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Novice Battle Strategies Part II:
Character Usage
Written
By:
J. Michael Neal
Previously I give you pointers on how to plan out your character
around them becoming a Jedi. Well, let’s say that time has finally
come, you’ve completed your Jedi training, now what? You have all
these incredibly awesome Force Abilities staring at you, and I’m
sure you’d want nothing more than to have them all, but you can’t.
Your character will top out at level 20, which means that
all-powerful uber-Jedi will forever remain out of reach. If you
follow my advice, however, you’ll come to realize that such a
character is totally unneeded. Heck, if you follow my advice by
level 12 you’ll be handing ever enemy that comes within 10 paces of
you his ass!
Before we begin, however, I’d like to talk a little about “saving
levels”. It is possible to get up to the Jedi Academy portion of the
game without gaining any levels, difficult but possible, the logic
behind that being to save all your level progress until AFTER you
become a Jedi so that you can earn more Force Abilities. This is a
very unwise move, however, as not only does it trigger a bug (or is
it a safeguard?) that will noticeably effect your level progression
throughout the rest of the game, but it makes defeating the foes of
Dantooine very, very difficult. If you do EVERYTHING there is to be
done on Taris you should only reach about level 8 by the time you
depart for the Jedi Academy on Dantooine, which should leave 12
levels to gain as a Jedi, more than enough for Guardians and
Sentinels. Consulars may want to save a few levels, seeing how they
rely more on Force Abilities than the other classes, but even so I
wouldn’t recommend reaching Dantooine anywhere below level 4 just to
be safe. Besides, saving levels will force you to miss too many
memorable side quests, and who’d want to do that? The side quests
are what make this game!
Anyway, on to the topic at hand:
Part II:
Character Usage
First of all let me say that it’s nearly impossible to make your
Jedi all things to all men. You’ll have to pick just what kind of
role you’d like them to play on the battlefield, then run with it,
using your other two party members to fill in the cracks. Remember,
the combat is highly team-based, and the better team you have the
more successful you will be with this game. Of course with a game
this opened ended you can play it many ways, but for the purposes of
this guide I’ll use how I chose to play the game as the model. It’s
a solid, tested method you can go by until you get your feet wet.
Use this run down to get a feel for what role each character is best
at filling:
-
Carth Onassi – In the
beginning of the game he’ll serve as your lock-picker. Continue to
develop his Awareness, Security, Treat Injury, and Computer Use
skills, outfitting him with skill boosting equipment in the mean
time. He will not reach the same levels as Mission, HK-47, or
T3-M4 in these areas, but he will make up for it with his combat
skills. He’s a dual blast-wielding master, so focus on his
Dexterity and Feats like Power Blast or Rapid Shot and give him
the best Blasters you can find. Round out his Feats with Implant,
Gear Head, and Caution if you have room.
-
Mission Vao – Much better
at the Awareness, Security, Repair, Demolitions, and Computer Use
than Carth, but a little weaker in the combat area. If you wish
you could equip her with blasters or melee weaponry, but since she
is relatively low on HP through most of the game I’d keep her away
from the major conflicts. Either way you go put most of your
attribute points into Dexterity and Constitution. She does excel
at Stealth, and her Stealth Attacks and Scoundrel's Lucks do
offset her diminished combat skills. Make sure she has Caution and
Gear Head maxed out, and give her as many Implant, Toughness, and
Conditioning levels as you can afford.
-
Zaalbar – Think of “Big
Z” as a really hairy, really strong Mission. I mean really,
really, really strong mission. This guy has unmatched strength and
should definitely be equip with the best melee weapons you can
find. Plan on him being a dual wielder, make sure he has Power
Attack and/or Critical Strike, and put everything else into Gear
Head, Conditioning, and Implants to compensate for not being
allowed to wear armor or head gear. Put the majority of his skills
into Treat Injury, Repair, Computer Use, Awareness, and
Demolitions and pour all his attribute points into Strength.
