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KOTOR 2 Build: The Jedi Master

Tags: #Dragonborn1721 
  • August 15, 2015

    The Jedi Master

    The Force Master at the very base is a simple character. Focusing all efforts into improving Force Powers and making them easier to use, stronger and just generally more effective.  That doesn't mean this character is weak, through a combination of Force Power Buffs and Items this character can still  hold its own in combat.

    The Basics:

    Gender: Male

    Class: Jedi Consular - Jedi Master (19 and 9)

    We want a lot of Force Powers, a lot of Force Points and the extra power behind the Force so we're going with this combo. Both of these classes (With 100% Light Side) we end up getting +6 Wisdom, +3 from both of them (Odd I know but I triple checked, I got a buff from both Classes) so that will also give us a huge buff.

    Alignment: 100% Light

    The main thing here is the Wisdom bonus I mentioned above but almost all the Buffing Powers in the game are Light-Side Powers so we'll go that route.

    Starting Attributes:

    STR: 8     DEX: 14     CON: 12     INT: 14     WIS: 16     CHA: 12


    End-Game Attributes

    Base (Equipment and Force Enlightenment Buffs)

    STR: 8 (16)    DEX: 16 (26)    CON: 12 (17)    INT: 14 (19)   WIS: 21 (48)    CHA: 12 (19)

    Vitality: 295    Force Points: 833    AC: 42    Fortitude: 27    Reflex: 29    Will: 47

    Equipment:

    Head: Force Focusing Visor (Charisma +1, Wisdom +4, Regenerate Force Points 2)

    Robes: Baran Do Sage Robe (Wisdom +4, Immunity: Lightside %20, Immunity Darkside %20)

    Gloves: Jal Shey Meditation Gloves (Wisdom +2, Dexterity +2, Awareness +2)

    Belt: Jal Shey Mentor Belt (Force Resist +20, Wisdom +2)

    Implant: Pheromone Package (Charisma +1, Persuade +2)

    Shields: Ceremonial Shield (All Saves +4, Resist 10 - vs. Darkside)

    Weapons:

    Lightsaber (Single) 

    Crystals: Barab Ore Ingot (+2-12 Fire Damage) and Personal Crystal (+6 vs Dark Side, +3 VS Light Side, 

    Defence Bonus 1, Dexterity +3, Strength +3 and Wisdom +4)

    Weapon Upgrades: Ultimate Diatium Cell , Expert Fencing Emitter, Improved Vibration Lens

    Strongest Blaster Rifle until you get both a Lightsaber and the Lightsaber: Finesse Perk

     

    Skills:

    Persuade: Persuade opens up a lot of conversation paths for both Light and Dark Side characters, for Light Side characters like us it usually means persuading people to stand down or persuading companions to talk to you about something. I always try and take Persuade because of how useful it is.

    Computer Use: Is a great skill to have for blasting through the game. Gaining the extra experience is always nice and there is a fair bit to gain from Computer Use. Not to mention you get some really nice upgrade parts with this skill

    Repair: Same as Computer Use really.

    Treat Injury: I'd say this is mandatory for all characters, at least early on before Force Heal. Not only can you use it to heal yourself more that other characters but it also leads to new upgrade materials.

    Feats:

    All Feats should be taken to the max level unless specified. 

    Dueling is chosen because we're only using One Lightsaber so the extra defense and chance to hit are a big help to this character.

    Finesse: Lightsaber is a really useful feat for a character that wants accuracy but doesn't have the Strength to achieve it. We have a high enough Dexterity that this perk is incredibly useful. crucial, especially early on when you don't have much power behind attacks.

    Flurry is one of the most useful Feats this character picks up. The ability to add an extra hit per round is great when coupled with Master Speed and once you get Master Flurry this character starts hitting most of those attacks, dramatically increasing damage.

    Class Skill: Computer Use was the first Feat I picked up. I wanted to round out my character by picking this and it was incredibly useful throughout the game. It allowed me for those that don't know to put points into Computer Use as if it was a Class Skill (so I could hit the max)

    Regenerate Force Points is the only one of these that outright effect our Force Usage, with this combined with items and Forms we're regenerating at a ridiculous speed. I don't have any accurate numbers but it was regenerating so fast I barely lost them even when using several Force Powers in a row.

