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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Melee Weapon build idea, looking for feedback
Hey guys. Progressing steadily through Kotor 1 with my Heavy Weapons build got me thinking, there are so many more options in these games I haven't tried! The one that stuck out the most? A build based on melee combat and crowd control powers, using robes and a single vibroblade (or well, a suitably stronger upgradable sword-thing).

My thoughts so far:
Probably female and dark side, as I have yet to complete the game as either of those. I'm not very attached to the Handmaiden either, which probably would be the counter argument. Dark Side with a sprinkle of not always being a douche, but choosing the bad ass options whenever possible. Something like a Mass Effect Renegon playthrough.

Attributes:
Dex, wis, int get priority initially. Strength dumped, con and cha I'll drop some points in, but not get very high. Once the game starts I reckon every level up goes into dex.

Dex for survival and hit chance with melee weapon finesse, wis for the ability to use a couple of charges of insanity/stasis field/force wave in a fight. Int simply because not having any skills would force party configurations that might not be the most fun at any given time.

Class:
Consular as base class, Marauder (or possibly assassin) as prestige class.

Feats:
Dueling and Melee Finesse are obvious. Flurry is my favourite of the attack feats, although I'm not sure if it'll be enough for bosses.

Powers:
Force Speed, Force Wave, Insanity and Heal are priorities. Haven't looked into the rest.

Skills:
Have yet to look into specifics, but being able to fix my party's droids and craft the best upgrades for my vibrosword would be awesome. Tips appreciated.

Gear:
???

Party:
HK-47 to match this Exile's badassery. Until aquiring him, Kreia and Atton might have to do. A mean old lady and a fearless jedi killer suit my needs for a party allright.

Planet order:
No idea.

Now, those are my basic ideas, the playthrough still being some time off (while I finish hunting down that Star Forge), the concept at least. Feedback on cool robes to look for, good ways to make the build enjoyable skill-/attribute-/feat-wise and so on would be awesome.

As for mods, I'll most likely be playing with the Restored Content Mod and nothing else.


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Showing 1-12 of 12 comments
cerberusiv Apr 27, 2016 @ 1:54pm 
Play with the restored content mod as you won't get a good robe without it. Aleema Keto's robe is the best of the DS robes. Also TSLRCM gives the better weapons and equipment earlier. You are probably looking for a Sith tremor sword.

For the workbench get repair up to 20 (with equipment) so you get 100% breakdown of items, otherwise concentrate on persuade but make sure you have a point in stealth, security and demolitions just so you can use them. Your companions (do NOT autolevel them) can handle making stuff at the workbench.

Force speed and Insanity with Master Flurry are all you really need to chop up anything you face.

I'd take CON to 14 in your character creation just so you can use some implants. The one that protects from critical hits is particularly useful.

Starting as a consular, assassin is the way to go.
Islandrockzor Apr 28, 2016 @ 1:45am 
I guess assassin is to get Sneak Attack, right? Always liked the concept of that prestige class though, so I figure it'll be allright.

Sith tremor sword, though, is it a random drop I'll just have to hope for, or is buyable/craftable?
cerberusiv Apr 28, 2016 @ 1:55am 
Originally posted by Islandrockzor:
I guess assassin is to get Sneak Attack, right? Always liked the concept of that prestige class though, so I figure it'll be allright.

Sith tremor sword, though, is it a random drop I'll just have to hope for, or is buyable/craftable?

Yes, freeze them with Insanity then benefit from sneak attack.

Of the single handed melee weapons the standard vibrosword can be crafted at the workbench. The Echani vibrosword and Sith tremor sword are random drops. They may turn up at a merchant but will be expensive.

I notice you mentioned duelling so assumed a single weapon but there are some very good double melee weapons in the game so you might want to consider going that route. The benefits of the duelling feats aren't much compared to the extra damage of a double weapon, particularly once you reach the higher levels.
__-__-__ Apr 28, 2016 @ 10:03pm 
If you choose to go with Marauder it would be a bad idea to dump strength, they get strength bonuses from thier Fury ability (an ability they get for free), and if you're going with just melee weapons you might want to do what you can to maximize your damage output, as these weapons are actually somewhat underpowered compared to a fully upgraded lightsaber. Fury also lowers the characters defense which will work against your dex based duelist and increases attacks per round which works better when used with dual styles.

