WARNING: the following contains heavy spoilers about KOTOR I and KOTOR II. Do not read it if you haven't played the game yet.
AUTHOR'S NOTE: these are loose notes from my 2024 playthrough. They are very poorly organized, as they were only ever intended for my own personal use.
ANOTHER WARNING: you saw that there were going to be spoilers, right? If you haven't played the games, stop reading now.
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This is a place to collect thoughts for my 2024 playthrough.
This playthrough is connected to the fanfic that I have notes for at
my Betrayals notes page.
Jumping straight into spoilers, this is a Dark Side main character who knows he is Darth Revan from almost the beginning of the game. His memories (at least mostly) return by the time he and Carth first leave the apartment on Taris. But his powers take some time to return (thereby honoring the game mechanics). He plays along at first just to get off Taris. But then he meets Bastila and decides to make her his new apprentice. So most of the game is him rebuilding his abilities and turning Bastila to the Dark Side, before he gets revenge on Malak.
In fact, I'm going to name him "Darth Revan", because:
- it fits
- it'll be fun to run around telling everyone I'm Darth Revan every time I get a dialog option to say my own name
- there's one particular line near the very end of the game that this is perfect for
There are tons of "canon" Revan builds floating around the internet. Just google "kotor 1 canon revan build" for more than you'd ever want. Darth Revan is (at least by the time KOTOR 2, the Revan novel, and SWTOR build him up) a legendary figure bordering on superhuman. So there's just no way, without cheats, to faithfully represent all that within the KOTOR 1 game.
So I won't try. Instead, I'll identify what I consider to be the defining characteristics of this Darth Revan for purposes of the associated fanfic, and create a build that emphasizes those things.
Also, male vs female doesn't really matter for this playthrough. I wrote these notes for a male Revan, because seducing Bastila while also manipulating her seems in character. But the female Revan sequence on the Star Forge where Revan has Bastila kill Carth also seems fitting, as a final and very personal seal on Bastila's loyalty to Revan and embrace of the Dark Side. Problem is, the Dark Side romance with Carth is so cringey (you're a horrible person whose values are antithetical to mine, but I love you anyway. What?) So for now, I'm thinking male, but I might change my mind at the last minute.
========== GENERAL BUILD NOTES/THOUGHTS/CONSTRAINTS =========
So, what is this Revan like?
- Dark Side, in a scheming egotistical narcissistic megalomaniac way.
- A long-term strategist: INT and some WIS
- Responds quickly and decisively to changes and challenges: INT, WIS, Awareness
- Manipulative. Uses others as tools: CHA, buffs, affect/dominate mind
- Not physically imposing (based on in-game artwork): likely lower STR
- But still physically capable: likely at least decent DEX
- Good with technology (HK-47, T3, etc.): Repair, Computer Use, Security, Demolitions
- Tilts the odds in his favor: INT, WIS, CHA, buffs, debuffs
- Overconfident. Not invincible. Struggles when taken by surprise. (Vitiate, Malak betrayal): WIS not world-class, physical abilities a little meh.
- Has survived some major defeats and serious injuries: at least decent CON
- Sees lightsaber combat as a last resort or good finishing tool, not the first/best solution for most things. So don't overinvest in melee attributes or feats, and a single saber would be fine (the only canonical dual-wielding Revan was the KOTOR II vision on Korriban, which wasn't actually him).
Overall, this Revan is a little Batman-ish. Physically capable, but not in a dominating, top-tier way. Yes, he defeated Mandalore the Ultimate in single combat, but we don't know what Revan may have done to get in Mandalore's head before the fight. This Revan succeeds by being clever, sly, and one step ahead of everyone else. This all favors attributes, skills, and feats that give him the advantage, and then enough combat ability to finish a battle that he has already engineered to be favorable.
These characteristics clearly argue for a Jedi class of Consular. Sentinel might be a good alternative if it were better in base KOTOR 1, or if I were playing with a mod that made the class closer to what it was probably supposed to be. But I'm not, so I'll go with Consular. Also, Consular gets both Persuade and Repair as class skills, and this Revan will want a decent amount of both.
For starting class, Soldier seems a poor fit, but either Scout or Scoundrel would work. Scoundrels bring more skills and Persuade as a starting class skill, but the big distinctive feature of Scoundrel is Sneak Attack. Scouts give Repair as a starting class skill, better saves, and free implant feats. Either seems a reaonsable choice for this Revan. The difference probably comes down to exactly how many feats I'll want (favors Scout), how many skills I want (favors Scoundrel), and how much I expect to use weapons (more favors Scoundrel, less favors Scout). Also, Scout gets most of its unique benefits immediately, and almost all of them by level 4. Scout therefore fits well with a "level saving" build where I intentionally take fewer levels on Taris to get more Jedi levels later (and thereby more Force Powers). Scoundrel, however, only gets a Sneak Attack bump every other level. So if Sneak Attack is important to me, I may want more Scoundrel levels on Taris, at the expense of fewer Jedi levels (and therefore fewer Force Powers) later.
How does any of this match up with the game mechanics? Not very well. The game seems designed for Light Side casters and Dark Side lightsaber wielders. All the WIS-boosting items in the game are restricted to Light Side. There are no CHA-boosting items. The corresponding Dark Side items tend to boost STR. So compared to a Light Sider, Dark Side Consulars get a lower Force point pool and their Force powers have a lower DC, making it easier for enemies to resist them.
