardian at Lv. Dexterity is especially useful on scout/consular because in KOTOR 1, chance to hit is automatically decided by either DEX or STR, whichever is higher. Though he is an accomplished warrior, he is better known for his abilities as a military leader with magic space powers than a lightsaber duelist. In this article, we will dive into what Freenom is and how it can help you create a cost. In general, I like all of my jedi companions to focus on either Strength (Bao-Dur) or Wisdom (the rest, the Handmaiden can even effectively use Insanity and non-saved Force Storm. [You have become a Prestige class and taken your first steps to learning the higher mysteries of the Force. Only STR contributes to (melee) damage. Are you a contractor or construction professional looking for a convenient and cost-effective way to create professional bids? Look no further than free construction bid templates. Are you looking to build a website without breaking the bank? Look no further than Freenom. In KOTOR I it was generally a good idea to boost dex, leave str at 10 and take weapon finese: light saber because the accuracy and defense boost was more important than the lost damage because of the million ways to boost melee damage. Scout, Scoundrel, and Soldier, then after your Jedi training three more. Table of Contents: Introduction to Deception Assassin. Bao has laughably low Dexterity, so he won't be a really good ranged fighter, and investing in this stat will lower his overall effectiveness when they could be put to better use elsewhere. In terms of strength: Your armor will give +3, your gloves +5, your lightside +3, your belt +2, and your leveling to 20, +5. Levels, 5/15 Soldier/Consular will get you an optimal mix of feats/force powers, get 2 weapon fighting, toughness, implant level 1 or your preferred combat feat if you don't want power attack at level 3, then 4/5 get improved toughness and improved 2 weapon. To the build: Bao-Dur Tech Specialist 7 / Jedi Guardian X. Useful though as decent force user and competent in melee combat. tpc from Alternate 4th Stun Baton folder and copy that into the override folder in your TSL. Thanks for advice on weapons though. Skills: repair to 17 total for hk repairs, bank the rest until persuade is a class skill , then. 14 is a breakpoint for skills Keep str at 16, drop dex to 10, and raise wisdom to 14. While the pure ranged build can still accomplish this using the Improved Close Combat feat, which gives them as much of a melee-range bonus as their melee opponent, switching to melee allows for a higher …. Kotor II allows for a glass cannon build with lightsabers because the hardest bosses are all in the end game. As such, offensive powers won't be your primary focus, and you should take feats that improve your defensive abilities. bronx 10 bus schedule This increases your chances of 'saving' against grenades. This build takes Toughness and Improved Toughness early, to make up for the lack of armor. No RPG would be complete without a slew of weapons and items. The death of that owner shut HK-47 down… and eventually his wife unwittingly sold the droid …. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* I was thinking a melee build, but it being an evasion base makes me unsure what build …. Str and Wisdom focused for unstoppable powers even against the final boss (die in 2 force kills) and insane melee damage *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the. Build the best Jedi or Sith with these Star Wars: Knights of the Old Republic II build strategies - be one with the force, and make sure you are victorious. I am trying to use a two blades sword, so is. Obviously you need to be Dark Side to play a Dark Side build. You must level up once before escaping the Endar Spire, but after gaining level 2 you don't have to level up any further before becoming a Jedi, even once you've received enough experience to gain multiple levels. As well as resulting in an automatic hit, an attack roll with a maximum d20 roll (20) results in an automatic Critical Threat. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* At least with melee builds you take damage sometimes and are in danger sometimes. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* (+1 dex, +2 str and regen) for a melee build. In the game, you will have 5 bonus point so invest it in Strength in early game and Wisdom in late game. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* but beating Malak with a melee build and no MS (or any other buffing force powers) is …. Sure, you could balance your lack of skill in certain areas with. If you haven't used the D20 system before it's going to be hard to explain. STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™ True, one or two might live long enough to land hit or two, but you're still taking far less damage than melee build would. Yes but if you want your main character to use sabers, you can always build another member of your team to be one. You can keep Persuade maxed as you please unless there is not enough points for Repair. