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Security is also nice for some areas of Nar Shaddaa as well.
I usually get 16 in intelligence, 16 in constitution, and 16 in dexterity or wisdom (depending if I’m playing a force aligned character). The rest I’ll put in other areas like charisma or anything else.
Kreia usually does well with stealth, and then either T3 or Bao-Dur can handle everything else.
I don't really need guidance on what attributes or skills to focus on. Only need confirmation that companions can use their skills to make things instead of me and when it comes to crafting I need repair and treat injury only for breaking things down.
I want to use minimal intell on my warrior. 16 is too much. He is strength and constitution focused.
My KotOR 1 equivilant character, with maxed flurry strike, drugged up for strength and speed, wearing strength boosting gear, wielding two good dual weapons, and maxed strength & constitution, was able to down stage one malek on the star forge in one attack. Which ended up as many hits in one attack but still, it took him down in a second.
I am building another character like that in 2. Companions can do the skill stuff outside of crafting well enough. I do not need to gas people through the computer or trick baddies out of attacking me when I can just take them all down with my warrior character instead.
For crating I think I used the utility droid for all craft skills but stealth, who I had the bind companion do. I have all the stuff figured out on the skills for me and them. I just need the confirm on the crafting skill delegation, and the breakdown item skills minimal for my main character.
When breaking things down with your main character...
Repair returns more components.
Treat Injury returns more chemicals.
When making things in Workbench or Lab you can make a companion go into them and use their skills. Not just base character skills or attributes that add to them, but also gear that increase them. Most of it seems to be repair. But all other skills have a hand in crafting other than persuade. Even stealth helps. So you do not need skills other than Treat Injury, and Repair on yourself for crafting things. It's best to make sure you have at least one person maxing each of the skills in their level ups and when you go to make things equip them to max them more on their respective crafting skill/s.
Around level 20 with characters like this, and equipment saved to boost their skills, you should be able to make anything in the workbench or lab. Upgrades that can triple or more it's effectiveness. One of my characters has a lightsaber that has a base damage over 50, Before his strength and feats added to it. Because of excellent upgrades made in the workbench. Most D-series implants can be made in the lab.
For mandalore I made a regen implant, added max health regen underlay to his armor, gave him a mask and gloves that health regen, he already has a always installed health regen implant to switch to between several, and I gave him the fast health regen feat. 2 of those were from crafting tables. He regens faster than he gets hurt in most fights.
Some examples of how workbench and lab items can stack with other things. So if you play again give it a try. Your main character needs repair and treat injury to get to 20 to get the most out of components and chemicals. Most of the highest end items require skills in the low 30s. After gear that increases a character's leveled skills, with attribute boosting. I find that if I have t3m4 focus on intell and skills, that him and visas for treat injury and stealth, maybe awareness, can handle all skills to this extent (with gear).
Yes, but, there is 'some' crafting in K2... which is what I had forgotten about. Didn't remember us being able to craft steroids and utility gear... along with the usual adding mods to gear that's modifiable like lightsabers, prototype vibroblade, etc.
Hi Hassat! Glad to see you're still kicking around the community!
Hassat is a helpful dude everyone. Been around a while now. Good guy.