    Force Powers:

    All Powers should be taken to the max level unless specified

    Heal is a useful skill for any Light Side character, being able to heal a large amount of Health for your entire party is crucial to survival.

    Stun Droid is one of the most useful Force Powers, early on it can be used to destroy mines (which is insanely useful so this should be your first pick) and later on it can absolutely devastate multiple Droids at once.

    Stun is only that useful once you unlock the Stasis Field Power. The ability to freeze large groups of enemies in place is immensely useful and becomes the staple of this character.

    Force Speed  is our main combat buff. Not only does it increase Speed, Attacks per round but it also increase our Armour by a certain amount. By end game it couples with a few other buffs to increase our Armour to over 40.

    Battle Meditation is one I used early on, it's a useful buff and later debuff and I needed somewhere to put Force Powers. I wouldn't focus on this but it's definitely useful.

    Force Valour is a great Force Power that increase saving throws and Strength, Dexterity and Constitution we need to max this out to work with our most powerful Force Power.

    Force Shield same as the above but it increase our Armour instead.

    Force Enlightenment is the most important Force Power of the lot but doesn't work well without our buffs. It allows us to activate Force Valour, Armour and Speed all at the same time. This means we get a huge Armour, Speed, Damage and Saving Throw Boost, not to mention extra attacks and Attributes all at once. This is unlocked through the story for being a Light-Side Jedi.

    Shock. The Dark Side offensive power, that's right we're taking this. I know it seems out of place (that's because it is) but it is really useful to the character and I couldn't pass it up. We have so many Force Points that casting it isn't a problem and it's quite useful to Stun Enemies and then Use Force Storm on them repeatedly.

     

    Combat:

    Combat for this build is fairly simple. Earlier on simply throw up any buffs you need and hang back with a Blaster Rifle, have your followers (usually) engage in melee combat and use Disable Droid and Stun to back them up. Later on we'll simply throw up Force Enlightenment, use Stasis Field and either use Flurry to destroy them or continuously hit them with Force Storm (better against large groups of enemies). At this point you'll still want companions to engage in melee combat.

    Companions:

    Handmaiden (As a Pure Solider)

    Handmaiden is a bit of an odd choice I guess. Especially considering I chose not to give her any weapons or turn her into a Jedi. See the thing about going Pure Solider Handmaiden is that her Unarmed Bonus continues scaling on one even level, if you spec her as a Jedi it resets her counter which in the end makes her Unarmed Combat much weaker. With Heavy Armour and just her fists (As well as any Strength Boosters you can pick up) the Handmaiden later does more damage than her melee counterparts who rely on Weapons.

    Only increase her Strength at level up, Dueling is a key Feats.

    or Mandalore

    Mandalore is another option and also a different one. I didn't perk him as a melee fighter but more of a combo Ranged/Melee. It's actually a pretty effective combo with him because of the ability to swap his personal implants around (meaning he can change them to increase combat effectiveness)

    Throw most points into Constitution with maybe 2 in Dexterity. Flurry/Rapid Shot are key Feats

    Bao-Dur (as Jedi):

    Bao-Dur is one odd fighter, early on he's a decent unarmed fighter (but he never seemed to hit Handmaiden's Level) and has a lot of useful skills. Later on he has useful skills and backs it up with powerful Lightsaber Attacks (Single with Dueling). His main job was to work as a Security Expert and provide decent support with the various Healing Power.

    Throw 1 point into Intelligence and the rest into Strength

    Or Mira (As a Jedi):

    Mira wasn't someone I picked up until later but I soon grew fond of her. I speced her as a Dual Wielder with a Double-Bladed Lightsaber. I took her for pretty much the same reason as Bao-Dur but she turned out way more powerful than him in terms of pure combat.

    Throw all points into Dexterity. Key Perks are Flurry, Dual Wielding and Lightsaber: Finesse

    Closing Notes:

    Well I hope you guys enjoy this. It was a blast to play, and ridiculously powerful. Expect more KoTOR 2 Builds in the future. Check out my Neverwinter Nights Build, The Guardian if you want.

