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#406316 ...and now, the Build I'm actually playing in KotOR I

Posted by Klorox on 19 July 2008 - 05:20 AM in KotOR Series

... so y'all know I'm not a total powergamer! ;)

Scout 4/Sentinel16 LS

S 10
D 14
C 12
I 14
W 14
Ch 14

I boost DEX by 4 and CON by 1 (CON boost is after attaining LS mastery).  
After equipment:

S 10
D 28
C 16
I 14
W 24
Ch 14

Feats:
Flurry 1 (free)
Implants 1,2,3 (1,2 free)
Power Attack 1,2,3
Dueling 1,2,3
Toughness 1,2

Skills: I have enough skills to get Computer Use, Persuasion, Demolitions, Repair up to 20 (including stat modifiers).  I have a few points left over, that I initially spend in Treat Injury.  I'm considering swapping a few skills around to add in Stealth, and since it's early in my game, I may even add in Stealth to the mix (I can't decide if it's worth it).  If I do add Stealth, I'd level split 5/15 for an extra few skill points.

Force Powers (17):
Speed 1,2,3
Cure 1,2
Energy Resistance 1,2
Force Wave 1,2,3
Affect Mind 1
(I don't know what else I'll pick :))

Anyway, as y'all can see, the purpose of this build is twofold:  It concentrates on defense and staying alive in combat.  It also concentrates heavily on skills.  This allows me to never worry about party setup or anything, since I can do it all myself.



#406210 Fleshing out my Scoundrel 7/Guardian power build

Posted by Klorox on 18 July 2008 - 02:13 PM in KotOR Series

Wow, 32 views, 0 responses.

Let me just say this: I know you do not need to powergame to beat this game. I just think this is a fun exercise.

Anyway, here's my Force Powers (no particular order):

Burst of Speed, Knight Speed, Master Speed
Cure, Heal
Force Push, Force Whirlwind, Force Wave
Force Resistance, Force Immunity
Force Aura, Force Shield, Force Armor
Affect Mind



#406084 Fleshing out my Scoundrel 7/Guardian power build

Posted by Klorox on 18 July 2008 - 04:39 AM in KotOR Series

I'm starting with the stats:

S 14
D 14
C 14
I 8
W 14
Ch 14

4 level-up points will go into STR and 1 into DEX. After equipment, this will be my stats:

S 28 (14 +2 CNS belt, +5 Dominator Gauntlets, +3 LS Mastery, +4 Level-ups)
D 20 (14 +5 Implant, +1 Level-up)
C 14
I 8
W 24 (14 +5 Circlet, +5 Robes)
Ch 14

I plan on using two lightsabers, and taking advantage of a high STR, Critical Strikes, as well as my Sneak Attacks (which are added to Force Jumps and Stunned enemies).

7 levels of Scoundrel gives me +4d6 Sneak Attack bonus. 13 levels of Guardian gives me a decent number of feats, but that's still a relative weak point of this build. I'm looking for a little advice on where to spend those feats, as I basically only have 10 to pick myself. Here's what I've got so far:

Set-up 1
1,2,3 Critical Strike (level 1 is free)
1,2,3 Two Weapon Fighting
1,2,3 Implants
1,2 Conditioning

I was also thinking about this set-up:
Set-up 2
1,2 Critical Strike (level 1 is free)
1,2,3 Two Weapon Fighting
1,2,3 Implants
1,2,3 Flurry

Which is better? Are there some important feats I'm missing out on?

Skills: I guess one of the best parts of the Scoundrel class is they have Persuasion on Taris. That's just awesome. I'm going to max that out the whole way. Since Scoundrels have a bunch of skills, I'm left with the choice to max out one other skill and still have a few carry-over points into the Guardian levels. I will go with Demolitions, since it helps to disarm those suckers and sell them later. I'm not much of a mine setter, but that's a possibility for the future as well. With some Demolitions-boosting equipment on hand, a maxed out Demolitions should recover most mines, even with my low INT (and to help out, I've had Bastila use Force Valor to up my INT before disarming. :)


force Powers to come later...



