Kotor 2 Consular Build Guide - Kinetic Combat Shadow Jedi Consular Guide.

Last updated:

Playing like this you will become true evil. Playing as the Scout class provides you with an efficient way to place all of your skills, and being able to diversify your skills cheaply and efficiently means long-term success in all facets of the game. Like those games, this build starts weak but. Scoundrel or Scout -> Consular. 0 Deception Assassin PvE Guide (DPS) for beginners and more experienced veterans: Skills, Choices, Rotations, Gearing, Builds, Tips! The guide is up-to-date for Patch 7. The combat is boring and you pretty much become invincible with any build. Once you realize how insanely fucking powerful you are with your buffs applied, you'll wonder why you ever played anything but a consular. All classes in KOTOR gain either 1 base attack on level or 2/3 attack bonus on level. All dark side characters can get Force Storm and use it just as effectively as a Sith Lord. Knights of the Old Republic 2 introduces new party members with more nuanced and complex story arcs compared to its predecessor, thanks to strong writing and deeper development. Guides StrategyWiki's in-depth guide and walkthrough The definitive resource for game mechanics, stats, classes, feats, skills, force powers, etc. If you were aiming for Implants, Scout 2/Consular 18 is only going to get Implant 1. After the battle, pick up any dropped items, heal yourself, and use the lab table if necessary. Also special thanks to TangoSierraFan for his optimal Guardian/Consular guide, who inspired me to use a google site format for builds. This burst lends itself a bit better to PvP, but it’s still valuable for checks in PvE. CONSTITUTION: The Jedi Guardian Constitution is needed, for high level implants that you would otherwise lose out on. That is always the hardest part. If you want to focus on melee for sure go Jedi guardian, then Sith marauder. For example, if a dark Jedi Consular has already learned Force Potency, then on becoming a Sith Marauder only Aggression (Ataru) and Ferocity (Juyo) lightaber forms can be learned, while on becoming a Sith Assassin only Perseverance (Shien) and Moderation (Niman) lightsaber forms can be learned. Build your own furniture with just a few materials and these easy-to-follow instructions. But personally I just go with flurry and have one of my lightsaber crystals be the one with stun effect for my Consular build (I mostly use two sabres and invest into really good crystals for each). Also you can stay level 2 until you are on Dantooine so you get more Force abilities (if you wanna become a real expert on builds google nerd commando kotor builds. Attributes : Many people would probably choose to have 8 STR, but peragus would be very hard that way, and also I personally hate negative point. Increasing maximum Force and Wisdom modifier have …. Give it a read, it's totally worth it. For Star Wars: Knights of the Old Republic II - The Sith Lords on the PC, a GameFAQs message board topic titled "Optimal LS Consular/Weapon Master Build?". Sep 19, 2019 @ 9:08pm I played consular most of the time that I played kotor 2 on xbox and the struggle is real XD. 0 Infiltration Shadow PvE Guide guide if you want more detailed information, especially on topics pertaining to gearing, abilities, and ability tree choices. I enjoy making characters as powerful as I can, don't really know why, but I do it in every RPG I play. It may not be placed on any web site or …. By default, Strength (STR) modifer governs weapon attack and damage. Jedi Consular: This is the caster class of Kotor 1. However, it works best when the player stands still to access the ground ahead. Also, Force Crush is available to ALL dark side classes, not just Sith Lord. the lost mine of phandelver pdf When choosing between ICF vs wood frame construction, there are many factors to consider. Consulars are great for sneak attack builds because you have a wide aresenal of debilitating powers, a huge force pool, and powers that are hard to resist. Presentation wise I doubt it'd be all that different from a Skyrim Build, throw in a couple of pictures to divide the text, add in some Cooltext or. Str 10, dex 14, con 14, int 14, wis 14, cha 12 then increase con to 18. A pretty steep trade, though the additional Force points might. For a Guardian that wants to be completionist and repair HK-47, Scout is the only starting class with the Repair skill. music 70 80 90 The entire reason scoundrel is paired with guardian is the sneak attack bonuses are given to the force jump attacks. To reach 17 buffed, you need 11 ranks of Repair, +4 from belt and +2 …. Which will not give them anything because they are terrible. Other than that, Sentinels are just kinda Average, in KOTOR 1. 0, BioWare introduced extremely …. This is from my old word document guide I made from 2006 after many many many playthrus on the Xbox. Do you know how to build a pendulum? Find out how to build a pendulum in this article from HowStuffWorks. I found that I could choose Implant Level 3 anyway, as. Jedi Consular only gets 1+INT/2 skill points per level. 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. Since Repair is not a class skill, you need both Master Force Valour. Build: Scoundrel 7/Guardian 13 Starting attributes: STR 14 +2 (all remaining 5 . Skills: computer use total of 10, repair total of 17, persuade maxed at all levels once you become a consular, after all the above are satisfied all excess points to treat injury. At level 1 a 10 int scout starts with 12 skill points. It beats watching the dust settle. The Duelist usually opens battles by using Stun/Stasis/Stasis Field to stun his opponents and follows up with Flurry attacks augmented with Force Speed. For example, a '2/18 consular' means that you stop leveling your non-Jedi starter class (not spending the points on. Talk to the Jedi Consular Class Trainer: Hallen-280, -433: 16: Jedi Consular Only Mission. Non-player, non-standard and non-weak targets heal rapidly while lifted out of harm's way. Sentinel with the Watchman/Assassin prestige class Go for this then. 