So, following the characteristics I've chosen will NOT give me a mathematically ideal Consular, regardless of which starting class I choose or how many levels I take in it.
This Consular build is probably optimal, or very close to it, and I'm purposefully deviating from it in several ways. But the game isn't
that hard, and I'm more interested in role-playing this particular version of Revan than I am min-maxing. This still won't be a gimped build by any means, and should be a lot of fun to play, even if it isn't ideal.
There would be one more downside to Scout/Consular. My
last KOTOR 1 Dark Side playthrough was a Scout 2/Consular 18 who focused on Force Powers. So doing exactly that again would be a little redundant. I'll want to make this one at least somewhat different.
Here are a few builds I looked at for inspiration while making mine:
Most of these are Light Side builds, and none emphasize exactly the things I'm after for this playthrough. But there's lots of good info there.
Here are some Dark Side discussions and builds:
========== SCOUT VS SCOUNDREL =========
A summary is above, but looking deeper there are various differences depending on whether I start as Scout or Scoundrel.
Common internet advice is to take as few levels as possible on Taris, to maximize the number of Jedi levels. But this isn't always the best choice. The most common reason to take additional levels on Taris is when starting as a Scoundrel, for additional Sneak Attack. That may or may not apply here, so let's dig into the tradeoffs.
Notable things lost from giving up Consular levels:
- Force points. Consulars have 96 at level 12 vs 144 at level 18.
- Force Powers. Consulars have 15 at level 12 vs 23 at level 18.
Those are pretty big differences. Of course, the choice isn't between Consular 12 and Consular 18. I could stop Scout/Scoundrel anywhere in the middle.
Starting with Scout, here are notable things gained from taking additional Scout levels:
- Scouts get more skill points per level than Consular (3+[INT/2] vs 1+[INT/2])
- Scouts get more vitality per level than Consular (8 vs 6)
- Scouts get Uncanny Dodge I and Implant II at level 4
- Scouts get Uncanny Dodge II at level 7
- Scouts get Implant 3 at level 8
- Scout has "Fast" progression on Reflex saves vs Consular's "Normal"
The most significant things here seem to be the skill points and the free feats. The vitality difference is fairly small, and the Reflex save difference is minimal.
Here are the total number of selected feats received at level 20 for various levels at which I could stop Scout:
- Scout 2: 9 (2 as Scout, 7 as Consular)
- Scout 3: 9 (3 as Scout, 6 as Consular)
- Scout 4: 9 (3 as Scout, 6 as Consular)
- Scout 5: 10 (4 as Scout, 6 as Consular)
- Scout 6: 9 (4 as Scout, 5 as Consular)
- Scout 7: 10 (5 as Scout, 5 as Consular)
- Scout 8: 10 (5 as Scout, 5 as Consular)
There's just not that much difference. I get 9 or 10 feats regardless. Level 6 sucks, so don't do that one. Kinda odd, but just the way the math works.
Putting that all together, the best stopping levels for Scout seem to be:
- Scout 2: maximum Force ability (144 Force points, 23 Force powers) at the cost of some vitality, skill points, and free feats
- Scout 4: get Uncanny Dodge I AND Implant II for free, at the cost of some Force points (128 vs 144) and Force Powers (20)
- Scout 5: one additional feat, at the cost of Force points (down to 120) and Force Powers (19)
- Scout 7: also get Uncanny Dodge II, at the cost of Force points (down to 104) and Force Powers (17)
- Scout 8: also get Implanet III, at the cost of Force points (down to 96) and Force Powers (15)
Now looking at Scoundrel, here are notable things gained by taking more Scoundrel levels:
- Scoundrels get more skill points per level than Consular (4+[INT/2] vs 1+[INT/2])
- Scoundrels get Scoundrel's Luck (a defense bonus) of 2 + (2*[Lvl/6]). So +2 through level 5 and +4 if I go to 6 or higher
- Scoundrels get Sneak Attack at odd levels
- Scoundrel has "Fast" progression on Reflex saves vs Consular's "Normal"
Here are the total number of selected feats received at level 20 for various levels at which I could stop Scoundrel:
- Scoundrel 2: 9 (2 as Scoundrel, 7 as Consular)
- Scoundrel 3: 8 (2 as Scoundrel, 6 as Consular)
- Scoundrel 4: 8 (2 as Scoundrel, 6 as Consular)
- Scoundrel 5: 9 (3 as Scoundrel, 6 as Consular)
- Scoundrel 6: 8 (3 as Scoundrel, 5 as Consular)
- Scoundrel 7: 8 (3 as Scoundrel, 5 as Consular)
- Scoundrel 8: 9 (4 as Scoundrel, 5 as Consular)
As with Scout, there's just not that much difference. I get 8 or 9 feats regardless, and some stopping levels are beter than others.
Putting that all together, the best stopping levels for Scoundrel seem to be:
- Scoundrel 2: maximum Force ability (144 Force points, 23 Force powers) at the cost of some skill points, defense, and Sneak Attack
- Scoundrel 3: slightly less Force ability (136 Force points, 22 Force powers) and 1 less feat, but get additional Sneak Attack.
