Having gained the required influence, I am now able to make Bao-Dur a Jedi Guardian. That's great, but he can't wear robes, which means the best armor he can wear and still cast all force powers is the Miner Outfit, which provides an amazing 1 point of defense and no other bonuses. His Tech Specialist levels also don't stack with his Jedi Guardian levels for the Unarmed Specialist feat, which means he'll be at least 6 levels behind on his unarmed damage.
Normally, my Jedi use double-bladed lightsabers with Master Flurry and Master Speed to dish out a preposterous 5 attacks per round, which is enough to kill most opponents in 1 or 2 rounds (especially if they've been caught in a Stasis Field); but one cannot cast Master Speed with armor on. His amazing 10 dextery also means he'll be getting hit a lot if he wears the Miner Outfit.
So, how should he built? Youtube apk for blackberry 10. Will he be an effective unarmed combatant despite lagging behind in his Unarmed Specialist feats, or should he use a lightsaber? Armor or clothes? If armor, what powers should he take? What about equipment and upgrades?
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Bao Dur is a pretty unorthodox character and requires a little thinking outside the box.
First off, on the question of Armor: Forget force powers, give him the heaviest armor he can wear. Jedi Guardian's don't have a particularly wide variety of Force Powers available to them anyway, so you should easily be able to tailor a list to his limitations. Force Deflection and Redirection are obvious choices, as are Force Push, Energy Resistance, Heal, Stasis/Stun, and maybe even dip into the Dark side for powers like the Wound or Fear lines.
As for weapons, you're right in your intuition that Unarmed is probably the way to go - especially if you can hold back his level to 6 before switching him over to a Jedi, as his Shield Breaker ability will more than make up for the lost damage to a few levels. That said, if you need him to be a skilled tech specialist, you can do okay giving him a single lightsaber and focusing on feats like Dueling and Toughness - at that point, he's basically a tank, and you'll want to emphasize his survivability. This works best in combination with characters that can employ stealth to get enemies to focus fire on Bao-Dur, before striking from behind. I still wouldn't take him past level 10 or 12 as a tech at an absolute maximum though. Skill points aren't that hard to come by, and you always have T3 to handle that stuff in a pinch.
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So I was replaying these games and wanted HK-47 to be about as effective a combatant as Hanharr or Zaalbar. It's always been a pet peeve HK-47 (coolest character in the game) sucks ass.
I was using a save editor (the games are so easy please don't even complain) and finally just went crazy with HK-47, giving him wild strength, intelligence, dexterity, constitution and so forth. Also gave him some great blaster pistols (pistol set-up is superior to 2-handed 'heavy weapons' for the same reason double-bladed/twin sabers is vastly superior to 'dueling.') HK with the best pistols in the game and 'rapid shot' is finally/almost scary.
I gotta say he's pulling his weight, after 10 years! Yes, it's on 'difficult,' and yes, we usually/always win, but with increased constitution HK-47 becomes a virtual tank. Even though his stats are wildly buffed, the original games were horribly imbalanced, so he IS finally a tank (in the RPG sense) since no damage he does will compare to the Exile's force-speed double-saber, force crystal 5-attack massacre. The Exile is a glass cannon, HK-47 becomes the high-HP tank. You can knock out the others, but HK-47 is the Terminator, as he should have been. He has double the HP of the Exile and super-high defense, which means he's not going down easy.
We just need a higher-difficulty mod for KOTOR 2.
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Welcome to our KotOR II Lightsaber Upgrade Guide, a handy table including statistics on every Lightsaber upgrade in the game, in an easy-to-read format so that you can plot out your best combination.Unlike the original KotOR's two possible upgrade slots that were only for crystals, The Sith Lords has those same two crystal slots plus three additional upgrade slots. One of these can hold a Cell, one an Emitter and another a Lens. Crystals, Cells, Emitters and Lenses all have unique upgrade statistics, making KotOR II's possibilities nearly endless. The only catch in The Sith Lords is that most items are random, including upgrades.
Fortunately, although you cannot create crystals and must instead find them, you can create every Cell, Emitter and Lens in the game using your skills. The higher your party member's skill, the better quality item you can create.
See the tips at the bottom for building up components and good lightsaber combinations.
Lightsaber Upgrade Guide | |||
Legend: Atk: +2 = Attack Bonus: +2 - (gives a +2 to every attack roll) Dam: +4 = Damage Bonus: +4, Energy - (without a damage type - Cold for example - it is always Energy) BBD: +4 = Blaster Bolt Deflection: +4 - (Blaster Deflections are cumulative and stack) Def: -1 = Defense: -1 - (Gives your character a -1 to Defense) OH: Slow 25%/3R/DC14 = On Hit: Slow 25% for 3 Rounds with a DC of 14 MC: 1-6 = Massive Criticals: 1-6 - (On a critical hit, your character does an extra 1-6 points of damage) DEX: +1 = Dexterity: +1 - (Gives your character a +1 to Dexterity) Regen: +3 = Regeneration: +3 - (Character regenerates vitality quicker) FRegen: +1 = Force Regeneration: +1 - (Character regenerates force points quicker) Keen = Critical Threat range is doubled. Example: if the base CT range is 19-20, meaning two chances out of 20 for a critical hit, it becomes 17-20, meaning four chances to have a critical hit. | |||
Crystals | |||
Regen: +2, Keen | |||
(Dark Jedi Only) | |||
Cells | ||
MC: 1-3 | ||
MC: 1-6 |
Emitters | ||
Lenses | ||
How to get the most components & credits:
Component cost is not listed here, mainly because it is not important. For more components (and credits), follow these guidelines:
General Recommendations:
The Best Combinations:
Crystal 1: Barab Ore Ingot (2-16 Fire)
Crystal 2: Upari (1-8) - Solari works well too for light siders
Cell: Ultimate Diatium Energy Cell (5)
Emitter: Expert Fencing Emitter (3)
Lens: Pontite Lens (2-12)
Total for normal Lightsaber: 13-48 Energy & 2-16 Fire
Crystal 1: Jenraux (BBD: +5)
Crystal 2: Lorrdian (BBD: +3)
Cell: Your choice, none offer BBD.
Emitter: Expert Deflection Emitter (BBD: +4)
Lens: Ossus Dueling Lens (BBD: +3)
Total: BBD: +15
Star Wars Kotor 2 Best Weapons
Crystal 1: Barab Ore Ingot (2-16 Fire)Crystal 2: Firkrann (2-12 vs. Droid)
Cell: Superior Ion Energy Cell (2 vs. Droid, 1-12 Ion)
Emitter: Your choice
Lens: Your choice
Total extra droid damage: 5-26 Ion, 2-16 Fire
Crystal 1: Personal Crystal
Crystal 2: Upari (Dam: +1-8, Atk: +3)
Cell: Ultimate Diatium Energy Cell (Dam: +5)
Emitter: Expert Fencing Emitter (Dam: +3, Def: +2, BBD: -2)
Lens: Improved Beam Gem Lens (Dam: +2, Atk: +1, BBD: -3, Keen)
Totals for normal Lightsaber (not including personal crystal): Dam: 13-39, Atk: +4, Def: +2, BBD: -5, Keen