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Luke Skywhacker

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Everything posted by Luke Skywhacker

  1. Right... now what's the greater weakness. The skill you don't have but see use for and ways around the low rank (all those many different items of Security + 4... 6... itd), or the skill you totally don't give a damn about and don't want to have to do with? :D But, seriously, thanks for advice. Much appreciated. Edit: Any special benefits from maxed Awareness along with Kreia's bonus, +6 from LS mastery etc?
  2. Thanks, guys. Out of curiosity, does the the number of FP depend on the number of points you dump in the weakest skill? Also, supposing I'm still interested (influence with Kreia seems hard to get if you're LS), how would you address the practical and philosophical side of the problem?
  3. Got the save before talking to her. Going to get Awareness as the strongest one, although this can be fixed during the soonest level-up (thinking Persuade but Awareness also has a nice ring to it along with Precognition, Battle Precognition, Force Sight etc). Problem comes with the weakest. I get Demolitions, Security and Stealth. All untrained (0), all cross-class (Consular 11). As my character's DEX sucks (10) compared to his INT (16), Stealth would have to be the suckiest one. Is there any use for low levels of cross-classed Stealth, just one point? You can raise it somewhat with items and Valour should also help, along with stimulants, but what for? Does such a low level in the skill already open new options? Is there any benefit? Or do you just lose miss out on XP you could get from fights? It's not like I've ever used a stealth generator in either game, I just don't care. While my Consular is the most lacking in Stealth, it's Security he most often ends up calling someone else to do. Demolitions, my eye... Disable Droid and poof. Cheap, quick and easy. If I want to collect mines for chemicals, I'm going to need max ranks, anyway. As a bonus philosophical problem, let's meditate on what a Jedi would consider his greatest weekness: the area where he's the most lacking or the area he lacks the most (calls friends to do).
  4. Do you have to enter her service to be able to carry on the light side storyline? Or is it possible to leave her without entering her service and roam the planets on your own and still achieve something?
  5. I don't know why, but I hate short-bladed sabres. And why it's called a sabre and not a sword is beyond me. A sabre is curved and single-edged. Maybe that's because of how I do my fencing. I never use shields or any "helpers" in the off-hand. Dual-wielding is a different story. It's just two swords instead of one. I could do it with my character, Anakin-style. But no shorties. I suppose the dilemma of bigger damage vs crit potential, having the best crystals applied to both blades vs combining a greater range of effects etc won't be solved. And that's exactly how it was intended. Everyone would use the same style if one were so obviously superior. For me... don't know. It was Master Duelling and Master Flurry in KotOR I, but I surely would like the dancing style of twin sabre and Flurry, especially with Master Speed. Anakin's dual wielding of two long sabres was quite classy, as well. I suppose it doesn't matter much if you don't have a habit of replaying the game from time to time with a different character. Then again, what do I know... Haven't even started playing II yet.
  6. No, I mean the unique Jedi Master class ability called Light Side Englightment, which makes you influence your party's alignment more strongly by drawing the light siders further to the light and pushing darksiders away, inspiring the former and repealing the latter etc etc. I suppose it's not just a figure in the alignment formulae, but something reflected in the dialogues, but I might be wrong. So... perhaps Sentinel/Master reflects Scout/Consular. What about a Star Wars counterpart of paladin/wizard with the nifty combination improved crits for longsword (avenger) and a couple of spell focuses & penetration (successful Disintegration of a black dragon was as memorable as smiting demons into dust)?
  7. Right... perhaps I put it wrong. I'm fairly convinced the game is playable whichever way and I'm more concerned with the roleplaying side of it. In short, RP-wise, what would be the closest to my aforementioned Scout/Consular with a death wish?
  8. Greetings. In KotOR 1, I had a Scout/Consular who started with STR 14 DEX 10 CON 10 INT 14 WIS 14 CHA 15 or similar, took Master Duelling and Master Flurry and ended up owning Malak in lightsabre combat. Basically, it was a Consular with a knack for violent solutions and the fun was great. This time, I'm going to start with STR 12 DEX 10 CON 12 INT 14 WIS 14 CHA 15 and max out on Flurry ASAP, along with Duelling. This would probably work for a Consular/Master or Sentinel/Master (I know for sure I won't take Watchman -- camo & sneak is not my style). However, if I were to take Weaponmaster for prestige class, Duelling wouldn't make much sense, as his superior dual-wielding bonuses would go to waste, except maybe to achieve total uberness in AB and keep a high AC at the same time. Even with dual-wielding, I'm still more inclined towards Flurry than Power Attack with the kind of damage Weaponmasters do (not to mention the fact Power Attack doesn't give you an additional crit chance unlike the bonus attack from Flurry). A "dancing" Weaponmaster with a double-bladed sabre and Flurry would be quite neat but I guess the crit chance of two lightsabres outweighs the damage benefit of the double-bladed one, doesn't it? As for Master, I enjoy the Light Side Enlightment idea very much, but I'm not sure how the Inspire Allies force power works out in practice, if it's worth it and all. The poor save progression (Fort Low Ref Low Will High) creeps me out with other PrCs getting High/Med/Med kind of progression. Correct me if I'm wrong, but it seems to me that Weaponmaster is going to miss out on some great roleplaying and dialogue revolving around Light Side Enlightment. I surely would miss that. Does he get any replacement, dialogue/RP-wise? Ultimately, I don't think Consular/Weaponmaster would be a good idea (who needs Force Focus if your job is chopping and unused abilities are a waste), so I'm probably going to have to stick with Consular/Master, Sentinel/Master or Sentinel/Weaponmaster. Sentinel/Weaponmaster seems to get some nice additional unstoppability, although I suppose Master could appreciate it, as well. Still, Master would probably be somewhat gimped without the +6 DC from Consular that wasn't of much use for a Weaponmaster. Perhaps Guardian/Master with maxed out Duelling and Flurry (or Power Attack/Crit Strike) could make an oldschool Jedi like from the old movies, but I'm not sure. Too few skill points and it also seems to be a gimped class combined with a poor save class... bad bargain. Any suggestions or corrections? What's also important for me is not missing out on dialogue options/threads. Thanks in advance for any help.
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