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. Although some containers, including the remains of enemies killed, always have the same inventory, most others have inventories selected on first entering an area so if you save game before entering an area and acquire nothing worthwhile afterward, you can load game to enter and try again. Very handy in early game but quickly falls behind because of poor number of feats and inability to get master dual wielding, plus utility items don't scale well. CON 14 allows Retinal Combat Implant, which prevents stun. Suggest to get Horror, Heal, Knight Speed, Whirlwind/Wave, and Lightning first before maxing these powers out. 30 day forecast greenville nc I'd beeline to Korriban for the sith-mask (regenerate. Additionally, the critical multiplier is increased by 1 (e. Each influence gain or loss is worth 8 points, all companions start at neutral influence and can get to 0 or 100. They do not excel in anything however. Hopefully you guys can hear this one :)I. Star Wars: Knights of the Old Republic 2 is one of the best RPGs on the market and is often cited as one of the greatest Star Wars games ever made. Both builds will trivialize the end boss. Awareness is a passive skill that is always active for the player. This feat allows a character with an equipped lightsaber to deflect blaster bolts at any time. with 14 intelligence you get 65 sp with scoundrel, and scout gets 60. I kinda prefer it to the Scoundrel/Consular, but it's up to you. Focus on combat, such as Guardian (this is mutable but the later class matters more to complete the build, maybe Consular for strong force focus pre-Marauder/Vader suit) and Marauder later. By no means the only builds worth playing, but probably the. Scout 2/Guardian 18 gains 19 powers. The most overpowered build in the game is generally considered to either be Sentinel/Consular->Weaponmaster/Marauder or Consular->Assassin/Watchman. I take scout to level 4 for Uncanny Dodge and Implant Level 2. The game will force you to level into a jedi class eventually. [edit: other than the lower vitality and base attack that a scoundrel starts with—but your high strength makes up for the lower attack bonus (and then some) and while the lower vitality may make Taris a bit harder, as a Scoundrel/Guardian you still end up with plenty—about the same vitality as a Scout/Sentinal, and more than a Scout/Consular. Here's the basic rundown: Boost Bao-Dur's intelligence to 16 (He starts at Int 15 so it's just a couple levels) and I suggest holding levels starting at roughly 11. That is the best part of the game, anyhow. Table of Contents: Introduction to Seer Sage. Cure (1) - heals yourself in place of. Consular basically has a trivial end-game, but Guardian isn't exactly challenging. Like I said, a big part of this build is this class combo. Table of Contents: Introduction to Infiltration Shadow. You can start playing Combat at level 1. oaklawn box seating chart I played consular most of the time that I played kotor 2 on xbox and the struggle is real XD Love consular, but it's a crap class sadly in kotor 2, at least the classes don't all have different chances to hit passively like they did in 1, so …. The Scoundrel uses some of the GenoHaradan equipment, which means you’ll be getting quite. It was released for Xbox on December 6, 2004, while the Windows version was released on February 8, 2005. Force Kill’s DC is 5 + level + 4 consular bonus + WIS mod + CHA mod, which is 48 with this build. That said, I would typically avoid scoundrel. The reason is that the Jedi Sentinal gets the best skills, and in KOTOR II, skills are less importnat for your main. This Moon, nicknamed “Smuggler’s Moon” orbits the planet Nal Hutta, the homeworld of. This guide will tell you exactly how and why to build the Jedi Consular as the best ever!. But for KOTOR II he is the worst. 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. From here on, you guide your destiny. The biggest difference between KotORI&II is that KotORII has a feat that allows you to use your DEX modifier in melee. Listen to HK-47's definition of love High Influence Cons: None; Low. So you don't have wait to go a' Force Jump'in. I want to know what feats, powers, skills ect. Dexterity affects defense and attack (if you have Finessse). And I still kill everyone in 1 hit due to dual lightsabers + master speed + maxed out upgrades. You're insanely overpowered in combat as a Consular/Weapon Master - the Consular is the best caster class, and the Weapon Master is probably the most solid of the prestige classes. 0 Seer Sage PvE Guide for beginners and more experienced veterans: Skills, Choices, Rotations, Gearing, Builds, Tips! The guide is up-to-date for Patch 7. Can't help much with skills here as Repair is not a class skill for Scoundrel/Guardian. 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. Choices made by the main character throughout the game can affect alignment to the light or dark side of the Force. It does use double bladed sabers but you can probably use it as 2 single blades, just have the utility saber in your off hand. There’s no need to pay a premium price for something that, with some basic woodworking kno. Notes: -Toughness and Improved Toughness are always applied unless said otherwise. Smuggler/Imperial Agent – Critical hit chance is increased by 5%. Optimal builds stay at level 2 of the base class until forced to level up as a jedi. Feats: Master Two weapon fighting. If Scoundrel/Consular, stop at Force Whirlwind to disable the final boss and get Sneak Attack bonus. gravely 8163b But really, the best Consular is the 2/18 (or 3/17) 100% light side Scout/Consular who also uses Insanity and Storm. 