STAR WARS™ Knights of the Old Republic™

STAR WARS™ Knights of the Old Republic™

Best attributes and feats for a Scout/Consular?
Haven't played this game since it came out and now I am wondering what builds you guys are using? I can't really decide how to build my character and I don't have a lot of time for rpg anymore because of my studies. I started the game like this: str 10, dex14, con 14, int 10, wis 15, char 14 and I am not sure if I should become a Jedi at level 2,5 or 8 and if a consular is better with light force powers or dark, or if my stat distribution even is optimal (some say int 10 is more than enough, others say dex is bad etc). Any help would be appreciated so I can finally play the game instead of spending 3 hours with character creation. Thanks in advance!
Laatst bewerkt door Nachtmahr; 8 okt 2017 om 3:39
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My thoughts.

Don't put points into an attribute after you reach the level beyond which it will cost 2 points to raise the attribute by one, the return on the investment doesn't justify it. Str and dex are easiest to raise with gear so I generally go str 12, dex 12, con 14, int 14, wis 14 and cha 12.

The point of playing a scout rather than a guardian is you get more skills and skill points and the free implant feats so you should look at int 14 and holding off becoming a jedi until lvl 8 so as to maximise your skill points and pick up the third level implant feat.

At what level to become a jedi and which jedi class to choose depends on your starting class and whether you want to wear armour. If you start as a scout or a scoundrel you probably want to go to lvl 8 to maximise your starting class abilities. That only leaves 12 levels as a jedi and you probably want more than that if you intend to be a consular. If you plan on wearing armour that limits the choice of force powers you can use, not good for a consular.

If you start as a scout I would suggest hold off until lvl 8 and become a guardian. If you want to be a consular I would suggest start as a soldier for the health and hold at no higher than lvl 5 before becoming a jedi.
Good luck, it literally took me days to figure this crap out. Back when the game was released I just rolled with recommended attributes and skills .. I was massively underpowered. However as far attributes go, they do have the right idea generally speaking.
Funny enough I recently started playing again. I went 5 scout/15 cons.

str 15
dex 10
con 14
int 10
wis 14
cha 12

feats
implant 3
armor heavy
dual weild 1 2 3
toughness 1 2
flury 2 3

added all my points to str for when im not force storming everything to be able to hit and do damage. Almost to the end. Leaves one feat free for w/e. I went stright dark side with sith mask . GOing to end up with either the Cardio Power System or Advanced Alacrity Implant and the str belt.

Prb. should have pumped CON for the final fight but we'll see how i do
Laatst bewerkt door MalXenos; 8 okt 2017 om 23:03
Scout (4), Consular(16)

My favourite KOTOR build. starts off having to use blasters due to the lack of any strength. Once you start building up your Consular levels he really comes into his stride. Loads of force powers and a great party leader that becomes pretty much invincible by the end of the game. Use robes to ensure you get the most out of your dexterity and force powers. Hold off on levels once you hit Scout 4 so that you can get the most from your Consular levels. Unlike KOTOR 2, lightsabers use your dexterity modifier for your attack rating automatically if it is higher than your strength - hence why this build requires no strength. As such, he does ok in melee too once you have your saber.
Focus on items that increase wisdom and dexterity.

Pros:
- Loads of force powers/points
- By about level 15 he is pretty invincible
- Lots of defence
- Great party leader

Cons:
- Other than persuade (and a few extra points from the 4 Scout levels), he has no other skills

Starting Attributes:
STR 8 (-1)
DEX 16 (+3)
CON 12 (+1)
INT 8 (-1)
WIS 16 (+3)
CHA 14 (+2)

Put all level-up points into Wisdom.

Must have feats:
- Dueling
- Flurry
- Implant (level 3, since you will get 1-2 for free with Scout class)
- Toughness (level 1)

Skills:
- Put all points into Persuade
- Remaining points (after becoming a Jedi and putting your points into Persuade) can be put anywhere you wish.
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