Knights of the Old Republic - Party Optimization Guide - Part 1: Early Game Builds
Knights of the Old Republic is not a particularly challenging game, however I have played it many times and have developed what I believe to be the optimal party composition. In this short video series I'll be showcasing a powerful defensive/support Player Character Build, providing strategies for how to level up each companion, as well as tactics to use against the most challenging fights in the game. In this first video I'll be showcasing the early game Planet Taris and the early game companions. You can find detailed instructions on the build order below for each character below:
PC Character: It's difficult for me to talk about the Player Character in great detail in this first video without getting into spoilers but I can say that this character is very weak in the early game. The goal of these first 8 Levels in Scout is to provide needed armor proficiencies and implant feats. While you could also use the Solider to accomplish this with the added benefit of 16 more hit points and +2 to attack, this character's role will ultimately not be to do damage. Instead Scout provides higher saving throws, which are far more valuable from a defensive standpoint than 16 hit points in late game fights, with the added benefit of extra skill points. In the early game, equip him with Zaalbar's Bowcaster so he can help provide some damage to the party, but in plot points where you are alone, use one single handed weapon for the extra bonus to defense from dueling.
Attributes: 9 STR, 8 DEX, 8 CON, 8 INT, 17 WIS, 18 CHA. Put points into Wisdom on level up
Skills: All into Repair, don't use the remaining skill points
Feats: Dueling, Toughness, Conditioning Trees in that order
Carth: Carth is your Ranged DPS in the early game. Keep him equipped with Dual Blasters most of the time, however when you first start to encounter Rakghouls you should equip Carth with Dual Swords so he can be your front liner until you find Zaalbar. Having a Rakgoul engage a party member with blasters equipped means you will get a massive penalty to defense and will fall easily.
Skills: All into Demolitions
Feats: Toughness Tree than Implants
Mission: Mission is your skill monkey in the first dungeon but she doesn't really shine until later in the game. In the early game keep her back with a single blaster, but when she gets to level 5 you can take Two weapon fighting and give her a second blaster to increase her damage. When she reaches level 4, have her put a point into Strength which will help when we take her on future missions.
Attributes: into Strength (for later)
Skills: Computer Use, Demolitions, Stealth, Security
Feats: Two Weapon Fighting
Zaalbar: Zaalbar is a welcome addition when you first find him as he serves as a great melee fighter. He has Wookie toughness which provides addition vitality as well as damage reduction, plus his Strength and Constitution Scores are extremely high. Have him take two weapon fighting and equip the Prototype Vibroblade and Mission's Vibroblade
Attributes
Skills: All into Computer Use
Feats: Two Weapon Fighting
Bastila: Bastila works best as a Paladin type character. Make her take spells that buff herself or the party and use her has a front line fighter. It's worth noting that Dexterity applies a bonus to attack roles to Jedi when using a lightsaber, so put all points into dexterity to max both attack and defense. While Computer Use is a cross class skills, all her class skills are frankly useless, so put them into Computer Use
Attributes: Dexterity
Skills: All into Computer Use (cross class)
Feats: Two Weapon Fighting
Force Powers: Focus on Aura, Valor and Burst of Speed. Take Energy Resistance at Level 7.
T3-M4: You'll never use this guy in combat, but you switch him into your party whenever you need someone to look at a computer or droid. Put all points into anything that boost skills.
Attributes: Intelligence
Skills: Computer Use, Demolitions, Repair and Security
Feats: Caution, Gear Head
Canderous: Canderous comes with Heavy Weapon Specialization and a unique Heavy Weapon equipped. However, when you get him at the start of Davik's Estate there is no way to upgrade his weapon, which is pretty weak to begin with. Instead, put points into Two Weapon Fighting and have him equip Dual Swords (Prototype Vibroblade and Mission's Vibroblade). This is particularly helpful against the final fight of Taris, as Melee weapons ignore the energy shields on Calo Nord.
Skills: Demolitions
Feats: Two Weapon Fighting
Timestamps
0:00 Intro
0:39 Rescue Bastila
2:49 Sith Base
4:53 Dueling Ring
8:10 Davik and Calo Nord
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