-
T3-M4 – Don’t
underestimate this little guy. If you plan him right he can end up
being the most valuable member of your party. His Computer Use,
Security, and Repair are off the charts, and with some planning
and some really good parts he can end up doing healthy blaster
damage off each “arm”. Bump his Intelligence as high as it can go
and put a little into Demolition and Awareness and you’ll end up
having a Swiss Army Knife with legs… err… wheels; someone that
will pull your crack out the fire time and time again and provide
some decent cover fire while he’s at it.
-
Canderous Ordo – In all
honesty, I don’t quite know what to do with Canderous. He doesn’t
outwardly excel at any skill except maybe Demolitions and other
party members eclipse all his combat abilities. He does, however,
look cool, act cool, and provide a lot of color commentary. Plus,
he and Carth make one badass tag team, especially when decked out
in bitchin’ armor! Experiment with the guy and see what you can do
with him, but plan on benching him through most of the game.
-
HK-47 – Coolest.
Character. Ever! HK has the tech skills of T3, the weapon skills
of Carth, and the personality of… well… of no one you’ve ever
seen. Pump everything you’ve got into Repair, Computer Use,
Demolitions, and Security, give him high Dexterity and solid
Intelligence, and go nuts with the combat abilities like Power
Blast. Use high-level parts to boost his most important skills.
You
may be wondering, “where’s the Jedi?” You didn’t think I could
forget about them, did you? The Jedi are special cases. For
starters, the Jedi will end up being your primary party members. You
may want to swap one out from time to time to accomplish specific
tasks like hacking into an important computer or defusing a
dangerous landmine, but Jedi are the meat and potatoes of this game.
As such, a whole ‘nother kind of game plan needs to be set for them.
The Jedi
Like I said before, you are free to play this game any way you wish,
but “any way you wish” can be overwhelming to new players and can
lead to sloppy characters and no real strategy for the game. What
you need is a plan!
You’ve already got your main character planned out in your head by
now, and you’ve already seen the best ways to use the rest of your
party, now what about your Jedi? How should they be used? Like the
other party member’s, tasks can be broken up amongst them to better
focus each character. Of the endless configurations, I found the
two-fighters/one support set up to be the best. This consists of
using two Guardians or otherwise combat focused characters to forge
ahead and wail on the enemy, and one Consular, Sentinel, or
otherwise Force Power focused character to bring up the rear,
casting a steady flow of offensive and defensive “spells”. It
results in the cleanest battles with the least amount of damage
taken by your party. For the purposes of this section of the
tutorial I’ll assume your character is a light Guardian and round
out the rest of your party with Juhani and Jolee, but feel free to
adapt this to your, no doubt, unique situation.
As
previously stated, our goal right now is to maximize the potential
of your party by divvying up abilities, and hence, roles amongst
your Jedi. We’ll start with your Guardians, as they will be the
brunt of your offensive front. If/when you have left over abilities
put them in whatever else sounds best to you.
Guardians:
Necessary Force Abilities
- Don’t leave home without them!
-
Throw Lightsaber/Advanced Throw Lightsaber
(Perfect long distance attack to compliment Force Jump and clear
out crowds of weak or near dead enemies.)
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Burst of Speed/Knight Speed/Master Speed
(The most important weapon in the Guardian’s
Force arsenal. With this in action, Flurry can land up to seven
attacks if you follow my Feat advice. Up until the very end, few
enemies can handle more then two Master Speed enhanced Flurries
without going down, and a Master Speed enhanced Master Force Jump
can end most encounters before they even begin.)
-
Force Resistance/Force Immunity
(I can’t stress how necessary this ability is. Once
cast, it will protect you against everything a Dark Jedi has up
his/her sleeve, leveling the playing field to a pure lightsaber
duel. I’m talking about blocking everything from Death Field and
Force Storm to Stasis Field and Plague, all favorites among the
Sith. Once those abilities are out of the way they are forced to
take you in a head-to-head lightsaber duel, and with Master Speed
and Flurry on your side there is no way that will be a problem for
you.)
-
Cure/Heal (Pretty
self-explanatory. Use it often.)