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* I show the strat on this post with a melee build at 5:30 if you want to see what I mean, same. I'd suggest starting with something like this: Strength 15. Cassus + Mandalorian is best until you. Inusually use phond and upari but since upari isnt found till wnd game i use sigil found on nemo’s body on dantooins star map and phond from mekel he dies on. You will find parts for him all over the galaxy (I think 3 you find, 1 you have to buy) so ultimately it is your …. You of course have your unique crystal which you. When a character is fired upon, an opposed roll is made against the attack. Soon finishing my cell phone Heavy Weapon Jedi playthrough, and wanted to discuss some possibilities for the second game. You are forced to level up to 2, but from then on you can save your levels, so you can have 18 levels of consular, for more force powers, more force points, and getting your Jedi class feats quicker. I feel like that's more his style, and it's still effective to have a ranged companion sometimes. Jedi Weapon Master is a fine prestige class, but you already. For feats, aim for heavy armor (if it allows you to use force powers), melee combat skills (always aim for Flurry), weapon proficiencies, and survivability. My current character is a Dex-based melee fighter. The build: Sith Commander: ''Are they really sending a trash can against us?'' Famous last words. All classes except Expert Droids can select this feat, but it's only granted upon character generation to Soldiers like Canderous (who specializes in them), although it can also be granted to any organic character using the level 3 Advanced Combat Implant available …. But this pushes back Two-Weapon Fighting, and relegates Zaalbar to using a single weapon for a long time. There's a lot you need to get, and you get more as a Soldier. Strength and Dexterity should be 14 & 10 or 10 & 14. Scout will get 4 more FP and one more force …. boral truexterior shiplap Per your statement that you don't have the DLC, here's what I typically do. Have Mission use a double-bladed weapon with flurry on stunned opponents, and she will probably kill faster than even you. Reason: Melee don't really fit her so strength is not needed. This ends on an odd value, but I'm assuming that by the late game, between gear and a Jedi with Master Valor, the even/odd thing matters less. At that point the game becomes a joke. This file details some considerations to make for a Canderous build, and may eventually contain a few Canderous builds from different playthroughs. Juhani also makes the best blaster user (heavy weapons from Yavin) if you wanted a fun alternate build for her. The best feat for HK to take is sniper shot. Here is why: Feats are more important in KOTOR, Skills are far more important in KOTOR II. If you're dual-wielding, consider taking a damage-saber in the main hand and a mantle-of-the-force, damind, rubat in a short saber in. Jun 17, 2022 · The Guardian starts with 4 Class Skills, which include Demolitions, Awareness, Persuade, and Treat Injury. Though it will restrict the use of your force powers, get those armor feats! Kyler J. Any additional powers are just gravy. An improvement by the Mandalorians on their basic forearm shield, this variant proved decisive in several battles with the Republic. import direct ceramic brake pads Advanced Jedi Defense used for a bonus to blaster bolt deflection (this is usually the last feat point I allocate and is a personal choice). quizlet ati pediatrics proctored Learn how to build an e-commerce website here. Targets damaged by Force Sweep and Cyclone Slash become Unsteady. the common comedy build is blaster dark jedi sentinel into sith marauder. The ideal build would use two weapons (probably a double-bladed sabre if you're Dexterity-based), Master Flurry, and Master Speed, giving you five attacks per round. I kinda prefer it to the Scoundrel/Consular, but it's up to you. STR 14 : this is a solo run on Hard, and will be using melee Stealth from the start, so need melee weapons to be effective. -Master flurry or master critical strike (2-3 feats) -medium armor. Melee builds are viable even on upper difficulties in Fallout 4, particularly when you invest in the right perks. A really fun and unique feeling build. Scoundrels don't get that, and Sneak Attack is actually marginally easier to trigger in melee, so he does better if you build for melee. Despite his rather high Strength (16), he can't equip melee weapons. I feel that the immunities given by the Sentinel class, plus the +3 CON bonus from LS Mastery give the Sentinel some really nice survivability, and while killing things quickly is nice, being (nearly) untouchable. At 40 str it adds 22 crittable damage to the mh. Persuade goal is 19 (buffed), to pass all checks in game with at least 75% chance. Level 1: Two-Weapon Fighting I Level 2: Weapon Focus: Melee Weapons Level 3: Implant Level 1 Level 4: Improved Two-Weapon Fighting Level 5: Improved Power Attack Level 6: Implant Level 2. Valour (3), Speed (3), Cure (1), Wave (3), Breach (2), Energy Resistance (1), Force Resistance (1). For starting, Soldier gets the advantage of weapon specialisation (which is at least at 15% boost to DPS for pistols and still not bad for heavy weapons) and extra feats. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* You also want finesse melee most likely since gun builds want dex and melee usually wants str. Also remember to reach max Dark Side ASAP and stay that way for the extra 1-8 damage bonus. - Any class from the start can pick any Jedi class. This page will be a work in progress for a while. With Master Speed + Flurry you get 4 attacks with the Assault Blade and a Critical Hit on almost every round and the Saber protects her from blaster fire. Soldier-Guardian is easily the strongest pure fighter you can get with the class combinations, and it's going to net you the most Feats. Her extremely high DEX probably tilts toward an elusive melee build. As a scout, you will have access to one unique feat: Uncanny Dodge. For Powers Atton has low Wisdom, I say don't focus on offense powers. The build is fairly simple: Dark Side Male. Increase Melee Damage, while nice in general, is worthless to this build since it does not increase ranged damage at all. I now