STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™

STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™

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Consular/Watchman vs Sentinel/Master
From what I hear, Consular and Jedi Master has more Force points and more powers. And the Sentinel and Watchman has more skill point potential and at least decent in over all melee(they don't miss as often as the Consular does in my experience). All this in mind, when vying for having an at least above average force point user and being at least decent in melee combat(skills being optional here), which is technically superior?
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Showing 1-9 of 9 comments
DJ Sep 16, 2019 @ 4:39pm 
I don't see why you posted this separate from that other discussion...anyways the difference is gonna be quite small, in fact it hardly matters at all. If you really want to go for the middle then do sentinel/watchman because sentinel and watchman are both meant to be balanced between Force and melee. Another thing to consider is that watchman doesn't need a stealth generator to use stealth so it frees up the belt slot if you're like me and use stealth a lot.
evilerevilhero Sep 16, 2019 @ 5:58pm 
This was seperate from the other discussion because that was mostly about going from light side to dark side, getting pretiged and going light side again. Also Marauder.

This discussion stems from me looking at other people debating from the usefulness and uselessness of the classes and prestiges. They all confused me. So I'm just boiling down the distinct difference between Consular/Watchman vs Sentinel/Master and how 'd they benefit me.

I always thought Consular or Jedi Master means powerful Force user, Guardian or Weapons Master mean powerful lightsaber fighter and Sentinel or Watchman mean one stealthy boi.
DJ Sep 16, 2019 @ 7:25pm 
Originally posted by evilerevilhero:
This was seperate from the other discussion because that was mostly about going from light side to dark side, getting pretiged and going light side again. Also Marauder.

This discussion stems from me looking at other people debating from the usefulness and uselessness of the classes and prestiges. They all confused me. So I'm just boiling down the distinct difference between Consular/Watchman vs Sentinel/Master and how 'd they benefit me.

I always thought Consular or Jedi Master means powerful Force user, Guardian or Weapons Master mean powerful lightsaber fighter and Sentinel or Watchman mean one stealthy boi.
Consular/Master is lots of force, you are correct.

Guardian/weapons master is great melee (or even ranged I guess), you are correct.

Sentinel/watchman is good force, good melee, and a lot of skill points, and is good at stealth too (which is easy to do with consular/master and kind of easy with guardian/WM), so you are correct but only seeing part of the picture.

So sentinel/watchman is a good in between. You can't really go wrong with it though so just have fun and enjoy the story telling.
cerberusiv Sep 16, 2019 @ 11:04pm 
Originally posted by evilerevilhero:
I always thought Consular or Jedi Master means powerful Force user, Guardian or Weapons Master mean powerful lightsaber fighter and Sentinel or Watchman mean one stealthy boi.

Basically correct. The one point where I would take issue with you is stealth. Although I play sentinel usually I rely on force powers (stasis field or insanity ) to get the benefit of sneak attacks, which means stealth is pretty much useless (Atton can do the workbench).

The extreme combinations of guardian/jedi master and consular/weapon master (or the sith equivalents) can be the most powerful but also the trickiest to get just right. I would avoid these until you are clearer on the subject.

You can't really go wrong with sentinel/watchman. Good at everything, best for experience and fairly easy to get the hang of.

Really the best thing to do is decide what kind of character you want to play (fighter or force user or whatever - dream up the backstory of your character and what they have been doing since Malachor V) and go from that. The game is easy enough to complete with most build combinations. Just do what floats your boat.
red255 Sep 19, 2019 @ 9:08pm 
Consular gets +4 Spell DC making it good, whereas the sentinel gets a garbage immunity to stun or something, which can be mimick'd by a low tier equipment.

as a prestige class the watchman gets sneak attack whereas the master gets some sort of battlemeditation ability?

Yeah +4 spell DC for stasis field stun lock + watchman sneak attack is a much better route.
cerberusiv Sep 19, 2019 @ 10:51pm 
Originally posted by red255:
Consular gets +4 Spell DC making it good, whereas the sentinel gets a garbage immunity to stun or something, which can be mimick'd by a low tier equipment.

as a prestige class the watchman gets sneak attack whereas the master gets some sort of battlemeditation ability?

Yeah +4 spell DC for stasis field stun lock + watchman sneak attack is a much better route.

The stun immunity is quite useful as it saves you from having to equip an item for this, leaving a slot for something better. You actually start with immunity to fear then gain stun immunity with increased level. I seem to remember there is a third immunity but don't remember exactly what atm.

Watchman gets sneak attack plus the ability to go stealth without a stealth generator. Again saves using a piece of equipment. The sentinel particularly benefits from having top of the range weapons and gear so the more of the best stuff you can equip the better and the built in abilities help here as you don't need some of the equipment other classes do.
Draescan Sep 24, 2019 @ 4:14am 
Originally posted by cerberusiv:
Originally posted by red255:
Consular gets +4 Spell DC making it good, whereas the sentinel gets a garbage immunity to stun or something, which can be mimick'd by a low tier equipment.

as a prestige class the watchman gets sneak attack whereas the master gets some sort of battlemeditation ability?

Yeah +4 spell DC for stasis field stun lock + watchman sneak attack is a much better route.

The stun immunity is quite useful as it saves you from having to equip an item for this, leaving a slot for something better. You actually start with immunity to fear then gain stun immunity with increased level. I seem to remember there is a third immunity but don't remember exactly what atm.

Watchman gets sneak attack plus the ability to go stealth without a stealth generator. Again saves using a piece of equipment. The sentinel particularly benefits from having top of the range weapons and gear so the more of the best stuff you can equip the better and the built in abilities help here as you don't need some of the equipment other classes do.

Paralysis Immunity
Draescan Sep 24, 2019 @ 4:17am 
Originally posted by red255:
Consular gets +4 Spell DC making it good, whereas the sentinel gets a garbage immunity to stun or something, which can be mimick'd by a low tier equipment.

as a prestige class the watchman gets sneak attack whereas the master gets some sort of battlemeditation ability?

Yeah +4 spell DC for stasis field stun lock + watchman sneak attack is a much better route.


I wouldn't necessarily call an item that requires 16 con to be " low tier equipment " especially not when it's taking up the same slot that can be used to take something far more useful like a response package. Consular is great, IF you want to spam force powers. It's near useless in melee and the lack of the REALLY good lightsaber forms makes it trash in melee late game where force power spam is fine for trash clearing, but any boss with resist 60% of the time. Not to mention the EXTREMELY low VP gain.

I played consular most of the time that I played kotor 2 on xbox and the struggle is real XD

Love consular, but it's a crap class sadly in kotor 2, at least the classes don't all have different chances to hit passively like they did in 1, so people don't have to deal with that I guess.
Last edited by Draescan; Sep 24, 2019 @ 4:27am
DzikiDzwon Oct 9, 2019 @ 9:07am 
Consular/marauder is probably the most capable build for combat, sentinel/watchmen is probably the most versatile. Honestly, going all in with melee or force powers is probably the worst you can do, but still should be easy to finish the game on highest difficulty without much hassle.
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Date Posted: Sep 16, 2019 @ 3:39pm
Posts: 9