Kotor 2 consular build

The Guardian starts with 4 Class Skills, which include Demolitions, Awareness, Persuade, and Treat Injury. It's worth noting that Class Skills cost 1 Skill Point to increase, while Cross-Class ....

5. All dark side characters can get Force Storm and use it just as effectively as a Sith Lord. It basically comes down to the fact that any Prestige class with a Consular base can be just as proficient at Force power ownage, but the others get better feat/defense/skill progression and better mastery bonuses.For a Consular/WM, this is the build I would use Str - 10 Dex - 14 Con - 14 Int - 12 Wis - 14 Cha - 14 All the points are 1 for 1 purchase, so it nets you the most mileage from your initial pool. I prefer to bring all my stats up to 10, so I have no negative modifiers, but if you really want the skill points, go ahead and leave str and 8 and pump up int to 14.Scoundrel (7) --> Consular (13) This is controversial. Other good players will suggest doing Scout (5) --> Consular (15) for a DS build, because you'll rely on Force Storm quite a bit anyways. I actually believe the Scoundrel version is better, simply because you don't start the game at Level 18. In the early Consular levels, you have a crappy ...

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Build goals Bring the jedi class "online" as soon as possible, and maximize force powers as soon as they become available; builds that go above level 2 in the base class must wait longer and receive fewer force powers. Defeat the final boss with the consular as easily as possible. Max out HK-47I did a forum search but couldn't seem to find much useful on this topic. I apologize if this has been discussed before and replies are buried deep in the archives. Skills were widely acknowledged as being pretty much unnecessary for the main character in KOTOR 1. That isn't to say that there weren't skills that presented opportunities, but one ...12. Improved Two-Weapon Fighting. 15. Master Two-Weapon Fighting. As you are not investing into STR in the beginning, there is reason in taking Finesse: Melee Weapons earlier than advancing the Two-Weapon Fighting line if you wish. This will then let you use your higher DEX attribute to determine attack rating.Since you want to be strong in lightsaber combat as well, weapon-master is the best choice for you. In regards to lightsabers themselves, if you want a single, dual or staff, it's entirely up to you. But keep in mind if you choose the last two, you must have all of the two-weapon fighting feats. Otherwise, you won't hit jack lol.

This. 2/18 on a scoundrel isn't worth it at all as the strong points of the scoundrel class is to benefit from it's unique granted feats to synergies with the jedi class to perform constant sneak attacks and being hard to hit. 7/13 is the sweet spot as it allows 2 extra much needed powers (17 total) at the cost of 1 feat (8 vs 9 for a 8/12 build), still allowing maximum …1 Jedi Watchmen. This skill-based prestige class is the best for creating a well-rounded Jedi. Jedi Watchmen also have the best Saves in KOTOR 2, thus making this Jedi the greatest prestige class ...Persuade is kinda useless in K1 and Repair/Computer Use remain useful until the end of the game so if you wanna do do a Force focused build I recommend Scout/Consular. Scoundrel/Guardian is the most damaging build of the game because Sneak Attack procs with Force Jump. I literally don't see any reason to pick Soldier unless you want to use ...The Consular is arguably more of a Jack-of-All-Trades than the Sentinel. Force Focus is the only way aside from raising WIS or CHA to increase the DC of your power (discounting leveling).God damn, my consular kills every person in one room within 3 seconds. Just insanity + death storm and all gone. The thing is that, there is a lot of specific-stats-boosting item, so making a full consular is truly possible unlike kotor 1 whereas the majority of items only boost str and dex. And also lightsaber man, god damn, it's like the most versatile weapons of all time, lightsaber blows ...

The class-dependent bonus Force power progression is as follows: Jedi Guardian, Jedi Sentinel: 1 bonus Force power at level 1. Jedi Consular: 1 bonus Force power at level 1. An additional 1 bonus Force power every 3rd level. Jedi Weapon Master, Sith Marauder, Jedi Watchman, Sith Assassin: No bonus Force powers.Guardian/Lord: 15 Feats, 35 powers. 4+Inx4 starting skill points. Medium Armor Proficiency, Force Jump (up to +4 to hit and damage on your first attack... if you don't use a combat feat, etc. etc.), Crush Opposition (which is thoroughly meh, IMO; 45 seconds of -4 to enemies to hit and will saves... after they already fail a saving throw), and a ... ….