know that melee specialization doesn't give more dmg or anything to lightsabers. These numbers are a rough estimate using a d20 damage-per-round calculator. I'd suggest the +5 DEX Implant, the +2 DEX Belt, and boosting STR every chance. Upgrade items, melee; Upgrade items, lightsaber; Star Wars Knights of the Old Republic II: The Sith Lords logo. Consular + Sith Marauder is what I went and it's probably one of the most powerful in the game. but she can be effective at whatever she's built for, and is an opportunity to do a different lightsaber melee build than just "hit really hard". I usually use blasters (and avoid spending any feats on melee weapons) with this build until I get access to a lightsaber. Are you planning a construction project and need to estimate the cost? Look no further than an online construction cost calculator. Since you used Consular/Watchman which focuses on Force Powers and skill checks, this build goes the other way by going melee while keeping up enough skill points. DEX: Determinate your attack with blasters and the defense of all character (BUT, DEX also increase the attack of your lightsabers). In addition to his trusty blaster, the Scoundrel packs a stealth belt, a scattergun and a med pack—everything he needs to get in, knock the enemy for a loop and get out alive. Progressing steadily through Kotor 1 with my Heavy Weapons build got me thinking, there are so many more options in these games I haven't tried! The one that stuck out the most? A build based on melee combat and crowd control powers, using robes and a single vibroblade (or well, a suitably stronger upgradable sword-thing). Heavy armor with calos armor gives immunity to mind affecting so. So Strength will end up dealing more damage than Dex. STR is therefore, typically more recommended for classic 'melee lightsaber' builds. There is nothing particularly special about either starting class if you go for melee. I'd like to compile a list of 'unique' builds, with the goal of having a reference sheet I can point people to. KotOR is one of the few games out there where winning isn’t the best part. His starting 16 Dexterity is > his starting 13 Strength. As Scoundrel/Guardian combo is ideally suited for a defense-oriented melee build that uses the force for buffs and healing. There are many builds that are capable. STR: 17 + 2 AP = 19 DEX: 11 + 2 AP = 13 CON: 12 INT: 8 WIS: 12 CHA: 14 + 1 AP = 15 Dark Side. I've played this game around 15 times in the last 10 years, but I never could figure out a build for Bastila that felt as if she was worth having along in combat. Having a pond in your backyard can be a great way to add beauty and value to your property. In melee on Taris, have him use the Echani Ritual Brand - eventually you'll need to take the two-weapon fighting feats to make the best use of Bacca's Ceremonial and Naga Sadow's poison blades, respectively, but due to a glitch in the game double-blades don't suffer any penalties in combat, so you don't need the feats right away. jordan polecat324 *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming. The original Star Wars: Knights of the Old Republic was first released in 2003 by legendary western RPG developer BioWare and has since become one of the most beloved aspects of the old Legends continuity. The default starting pistol deals 3. character level will be the sum of the number of your non-Jedi levels and your. STR will only help melee and lightsabres. I want to run consular for obvious reasons but I'm worried it'll just be too damn squishy for the first act of the game, the plateau fight in particular. They combine many of the strengths inherent in the Guardian and Consular. The Plasma Cutter is the only really viable option here, if you go for dps. Suulru quest will guarantee 1x Disintegrator if turning in the quest at level 24 or 25. Damage: Energy, 2-24 (2d12); Critical Threat: 20-20,x2; These exotic weapons are rare, and most often associated with Jedi attracted to the dark side of the Force, for whom reckless aggression is sometimes considered an asset. For consular/weapon master build, I started with. pk3 from this zip file to your "base" folder, the default path is "C:/Program Files/Lucas Arts/Star Wars Jedi Knight Jedi Academy/Game data/Base". The most notable changes are the removal of Utilities, the ability pruning that affected nearly. ====================== Continuing the tradition of KOTOR I, Canderous comes with stats suitable for melee combat and feats …. Stealth Based Short Range Medicine Roles: Close - Mid Range Damage Dealing, Healing, wields scattergun Sawbones - The Scoundrel patches …. 2024 nfl draft board HK-47: at least not as bad as KotOR I with upgraded disruptor rifles, Master Rapid Shot, Precise Shot. Every feat and power is important to the build, and changing the leveling path would remove critical feats and powers, or lower the optimization of the build's stats. Canderous is best built as a melee powerhouse. Kotor 2 on the other hand Set-up depending on your Jedi Class: Guardian: Mission and Jolee. All I can assume is ither the chance to hit from DEX does …. well to each his own, of course, but I just finished a playthrough with a scoundrel/consular with this build: (starting stats --> final stats with equipment boosts --> final stats with equipment and valor) STR - 8 --> 8 --> 13 DEX - 14 --> 24 --> 29 CON - 14 --> 14--> 19 INT - 10--> 10 --> 15 WIS - 15--> 30--> 35 CHA - 15--> 18--> 23 the idea behind the build was …. Convert at level 8ish, and your sneak attack bonuses will do a lot of damage throughout the game. After investing in Empathy, Gear Head, Melee Proficiency, Light Armor, Conditioning, Toughness, and Two-Handed I'll