Kotor dual wield build stats Aug 10, 2013 · For this guide, I'm assuming you want to forego using a lightsaber in favor of blaster pistols. When playing Kotor I'm always trying to decide which melee specs are better. Feel free to take a look at my excel sheet for damage per round calcs. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* If i'm not mistaking it's something like this: Single Blade: Pros: Higher Defense than Double or Dual Less Crystals Needed as you only need 2 Can increase accuracy and damage with the Dueling feats Does the most damage against characters with high defenses Requires the least amount of Feats Cons: Weaker than Double Blade or Dual Wield No Color Variation as you can only have one color at a time. If you really want to dual-wield with this build, you can use a double-bladed weapon. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* See full list on gamersdecide. Jolee for healing and valor makes things a million times easier if you go dark side but it will work with and against anything so long as you have just enough wis/char to make horror work and breach/kill/plague work against malak by the end. true. The Lightsaber Master Build. I actually mained dual Uchikatana’s up until NG+3. Melee Finesse is great if you put attributes in DEX rather than STR. All statistics and information were derived from the PC version of Star Wars: Knights of the Old Republic; published by Lucas Arts, developed by BioWare. Take Opportune Moment if you have energy problems. 62 votes, 63 comments. Very good build, would totally recommend. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Despite all the objections towards Dueling, the gap isn't actually that big if you play a STR build. The main hand gets 1. As for talismans, I only used talismans that helped my health and stamina. This version of Jolee was designed to accompany an armor-wearing Scoundrel/Guardian burst damage one-shotter who greatly leverages Sneak Attack, accompanied by a dual-pistol-wielding Mission, who will also benefit from things that trigger Sneak Attack. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* See my gear list in a reply above. If you are running a caster build with Consular/Jedi Master/Sith Lord. The only instance where dual wielding doubles the effects of lightsaber upgrades is in the instances where your are using specifically buff upgrades such as +x attribute or +x defense. When using two weapons simultaneously (doesn't matter if that's dual wielding or double-bladed) you get a massive penalty to attack on both attacks: -6 for your main hand attack and -10 for your off-hand attack. Upgrades to a weapon in the form of +x attack, +x damage, or extr A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* (Dual wield - saber proficiency - Flurry - and I’m missing more that I’m sure are important) which is a relatively useless stat unless you absolutely max it I really love the idea of stealthing around and pulling out sneak attacks with double blades or dual-wielded sabers, and I was wondering if that was a viable way to approach the game, or what advantages or disadvantages my character would face as a result. As others have said, Dual-Wielding will impart significant penalties. 5 > (103. 16 constitution strength and intelligence Max out critical strike dual wield heavy armor and implants. I wouldn't say that it is the most beginner-friendly build, as it is relatively squishy, but passing all Persuade checks is a pretty tall order without much I'm sure there is a thread to this somewhere but didn't know how to search for it. When you have AGI 18, take Dual Wield Training. Wisdom is the main stat we will be boosting since it increases your force points, makes your powers harder to resist, and with handmaiden it's modifie Single saber hits more often and crits on 19-20, whereas double bladed is only on 20. I'd recommend 16/12-14/16/12-14/8/8 for your first playthrough but if you wanna be as OP as possible, go with the first build. Last two feats go to lightsaber and melee weapon focus level 2 each. On combat stats: Either STR or DEX work for lightsaber accuracy, but only STR works for other melee weapons, and STR also improves raw melee & lightsaber damage. Due to a glitch in the programming, double-bladed weapons incur no attack penalties of any kind, so you don't need to take the Two-Weapon fighting feats to use them effectively. Reason for going LS: the ls mastery bonus for consular, and jedi master (after prestige) is +3 wisdom each, for a total of +6. If gunning down Dark Jedi within one round of attacking appeals to you, read on. Damage bonuses from feats or classes. It all depends on your dual wielding stats. Also I personally would not put Con higher than 10. Keep in mind that what is “ULTIMATE” will always be based on subjective preferences and that there will be many different takes on what that means (most dominant, most fun, most canononical, etc). Reply reply But if you need a gameplay aspect reason for going single handed, think of it this way - dual wield is burst dps, single wield is sustained dps. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* The simplest answer is if you want to dual wield, you need to invest in the corresponding feats (preferably all three), and until you get the second or third, I'd still avoid dual wielding. I'm guessing there at certain feat Power attack is the strongest feat as the game goes on. I was wondering about such a build. Force Powers: Master Speed, Master Valor, Affect Mind, Disable Droid, Choke, Force Wave. The goal is to give new players some direction in building the Here is a page with all the info on the prestige classes. Our companions will all dual wield from the start, so a boost to hit chance is welcome. Basic data list the setup (Keen 1-2 or Without Keen 1-2) and the damage per strength bonus. Mar 20, 2022 · Star Wars: Knights of the Old Republic logo It is possible to successfully run through the game as a Jedi who dual-wields blasters instead of lightsabers. Maxing them out at +25 with bleed puts it at around 117 bleed buildup on both weapons. Do a heavy armor, heavy weapons build or a force user and dual pistols. Dual wielding puts a significant penalty on your chance to hit. 14 is a golden number for stats, since anything above 14 costs more and more stat points. I want to dual wield, which feats and powers should I invest in during the course of the game? The Two Weapon Fighitng feat line will cover your dual wield needs. When dual-wielding, you want to use a "balanced" weapon in your left hand. You can just play normally with that build and don't require the extra knowledge of playing with 8 int, having to use Valor before dialogues or passing Taris at level 2 or with 8 strength which is awful even when you're used doing it (never saw a point about the level 2 one, always made builds equally and even way more strong going 7/13). If you want more of the other stats then trade points accordingly. Until you get that feat leveled up to at least Improved level, dual-wielding will be a struggle. Use Concentration, Fencer's Stance, and then use the sword skills. Dual Wield on Jedipedia. As before, you should be picking the scout class as your first subclass, allowing you to have plenty of skill points to play with combined with the guardian Jedi class, focusing on lightsaber offensive ability. But you'll be making up for all of that with your sneak attack damage. Imo 7/13 is the best split for scoundrel for sneak attack. His stats at character creation would be the following (the numbers in parenthesis are his stats by level 28, with bonuses from companion influence): Aug 21, 2023 · Depends on how much you hate dealing with ranged enemies. It works best with a force heavy build or with a capable forcd user in the party. The best lightsaber build for melee-focused builds is Heart of the Guardian with Upari and Phond crystals. 5 - 18) / 2 X > 18. Dex build Zaalbar is fine and shreds really well with double/duel wields. Long story short, it's much more complicated than crowning a dedicated style as it all depends on the class, alignment, weapon style, crystals that you managed to find and your available forms. Apr 9, 2008 · Or Dual Wield singles? My general advice is that you can easily beat this game with any lightsaber style, so just pick the one that you find most appealing on a personal level. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Dual wielding has a severe hit chance penalty unless you offset it with the dual-wield feats. So I picked Force Powers with that in mind. This system began with the release of the beta Edge of the Empire rulebook in 2012, and it's since blossomed into full fantasticness with three core rulebooks, four beginner's boxes, and over a dozen adventures and sourcebooks. If you could manage 2 points of WIS on the off hand sword it would be 5 Defense vs 5 defense with an extra attack. Also remember if 2 crystals provide bonus to the same attribute, they do not stack. Putting the bloodhound’s step ash of war on it with both weapons using a bleed build is by far the best way to go. Now you have AGI 20, throw away your shield and get a start dual wielding swords. It allows characters to equip two one-handed weapons. Single Hand or Dual? Perhaps it all evens out in the end, but I just started a new game and want to know logistics behind them both. i aim to be a katana dual wielding build with bloodhound step and some sort of bleed. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* I recently started replaying KotOR and am running a dual wielding Jedi Guardian, and have all the two weapon fighting feats I was wondering if it’s better to use a regular lightsaber in the offhand for more damage or a short lightsaber for the 0/-2 effect Thanks in advance ! Here are my ideas for a LS consular build. com If dual wielding, always use a "balanced" weapon in the off hand. Next level Flurry. It can produce very high damage especially if you run a flurry/speed/dual wield build. Also, the information is a combination of personal experience, hours of googling and scowering random websites and sifting through flamewars, and restarting the game multiple times testing stuff due to my altoholic nature. Maybe check to see which prestige classes have the feats accessible that you want, and decide whether you want more feats, skill points, or force powers (if you're a sentinel you might not be able to level the same skills you have been leveling if you pick weapon master or master). Two sabers also has a pretty sizable accuracy malus. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* To be honest, my 4/16 Scout/Guardian was most of the time consisted of dual-wield lightsabers, Force Jump once, use normal attack then use Master Flurry (rinse and repeat), Heal after battle (if my health got down to at least %75), use Master Speed and Valor in some situations and take a save in Malak fight every time he went to use Drain Life on captured Jedi. Disclaimer: I really like playing Scoundrel/Guardians because Force Jump Sneak Attacks are fun. Bao-Dur in Kotor 2 for example is hella good with his fists and just beats the shit out of everything since he can neutralize shields with his special. However, the way the balance of the game shakes out, it's easier to get hit chance bonuses than damage bonuses so the ~double damage of dual wielding ends up being a net positive most of the time. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Jolee gets numerous Force Powers. If you pump strength, double-blade will end up doing more damage (a neglible difference). There's not really a strategic reason behind having one person in your party focus on dual wielding/double-bladed combat and the others focus on single This is a community for friendly discussion about Fantasy Flight Games' (now Edge's) Star Wars RPG. The attack deficit is too great, even with the two-weapon feats. Another excellent Kotor build is the scout and guardian build. It is better to dual wield 2 single-bladed lightsabers. So: Every single attack rolled a 20 sided die. The second deals less damage with each hit, but the attack score is noticeably higher as well. Scrolled through 5 pages and then decided to make my first thread. The first can deal out massive damage if both attacks connect, but the overall attack score is reduced. So I recommend just using a single weapon until then. For example, dual wield if you want as long as you put points into dual weapon mastery. I'm also assuming you want to duel-wield blasters A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* STR - 12, DEX - 12, CON - 10, INT - 14, WIS - 15, CHA - 14 Revan's stats would be all 20, he would have every feat, and all the skills at 100 A post… My general "easy mode and powerful" build is STR based Guardian/Weaponmaster, dual wield, heavy armor. It is a bit more complicated than that. For weapons, that would be Weapon Specialisation , usually accessible to Soldiers and Jedi Guardian related classes. Good for ranged builds too. In 2, dial wielding always wins out because the crystals have more stat boosts and bonuses that buff the wielder instead of just the slotted weapon itself (IE +2 damage vs +3 strength). Let's first dive into just what Two-Weapon Fighting is and does. As Acobray mentions above, the mathematical best setup for a Watchman/Assassin is Critical Strike with Shien, which does best with dual wield (single blade sabers have a higher crit chance than double blade) and therefore dexterity. Granted, this is a min/max view, and there are definitely stylistic and RP reasons to go with the classic single blade look or the cool as hell double bladed aesthetic. Double-bladed lightsabers are best for damage and use fewer lightsaber crystals. Easily 100+ extra damage against stunned/debilitated enemies. Starting stats: STR 16+4 DEX 12 CON 10 (would maybe swap CON and DEX next time) INT 8 WIS 15 CHA 14+1 Skills: I put 13 into repair so I could fully upgrade/repair HK-47 (fun to do, even though I hardly used him). high strength, medium wis/char and 8-10 all the rest, using force til its gone then dual wielding sabers is probably my most played build. My strongest build was actually a single saber guardian that used master speed and master critical strike while stacking massive criticals to deal massive crits on 2/3 attacks each round. I think each would be its own build. Even a caster class should wield two to get the best benefits. Okay. More crystals = more buffs. 25 So STR 19 (48 Strength) or more would be required for a main hand Keen Lightsaber to inflict more damage with MCS and Shien (STR 26 (+7) or 62 Strength without Barab Ore Ingot). He was, however, smart enough to build C3PO (an impressive protocol droid) out of scrap and cheap parts when he was only 9 years old. Go for Duelist. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Aug 2, 2004 · (8/2/04) Thanks for reading, -NukeBlast (8/2/04) This work is not copyrighted. Scoundrel to level 5 guardian the rest. They gain a flat bonus to all weapon damage. Mar 18, 2013 · I'd like to start out by saying I'm not a hardcore guide maker - it might not be pretty. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Nov 20, 2021 · Star Wars: Knights of the Old Republic is known for being a very complete game with tons of Skills and Feats that players can unlock as they progress through the story. Apr 12, 2020 · Attributes All points into Strength Every 2 points into Strength gives you +1 Attack and +1 Melee Damage This will help you kill enemies quicker and therefore protect Canderous and other party members from sustaining damage In KotOR II, the Jedi Weapon Master and Sith Marauder prestige classes have the Superior TWF feat line that further reduces the dual wield penalty. As a melee, you only need 1 of either Strength of Dexterity to boost your attack, so you can safely put the 8 in the other. Double-bladed weapons and blaster pistols are always balanced. The extra attacks are super important because you want to hit as much as you can while enemies are incapacitated (stun, fear, whirlwind,etc) because as a scoundrel you add “sneak attack” damage to those rolls! A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* I still rock the normal armor and my stats are 12 vig, 13 mind, 15 end, 20 strength, 20 dex, 12 intel, 9 faith and 17 arcane, i really dont know how ashes of war work or any other thing then the normal slashing. Of going for a stealth build the Stealth Run feat is great with Force Speed and allows you to sneak through the many solo sections. Then Concentration. Put Kreia in your party as your buff bot and just use a master special of your choice and buzzsaw through the game. OK so there are Expert fencing emitters. which give 2 defense so you get 4 defense for dual wielding and you'd have 5 defense for single wielding with master dueling. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Dual Wield is a starting Gunslinger, Sentinel, Mercenary, and Marauder ability formerly available for training at level 10. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Assuming you're looking to be melee oriented, start at 16/16/16/8/8/8. I personally like Marauder more. I think his most easy build is strength and constitution to fit the tank mold you're looking for from him. Jul 27, 2018 · Single wielding vs dual wielding. To determine how high your Strength modifier (STR) would need to be: X + 24. Dual sabers is all but always better, unless you're going for a very specific build and you want all crystal effects to apply to every single one of your damage procs. Dual lightsabers fits my character building style because it helps me augment the character's Attributes and Defense (largely because I build Tank Mages when I use A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* You can't really go wrong setting her up to dual wield pistols because 1) all the good pistols in the game have a chance to stun on hit 2) a stunned target means every following hit triggers sneak attack damage if you have any 3) Mission's being a single class Scoundrel means she has a crapload of sneak attack damage. A caster build relies on WIS and CHA to increase the difficulty class (DC) of your spells. Despite being released in A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* To answer your question, it depends on the game. Spoilers below. The danger of missing is generally very low outside of the early game with a competent build, and two sabers begins to pick up damage compared to a dual-bladed at that point. Jul 28, 2015 · Going entirely off Kotor 2 here, but I assume they're pretty similar. The feat applies to lightsabers as well. Scoundrels are relatively feat-starved, so the one build that fulfills your conditions is an LS Half-Caster that does have a good base-line CHA. This is best offset with all three two-weapon fighting feats, balanced weapons in the off-hand, and either high dexterity or strength (along with other bonuses). Most melee weapons are gonna calculate this off of your Strength skill, most ranged will take from Dexterity, as well as your feats like Duelling which would help increase it if you only wield one weapon or Two Weapon Fighting which would help reduce the penalties of dual wielding. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* On dual wielding: You need to prioritize taking “two weapon fighting” feats to dual wield and you should not dual wield at all until you have the 2nd level of that feat. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Sneak Attack benefits from as many triggering hits as possible, so either dual wield or double bladed. Weapon choice doesn't matter as long as you "spec" into it. Combat Sensor, Clothing, Adrenaline Stimulator, Advanced Stabilizer Gloves, Advanced Alacrity Implant, Karath's Sith Assassin Pistol. I do believe you can get 6 attacks off dual-wielding sabers with Master Flurry and max Force Speed vs 5 attacks with the double-bladed. 16/8/12/8/14(19)/16 is a stat-line for that. Insanity is the key force power to making the build work great. In general, this build is great for one turn of explosive damage, and any DS guardian is a fearsome melee combatant. The simplest starting stat build is five 14s and one 8. Singles allow for use of more crystals: 2 sabers with good crystals (total of 6 if you use the Uber crystals from the Rodian at Yavin) is better damage output and modifiers than a double bladed build (at most 3). Many many spoilers. Constitution will go to 16 only. I thought it might be fun to have a thread where we can share and discuss what we think are our ULTIMATE character builds for KOTOR 1. Stat priority for melee is STR>CON>DEX. The idea is that we will make sure our companions don't miss so we will kill enemies as quickly as possible. As a companion I would also bring mission with dual wielding blasters. Also, here are the starting stats I was planning to go with: STR: 10 DEX: 16 CON: 10 Postulation of a KotOR Light Side Scout/Sentinel Build - recapping Saves and Immunities : kotor. Dual-Wielding any weapon gives you a hefty -6 to attack, which is why you need the Two-Weapon Fighting feat. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Always two lightsabers. Heavy armor with calos armor gives immunity to mind affecting so. Publish it word for word and get it on the New York Times best seller list; I do not care. . 16+5 Dexterity, Master Rapid Shot, Implants 3. For an attack to land, that roll needs to be higher than the target’s defense stat. If you want it fine, but I always play with 10 con and always have more than enough health. 0 when dual wielding, which allows you to spike very hard when the situation calls for it. Build Neutral Scoundrel(8) Consular(12) Dex: +5 Feats: Master Two Weapon Fighting, Master Rapid Shot, Implant 3. A caster jedi sadly does not want to use a double-bladed saber or dual wield. 5 of crittable STR damage instead of just 1. The important stat to consider for is Attack. We will go low DEX, high strength, high charisma, and high intelligence at creation. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Jun 26, 2021 · 3. Mar 2, 2017 · Dual wield will give you a more defensive build because you can build two seperate lightsabers with different stats boosting crystals (including ones that boost defense). Dual Blaster Wielding Scoundrel-Jedi Starting Stats Female Scoundrel Str: 8 Dex: 16 Con: 11 Int: 14 Wis: 15 Cha: 11. -3 to hit is negligible by the end, and generally increases damage much more than flurry if you have master speed and dual wielding (especially considering the bonus to double crit damage in Kotor 1, or triple it and stun in Kotor 2) A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Then choose between dual wielding or dueling feats. I personally run a different but similar build for Mission. It struggles to find a consistent means to land Sneak Attacks once battle is drawn, and there are few convenient means of healing, defense, or disabling enemies (par Allright here's the build. kqn wazwxd sid yhj cntta fvgiufh vgmdfie qzi yrus jru