KOTOR II Guardian Guide (Originally by SirCerberus)
Star Wars KOTOR II Guardian Build Guide
If you are going to play as a JEDI GUARDIAN and then become a
JEDI WEAPONSMASTER then here is guide to light the way.
Strength ------- 14
Dexterity ------ 14
Constitution -- 16
Intelligence --- 8
Wisdom -------- 12
Charisma ------ 10
STRENGTH: Strength is the most important to you as a Jedi Guardian. After
you create your character, every other attribute you get during the game
(1 every 4 levels) should be put into strength. Strength affects the
chance of your lightsaber hitting your opponent.
DEXTERITY: This makes it harder for enemies to hit you. 14 gives you a
+2 bonus, which is good enough. Plus, some of your items you will equip
will beef this up too.
WISDOM: Whatever affiliation with the force you have, any Jedi Character
will want 1+ to 2+ You may have trouble using offensive force powers
against bosses though.
INTELLIGENCE: For your main character, this is worthless. You dont need a high Intelligence
attribute to do this, 8 will do.
CONSTITUTION: The Jedi Guardian Constitution is needed, for high level implants that you would otherwise lose out on. This is helpful. Also, a high constitution combined with the high number of Hit Points you get at level up will make you a tank.
CHARISMA: is better now than in KOTOR I. There are more important things to spend your attribute points on,so just get it out of negative numbers.
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**Guardian Skills**
The guardian needs security one point is good enough, but the most imporatant skill is pursuade since the companions skill level have no impact on convering throught the game.
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**Guardian Feats.**
Flurry 1 to 3, so invest in all. Lets you kill enemies faster.
The other essential feats will compensate for the penalty to hit you incur
when using flurry.
Critical Strike (1 2 3) Good against the tougher bosses in the game that
need to be paralyzed. Get Flurry first, though.
Two-Handed Fighting 1 to 6, so invest in all. You are going to want a
double-saber, trust me.
Lightsaber Proficiency 1 to 6, so invest in all. They are good to
invest in, so do it if you have the points to spare.
As, for the rest of your feats experiment with whatever works.
**Powers for the Guardian**
FORCE SPEED (1 to 3)
If you cast Mastery of Speed on yourself during combat, you gain 2 attacks
per round. That means if you are using a single lightsaber (which you
should not do) and you do an ordinary attack swing, you will damage your
opponent three times instead of one.
FORCE PUSH (1 to 3)
Probably one of the most effective offensive force power in the game.
If you are Light Side, this is your best offensive power. And even a
Weaponsmaster needs an offensive power.
FORCE IMMUNITY (1 & 2)
Extremely useful later in the game when you are going up against lots and
lots of Dark Jedi. It nullifies offensive force powers cast against you.
There are only two levels of this, but you could invest in some other powers
first if you prefer. Just make sure you have it after you have gotten the
4th star map.
Heal (1 to 3)
You are going to get the snot kicked out of you. Even if you are dark
side, suck it up and invest in Heal. Its better than having to keep using
medpacks.
Destroy Droid (1 2 3)
Ok another light side power. Here is why even dark siders can use this
too. In KOTOR II, this power can be used to destroy most mines in the
field.
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**Light Side Powers**
FORCE ARMOR
Most Jedi can't wear armor without sacrificing their force powers. Casting
this on yourself before combat will give you the armor you need. In fact,
this in combination with a good personal energy shield makes you nearly
invulnerable.
STASIS FIELD
Um, if you have invested in the other Force Powers I have recommended and
have some left over, you should probably get this one. It paralyzes all
the enemies in your path making them really easy to kill with your saber.
However, it usually only works on the easy enemies you would have no problem
killing anyway. Try this on a boss, and you will not like the results.
However, its useful on big groups.
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