#406081 Is one level of Flurry worth it?

Posted by Klorox on 18 July 2008 - 04:27 AM in KotOR Series

Yeah, I've pretty much abandoned this idea. I was thinking the only time I'd ever use it is on a stunned opponent (to get more sneak attacks in there), but after I stun a bad guy, they're pretty much dead from my sneak attacks anyway.

There are better spots to spend my feats.



#406080 Two Weapon Fighting vs. Dueling

Posted by Klorox on 18 July 2008 - 04:25 AM in KotOR Series

Very true Blue, but I would think that if I were planning a character who would use Flurry a lot, I wouldn't choose Dueling because I can get the same number of attacks with just Two Weapon Fighting. It makes sense in # of feats to just go with 1 feat chain rather than 2.

I guess I just think of (most of) the Jedi in the movies using only 1 lightsaber, and want to see that sometimes. But by the numbers, I find it hard not to go for two weapons (or a double weapon, but that's another discussion).



#406070 Your PC! Please share.

Posted by Klorox on 18 July 2008 - 03:53 AM in Baldur's Gate Series

Gnick O'Thyme!

CG Gnome Fighter/Illusionist



#405890 The best way to kill Malak. And everyone el...

Posted by Klorox on 17 July 2008 - 04:19 AM in KotOR Series

I think natural AC replaces the 10 most humans have as a natural. But then again, my pen & paper D&D days came to a close shortly after 3e came out.

Nitpicking here, but a 7/13 level split would give you the same number of feats, with a few extra FP's, 1 more power, and better saves.

I also just wanted to say I love this statistical breakdown crap. Part of the fun for me is creating a powerhouse. Keep it up my man!



#405713 The best way to kill Malak. And everyone el...

Posted by Klorox on 16 July 2008 - 07:40 AM in KotOR Series

I know this isn't exactly what you're looking for, but it's a step in the right direction. BTW, I got it off a messageboard, so I can not guarantee it's accuracy.

Here are his stats:

On the Leviathan:

Class Jedi Guardian lvl 13

Str 18
Dex 18
Const 16
Int 15
Wis 15
Char 12

Saves bonuses
Fortitude: 10
Reflex: 10
Will:10

Natural AC: 8

Max hit points: 230

On the StarForge:

Class Jedi Guardian lvl 20

Str 29
Dex 18
Const 23
Int 15
Wis 15
Char 20

Saves bonuses
Fortitude: 17
Reflex: 12
Will:13

Natural AC: 12

Max hit points: 307




#405607 Two Weapon Fighting vs. Dueling

Posted by Klorox on 15 July 2008 - 03:36 PM in KotOR Series

Is there any time that Dueling is actually the more powerful choice for a Guardian? Or is using Two Weapons always a more powerful choice?



#405601 Is one level of Flurry worth it?

Posted by Klorox on 15 July 2008 - 02:38 PM in KotOR Series

I'm trying to flesh out my Scoundrel 7/Guardian build, and I'm considering the first level of Flurry after maxing out Critical Strike.

My thinking is that since you get Sneak Attack damage added to stunned enemies, I should activate Flurry and get an extra Sneak Attack in there.

Is this over-thinking the situation? I will probably kill anything that's stunned anyway since I max out the Speed Powers ASAP and use Two Weapon Fighting style.

So, is the first Flurry even worth it?

TIA



#405398 What are the best implants in KotOR I?

Posted by Klorox on 14 July 2008 - 11:07 AM in KotOR Series

I'm trying to decide if these feats are worth it for a non-scout. Please give some examples of the best implants.

TIA



#404711 Flurry vs. Power Attack vs Critical Strike

Posted by Klorox on 11 July 2008 - 10:29 AM in KotOR Series

How do stats factor into these equations?

Well, in general it's all about the average damage, so you just make a good guess of the opponents defense figures, take a char that you have made(stats etc.) and you imagine that you have chosen the force powers/feats and add the modifiers to the attacks etc. A good calculation example, if only he had used two-bladed lightsaber, he would have gotten as different result. :whistling:

So, you think the double blade is better than a long & short lightsaber. Why?



