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mr_raider

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Everything posted by mr_raider

  1. The choice is largely dependant on alignment. Other than that, they are fairly equal. The assassin gets more sneak damage, and +6 to dex with sentnel base class which imrpoves defense and attack bonus, if you have weapon finesse. The watchmen gets more feats and a +6 bonus to con for more vitality. IMHO, both classes are better suited to consulars who can really mmaximize the efficiency of all that sneak damage. A fighting sentinel would do better as a maurauder or weaponmaster. If you want to retain casting ability, just do consular as a base class, and raise wisdom to 14-16. That should be good enough.
  2. Good lord, where do I start! You should NOT start str at 18. Starting it t 16 allows you to get your int, cha, and wis out of the crapper, at a -1 penalty to AB/AC only. With 8 int, you'll be bleeding skill points. 38 AC is pretty low. You will get hit with 38 AC, and will need to rely on energy absorption items to stand up to the floating sabers. For maurauder, with low dex, I would seriously consider getting the heavy armor feat and switching to armor for the end game. With the ablative plating mark IV and armorweave mark V, you'll absorb 60% of energy damage. Throw in master toughness and ignore pain 3 and you will absorb 85% of damage. Remember that Marauders get their two extra attacks from master fury even with armor. Feats: I agree that master crtical strike is the best feat. However it works best with the Shien lightsaber form. If you use two sabers and use a keen crystal or upgrade, you'll threaten crits on a roll of 11-20. Shien will triple the damage from crits. 4 attacks with x3 crits beats 5 attacks with x2 crits. Master Dueling: no master two weapon fighting is what you want Superior Two-Weapon Fighting III: virtually useless, as the bonus from superior LS focus is better. -Armor Proficiency: Light, actually guardians get medium for free too. See what I said above about heavy -Master Critical Strike: yup -Weapon Specialization: Lightsaber -Superior Weapon Focus: Lightsaber III ( needed ) Useful but not obligatory -Regenerate Force Points ( optional but very usefull low level ) Agreed -Increase Combat Damage III ( needed ): free for maurauders -Implant Level 3 ( optional but very usefull to get higher stats boost ): not a feat. You need 18 con for the best implants. You can get 3 increased to con from your companions if you are darkside. You will need to put 1 increase into con at level up. Well worth it for D-package implants -Master Toughness ( i can say needed because you need this low level ): yup -Master Conditioning ( needed ) Only if you have left over feats -Finesse: Melee Weapons ( needed ): finesse melee weapons is useless once you get your LS. Actually it's useless because your str is higher than dex. (put the rest in what you want) ----Juyo Form---- this is just the best form for guardian/Marauder... Form VII: see discussion on Shien Critical Hit Attack Modifier +4 (give more chance to crit): this means your confirmation roll on a threatened crit gets a +4. Not a big deal. Really.
  3. As you noticed, the exile's skill is always used. However once you reach a repair skill (modified) of 20, you breeakdown at maximum efficiency. The only instances where the exile's skill is not used is when you are not in the party. For chemicals however, the users treat injury skill is always used.
  4. The game is perfectly playable as blaster wielder. While enemies can deflect your bolts, the fact is, your AB is so much higher than theirs, that you can slice right through them regardless. With all precise shot feats, Jedi Masters and the like will still fall. I've found 2 effective builds for blasters: Consular/assassin or consular/watchman: If you focus on wisdom, you can stun your enemies and cut them down with blaster fire. The sneak attack damage really adds up. Guardian/maurauder: due to an interesting quirk, both mastery bonuses add to your damage. Also, the marauders increased combat damage feat adds to blaster damage. So your looking at 2d8+6 extra damage per hit. This build does not work as LS since the mastery bonuses are different, and the weaponmaster feats do not add to ranged damage.
  5. Don't worry about loosing influence. The results of high or low influence are the same.
  6. While ls builds win in the raw damage category, a properly built gunslinger can be pretty lethal. There soo many good feats for gun wielders in K2, it's a shame not try it once.
  7. Gaining influence will force a PC towards your alignment. Loosing influence will force them away. Sith Lords and Jedi Masters get little extra push in either direction.
