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elzaban

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Everything posted by elzaban

  1. Well, possibly because it was the first game, and so there'd be no point rushing it without previous success in the series showing that it would make good profits, and secondly, KOTOR I had cut content, just not as much as KOTOR II (Juhanni romance, Dark Side Female + Carth ending, visiting Sleheyron, etc.)
  2. Just wait until a Watchman or Assassin stuns him and then sneak attacks for massive damage. And then stealths so as to rinse and repeat.
  3. The nice thing about him is that he can very easily have the maximum skill points in every skill other than Persuade, making him an invaluable one-stop skillsman for, say, a Guardian with no skills other than Persuade and Demolitions or Treat Injury. Also, with a pair of gloves that increase unarmed damage (or with a lightsaber), he can hold his own in a fight. Plus, Shield Breaker is nothing to sneeze at.
  4. To quote myself in a previous poll: Also, I don't imagine the point is to see who the most hated is, but to see that it isn't unanimous. Which it sort of isn't. A bit... ;_;
  5. Yes. Until, character realigns himself/herself back to being darksided. However, weapon master feats like extra melee damage might still work even if character is darkside, just that +3 Str from LS mastery is not given. <{POST_SNAPBACK}> This is true. I went Jedi Weaponmaster during a Neutral game, and lost no abilities upon returning to Neutrality or mild Dark Side. Which is good, because it's much easier to grab a Jedi prestige class and go down to neutral than taking a Sith one and rising up to it.
  6. They can't get as many, but they can get enough. Really, when you get down to it, a dark side guy is mostly going to be doing Force Lightning and Force Crush (which he'll get for free), with the occasional neutral buff and perhaps a few drains. Light side will likely take some self-buffs and stasis, but Kreia can handle buffs if needed. Lord and Master certainly allow for more versatility, but any class can easily get the core powers and still have room for customization.
  7. Indeed. And with light side, the vast majority of their powers are buffs, and by the time they run out, most of the force points you spent on them will have regenerated. Force Enlightenment makes that excess even worse. Really, Force points are only an issue on the first few planets (ie. Peragus, Telos, and possibly your first planet afterwards).
  8. The only problem is cost of Force points. <{POST_SNAPBACK}> I don't know about you, but I found that under any Dark side build, once I got to full dark, I could spam Force Lightning as much as I wanted without taking much of a hit to Force Points. Now, a light side guy is going to have some problems with that, but I've never seen a Dark side guy set up where it was an issue.
  9. Quite. There isn't as huge a similarity as there is between the Sith Holocron and the Sith Assassin voices (in the sound files), but it's certainly there, and the various syllables in the two voices are similar, taking into account the strange "accent" that Nihilus has. I've always found that his speech always sounded like a bunch of different voices, ie. the moans of all those he consumed. But the actual speech is definitely similar to the Sith Holocron and Assassin.
  10. As long as it's not hot pink or anything. A proper pink would be better than having two oranges. "Bronze" my arse.
  11. Further correction. Kreia is a good ally regardless of alignment, but is great when you're neutral. Very fun to have her applaud your manipulations of people in a neutral game.
  12. KOTOR: Revan - Heart of the Guardian and Mantle of the Force Bastila - Double-bladed Yellow (Light) or Double-bladed Red (Dark) Jolee - Single Green Juhani - Blue and Violet KOTOR II: The Exile - Viridian and Silver (Light) or Bronze and Cyan (Dark) Kreia - Ludo Kresh's Short Lightsaber Atton - Single Viridian (Light) or Single Orange (Dark) Bao Dur - Double-bladed Blue or Yellow (Light) or Double-bladed Red (Dark) Handmaiden - Double-bladed Cyan (Light) or Double-bladed Violet (Dark) Visas Marr - Double-bladed Violet (Light) or Double-bladed Red (Dark) Disciple - Viridian and Silver (Light) or Double-bladed Red (Dark) Mira - Single Green (Light) or Single Red (Dark)
  13. You can do it even easier than that.
  14. Sith Assassin. Has the nice Force Stealth like the Watchman, but also has the best Sneak Attack progression in the game, tying with Scoundrel. Plus, it has Demolitions as a class skill instead of Treat Injury, so a Consular/Assassin has every skill as a class skill. Combine with Stasis Feild/Insanity and Mind Trick/Confusion for great fun.