be able to pick five more by level 13 - so I'll be able to pick Flurry and max my two-handed and probably Flurry by level 13, and possibly pick up another +2 in Repair via Gear Head, or the +2 retroactive in VP with Toughness II. Robes/armour: you can choose the Ossus Keeper Robe for caating Force Powers from a greater boost to WIS and CHA. In construction, preliminaries present the general details of a project as well as going into the specifics that should be known, like what will be required to execute the project. Head: Not a whole lot of useful headgear for this. The defence and Sneak Attack bonus you get, as mentioned. If you decide to go melee take the appropriate finesse feat, it will send Attons damage and combat viability through the roof. Scout/Sentinel is regarded by many as an "in between" class that doesn't melee like a Guardian, and doesn't "wizard" like a Consular. A build, designed to take down Malak in a …. Melee build is the way to go, but it's easy to struggle with it early on. STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™ Since you can get finesse melee at level 1, a dex build is viable right from level one and if you start with 14 dex you can hit thinks easy on PEragus with a vibroblade. It has a cool animation too, so you really feel like you're crushing the life out of someone with that ability. Every 2 points into Strength gives you +1 Attack and +1 Melee Damage. Your main character starts as one class but must choose a Jedi class to continue once on Dantooine. Bao-Dur and Handmaiden have extra utility when fighting unarmed, but once they become jedi it resets the unarmed specialist progression making it pretty bad in the long run making lightsabers better. But to KotoR1, actually the best way to build Mission was to give her twoweapon and flurry. It can also be a fun project for the whole family. When creating a character like a Jedi Knight, a new character would have the ability to choose between four Combat Styles: Guardian, Sentinel, Sage and Shadow, who all fight with Lightsabers and the light-side of the Force, but who each have very different ways of approaching combat. Force Melee Solo Build: Focus Jedi Guardian/Rage Sith Juggernaut. I put WIS at 14 and CHA at 10, rather than both at 12, because. Always use speed, force wave or insanity is your best friend. I just want to be doing as much damage as humanly possible with each turn. Build your stats so that you only need to focus on 1 when leveling. However, I suggest a scout build for your first time playing. I've gotten as far as the Telos surface. Putting a workbench together is easier than it sounds. You can't really unlock further dialog by speaking to him, but when you travel to the Wookiee home world Kashyyyk his backstory is revealed, and you can meet his brother Chuundar and father Freyyr. STAR WARS™ Knights of the Old Republic™ Carth is one of the more diverse characters in the game when it comes to builds. Head, circ of saresh (+5 wis), gloves, dominator (+5 str), belt cns str enh (+2 str). 7/13 will give you 17 powers and 8 feats while 8/12 will give you 15 powers and 9 feats. With armor and boost she may hit the dex cap anyway so no dex. spacecoast craiglist And most of his starting Feats are designed for ranged combat (specifically, dual pistols). vindicta rate celebs It really depends on what you want to do. For the hardcore league, you will see often used. As I played through the game though, he became less and less useful and more and more of a liability. I'm realizing again why this is my favorite game ever, but I love all the companion characters and never know when to use them but want to use all of them. Personally I find the feats more useful as you'll get earlier access to max 2-weapon/rapid …. I just started replaying the first game on switch after playing both 5 years ago on Xbox 360. Reason for going LS: the ls mastery bonus for consular, and jedi master (after prestige) is +3 wisdom each, for a total of +6. IMO, for Kotor 1 it's Soldier/Consular with 2 weapon fighting, force speed, and wave/stasis field/destroy droid/insanity. damage is guaranteed on an attack roll; with dex you get +defense, but is subject to RNG, AND: + reflex save. None of this advice applied to ranged weapons. He does have the minor health regeneration and all. As well, the blaster combat styles are: Mercenary, Commando, Powertech, Gunslinger. Go for a single blade if that's what appeals to you!. Master Critical Strike quadruples the threat range, bringing the threat range to 13-20 meaning that if you roll a 13-20, you will do double damage. This build also works with a guardian. I’ve played this game around 15 times in the last 10 years, but I never could figure out a build for Bastila that felt as if she was worth having along in combat. For KotOR 1, I usually play as soldier -> consular, for feats + force powers, and let the companions be my skill monkeys. Sneak attack applies to all attacks on stunned enemies. In this SWKOTOR build video I will KOTOR you we be one powerful force user. That would look like: 14/12/14/10/14/14. Your pick your prestige class based on if you want Sneak Attack burst damage or consistent damage and bulk. I will utilize character templates to convey the builds as precisely as possible. If you start soldier I believe you get the most feat points, bonuses to melee combat and HP, which is probably ideal for the kind of character you are making. Make it a DEX focused build, and use Flurry and basic attacks in melee, to signify her agility. Scout gains a feat at level 5 and 7, and Implant 3 at level 8. I've recently replayed the game with LS consular 30/jedi master 6 (36 is what I've managed to