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Kotor 2 consular build of Technology

My favorite build is a light-side Scout/Cons.

Just finished my second round of KOTOR, with LS Scout 2 / Consular 18 build. LS Scout 2 / Consular 18 build@turning Malak to Light Side. I'd played KOTOR when it first comes to ios, building with DS Solder 8 / Guardian 12. Smoothly went through the game, yet always feel power is limited and wish to have more.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* ... But personally I just go with flurry and have one of my lightsaber crystals be the one with stun ...For a light side Consular, your offensive powers would be Force Wave, Advanced Throw Lightsaber, and Destroy Droid. Force Storm costs too much for marginally higher damage to be worth using. Force Wave is efficient and a well rounded power. For a Scout/Consular, this is the best choice.Pick one other than cha to put up at 15 (Strength, probably, if you're not using cha). You can play with this a little bit, but my recommendation is quite safe. Increase either strength, cha, or wis at your level-ups, and don't waste points by ending up at an odd ability score number after equipment is factored in.Going into further details within KotOR II though... Sentinel gets a feat at levels 1, 3, 6, 7, 9, 12, 13, 15; where the formula is level = 3x and 6x+1. Consular gets a feat at levels 1, 3 ,6 ,9, 12 ,15; formula is level = 3x. You cannot get Improved Flurry (or Critical Strike if you are that brave) by level 5 for either Sentinel or Consular.Also, Scoundrel -> Consular is the only class combo in the game that gets to have every skill as a class skill. Don't bother "saving" levels with this build; get as many levelups in Scoundrel as you can before going Consular.-- HUGE thanks to my newest channel member - cmdrshprd - Meatbag Some tips and things you might consider when creating a scoundrel class in KOTOR 1. This re...Consular is the mage. Consular basically has a trivial end-game, but Guardian isn't exactly challenging. But, Consular has a harder early game. While going with the extremes of Guardian or Consular is usually the best route for KOTOR 1, I’ve always found Sentinel (with Watchmen/Assasin) to be essential in 2.Hi all, I'm about to pick a jedi class for a dark side build. I want either consular or sentinel, and was looking for recs on wnat to pick and how to build! ... We are asking a wide variety of KOTOR-related questions and will be publicly releasing the data once we are finished! I am a bot, and this action was performed automatically.I've been wanting to do a 2/18 dark side consular in KOTOR 1,since 2/18 sounds like an absurd amount of fun and possible, as the last time I played a ds consular in KOTOR, I never bumped up my STR or DEX from 10 during level up, so I know I can get through Taris. ... I concur with the scout build and attribute allocation. Focus on gathering as much …The other two important skills for persuade are intelligence (for more skill points to put into persuade) and charisma (for the attribute bonus). Now, if you just want to put skill points into persuade and nothing else, you'll easily be fine with 12 Int. Charisma can be 12, or if you really want to bump that up, put it at 14.I want to know how viable this build actually is, particularly since there's not a lot of agreement for optimal builds (I keep seeing both Sentinel and Consular as recommended starting classes, and occasionally Guardian too), and I know there are factors like level scaling and random loot involved.12. Improved Two-Weapon Fighting. 15. Master Two-Weapon Fighting. As you are not investing into STR in the beginning, there is reason in taking Finesse: Melee Weapons earlier than advancing the Two-Weapon Fighting line if you wish. This will then let you use your higher DEX attribute to determine attack rating.A forum thread where users share their opinions and tips on how to create a Light Side Consular/Watchman character in Star Wars: Knights of the Old Republic II. See the attributes, skills, feats, and force powers suggested for this build.Optimal builds stay at level 2 of the base class until forced to level up as a jedi. This will result in an end-game build of scout 2/jedi consular 18, for example.