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Has anyone changed classes?


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#1 Userunfriendly

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Posted 12 January 2005 - 02:13 PM

After reading d. simpson (of the bg2 faq fame) faq for kotor 2, I am actually thinking of going from consular to jedi watchman...

create a kensai mage if you will...dangerous force ability with master force focus, and deadly sneak attack...

also, greater prestige sense is incredibly powerful...as i mentioned before you don't get any base attack bonuses for being a guardian or sentinel, but you do get g prestige sense which gives you higher defense bonuses...

has anyone changed from one class to a different prestige class? :)
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#2 discharger12

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Posted 12 January 2005 - 03:02 PM

No, I think it works better when two things match, because it makes you that much stronger.

It's different then BG.

Edited by discharger12, 12 January 2005 - 03:02 PM.

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#3 Userunfriendly

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Posted 12 January 2005 - 06:19 PM

No, I think it works better when two things match, because it makes you that much stronger.

It's different then BG.

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i am thinking of the scoundrel/guardian type from kotor 1...

here's my reasoning...(obviously i've not only got the cheat book, but i've done experimenting as well...)

gains:

greater prestige sense...+1 to defense every 5 levels instead of jedi master/sith lord every 8 levels
sneak attack (which becomes the most powerful attack feat in the game when you factor in all the classes have the SAME base attack bonus per level...)
more skills for you
better vitality
MORE FEATS!!! (the jedi watchman and weapon master have the same feat progression table!!!) you can now even afford the precise shot feats, and the two best melee feats, flurry and power attack

losses:
ok, based on dsimpson's guide, if you have light side mastery, and a consular/jedi master, you actually get 6 (3 + 3 ) wisdom points when you get prestige class after light side mastery...the second 3 points don't show up, but its there...now i am thinking that if you change classes, you get 3 to wisdom and 3 to con, for the different class...which is not as good as a 6 to wisdom of a consular/jedi master, but its not terribly bad...
less force points...but better than a consular/weapon master...
loss of lightside enlightenment (that one hurts a lot since you can give jedi handmaiden or jedi atton lightside mastery when you turn them into jedi)
loss of inspire followers (not a big concern as force meditation is better in almost every aspect)

better defense, killer combat ability, for less force points, and some jedi master perks...

really hard to make up my mind... :o

probably save before choosing and try out both... :devil:

but really there are some major bonuses (and of course drawbacks) for either choice...
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#4 discharger12

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Posted 13 January 2005 - 05:39 PM

Heh, well I beat the game quite easily, so I'm sure whatever I did the first time worked fairly well.

But of course, my Wizard/Kensai in BG was fairly strong. ^_^ Maybe I will give it a try, third time around.

Edited by discharger12, 13 January 2005 - 05:39 PM.

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#5 Userunfriendly

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Posted 13 January 2005 - 08:36 PM

Heh, well I beat the game quite easily, so I'm sure whatever I did the first time worked fairly well.

But of course, my Wizard/Kensai in BG was fairly strong.  ^_^ Maybe I will give it a try, third time around.

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its certainly not about beating the game...its pretty obvious reading obsidian forums that the game is very easy...even on difficult setting...what i really enjoy is creating "most powerful" or "most spamming" character builds...

another point in favor...you lose the most powerful force stance, the one that does 30% more damage, but you get force camo...imagine going up to some creatures under stealth, using force camo, and unleashing a master force focus lightning storm... :devil:

urm...in bg2, i've created sorceress kensais...with druid and cleric high level spells...

so i have a lot of experience in hacking and spamming and exploits.. :devil: :devil: :devil:

so it all comes naturally... :devil: :whistling:
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Posted 14 January 2005 - 08:49 PM

I've never been a man of stealth. It's just not my forte. Like Thief- Great game, but to me, horrible way to play it. I can't stand games built around stealth.

#7 Userunfriendly

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Posted 15 January 2005 - 10:16 AM

well, after some experiments, i've come to the realization that while the consular watchman is pretty awesome, the consular master is flat out drop your jaw amazing...

insane amount of force power at full lightside mastery...at level 25, 450!!! :o

force storm has NO level cap...i've cast 90 point damage storms...mop up with a powerful lightsabre, and you've got a bunch of gear to loot...

so far i've decided to go with a high dex version, while keeping the wis at fairly low levels...with lightsabre finess, i got some killer moves...

will go two sabres soon, after creating one double blade with maxed out damage...

two keen sabres, with powerful crystals and massive criticals, used with master power attack on speed powers is literally the most powerful attack imaginable..you can do some insane damage using this combo... :o

also, inspire companions is better than battle meditation, and you get it for free too... :devil:

really looking foward to the more powerful force forms..

i'm in nar shadda, first planet...with 3 lightsabres... :devil:
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#8 discharger12

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Posted 17 January 2005 - 07:53 AM

insane amount of force power at full lightside mastery...at level 25, 450!!!  :o

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Oh yes.. by the end of my game, my guy had around 470 something force points.

force storm has NO level cap...i've cast 90 point damage storms...mop up with a powerful lightsabre, and you've got a bunch of gear to loot...