- Scoundrel 5: somewhat less Force ability (120 Force points, 20 Force Powers) but gain more skills and Sneak Attack
- Scoundrel 6: even less Force ability (112 Force points, 19 Force Powers) but gain Improved Scoundrel's luck and more skills
- Scoundrel 7: even less Force Ability (104 Force points, 18 Force powers), but get Uncanny Dodge II
There's one more question to answer: how much do I expect to use a weapon vs how much will I rely on Force Powers? As much as I'd like to make this build almost exclusively use Force Powers, the game mechanics make this subpar. However, I've already decided I'm not going full-fledged lightsaber combat in a Guardian sort of way. So do I want be a kinda meh caster that is terrible with weapons, or an even more meh caster that is decent with weapons?
The second choice - be kinda good at everything including weapons - probably fits this character concept better. Is does mean I'll be spread rather thin, and won't be able to just spam the same "kill the bad guys" button throughout the whole game. I'll have to approach different fights in different ways, taking into account the characteristics of the enemies and my available options. Which is is what this Revan would do anyway.
So with all that analysis in mind, what is the best starting class, and stopping point for that class, for this particular Revan? There are arguments to be made for a lot of choices, but the best to me seem like:
- Scout 4 (don't lose a lot of Force, but gain some useful weapon ability)
- Scout 5 (same as above, but slightly less Force vs 1 extra feat
- Scoundrel 5 (lose some Force, gain weapon ability and 3x Sneak Attack)
- Scoundrel 6 (lose more Force, gain defense)
- Scoundrel 7 (lose more Force, gain another rank of Sneak Attack and more defense)
If I want to tilt toward Force ability with limited weapon ability, Scout 4 seems like the best choice. If I want to tilt toward weapons with limited Force ability, Scoundrel 7 seems better. Either Scout 5 or Scoundrel 5 would be a midpoint between the two.
Comparing Scout 5 vs Scoundrel 5, the most notable things seems to be:
- Scout get 1 more selected feat, plus Implant I and II for free
- Scoundrel gets 3x Sneak Attack
- Scout gets Uncanny Dodge I vs Scoundrel getting Scoundrel's Luck II
The three feats gained by Scout (assuming I'd take the Implant feats as Scoundrel) is a big deal. But the Sneak Attack damage bonus is significant too.
Given that there's not an obvious winner, I can probably just pick whichever seems to fit this Revan better, and which sounds more fun to play. My last two playthroughs were heavy on Sneak Attack, so I think I'll go Scout. The choice of Scout 4 vs Scout 5 is mostly just whether I'd rather have one more feat or one more Force power. I can map those out and decide which I care most about.
========== ATTRIBUTES =========
A CHA of 16 is sufficient to pass all Persuade checks on Taris without any skill points in Persuade (might have to save scrum a bit). But raising an attribute to 16 does require an extra 2 points, meaning some other attribute will start 2 points lower than it otherwise could. So maybe stop with 14 and accept that I won't pass all the Persuades.
Every WIS-boosting item in the game is restricted to Light Side, and therefore won't do this Revan any good.
Attribute bonuses are restricted to +20 maximum (you can't raise an attribute more than 20 points above its base value with any combination of gear or powers). So the maximum possible effective value for any attribute is 43 (18 starting, + 5 level up bumps + 20 bonus points from powers/gear/etc).
Lightsabers will automatically use the higher of STR or DEX bonus for attack. Only STR affects damage. STR also helps with Critical Strike DC, but that doesn't matter much here. If not boosting via gear, might not be bad to have at an odd value, so that Master Valor makes it even (and therefore gets one more bonus point).
DEX helps with defense, ranged attack, and lightsaber attack if its bonus is greater than STR. Also helps with Reflex save and Stealth bonus.
CON helps with Vitality and Fortitude saves. That's it. Still, not dying is important.
INT helps with skill point gain, and various skills. Good to have at an even value, as that maximizes skill point gain.
WIS helps various Force-related things, some skills, Will saves, and gives a bonus to healing via medpacks and Cure/Heal.
CHA helps with the same Force-related things as WIS, Persuade, and healing via Cure/Heal.
WIS and CHA are interchangable and additive as far as their effectds on Force Powers. The sum of their bonuses are used, rather than the higher of the two. So unlike STR/DEX for lightsaber combat, where it is helpful to pick one and push only that attribute, it is fine to mix and match WIS and CHA. WIS is probably better overall, but it does nothing for Persuade if that matters (and for this build, it does).
With all that in mind, a good set of starting attributes for this character is:
- STR: 8 (-1) dump stat, not important for this build
- INT: 14 (+2) decent skills
- WIS: 14 (+2) will bump this at level up
- DEX: 14 (+2) will bump this via gear
- CON: 12 (+1) early survivability
- CHA: 15 (odd number becomes even with Master Force Valor)
This is very balanced, which means I don't excel at anything. But that's the cost of trying to be good at multiple things. I'll have to make it up with other choices (gear, feats, powers, etc.)