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*Thaios [author] Feb 18, 2016 @ 12:10pm. Any questions, comments must be forwarded to the original content creator at [email protected]. Jedi Guardian<-> Jedi Weaponsmaster A one, an a half page guide, for the Jedi Guardian ~ Jedi Weaponsmaster; originally by SirCerberus below is a link to the complete guide. all 36 pages. Hec.Star Wars Knights of the Old Republic II: The Sith Lords logo. Contents. 1 Lightsaber forms. 1.1 Determination (Shii-Cho) 1.2 Contention (Makashi) 1.3 ... if a dark Jedi Consular has already learned Force Potency, then on becoming a Sith Marauder only Aggression (Ataru) and Ferocity (Juyo) lightaber forms can be learned, while on becoming a ...I have seen a lot of discussion and inquiries from new kotor players about good/best character builds. Here is the one I use for my dark side play through. Scout 5/Jedi Consular 15. Attributes (at level 20): Strength 16 (12 base with 4 points added from gear), Dexterity 18 (15 base with 3 points added from gear), Constitution 16, Intelligence ...For a sneak attack build, the only powers I would consider essential are stasis field and master speed. Destroy droid is useful as well for LS offensive. Master Valor is by far the best/most important buff in my opinion, and Master Heal is always great because it completely nullifies the need for medkits and antidote kits.Implants are now tied to your constitution with the best unlocked at Level 18. So if you're going for a Sith Marauder maybe consider starting as a Consular to take advantage of Force Focus and the additional skill points. Unlock Computer Use as a cross class using the feat and then focus on toughness.Understanding attributes. Each attribute provides a bonus (modifier) to various stats and skills. Attributes are converted to bonuses at every even number above or below 10 (8 = -1 bonus, 10 = 0 bonus, 12 = +1 bonus, 14 = +2 bonus, 16 = +3 bonus, etc.). Odd numbered attributes are wasted: for example, increasing a stat from 20 to 24 or from 20 ...Force Kill's DC is 5 + level + 4 consular bonus + WIS mod + CHA mod, which is 48 with this build. Plague reduces his saves by up to 6, meaning he'll roll up to 52 vs. the 48, meaning you have up to a 80% success rate at that point (however, Plague does fall off, so you'll need to recast it).The save combination is the highest out of the level combinations possible. Scout 8 gets the Implant 3 feat for free, in case we need to use implants to make up for things. Sentinel 12 gets all the useful immunities we need. We also know we need the Karakan Gauntlets (DEX +1, Saves +3) and the Adrenaline Stimulator Belt (DEX +2, Saves +4).The handymen or construction workers’ toolbox is not complete without the best drills. Here, we’ve rounded up the best drills for repairs. handymen, and construction workers. * Req...Depends on your alignment. LS characters get a +5 WIS head gear, which basically renders the Consular redundant. This post highlights two builds that are competent casters. One of them techncially isn't a Consular, but a very wise Guardian who nonetheless can afflict anything like a Consular, but has superior bulk and Attack; the second build is a caster …In Kotor 1 Int is a dump stat imo. If you are roleplaying or you like having your PC be the utility of the group, than pump Int. For example when I do my canon run, it just feels off for me to have it any lower than 14. However when I am trying to make a combat based build I always dump INT. Kotor 2 is a completely different story.Skills: computer use total of 10, repair total of 17, persuade maxed at all levels once you become a consular, after all the above are satisfied all excess points to treat injury. NOTE: while a scout ONLY spend skill points on computer use and repair; save the rest for once you train as a Jedi. Gear. Implant: cardio power system.For KotOR II, it's mainly about landing Force Powers with their extra effects at a lower level than the typical Jedi. These are usually debilitating powers such as Insanity, Force Choke/Kill, Force Whirlwind/Wave, Stasis (Field). For context, a +4 DC from Master Force Focus (level 12 Consular) is worth 8 WIS (or a combination of WIS and CHA ...For maximum effect, probably a maxed out Consular with Jedi Master/Sith Lord prestige class. Even a really well-spec'd Guardian with Weapon Master prestige class doesn't clear rooms quite as fast though both are outrageously satisfying.Keeping your enemy stunned is really the key to all of this, since it's what allows you