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Mira kotor 2 pc
Mira kotor 2 pc









Take him to around level 15 before making him a jedi to get his Heroic Resolve feat and a high level of Sneak Attack.Īttributes/skills/feats/powers - CON to 18. General - High DEX makes him a good blaster user.

mira kotor 2 pc

Cannot wear the named jedi robes that are alignment restricted but if you come across a Gray Jedi robe that is one to go for for Kreia, or robes that boost WIS. Healing and all the buffing powers (Force Aura, Valor, Speed, Energy Resistance, Battle Meditation), then whatever attack powers you like.Įquipment - Single vibrosword early on, then a lightsaber (even if you only have a short available). Duelling (obviously :D ), possibly Lightsaber Finesse. Go with default recommendations for skills. Always remains neutral alignment.Īttributes/skills/feats/powers - Take CON to 18 then put the rest into WIS. Mentor ability boosts XP gain when in party but can be extremely tiresome. Early game set to Aggressive but switch to Jedi Support on the first planet after Telos. General - Strong with force powers, particularly buffing other party members. You pay your money, you take your choice. In the off hand a short saber has lower attack penalty than a single but does slightly less damage. Single/short combos get 1x and 0.5x modifiers but allow twice as many crystals and upgrades to be used. Doubles get 1.5x and 0.5x strength modifiers for the two attacks (main hand and off hand). Most characters should go for dual wielding with either a double or a standard and short (don't dual wield until the character has the second of the two weapon fighting feats). You choose the type of lightsaber you initially make and will find one, non-upgradeable, short saber.

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Lightsabers - You should find around 15-20 lightsabers scattered throughout the game. Most companions should take the Toughness feats. There are arguments for all three but if in doubt take Flurry for your early playthroughs. The recommendation here is generally for Flurry - the more attacks you throw the faster the opposition go down and the build does not need to be as precisely tuned as for Crit Strike. The other important decision is which type of attack feat to take, Critical Strike, Flurry or Power Attack (or the ranged equivalents for blaster users). The two levels of the power that allows deflection of blaster bolts without a lightsaber are recommended, both for all jedi characters early on when you may not have enough lightsabers to go round and later for those who use blasters or unarmed combat.įeats - the big decision is two weapon fighting or duelling as most companions will not get enough feats to take both but should take all three levels of one of them. Energy resistance gives a wide range of protections, lasts well and stacks with energy shields. Force speed where not restricted by armour. Obviously, keep some spare weapons in your inventory in anticipation of new companions joining up and also a good selection of belts, gloves, etc.įorce powers - regardless of alignment there are several force powers that are very useful. Between planets a trip to Nar Shadaa to use the workbench near the landing pad is convenient, especially as you can swap party members in and out at that one. Keep weapons upgraded to the best upgrades you can make. Always take time when possible to get to a workbench and break down older upgrades to make better ones. That way they always have a good base for the sections where you play as that companion. There is more than enough gear to be found throughout the game. Skills - you can't do everything yourself, even playing as a Sentinel, so specialise companions, particularly for the workbench.Įquipment - it is recommended that you equip most companions with their own dedicated primary weapons and armour/robes. This is your default implant for all characters (except droids) unless you have a better one. Make one for your main character at the first lab station on Peragus and always have 3 or 4 in your inventory. With even a low skill in treat injury you can make an implant that gives immunity to critical hits very early on. Implants - with TSLRCM installed you will be unlucky not to pick up several powerful D-package implants so this guide assumes increasing constitution to 18 for most characters to take advantage of that.

#Mira kotor 2 pc mod

This guide assumes you have The Sith Lords Restored Content Mod installed. It is primarily aimed at players new to the game looking for a safe, easy to play, levelling up direction for companions for early playthroughs. The following material is entirely my own opinion and is one way, but not the only way, to approach companion builds. Warning: this product may contain spoilers. This guide or extracts from it may not be published by anyone apart from the author unless the author is credited. Knights of the Old Republic - The Sith Lords









Mira kotor 2 pc