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I want some opinions...

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Skuld
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I want some opinions...

Post by Skuld »

I know you've all heard this before so please bare with me.

So I played through and now I wanna give another go. My first time I played the Scout 8/Sentinel 12 and was pretty much a jack-of-all-trades type character. I did real good up until the final areas where it seemed to get real difficult real fast. I'd like to have the same type of character but maybe try a different approach. I've looked at the numbers for the different combos and there's not a whole lot of difference in the actual figures that I can tell. I liked having the implants, immunities, and uncanny dodge but am afraid I'll severely miss them if I go another route this time. Sure there's the Soldier/Consular combo which would give me extra feats but those extra feats are just enough to give me my implants back, big deal. I'm contemplating doing the Scoundrel/Guardian thing because of the Sneak Attack and Force Jump. I'm a huge fan of the Stun spells so sneak attack would be superb and possibly quite enjoyable. What to do? Here's the thing. I liked having a character that was self sufficient in that I didn't have to rely on others too often for things like computers and demolitions. I like being able to do as much as possible with computers by the way, and doors IIRC can just be bashed open most of the time. I think what I did last time is wasted feats on things I didn't need.

So basically what I'm asking is for some guidelines for feats and stats for a good self sufficient jack-of-all-trades type character. And would the whole sneak attack business be worth the Scoundrel/Guardian build at the cost of implants, uncanny dodge, and force immunities? One more question. I've read a few places here that dex also affects light saber to hits. Is there any truth behind this, and if so I'll consider doing a dex intensive stat make-up neglecting str altogether(not going below 10 of course).
"I'll take the stupid one who decided to threaten us, instead of shoot us when he had the chance" - Bao-Dur
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Macleod1701
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Post by Macleod1701 »

Why not try a Scout/Guardian, that way you get the implant feats free and uncanny dodge aswell as a decent amount of skills before going into the guardian role and having the jump and extra feats.
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Skuld
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Post by Skuld »

I thought about doing the Scout/Guardian or Scout/Consular. Which do you think would be better and what would be some good stats for either build? I'm leaning towards the Scout/Gaurdian, but my main question now is what stats would be good for something like that, and can Dex be substituted for Str when determining Light Sabre attack and damage bonuses?
"I'll take the stupid one who decided to threaten us, instead of shoot us when he had the chance" - Bao-Dur
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vinmi pasu
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Post by vinmi pasu »

Begin with the end in mind!
Wise words I was once told, this is true when applied to anything.
So I guess what I am saying is you should build your character with the final boss in mind.
You dont want to be running, healing, saber throwing ad nauseam for 20 mins, so build a guy (or girl) that has a chance of going mano e mano!

I like the scout/guardian build as you get a nice mix of skill and attribute points. If you plan on saving levels though be very careful with your scout, as prolonged exposure to battle can sap those meagre VP's!.
One thing to bear in mind though is there are a lot of items you can buy or find that will pump up your Dex/Str and con. And few if any that boost your wis and char.
Oh and intelligence points are in my opinion a waste, you can bash prety much any door aside from those "impossible" ones. And taking out your enemies from a computer the other side of a base may be easy, but its hardly fun now is it!!
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Skuld
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Post by Skuld »

I don't plan on saving levels at all, as I think thats a cheesy way to play. Especially when you've gotta suffer through the game early on to be "better" later. And I want that damn 3rd level Implant. And I don't recall having any problems with Malak when I had a Scout/Sentinel that wasn't far from the recommended everything, so the Scout/Guarian should be much better. I just don't really know what feats to put in for the beginning and how to allocate my skill points. True killing all your enemies via the computer can be fun, but not as fun as fighting them head on when possible. So I'll try to keep security kinda low, and just use it for getting schematics and reactivating broken stuff and the like. No overloading power grids and stuff like that.
"I'll take the stupid one who decided to threaten us, instead of shoot us when he had the chance" - Bao-Dur
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Macleod1701
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Post by Macleod1701 »

Well if your not bothered with skills too much, bump up strength, and Constitution, maybe wisdom too.
Donkeys are aliens!