to trigger sneak attacks on the enemy without having to come out of stealth to do it. So the final weapon build is this: Main-hand -- Crystal 1: Ankarres Sapphire, Velmorite, or Nextor. Crystal 2: Opila. Lens: Pontite.Then you add as much of the Massive Critical property to your lightsabers as you can. I think the biggest bonus here is 2d6, so an extra 2 - 12 damage per instance of massive criticals to your crits. For this example, we'll say you have 2 instances per saber, in which case your damage becomes 8 - 64 each on a crit.KOTOR II Party Build Ideas. I've played KOTOR II tons of times and leveled up everyone in my party to be a jedi multiple times. I've varied the builds in the past, but generally, I've kind of stuck each character into one or two buckets every time, so I thought I'd share mine, get some feedback, and maybe some ideas on how to level them up next ...Pick one other than cha to put up at 15 (Strength, probably, if you're not using cha). You can play with this a little bit, but my recommendation is quite safe. Increase either strength, cha, or wis at your level-ups, and don't waste points by ending up at an odd ability score number after equipment is factored in.At a time when demand for construction is high, a shortage in concrete is having a detrimental impact on the industry. At a time when demand for construction is high, a shortage in...For Star Wars: Knights of the Old Republic II - The Sith Lords on the Xbox, a GameFAQs message board topic titled "best base stats for sentinel or Consular?".For maximum effect, probably a maxed out Consular with Jedi Master/Sith Lord prestige class. Even a really well-spec'd Guardian with Weapon Master prestige class doesn't clear rooms quite as fast though both are outrageously satisfying.CHARISMA. 14. Natually, you need a high WIS and CHR to have a lot of Force points and you could use them more effectively. INT is always useful in this game, since skills play an important role in conversations. DEX is just a given over STR, since it boosts your attack with melee weapons and lightsabers (if you take the appropriate feats), and ...Easy. Go Dark Side. Focus on combat, such as Guardian (this is mutable but the later class matters more to complete the build, maybe Consular for strong force focus pre-Marauder/Vader suit) and Marauder later. Enhance yourself and get those key Dark side powers, but no lightning. 3.KOTOR 2. I've been playing the Kotor games (mostly Kotor 2) since I was a kid and I wanted to compare my lightsaber setup to others. I use two single bladed lightsabers (yellow & orange for light side and red & orange for dark side) both upgraded with the ultimate diatium energy cell (telegorn mk 3 is also good but only works out to a average ...WIS: 12 (gear will compensate for low stats. However if this is important state for you the make this 14 and STR 12) CHA: 10 (gear will compensated for low stat) That should be a nice Sentinel build for you. Me personally I always start as a Jedi Guardian. I gotta have my Force Jump. It’s not an option for me.Sith Marauders make great blaster only builds. Start as a consular, become a marauder. have high dex, decent wisdom and charisma, int depends on what skill checks youre planning on passing. As a consular you dont need a ton of wis/char to successfully use force powers against people so you can get some more int if you want.Step 5: Build Your Portfolio - Your portfolio is also called an investment portfolio. Learn all about a portfolio and why it's smart to diversify your investments. Advertisement Yo...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* ... But personally I just go with flurry and have one of my lightsaber crystals be the one with stun ...New one sentinel build. And as you asked alignment is dark. This is universal build you are strong indeed in every aspect of the game. Skill points a lot for...Ok, makes sense. HK-47 can be built any way you want in 1, it doesn't matter much, though I always give him a rifle so I don't have to bother with two weapon fighting (HK does not get many feats at all.) Give him decent droid only weapon attachments and armor and he'll be fine. Guide. By IGN-GameGuides , Sabre884 , IGN-Cheats , +A +2 defence bonus is always a good thing to have thFor Star Wars: Knights of the Old Republic II - T

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I'm thinking of using a Scout f.