  15. Man, you guys need to play more Stealth games. G0-T0 rocks. Not as much as some others, but he's not nearly as bad as people make him out to be. If you want a straight killing machine, he certainly isn't as effective as HK-47, although he does have that person combat enhancement thing. And his roll can certainly encroach on T3-M4's territory, but T3's best for when you need someone who can do skills and can hopefully survive a flat out fight (what with his personal Regeneration, Infinite Shield and Shock Arm.) But that's not to say G0-T0 can't survive in those situations, it's just that he doesn't need to. He's the stealth droid. Going invisible, floating over mines, distracting or taking control of any droids that come his way. Now, granted, with the ease of play in KOTOR II, that might not be so important, but if you've got mods on the game to make it moderately harder, stealthing around to do things is a perfectly valid strategy. On top of all that, he's got his winning personality. HK might have that cynical dark humour going for him, but G0-T0's got that level of contempt and ruthlessness that comes from a proper upperclassman having to associate with the lessers. Makes for some fun conversation once he realizes that the lowly Exile has figured out what he's up to. I don't know, I just think he gets a real bum rep around here. I've always found him to be entertaining, and with some level of use (a specific use, granted, but it's pretty much unique to him, especially if you don't have Mira for mine-evasion.)
  16. Eh? Only similarity I can think of between an IT-0 and G0-T0 is they have a similar appearance and are droids. Aside from that, the actual concepts are different: one's a somewhat advanced interrogation droid and the other is... Well, G0-T0. A droid with, among other things, the apparent ability to make all of you hate him. Anyway, I found Disciple the worst. His Jedi class didn't fit with his previous class, he didn't have any unique abilities (and healing could be done by meditating with another party member), and he really didn't have much going for him character/plot-wise. He might have been better if he ever did anything with Holocrons, but alas...
  17. Quoted for truth. While Mandalore's character certainly isn't that of a romantic, he has a lot of respect for Revan (and a bit for the Exile). Shouldn't have been too big a deal to push that respect past the turning point and make it a romance. Besides, I've seen their base on Dxun. He's not getting anything there.
  18. There's a bit of romantic conversation with Handmaiden and Visas, but that's about it. I have no idea if there's anything of the sort of Atton left in the game, and Disciple's too much of a gentleman to talk about romance, sadly. At least KOTOR I had a kiss scene or two (if I recall correctly), which shouldn't be too much to ask for. It's not like there aren't times where a kiss could easily be inserted (Visas Marr before stepping onto the bridge of the Ravager, Handmaiden after you save her on Telos). Unfortunately, Atton and Disciple still get the short end of the stick in that regard, as the best place for it with Atton would be in cut content, and there really is no good place for Disciple.
