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About leadguitarist86

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  1. I voted for the mission and others because that was so brilliantly over the top. I mean first juhani goes (eh) then jolee (POOR GUY) but then a 14 year old twilek and her honerable wookie companion that has done things with computers, demolitions, and repair, that i couldn't the whole game. If only i could have killed carth after all that. But i was thinking the other day that from a certain point of view the light side ending is the most evil. It came as a shock. Think about this: you take malak from the jedi order and train him, you raise him to be what he is today, In the cave on dantoonie it was malak that seems hesitant and worried about defying the council. Then after all this you kill him following the light side of the force and using its powers. Powers that he could have had if you didn't lead him astry. As he is dying he mentions that you taught him to do this and thats really sad. Therefore In a way the light side ending is so full of betrayal that I think its the most evil in a sense. It is also the most intriging because you can role play it so that even though your following the light your only doing so to make malak suffer the most. Thats just pure cruelty.
  2. My biggest beef with Kotor 1, although i think its a better game overall, is that they didn't do the skills right. On every level up your base class skill points + int mod should equal your skill points. But the game divides that number by 2 for every class. So once you go jedi (even jedi sentinal) your left with next to nothing as far as skill points go. I guess maybe they thought giving the full sp would leave you overpowered or somthing. Sometimes I think from an role playing sense that once your a jedi you won't have time for skills as you will be training powers and such. But seriously if you want to get everything out of the game you should take persuade. And then that leaves you with almost no other skills or even no other skills. But all in all even though Kotor 2 vastly improved the aspects of the game and it was a more complex and interesting role playing experience, Kotor 1 simply as a game seemed better because of many things including nostalgia, polish, the fact that it was finished, and most important of all because it defyed the lucasarts theory of putting a game out that is crap but will capitalize on the Star wars name. Only the Dark forces/jedi knight series and x-wing seriers have done this before. But for a sucessful star wars rpg based on the DND rules to be a great game is still something i can't believe actually happened.
  3. A fine choice. The sentinal is my favorite. It isn't as specialized as the other 2 but it is the most customizable, because to get the most out of the other 2 you should specialize as much as possible. Basically as a guardian you throw everything into combat and hp and put everything into wisdom and force powers for a consular. The sentinal is were it gets tricky because you can customise in many different ways. You can decide to have near the combat abilities of a guardian but take a few mass destructive powers as well or you can be mostly force power oriented and take a few combat feats. The sentinal can fit everywhere in the spectrum and be sucessful. Most important of all is the fact that no matter what you do, you get way more skills than any other jedi and argueable the best special abilities (immunty to fear, stun, posion) The skills are what makes the sentinal cool because if you master computer use and security, you can do alot of other things that normally you would need other party members to do. Therefore you can Use your 2 other party slots to be less skill inclined and more pure damage oriented. Plus since your gonna be at least average at both force power and combat, the sentinal's can offer a great party. When I played a sentinal I took advantage of all the skills, awareness and persuade are a must. Comp use and security you should also definatly do. And stealth as well. Expecially if your gonna turn into a sith assassin. Skip treat injury and just get drain life as soon as possible. Rely on other party members to heal by giving kria a heal power (it won't increase in cost because she stays nuetral no matter how dark you go and then she can cast any alignment's power without penalty) By skipping treat injury you can get all other 5 class skills with only 14 intelligence at the start. So use points like this: 10 str, 16 dex, 14 con, 14 int, 12 wis, 10 cha. Then take the lighsaber finesse feat when available. I was very sucessful with this as the character will get a nice bonus to attack with the finesse feat. You also get good hp and a +1 bonus to force points as well. Alternatly you could put less into CON and DEX and more into wisdom if you plan on doing a bit more force power attacks and less fighting. Also you can get by fine with 12 intelligence and not put points into awareness because usually some other party member will have it. Then you could raise your wisdom to 14 instead and start out with a better force ability. so then it would be 10 str, 16 dex, 14 con, 12 int, 14 wis, 10 cha.
  4. Im at Kraya and i can beat her sort of easily in the first part of the battle until she pulls out the 3 sabers what is a good strategy here. Sentinal 15 watchman 10 using all stims and enlightenment and force immunity to do this btw
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