0 changes, some abilities are now optional and you. Two-weapon fighting feats followed by implant feats followed by toughness feats. However, it’s important to understand the costs associated with building a deck before you start. The most notable changes are the removal of Utilities, the ability pruning that …. But your starter class level and your Jedi class level together count towards the lvl 20 limit. Master Force Wave is good for crowd control. Medium Armor Proficiency, Force Jump (up to +4 to hit and damage on your first attack if you don't use a combat feat, etc. 0 Class Guides for PvE and PvP for the Legacy of the Sith Expansion, ordered by Combat Style and Discipline! In SWTOR 7. Feats: Focus on Defensive feats, use Dueling, Toughness, and Conditioning to increase your Defense, Hit Points, and Saving throws. Hi, I want to run a new playthrough using only blaster rifles and sniper shot because ive never done it before. The Jedi Consulars are very powerful in the force. zillow property value search She'll eventually get this as a Jedi Sentinel, but this implant could be really useful until then. 0 Legacy of the Sith BioWare renamed the Advanced Classes into Combat Styles. Other good players will suggest doing Scout (5) --> Consular (15) for a DS build, because you'll rely on Force Storm quite a bit anyways. The Jedi Master and Sith Lord classes do actually have one thing they unambiguously do better than the Jedi Consular: they get 2 Force points more per level, which amounts to a +25% class-based increase (JC has +8 FP per level and JM/SL have +10 FP per level). Force points normally regenerate from 0 to maximum in 90 seconds when not engaged in combat, and 900 seconds (15 minutes) in combat. Now to the feats and powers: Feats in order of priority: Computer use, Security, FP Regeneration, Two-weapon fighting (3)/Master Flurry if you chose it, Weapon Specialization:Lightsaber, Master Power Attack, Improved Toughness, Superior Weapon Focus 3:Lightsaber, if you have any feats left, Master Toughness then/or the Superior …. T3-M4 is best utilized as a skills slave. Here is the one I use for my dark side play through. The Jedi Wizard, which focuses on force powers to deal damage. If you speak to them, or any other Handmaiden Sister in the academy:. Once you are ingame, press K on your keyboard to open the Combat Style tab, and choose …. In this guide we'll be going over how to play a Jedi Consular Shadow Tank including when and how each ability should be used, tips and tricks, and some basics about gearing up. At level 9 you can train "Force of Will. This isn't a speedrun character btw and I won't go in depth into everything but just the major things. freightliner air switch manifold Fury –Fury is Power obtained at level 1 Sith Marauder. 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* never had a problem with it after doing it that way on a Consular build. It is the sequel to Star Wars: Knights of the Old Republic. Jedi Guardian is ultimately the worst, IMO, because you require certain skills and statistics to unlock certain pieces of the story that would otherwise be entirely locked out to the player. diplomacy, seeking to defuse any situation and only resorting to violence when all other. 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. Revan was not a stupid man, adept with machinery and computers. Fury increases saves and hp however. Otherwise you don't get Persuade as a class-skill until you are a Jedi. Comments101 ; KOTOR Combat Mechanics Guide REMASTERED · 72K views ; KOTOR 2 Lightsaber Customization Guide · 12K views ; KOTOR Companions Guide &middo. In KOTOR 2, alot of people have recommended against Force Jump builds and such (against Weapon Masters in general) and have recommended a High Dex build …. It works for either light side or dark side, but dark side is the optimal choice. It's worth noting that Class Skills cost 1 Skill Point to increase, while Cross-Class. Cons: Very low VP, not great at melee combat and the scoundrels skill points are wasted as the consular gets so few. The Scoundrel uses some of the GenoHaradan equipment, which means you’ll be getting …. SWTOR Jedi Consular Beginners Guide. I presume you rather want an actual caster with the Scoundrel/Consular combination. EDIT: This looks like a fairly useful guide for anyone who wants to play KOTOR but hasn't before. With the 30 stat points, to bring up everything to +0 modifiers (10 stats) and then further raise INT (role-playing choice, and honestly I'd rather have more than 1 skill point per Consular level), CHA, and WIS up to 14 each it would cost me (2 points x 3 [STR, DEX, CONS] + 6 points x 3 [INT, CHA, WIS] = 6 +18 = 24 attribute allocation points. If you want to write a PvP Class Guide, please …. It's almost the same as I did for kotor 2. INTELLIGENCE and CHARISMA - 14. 2/18 on a scoundrel isn't worth it at all as the strong points of the scoundrel class is to benefit from it's unique granted feats to synergies with the jedi class to perform constant sneak attacks and being hard to hit. 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. In addition, Twin Saber Throw builds 2 Focus. I played about 7 hours into a LS Scoundrel/Consular but I didn't really like it. saint alex prayer Without this skill, you are penalized -6 for your chance to hit with your main. Many influences are gained easily when playing LS e. The Defense growth is slower than that of your base or other prestige classes. Mastery bonuses stack, but only if they are the same one - a Light sided Jedi Guardian/Jedi Weaponmaster will get +6 Strength, a Jedi Consular/Jedi Master will get +6 Wisdom, but your Jedi Consular/Jedi Weapon Master will only get +3 Strength. This guide aims to provide general guidelines on how to get the most out of your companions. Discover which option is best for your project with this guide. Like implants just equip the best you find. Scoundrel/Guardian is the most damaging build of the game because Sneak Attack procs with Force Jump. You can easily get through the game with your own unique character and will be rofl-stompingly strong by the end anyways. Home; Boards; News; Q&A; Community; Contribute; Games; 3DS; +50 FP I strongly advise against using a Consular as the base for this build. You can kill everything with melee and have great access to force powers. 8 INT gives you 31 skill points which isn't quite enough to max both persuade (17 + CHA mod of 2 = 19. However, KOTOR is a bit unique compared to other RPGs. 