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4.0 ATTRIBUTES
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Strength is important for To Hit and Damage with melee weapons. Important for us, since we're going to use our Lightsaber as weapon. Dexterity adds Defence,
Ranged Attack/Damage bonus and Reflex bonus. Good for everyone (Defence ;D), including us! Constitution gives us more VPs and better Fortitude saves. We need it! Intelligence adds SKs per level. Since SKs aren't important, this attribute isn't either. Wisdom gives you more FPs, Force Power/Will saves and makes your own Force Powers harder to resist. VERY important! Charisma helps with some
Force Powers and Feats, but also adds to Persuade and FPs.
Thanks Claude Arm for telling me that Charisma also adds to FPs, and that you can't get less SKs/lvl than one!
4.1 Recommended Attributes
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Strength - 14 +2 Attack/Damage with melee weapons
Dexterity - 14 +2 Defence and Reflex saves
Constitution - 12 +1 VP/level and +1 Fortitute saves
Intelligence - 8 We can't get less than 1 SK/lvl anyway
Wisdom - 15 (+5) +2 bonus at start, +5 when finished
Charisma - 14 +2 bonus, very cheap
This is a very balanced way of giving out your attributes. We pump into Wisdom to gain the extra FPs we so badly need, and still gain acceptable combat bonuses. That which makes this character a "Hybrid" is the high Wisdom. You'll end up with 180+ FPs at the end, an amount close to that of a Jedi Consular.
4.2 Recommended changes...
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I strongly suggest you leave the Intelligence, Wisdom and Charisma attributes as they are, and still throw all the extra points into Wisdom. If you want to change something, then change either Strength, Dexterity or Constitution. You may want more melee prowess, then add more strength and remove dexterity. You want more Defence? Add Dexterity and remove Strength. You want a Godly amount of VPs? Add more Constitution and remove either Strength or Dexterity. Perhaps even both?
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5.0 FEATS
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Remember that the GCH-Jedi is always part Guardian, part Consular. We need both
FPs, VPs and Feats to be able to fight well enough. Because of that, Feats are a very important part of the GCH-Jedi. With a level 5 Soldier / level 15 Jedi
Guardian, we will have a total of 13 (5+8) Feats at level 20. The Soldier levels gives us 5 Feats, and the Jedi Guardian gives us 8 Feats.
5.1 Must-Have Feats
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Two Weapon - This is the first thing you have to decide about. Should
Fighting/Dueling you use one, dual or the double bladed Lightsaber? The two last alternatives goes for the same Feat, so what you have to do is simply to decide how you want to fight. The double bladed Lightsaber does more damage, as do the dual
Lightsabers. The single blade gives you more defence.
I fancy the dual lightsabers, since I can then modify them more with 4 crystals instead of only 2 (2 crystals can be inserted into every Lightsaber for extra mods, the color crystal excluded). Choose how you want to fight, and then max out the appropriete Feat ASAP! (I STRONGLY suggest dark Jedi use either dual or double bladed lightsabers for a more offencive approach, since they lack more defensive
Force Powers, you might as well go all-out on offence.)
Critical Strike - There can be valid reasons to choose Flurry instead of this
Feat, but I think that it's better to get three times your amount of criticals than just one extra attack per round.
There are some very nice Sabre Crystal Combos that can, with help from this Feat, gain a 50% chance to score a critical! Max this one out ASAP!
5.2 Other nice Feats to have
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Toughness - First give +1 VP per level, then the incredible -2 damage reduction (per hit), then again +1 VP per level. If you want, you can translate the -2 damage reduction to +2 VP per level, which means this Feat gives you +40 VPs at level
20. Yay!
Implants - There are some REALLY nice implants out there, either leave this Feat completely blank or max it out. It can be argued that having this Feat at just level 1 is nice too, though the level 1 Implants aren't as good as the level 3 ones...
Conditioning - +1, +2 and +3 to saving throws. Really nice to have, but we'll have pretty good saves anyway. I recommend at least one level in this.
Weapon Focus
Melee / Lightsaber - You'll automaticly get these free, though only level 1.
If you give more Feats to them, you'll add up +1 or +2 to attack bonus. Nice to have, but only if you have Feats to spare.
5.3 Feats to avoid
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Flurry - See Critical Strike.
Blaster Feats - You may be tempted to use blasters until you get your Jedi
Class, but DON'T do this! It's just a waste of Feats, since your Lightsaber will be the weapon you will use later on.
Skill Feats - There are some of these feats that add SKs, a COMPLETE waste, since Skills aren't important!