  8. You are CORRECT: To unlock character dialogue and training options, you need high OR low influence. 98 influence has the same effect as 2 influence. The rewards are the same. Influence will determine their alignement with respect to yours. Gaining influence will force NPCs towards your alignment, loosing will force them the other way. Your objective should be to gain influence with NPCs who are sympathetic to your alignment, and loose influence to those who are not. Some NPCs can be bent easily in either direction, or can be influenced with no alignment shift. As DS, you should try to gain inluence with Kreia, Atton, Visas, Handmaiden, HK, G0-T0 and Hanharr. You should try to loose influence with Bao-Dur, T3 and Disciple. More here: http://www.starwarsknights.com/influence.php
  9. I doubt the dual-core optimizer is needed. I run the game fine on an a64 x2 4200 without it. What was your previous graphics card on the old computer?
  10. Download Achilles' k2 re-balance mod. It makes the enemies a bit tougher and scales them up more. It also increases your XP uniformly throughout the game, meaning you'll hit level 35-36. http://www.freewebs.com/achilles01/miscellaneous.htm
  11. You are eligible for a prestige class anytime after level 15. You must be 75% dark or 75% light before Kreia offers the option.
  12. Consulars have the best force skills. Jedi Master/Sith Lord really brings nothing to the table other than 2 extra FPs and some force forms. You were probably better off as a consular. For pure casters I usually go consular/watchman or consular/assassin
  13. Keep track on paper and pen. All party memberss start with 50 influence. A gain is +8, a loss is -8. 0 or 100 are limits. In Nar Shadaa, some quests are bugged and only give +/-2 influence I believe.
  14. Read this: http://www.starwarsknights.com/influence3.php
  15. In the final area of Onderon, in the palace, there should be workbench somewhere. Take out the personal crystal and have Kreia upgrade it one last time before you go into the final room in the palace throne room.
  16. Don't spend anymore money on that antique. The lack of an AGP slot is a serious impediment to decent gaming. No PCI card will give reasonable performance. Save up for a new proc/mobo/GPU. Kotor's requirements are modest and even a sub-500$ machine can run the game well.
  17. You start with 50 influence with all characters. Each gain or loss is +/- 8 points, except in the Nar Shadaa refugee quad where some influnece shifts are bugged. Most characters can be converted to Jedi at 10 or 90 influence. Most characters that give specific rewards require 2 or 98, notably T3's wisdom upgrade, Hanharr's con/wis upgrade and HK's con/wis upgrade. GO-TO can will give his reward around 82 I believe. The exact influence count can be obtained using the Kotor Save game editor, or any one of a number of mods. This one puts the stupid remote Bao-Dur gets to good use: http://www.lucasforums.com/showthread.php?t=159787
  18. You can get back to the Ebon Hawk, you just can't fly anywhere. T3 will be returned to you after Vogga's warehouse.
  19. GO-TO gives you quest to stabilize planets, which is worth a a few thousand credits. His backstory gives about 3000xp. HK-47's backstory allows you to gain a permanent +1 to wisdom and +1 to constitution.
  20. Random loot generator. It's set when you enter the cave.
  21. No. The fixture lens is a plot item and cannot be made at the bench. Nar Shadaa has several spots that will spawn it. The easiest is to do Vogga's Horde quest and get it from one of the containers. Lootra's body has it. As will many other quests. Do every quest that you can, either by completing it or killing the relevant person, and collect the reward. The game is designed to keep on spawning it until you find it. What planet did you do first? You should have found a lens there.
  22. If your wisdom is low, it's not much of a loss.
  23. Pontite lens, ultimate datium cell, expert fencing emitter + your two best damage crystals. Your personal crystal is NOT a good damage crystal, since much of the damage is alignment specific and not multiplied on criticals. It is better as an off hand crystal. Barab Ore Ingot and Pontite would be my choices, but if you can't find them, SIgile+Upari, Solari+Upari or Upari+Quixonite are good choices.
  24. How do you know this? It only says 1-10 damage unstoppable. It does not say when unarmed like other gloves such as unarmed accuracy gloves. Can I get some proof that it's for when your unarmed? <{POST_SNAPBACK}> I tested it. It's the same for Gamorrean war gloves and lightning gloves. Only for unarmed combat. Feel free to test it yourself. Just read the feedback screen.
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