Reaper511's thorough Character Guide, here on the Bioware Forums, goes through each attribute, class, and variation in detail. It's excellent.
It's also long. Here's the short version:
Keep all your attributes at 10-12 or higher, unless you know what you're doing.
Unlike other pen-and-pencil formats, KotOR doesn't reward extreme min-maxing, of the sort where you have a fighter with Intelligence of 3.
Reaper511 sometimes sets Intelligence to 10 - more on that in a moment - and everything else is 12 or higher. He tends to set Dexterity at 16 and I don't (the initial cost is high above 14), but a balanced approach makes sense. If you'll do more melee, put a bit extra in Strength, or for casting, in Wisdom or Charisma.
If you want to max HK-47, choose your Intelligence and Repair skill carefully.
Intelligence, and the skills that come from it, isn't a huge factor in the game. Your companions can handle most skills, and none are crucial: every door that can be unlocked can also be bashed open. The mechanics are clumsy for setting mines, and computer hacks are helpful but not essential.
The one exception is in repairing HK-47. Your companions can't do it for you, so only your Repair skill helps. If you pick up HK-47 early, you'll need a Repair skill of 17 for all upgrades. (You can do it with 13 and certain items, as outlined in this thread.) If you leave HK-47 in the Droid Shop until after Leviathian, an event triggered by collecting the 4th star map, then you need only 6 ranks (with gear).
He isn't essential, nor are all upgrades needed. HK-47 is a fun companion, and he provides fine ranged attacks, but so does Carth (or Canderous, if built that way). I mention it only because many players like to have all possible options open, and if you want this one, you'll need to plan ahead. 13+ in Repair means an Intelligence of at least 14, or Repair as a Class Skill (Scout or Consular), or both.
Don't expect too much from Stealth.
I love the game - and the Scoundrel class - but those considering 'sneaking' their way through should know that the Stealth mechanic is slow and of limited benefit. It's not useless, especially for a melee class, but if you're on the fence, you should know that it isn't as helpful as in later games, like SWTOR.
For Force bonuses, go Light or Dark.
You can certainly roleplay a 'neutral' Jedi, but your force costs for related abilities decrease as you move further toward the light or dark. Your companion powers are unaffected.
Consider 'holding' your first class at level 5, until you become a Jedi.
Reaper511 explains why 5 is a good place to stop leveling. Powergamers may sometimes want to 'hold' at 3, though that makes starting harder, and it isn't necessary. The gap tops out at 20, and a 5/15 split works well for most classes.
Modifié par CBGB, 20 septembre 2013 - 02:33 .





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