hit w/o exploits but with maxing skill xp), I think I had 85 DC force chokes fully buffed which is enough to 95% choke Kreia on. All builds are easily able handle the game solo on the hardest difficulty, even with additional self-imposed constraints. DESCRIPTION: Lots of melee weapons from Star Wars: Knights of the Old Republic, as requested by one of our members …. I want to play as Jedi Guardian, and I see a LOT of guides recommending the double-blade heavy hitter builds, but I REALLY hate the look and idea of double-blade lightsabers So my question is are there any really good single blade lightsaber builds (preferable just one lightsaber, not dual wield)? If not, are there any mods that make double-blades look like …. So, multiple people have posted LS Impossible Difficulty builds. KOTOR games are very solvable due to having a relatively small amout of options. If you’re in the market for a new truck and considering an. The descriptions of each version's Master Rank: Flurry: +1 Attacks per Round (no Defense/Attack penalties). have ridiculous dex, minimal strength, high con for implants. Saul Karath = 13 dph, +10 from power blast, 10% crit = 25. Darth Revan plays a central role in the story of Kotor. The maximum dexterity bonus to defense they allow is +4, but they all have an innate 3 armor defense that does not count towards your Feats And Effects modifier, and they do not restrict your Force Powers (except for Battle Precognition). But before you start digging, it’s important to understand the cost of buildi. I recently finished a solo run of kotor 1 and wanted to step it up a bit for 2 by limiting myself to only using force powers in combat. Damage: Physical (slashing), 5-32 (3d10,+2) Critical Threat: 19-20,x2 Balanced: +2/+0 vs. Here are the 3 best Kotor builds. With a blaster run, head to Korriban first to fight Calo Nord (he drops 2 Mandalorian Heavy Pistols) and buy Cassus Fett's pistol. I'm not too well versed in KOTOR 2, but for KOTOR 1, here are the stat spreads I'd do for a melee focused build (Soldier/Guardian): Light Side. This is the basic rundown of all three: Power Attack / Power Blast: Increased damage at the cost of an attack penalty. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* It allows you to use either STR or DEX for hit chance not both. In Kotor 2 you can make very versatile builds. Light armor in KotORII also provides more than adequate protection. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* You want to make a melee build and don't think STR is "worth anything?" A str melee build will. Construction of the Titanic began March 31, 1909. This is a catalog of stand-alone guides to the Best Solo Builds for each Combat Style (Class) in SWTOR! They will teach you how to optimize your character's skill trees, gear and playstyle to have an enjoyable experience playing solo! With the launch of Game Update 7. For Star Wars: Knights of the Old Republic II - The Sith Lords on the Xbox, a GameFAQs message board topic titled "Finding a build for a Sentinel/Weaponmaster". If you wanted to make the worst possible, the ideal would be dumping all attributes into INT and STR, then doing a DEX-based build (such as blasters). In the case of a Duelist with a Keen weapon, +2 STR is closer to 1. Even when you get it, Dexterity’s advantage s much. Are there certain planets/missions that you use certain. It adds up to a lot and gets multiplied on critical hits and extra attacks, so it scales pretty well later into the game. starts off having to use blasters due to the lack of any strength. Then get Constitution to 18 and leave it there (you will unlock the best implants). One of the most important choices you have to make in Star Wars: Knights of the Old Republic 2 is the …. The double-blades only have a base. This build optimizes the number of feats, force powers, vitality, force points, defense, and offensive capabilities of the guardian class. Here is a rough guide I have put together for now: KotOR2: TSL Optimal Consular Rough Draft Page updated. STR is almost always a given if you plan on using lightsabers, as you'll likely have mana issues until mid to late game even with a Consular-style build. Both could be seen as the strongest. I recommend the "Character Build Suggestions" section in the …. Having a pond in your backyard can be a great way to add beauty and tranquility to your outdoor space. I recommend 8 intelligence as a soldier and 10 as a scout or scoundrel unless you're intentionally going for a skill build with 14, never pick 12 or 18. Jan 11, 2017 · For feats, aim for weapon profiencies, Empathy and the like. They are after all the last remains of the Jedi after the Exile leaves at the end of Kotor 2. (You won’t do more damage because it doesn’t add DEX bonus to damage sadly, but you will hit as accurately as with blasters. Zaalbar can get away with deferring damage-focused feats due to his incredible STR and nice selection of starting feats. Kotor 1 pn the other hand it is rough. To build your fellow Mandalorian war veteran right, you need to do a little thinking outside the box. Take Sentinel for skills, guardian if you want a couple more feats (including getting two armor feats for free) for k2. *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic. Canderous starts out with Ranged Feats, but his stats cry out that he would be awesome in melee. Attributes don't really matter - just have enough dexterity to land a shot. A standard lightsaber is not balanced. While a Guardian's single-target DPS is good they cannot match a consular's AOE lightning. Melts pretty much every enemy in one hit. best s10 ls swap headers The feat's benefit is applied, and then the weapon's