4 Ultima-Pearl Crystal for Critical Damage. +2 Damage. +3 Attack. +1-6 Critical Damage. Slot: Crystal. This one is a crystal, and it's a good thing there are two crystal slots in crafting a ...Jan 22, 2023 · The best class and build in "Star Wars Knights of the Old Republic II: The Sith Lords" would have to be the Jedi Consular. The Jedi Consular has the ability to be the best and strongest class above all others. This guide will tell you exactly how and why to build the Jedi Consular as the best ever!Have started one playthrough already, but it's been a while since I played it and kinda mess up skills at the beginning (distributed them evenly…At level 15 specialize into the Jedi watchman/Sith Assassin class. This will get you computer use as a class skill so you can upgrade T3. (Once you get around 10 you should be able to throw on enough skill gear to fully repair T3) The prestige class allows you to become more of a generalist build with sneak attack so you can stun enemies and ...New Build: Jedi Boring nerd Consular... Attribute Starting Value Strength 8 Dexterity 14 Constitution 14 Intelligence 14 Wisdom 14 ... Never before seen Star Wars: Knights of the Old Republic demo from E3 2001.Every class has the same BAB, which means everyone has the same Attack. DS Guardians get extra damage to combat damage, but Consular is the only one with an actual class feature One important thing is that you play that build as a male character, as female WIS characters are much weaker in this game.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* ... But personally I just go with flurry and have one of my lightsaber crystals be the one with stun ...Guardian/Lord: 15 Feats, 35 powers. 4+Inx4 starting skill points. Medium Armor Proficiency, Force Jump (up to +4 to hit and damage on your first attack... if you don't use a combat feat, etc. etc.), Crush Opposition (which is thoroughly meh, IMO; 45 seconds of -4 to enemies to hit and will saves... after they already fail a saving throw), and a ...The consular build focuses on area damage (Force Lightning) and buffs with moderate melee capabilities. It is a light side build that uses all of the fun dark side powers. Light side is the most optimal way to build a consular, whereas dark side builds will be much less effective. The guardian build is a strength-based melee fighter with buffs.The Duelist. The Duelist usually opens battles by using Stun/Stasis/Stasis Field to stun his opponents and follows up with Flurry attacks augmented with Force Speed. Allies provide general support. The details of the build are as follows: Class: Scout -> Consular. Like I said, a big part of this build is this class combo.Go to Nar Shadaa first after Telos, complete it with DS until you get Hanharr and unlock Marauder (Level 15, talk to Kreia). Iirc, you need two influence shifts via events to unlock everything with Hanharr (everything else can be unlocked via dialogue) - as long as you shift everything in one direction (all influence lost or all influence gain ...Light side is the most optimal way to build a consular, whereas dark side builds will be much less effective. The guardian build is a strength-based melee fighter with buffs. It works for either light side or dark side, but dark side is the optimal choice. Both builds will trivialize the end boss. The build pages are geared toward being as ...I've been wanting to do a 2/18 dark side consular in KOTOR 1,since 2/18 sounds like an absurd amount of fun and possible, as the last time I played a ds consular in KOTOR, I never bumped up my STR or DEX from 10 during level up, so I know I can get through Taris. Problem is that I have no idea what to do for such a build.Review. Overall, this build is extremely well thought out and powerful. The main idea is to maximize WIS, DEX and CHA, which makes you hard to resist, hard to cast on, hard to hit, and makes speech checks easier. Pretty much all of your offensive force powers are DS (Plague, Kill, Storm), which leads to consistent damage output and very high ...If you want to be a primarily Force-based build, you can stack more WIS and CHA; if you want to do melee, you can grab a little DEX and a bunch of STR. The only two things that are mandatory as a Sentinel are at least 14 CON, as well as 14 INT--no more, no less. More than 14 INT is a waste. The CON is needed because implants in KOTOR 2 are ...Some