#404697 What's a more important immunity: Mind Affecting or Critical Hits?

Posted by Klorox on 11 July 2008 - 09:37 AM in KotOR Series

Will Force Resistance and Force Immunity help against those mind attacks and stuns nd such? I'm starting to think I can rely on those powers for the mental attacks and the implant for the critical hits.

I'm really trying to maximize STR with this build, so my Belt slot is filled (CNS Strength Enhancer). At least that belt gives a bonus to Saves. :)



#404683 Flurry vs. Power Attack vs Critical Strike

Posted by Klorox on 11 July 2008 - 08:45 AM in KotOR Series

How do stats factor into these equations? I mean, a high DEX character probably benefits from Power Attack, and a high STR guy probably benefits a ton from Critical Strike and Flurry (a really neat combo, BTW, if you ask me, even more so if you're a Scoundrel: Stun the enemy > more likely with a high STR > Flurry the stunned enemy > tons of damage since you have sneak attack damage on every strike!!).



#404559 What's a more important immunity: Mind Affecting or Critical Hits?

Posted by Klorox on 10 July 2008 - 03:07 PM in KotOR Series

I'm planning out a character who will have level 2 Implants and I'm trying to decide which Implant is more important.



#404119 What are the best Force Powers for a LS Sentinel?

Posted by Klorox on 08 July 2008 - 04:28 AM in KotOR Series

A 16th level Sentinel will have 17 force powers. I'd go with:

Cure-Heal - always, for a LS character, and often for a DS character
Speed 1-3 - Always. Always. I mean always.
Stun 1-3 - Best LS force power in the game, slowing enemies it doesn't freeze
Force Resistance 1-2 - Watch enemy force powers bounce off you. Sneer at them.
Affect Mind - Even with good Persuade, it's worth having.
Throw Lightsaber - Rather than switching in and out of blasters.

That leaves 5 more. A Force Wave (Push 1-3) is a good way to clear a space and give your characters a breathing space, and can stun enemies. Stun Droid 1-3 is really useful when there are lots of droids around, which happens a lot in some areas. If you were Scoundrel/Sentinel I'd suggest Advanced Throw Lightsaber, for sneak attack damage to groups of opponents. Force Valor is probably more useful than the Shield tree, although you can duplicate the physical effects with stimulants. Shield is a lot more useful for a Guardian who is going to be in melee a lot, or for someone with poorer saving throws and no immunities. I even suggest looking at the Force Lightning tree, which is really strong even paying the extra costs for a LS character using DS powers.

Thanks a lot, Bluenose.  This was very helpful.



#403959 KotORI: Impressions of the Sentinel

Posted by Klorox on 07 July 2008 - 07:01 AM in KotOR Series

From what I remember, the Sentinel was the worst Jedi class available in KotOR I and a great class in the sequel (Especially with the greater number of Skill points).

Well, I've read in a million places that skills aren't that important because NPCs can do them for you. But I find it very annoying to have to switch out NPCs for their skills, which is partly why I settled on Sentinel.

I started with a 14 INT, and have maxed out Demolitions, Computer Use, and Repair as a Scout. When I became a Sentinel, there weren't quite enough skill points to go around (especially when adding Persuasion to the list), but I'm bumping them all up about as evenly as I can (while truly maximizing Persuasion now).

I like having all the skills I think are actually needed for my main character.

The only other skill I wish I could use is Stealth, although I've read it isn't that useful in this game. I've decided on using Juhani as my main warrior, and she's got a decent Stealth score as it is. I'll keep maximizing that skill for her for any of the scouting I really need done in this game. Carth rounds out my main team as a ranged warrior. Of course, I plan on using the other NPCs whenever it seems necessary (I've used Bastila for her Mom's quest, Mission with her brother, HK-47 for the Sandpeople, and I plan on taking along Zaalbar for the Kashyyk planet. Any other "appropriate" NPCs will be used when I need to use them. I also use the other NPCs for a minute or two whenever I land in a spaceport, because quests seem to find me when I do that, and I have a feeling the trend will continue).