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Implants are now tied to your constitution with the best unlocked at Level 18. So if you're going for a Sith Marauder maybe consider starting as a Consular to take advantage of Force Focus and the additional skill points. Unlock Computer Use as a cross class using the feat and then focus on toughness.A forum thread where users share their opinions and tips on how to create a Light Side Consular/Watchman character in Star Wars: Knights of the Old Republic II. See the attributes, skills, feats, and force powers suggested for this build.

Is steel still the best material for building? Learn about the pros and cons of using steel for building construction and engineering at HowStuffWorks. Advertisement Ever since the...6.6K views 1 year ago. This’s my guide for Jedi consular / Jedi Master / light side. There is no special craft and other things, only what I have managed to find during playing.Well, there is actually really good consular build that you can start with a lot of levels before being a jedi. You go scoundrel 8/consular 12, and you stick to the force powers that can be used with armor only. Start with 16/16 in wis and cha, take mostly lightside path only going dark when you save a lot of money. ... Knights of the Old Republic II: The Sith …

mounting winch on car trailer KOTOR 2 isn't a particularly difficult game and you don't seem to be min-maxing your build so no need to theorycraft too much, especially on your first playthrough. Be sure to practice lightsaber dueling on the Ebon Hawk when it becomes available to you, that will give you some free XP and feats.The Jedi Consular .... Sep 20, 2019 — What are some of your favorite character builds to play in KotOR2?. Star Wars: Knights of the Old Republic II: The Sith Lords is the sequel to .... May 30, 2014 — Obsidian's Knights of the Old Republic 2: The Sith Lords, on the other hand, is the evil twin from an alternate universe. gun shows in caparade plymouth ma In Kotor 1 Int is a dump stat imo. If you are roleplaying or you like having your PC be the utility of the group, than pump Int. For example when I do my canon run, it just feels off for me to have it any lower than 14. However when I am trying to make a combat based build I always dump INT. Kotor 2 is a completely different story.A forum thread where users share their opinions and tips on how to create a Light Side Consular/Watchman character in Star Wars: Knights of the Old Republic II. See the attributes, skills, feats, and force powers suggested for this build. cheapest gas prices in mckinney tx During the game, I was increasing only STRING before becoming Jedi then WIS. It's not only a consular guide where you have to use only the force to beat vill... 4x4 lockerspnc bank car loan paymentreelfoot lake fishing report 2023 14 Wisdom and Charisma might be overkill for the beginning of the game, especially with the Force Focus feats from Consular. I like to start with 14 in one and 10 in the other (14 Cha if you want a mix of light+dark powers), and use the extra starting stat points for Int or Con. Since you're aiming for Weapon Master, skills won't be your strong ... fj40 radiator The thing that always bothers me when trying a ranged build is that I know the dark side is best for that kind of build, but I never could bring myself to go there. with DS I would get either +1-8 damage X2, or +3 Dex and +1-8 damage. also the sith marauder gets increased damage, Versus Weapon master is increased melee damage.A scoundrel/consular get repair as a class skill (all skills become class skills actually) and can easily do it by level 10-12 if you want to try. For a Dark character, the practical minimum (for a Scoundrel) is 12 starting Intelligence and the Implant Level I feat. For any other character, the minimum is 13 starting Intelligence (but no ... rouses lafayettegoodyear all terrain adventure kevlar reviewhonda.americanhondafinance.com.log Sentinel: This class is a good balance with health and Force Points. Because this class is versatile, you can build for either a combat focused character or force focused character. This class gets the unique granted feat "Force Immunity" which grants immunity to many of the debilitating status effects in the game.Ranged builds are less class-dependent than others. For starting, Soldier gets the advantage of weapon specialisation (which is at least at 15% boost to DPS for pistols and still not bad for heavy weapons) and extra feats. Scoundrel gets sneak attack (more powerful if you are using stunning force powers).