Kotor best starting feats. Nothing else provides that kind of.
Kotor best starting feats Star Wars: Knights of the Old Republic. There are many builds that are capable of completing KotOR with ease. Then toughness, Conditioning, or your starting combat feat, whatever you feel like. Overview Feats are gained based on class levels. 4 Implants. By Jeff Drake Still a good build, just not as guaranteed to wreck Malak. There is a hidden dialogue with T3 which requires INT 15 at which point you might as well buff to 16 for the extra skill point per level and higher base skill levels. The guardian needs security one point is good enough, but the most imporatant skill is pursuade since the companions skill level have no impact on convering throught the game. 14 Intelligence Maximising our skill point gains. While many don’t like the Scout because of the lack of specialization, that itself can make the game immensely most fun. Level 2 of Toughness is also a good choice, as it reduces the amount of damage you take by 2 points every time you're hit. " You need level one to use blaster pistols, but scoundrels already start with this feat. In KotOR I, increasing the stats below affect the following. Depending on the level An unbalanced alternative to Acobray's suggestion: 17+5 Strength With bonuses, this'll be enough to get the maximum +16 modifier (42/43 Strength) . These feats can be selected on a per round For Kotor 1 to persuade easily from the beginning, you have to start as a Scoundrel which can also be formidable casters especially paired with sneak attacks which will be way more powerful than using Lightning/Storm. To offset this, take one level of the Toughness feat tree early, and buff CON to 12 with a +1 item. CHA: Force Power DC, Force Points, skill ranking in Persuade. Soldier and Scout are both versatile picks. Other feats modify saving throws and skill checks during the game. At level 15 you have 8 feats, only 1 less than the Guardian's 9. I don't have anything else other than standard KOTOR tips like "always get 2-weapon fighting" or "save often cause this game is buggy as hell" etc. This build's sole purpose is to maximize the consular class to the fullest extent. However as this feat has a 2 attack per round cap, when master speed is cast rapid shot easily out does this feat. Both the Scout and Soldier will have the same number of feats by level 8 if both wanted to take Many people would probably choose to have 8 STR, but peragus would be very hard that way, and also I personally hate negative point. With Feats start with the Cross Class: Repair feat to reduce the cost of improving repair skill. To start, the attribute number doesn't have any value - only the attribute modifier is important. That only leaves 12 levels as a jedi and you probably want more than that if you intend to be a consular. Other classes gain 7-11 Go to kotor r/kotor • by Feats: Two weapon fighting is best. For the player looking to have a variety of moments in KOTOR, pick the Scout. Ended up with absolutely all active move feats and my only passives being the starting x weapon traing and heavy armor training. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Implant feats are pretty good but you can go without them just Maybe later on once you’ve found your groove, you can throw a feat in that. The feat applies to lightsabers as well. Other classes gain 7-11 total. This issue of feats is where you decide between the Scout or Soldier classes for a Consular: if you can get Implant 3 and whatever feats a Scout would have gotten by level 8 as a Soldier, then do as you please. This basically frees up all feats at character creation. It would make the game even easier. 15 starting charisma for passing all persuade checks on Taris. Note that is for KotOR I only; KotOR II does not increase Force Points with CHA and instead reduces penalty of opposite alignment powers. Toughness is a good feat tree to get as it will help with the many solo sections. In terms of feats, I think I read that a level 5 soldier gets one more feat than a level 5 scout (which is usually where I start holding levels before I become a Jedi). With the level 20 hard cap, that leaves room for up to 8 levels in your starting class. Soldier 20 gains 18 feats (Carth, Canderous). ** Flurry 1 to 3, so invest in all. Scout 2/Guardian 18 gains 11 feats. When it comes to the best however these are considered the most powerful in my opinion. FYI RESULTS Flurry’s best use is with a doublebladed saber with master speed. Also worth noting you'll want 18 CON for the best Implants. Feats. And This guide is designed to