  • Member
    August 15, 2015

    Mira wasn't someone I picked up until later but I soon grew fond of her.

    I know man, I had a huge crush on Mira! I remember Traya's prediction of her future was very bittersweet and poignant (for me at least). Yeah, Mira rocks.

    Love the build DB, I don't think I ever dabbled in the dark side with a light side Consular/Master but I imagine Shock would be pretty useful.

  • August 15, 2015

    Thanks Phil. I'll admit it was at first just chosen because I had way too many Powers to pick from  As great as the Consular/Master Combo by level 25 you've pretty much got all the powers you need plus some more. Shock (or more Force Storm) was great for dealing damage to multiple opponents. 

  • August 15, 2015

    Well, I obtained Mira pretty far in the game, so by the time I was able to switch her to Jedi, she was at level 18. So I waited for level 20, where she got last rank of Precise Shot (or how is that feat called), then I made her a Jedi. Oh boy, I was amazed. She was doing the same damage with two blasters, Rapid Shot and Master Speed as my main character with double-bladed ligthsaber.

    BTW, great build, DB. I remember playing a buffer once, but I really didn´t enjoyed that much. By the time I casted all buffs, all enemies were killed by my companions. Force Enlightement certainly helps, but why you can obtain so late? That´s crap.

  • August 15, 2015

    To be honest the main problem with buffs is that they don't last that long. 20 seconds for most of them isn't enough time to use several of them in a row and then have them active for most of combat.

    I mostly only used Valor and Speed. Force Enlightenment might be obtained late but if you got that any earlier the entire game would be a breeze. 

    As for Mira, I was in pretty much the same situation but I think she was over level 20 by the time I got her (Or at level 20) I probably didn't maximize her for total efficiency but oh well. She was still a very strong Jedi. 

  • Member
    August 16, 2015
    Nice job Dragonbirn, KOTOR has a bit of. A higher place in my heart due to being the first SW game I played.
  • August 16, 2015

    I have a new name. Dragonbirn is a new one Chris 

    I understand KoTOR having a higher place in your heart. It was my first Star Wars RPG, and as someone raised on RPG's the first game especially is a favorite of mine. I've only gotten into the second one recently because I was too buy playing the first game.

    The Second one is so much better for Building (Plus Albino hasn't taken everything here ). I'm glad you liked the build and thanks for leaving a comment and like.

  • Member
    August 19, 2015

    I didn't get the chance to comment on this when you first posted it, and kept forgetting to the next couple of days, but now I'm finally getting around to it. 

    This a nice, solid, straightforward build, and for that it gets my like. A couple of notes though:

    Dueling has only one "l" in it, and the part about that feat is never finished. The extra defense and chance to hit are what?

    Also, I have to disagree with your assertion that the second game is better for building that the first. It has more options, yes, but in the first one, you have to put a good bit of thought into the choices you make in your build, whereas in the second, your character is pretty much going to become an overpowered badass no matter what you do. Also, since the majority of the loot in the second game is randomly generated, it's much more difficult to build your character with specific pieces of equipment in mind.

  • August 19, 2015

    Thanks Albino, I think that got cut out when I added the picture, I don't usually add them to the sides like that so it's throwing my presentation off. Thanks for the comment and like.

    As for building in the game. Well you don't have to become overpowered. It's like Skyrim, if you take it as high as possible (level 30 roughly without glitches) then you're going to be OP but if you stop leveling earlier it would be way more of a challenge. So really it is a choice of becoming a badass Master Jedi or a weak puny mortal who dies whenever anyone glances at him/her. 

    The randomized loot is a little difficult to work with I agree on that, but there is a fair bit of non-randomized loot. The System there is one I'm more similar to ones I'm used to, it's fairly common in RPG's. Though I've noticed if you loot everything it's fairly easy to come across most things in the game, multiple times usually. 

    Thanks again for the comment Albino (oh and I fixed up those mistakes)

  • Member
    August 20, 2015

    No problem. Also, there seems to be a pretty noticeable gap between Dueling and Lightsaber Finesse in the feats section.