========== SKILLS ===========
Scout Class Skills: Awareness, Computer Use, Demolitions, Repair, Treat Injury
Consular Class Skills: Awareness, Computer Use, Demolitions, Persuade, Repair, Treat Injury
Neither class has the following: Stealth, Security
The following class skills require training: Demolitions, Stealth
Assuming I stick with 14 INT, I'll get 20 skill points at character creation, 4 at each Scout level, then 2 at each Consular level. So 20 + (3*4) + (16*2) = 64 total skill points to spend.
The following skills seem useful for this build, in priority order:
- Persuade (21 points): central to roleplaying this version of Revan
- Repair (9 points): this Revan will want HK-47 back
- Awareness (16 points): this Revan doesn't miss much
- Demolitions (18 points): recovering and using mines is something this Revan would do
- Computer Use: he built HK-47, after all
- Treat Injury: useful, but not so much his style
Hitting my targets for the most important skills would take 64 points. Which, happily, is exactly how many I have.
An adjusted Persuade of 26 is needed for a 100% chance of success even on the hardest checks. An adjusted Persuade of 19 gives a 75% chance. With a +2 bonus from CHA and another +3 from Master Valor, I need to assign 21 points. It'd make more sense to stop Persuade at (adjusted) 19, thereby getting 7 points back to put into Treat Injury. But I'm not building a person who doesn't realize they're Revan. I'm building Revan. So I think I leave the points in Persuade for roleplaying reasons and just live with less (or no) Treat Injury.
I'll need Repair 17 to fully repair HK-47. I can get this via:
- Calrissian's Belt: +3
- Master Valor+Memory Package Implant: +3
- Base INT bonus: +2
- Assigned skill points: 9
This requires me to betray and kill Gadon Thek on Taris, which this Revan will definitely do. Also, an adjusted Repair of 36 is the max theoretically useful value. I won't get this, but a companion might (or not, because it really doesn't matter much).
Demolitions of 40 is needed to recover Deadly mines. Assuming I only mess with mines out of combat, I get to "take 20", so I only need an adjusted value of 20. I get +2 from INT, and can get as high as +16 from gear, but more realistically +13 from gear (the extra +3 would require a 10,000 credit item from Yavin). So hitting the max with realistic gear means I'd need to invest 5 points. The gear I'm actually planning to wear most of the time won't have any INT or Demolitions bonus, so to avoid gear-swapping I'd need to invest 18 points. If I just want to disable and not recover, I can reduce that by 10. While I could leave this to companions, there's one particular solo section where it would be useful for me to be able to do this. And if I'm doing it anyway, that means companions can spend skill points elsewhere.
An adjusted Awareness of 20 is needed to discover Deadly mines out of combat (where you more-or-less get an automatic +20). Assuming +4 from WIS and no gear bonuses, I'd need to assign 16 points.
I'd prefer buffed Computer Use to be a multiple of 4. I'll get +2 from INT and another +2 from Master Valor. Calrissian's Belt get +3, and I'll have that anyway for the Repair. I'll likely run across additional get with Computer use, and companions can mostly handle this skill anyway.
Treat Injury would be nice to have on Taris, where I'll be dueling underleveled, but generally something I can ignore.
An adjusted Security of 38 is necessary for the hardest checks in the game. I won't have that skill, but a companion should.
An adjusted Computer use of 52 reduces anything requiring more than 1 spike to 0 spikes. (Oddly, things that require 1 spike can't be reduced.) A more realistic adjusted value of 36 is probably sufficient. And honestly 0 is fine, this skill is very skippable.
========== FEATS ===========
I'll get 9 selected Feats (or 10 if I take Scout to level 5).
I'll get Flurry, Rapid Shot, and Implant I for free. If I take Scout to level 4, I'll also get Implant II for free.
I'll get the following assigned feats:
- Light Armor Proficiency (Scout 1)
- Medium Armor Proficiency (Scout 1)
- Blaster Pistol Proficiency (Scout 1)
- Blaster Rifle Proficiency (Scout 1)
- Melee Weapons Proficiency (Scout 1)
- Flurry (Scout 1)
- Rapid Shot (Scout 1)
- Implant I (Scout 1)
- Implant II (Scout 4, if I take Scout this far)
- Uncanny Dodge I (Scout 4, if I take Scout this far
- Force Sensitive (Jedi 1, given to the main character)
- Lightsaber Proficiency (Consular 1)
- Jedi Defense (Consular 1)
- Force Focus (Consular 1)
- Jedi Sense (Consular 1)
- Improved Force Focus (Consular 6)
- Knight Sense (Consular 6)
- Master Force Focus (Consular 12)
- Master Sense (Consular 12)
Here is a full list of all other feats that I could potentially take (I went ahead and listed all ranks of feats that I get the first rank of for free). Additional feat ranks and the associated class/level requirement are in parenthesis:
- Two-Weapon Fighting (Improved-4, Master-8): penalty reduction
- Armor Proficiency (Heavy)
- Caution (Improved-4, Master-8): demolition/stealth skill bonus
- Critical Strike (Improved-4, Master-8): improved melee crits with declining penalties
- Empathy (Improved-4, Master-8): persuade/awareness/treat injury bonus
- Flurry (Improved-4, Master-8): extra melee attack with declining penalties
- Gear Head (Improved-4, Master-8): repair/security/computer use bonus