5.4 Free Feats
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The Soldier will give you these Feats at start:
Melee Weapon proficiency
Heavy Weapon proficiency
Blaster Pistol Proficiency
Blaster Rifle Proficiency
Armor Proficiency (Light)
Armor Proficiency (Medium)
Armor Proficiency (Heavy)
Power Blast
Power Attack
Most of them are completely useless, except the Armor Proficiencies. They will be useful before you get your Jedi Class. The Melee Weapon Proficiency is good too, so you can use one/dual/double bladed vibro-blades before you get your
Lightsabre. You can, if you want, use blasters. Don't focus more in them by adding additional Blaster Feats, however, since you'll only waste Feats.
The Guardian will give you these Feats as you progress in levels:
Jedi Sense (level 1, 6 and 12)
Force Jump (level 1, 6 and 12)
Both of them are REALLY useful. Jedi Sense adds +2, +4 or +6 to defence, which is crucial, since you'll be using Jedi Robes rather than Heavy Armor. Force
Jump adds lots of damage when you use it as initial attack, which you should do!
More on this in the Combat Section.
5.5 Recommended Feats
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You have 13 Feats to distribute, where to put them? I suggest you do like this:
Two Weapon Focus / Dueling (MAX)
Critical Strike (MAX)
Toughness (MAX)
Implants (MAX)
Conditioning (level 1)
If you don't like it, I strongly suggest you keep all the levels in Critical
Strike and the weapon focus of your choice. You can reduce Toughness to 0 if you want, but I suggest at least 1 or 2 levels in it. Conditioning is really useful, so are implants. Again, Implants should be either maxed, or nothing at all.
Do try to change your choice of Feats so that it suits your playing style. My
Feat selection isn't perfect, but it suits MY playing style...
5.6 Take what Feat at which level?
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Max out your Two Weapon focus / Dueling and Critical Strike ASAP! If you use Toughness, you shouldn't put any Feats into it until you're about level 10, since it makes little difference before that. After maxing out Two Weapon focus
/ Dueling and Critical Strike, distribute the rest of the Feats as you see fit.
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6.0 SKILLS
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Skills. WE don't need them! Well, we need two of them, but that's it. Persuade and Treat Injury will be important for us. With our slow Skill progress, those are the only Skills we can afford to have as well.
6.1 Must-Have Skills
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Persuade - Makes the dialogue part of this game more enjoyable, very good Skill.
Treat Injury - IMPORTANT! The only Skill that's important for real. You can go through the game without Persaude, but not without this Skill!
6.2 Skills to avoid
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I'll tell you why each of the other Skills are completely or partly useless...
Computer Use - You can go through the game and pay the high amount of spikes needed to perform all the tasks without the need for this Skill. You'll have so much money anyway, that if you feel the need for more spiked, you can always go and buy more of them!
Demolitions - There aren't ANY mines in the game that does enough damage to hurt you! The only place in the game when this is useful is down in the Sewers of the UnderCity, but then you have
Mission to help you with that!
Stealth - Again, the only place you need this Skill is in the
UnderCity Sewers, when you have to lure the Rancor to eat a
Frag Grenade, and you STILL have Mission to do that!
Awareness - How many cloaked enemies are there in the game? about
NONE! And if you say "how will I spot mines then?" you haven't read the demolitions part that says "There aren't
ANY mines in the game that does enough damage to hurt you!"
End of discussion...
Repair - The Droids throughout the game that just stands there and begs to be repaired and to help you are completely useless, they don't help enough. And if you say otherwise, you can still use the Skill without having anything in it.
Security - EVERY door/locker/anything that's locked can be bashed open very easily! COMPLETELY useless Skill...
6.3 Recommended Skills
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As you've already guessed, take only Persuade and Treat Injury...
6.4 Take what Skill at which level?
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As level 1 Soldier, take 1 level in Persuade and 2 in Treat Injury. For the rest of your Soldier levels, take only Treat Injury. When you get Jedi Guardian, boost Persuade up to the same level as Treat Injury, then keep them at the same level.
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7.0 FORCE POWERS
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The amount of Force Powers a Guardian receives doesn't differ very much from the
Consular's. The Consular will only recieve 4 more Force Powers, should you be able to level both Jedi Classes to level 20 without any starting class. So, in means of Force Powers, the Guardian is no less a Master than the Consular. the GCH-Jedi will have a total of 16 Force Powers at level 5/15. Where shall we put them then?
[N] means Neutral
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