#403957 What are the best Force Powers for a LS Sentinel?

Posted by Klorox on 07 July 2008 - 06:54 AM in KotOR Series

Cool, thanks.  What about that Force Armor tree?  I think it looks important, but at the same time, 20 seconds is a very short duration.

Is the Force Persuasion tree important/useful for a LS Sentinel?



#403938 What are the best Force Powers for a LS Sentinel?

Posted by Klorox on 07 July 2008 - 05:15 AM in KotOR Series

This is for KotOR I.  I'm playing a Scout 4/Sentinel build.  I've just passed my first Jedi test, and chose the first of the speed tree as my first choice.

I know I want to take Cure (but maybe not heal) when I can.  I know I want to max out the speed tree.  I don't know what else really helps me out the most.  What are some good suggestions for a LS Sentinel?

BTW, this build is maximizing DEX for a good AC (or whatever) and good BAB with dual lightsabers.

TIA



#403928 Power Blast vs. Rapid Shot

Posted by Klorox on 07 July 2008 - 04:02 AM in KotOR Series

Cool, that's what I was thinking as well. I've been using Carth's Power Blast early on, but I'm currently on Dantooine, and I now have Master Rapid Shot. I've been alternating between the two.

Sometimes, it's actually helped to start with Power Blast (and I think I'll improve it next), and when the enemy is down to about 1/3 VP, switch to Rapid Shot to get those hits over with.

After that, I guess I'll bump up the Conditioning feat chain with Carth. And Implants should help too.



#403513 Power Blast vs. Rapid Shot

Posted by Klorox on 05 July 2008 - 06:41 AM in KotOR Series

Which is a better tree for someone with dual blasters?

I'm thinking of using Carth Onassi as my ranged blaster. As a Soldier, he gets tons of feats, and I'm not sure which is a better tree to pursue.

TIA



#403364 What classes are the Jedi in the movies?

Posted by Klorox on 03 July 2008 - 03:26 PM in KotOR Series

Just some guesses:

Jedi 7/Jedi Knight 5/Ace Pilot 2/Sith Apprentice 2/Sith Lord 3 Vader

Jedi 7/Jedi Knight 5/Jedi Master 2 Yoda

Scout 1/Jedi 7/Ace Pilot 2/Jedi Knight 1 Luke

Scoundrel 5/Soldier 2/Ace Pilot 3/Gunslinger 2 Han

Scout 3/Soldier 5/Bounty Hunter 5/Elite Soldier 2 Boba Fett



#403247 HK-47

Posted by Klorox on 02 July 2008 - 02:05 PM in KotOR Series

Do you get enough feats with him so that he'd be able to dual-wield pistols (well, I mean. Can he get Master Two Weapon Fighting and Weapon Focus: Blasters)? I have been kinda disappointed with the rifles I've found so far, and that was my initial impression on how you're "supposed" to build him (since he starts with the Weapon Focus: Rifles feat).

If not, am I better off concentrating on Rifles or should I go for Heavy Weapons?

TIA



#403220 KotORI: Impressions of the Sentinel

Posted by Klorox on 02 July 2008 - 11:22 AM in KotOR Series

A Scoundrel->Sentinel is a kick-ass combination. The Scoundrel's extra AC, Stealth abilities and Critical Strike combined with the most versatile Jedi class. Yum.

Awesome. Can I pick your brain on how you ended up building this character for yourself? What skills & feats did you concentrate on? When did you stop levelling as a Scoundrel? What NPCs did you primarily use? Stats?

bump.



#403174 What classes are the Jedi in the movies?

Posted by Klorox on 02 July 2008 - 04:13 AM in KotOR Series

weird, i would have thought the star wars rpg would have classes like the crpg kotor.  sounds like it doesnt according to your post, bluenose




Characters: coming

I'd still love to see this.