- Conditioning (Improved-4, Master-8): saving throw bonus
- Implant Level I (II-4, III-8): allows equipping implants
- Power Attack (Improved-4, Master-8): adds damage to melee attacks
- Power Blast (Improved-4, Master-8): adds damage to ranged attacks
- Rapid Shot (Improved-4, Master-8): extra ranged attack with declining penalties
- Sniper Shot (Improved-4, Master-8): improved ranged crits with declining penalties
- Weapon Proficiency: Blaster Pistol (Focus, Specialization-Soldier 4): item use with bonuses
- Weapon Proficiency: Blaster Rifle (Focus, Specialization-Soldier 4): item use with bonuses
- Weapon Proficiency: Heavy Weapons (Focus, Specialization-Soldier 4): item use with bonuses
- Weapon Proficiency: Melee Weapons (Focus, Specialization-Soldier 4): item use with bonuses
- Toughness (Improved-4, Master-8): extra vitality and damage resistance
- Dueling (Improved-4, Master-8): single weapon bonuses (ranged and melee) to attack and defense
- Weapon Proficiency: Lightsaber (Jedi 1, Focus, Specialization-Guardian): item use, bonus
Some of these are obvious bad fits for this build (heavy armor, most of the weapon feats), and unless I'm trying to do something special I generally avoid using feats to increase skills. This leaves the following candidate feats:
- Flurry (Improved-4, Master-8): extra melee attack with declining penalties
- Conditioning (Improved-4, Master-8): saving throw bonus
- Implant Level I (II-4, III-8): allows equipping implants
- Rapid Shot (Improved-4, Master-8): extra ranged attack with declining penalties
- Toughness (Improved-4, Master-8): extra vitality and damage resistance
- Dueling (Improved-4, Master-8): single weapon bonuses (ranged and melee) to attack and defense
I'm planning to get +10 to all saves from gear. So while Conditioning might be useful early, it is less necessary at the end. I'd skip the line entirely, and just struggle through the early game. But I have to take a feat at level 3 and Conditioning is my best choice that isn't level-gated. So I'll take only the first rank and skip the rest.
A likely set of feats, assuming I take Scout to level 4, would be:
- Improved Flurry
- Master Flurry
- Conditioning
- Toughness
- Improved Toughness
- Dueling
- Improved Dueling
- Master Dueling
- Implant III
This leaves out Master Toughness. But by the late game I should have high DEX and high saves, so I shouldn't really be getting hurt all that often anyway. And Revan has shown (Malak betrayal) to occasionally be vulnerable to a sudden burst of damage. Getting occasionally taken out by a huge hit is therefore in character. Taking Scout to 5 would let me take Master Toughness, at the expense of a Force Power. I think I'll probably want the Force Power more.
========== FORCE POWERS ===========
I'll get 20 Force Powers if I stop Scout at level 4, and 19 if I stop Scout at level 5.
I need *something* to zap the Star Forge battery Jedis with. So at least one of:
- Force Breach
- Force Lightning/Force Storm
- Drain Life/Death Field
- Destroy Droid (I think Disable Droid is enough, but not sure)
- Throw Lightsaber/Advanced Throw Lightsaber
Some general thoughts on Force Powers:
- This Revan will not wear armor after getting Force Powers, so I don't have to worry about that restriction.
- Stun/Stasis/Statis Field: doesn't give a group stun until the last rank, works off Fortitude saves, and never affects droids. Light Side power.
- Fear/Horror/Insanity: affects group at second rank, same duration as Whirlwind, Will save, doesn't affect Droids. Dark Side power. 3rd rank has longer duration and greater area of effect.
- Push/Whirlwind/Wave: Whirlwind lasts twice as long as Wave, works off Reflex saves, and affects most droids. Neutral power. If I go this way, stop at Whirlwind, because Wave is (for this build) not as good.
- Stun/Disable/Destroy Droid affects groups starting at the second rank and isn't affected by armor. Light Side power.
Here are all available Force Powers, by type. Level requirements are character level, not Jedi level:
- Dark Powers
- Drain Life-9 (Death Field-18): damage opponent, heal self. Death Field adds AoE
- Fear (Horror-6, Insanity-12): disable non-droid enemies, base is single-target, others add AoE
- Shock (Lightning-9, Storm-18): electrical damage, base is single-target, later adds AoE
- Slow (Affliction-6, Plague-12): single-target general debuff
- Wound (Choke-9, Kill-12): single target (non-droid) damage
- Light Powers
- Cure-6 (Heal-12): AoE vitality restoration
- Force Aura (Shield-6, Armor-12): defense and saving throw bonus
- Force Valor (Knight-9, Master-15): attribute and saving throw bonus
- Stun (Stasis 9, Stasis Field 15): slow/stun, 1st two levels are single-target, 3rd is AoE
- Stun Droid (Disable-6, Destroy-12): stun/damage droids
- Universal Powers
- Affect Mind (Dominate-6): allows extra conversation options, only for main character
- Burst of Speed (Knight-9, Master-15): movement speed/defense/attack bonuses
- Energy Resistance (Improved-9): absorbs certain types of damage
- Force Push (Whirlwind-9, Wave-15): push back/stun/damage opponents, AoE
- Force Resistance-9 (Immunity-15): resist Force attacks by enemies
- Force Suppression-9 (Breach-15): cancel active enemy Force powers
- Throw Lightsaber (Advanced-9): damage 1 enemy at distance, Advanced damages 3
That's a total of 44, counting all ranks of all powers. Dark/Light just affects the cost in Force Points. Any character can use any power.