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. I’ve also changed the starting class to a sentinel in return for more feats at the loss of Force Power’s DC. I also say this having put a lot of points into Con for the D-packages, so I had something like 500 health by the end of the game and couple easily handle getting hit a few times. Skills: 12 Repair when you become a Consular, max Persuade, 8 into …. This is a reference to the guide, but keep in mind. TELEKINETICS (RANGED DPS) A Telekinetic Sage is the way to go when you want to do a lot of damage to the enemy. -Here is one of the builds I was looking at from an archived reddit thread For consular, your starting class is fairly unimportant. I have done similar runs through K2 using a max wisdom consular and will eventually try a full melee build as well. However, Dexterity improves your Reflex save and, even if its base isn't very high and you invest no further points, it has the most options to be increased by item bonuses. Read: do not level up past 2 on your main character, even when you have enough experience to do so. there are many skill related items in K2 than in K1). Kotor 2 gives you a shit ton of force points because you can gain a lot from conversations in the game. My favorite build is a light-side Scout/Consular. Sep 22, 2013 · 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. Discover the most powerful and efficient builds in Knights of the Old Republic 2: The Sith Lords with our comprehensive guide. 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. The save combination is the highest out of the level combinations possible. Keep persuade maxed (your level +3) as long as it is a class skill. This will get you computer use as a class skill so you can upgrade T3. You'll get 4 more feats, if you think that is more important, and can use Jolee to stun enemies. In KOTOR, there are often multiple ways to deal with situations. Stuff that is & isn't in this guide. Includes stats priorities, gearing and utilities tips, abilities priorities. The sex of your main player character affects flirting and romance with other characters during the game, but more significantly it affects the composition of your party: male characters will be joined by Handmaiden, a female Soldier who can be trained to …. My two options for myself are either: 4/16 Scout-Consular build with Heal, Master Valor, Dominate Mind, Master Speed, Force Whirlwind, Force Breach, Insanity, and Force Storm, or; 7/13 Scout. I'd played KOTOR when it first comes to ios, building with DS Solder 8 / Guardian 12. Scoundrel is used for glass cannon, allowing good casting and great melee damage if you can stun someone, because sneak attack gets added to that. To verify a passport safely and legally requires contacting either the U. The details of the build are as follows: Class: Scout -> Consular. Soldier 3/Consular 17 isn't exactly a "saber build" Scout 4/Guardian 16 only loses 1 BAB and (up to) one free choice Feat and a small amount of HP over a Soldier/Guardian build, but it gets Implant 1 and 2 for free(net gain of 1 Feat if you were getting them anyways), it gets Uncanny Dodge and it gets Repair as a Class Skill making it drastically easier to hit …. Suggest a normal Scout 8/Consular 12 instead, which allows you to get Implant III and 15 powers in all. Malak's maximum fort save is 58 on a natural 20 before you hit him with Plague. This is the Walkthrough section of the Star Wars: Knights of the Old Republic Wiki guide. I always go Soldier with Guardian or Consular. There is no special craft and other things, only what I have managed to find during playing. Jun 17, 2022 · Star Wars: Knights of the Old Republic 2 is one of the best RPGs on the market and is often cited as one of the greatest Star Wars games ever made. We're talking about KOTOR 1, right? IMHO the main appeal of critical strike is the chance to stun in addition to high damage. In any case, when the four of them are defeated, go left down the corridor and through the door down there. And finally to the whole KOTOR community for being positive and keeping this game alive after 20 years, this guide is for you. You basically get all the Force-casting feats from Consular, and you also get Superior Two-Weapon Fighting from the melee prestige class. STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™ Your guide locks them into a build that focusses on implants. Embark on a thrilling adventure in the Star Wars: Knights of the Old Republic II: The Sith Lords universe as we dive into the intricacies of the Consular class build. I prefer to bring all my stats up to 10, so I have no negative modifiers, but if you really want the skill points, go ahead and leave str and 8 and. I decided to make a pretty detailed guide that should answer most of your questions, offer you some. male vitality drops The reasoning for the build is as such: Scout grants Implant feats and Flurry, which is what the Consular would require or best utilise (Flurry) through the game. Using offensive and defensive force powers and gaining higher force points during. You do more force power and force points, so eventually you'll be able to dominate with the force. Secondly, crafting items is now tied to skills, namely repair and computer use. It is always a compromise; you either want more damage with STR or all those nice saves from the other stats. craigslist rupert idaho You find yourself at the Masters' Retreat, and Syo Bakarn is there to greet your arrival. SPOILER ALERT if you have not played through the whole game. Disciple can become a Jedi Consular or a Dark Jedi Consular; His Consular class makes him very useful in terms of Force Powers. Miraidon Pokemon Guide: Tips, Tricks, and Strategies for Mastering this Electric-Type Beast. The choice for those who want to battle their way through every situation. 