While -5 defense is a lot, the high HP of this build makes it easy to manage in trade for a massive damage increase. At max rank, you have -5 defense and a x4 critical chance when using it. However, when using Master Force Speed (+2 Attacks per turn) and the final form, Juyo, (+1 Attack per turn) it only increases it from 5 to 6, a mere 20% increase rather than the damage that other skills can bring.Ĭritical Strike: Critical Strike decreases your Defense for a round in trade for extra chance to crit. Normally you can get 2 attacks per turn while dual-wielding, so a third is a 50% increase in attacks.
![jedi academy mods kotor melee axe jedi academy mods kotor melee axe](https://static.gamefront.com/storage/screenshots/38/files2/20913_1t.jpg)
While each is powerful, getting more than one of them is impractical due to not being able to get some vital skills, hurting your run in the process.įlurry: Flurry, at max rank, grants a single extra attack per turn with no downsides. This question tends to be one that can be rather divisive. Ignore Pain: Take -15% damage from all sources.įury: Force ability that grants +6 strength, +3 HP per level, +3 to Fortitude and Will saves, +2 Attacks per round, and -6 Defense for 60 seconds.įlurry, Critical Strike, or Power Attack? Increase Combat Damage: +6 damage on all attacks. They gain Greater Prestige Sense, Increase Combat Damage, Ignore Pain, and Fury. The Sith Marauder focuses on pure damage. Pictured to the left, Cin Drallig was a Jedi Weapon Master in the Clone Wars. Increase Melee Damage: +6 damage when using Melee or Unarmed. Inner Strength: Take -15% damage from all sources.
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Greater Prestige Sense: Grants 2 defense, plus 2 per every 5 levels. Over 15 levels, the Jedi Weapon Master will gain Deflect, Greater Prestige Sense, Increase Melee Damage, and Inner Strength.ĭeflect: Grants +1 to reflect blaster bolts, increasing by 1 ever 2 levels. The Jedi Weapon Master focuses on two-weapon lightsaber fighting. Both can unlock Superior Two-Weapon Fighting and Superior Weapon Focus: Lightsaber, each granting highly increased chances to hit with Lightsabers. With this build, the optimal choice is Jedi Weapon Master or Sith Marauder.
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Inner Strength & Ignore Pain: Granted to Jedi Weapon Master and Sith Marauder Prestige Classes, this reduces all damage take by -5%, -10% at level 2, and -15% at level 3.Īt rank 15, once you talk to Kreia, you get a free level and a Prestige Class. If this number is higher than the enemy's defense, your attack hits. *Note: Chances to hit are calculated by a random 1-20 number, in addition to your +to hit chance. Jedi Weapon Master and Sith Marauder prestige classes get this at Focus-level for free, and can gain Superior Weapon Focus: Lightsaber, granting an extra +3 to hit. At maximum, the bonus is +1* to hit and +2 damage. Weapon Proficency/Focus/Specalization: Lightsaber: While only useful once in posession of a lightsaber, this skill gives a higher chance to hit and higher damage with lightsabers. The Jedi Weapon-Master Prestige Class allows for 6 levels of this feat rather than 3. I personally get this first, as I go for dual-wielding the moment the game lets me. Since dual-wielded one-handed weapons are the best damage dealer in the game, this removes their lower chances to hit. Two-Weapon Fighting: This skill decreases penalties for dual-wielding Melee weapons. The Master tier of this grants 2HP per level rather than 1. While it sounds like it only helps against criticals at first, in the late game nearly every hit is weakened by this skill.
![jedi academy mods kotor melee axe jedi academy mods kotor melee axe](https://mrwonko.de/jk3files/screenshots/bdf8e1c1203c3aed1b95a447d15098f1836c4285.jpg)
At second level it lowers damage taken when taking more than 20 points. If gained at level 5, for instance, it gives 5 HP Not 1. Toughness: This skill increases HP gains per level, and works retroactively. The bonuses granted from ones used in this build are focused on dealing and taking damage. Without Treat Injury, Med-Packs will only heal 10-40HP, which won't do well against late game enemies hitting for far more than that.įeats: Feats are the most useful gain from levels for Guardian characters, meaning there are a few distinct skills to get. The only one worth taking is Treat Injury, as it is practically required. Skills: There aren't many skill options due to the -1 intelligence modifier. However, I don't reccomend it, as only the Wisdom one would have an effect, which can easily be overshadowed by getting the Force power Force Immunity. It also allows the use of every single implant in the game at 1st level.Īlternate Attributes: Alternatively, you can remove 2 in Constitution, and due to those two points taking 3, use the remaining 6 to prevent you from having negatives on Charisma, Intelligence, and Wisdom. While this leaves a character's personal skills lacking, it makes them have extremely high survivability and damage. Attributes: The starting attributes I generally use are 16 Strength, 12 Dexterity, 18 Constitution, 8 Intelligence, 8 Wisdom, and 8 Charisma.