The things that seem like good candidates for this particular Revan are:
- Dark Powers
- Drain Life-9 (Death Field-18): damage opponent, heal self. Death Field adds AoE
- Fear (Horror-6, Insanity-12): disable non-droid enemies, base is single-target, others add AoE
- Slow (Affliction-6, Plague-12): single-target general debuff
- Wound (Choke-9, Kill-12): single target (non-droid) damage
- Light Powers
- Cure-6 (Heal-12): AoE vitality restoration
- Force Aura (Shield-6, Armor-12): defense and saving throw bonus
- Force Valor (Knight-9, Master-15): attribute and saving throw bonus
- Stun Droid (Disable-6, Destroy-12): stun/damage droids
- Universal Powers
- Affect Mind (Dominate-6): allows extra conversation options, only for main character
- Burst of Speed (Knight-9, Master-15): movement speed/defense/attack bonuses
- Energy Resistance (Improved-9): absorbs certain types of damage
- Force Resistance-9 (Immunity-15): resist Force attacks by enemies
- Force Suppression-9 (Breach-15): cancel active enemy Force powers
That leaves out some standard showy Dark Side powers (the Shock line, for instance) in favor of some more strategic/tactial powers. But it is still 33 powers, so I have to trim some. In order to win the final fight via Force Powers, without cheesing via mines or something, I'll want:
- Force Suppression + Force Breach
- Slow + Affliction + Plague
- Wound + Choke + Kill
So those 9 powers are a given, leaving 11 (Scout 4) or 10 (Scout 5). Plague doesn't actually work as fast as the in-game description says, but it is still very helpful with Malak.
I'll absolutely want an AoE damage power, and Drain Life + Death Field gets that in two powers. And just because running around at normal speed in annoying, I'll want at least Burst of Speed. Knight Speed gets a nice defense bonus. Master speed adds additional attacks per round. For roleplaying reasons, if this Revan could only take two powers, they'd be Affect Mind and Dominate Mind, so add those in. And this Revan will often be the group's buffer, so add the Valor and Energy Resistance lines.
I'm struggling with the Cure line. On one hand, it seems almost out of character for this Revan. On the other hand, the game mechanics made it virtually mandatory. I guess I'll just take it. I can always say that it was part of this Revan's cover. After all, he spends most of the game "playing along" with the Jedi plan, because that seems like the best way to both turn Bastila and get revenge on Malak.
This leaves me taking (not necessarily in this order, character level requirement in parens):
- Force Suppression (9)
- Force Breach (15)
- Slow (Jedi)
- Affliction (6)
- Plague (12)
- Wound (Jedi)
- Choke (9)
- Kill (12)
- Drain Life (9)
- Death Field (18)
- Burst of Speed (Jedi)
- Knight Speed (9)
- Affect Mind (Jedi)
- Dominate Mind (6)
- Force Valor (Jedi)
- Knight Valor (9)
- Master Valor (15)
- Energy Resistance (Jedi)
- Improved Energy Resistance (9)
- Cure (6)
This set of powers compromises the build's solo combat effectiveness quite a bit. There's a reason people usually take Shock/Lightning/Storm. Without it, I'll have to depend on my lightsaber for droids or anything that resist Death Field. So I'll have to be intentional about which to use in a particular battle. But that fits this Revan, and when possible he'll often use his companions to do much of the killing.
The main things I really wish I could take that I'm leaving out:
- Fear (Jedi)/Horror (6)/Insanity (12)
- Stun (Jedi)/Disable (6)/Destroy Droid (12)
- Heal (12)
- Master Speed (15)
- Throw Lightsaber (Jedi)/Advanced Throw Lightsaber (9)
The only things I can feasibly leave out would be Energy Resistance, Improved Energy Resistance, and Cure. But those would hurt, and seem better than the things I'm passing up.
I should, when possible, have a companion cast Master Force Valor. It is a rather expensive Light Side power, and my Force point pool is already lower than a Light Sider due to lack of WIS-boosting items. But I still need to take that line for the final fight, where I won't have companions.
This Revan will be well-suited to buff companions against trash mobs (which are beneath his attention anyway), as well as to personally handling longer, harder boss fights. However, there are probably some situations where he'll struggle and have to use fallback strategies.
========== GEAR ===========
I'm not going to stress about early or mid game gear. Just use whatever seems best at the time. End game gear should be:
Available gear isn't super friendly to this build. All items that boost WIS are restricted to Light Side. The robes that Dark Siders can craft on the Star Forge boost STR. There are no items that boost CHA.
Which means I should use DEX gear and things generically useful (saves, defense, skills I care about, immunities, etc).
Adreneline Stimulator Belt give +2 DEX and +4 saves. Karakan Gauntlets give +1 DEX and +3 saves. DEX is nice, but the saves are really useful.
