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Posted
Guardian/Jedi Master on my first time, roleplaying.

 

Trying Guardian/Weaponmaster. Lotsa stuff to slash.

 

I personally don't count the Sentinel as a class, since all classes should be sentinels.

You're missing the primary differences between the classes:

- Guardian: fastest feat progression, force jump

- Sentinel: fastest skill progression, immunities

- Consular: fastest force progression, more effective force powers/force resistance

The major differences really come from the prestige classes:

- Weaponmaster/Marauder get access to better fighting forms and feats, which are great for focusing on fighting

- Assassin/Watchman continue to get lots of skill points, and improved sneak attack

- Sith Lord/Jedi Master get access to Force Forms (which can extend duration or intensity of powers), which are great for focusing on using force powers

 

Skills give access to so many dialog options in the game, and save time having to switch characters to open doors/boxes or disarm/recover mines (all worth XP ... your current level x10 ... which adds up to about half a level's worth of progression on G0-T0's yacht alone) ... by the time you're ready for a prestige class, neither Guardian or Consular can come close to Sentinal in skill progression, but Sentinel comes close to both in number of feats and force powers.

 

With the importance of skills, especially early in the game, Sentinel is an obvious choice to me - then Weaponmaster for LS, or Sith Lord for DS (I just don't like the "rage" ability, and usually feel that DS'ers would focus more on using the offensive force powers than fighting with weapons).

Posted

Incidentally ... I wish OE had included another option for Superior duelist feats for Weaponmaster/Marauder ... I had master duelist/master critical and no two-weapon fighting the first time I picked Weaponmaster, and was shocked/dissappointed to find that the bonus feats didn't include superior duelist.

Posted

Well, removing mechanics, and speaking roleplay only, and (IIRC), the WotC SWRPG didn't have Jedi Sentinels, that although the Guardian and Consular have well defined roles on how they approach combat, how they should solve problems should go the Sentinel way.

 

If we were talking number-crunching wise, definitely Sentinel.

Posted
Skills give access to so many dialog options in the game ...

 

Well, removing mechanics, and speaking roleplay only, and (IIRC), the WotC SWRPG didn't have Jedi Sentinels, that although the Guardian and Consular have well defined roles on how they approach combat, how they should solve problems should go the Sentinel way.

 

If we were talking number-crunching wise, definitely Sentinel.

Sentinels allow more role-playing opportunity ... by opening more dialog options early in the game.

 

Also, while they may have been completely constructed by Bioware for K1, if only to have a third Jedi class option, but IMO they fit well into the SW universe and d20 system.

 

The Jedi class selection test in K1 was a good way to define the differences, as well ... For example - upon coming to a locked door, would you bash it down, try to open the lock, or knock.

 

I see the Consular/Master as the type of Jedi the council would send to negotiate a truce between governments.

 

I see the Sentinel/Watchman as the type of Jedi the council would send to investigate a problem or scout unknown territory.

 

I see the Guardian/Weaponmaster as the type of Jedi the council would send to defend their interests, especially when they suspect "hostile negotiations" (to borrow a line from SW:AotC) are likely.

Posted
Incidentally ... I wish OE had included another option for Superior duelist feats for Weaponmaster/Marauder ... I had master duelist/master critical and no two-weapon fighting the first time I picked Weaponmaster, and was shocked/dissappointed to find that the bonus feats didn't include superior duelist.

 

Very true. In fact, Duelist should have been redone in its basic forms and been supplemented with Weapon Master upgrades as well. There's simply next to no advantage to taking it compared to Two-Weapon Fighting and its progression. I think they should have add an extra attack for Duelist as well or, if they didn't mind something more complicated, have given it a parry function, where you got to block any attack against you based on your attack bonus and the number of attacks or some such... Dueling just isn't worth it, and I really got the feeling that Kreia's had was sacrificed just so you might choose if for at least one character... ;)

Posted

it all depends on your preferences and since i ain't much of a force user, i did a guardian/weaponmaster as my combo when i played it once and i did Soldier/Guardian on Kotor.

 

Kotor I, i play alot, but Kotor II was only worth a one play through.

Posted
it all depends on your preferences and since i ain't much of a force user, i did a guardian/weaponmaster as my combo when i played it once and i did Soldier/Guardian on Kotor.

 

Well, my favorite combination in K1 was always Scout/Guardian (5 levels as scout only).