party members, like Mical and T3-M4, may not be as powerful in combat or conversation but offer valuable skills and abilities, such as information gathering and security system manipulation ...So personally, for a beginner build, I would say soldier-guardian or scout-sentinel. I think for consular it's better to start with scoundrel. In Kotor there's a level cap at 20, so most people try to "split" levels so they can get more jedi levels. Mostly done is 4/16 or 5/15 splits (so 4 levels of scout and 16 levels of sentinal for example).Ok, makes sense. HK-47 can be built any way you want in 1, it doesn't matter much, though I always give him a rifle so I don't have to bother with two weapon fighting (HK does not get many feats at all.) Give him decent droid only weapon attachments and armor and he'll be fine.Jedi Consular or Guardian. KOTOR 1. I'm pretty new to the game but I've finally got to Dantooine and still trying to get the hang of stuff. I made my character with not too much judgement on attributes (which I know now is probably a bad idea). The stats are 17 (+3) Strength, 11 Dex, Constitution 13 (+1), Int 14 (+2), Wis 15 (+2), Cha 10.Thaios [author] Feb 18, 2016 @ 12:10pm. Any questions, comments must be forwarded to the original content creator at [email protected]. Jedi Guardian<-> Jedi Weaponsmaster A one, an a half page guide, for the Jedi Guardian ~ Jedi Weaponsmaster; originally by SirCerberus below is a link to the complete guide. all 36 pages. Hec.The Consular's Master Force Focus is roughly worth 8 attribute points, or 2.6 times the DS Sentinel's mastery in value - and the LS Consular still gets +3 WIS on top of that. Compared to all that, even when we are generous and take the extra skill points as an ... Help with KOTOR 2 build ... 2003 RPG Star Wars: *Knights of the Old Republic*, …KOTOR 1 Scout/Consular. I am currently expePergolas are one of the most interesting and u

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The save combination is the highest out of the level combinations possible. Scout 8 gets the Implant 3 feat for free, in case we need to use implants to make up for things. Sentinel 12 gets all the useful immunities we need. We also know we need the Karakan Gauntlets (DEX +1, Saves +3) and the Adrenaline Stimulator Belt (DEX +2, Saves +4).Easy. Go Dark Side. Focus on combat, such as Guardian (this is mutable but the later class matters more to complete the build, maybe Consular for strong force focus pre-Marauder/Vader suit) and Marauder later. Enhance yourself and get those key Dark side powers, but no lightning. 3.Well, there is actually really good consular build that you can start with a lot of levels before being a jedi. You go scoundrel 8/consular 12, and you stick to the force powers that can be used with armor only. ... Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the ...Depends - I think wisdom is ideal for a consular build, strength / dex(if finesse is taken) for a sentinel build. Either can work for either build though, if you want a more rounded character rather than playing to a strength. ... *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The ...Building a Team Environment in the Workplace - Building a team environment in the workplace requires some effort. Visit HowStuffWorks to learn about building a team environment in ...You can easily get through the game with your own unique character and will be rofl-stompingly strong by the end anyways. GT: KobeAtTheBuzzer. Packers, Lakers fan. TheHaggus (Topic Creator) 11 years ago #3. I enjoy making characters as powerful as I can, don't really know why, but I do it in every RPG I play. #4.I am trying to decide between the two. I want SOME force powers and jedi robes but otherwise want to be more of a warrior build. I was thinking of attributes like this - 16/15/14/8/12/10 I would appreciate any advice or critique. I have been reading builds online but the opinions seem to differ wildly on initial attributes.Valorion. Thoughts on This Consular/Marauder Build. Class: Consular. Prestige Class: Sith Marauder. Attributes: Strength- 10. Dexterity- 12 Constitution- 14 Intelligence- 14 Wisdom- 14 Charisma- 14. Skills: Persude- Max ASAP. Repair- Max ASAP Awareness- 10-15. Feats: Toughness 2.Sith have ridiculously powerful force powers. If you just want to murder everything without effort, start as a Consular, pump up your