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SPOILER - the "sith" you killed is actually one of the more useful companions who can accompany you on your quest (don't worry, if you go sith then you get to kill her eventually).
You would be best starting again. I know Taris is fairly tedious but you can push through most of it fairly quickly and get it over with.
You should make some decisions early on and stick with them. First up is your starting class. Soldier = straight up fighter. Simple and the most straightforward. Scout is the skill monkey, nearly as good as the soldier in a fight and good with whatever skills you focus on (forget security, just bash containers and doors open, most useful are demolitions, persuade, treat injury and repair - repair is for when you find HK-47 so you can access his back story and make him better). Scout gets the rather useful implant feats for free. Scoundrel is the smuggler, shady type. Actually most of what the scoundrel is good at is fairly useless (stealth - OK you can sneak attack but it isn't essential and security is pointless).
Do not buy anything on Taris, except the permacrete detonator from Kebla Yurt's Emporium - which you only want if you are light side. You will find everything you need and should sell surplus stuff to start raising cash for later in the game.
Armour - the upgradeable Echani light armour is the best armour you can find on Taris. Wear it and add the upgrades when you can.
Weapons - decide between single blade and dual wielding. I go dual unless I am playing a scoundrel or intend to become a jedi consular. Do not actually try to use two weapons until you have the second level of the two weapon fighting feat. If you go single blade then take the duelling feats instead.
Stick to melee weapon feats (I suggest go dual and take two weapon fighting, flurry and general stuff like toughness). Forget about guns for your main character.
Never autolevel anyone. Always level them up yourself and stick to a consistent plan.
Guardian is the fighter, sentinel the all rounder and consular the force user. Pick whichever you want.
Sith/jedi - what you do on Taris doesn't make much difference, what you do after leaving Dantooine is what really begins to shift your alignment. Choose by this point in the game and stick to it.
The one thing to buy on Dantooine in the store is Calrissian's utility belt. This is a unique item and a very good way to boost the skills of any non droid character when necessary.
Armour - decide do you wear it or not. I do (and go on to buy one of the expensive suits from Suvam Tam out at Yavin). If you want full choice of force powers, particularly the force lightning powers you will have to do without armour and just wear the best set of robes you can find.
You get your first lightsaber. You will get more of them and crystals to upgrade them.
Force powers. You should be clear on your sith/jedi and armour choices. Stick to neutral or aligned force powers and avoid most of those of opposite alignment. If you are using armour then avoid the restricted by armour powers.
DO NOT kill Juhani in tthe Grove. You should try and convince her to go back to the jedi. Yes, it gets you light side points but she is useful enough to be worth it.
I can complete a playthrough, doing pretty much everything possible, in around 35 hours. A first time through can take twice that. Just start over and go for it.
I started over, I just made it back to the Jedi Temple it went twice as fast since knew what I was doing now I wen't scout this time and I'm going Jedi. I'm melting faces :)
I'm actually OK with it, although I do think it is a bit longer than it needs to be and takes up time that would be more interesting spent as a jedi.
The best choice you could have made. Enjoy!
Awesome! Let us know what you think of the story later on.
But I get why people don't care about that, because who really cares about playing as a grunt when they could be a literal space-wizard-monk?
2 Your build has far more to do with stat, feat, and power allocations than what classes you select. Generally speaking any class combination can accomplish whatever style of play you're aiming for, with small adjustments in various areas. The only real exceptions are skills and force powers, you are definitely limited in the number and spread of skill points and the consular has a significant advantage in the use of offensive and debilitating force powers. Still, a Guardian or Sentinel can be a reasonable force "caster" with some effort and careful planning.
Point being you're not pigeon-holed into any particular style of play based on class choices (except again skills, but that's honestly the least important part of your character's build).