Kotor 2 guardian build. The Lightsaber Master Build.
Kotor 2 guardian build Greater health point growth (+10) while rather low force point growth (+4). Starting Class. Later in the build, she picks up various Dark Side powers that affect opponents. Force Powers. But for KOTOR II he is the worst. Hopefully you find this helpful!- Huge thanks to my newest channel me A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* If you absolutely want to min-max, it’s very hard to beat a Consular/Weapon Master or Sith Marauder combo. At attribute of 8, you get a negative modifier of -1, hence a penalty. The addition of skills is SO much more important with 2, as you’re going to have a lot more play time alone as opposed to a group. Guardian: This class gets a lot of HP and feats early on. Wis is to 12… Eg Visas becomes a showstopper on a Dexterity build, but she is only mildly annoying on a Strength build. the Jedi Guardian also has the Jedi Sense feat, which increases your defence as you level up, making up for any loss in defence from wearing robes. I am personally leaning towards the 5/15 side of things but I would love to see what more experienced players (the human calculators out there) have to say. With COVID isolation, recently getting back into the KOTOR games. As such, a value of 12 A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* No, you're misunderstanding what I am saying. Light side is the most optimal way to build a consular, whereas dark side builds will be much less effective. However, outside of Kotor 2 the only "canon" relationships mentioned in other material the Exile has are with HK, and T3 and that's about it. Players have the choice of A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Oct 15, 2024 · Shape Your Padawans allows you to take full control over your Force-sensitive companions' Jedi training in KOTOR 2. Hec A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* 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. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* While going with the extremes of Guardian or Consular is usually the best route for KOTOR 1, I’ve always found Sentinel (with Watchmen/Assasin) to be essential in 2. Computer use saves you spikes and repair saves Here's how I'd put my stats and feats: (Lightside) 15(+4) 12 10 12 15(+1) 12 Feats: Dueling: 1-2-3 Power Attack: 1-2-3 Toughness: 1-2-3 Implants: 1-2-3 Force Powers: Cure: 1-2 Burst of Speed: 1-2-3 Stun: 1-2-3 Stun Droid: 1-2-3 Force Push: 1-2-3 Gear: Implant: Advanced Alacrity Implant Head: Circlet of Saresh Gloves: Advanced combat gloves Body Straight Sentinel (that is, Sentinel/Watchman or Assassin) is my personal favorite. (most of the time). Typically blue saber Jedi councilor is the opposite & force focussed. This file details some considerations to make for a Bao-Dur build, and may eventually contain a few Bao-Dur builds from different playthroughs. Outside of that I would argue that the complete jedi training of every single trainable character would be canon. Jun 17, 2022 · RELATED: Star Wars: Knights Of The Old Republic 2 - How Long To Beat This guide concerns itself with the Guardian build, a class suitable for players who enjoy raw combat with a lightsaber as Feb 18, 2016 · Jedi Guardian<-> Jedi Weaponsmaster A one, an a half page guide, for the Jedi Guardian ~ Jedi Weaponsmaster; originally by SirCerberus below is a link to the complete guide. 3 Jedi Consular; 2 Soldier; 3 Scout; 4 Scoundrel; 5 Tech Specialist; Star Wars Knights of the Old Republic II: The Sith While KotOR II places all classes at the same BAB, Jedi characters now have lightsaber forms fiddling with attack, defence, and critical hit rates. Funny how that works out. This guide will tell you exactly how and why to build the Jedi Consular as the best ever! Jun 18, 2022 · One of the most important decisions fans have to make in KOTOR 2 is their class selection. This guide was inspired by My Potential Optimal Consular Building, posted on Reddit in April 2018 and has been viewed more than 23,000 times. What Feats to Choose? 2-Weapon Fighting is better, but Dueling has cool A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Jan 28, 2024 · 1. The guardian build is a strength-based melee fighter with buffs. As an illustration: At attribute of 10, you have a modifier of 0, no penalty or bonuses. str-16 dex-14 con-16 int-8 wis-12 char-8 Help with this correct me for better pls. Max out HK-47 A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Jan 25, 2021 · Besides role-play reasons, LS have various bonuses over DS in KOTOR 1 that make them better over their DS counterparts: LS Jedis get a lot more Force Points from bonuses to Wisdom, landing force powers is easier (very good for exploiting sneak attacks, which are offered by scoundrels) and buffs are cheaper to cast The consular build focuses on area damage (Force Lightning) and buffs with moderate melee capabilities. Another excellent Kotor build is the scout and guardian build. Developed by BioWare in 