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KOTOR Build: The Ravager

Tags: #Albino KOTOR 
  • Member
    July 30, 2015

    With this build, I wanted to do a couple of things that I haven’t done in a KOTOR build before. First and foremost, I wanted to make a Scoundrel -> Guardian build. The cool thing about this build is that if you use Guardian’s Force Jump on an enemy, it receives the damage boost from Scoundrel’s Sneak Attack! It’s one of the best examples of class synergy in KOTOR, if you ask me. Secondly, I wanted to make a build that focused on critical hits, which in itself involves two things that I’ve never used in a build: dual lightsabers and the Critical Strike feats. Now then, onto the build!

    The Ravager

    The basic battle plan for the Ravager has you initially casting Force Speed and striking an enemy with your regular attack in order to reap the benefits of Force Jump and by extension, Sneak Attack. Once you’re in the fray, start spamming Critical Strike. Allies provide general support. The details of the build are as follows:

    Class: Scoundrel -> Guardian. Like I said, this build is all about this class combo. You’ll want to take Scoundrel up to level 7 for Sneak Attack IV; then go Guardian the rest of the way.

    Alignment: Light Side. Most of the dark side force powers are offensive in nature, which doesn’t mesh well with the Ravager’s poor force abilities. On the other hand, the light side offers some nice buffing powers that this build could really use.

    Skills: As a Scoundrel, invest as many skill points into Persuade as you can and save the rest. Once you become a Guardian, the amount of skill points you get on levelups will decrease dramatically, but you’ll unlock Treat Injury as a class skill, so start investing the skill points you’ve saved up in there.

    Teammates: Carth and Zaalbar. While Jolee and Juhani would be the best party members for this build, I like to switch up my party members from playthrough to playthrough to keep things interesting. With Carth, keep developing him as a dual blaster pistol user and make sure he gets the Rapid Shot feats. With Zaalbar, give him the Flurry feats and the best double-bladed melee weapon you have. If you want more details on how to develop these party members, this guide has good builds for both of them.

    Attributes

    STR:16   DEX:10   CON:14   INT:8   WIS:14   CHA:14

    That’s what you’ll want your starting stats to look like. Put whatever attribute points you get on levelups into Strength. Since it’ll determine your damage, accuracy, and chance to stun with Critical Strike, it’s your most important stat. I would’ve invested more into Dexterity, but since Critical Strike carries a hefty -5 penalty to defense, this character will never be particularly dodgy. To compensate, I invested a decent bit into Constitution to ensure that I’d have a good amount of Vitality. This build doesn’t use Skills that much, hence why nothing’s invested into Intelligence. Finally, you’ll want to invest some into Wisdom and Charisma so you can have a somewhat decent pool of force points as well as a nice bonus to Persuade.

    Feats

    Listed in order of priority. All of them should be maxed out unless indicated otherwise.

    Two-Weapon Fighting: Since you’ll be dual-wielding lightsabers, you’ll want to max this out ASAP in order to avoid the hefty attack penalties associated with dual-wielding.

    Critical Strike: Like I said, scoring critical hits is a major part of this build, so this is naturally a high priority feat.

    Weapon Focus/Specialization – Lightsaber: More attack and damage for your weapon of choice? Yes please!

    Jedi Defense: It’s great being able reflect blaster bolts back where they came from. Offense and defense at the same time.

    Armor Proficiency (Medium): At level two I found myself with a feat to invest but nothing particularly good to invest it into, so I put it here so that I could use the Stabilizer Mask come endgame. That being said, if you’re on PC and can thus use the Circlet of Saresh instead, I recommend picking up Toughness instead of this feat.

    Force Powers

    Listed in order of priority. All of them should be maxed out unless indicated otherwise.

    Cure/Heal: Personally, I have all my light side characters pick this up ASAP, as it’s the most convenient way to heal.

    Force Speed: Burst of Speed isn’t terribly useful (aside from getting around faster), but the extra hit(s) from Knight/Master Speed make it the most OP force power in the entire game.

    Energy Resistance: This is a weird one. Judging by its name, you’d think it would provide resistance against energy-based attacks, but according to its description, it doesn’t. However, if you actually use it, you’ll see that it does, thus making it a very useful power.

    Force Valor: Hard to go wrong with a boost to all of the party’s attributes.

    Force Armor: A little extra defense is always nice.

    *Minor Spoilers* Any Offensive Power: By level 19, you should have all the powers listed above maxed out, leaving you with one left to choose. Since the final boss can drain the life out of the prisoners in the room to fully heal himself, I recommend going with an offensive force power that can destroy the cells containing them before he can do so. You can go with Drain Life to steal his own tactic, but if you don’t want to grab any dark side powers, then Throw Lightsaber is your only other option. *End Spoilers*

    Equipment

    Weapon: Ordinarily, I’d go with a double-bladed lightsaber but this time I went with dual lightsabers (both using the Opila and Nextor crystals) for the increased critical threat range. Whether you go with a regular lightsaber in the off hand or a short one is up to you. In the earlygame, stick with using a single melee weapon; you can start dual-wielding once you get Master Two-Weapon Fighting.

    Head: Not a whole lot of useful headgear for this guy. If you’re on PC, go with the Circlet of Saresh. Otherwise, go with whatever you find that gives immunity to mind-affecting powers and boosts to saving throws. In that regard, the best piece of headgear is the Stabilizer Mask.

    Body: As a Scoundrel, go with whatever armor you find that provides the best defense.  The same applies as a Guardian; just replace “armor” with “robes”. By endgame you should be using the Star Forge Robes.

    Belt: For most of the game you can just stick with using either save-boosting belts or the Power Belt. Eventually though you’ll want to pick up the CNS Strength Enhancer.

    Hands: Go with whatever gloves you find that give the highest strength boost. By endgame this will be the Dominator Gauntlets.

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  • Member
    July 30, 2015

    I dislike Starkiller, but I love the idea of this build! Dual wielding lightsabers needs to feature in more Star Wars games. Visceral! Get on that!

  • Member
    July 30, 2015

    Glad you like it! I actually haven't played the Forced Unleashed, but I liked this aesthetic for the Ravager. It's like how I used pictures of Exar Kun for the Sabermaster, despite the two having no connection. And yes, dual wielding lightsabers should be a thing in more Star Wars games.

  • July 30, 2015

    Definitely a nice build here Albino. I'm a massive fan of Dual Wielding Sabers, any game where I can use two at once is a positive for me. You really should give Force Unleashed a go, the first game at least is a really solid game with some interesting Force Powers and Combos.

    Anyway it's a +1 from me

  • Member
    July 30, 2015

    Glad you like it! I have a pretty big backlog of games I want to play, but if I ever get around to it, I'll give Force Unleashed a go.