![]() Sentinel and guardian-based characters need just one force power - speed. ![]() Consular-based characters need force valor for +5 wisdom/charisma, then stasis/fear/force push (usually enemy's fortitude, will and reflex have the same value) for crow control, force lightning for not-so-highly-damaging AoE, force choke for massive single target damage (3rd tier kills any target in two casts, some survive with 1 hp or so) and destroy droid. best of KOTOR and the Jedi Knight series to create one of the best Star Wars titles. The game is a pretty good critique on Star Wars and it's binary light/dark morality. That said, this is a roleplaying game, especially for the first play through do what you feel is right. ![]() The dark side dialog options and choices are a little over the top. Note that every class of your character gets a benefit from full light/dark alignment, so if you play a consular/jedi master and went full lightside you get +6 wisdom total.Īs for force powers - depends on the playstyle. Needs to be Added Force Alignment Cal is a light side force user. User Rating: 8. The light side playthrough is a little better written in my opinion. Sentinel/watchman/assassin: LS: +3 constitution, DS +3 dexterity.Ĭonsular/jedi master/sith lord: LS +3 wisdom, DS +50 force points (3 wisdom definitely outweighs 50 force points, but dark consulars are only slightly weaker then lightsided) Guardian/marauder/weapon master: LS +3 strength, DS +1-8 damage to any weapon (DS bonus is definitely better and is useful for ranged builds) Also (spoilers ahead for Star Wars the Old Republic) Darth Marr, an Old Republic era Sith lord who repeatedly shows up to chat as a force ghost. ![]()
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