2005, one of the titans of modern RPG titles, Kotor takes place 4,000 years before the events of the Star Wars films, during a time when the Sith plagued the galaxy A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Jul 10, 2009 · Hello i think to create best guardian/ give me advice for light or dark side is better. The Sentinel's Force Immunities also prevent your Marauder from being debilitated in the middle of combat by Force Powers with a few exceptions. If any of you read my FAQ for KOTOR I, I said that the Sentinal was the best. Guardian is pretty bad in Kotor 2. I have completed a solo run with this build, so if you have any questions about that, ask me! Solo Scoundrel/Guardian Build: Str: 11 Con: 12 Dex: 18 Int: 10 Cha: 10 Wis: whatever is leftover, or make Cha 12. This form is excellent for pure damage and crit builds, and tends to be considered the best for Guardians and The Jedi Guardian allows for aggressive attacks and has more melee feats than other classes. At an attribute of 14, you get a modifier of +2, a bonus. This means she can advance both Force Powers and the Unarmed Specialist feat line, at the expense of not being able to start her Jedi journey until the main character is level 18 (because that's A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* However, if you follow something of a set build, this is what I recommend. Flurry is very front-loaded in efficacy and due to the higher BAB you essentially have Improved Flurry despite having one less feat. I've played this build quite a few times, and IMO the amount of feats lost is overstated, at least when it comes to the final build. You basically get all the Force-casting feats from Consular, and you also get Superior Two-Weapon Fighting from the melee prestige class. You must level up once before escaping the Endar Spire, but after gaining level 2 you don't have to level up any further before becoming a Jedi, even once you've received enough experience to gain multiple levels. However, the guardian build can run into force power issues during the final level, and the utility saber uses Mantle of the Force for the max regeneration setup, leaving Guardian of the KOTOR 2 - Handmaiden Unarmed Jedi This version of Handmaiden is an unarmed specialist who becomes a Jedi without taking any additional Soldier levels. Guardians get a Feat progression as follows: 1, 2, 3, 5, 7, 9, 11, 13, 15. KotOR II subtly changes properties of the attack feats. Defeat the final boss with the guardian as easily as possible. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* In KOTOR 2 the beggining is boring, you cant have a lightsaber for a very long time, which is bad for guardian (weapon master) which relies on lightsabers. Harry Slater Your go-to destination for all things mobile gaming. You also get stupid amounts of FP thanks to Consular, you can still be pretty damn tanky and dealing tons of damage by the end of the game, and you can s Jun 18, 2022 · In Star Wars: Knights of the Old Republic 2, though not quite so effectively as a Guardian. 7/13 means I trade a feat and 2 force powers to get lvl 2 scoundrel luck and sneak attack 4, 8 feats and 17 force powers 8/12 gets me back up to 9 feats but only 15 force powers. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Spoiler Guide Link: DS Scoundrel7/Guardian13 Following my 2 previous posts (Bandon, Malak), i decided to add to my LS build guide what i believe to be the optimal DS version of the Guardian, dealing the most insane amount of damage (if you want to see three digits damage numbers, this is the build for you). 5 -> rounded down For starting class, I suggest Sentinel instead as KotOR II demands a bunch of skill checks that a Guardian -> Marauder cannot clear. Your main character starts as one class but must choose a Jedi class to continue once on Dantooine. Went for Scoundrel /Counsular for all the Force powers on my first ever playthrough back in high school and then went with Sentinel /Scoundrel to get more use out of my skills and immunities a year later. In Kotor there's a level cap at 20, so most people try to "split" levels so they can get more jedi levels. They are after all the last remains of the Jedi after the Exile leaves at the end of Kotor 2. When a got my lightsaber in KOTOR 2, and after 1-2 levels i killed every enemy with 1-2 hits. As before, you should be picking the scout class as your first subclass, allowing you to have plenty of skill points to play with combined with the guardian Jedi class, focusing on lightsaber offensive ability. The reason is that the Jedi Sentinal gets the best skills, and in KOTOR II, skills are less A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* This build can also be used (with a few modifications) to solo the entire game on one's own without the help of companions. IMO 2 extra points to DEX are better than 7/8 skill points but it's up to you. The Jedi Consular has the ability to be the best and strongest class above all others. Players have the choice of becoming a Guardian, Sentinel, or Consular. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Dec 21, 2016 · Masters Kavar, Vrook Lamar, and Zez-Kai Ell from Knights Of The Old Republic 2 were all Niman instructors. Nov 20, 2021 · Updated November 27, 2024, by Gerardo Molina: When playing Star Wars: Knights of the Old Republic, builds are more important than most players think. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Jul 13, 2008 · Well, the fight with Malak could be tough. KotOR I A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Consular for sure. ===== Bao-Dur begins as a Tech Specialist and can switch to a Jedi Guardian Bao-Dur can't wear robes, which hampers him as a traditional Jedi. I don't know, maybe I just didn't handle it correctly, b Apr 9, 2022 · This’s my guide for Jedi Guardian | Weapon Master | light side | WomenThis is the universal build to complete the game having the opportunity to use almost e Apr 9, 2022 · This’s my guide for Jedi Guardian | Weapon Master | light side | WomenThis is the universal build to complete the game having the opportunity to use almost e 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. In KOTOR 2 you select 3 classes to choose from. 1 Jedi Guardian; 1. Other combinations can offer some nifty powers and combat tricks, but a strong arm and a good lightsaber will see you through all of the game's challenges. Dual-Wielding Soldier Guardian Starting Stats Male Soldier Str: 16 Dex: 14 Con: 11 Int: 11 Wis: 13 Cha: 11. So personally, for a beginner build, I would say soldier-guardian or scout-sentinel. Darth Maul has always been my favorite character, and I want to mirror my next playthru after him. I personally prefer Dueling, as you get bonuses to your attack AND defense with it, and if you’re going with a Soldier/Guardian build, you won’t need the extra lightsaber to one-shot literally everything in the game (and yes, I mean literally everything), as long Mantle+Phond/Solari with full buffs hits at +43/41 (enough to hit the final boss 95% of the time) and does 29-89 damage compared to the 27-71 of this build. Sample Builds. Modifier = (stat - 10)/2, rounded down to nearest integer. all 36 pages. Also get TLSCRM for cut content. A Soldier 7/Guardian 13 will have 14 feats. 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. +6 to hp, +8 to fp. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Dec 17, 2017 · Knights of the Old Republic - The Sith Lords Companions build guide by cerberusiv This guide or extracts from it may not be published by anyone apart from the author unless the author is credited. My question: In order to unlock/ level up the Weaponmaster exclusive advanced dual-wielding series of feats, do I need to first unlock the full basic Jedi guardian focuses on combat. Jan 9, 2023 · Star Wars: Knights of the Old Republic (or KOTOR if you don't want to say the long title) is widely regarded as the best Star Wars game for very good reason. You can switch between the builds clicking the 3 Kotor 2 guardian build Welcome to the ultimate Guardian/Consular Guide for Star Wars: Knights of the Old Republic, written by/u/TangoSierraFan. I will also note that the majority of powers required to make a Jedi Guardian effective is restricted by armour, therefore you need to be wearing Jedi Robes to use these powers. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* This. The Lightsaber Master Build. Warning: this product may contain spoilers. Skill points up the wazoo, still plenty of FP, belt-free stealth Sneak Attacks, and when playing LS, the Constitution bonus is actually the best thing ever--that's possibly 60 or so extra HP by endgame. While going with the extremes of Guardian or Consular is usually the best route for KOTOR 1, I’ve always found Sentinel (with Watchmen/Assasin) to be essential in 2. As far as INT and skills go, 10 INT will give you 4 extra points at creation and 1 extra point per scout level up. 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 sneak attack power Jun 26, 2021 · 3. Juyo: Feriocity: -4 Defense, +2 Defense vs current target, -4 vs Force Powers, +1 attacks per turn, x4 chance to Critically hit. Typically green saber Compare with a Soldier/Guardian, who picks 3 Two-Weapon Fighting, 1 Flurry (1 feat), 3 Toughness, 3 Implants, Weapon Specialization Melee (2 feats), Weapon Specialization Lightsaber (2 feats). This form is excellent for pure damage and crit builds, and tends to be considered the best for Guardians and Jun 8, 2022 · There you have it, the best builds for KOTOR II’s classes – now it’s time to check out our Star Wars Knights of the Old Republic II Switch review, to see what we think of the port. This is where it gets dicey as it depends on alginment. Just finished Kotor 1 playing as your typical soldier/guardian LS and for Kotor 2 want to change it up. Consulars are great for sneak attack builds because you have a wide aresenal of debilitating powers, a huge force pool, and powers that are hard to resist. You sacrifice a small amount “to hit” even with it mastered, but it is a really good feat. When you start the game, just press the Y button on the attributes screen if you're not certain on how much you should spend, but keep in mind as the game goes on, you should have strength, dexterity and constitution. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Yeah you'd think so but actually it takes a +2 modifier to give +1 skill points (and +4 to get 2 additional points, etc). I think for consular it's better to start with scoundrel. At an attribute of 15 modifier = (15-10)/2 = 2. FEATS: Flurry 123, Two-Weapon 123, and Implant 3 are mandatory. Well he was. Power Attack gains +2 more damage at Master level for KotOR II. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Jun 18, 2022 · Jedi Sentinel is a well-balanced option that possesses arguably the best skill set out of all the classes in KOTOR 2. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Apr 6, 2019 · Jedi [edit | edit source]. Build Lightside Soldier(5) Guardian(15) Str: +5 Feats: Master Critical Strike, Master Two Weapon Fighting, Melee and Lightsaber Focus and Specialization, Implant Level 3. 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. Honestly your wisdom and charisma seem pretty high for a soldier/guardian build but if it's what you want then you should continue with it! The way I start my soldier/guardian character is: Strength 16-18, dexterity 12-14, constitution 14-16, intelligence 10-12, wisdom 8-10, charisma 8-10. Many dialogue choices and the ability to craft items are locked behind skill The best class and build in "Star Wars Knights of the Old Republic II: The Sith Lords" would have to be the Jedi Consular. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake*. Fortunately skills aren't all that useful in KOTOR 1. Or just get the Partyswap mod, and you get to do it anyways. My preferred allocation for those is: 3 Two-weapon Fighting 3 Toughness 3 Empathy 2 Power Attack 2 Lightsaber Specialization 1 Conditioning or 1 Jedi Defense (flip a coin) For Kotor 1, i've got two main character build (7/13 DS Scoundrel Guardian and 7/13 Scoundrel Consular) on this site. Unlike the original game, where each companion's Jedi class is pre-determined, this mod grants you the power to choose their path. It is a light side build that uses all of the fun dark side powers. The Starforge was challenging mostly on a basis of constant waves of opposition. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* This Kreia is a caster, with a mix of powers. Technically, 2-handed is better. Trash skills, trash force points, and one feat extra compared to Sentinel. Well enough skills too. I don't know Sentinel progression off the top of my head, but it is much less condusive to building a combat-based character because you will often skip two levels before you get a single feat. Defeat the final boss with the consular as easily as possible. You still get 10 feats total, which is enough to get master two weapon fighting/dueling, a mastered attack feat, and still have left 4-5 over for weapon focus/specialization and toughness/implants. This build will rely on a mixture between lightsaber combat and Force powers. Got 2 complete KOTOR 1 playthroughs done right now. Soldier/Guardian with a high Strength is the simplest way to play KOTOR. Persuade is clearly the most common one, and treat injury is good on Taris or if you don't want to spend the force points to force heal. My first question is for best distribute attributes. Early in the build, she prioritizes Light or Neutral powers that will help the main character, either via Force Chain, or because they affect the whole party. In my opinion, all derivatives of the Jedi Sentinal are worthless in KOTOR II. Unlike KOTOR 1, you immediately start off as a Jedi. 2 Jedi Sentinel; 1. What Gender to Choose? Be a man, because then you can get the Battle Precognition bonus from Handmaiden. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* This guide assumes you've played or watch the LP of KOTOR 1. We'll see how far I take it. The starting classes are Guardian, Sentinel, and Consular. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Dec 27, 2021 · An updated and more in-depth build guide video for the Jedi Guardian in KOTOR 1 and 2. They present them with tons of possibilities Kotor 2 Jedi Guardian/Weaponmaster build question I recently finished my first full playthrough of TSLRCM as a Jedi Sential/Watchman, and next up I was thinkin of a Guardian/Weaponmaster build. Flurry removes all penalties at Master level only in KotOR II. Max out HK-47 May 10, 2014 · Now let me explain. Guardian gains 1 point per level with either 8 or 10 INT. The one hard fight I recall is the showdown with the trandoshans on Yavin station, which is - of course - completely optional. Max out HK-47 Dec 21, 2016 · Masters Kavar, Vrook Lamar, and Zez-Kai Ell from Knights Of The Old Republic 2 were all Niman instructors. qjxd wuomz uxqx grzhzy tdltp ufivjx kjcn erepdt xtgc lzyphfm