Tel Aviv Posted May 21, 2005 Share Posted May 21, 2005 I'm restarting TSL and very much looking forward to doing so might I add, but... I was wondering if anyone could offer me some suggested attributes to optimize my character. What in your opinion is necessary and what... well, isn't? Thanks for your time. Link to comment Share on other sites More sharing options...
WOW Posted May 21, 2005 Share Posted May 21, 2005 Well if you are going to be a guardian, put all attributes to 10 and make strength to 14, dex to 14, and constitution to 14, then do what you want to the other attributes. If you will be a counslar, your most importiant attributes are wisdom dex, and constitution. If you are going to be a sentinal then but your points in strength(if close range) or dex(if long range). Then put other points in intelligence, and charisma. For the skills max out your persuade and treat injury. For feats use two wepon fighting first, then power attack then critical strike(for guardians.) Link to comment Share on other sites More sharing options...
MTJ Posted May 21, 2005 Share Posted May 21, 2005 Well if you are going to be a guardian, put all attributes to 10 and make strength to 14, dex to 14, and constitution to 14, then do what you want to the other attributes. If you will be a counslar, your most importiant attributes are wisdom dex, and constitution. If you are going to be a sentinal then but your points in strength(if close range) or dex(if long range). Then put other points in intelligence, and charisma. For the skills max out your persuade and treat injury. For feats use two wepon fighting first, then power attack then critical strike(for guardians.) <{POST_SNAPBACK}> Reflex rolls don't seem to be as effective in KOTOR (maybe they're broken?) and also weaponmasters get Fierce Juyo form while senitals get the contention form which isn't good as all. You're better off using Form 3 than using contention Link to comment Share on other sites More sharing options...
JamieKirby Posted May 22, 2005 Share Posted May 22, 2005 Well, i use a Guardian/Weapon Master Template with the stats: STR: 16 DEX: 10 CON: 10 INT: 18 WIS: 8 CHA: 8 Since the Guardian/Weapon Master Build is a Saber Combat based combo, there is no need for high WIS or CHA With INT at 18, you can max out the class skills of the Guardian and Weapon Master and get an additional skill. (i pick Repair for breaking down stuff) You don't need security since mining the locks are just as effective. In Kotor II, Single, Dual and Double Bladed Light Sabers aren't over-powered like in Kotor I, so, i use a Single Saber with Master Dueling for the Attack and Defense bonuses. Before you say you will have terrible saving throws against Force Powers, the AI hardly uses them anyway, perhaps one or two of them will and with he bonuses for Light Side or Darkside, you shouldn't have a problem with killing enemies before they do too much damage to you. The only Force powers i use with this build are the buffs that give more defences, Energy Resistance, healing, that sort of thing. It would be more fun if they did a more Space Based RPG where you could do whatever you wanted....something kinda like Freelancer, where you can fly around in space, shooting things, but also being able to board ships and steal from them and stuff...that would be cool....but i highly doubt it will happen. Link to comment Share on other sites More sharing options...
Tel Aviv Posted May 22, 2005 Author Share Posted May 22, 2005 Well, I was specifically looking for a Jedi Sentinel build, hence the title. But then, I didn't really explain myself as well as I should have, did I. Thank you anyway though! Link to comment Share on other sites More sharing options...
Andkat Posted May 22, 2005 Share Posted May 22, 2005 I reecomend S Sentinel/Weaponmaster or Sentinel/Watchman. Here where my intial stats: CON: 14 STR:14 DEX:14 INT:12 CHA: 10 WIS: 10. A sentinel can be either Melee or ranged oreinted and can be molded into a guardian or consular-esque character. Mine tend to be similair to Guardains (which have barely any advantages over Sentinels in terms of combat efficiency), but with surperior skills and FP. Link to comment Share on other sites More sharing options...
MTJ Posted May 22, 2005 Share Posted May 22, 2005 Wait did you say the sabers are over powered in Kotor compared to Kotor 2? What the heck are you smoking. Kotor 2 allows you to make a saber that does 50+ damage, you can't do that in Kotor. Also from what I can tell you is that Sabers with Master speed and valor doesn't take everyone down in one hit like in Kotor 2. Link to comment Share on other sites More sharing options...
Andkat Posted May 22, 2005 Share Posted May 22, 2005 Perhaps single sabers aren;t overpowered but double- and dual- are. Link to comment Share on other sites More sharing options...
mstormrage Posted May 23, 2005 Share Posted May 23, 2005 I just finished my second playthrough as a Sentinel/Watchman. My initial stats were: STR 10 DEX 14 CON 14 INT 14 WIS 12 CHA 14 I was supposed to put 4 attribute points into DEX, but the game finished first. So I ended up putting in +3 DEX and +4 CON. 18 CON allowed me to use the D Implants, thus upping my final DEX another +2 (along with all the other stats thanks to the D Universal Implant). My ending undressed stats were: STR 10 DEX 17 CON 24 INT 14 WIS 12 CHA 14 Vitality 460 Force 305 Defense 25 Fortitude 25 Reflex 21 Will 17 My CON without the double bonus on Lightside Mastery would have been 18, but I got a +3 CON bonus being a Lightside Mastery Sentinel and an additional +3 CON bonus being a Lightside Mastery Watchman. My dressed character had: STR 17 DEX 34 CON 32 INT 16 WIS 19 CHA 16 Vitality 576 Force 389 Defense 36 Fortitude 29 Reflex 30 Will 20 My equipment was: Universal D-Package CHA/CON/DEX/INT/STR/WIS +2 Target Assessor Attack Modifier/DEX +2 Bonus Feat: Precise Shot; Targeting 1 Automation Gloves Demolitions/DEX +4; Repair +2 Matuki Adept Robe CON/DEX/STR +2 Defense Bonus 1 Aratech Echo Belt DEX +4/Stealth +10 Lightsaber Attack Modifier 4 Defense Bonus 1 Blaster Bolt Deflection +7 CON +3/DEX +4/STR +3/WIS +5/Regeneration 3 With Force Enlightenment (Master Speed + Master Valor; I had no Force Auras), my stats were: STR 22 DEX 39 CON 37 INT 21 WIS 24 CHA 21 Vitality 634 Force 473 Defense 42 Fortitude 36 Reflex 37 Will 28 EDIT: I used the Melee Finess feat which allows your DEX to be used instead of strength for chance to hit. I am used to a DEX character from KotOR I and I tend to use the same for II. It's too bad that KotOR II forces you to use an extra feat to get DEX to apply when it was calculated automatically in KotOR I... Link to comment Share on other sites More sharing options...
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