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BronKyja

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    A galaxy far, far away...
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    Bullseyeing Womp Rats in my T-16 back home
  1. Sorkin is a great writer. But his dialogue is everybody saying the perfect thing at the perfect moment. It gets old after a while. Once you notice it, everyone feels like a character and not a real person, saying real person dialogue with real person conversations. That's what makes TV real for me, and why I think The Wire is the gold standard in television. $0.02
  2. Then you need to watch The Wire.
  3. Hi Rivan! I applied and was accepted yesterday and I'm excited to join you guys! Not showing up in-game as in the guild though. Perhaps I missed a step? Thanks!
  4. Legather, I'd recommend starting off as a scoundrel for your build. Go Scoundrel 7/ Guardian 13. There are a few reasons for this. First, soldiers get no class specific combat feats. But scoundrels get sneak attack. This is a great feat. Coupled with the damage that the Guardian can pump out, espcially with Force Jump, you'll have a lot of fun with this class. As far as build goes, this is what I would do: Str: 10 Dex: 15 +5 C: 14 Int: 12 Wis: 14 Chr: 12 I know for the other build, I went with strength high, but I really feel like this is a DEX based build, especially with the defense bonuses that the scoundrel gets and that all Jedi pick up. For feats, youll want: Flurry, Toughness, Empathy, Advanced Jedi Defense (2), and Weapon Spec: Lightsaber. Powers: Affect Mind, Speed, Force Push, Throw Lightsaber (1), Drain Life, Energy Resistance (1), and Shock (2). This is what I would do for darkside. You're going to want gear that adds to your DEX modifier, as well. This build should give you the resources to deal tons of damage, take advantage of your Powers, and have enough skill points for whatever you want to do. Good luck!
  5. Migz, Remember, it's not the overall number that matters, it's the modifier that makes the difference. On Taris, you might see that you get hit 10% more, but by level 5 with a strength modifier of +3, you'll be hitting more and doing more damage. By end game, you would have an extra +5 to your armor class (defense), and your current character and my build will be the same in terms of our to-hit bonus, yours with the +5 to DEX and mine with +5 to strength, but my +5 to strength means I'm dealing more damage. With Master Flurry and Master Speed, I'm dealing 6 more damage each round. That may not seem like a lot, but I can deal 30 more damage in 5 rounds than you can. You're worried about defense, but it's hard for something to hit you if it's dead. There are a lot of Force buffs to defense, as well. At highest tiers, Force Aura gives a +6 to defense, Force Valor a +5 to attributes, Master Speed a +4 to defense. So even though my DEX modifier is 0, I can still have a solid defense. Jedi Sense also adds a passive +6 to defense, as well. And don't forget that I have an extra 36 vitality points as cushioning due to bolstering CON. And at the end of the game, you need an AC so high that it only leads to a 5% reduction in the final boss's chance to attack you. A double bladed light saber is probably something I would take advantage of as this buid is focused on dealing as much damage as possible. Dueling is great for defense oriented builds, like casters. You can drop those three feats into something else, like the toughness tree. That would add an extra 40 vitality points. Hope this helps!
  6. The way I see it, since none of this "Legends" stuff is canon anyway, just pick out your own. No need to let some Revan fanfic ruin the great stories of K1 and 2.
  7. Not a bad build. You'll end up with about 40 fewer vitality points and won't kill enemies as easily, but you will have a few more Force points and powers to play around with.
  8. With the Kotor Savegame Editor, anything is possible!
  9. Quickpaw, Force Valor does NOT affect skills. It only affects attributes and saving throws. But it is a great power, nonetheless. Bron
  10. Actually, if you want to make the most of your feats, you'll use a double bladed saber. The game is bugged where the offhand penalty isn't included in any calculations, so you don't actually need TWF and can use those three feats for other things. Just buy the double bladed sword from Kebla Yurt on Taris to take advantage of this while not a Jedi!
  11. Migz, If you want to be a guardian, you'll want to put Strength at 15 when you start out. The bonus 5 attribute points when leveling will bring this to 20, and you'll get the full bonus out of this. At endgame, it's most beneficial to have all attributes at even levels so you aren't wasting attribute points. Intelligence governs skill points gained each level. Scouts start off with Repair as a class skill, but not persuade. However, there isn't anything on Taris that you'll really need persuade for, so you can bump up repair and treat injury and hold remaining skills for persuade once you become a guardian. Repair will remain a class skill. I would also recommend level holding, but not at level 2. You'll shortchange yourself on feats and skill points. I would recommend being a scout and leveling through level 7. You'll get two levels of implant for free, and two levels of uncanny dodge for free, too. You'll also have 14 force powers, which is more than enough for a guardian. For what you want, I'd go Scout 7/Guardian 13. At character creation: Str: 15 Dex: 10 Con: 14 Int: 14 Wis: 12 Chr: 12 I'm sure someone is reading this and yelling at me for leaving DEX at 10. There is a pretty big debate around which is better because the passive finesse feat allows your modifier for whichever attribute is higher to be added to your hit bonus. But since you're a guardian, you'll have more resilience than other Jedi classes, so you'll be able to take more damage and focus on dealing damage and taking out enemies faster. DEX is a great attribute for other builds, but as long as you're out of the negative modifiers, you'll be fine, especially with the light side Force buffs you can get. There are two options for lightsabers. Two individual lightsabers, or a double bladed. If you want two individual sabers, you'll have to spec fully into two weapon fighting. However, there's a bug in the game where if you use a double bladed weapon, the penalty does not actually affect the blade in the offhand, making TWF worthless. Make sure you do the Yavin side quests with Suvam so you can access his special crystals by the end of the game. And if you beat Suvam 10 times at pazaak, he'll give you a huge discount on his wares. For the most part, you'll be looking for gear that improves wisdom and strength. CNS Strength Enhancer, Circlet of Saresh, Advanced Alacrity Implant, and Dominator gauntlets will serve you well. There's also some gear that gives huge increases to repair when you have the difficulty check for repairing HK. Someone might come along and disagree with my advice. Honestly, you would have to try really hard to not be able to beat this game. But I think the above build makes you a persuasive guardian who can repair HK-47. Finally, I would recommend trying to get Flawless Widescreen working for KOTOR. It's a great little fix. As far as mods, there was a mod that added armbands based on Lightsaber forms to the game. It actually gives useful armbands, as the only one that wasn't a shield was Brejik's, and that was nearly useless. These links should help you do a bit more research: KOTOR Strategy Wiki Gamebanshee Good hunting!
  12. Just curious. How do silver mobs feel if you try using a different companion? Do you feel like you're leveling more quickly than your original toon?
  13. Doge, You could PROBABLY run it ok. SWTOR is picky about how it runs sometimes. I notice that the graphics card is only DDR3. You might look into getting something that has DDR5. Everything else looks good, though.
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