-
Drain Life/Death Field
(Following the light doesn’t mean you are shut off from all dark
power. You can still afford to learn two really evil but
incredibly necessary abilities per character without falling too
far into the dark side, and I consider Death Field pretty damn
necessary. Not only does it damage enemies, but it refills some of
your health and is practically a requirement to win the final
confrontation.)
Primary
Guardian (presumably you):
Recommended Force Abilities - Try to equip your primary Guardian
with these babies.
-
Affect Mind/Dominate Mind
(Better known as the “Jedi Mind Trick”, this bad boy allows you to
“talk” others into doing things they might not ordinarily want to
do. Not required, but it highly, highly recommended that your
primary character have this available to them.)
-
Stun/Stasis/Stasis Field
(I couldn’t hurt to outfit everyone in your party with this one,
but you can get away with only one Stasis Field user, and it might
as well be you. It will freeze and ENTIRE group in their tracks,
allowing you to hack them to death without fear of taking damage.
I recommend giving this to your primary character, as occasionally
throughout the game you are forced to go solo, and you’ll be a
whole lot safer with this trick in your bag.)
Secondary Guardian (presumably Juhani):
Recommended Attributes – Try to put the majority of her points
into Dexterity, Strength, and Constitution.
Recommended Skills – Just dump everything into Awareness,
leaving a little for Treat Injury and Stealth.
Recommended Feats – Lightsaber Proficiency, Two-Weapon Fighting,
Flurry, and Jedi Defense should be your main concerns.
Recommended Force Abilities
- Try to equip your secondary Guardian with these babies.
-
Force Push/Force Whirlwind/Force Wave
(Force Wave works great on your secondary Guardian. It not only
creates a little breathing room between you and your enemies, but
can also stun them for a few seconds, allowing you to regroup,
heal, etc, and otherwise gain the upper hand in battle.)
-
Slow/Affliction/Plague
(Someone should have this one, might as well be your secondary
Guardian. It seriously messes up whomever it’s cast upon,
absolutely destroying their stats, declawing even the fiercest
enemy. Cast a Stasis Field on a real tough bastard, throw some
Plague on top, and cut through him like butter!)
Now, your Consular (Jolee for these exercises) will be primary
working the back of the battlefield, supporting the fighters and
lending a hand in the combat whenever necessary. Speaking of
“necessary”, here are the abilities he should definitely have to
work well:
-
Force Resistance/Force Immunity
(Of course!)
-
Stun Droid/Disable Droid/Destroy Droid
(This attack is devastating to droids, and on Jolee using it
barely puts a dent in his huge well of Force Points. It’ll cripple
and entire room full of the most nasty droids in mere seconds!)
-
Force Valor/Knight Valor/Master Valor
(Two, three, and five points respectively added to
attributes and saving throws, as well as poison immunity at later
levels! This should be cast at the beginning of practically every
encounter, as it will really help the Guardians clean house,
especially if their enemy is Stunned and/or Plagued.
-
Cure/Heal (‘Nuff said.)
-
Shock/Lightening/Force Storm
(Good or bad, Jolee should be one Force Storm using
mofo. It’ll harm everyone in the area and help wear down enemies
for the Guardians to hack down.)
You’ll have plenty of left over abilities to select, I’d recommend
investing them on a second Stasis Field user and Death Field, but
it’s all up to you.
For
his Attributes, put the majority of the points you receive into
Wisdom, Constitution, and Dexterity.
His
Skills are relatively unimportant, so just throw them into Awareness
and Treat Injury evenly.
Since Jolee’s role will put physical prowess on the back-burner,
give him more passive Feats like Jedi Defense, Conditioning, and
Toughness and only develop his saber and combat related Feats
towards the end of the game.
With this line-up you’ll have everything you need to kick some
serious galaxy far, far away ass. Consider it KOTOR training
wheels to use until you get comfortable enough with the PC crowd
favoring set-up to handle things on your own.
Now, if you though it was over, you were wrong, as there is one last
installment of this guide to come. Check back next time to find out
which lightsaber is best for you and how to handle some of the
game’s nastier enemies.
Posted: 8-14-03
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