If either of the late-game special lightsaber crystals (Heart of the Guardian or Mantle of the Force) are used, then the Solari crystal's Light Side crystal can be bypassed and Solari can be used even as a Dark Sider. Even so, Damind and Rubat provide nice Force point regeneration. A character who doens't intend to use sabers for combat could, even temporarily, equip an off-hand saber just for regeneration.
- Implant: Advanced Alacrity Implant
- DEX +5
- Yavin after 5th Star Map, 22,000 credits before discount
- Head: Advanced Bio-Stabilizer Mask
- Immunity to mind affecting and poison, all saves +1
- Yavin after 3rd Star Map, 6,000 credits before discount)
- Head Alternative: Stabilizer Mask
- Immunity to mind affecting, all saves +2
- Manaan, East Central, Tyvark's Shop, 5500 credits
- Korriban, Dreshdae, Mika Dorin, 8250 credits
- Hands: Karakan Gauntlets
- DEX +1, all saves +3
- Tatooine, Docking Bay, Mic'Tunan'Jus Orgu, 7500 credits
- Hands Alternative: Advanced Stabilizer Gloves
- DEX +3, Blaster Bolt Deflection +5
- Yavin, after 1st, 3rd, or 5th Star Map, 8500
- Hands Alternative 2: Marka Ragnos' Gauntlets
- Weapon Focus: Lightsaber, Weapon Specialization: Lightsaber
- Korriban, Tomb of Marka Ragnos
- Belt:Adrenaline Stimulator
- DEX +2, all saves +4
- Korrban, Dreshdae, Mika Dorin, 18,000 credits
- Body: Darth Revan's Robes
- Defense +5, STR +4, Regeneration +1
- Star Forge
- Lightsaber Color Crystal: Heart of the Guardian
- Enhances power crystals
- Yavin after 5th Star Map, 20,000 credits before discount
- Power Crystal One: Solari
- Attack +2, Energy Damage +1-10, Blaster Bolt Deflection +4
- Korriban, Tomb of Naga Sadow
- Power Crystal Two: Firkrann
- Attack +3, Ion Damage +3-18
- Korriban, Tomb of Tulak Hord, Clay Urn
- Korriban, Sith Academy, Lashowe
Wow, that's a lot of credits. I should, when possible, sell only at Yavin, where I get more credit. I can also do the medpack price trick by killing the Manaan shark, given that this is a Dark Side run.
========== PLANET ORDER AND COMPANION USAGE =========
There's less need for planet hopping on this build compared to some of my playthroughs where I'm trying to something specific regarding alignment, redeem people from Korriban, get Jolee early, etc. But I can't completely avoid it.
Here is how this Revan feels about each companion:
- Bastila: primary reason for playing along with the Jedi's plan after Taris. He needs a new apprentice, and Bastila seems both extremely talented and likely to turn. He'll ingratiate himself with her by helping with her mother, etc. But he'll also push her limits and challenge her beliefs. He'll be very selective about where he brings her along, favoring morally ambiguous situations where he can make the Dark Side choice appear to be the right thing to do. So for example, he'll bring Bastila to Sunry's trial on Manaan and have Sunry found innocent even though he (and Bastila) know that Sunry is guilty. He won't bring her when he takes the wraid plate from the destitute mother.
- Juhani: he'll redeem Juhani because he sees Dark Side potential in her. He regards Juhani as an uninteresting, unremarkable Jedi, but he needs cannon fodder. He'll try to exploit her darker impulses in conversation, and then regard her as a disappointment on the Temple Summit when he eventually has to kill her.
- Carth: the less time he has to spend with this whining idiot oaf, the better. He'll goad and kill Dustil just as payback for having to put up with Carth's stupidity.
- Jolee: this is the one companion this Revan fears, because he knows that Jolee can see right through him. And he knows that for all Jolee's disagreement with Jedi dogma, Jolee is incorruptibly Light Side. He'll bring Jolee when necessary, but mostly try to avoid him. He'll finally delight in killing him.
- Canderous: the most immediatly useful of the companions, Revan will favor Canderous and bring him along quite often. Per the fanfic, he reveals himself to Canderous early and uses him behind the scenes to manipulate Malak.
- Mission: Revan will exploit Mission's youthful idealism and erratic emotionalism, then discard her. He finds her skills and combat abilities useful, so he'll often bring her along without any regard for putting her in danger or the emotional damage that using her as a child soldier might cause.
- Zaalbar: a brutish tool to be used then eliminated. He'll find Canderous to be superior in both a melee role and as a like-minded ally, relegating Zaalbar to the ship for most of the game.
- HK-47: Revan knows and remembers his assassin droid. He'll bring him when useful, but otherwise send him on secret missions to manipulate events (and then immediately wipe HK's memory)
- T3-M4: a barely-adequate utility droid, capable of carrying out simple missions but otherwise without much value
These characterizations are somewhat motivated by game mechanics. Early in the game, I'll use whatever companions are available. But once I have the full slate, I'll build Bastila as a melee combatant (such as I can), and typically bring either her, Juhani, or Canderous to occupy enemies in melee. I'll generally bring Mission for ranged and skill support. Of course, I'll bring other companions when required (ex. Jolee to lower the Kashyyyk force field) or as necessary to complete everyone's quests (Carth on Korriban).