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How much do your sabres do? My dual did about.. 45+(-?) something damage.

will go two sabres soon, after creating one double blade with maxed out damage...

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But how much is maxed out? :huh:

two keen sabres, with powerful crystals and massive criticals, used with master power attack on speed powers is literally the most powerful attack imaginable..you can do some insane damage using this combo... :o

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Indeed. ^_^

also, inspire companions is better than battle meditation, and you get it for free too... :devil:

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But without battle meditation you can't help those people in the Onderon palace...

really looking foward to the more powerful force forms..

i'm in nar shadda, first planet...with 3 lightsabres... :devil:

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:devil:

Edited by discharger12, 17 January 2005 - 07:56 AM.

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#9 Userunfriendly

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Posted 17 January 2005 - 12:42 PM

How much do your sabres do? My dual did about.. 45+(-?) something damage.

But how much is maxed out?  :huh:


I smacked a Hssiss and some dark sith assassins for 111 damage...

PER HIT!!!!!!!!!! :o :o :o

I will soon post the most powerful saber combination possible..i need some tweeks..

it normally does 20-50 points of damage, but once every 8th or so smacks, it boosts itself to monster damage...it was designed that way...cause its two sabres, used with master speed and master power attack, and sometimes it executes a master power attack+critical hit... :devil:


it would do even MORE damage in a watchman's hands, if you cast insanity and execute sneak attack...

in kotor 1, a more primitive variant of this design hit for 100 damage with my scoundrel guardian...

i would estimate that a power attack+critical hit+sneak attack can hit 160 in a single strike.. :devil: :devil: :devil:
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#10 Userunfriendly

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Posted 14 February 2005 - 02:27 PM

consular weapon master is unbelievably powerful.. :o :o :o

deflect makes blasters being used against you a joke..

now some reading seems to indicate i can gain a +2 to attack with my main hand if i have a short lightsaber in my offhand with superior weapon focus two weapon fighting...this rivals the bonuses provided by dueling feat... :devil:

most powerful damage without power lightsabre crystals... 120(in a single hit)... :devil:
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#11 SConrad

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Posted 14 February 2005 - 03:16 PM

Heading for a female Sentinel/Marauder this time. :devil:

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#12 Userunfriendly

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Posted 15 February 2005 - 05:13 PM

Heading for a female Sentinel/Marauder this time. :devil:

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an unforseen disadvantage/advantage of cross classing is the skills...

when i cross classed from consular to weapon master, i lost the ability to pick stealth as a class skill feat.

i also gained demolitions as a class skill.

its important to know which skills are class skills, and which skills you gain when you cross class.

i would recommend to everyone thinking of cross classing to invest in the feats for cross class skills to class skills all the skills you want, early in the game...just don't pick the ones that will become class skills when you choose prestige class.

sentinel weapon master/marauder is going to be very powerful, skill wise...

i prefer force focus over force immunity...but force immunity is very nice...and think of all the extra feats and skills... :devil:
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Posted 15 February 2005 - 05:37 PM

I've played the game thrice, and have found that your get more bonuses whenever you cross classes. For example, beginning as Guardian and changing to a Jedi Master/Sith Lord. On my first game, I did this and had a gynormous bonus to both my lightsabers and force powers (Quixoni Crystals ROCK, by the way) (The light side bonus at the end blows, by the way.) (Force Crush ROCKS, by the way). On my third game, I started out as a consular (force mastery dude, I hope) and became a sith lord, which also worked out quite well, but I didn't have the statistical bonuses of lightsabers and force powers. My force powers (storm, kill, confusion, insanity, slow) kicked a**, by the way.

#14 SConrad

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Posted 15 February 2005 - 06:29 PM

sentinel weapon master/marauder is going to be very powerful, skill wise...