14: Implant Level 3 (This is for the Cardio Power System you get for free on Manaan after the Republic Station part is done, +40 or so hp, makes this character very tanky) Lvl. In the end i consider it being the best all …. In addition, due to his diplomatic acumen, he eventually earned the nickname The Negotiator. Either way, the Watchman/Assassin class has Sneak attack, and the Shien form works well with Master Power Attack/Critical Strike. First of all, go 7/13 for the Scoundrel builds, you don't get anything useful as a level 8 Scoundrel. LS Scout 2 / Consular 18 build@turning Malak to Light Side. Force regeneration is actually increased both in and out of combat: although it's only increased by 50% out of combat versus 500% in combat, out of combat it's 10 times faster (reducing time to regenerate from 0 to maximum Force from 90 to 60. Scout is regarded as best for when you run level 2 and then go jedi for the rest to be a full space wizard. Consular is essentially the wizard/sorcerer/mage class of KOTOR. Consulars have more leeway with their starting classes - Scout for me was. By adopting special Force techniques, the Shadow’s attacks can become even more effective, building to a powerful crescendo that the opposition won’t even. If you are a millennial without a credit score you are not alone. com/files/file/1112-easier-prestige/Join this channel to get special emojis, perks, and m. This is a guide for my favorite build in SW:KOTOR1 and also the strongest beast that i managed to make which is a Light Side, Strength and Wisdom focused Scoundrel 7 / Consular 13 aiming for high survivability while maximizing DPS. The Guardians focus on combat and lightsaber training while the Consulars are more force. I used security for my lesson with Kreia about improving your weakest skill. Second, Dueling is the better option because you're already going to have a good defense, thanks to Improved. 4/16 or even 5/15 will be okay. As far as classes go: Sentinel=Consular>Guardian. KotOR Light Side Scout/Consular revisited : kotor. I would say go Scout into Consular. Int 14 will give you 4 points each level, I spread to Persuade, Repair, Treat injury, Awareness, some Computer for T3. There are 3 options to allocate: +2 CHA and +3 WIS. The biggest danger during the final fight is stuns from critical hits. Eg Visas becomes a showstopper on a Dexterity build, but she is only mildly annoying on a Strength build. Expect more KoTOR 2 Builds in the future. I also refer to the StrategyWiki page on KotOR classes often. So a strength build will always do more damage, while a dexterity build has increased survivability. sim3 bus schedule 5 level 20 is supposed to represent you being the pinnacle of what a mortal can achieve, like not quite a demi god, but Captain America level strength essentially. So the final weapon build is this: Main-hand -- Crystal 1: Ankarres Sapphire, Velmorite, or Nextor. I have played through the game several times, mostly with the same builds. But in order to take the next steps, you must face your past and put it to rest. Statistics show that most millennials have no idea how to build credit or even how to check a credit score. To begin with, canonical Revan was a duelist in Kotor 1. I recently played through the game again and had the opportunity to improve the consular build, and created a fully optimized guardian build in the same style. Since Repair is not a class skill, you need both Master Force …. Jul 3, 2022 · No Alignment Required for Prestige Class Mod - https://deadlystream. 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. As a Consular, you are already the best force caster in the game. 111 total skill points, at the expense of Security and. maxed, this skill will reduce that penalty down to a -2 per hand. *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II. Few year later, as "Wisdom" grows with aging, wanna try another "Persuasive" build with light side. The topic pretty much says it all. Utility Characters: T3-M4 has the Droid Shock Arm, and you can get him the Droid Renewable Shield on Nar Shaddaa. As for Scout/Consular, 8/12 is fine. The build pages are geared toward being as. My current concerns right now are down to choosing force powers. Most other Consulars will generally have a harder time playing the melee game without some form of assistance. Kreia: It is not some great test you require to be what you strive to be - it is only your decision to find that path that matters. This is also based upon TSLRCM, so some of the items may not be available without it. Built correctly, he's still useful as a skill monkey, and anything he can't cover, T3 can. The reason is certain story elements require a high int or wis. His bonus feature (Meditation) is dramatically inferior to Handmaiden's bonus (Battle Precognition) and he is a terribly designed Consular. I have written a light side Scout/Consular guide, but dig through my post for that instead - I don't need to plug further than it is. Early game sections will be combat heavy and you won't have many Force powers and boss battle will be tricky so having 10 in STR will help. This's my guide for Jedi consular / Jedi Master / light side. Scout 2 gains Flurry and Implant 1 for free, which is why it is generally the optimal choice. Requires a double-bladed lightsaber or electrostaff. However, this Defense bonus is added to feats and effects mod, which is normally restricted to maximum +10, so if a light side character already uses Attack, Power Attack or Master Flurry (no penalty) and Force Enlightenment to use Master Speed (+4) and Force Armor (+6), then nothing is added since 4 + 6 = 10 already. +4 WIS and 1 STR (if using Sith Power Gauntlets or Dominator Gauntlets) INT is at 14 to get more skill points and for roleplaying reasons. The first is that the Gunslinger is. I have improved some of the formatting, but otherwise this is the original. Go to kotor r/kotor 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*. Switching to a combat class will probably yield the most powerful character overall. Normally I play Kotor 2 as a Jedi Sentinel/Jedi Weapon Master but this time I think I wanna try a Jedi Sentinel/Jedi Master build. This page will be a work in progress for a while. If you are playing a consular there is an argument for putting the points into Wis, otherwise Con is a good investment. Repair goal is 17 (buffed), to max out HK-47. But sentinel is well rounded and usually the better choice for a newer player or just in general. Bonuses from items: +5 Dexterity from Advanced Alacrity Implant (5th Star Map, 22,000 credits, Yavin). Given that you'll breeze through the game regardless (yes, it's that easy), you should have the INT & skills so that you can talk more & learn more about the characters & world. Jedi Consular/Jedi Weapon Master is a poor combination because you lose half of your Mastery bonus. 