wisdom and charisma and use Force Storm every time you walk in a room. Not much of a challenge, but you asked for best Sith build and you can't get much better than that. Also, I wouldn't leave any attributes ...Solo/force-only build advice for kotor 2? KOTOR 2. I recently finished a solo run of kotor 1 and wanted to step it up a bit for 2 by limiting myself to only using force powers in combat. I want to run consular for obvious reasons but I'm worried it'll just be too damn squishy for the first act of the game, the plateau fight in particular.Going into further details within KotOR II though... Sentinel gets a feat at levels 1, 3, 6, 7, 9, 12, 13, 15; where the formula is level = 3x and 6x+1. Consular gets a feat at levels 1, 3 ,6 ,9, 12 ,15; formula is level = 3x. You cannot get Improved Flurry (or Critical Strike if you are that brave) by level 5 for either Sentinel or Consular.That is literally my favourite class in kotor 2. The Sith Lord eventually learns a power called something like 'force cripple' which is a massive nuke. It has a cool animation too, so you really feel like you're crushing the life out of someone with that ability. Consular/Sithlord with obviously a lot of wisdom/charisma for your force powers is ...2/18 Scout Consular build help. Hello fellas, I've just started playing the game again and I landed on the planet where the jedi refuge is. I am a Scout and I think I'd love to try the Consular build. I am level 2 and my attributes are: STR 12 DEX 18 CON 12 INT 13 WIS 12 CHAR 10 FORT 6 REF 8 WILL 9.If you want to use a Scoundrel/Consular, the key power to light side Scoundrel/Consular vs Malak is Force Breach to remove his Force Immunity, then casting Force Whirlwind to immobilise him and trigger Sneak Attack. For maximum mileage of defence, you would need to be at least level 6 as a Scoundrel for Improved Scoundrel's Luck (defence bonus).The best class and build in "Star Wars Knights of the Old Republic II: The Sith Lords" would have to be the Jedi Consular. The Jedi Consular has the ability to be the best and strongest class above all others. This guide will tell you exactly how and why to build the Jedi Consular as the best ever!Hickory and maple are two common building materials that are often used in the construction of homes. They both have their own benefits, which is why Expert Advice On Improving You...Hello and welcome to Lord Fenton Gaming Plays Star Wars Knights of the Old Republic. I am your host Lord Fenton. In this SWKOTOR build guide, I am going to m...Ranged builds are less class-dependent than others. For starting, Soldier gets the advantage of weapon specialisation (which is at least at 15% boost to DPS for pistols and still not bad for heavy weapons) and extra feats. Scoundrel gets sneak attack (more powerful if you are using stunning force powers).Here's the build: Class: Scout 7/Consular 13. 7/13 seems like a strange choice, especially when going 8/12 gives you Implant Level 3 and an extra 2 vitality (negligible IMO). However, going 7/13 gives you 2 extra force powers and 8 additional force points with the same number of feats (10). I found that I could choose Implant Level 3 anyway, as ...They make up for this with their high array of Class Skills and their fast Reflex Saves. Jedi Watchmen. This skill-based prestige class is the best for creating a well-rounded Jedi. Jedi Watchmen ...As stated, this build pushes for a Light Side Scout/Consular. The reasoning for the build is as such: Scout grants Implant feats and Flurry, which is what the Consular would require or best utilise (Flurry) through the game. Scout has the Computer Use and Repair skill, which allows you to reduce Computer Spike requirements (for Star Forge Robes ...2/x builds are virtually always consular builds. And they are a giant pain in the ass on taris and i wouldn't recommend anyone play one ever. The entire reason scoundrel is paired with guardian is the sneak attack bonuses are given to the force jump attacks.A +2 defence bonus is always a good thing to have throughout the game. Scouts start with implant, which is a handy line of feats to get, so you'd actually be getting more feats going scout than soldier if you stay at lvl 2. If you do go this route, I'd build a heavy-armor wearing consular. I'd beeline to Korriban for the sith-mask (regenerate ... Lightning storm is the classic, and pretty much the be