http://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Force_powers#Fury

http://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Prestige_classes#Sith_Marauder

The proposed Consular\Assassin should work well.
Toha Apr 29, 2016 @ 1:26am 
Melee consular/assasin.
Stats: str 8, dex 14, con 16 (+2 on level 8), int 12 or 10, wis 14 (+10 from leveling) cha 12 or 14.
Feats: dual-wielding 3, flurry 3, resilience 3, finesse saber/melee.
Powers: force speed 3 (melee buff), force valor 3 (caster & skillchecks/workbench buff), plague 3 (high chance single target slight saving throws reduction) or force scream 3 (AoE saving throw reduction), destroy droid 3, force wave 3 insanity 3 stasis 3 (CC - pick one or use all).
Weapons: 1h swords with "keen" upgrades or left-hand saber with wisdom and charisma boosting crystals an righthanded saber with "keen" crystal.
Toha Apr 29, 2016 @ 1:35am 
In case you wish to stick to just a single hand, then replace dual wielding 3 with duelling 3 and use a saber with "keen" crystal (gives a damage boost comparable to pontite crystal and is inferior to barab ore ingot, provided you use pontite lense, expert fencing emitter and telgorn jolt cell 3) in one slot and pet crystal in the other. And, ofcourse, as much wis/cha boosting gear as possible no matter one-hander or dual wielder.
Last edited by Toha; Apr 29, 2016 @ 1:45am
__-__-__ Apr 29, 2016 @ 3:07pm 
Originally posted by Toha:
Melee consular/assasin.
Stats: str 8, dex 14, con 16 (+2 on level 8), int 12 or 10, wis 14 (+10 from leveling) cha 12 or 14.
Feats: dual-wielding 3, flurry 3, resilience 3, finesse saber/melee.
Powers: force speed 3 (melee buff), force valor 3 (caster & skillchecks/workbench buff), plague 3 (high chance single target slight saving throws reduction) or force scream 3 (AoE saving throw reduction), destroy droid 3, force wave 3 insanity 3 stasis 3 (CC - pick one or use all).
Weapons: 1h swords with "keen" upgrades or left-hand saber with wisdom and charisma boosting crystals an righthanded saber with "keen" crystal.

Why would you have your constitution that high? I'm actually asking as I've never seen the point to increasing constitution or intelligence after the initial attribute assignment phase at character creation, at least with attribute points. It just seems not much is gained for continued focus on those abilities. Additionally if you leave your constitution at 15 and develop your treat injury skill you can make a "Strengthening Underlay" the best version of which increases strength and constitution by 3, which, if I remember correctly counts towards the characters ability to use implants. With the "Player Character's" Armband item constitution can be left at 14 and it will still be possible to get 18 constitution. I've focused on strength alone and still managed to get my constitution to 22.
Toha Apr 29, 2016 @ 3:20pm 
Only character's innate constitution counts towards implants.
Last edited by Toha; Apr 29, 2016 @ 3:25pm
__-__-__ Apr 29, 2016 @ 3:53pm 
The only implant that can be worth that much constitution is the Universal-D implant which isn't even guaranteed to appear, you've spent 12 points in constitution and this implant gives you 2 to each attribute, so 12 points. The character that I mentioned before having 22 constitution had 44 strength, had I made them a Marauder without armor I could have added an additional 8 points to strength alone. There just doesn't seem to be any benefit to raising constitution that high just for implants, sure the universal-d would be a great thing to have if there were any other reason to raise constitution that high but there simply isn't.
Last edited by __-__-__; Apr 29, 2016 @ 4:03pm
Toha Apr 30, 2016 @ 12:45am 
I'm not here to convince you. If you don't use D-implants, then keep 12-16 con. I do use D-implants - hence 18 con.
Last edited by Toha; Apr 30, 2016 @ 1:39am
Islandrockzor Apr 30, 2016 @ 2:23am 
Thanks for the comments, guys, will update the thread once the melee Exile starts his/her fight against the galaxy.
Theophilus Fist Feb 3, 2018 @ 9:04pm 
I am using vibro double-blade with superior agrinium grip, vibration cell mark iv & ostrine edge. I am chopping up everything. I would like to a blade in each hand and take advantage of the better crit range, but the base damage of the double blade is just too good.
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Date Posted: Apr 27, 2016 @ 9:15am
Posts: 12