hopefully shed some light on how the game works and what Feats, Powers and items are good and worth keeping and which are not. For classes, start consular. Soldier in comparison gets to select 4 feats by level 4. Consulars start with a feat Assuming this is KOTOR II? Solid Sentinel Start. For You should pick one based on your starting class or personal preference, and I would suggest focussing only on one for melee or one for ranged. Critical strikes best style was dual wield with master speed. Also Implant lets you get good implants that make your character better so look in to that. Then choose between dual wielding or dueling feats. Outside of combat, feats that boost skills such as Gear Head or Empathy are good as they help make your character more well rounded skill-wise. Dueling (good for DS consular since you don't need saber damage and defense is good), Implants, are probably the good ones to focus on. WIS: Force Power DC, Force Points, skill ranking in Awareness and treat Injury. No other class has additionnal damage from feats on top of a great 4 base skill point per level, yet the only feats that you can choose past a Special Attack, Weapon Style New players looking to get started building the best Guardian in Star Wars: KOTOR 2 should check out this guide to help get the ball rolling. However, Soldier-Jedi will have a permanent +1-3 (scaling) to attack in comparison to Scout Scout gets Implant 1 and 2 for free and gets to select 3 feats by level 4. Power attacks best style was also doubleblade with master speed. The basic level progression is also designed with that in mind, so you get the last Scout bonus feat at level 8. With these stats, you will be pretty sturdy in melee combat, however you will have slightly lower health due to low constitution. The best strength robes and the mastery bonus for guardians are dark side, Every feat and power is important to the build, and changing the leveling path would remove critical feats and powers, or lower the optimization of the build's stats. neocities site and see that one of the mods lets you select all of your starting feats instead of forcing all of the Well, for starters it's good to consider how you want to play and how the mechanics work. If a feat is not listed, it is generally not optimal. Hence, we can say the Scout gets more feats than the Soldier by level 4, especially if we wanted the Implant feats. going scout 2 to save levels for jedi class will give you the best starting saves, flurry and implant 1 right away + 2 feats of your choice, which is 4 feats for 2 levels. Some feats allow you to use special items like heavy armor or implants. Starting Attributes: Strength 14, Dexterity 10, Constitution 14, Intelligence 14, Wisdom 14, Charisma 12 Feat selection at lvl 1 is Computer use Cross Class. Go to kotor r/kotor. The starting classes are Guardian, Sentinel, and Consular. . ad infinum. Every feat and power is important to the build, and changing the leveling path would remove critical feats and powers, or lower the optimization of the build's stats. This class also gets the unique granted feat "Force Jump" which allow you to close the gap between you and your target when attacking with lightsabers. Security is a useless feat in Kotor I because all doors that can be hacked can also be bashed, with no penalty. Scout also gets more skills, and as many feats if not more than Soldier considering the implant feats come free. This is a good choice for NPC's in your party who dual-wield blasters, but Jedi should stay clear. 4. Want a scoundrel that starts with flurry instead of critical strike? Want a soldier that trades heavy and medium armor for 2 different feats right out of the gate? It's a good way to free up your build from the normal locked in feats of starting classes in a way that is not OP. Sentinels and Consulars have little feats to work with, so they need a starting class that gives them desired feats for free. This page lists your feats. 14 intelligence and Wisdom with 12 charisma allows for 16 skill points at the start, good bonuses to most skills and 4 skill points per level up with the base Consular Class. Melee Finesse is great if you put attributes in DEX rather than STR. 8 Dexterity The best Defence is a good offence, right?. Power Attack and Flurry are best, there isn't much to choose between them though, so go nuts. When you first begin the game you'll be asked to choose a class, with your Feats are gained based on class levels. Scout 2/Consular 18 gains 9 feats. With plenty of damaging force powers, you can neglect the combat feats without regret. Star Wars: KOTOR – The Best Builds You Need To Try. Set combatant is a toss up between the scoundrel and soldier, the soldier is slightly tougher, and has better base attack bonus, the scoundrel has defense and crit bonuses Scout is my favorite starting class, too, for all the reasons you listed. 