 

In K2, I tend toward the Sentinel-turned-JediMaster/SithLord combination after first playing the Sentinel/WeaponMaster combination - the WeaponMaster has some good feats, but I feel that you just don't need that at all... YMMV.

Posted
This thread is a pretty good reminder why the end of the game sucked, it really didn't matter what you did

Unfortunately, yes - Obsidian mentioned the problem of it being too easy in that magazine article.

 

Always start with Sentinel - who needs Force Jump when you can have all those lovely skill points and dialogue options. :)

 

Then proceed to either Weapons Master or Jedi Master, depending on whether you want to fight with sabers or force powers, but as was said, even if you choose Weapons Master you'll still end up with enough powers and FP to Force Wave everyone.

Playing through without a presitge class (well, not much of one): I was a Consular. Although it is more difficult to do the early stages of the game (not as many options for solving issues, because you don't have the Sentinels' skills nor the Guardians' raw combat ability), it becomes ludicrously easy to just blow opponents away with Force Power.

 

Still, I'll all for delayed gratification: I eat my icing last. :blink:

OBSCVRVM PER OBSCVRIVS ET IGNOTVM PER IGNOTIVS

ingsoc.gif

OPVS ARTIFICEM PROBAT

  • 4 weeks later...
Posted

Usually prefer to go for a Consular/Weaponmaster. Again, it depends. Sentinel with Weaponmaster or Watchman would be just as great. Jedi Masters would have problems with saving throws apart from their will score, which is high due to focus on Wis. Consular would be more than a substitute than a Jedi Master where the difference is the +4 bonus for throws on casting offensive force powers.

Deep from within...

 

Victims live a life of fantasy.

 

Some see salvation as an act of God, a few look within for it.

 

朱宣澧

Posted

I always play as a Sentinel/Watchman. By the end of the game I'm really strong anyway, plus I get a lot of skill points. I like to use skills... I find it adds more depth to the game; at least for me it does.

Posted
Sentinel/ Jedi Master has to be my favorite.

That's for sure, used to be my favourite too, quite well all-rounded, not too combat, not too much force :ermm:

 

Consular/Watchman(IIRC) is quite good too, all about the force :-

Posted

I've played a LS female Sentinel/Weapon Master and a DS male Guardian/Sith Lord, and that last one is more powerful by far. Malachor and Trayus seemed to me a lot more easier with the DS guy; I got a lot of Force Powers and in battle he was very very good.

 

Now I'm playing another Sentinel, and I want to select Jedi Master as Prestige Class.

The apprentice has learned his final lesson.

Posted

Guardian-Jedi Weaponmaster/Sith Marauder Consular-Sith Lord/Jedi Master Sentinel-Jedi Watchman/Sith Assassin....Right now I'm a Sentinel/Jedi Master, goes pretty well, same skill with lightsaber as Guardian, just no Force Jump, pretty much same Force Power as Consular...

Posted

Consular and Weapon Master for me. (Force power and combat feats with this) Skills which I would use for this combo would be Persuade and Repair. Besides, no matter which character you are using, most of the time, the Exile's repair skill is used to determine the amount of components received from breaking down items and in creating items, that is unless your PC is not in your party (Like the Raid on Freedom Nadd's Tomb where you choose someone from your party to lead the mission) Persuade simply because it allows your PC to erode Sion's saving throws and for conversation purposes.

Deep from within...

 

Victims live a life of fantasy.

 

Some see salvation as an act of God, a few look within for it.

 

朱宣澧

Posted

one of these days i gotta go back and try out watchman/assassin....

 

i've never needed the extra skillpoints before coz usually i'm a sentinel with starting Intelligence at 16 (and i put it up to 18 as soon as possible)

when your mind works against you - fight back with substance abuse!

  • 2 years later...
Posted

getting close to that time in the game again to choose prestige class, i am a jedi gaurdian and was thinking of going Sith lord. Does anyone disagree and knows a better choice? plz tell me it :lol:

Posted

How far back did you have to go to find this? I'm impressed. Oh and nice username, btw.

In 7th grade, I teach the students how Chuck Norris took down the Roman Empire, so it is good that you are starting early on this curriculum.

 

R.I.P. KOTOR 2003-2008 KILLED BY THOSE GREEDY MONEY-HOARDING ************* AND THEIR *****-*** MMOS

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