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 …. The Path of a Jedi: Republic: Tython - Prologue: The Jedi Consular: Story Mission: You have arrived on Tython to train as a Jedi. That, if you have 14 intelligence, should be enough to keep all the Sonic detonators in the mines. My guardian does way less damage and is next to worthless except for. travel lcsw Played Kotor 1 when I was a kid, never bothered to play Kotor 2 because I've heard some negative things about it and was busy with school. Starting as Scout is nice because you get Implant 1 and Flurry at the start of the game, by the end of the game you will be able to grab Implant 3 and Master Flurry. The most important skills are Persuade, Repair and Computer Use, in that order. The CON is needed because implants in KOTOR 2 are. He's pretty worthless in combat other than his stunning capabilities which should be utilized to the fullest when he's in your party. Force Kill's DC is 5 + level + 4 consular bonus + WIS mod + CHA mod, which is 48 with this build. The original guide had information spread between Reddit and. You will be good in both ways using lightsabers and force. Note: A common trick in Kotor 1 is to "save up" your levels on Taris. High WIS, high CHR, moderately high DEX. Influence final rewards are between 70-98 or 2-30, which means 3-6 checks. The idea here is to simply give Bao-Dur the dueling feats, master flurry and any gear that improves unarmed damage. I like to use a hybrid of force powers and melee, and in KOTOR 2, dueling the Handmaiden one-on-one is also a lot tougher with low STR. What I need is a very thorough guide, one that includes starting class, attributes, skills, feats, pretty much everything you need to know about to make a character. 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. I never bothered to learn the D&D point systems, so I would prefer an explicit guide to leveling up the NPCs, e. 1, Carnage offers competitive single-target sustained DPS. Jedi Watchmen also have the best Saves in KOTOR 2, thus making this Jedi the greatest prestige class. Dark side sentinel with dual blasters is a fun one, I think there's a build guide somewhere online. Dark Side, with the almost unequaled +6 to attack. One of the most important choices you have to make in Star Wars: Knights of the Old Republic 2 is the type of character you're going to play as. It's pretty much the whole point of this build - kill/CC/kite everything, not letting it come to your melee zone. If you have played the light side ending for both Kotor 1 and Kotor 2 the book serves as an epilogue for both their stories. "Must-have" Feats (assume maxed for …. Highly recommended! As I contemplate a follow-up combat-oriented build, I'm reminded that there are multiple "optimal" ways to hack-n-slash through the game with lightsabers. There are only two 'optimal' builds in the game that have their own identity: Weapon Combat Specialist DS Guardian/Marauder with max STR. Here are my ideas for a LS consular build. A LS Cons/JM could put points into Charisma and use DS powers, but the problem with this idea is that you are using much needed stats points to increase charisma. Feats: Weapon Focus: Blaster Pistol, Caution 2, Gear Head 2, Two-Weapon Fighting 1-2, Toughness 1-3. Only of an most important possible you have to doing in Star Wars: Ritter of the Old Russian 2 is the type of character you’re walks to play as. -- HUGE thanks to my newest channel member - cmdrshprd - Meatbag More of a "Build Insights" video, but just some tips and things you might consider when crea. Sw kotor 2 jedi consular build Welcome to the Optimal Keeper/Consular Guide to Star Wars: Knights of the Old Republic, written /u/TangoSierraFan. Here's a good build for either of the 2. For KotOR 1, I usually play as soldier -> consular, for feats + force powers, and let the companions be my skill monkeys. This guide covers the basics about rotation, gearing (including tacticals and legendaries) and abilities, as well as advanced advices for endgame raid at the highest difficult available. The only reference to Yavin DLC in the guide above is the Mantle of the Force Lightsaber crystal. Probably one of the best builds possible. It has a cool animation too, so you really feel like you're crushing the life out of someone with that ability. Start with 16/16 in wis and cha, take mostly lightside path only going dark when you save a lot of money. In the northeast section of Nar Shaddaa there are two more thugs shaking down a citizen. KOTOR 1 Optimal Build: ~SPOILER GUIDE~ LS Scoundrel 7/ Consular 13. As you might've guessed from the name, this build is to skills as my Sabermaster is to lightsaber combat and my Forcemaster is to force powers. Certainly not the *correct* way to. Passed taris on hardest difficulty as a lvl 2. Players often mistake this as the ability to flirt with Theron – instead, this is the most important cutscene to continue your romance with Lana Beniko. One of them is almost always through combat. The best shield is the Verpine Prototype Shield, which absorbs 120 energy damage and lasts 200 seconds. However, going 7/13 gives you 2 extra force powers and 8 additional force points with the same number of feats (10). Allies provide general support. Kotor 2 short guide for the "Best Class and prestige class combo" in game. makes putting a stat at 15 worth it, you will gain 5 more points to allocate by. KotOR: Optimal Consular/Guardian. May 10, 2014 · Now let me explain. Don’t bother “saving” levels with this build; get as many levelups in Scoundrel as you can before going Consular. Strength is generally better for offense and melee damage, Dexterity. This will result in an end-game build of scout 2/jedi consular 18, for example. I go to level 8 to get as much scoundrel's luck as possible. Well, there is actually really good consular build that you can start with a lot of levels before being a jedi. Put the first 4 attribute points into CON then the rest into WIS. With Master Force Valour, Star Forge Robes, and Circlet of Saresh, you are getting a combined boost of 15 WIS. Kotor 1: Soldier/Guardian if Light Side or Smuggler/Consular if Dark Side. Improved energy resistance (2 powers) would be amazing as this buff is too good to pass up and probably force drain for the end game captive Jedi. order of planets or dialogue give you the easiest path to influence, xp, loot and money. After that, finish up whatever powers she has (Master Energy Resistance, Kill). 