  19. My usual set-up looks something like this (with some modification depending if I'm doing a Force-blaster, a Lightsaber fighter or a Blaster Pistol Jedi): Atton: I rarely give him two-weapon fighting, although that tends to be the most optimized way to go due to the extra attacks. Most of the time I give him a blaster rifle until he becomes a Jedi and then goes Lightsaber (I tend to give him a saber with some +Dex crystals or keen.) Kreia: As has been said, a blaster is good. If she's on Jedi Support as is best for her, it won't be an issue very often, but it's better than her going and getting in people way, or worse, running through a minefield that you're trying to shoot over. I rarely have a spare lightsaber for her until later in the game anyways, and at that point I usually give her Freedon Nadd's saber. T3-M4: Double Ion blasters. The vast majority of places you'll use him will be full of droids (Peragus, the Warehouse, Goto's ship, etc.) If you get all his upgrades that you can give him, that Bao-Dur can give him, and the one he can get on Goto's ship, he makes for a very nice combatant, and can easily smoke most droids. If he gets in a fight with others, his stun arm is priceless, although I find he rarely uses it of his own initiative. If I recall correctly, it stuns droids as well, so using it on droids is also good. Bao-Dur: Unless there are mines in the way (in which case, blaster rifle or ion rifle), and unless you've made him a Jedi, unarmed is the best way to go, since he has Unarmed Training and some feats that add Electric damage to his hits, not to mention the ability to knock out personal shields. Once he's a Jedi, I tend to give him a lightsaber (double or single depending on feats) with extra damage against droids. Once you find a set of gloves that give extra unarmed damage (either the +Electric or the +Unstoppable) it's worth it to give him those and set him back to unarmed. Handmaiden: Same thing applies to her as to Bao-Dur, except that she can't break shields, doesn't get electric damage, and being able to Knockdown is a bit better than being able to Slow. Same thing with the Jedi bit, she's good with lightsaber then (especially a high damage one), but unarmed gloves can shift the balance. Unfortunately, she can't become a Jedi until you reach a specific level, which means she tends to stay with unarmed for a while when I play. Visas Marr: Double-bladed lightsaber, with a pair of back-up blasters in case you get into a fight where you don't want to enter melee. Maximizing damage is probably the best for her sabre, but +Dex is good if you aren't giving her armor feats, and the Kaiburr crystal is good if you don't turn her good and she's doing a Jedi Support dark side setup (more force regeneration for spamming Force Lightning and Insanity). Disciple: Easily, a lightsaber is best. Since you can easily make him a Jedi the first time you talk to him (if you're Lightside), you can choose feats with this in mind and give him a nice +damage double lightsaber with TWF, or a pair of good blaster pistols and the Force Deflection power. If he's stuck on soldier mode, blasters or double-vibro sword still work well, and he makes a decent tank for as long as you can stand to hear him say "You have left me an opening!" Mira: I tend to set her up pretty much identically to Atton, although she can afford to use a lightsaber more once she's a Jedi because there's no chance of her setting off mines, which is a plus. I've never used her as a Grenadier before, so I don't know how useful her wrist rocket-launcher is, except that it's not much use against Hanharr. Rapid Shot with a pair of blaster pistols works nicely here if you set her feats up nicely, and lets you deal with Hanharr to some extent, although it's a shame to have to level her up then, because she can become Jedi right after you get G0-T0. Hanharr: Best tank in the game, no question. Give him a fully upgraded Double Vibro-sword or the double-bladed Sith sword, and watch him leave a path of destruction. If he's in my group I tend to leave the other members to AI and use him, as his AI rarely uses Wookie Rage, which makes him, for all intents and purposes, invincible. G0-T0: Normal pistols, with a backup of ion pistols in case any droids get out of line. Really, the best thing to do with G0-T0 is to have him use Stealth and Droid Trick to move around and disarm/hack/unlock/etc. things. Droid Confusion makes a good weapon too, if there's a tough droid around that you can manage to take control of. Mandalore: The same things apply to him as to Hanharr, though he's not nearly as invincible. He works okay with a pair of blasters, but his lower dexterity hampers that, and it usually requires you to turn his implant off Regeneration and onto Dexterity, which reduces his invincibility. Unfortunately for the use of heavy weapons, KOTOR II has no analog to that Baravar Heavy Blaster that did +4d10 Fire damage in the original game. HK-47: Charric, or a fully upgraded Disruptor Rifle. It's funny to watch him fight unarmed, though. Really makes him look pathetic. Make sure to give him all the best droid combat upgrades you get, as long as they aren't redundant. Remote: Make sure you get all the on_entry cut scenes that you can on the Ebon Hawk, so as to get Bao-Dur to upgrade Remote's blaster. It isn't super important, but it makes a nice light boost when you use Bao-Dur, and it helps if you miss a Storm Beast on Malachor.
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