original threat range is added again. matco mini toolbox Several hundred hours of gameplay later, I have a better understanding of the game's mechanics, and have developed a few contentious points against my older build. Mine does 137 on jump, and 339 with flurry+speed. Dexterity improves the chance of hitting somone with a lightsaber or blaster and increases your chance of not being hit. Then give him two fully upgraded Baragwin Assault Blades and he will dominate. It will also help critical strike stun your enemies. Strength modifier is normally added to both Attack and Damage, although with Finesse: Melee Weapons, …. However if you want some nit-picky advice: Class 7/13 is good, but you may want to consider 8/12. Good ideas for a melee build (kotor 2) So I just finished kotor 1 (great game!!!) and i was wondering about a good build that focuses more on melee combat then force. For attribute allocations, I would. Great equalizer is the death! angelganon (Topic Creator) 6 years ago #3. I'm going to start a light side playthrough on Kotor 2 and was wondering what would be the best class, attributes, and skills for a lightsaber melee build. She should keep using her doublesaber, but I've heard that because of a glitch, it's affected by the Dueling feat. I've mostly played as a scout sentinel but I'm looking. Apr 12, 2020 · Every 2 points into Strength gives you +1 Attack and +1 Melee Damage. But in order to take the next steps, you must face your past and put it to rest. It may seem obvious, but there's a big difference between ranged and melee combat. You can largely do this in the first game as all the gear is specifically dropped and the vendors always sell the same items, but this game it's all random. A new, automated technique for building 777 fuselages could be implemented within a few years at the airplane-maker Boeing, the company announced today. 4/16 Scout/Guardian or 5/15 Soldier/Guardian. Jul 27, 2018 · There's no guarantee you'll get all the exact crystals and lightsaber variants you want so you can't really base any potential builds on specific items. Melee weapons tend to be the preference. urgent care friendship road It hurts a bit in the early game but by midgame you have so many Dex boosting items and equipment that you're constantly running up against the Max-Dex Bonus limits of any decent set of armor anyway. This file details some considerations to make for a Zaalbar build, and may eventually contain a few Zaalbar builds from different playthroughs. Bastilla's usual build should include Force Speed, Force healing, and other light-side powers. You can replace this feat by using weapons that do a lot of base damage and upgrading weapons to do more damage (where possible). The two also have large amounts of health for soaking damage. point in the game you are taught the tenets of the Jedi Code and permanently. Android iOS (iPhone/iPad) Mandalore can be effective melee or ranged. HUGE thanks to my newest channel member - cmdrshprd - Meatbag Check out the remastered guide with better audio: https://youtu. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake*. Melee is just flat out better in terms of potential damage output, but Canderous is still strong as a ranged character. (enough for crafting and dialogues) Feats: demolition and repair skills unlock, Force regeneration, two-weapon fighting, Master Flurry Force: Speed, Valor, Persuasion, kill and plague (to teach Mira those powers), …. Str 16, dex 10, con 14,int 10, wis 14, cha 12; all level ups to str. His outfit and appearance are based on Pedro Pascal’s portrayal in The Mandalorian and The Book of …. Now we analyze how each attack feat will affect it. Don’t bother “saving” levels with this build; get as many levelups in Scoundrel as you can before going Consular. A little Computer lets you save the Mandalorian prisoner on Korriban. Finally, if the first main hand attack is a critical hit, the target is knocked back unless they make a Fortitude save at a DC of the attacking character's level + twice the attacking character's Dexterity modifier. [KotOR2] my Balanced LS Sentinel build (spoilers abound) The only thing I didn't bother with in the entire game was the final round in the sparring match against the Handmaidens. The Scout is the most balanced build for Star Wars: Knights of the Old Republic. Just replace any lightsaber feats you would have gotten with melee weapon feats and you're good to go. There are three different potential. I decided to take a long look at the playstyles available. Jan 10, 2024 · Damage: Physical (slashing), 2-12 (2d6); Critical Threat: 20-20,x2; Balanced: +2/+0 vs. The best Soldier build utilising two small ranged weapons tops out at an average of 51 damage per turn, and it makes use of items not available until nearly the end of the game. RELATED: Star Wars: Knights Of The Old Republic 2 - Best Planet Order. Any blasters will be extremely good with the right upgrades so it can be a backup weapon for any character and it will perform very well even on a jedi/character that isn't built for it. The general stats affected with and without the finesse feat is as below:. Haven’t decided yet if it will be a dark or light side build. Pure strength melee is always a fun build in KotoR 1 because you're far ahead of the power curve. So yes, Master Flurry is the way to go for Canderous. Assuming you stop leveling your base class at level five (the typical choice for those who hold levels), you get your +4 bonus rapidly. 