I would probably take away some strength and give it to constitution. Strength does not have to be as high, because you can get some very good meele weponds. Wisdom you only worry about if you are a Consular(NOT recomended for beginners!)Ĭharisma is useful, but I have always left it at ten, and gotten force persuade and the persuation implant. Intelegence is alright, but you can go higher if you woulf like. But if you are a Sentinel, then here is what I would suggest:Ĭharisma is useful, but I have always left it at ten, and gotten force persuade and the persuation implant. But I think for starters, the Guardian is best. I usualy find that the Sentinel fights better than the Guardian in some respects. Are there any skills that I should not bother putting points into? Of the list of skills avaiable I would say Computer Use, Demolitions, Persuade, and Security are the most important. My only concern is, would I have enough skill points with a 14 INT to raise up my skills each level? Probably the only skill I will be putting little to none points in is Stealth but that still leaves me with 7 skills including 2 cross class skills(Demolitions & Repair). I've been playing around with the starting stats and came up with this. Figured I would mix things up a little after playing a Guardian in KOTOR 1. Ok, I'm just starting this game for the first time and have chosen to play the Sentinel. I find that tol be helpful later on Nar Shaddaa.Īlso, I've played the Sentinel/WeaponMaster combo to the end of the game, and it is good, but I actually found the Sentinel/Sith Lord or Sentinel/Jedi Master combo to be far more powerful. Tip: You really don't need skills (except persuade) above 20 ranks in general, but if you decide to build Demolitions, let it go to 22-23. Treat Injury is good for building stuff on the workbench, though you don't really need to. I do build them, but only after raising the others to 15+ ranks, and I hardly ever use them. Stealth and Treat Injury are right at the bottom of the priorities for me. Awareness is next after those, since you'll want to be able to detect mines, and at times it also allows some conversation paths. I also build Computer Use and Repair, though, because that will give you some options with T3 later. I build both Demolitions and Security early on, because otherwise there are too many containers I can't open or mines I cannot retrieve (all worth wonderful xp). But Demolitions and Repair are not class skills for the Sentinel, so I usually use my first feat on taking Demotions as a class skill, and then second on Repair.įor skills I place priority on Persuade first, since only the Exile may build it. I usually want all of them, and since you'll be alone for a while, you really can make use of most. That extra point is nice, though.ĭecide which skills you want to build from the beginning. I usually raise Int to 15 at level 4 and 16 at level 8, but it's usually more for the Intelligence-based conversation-options than for the extra skill point. With Int 14 you still get plenty of skill points. Your stats are exactly as my starting stats, except that I leave Strength at 14 (still +2) and raise Wisdom to 14 for more force points.
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