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KOTOR Build: The Armored Jedi

Tags: #Albino KOTOR 
  • Member
    August 8, 2015

    The name says it all. What separates this from your ordinary Jedi build is that it’s decked out from head to toe in heavy armor. You won’t be able to use very many force powers, sure, but in return, you’ll be able to tank like no other. Let’s get on with the build, shall we?

    The Armored Jedi

    The basic battle plan for the Armored Jedi is pretty simple. Have Jolee disable the enemies with either Fear/Horror/Insanity (whatever you have available) or Stun/Disable/Destroy Droid (if up against droids) and then you and Canderous can tear them up with Flurry while Jolee follows up with blasts of Force Lightning. The details of the build are as follows:

    Class: Soldier -> Guardian. Being a melee fighter, this build relies on feats more than force powers so you’ll want to go with the two physical classes. Once you hit level 7, hold off on any further leveling until you become a Guardian in order to maximize the number of feats you’ll get.

    Alignment: Light Side. Cure/Heal is more useful than anything the dark side can offer for this build.

    Skills: Just put everything into Treat Injury, plain and simple.

    Teammates: Jolee and Canderous. With Jolee, prioritize getting the Fear, Heal, Destroy Droid, and Force Lightning lines of force powers (in that order). For attribute points, put the first one you get into Charisma and the rest into Wisdom. You can do whatever you want for feats, but I recommend defensive ones. As for Canderous, simply develop him as a melee fighter, making sure that he gets Flurry, a good set of heavy armor, and the best double-bladed melee weapon that you can find. If you want more details on how to develop these party members, this guide has good builds for both of them.

    Attributes

    STR:18   DEX:10   CON:14   INT:8   WIS:14   CHA:8

    That’s what you’ll want your starting stats to look like. Put whatever attribute points you get on levelups into Strength. Being one of the factors that determine your damage output, you’ll want to boost it as high as you can. Since you’re going to be wearing heavy armor, you don’t need much in the way of Dexterity. On the other hand, a good amount of Constitution will let you tank plenty. Skills are more or less useless to the Armored Jedi, so you don’t need to bother with Intelligence. Finally, you’ll want to invest into Wisdom so you can have a somewhat decent pool of force points.

    Feats

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

    Two-Weapon Fighting: This is a weird one. Ordinarily, you’d want this ASAP since you’ll be using double-bladed weapons, however, due to a glitch, double-bladed weapons don’t suffer an attack penalty at all, making this feat useless for this build. However, it’s my understanding that this was patched on PC, so if you play on PC, pick this up. If not, don’t bother with it.

    Flurry: In the early going, you may not want to use this due to the attack penalty. By the time you become a Guardian though, you’ll want to use in lieu of your regular attack, aside from whenever you want to Force Jump. Ordinarily, I’d be using Power Attack here instead, but it’s not as useful without Force Speed.

    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.

    Toughness: A great way to augment your already impressive health pool.

    Implants: There’s a couple of nice level 3 implants come lategame, so you’ll want to max this out eventually. That being said, if you’re on PC and thus taking Two-Weapon Fighting, you won’t have the feats to reach level 3 implants, so skip out on this one.

    Conditioning: At level 3, you should have a feat to spare but nothing particularly useful to put it into; I recommend this.

    Force Powers

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

    Affect/Dominate Mind: As you might’ve noticed in the Skills section, this build doesn’t use Persuade. Thus, you’ll want to pick this up so you can persuade others a little more… “directly”.

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

    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 Push: Force Push is nice for keeping enemies away from you, while Force Whirlwind can more or less disable them. Lategame, Force Wave is a great power to use if you get surrounded. It’s also, if I recall correctly, one of the few powers that can be used effectively on the final boss.

    Destroy Droid: Name says it all. This power wrecks droids like no other.

    Throw Lightsaber: This power doesn’t deal much damage, but the damage it deals is completely unblockable. The vast majority of enemies won’t be able to resist your force powers, but you can always use this power on the few that do (the final boss, namely).

    Equipment

    Weapon: By endgame, you’ll want to use a Double-Bladed Lightsaber with the Upari and Solari Crystals. Until you get your hands on them, go with whatever damage-boosting crystals you find. Also, the Echani Ritual Brand is an ideal earlygame weapon until you can use a lightsaber.

    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: Just use the best heavy armor you can find. By endgame I recommend using the Mandalorian Assault Armor.

    Implant: Initially, just go with whatever you can find that has a useful bonus. By endgame though you’ll want to be using the Cardio Power System. Combined with Toughness, your natural Constitution, and your Soldier/Guardian health pool, you’ll be tough as nails.

    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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  • August 8, 2015

    Nice work again Albino. I think that non-traditional Jedi have to be my favorite. So anything ending up with something other that Robes and a Lightsaber is a plus in my book.  

    Also stop using that tag, it doesn't even rhyme...

  • Member
    August 8, 2015

    Thanks DB. I'll stop using that tag once someone answers the question. 

  • August 8, 2015

    It is no longer a thing. I don't even use it anymore. 

  • Member
    August 8, 2015

    I guess it died out once its creator stopped being active on the the site. Oh well, I'll change it out sooner or later.

  • August 8, 2015

    Maybe we should just bring him back 

  • Member
    August 8, 2015

    Agreed