4 Ultima-Pearl Crystal for Critical Damage. So your sneak attack will be 9d6 9-54 extra. Skills, I'd emphasize persuade/repair/computer, in …. I got into the Old Republic MMO a few months back, and I'd like to play KotOR 1 and 2 for background purposes. If you want to be strong lightsaber combatant, go for a Soldier/Guardian build and focus on attributes that work well for melee combat, namely strength, dexterity, and constitution. It's worth noting that Class Skills cost 1 Skill Point to increase, while Cross-Class. You pick either STR or DEX (I personally prefer STR), dump the other one to 8 at character creation, put every other stat to 14, then put all attributes you gain via level-up into either of them. For a melee character you can make it kinda balanced with a little force without detriment to your melee power. LS has better casting gear than darkside. 8 average damage, but very appealing if you want to roll high. This one is a crystal, and it's a good thing there are two crystal slots in crafting a. You dont have to buy him like you did in KOTOR I, but you do have to build him. ExiledKnight Posted 4/13/2009 …. $50 000 in 1980 worth today Looking for a new way to play the game outside of the standard melee jedi or sith sorcerer. Generally yes, but your example has some caveats. This compares to very small linear damage bonuses. This is a very safe class, build-wise, as long as you keep your stats high. For a Scout/Consular, this is the best choice. On top of all, he also comes with build-in regeneration to sweeten the deal. I don't find strength all that useful compared to. DEX is just a given over STR, since it boosts your attack with melee weapons and lightsabers (if you take the appropriate feats), and also offers defense. It is one playstyle that is distinct from melee and ranges in that you usually perform at mid-range or melee with a firearm. Playing like this you become the true master of the force, lightsaber combat, . Obviously it's somewhat subjective, but I'd have to say Melee Guardian for Kotor 1 and Force-User for Kotor 2. I also even stated that a 8/12 Scoundrel Guardian is a very strong build, which could be said about a Scout/Guardian, Warrior/Sentinel. This reduces the attack penalty for dual wielding even further. I said in another topic I will be attempting a ranged build for my next playthrough. Constitution is good, and lets you use better implants (an equipment slot). My tip is to not advance your level above 8 until you can get your Advanced class (its right after the first planet). English isn't my primary language so don't be surprised if. For a different build than you’re used to, I’d recommend either a Scoundrel/Sentinel. SWTOR’s blaster classes are: Smuggler, Trooper, Imperial Agent, and Bounty Hunter. -Enhancement D Package, craftable from a lab station using Kreia. Using Flurry and Power Attack will incur more of a penalty to your attack roll, so you may want to minimize use of these until. Weapon Proficiency: Heavy Weapons is required to use heavy weapons. Persuade is kinda useless in K1 and Repair/Computer Use remain useful until the end of the game so if you wanna do do a Force focused build I recommend Scout/Consular. STR also determines bonus damage for melee weapons and lightsabers, and DEX determines bonus defense. Tanks are always in demand, and the other Disciplines are there for when you just want to wreck stuff. If your strength build is such that your strength modifier will always (or at least a majority of the time) be greater than your dexterity modifier, then finesse would be a waste of a feat for you. It isn't available to player characters without cheating, but opening the console and entering giveitem g_w_lghtsbr06 only gives a lightsaber with the label, description and …. I'd appreciate some feedback on my planned build. Here's some napkin math using OP's build vs. Use powers like Force Wave, Stasis Field etc. STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™ MELEE CHARACTERS HK-47 is the only truly optional character in KOTOR II. In 1 it uses whichever is higher by default, in 2 you need a feat. Bear in mind, I've never gotten farther than Telos with RCM, as I had a tendency to play a certain MMO instead last time I was feeling the KOTOR urges. This build's sole purpose is to maximize the guardian class in terms of damage output while also optimizing Use the best melee weapon available, but stay out of danger where possible. An organic character can equip two arm bands or shields, one on each arm. If the attack is beaten by 10 or more, the bolt is deflected back at the enemy. Scout 5/guardian 15 is my preferred DS melee build. With base 17 Strength, you can still get up to a +15 modifier, while also having +8 modifiers for Dexterity, Constitution, and Wisdom, a +5 Charisma modifier, and built-in Immunity: Mind-Affecting. Feats: master 2 wpn fighting, master flurry, master toughness, focus and spec lightsaber, conditioning, implant 3. Pump all Attributes into Strength and use the Burst of Speed line of force powers to boost damage (Master Speed literally doubles her DPS). The Finesse: Lightsabers feat actually does nothing (or, well, something redundant at best) as a result. The Jedi Sentinel class is advised over the Guardian because the game values skill checks. I can't build your character for you. Always melee; lightsabers hold more modifications than blasters. Just use stunning powers and then put your sneak attack to work. Guardian can become a good caster if built right and gear plus force buffs can take your physical attributes to insane levels. The first game is easy enough that I usually just roleplay with the party and equip whatever type of weapon best fits their character/whatever weapon they have the most initial feat specialization in so I can use the rest of their feat points to …. Str 10, dex 14, con 14, int 14, wis 14, cha 12 