Unfortunately, she's weak as a kitten atm. :(

i prefer force focus over force immunity...but force immunity is very nice...and think of all the extra feats and skills... :devil:

Well, as I played through as a Consular/Master my first time, I want to try something new, and I'd rather choose the immunities than the quite redundant Force Jump - which doesn't even work with feats such as Flurry or Power Attack (or at least it didn't in the first game). ;)

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#15 Userunfriendly

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Posted 16 February 2005 - 02:32 PM

sentinel weapon master/marauder is going to be very powerful, skill wise...

Unfortunately, she's weak as a kitten atm. :(

i prefer force focus over force immunity...but force immunity is very nice...and think of all the extra feats and skills... :devil:

Well, as I played through as a Consular/Master my first time, I want to try something new, and I'd rather choose the immunities than the quite redundant Force Jump - which doesn't even work with feats such as Flurry or Power Attack (or at least it didn't in the first game). ;)

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force jump was my favorite feat in kotor 1, with a scoundrel guardian and impressive backstab, however, the maps in sith lords is more restrictive and not force jump friendly...i prefer the solid and useful force focus...which is especially important since i have 8 for wisdom... :P

force immunity is nice...though i've mentioned before that the easily creatable implant in sith lords will give you all the abilities of force immunity to any pc using an npc with high enough treat injury skill, the fact that you can use the implant slot for something else is really really nice...

with consular watchman you can get every skill at 15 except demolitions...

for a sentinel marauder? i think you need repair...just look at which skills are cross class, and get them all except demolitions which you get as a marauder...

wow...really a nice combination...you don't need to expend many feats like the guardian would to make skills class skills...and force focus becomes not that important later on, when everyone makes their saves...

advantages in comparison to consular marauder...

more feats, which is very nice...more skills, force immunity is imho less useful than force immunity, but that freeing the implant slot is not trivial...especially once you get some really high powered implants...

disadvantages...

consular marauder/weapon master gets a lot more force powers in the beginning, when you really need them...but really, once you have force storm, master heal and master speed, do you really need more? :devil:

one big disadvantage...dark and lightside bonuses are not as good for sentinel class as it is for consular... :unsure:

Edited by Userunfriendly, 16 February 2005 - 02:44 PM.

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#16 SConrad

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Posted 16 February 2005 - 03:22 PM

I'm not really obsessed with all the skills. It's what you have party members for, right? I'm far more interested in surviving when I'm forced to be alone. I'd rather take a few damaging feats.

Stun and paralysis is definitely not good when you're alone. And as I'd planned to hack and slash my way through instead of using force powers all the time (which I did with my first character), I don't really need many of them. In the end of the game, I didn't even know what else to take, since I already had all powers I wanted.

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#17 -Wolfie-

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Posted 17 February 2005 - 12:35 AM

Going for Guardian/Watchman this time, looking great so far :)

#18 Archmage Silver

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Posted 17 February 2005 - 02:46 AM

Guardian/Jedi Master works well too. Picked Make Repair A Class Skill for my first feat and that way I could concentrate on Persuasion, Treat Injury and Repair (Starting Intelligence: 14). I used one point on the other skills as you can get bonuses from items and Master Valor anyway. Combat well, and force as well. Dex 10 is enough since I used Verpine Zal Alloy Mesh with 60% energy immunity. So, I got these from armor already: 60% energy immunity (2 upgrades), 25% Resistance against fire, sonic and cold which is a natural ability of the armor.

#19 Userunfriendly

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Posted 17 February 2005 - 02:28 PM

48th level consular jedi master... :devil:

natural 27 str with lightside bonus without items...

most powerful hit so far with one power crystal in lightsabres...178...estimate 250 point hits... :blink:

32 in all skills...

3 suits of jedi armor...

one suit with dex overlay and str underlay, for offensive combat...both ranged and melee...
one suit with energy overlay and underlay for laughing at the pathetic fools who bring blasters to a lightsabre fight...
one suit with melee overlay and underlay for laughing at cannocks and kinrath... :devil:
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#20 Userunfriendly

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Posted 17 February 2005 - 02:34 PM

Guardian/Jedi Master works well too. Picked Make Repair A Class Skill for my first feat and that way I could concentrate on Persuasion, Treat Injury and Repair (Starting Intelligence: 14).


ok, i don't know if you know this guys...

some dialogs have a min score requirement in treat injury, awareness and int...

for example, you can only get the who poisoned you in your kolto tank subquest if you have 2-4 points in treat injury at peragus...

you can only see the special dialog about the death of vista's world talking to kreia with a certain score in int...she complements you on why the mandalorians feared you as a general.

and you only recognize that the jedi at nar shadda was afraid with enough awareness... :whistling:
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