3 "Hokey religions and ancient weapons are no match for a good blaster at your side. 9 Constitution (you'll get +1 from the Cardio Package all Scouts start with, so it's almost like starting with 10) . _____ **Guardian Feats. Feats for a consular are pretty basic. 14 Dex for finesse feats, 12 INT or 14 INT if you put 8 STR for some skills, 14 WIS ofc and 14 CHA for persuade people would probably suggest to have 10 CHA and 16 WIS but Force Persuade is pretty weak until Feats This page details the feats that are worth investment. At the maximum level, this feat adds +1 to your to-hit and a +2 on top of your damage dealt. That only leaves 12 levels as a jedi and you probably want more Find and view all Choosing Feats including detailed information for Star Wars: KotOR on GameBanshee! Players can try a variety of builds in Star Wars KOTOR. The other essential feats will compensate for the penalty to hit you incur when The Toughness Feat tree is good to invest in as it raises your constitution every level. Scout is Great For: By going 5/15 I maximise having 9 feats, 19 force powers and decent all around scoundrel prowess with lvl 1 scoundrels luck and lvl 3 sneak attack. Dex is more than worth the feats. Star Wars Knights of The Old Republic ( KOTOR ) Allows players to create 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. Soldier is probably the better option for full BAB progression but Scout gets much better saves. Their feats include Uncanny Dodge, Implant (a personal favorite), Flurry, and Rapid Shot, with the ability to use most weapons. I also fully upgraded the Dual Wielding tree. My character honestly was a fucking train wreck but Unlike KOTOR 1, you immediately start off as a Jedi. Lets you kill enemies faster. I took the average total damages of each feat and will give it to you to see which is the overall most damaging feat in KotOR 1. Defense every 8 level is awful, same as all the specific feat and powers that sith lords and jedi masters get. 7/13 means I trade a feat and 2 force powers to get lvl 2 scoundrel luck and sneak attack 4, 8 feats and 17 force powers 8/12 gets me back up to 9 feats but only 15 force powers. If you start as a scout or a scoundrel you probably want to go to lvl 8 to maximise your starting class abilities. Unless you really want that 2 defense and 1-6 sneak attack A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Kotor 1 Beginner's Guide. For the starting classes the. Even though KOTOR 2 adds more feats and powers, with functionally 11 more level-ups to spend on them and an easier game on the whole, it doesn't need start-up micromanagement. Also in the album you mention you take the Lightsaber Specialization feat but that isn't actually accessible to Consulars, and the only equipment that gives it is Marka Ragnos Gauntlets which are only equipable by DS characters, so I'm guessing that was a mistake. r/kotor. For selectable feats the Scout level sweet spots for switching to a Jedi class are: Scout/Guardian: 5/15 or 7/13 for 12 feats total; You also start as a Jedi, which precludes you needing to save levels for later, which makes an ideal starting build less important. This affects the threat range for both your main weapon and offhand weapon. For a more in-depth read, see StrategyWiki's article on feats. Guardian: This class gets a lot of HP and feats early on. Scoundrels start with this feat. The catch with KotOR I is that they gave the starting classes a different melee feat and attack progression, making the case of "best melee feat" not as straightforward. But the Sentinel is the best starting class for blasters only. Star Wars: Knights of the Old Republic can be a tough game to understand if it is your first time playing through it. This guide is designed to hopefully shed some light on how the game works and what Feats, Powers and KOTOR: True Scoundrel Guide Version 1. Nothing else provides that kind of Ah I figured it out, I had set up the full mod build from the kotor. Additionally, you have pretty good wisdom, so you can be effective using force powers as well. The best way to go Jedi Master is to actually do the whole game as a Consular and switch to Master just before finishing your last planet, so probably a consular 27-29/Master X. krxmoorjnbcojauhcpdrmfkkfkvgjrfkjoighllascowyuafsdrrrunfcqvzmclodygnwsugf