2: in the cave, I gunned down the Malak vision and the dark exile, then sabered the Revan vision. It's a bad idea; the Sith Lord and Jedi Master classes bring very little to the table for a dedicated Force user. Nice Work Albino, this is a good first build to have and the character itself is a solid build. Star Wars Knights of the Old Republic II: The Sith Lords; Table of Contents; Gameplay. Cons:Fewer skills but as a consular you won't get skills anyway so why bother? No sneak attack or scoundrel's luck. As a Guardian instead of Consular, you gain 64 VP, 4 BAB, 2 Feats, and +3. You can do everything on Taris as level 2. Then I get the feat that adds defense for using one lightsaber. Everything else can be taken as you please, but those first five points are the most important five points to …. Max out the 2 force deflection powers and the Jedi Defense Feats. After becoming a different class, a character’s skill points on level up are determined by the new class, but the class skills of the earlier class are retained and those of the new class are gained. 2: Added a puzzle quick reference guide at the end, along with a few more edits (May 2020) - 1. Built well you have nice damage, a solid balance between strength and wisdom, and 19 force powers and 11 feats including the TWF. However, the game is designed to have a 8/12 level ratio with two exceptions in Scoundrel -> Guardian/Consular (7/13). This guide will tell you exactly how and …. You might also consider 2/18 but that trades in 1 selectable feats and 2 bonus feats for 4 additional Force powers. Jedi weapon masters get an insanely loaded melee kit so it's a big improvement from the guardian starter and sentinels are kinda eh imo. I actually did use them in the written guide, but switched to the Jal Shey Meditation Gloves because the one odd DEX doesn't account for anything. Demonstrates your force of will, purging all incapacitating and movement-impairing effects. Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Members Online. Awareness is mostly used to spot. spandex belly *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the. If the Republic is to survive, it needs leaders and visionaries; it needs the Jedi Consular. Probably this is one of the most desirable builds for many star wars fans. Learn about the periodic table by block. With these installed in your lightsaber, you'll get +7 (+10 with the Fencing Emitter) Energy Damage, +4-26 Bonus Crit Damage, +4 Attack Bonus, and Keen. And as you asked alignment is dark. Oct 8, 2017 · Use robes to ensure you get the most out of your dexterity and force powers. JEDI CONSULAR 6 VP/level 8 FP/level 2 skill points/level Unique starting feats: Force Focus Class Skills: Awareness, treat injury, repair, persuade Feats by level 15: 6 Saves by level 15: Fortitude 9, Reflex 7, Will 9 Powers by level 15: 19 (for the Exile; 21 for others) Light Side Mastery bonus: +3 WIS Dark Side Master bonus: +50 FP I strongly. With Scout (lvl 4) instead of Soldier, you also gain the useful feats Implant 1 and 2 and Uncanny. Scout 2/Guardian 18 gains 11 feats. Well as it states I want the most overpowered Consular/Marauder Build there is attributes skills feats and force powers I want heavy damage with lightsabers and strong with the force. I am currently experienting with different ways to start a character. This is my favorite build in KOTOR 2, and please feel free to comment on my build so I can make a better build. And besides, I like to take turns playing all my characters so I can build up their influence. 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. The Jedi Consular begins play as a member of a different class. 3 foot bookshelf 7/13 is the sweet spot as it allows 2 extra much needed powers (17 total) at the cost of 1 feat (8 vs 9 for a 8/12 build), still allowing maximum sneak attack power. Acces PDF Star Wars Kotor Strategy Guide. So, if that kind of thing bugs ya, then yeah, I'd just go with plan A. Check out a collection of the best coming soon WordPress themes, which you can use as a landing page or under construction page for your website before it's launched. No offense, but I'd like to hear why you think Soldier is better, because nearly every power build guide disagrees. This is a great class to play in The Old Republic if you love Force powers, or if you are having a tough time deciding what role you want to play on a team—melee (or 'tanking'), damage-dealing at range, or. You have WAY more points to put into skills which is super useful IMO. Welcome to the Optimal Guardian/Consular guide for Star Wars: Knights of the Old Republic, written by /u/TangoSierraFan. HUGE thanks to my newest channel member - cmdrshprd - Meatbag A ranking of the different companions in KOTOR and my thoughts on how to build . Hello fellas, I've just started playing the game again and I landed on the planet where the jedi refuge is. "Force Storm go brrrrr" only really applies to Kotor 2 because: Force Points and Powers are given out like candy, so any character build can essentially do anything by mid to late game. I actually believe the Scoundrel version is better, simply because you don't start the game at Level 18. Both Soldier and Consular level up Fortitude Fast, the Soldier's slow Will progression is somewhat offset by the Consular's fast Will progression, but Reflex might be lacking since the best you can get is an average from the Consular. When a character is fired upon, an opposed roll is made against the attack. The defence penalty and lower damage due to low strength isn't really worth it on this build …. Kotor 2 is a completely different story. Mar 26, 2022 · Guide 00:00 - Intro 01:05 - Gear, Skills, Powers, Feats 02:14 - Darth Nihilus 04:33 - It should have been the strongest creature in the game, however… 05:21 - Darth Sion. I've been wanting to do a 2/18 dark side consular in KOTOR 1,since 2/18 sounds like an absurd amount of fun and possible, as the last time I played a ds consular in KOTOR, I never bumped up my STR …. Generally rush to get INT of 15 or 16 and Awareness. But really, you won't need help playing. The Forcesaber utilizes several different dark side force powers as part of the force side of his combat style. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. You even get a decent amount of skills in the early game, including persuade on Taris. If you are pathetic enough to plagarize any portion of this document, I forgive you. amanda trudell gone farmin For more than 20,000 years, the Jedi Order has worked to promote peace and balance in the Galactic Republic, but each new day brings with it a new threat, promising to rip the Jedi and the entire galaxy apart. Skills: 12 Repair when you become a Consular, max Persuade, 8 into what you want (Demolition) Feats (8): Master Two Weapon Fighting, Implant 3, Improved Flurry. gg/8gwnpCrFinally got this bad boy done! Hope it helps you all out. I didn't realize Yusanis had any children. I just wanted to do Consular/Marauder cause I've been looking up builds in kotor 2, and Consular/marauder was one of the popular ones, plus I was curious how it turns out. Force Potency and Force Mastery can then further adjust cost, increasing it by 20% when one of these Force forms is active. In 2 a JG has to wait, what seems like an eternity, to get their FJ on. What prestige class would be best suited to this, and what sort of beginning …. It's always bonkers to me how high the numbers get in KOTOR 2 compared to KOTOR 1. There are many builds that are capable. Walkthrough is meticulously spoiler-free! Walkthrough has a full breakdown of …. Advertisement Adding new furnitur. This is a really good and thorough guide. Beam Gem Lens: +1 Energy Damage, Keen – double critical range. 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 …. SWTOR Jedi Sentinel Build and Spec Guide Jedi Knight Sentinel Builds and Specs For PVP and PVE in Star Wars: The Old Republic. For feats, I generally avoid skill/ saving throw bonuses and gravitate towards dual weapon + flurry + master speed and buzzsaw my way through two or three enemies per round. The main character starts the game at 50, with dark side actions …. Your main power it's the dark side. For more than 20,000 years, the Jedi Order has worked to promote peace and balance in the Galactic Republic, but each new day. Consular/Marauder is fun on Dark, but Consular/Lord isn't bad either (Force Potency!). weather channel jennifer watson meteorologist - You must pick a Jedi class to advance past a certain point in the game. 3rd LIGHTSABER LOCATION on M4-78. 3: Atris crumbled in 3 Rapid shots. When the I-601A waiver is approved, the applicant is required to leave the United States for the immigrant interview with U. Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic. The Guardians focus on combat and lightsaber training while the Consulars are. perry homes elyson 55 Honestly I just finished a a play with a sentinel and a guardian. land for sale tyler May 24, 2020 · -- HUGE thanks to my newest channel member - cmdrshprd - Meatbag More of a "Build Insights" video, but just some tips and things you might consider when crea. When you become a Jedi you automatically gain persuade proficiency, and can put all your saved up points into it. Dual classing means at a certain point, you stop leveling your starter class, and 'start over' from lvl 1 with a different class. And they are a giant pain in the ass on taris and i wouldn't recommend anyone play one ever. For Star Wars: Knights of the Old Republic on the Xbox, a GameFAQs message board topic titled "How do I make a 2/18 Dark Side Consular". 8 , 12, 16, 20, 24, 28, 32, 36, 40, 44 & 48) Con: 14 --> 18 (Lv. If another force power line is more important and requires 3 powers, Knight Speed will do. When a character has enough XP to level up, an orange arrow appears over their. Multiple skills (Repair, awareness, computer use, Intelligence, wisdom) actually allow you to say different things in conversation (E. Melee characters want any two of the Solari, Qixani, Upari, and Barab Ore crystals, and the. Companions guide, highest difficulty & min-max approach. 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. bowling secretary league standings The Sith Lord eventually learns a power called something like 'force cripple' which is a massive nuke. There was a distinct abscence of a Sentinel guide. Play a consular so you can use aoe attacks or at least use master speed, dual sabers and flurry. Don't bother "saving" levels with this build; get as many levelups in Scoundrel as you can before going Consular. Kotor 2 is not complicated - its easier than kotor 1. The Soldier is proficient in both hand-to-hand and ranged combat. For almost the entirety of SWTOR’s history, fighting trash wasn’t fun because the combat system didn’t support it. The consular build is just one single bladed saber but the consular isn't really focused on saber combat anyways. If you do go this route, I'd build a heavy-armor wearing consular. Either way, the STR modifer is still used to govern damage. At the start of the game, you are given 3 class options, and later on in the game 3 Jedi class options. I am level 2 and my attributes are: STR 12 DEX 18 CON 12 INT 13 WIS 12 CHAR 10 FORT 6 REF 8 WILL 9. For stats go Strength 8, Dex at least 12, constitution 14 so you can buff it up to 18 by leveling for the best implants to boost wisdom. Prestige class: Watchman/Assassin. Consular receive the most, guardians the fewest. This way you can get the most out of the story and be a god crafter. Table of Contents: Introduction to Deception Assassin. Prestige classes are like really buffed up and overpowered versions of the base classes. Sneak attack applies to all attacks on stunned enemies. Not much of a difference between the two besides that guardian is more combat oriented and sentinel is more tech oriented. Skill points into persuade, awareness, demo, and computer. The Jedi Consular is the most in tune with the force and is essentially the ‘Wizard’ of KOTOR 2's classes. I did almost the exact same build a couple weeks ago. Master Valor is by far the best/most important buff in my opinion, and Master Heal is always great because it completely nullifies the need for medkits and antidote kits. 14 Dex for finesse feats, 12 INT or 14 INT if you put 8 STR for. Throw Lightsaber is unresisted barring energy shields. Personally I favor Sentinel/Weaponmaster on Light Side. Facebook’s rebrand to Meta is a convenient distraction from its awful news week.