Argos contains the 'Laminated book of dreams', to catch the 'Tears of joy'.
So many beautiful things...I cannot posses them all....wait stock check beep boop beep beep
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Skuld
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Post by Skuld »

Well here's how I see it I'm gonna start off with my stats as follows:
str 12
dex 14
con 12
int 12
wis 14
cha 14
I'm gonna try pushing dex this game and see how that works. A good defense, and a high to hit for my lightsabre. The classes will be Scout/Guardian. And the skills will be the default: Computers, Demolitions, Awareness, and Repair. I've thought about Treat Injury but it's kinda useless being as I shouldn't be taking all that much damage with a high dex and once I'm a Jedi I'll be using heal. I also contemplated Persuade but it's a cross class skill so I would be using double points there. And if so what to sacrifice. I'm thinking either Demo or Awareness. Now for a Scout there's I think two "wasted" feats in the early game, so I'm gonna take Toughness because of my low Con and Improved Blaster Pistol since I'm concentrating on Dex and won't be that good in melee while on Taris. None of this is set in stone so if anyone's got comments any any aspect of this build.I wanna hear 'em.
"I'll take the stupid one who decided to threaten us, instead of shoot us when he had the chance" - Bao-Dur
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Mirk
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Post by Mirk »

i'm having a great time with a scout/guardian... mine is a slightly more martial version:

str 14
dex 16
con 12
int 10
wis 12
cha 12


treat injury is indeed useless - i dn't seem to remember healing myself with a medpack after Taris. and you plan on taking Toughness, so even more so for you...

persuade - just wate till you become a jedi, than put all the points into it.

as to the other skills - i think Repair is better to invest in than Comuter use. here's why:

- you have virtually an infinite suply of computer spikes - t3 makes them on board the Ebon Hawk. just put the spikes you have in a container, and he'll make 11 new ones. no NPC makes repair parts, so youre stuck with what you find/buy.

- using computer terminals terminals to blow up conduits/gas rooms etc. usually brings LESS XP than fighting the foes in the rooms. i only use it to lower shields on heavy droids, and opening doors/force fields.

- using Repair on the brokrn droids throughout the game brings you a LOT of XP, as every option available (optimize targeting/enable shields/etc) gives individual XP reward, resulting in 700 XP or so from one droid! plus, what he kills gives you XP as if you killed it yourself.

- SPOILER HK-47 quest end SPOILER.


damn, i wish my guy had enough skillpoints to invest in Repair!

oh, an by the way - the Intelligence modifier for skills at every level up is HALVED - so 12 Int will only result in a +1 when using skills, not an extra skill point/level. you should go for 10 or 14 here.
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Skuld
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Post by Skuld »

Well to get everything I want it's gonna have to be a level 5 Scout/15 Guardian.
Powers(not counting automatic ones) figured out: a total of 16
Heal 1-2
Stun 1-3
Stun Droid 1-3
Speed 1-3
Push 1-3
Throw Sabre 1
Affect Mind 1

Feats(not counting automatic ones): a total of 12
Flurry 2-3
Sabre 2-3
Implant 3
Jedi Defense 2-3
Dueling 1-3
Toughness 1
Condidtioning 1
Those last two are the "waste" feats because the Scout gets too many good feats at character creation. I figure I'll get Toughness because extra HP are never bad and neither are some improved saves.

Now for stats here's what I'm thinking:
Str 10
Dex 14(all extra points will be going here)
Con 12
Int 14
Wis 14
Cha 14
My only dilemma here is between Con and Cha which should have 12 and which should have 14, otherwise I've got my mind made up. I'm leaning towards my as listed stats because I'm taking Toughness at level 2.

Now skills is where I've got a real problem. I definatly want Computers and Repairs, but what to do with the rest. I'm definately gonna be putting points into Persuade once I become a Jedi. I took Demo last time I played (Scout/Sentinel, pretty much default) and it was a good money maker. So are Awareness and Treat Injury worth it? That's my big question, and if so should I jsut leave the skill distribution as default or should I be putting more value in some skills than others?
"I'll take the stupid one who decided to threaten us, instead of shoot us when he had the chance" - Bao-Dur
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Mirk
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Post by Mirk »

Treat Injury - IMO not worth it. Between Force haeling powers and all the advanced medpacks you won't need it. As i said above, i din't use medpacks much after Taris.

Awarness - i think it's kind of a must. Most times, your char will be the "point-guard" of the party, few meters ahead of the two companions. Naturally, he's the one who will be making the Awarness check for the mines, and he might as well be succesfull in it - or your Demolitions skill will not be as useful.
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Post by Darth Zenemij »

I found the scout/gaurdian my fave in the game.
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Post by Cuchulain82 »

I agree Scout/Guardian is the way to go. Take 4 levels of scout and then go Guardian.

Re: Abilities. I like powergaming, and the most powerful character I ever used was a Scout/Guardian who had stats along the lines of:

Str- 18
Dex-14
Con- 12 (maybe 10)
Int- 10
Wis- 12
Cha- 12 (maybe 14)

The dex and the con you could switch, or you could add more wis instead, whatever. This kind of character worked great as a tank. PS-Make sure to take repair, as was mentioned earlier. Max it out even.
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