then increase con to 18. After finishing a certain amount, you can buy the best weapons in the game; the Baragwin Assault Blade, a heavy Baragwin blaster, the Heavy Exoskeleton (my personal choice if armor), and even 2 lightsaber crystals that can modify what other crystals in the lightsaber do. If you go dual blade there are many possible melee weapon combos for some serious damage. KOTOR II always miss melee? Just finished up KOTOR for the first time in years; fired up II to keep the story going. Check out the melee weapon wiki list. Her low strength and base attack from being a sentinel make her somewhat gimped in melee combat, and she obviously loses out on both power, FP pool and automatic feats to a proper consular like Jolee. Heart of Guardian + Krayt Dragon Pearl + Upari. However the problem using a consular with a weapon master/marauder is that the consular will benefit much more from stacking wisdom while the wm/marauder benefit from strength for melee damage so it's a combo that the class effectiveness work against each other. If you really want to cheat the game, you can do the fake leveling and get your self the highest sneak attack or close to highest (( if you want a feat )) and be level 2. Are you looking for a church building to buy? If so, you’ve come to the right place. Since Sneak Attack IX gives her a range of 9-54 SA damage, regardless of whether she's ranged or melee focused, you should always try to increase her Attacks Per Round. Overview: This build focuses on using non-lightsaber melee weapons for combat. 0, BioWare introduced extremely …. Hope you enjoy your play through, KOTOR 2 really is a great game, my favorite in the series. com is not just a platform for sharing your thoughts in 280 characters or less. Star Wars: KOTOR – The Best Builds You Need To Try. As for "Optimal" and "Overpowered" there's a few. then dispatching them in melee. This is enough to AC tank the Sith Base as well, with most regular guards switching to swords in melee and only having +6/+7 to hit. Cons: Very low VP, not great at melee combat and the scoundrels skill points are wasted as the consular gets so few. For 2H Swords - 3 feats in Two-Weapon Fighting, 3 in Flurry, The 2nd and 3rd in melee weapon specialisation, All 3 in Implants and an extra point in Toughness. Sentinel is intended to be the hybrid, but has the melee capabilities. Its small size makes it a good off-hand weapon. *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The. Ability to get at least 14 levels of Jedi Sentinel for the exclusive bonus (Force Immunity) and the basic lightsaber forms. This feat allows a character with an equipped lightsaber to deflect blaster bolts at any time. makes putting a stat at 15 worth it, you will gain 5 more points to allocate by. Malak's Lightsaber has a red blade which is the same length as one blade of a Double-Bladed Lightsaber, making it longer than a standard one-handed weapon. For Kotor 2 depending on your build your Saber can do upwards of 70 damage with the name crystal a lot of strength and the loghtsaber parts upgrades. By the time you max it out, you're getting a nice +3 to hit and +3 defense bonus. This is fixed in the Community Patch/my feat fixes by removing the ability for anyone to take Finesse: Lightsabers. Only Strength gives Damage bonuses. Table of Contents: Introduction to Hatred Assassin. Our ability to do so is crucial. He has stats more aligned with a melee fighter, but most of his feats are for ranged weaponry. IIRC the best possible build was starting as a Consular for the best starting ability and getting two force powers per level up. ] Memories of HK-47's owner prior to the corporate executive have been recovered. On high recharge this build is a PBAoE monster. maxed, this skill will reduce that penalty down to a -2 per hand. Well then what's the best build for a double. Other than that I was able to open/hack/fix/do everything skill-wise, and was still a melee powerhouse with a good mix of supporting force powers. Here are my ideas for a LS consular build. Beyond this, the strategy was to create a tank with enough treat injury to outlast in a fight, and use specific gear tailored to make Malak as ineffective as possible. Your prestige class is going to determine your playstyle more than Sentinel will. So a full-length blade in your main hand and a "balanced" short blade in your off hand is probably the ideal dual-wielding configuration. Then I tried dual melee and I found that she missed too many attacks. Save levels and convert him to a Jedi Guardian very early, since you certain feats will be messed up by converting later (particularly the unarmed damage feats). Going full strength is much better for melee, especially with the weapon modifier added compared to Kotor1. If you want to use melee weapons on Taris, use a strength build, if you want to use blasters, use a dexterity build. The Zersium Rifle is the most powerful rifle when fully upgraded. Light side is the most optimal way to build a consular, whereas dark side builds will be much less effective. A build, designed to take down Malak in a single turn. KotOR 2 Melee and Lightsaber Damage Calculator. 18 con by level 16 in K2 is a good idea …. Share but it really isn't necessary. Sentinel 12 STR 14 DEX 14 CON 14 INT 14 WIS 10 CHA. It's viable, but you're right in that you'll be missing out on a powerful weapon in your arsenal. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Looking for a game where I can build a melee character who also uses ice magic. I will give gear, combat tactics and more. For me, it really does depend on the build. three feats (one to use, second to get +1 to hit, third to get +2 to damage).