Here's my expected planet order, along with key considerations for each:
- Dantooine
- Only take the required Jedi levelup in the Temple. Don't use my saved levels yet.
- Get Canderous in my party and then do the rest of my levels (maybe use them for full heals on Dantooine, I'll likely have Canderous with me for that). Talk to Canderous after each, to make sure I advance his dialog (which triggers on MY levelups)
- Redeem Juhani
- No special considerations, finish all side quests in whatever way this Revan would
- 1st Star Map
- Talk to Lena about Griff
- Talk to whoever it is that starts Bastila's quest
- Yavin, sell stuff, win 10 rounds of Pazaak to get discount.
- Tatooine
- Get HK-47
- Do the Swoop Races
- Make sure the Czerka lady tells me about Griff before going into the desert
- Make sure to talk to Helena before going into the desert
- Advance Mission's companion quest (take HK-47 and Mission to the Sandpeople enclave)
- Agree to get the Pearl for the sandpeople
- Finish Bastila's companion quest (take Bastila and whoever to the dragon cave)
- 2nd Star Map
- Be ready to kill Calo Nord coming out of the cave
- Take the Pearl back to the sandpeople (take HK-47 to translate). Hear the story, then kill them all
- Start Genoharadan quest (guy in Anchorhead gives me datapad to take to Manaan)
- Turn in gaffi sticks to the Czerka lady on the way out for a bunch of credits
- Talk to Griff so he can ask for a tach gland
- Start Carth's quest for Dustil
- Yavin, sell stuff
- Manaan (quick trip)
- Go straight to Genoharadan guy (go alone)
- Kill Lorgal in the Republic Base (requires 9 computer spikes, as I won't have Force Choke or Force Kill). I'll have to get the Republic quest, but don't advance it.
- Turn in Lorgal quest, get remaining Genoharadan bounties
- Kashyyyk
- Start Wookie quest, lose use of Zaalbar
- Accept Jolee's request to deal with Czerka people.
- Accept job from Czerka people to kill tach. Kill them all, including the ones on the other side of Jolee's hut, and all the way back to the lift
- Kill the Czerka people
- Get Jolee
- Kill Rulan (southwest of Jolee's hut)
- Get tach gland for Griff
- If I want to finish the Rorworr/Woorwill quest, go back up and do it before going to Lower Shadowlands (I'll be barred from the village later).
- Finish the Lower Shadowlands. Do not get Star Map. Quit eyeballing me, old man.
- Return to basket, be taken to Chuundar, side with him and Czerka.
- Yavin, sell stuff
- Korriban
- Make sure Carth has the Dustil quest (should have gotten it awhile back)
- Take Jolee off the Hawk, to start the Trial quest
- Start the drug deal with the guy outside the cantina.
- Leave and fly to Tatooine.
- Get the drugs out of the secret compartment on the Hawk
- Leave the hawk with Carth and Bastila, then warp back to Korriban via cheat console (good opportunities to work on turning Bastila on Korriban).
- Finish the drug deal with the guy outside the cantina. Get the box.
- Kill Dustil. Now you have something to whine about, Republic lackey
- Maybe switch out Carth for someone less annoying, so he can go cry somewhere I can't hear it
- Make sure none of my companions are wearing my best +Demo gear before the final tomb (I'll want it for myself)
- 3rd Star Map
- Enter the Hawk and open the box.
- Tatooine
- I'll be automatically forced here when I exit the Hawk because of the warping.
- Turn in the box
- Give Griff his stupid tach gland. Get pissed when he begs for cash.
- Kill Vorn for the Genoharadan.
- Yavin, sell stuff
- Dantooine
- Do not get Sasha off the ship (yet)
- Kill Zuulan (sounding the alarm instead of placing a bomb gets more XP)
- Manaan (surface half)
- get the Jagi quest for Canderous
- Swoop races
- Kill Ithorak
- Turn in Genoharadan quests. Doing this now means the guy will be on Tatooine when I go there later.
- Trial
- Get quest to go underwater, but don't actually go
- Buy the Stabilizer Mask from Tyvark's Shop (if I didn't already)
- Yavin, sell stuff, buy medkits if I can
- Tatooine (last trip)
- Kill the Genohardran guy
- Finish the Canderous/Jagi quest
- Check in where Griff was and find out he rabbited. Tell Mission life sucks and I'm going to kill her brother.
- Buy as many medkits as I can afford
- Dantooine
- Get Sasha off the ship. Because the Leviathan is coming. Yes, we made a special trip just to make sure she gets torched. Don't do a Dark Side run if you don't mean it.
- While we're here, if anyone sells medkits and I have any cash, buy them
- Manaan (underwater half)
- Before going under, if I have any cash, buy medkits
- Kill the fishy, fishy guy in the locker, like so
- Kill shark
- 4th Star Map
- Get banned
- Make sure HK-47 repairs are finished.
- Talk to Juhani on the Hawk but do not take her off. Level her until she stops talking. Check strategywiki to make sure I get all the dialog. So much talking, so much Russian cat lady accent. Maybe turn off the sound.
- Leviathan
- Unequip everything from Bastila when I get to red corridor, just after the room where I can see the Hawk in the hanger through the window
- Yavin, sell most of these stupid medkits. Hooray, I got rich by destorying a planet's culture and economy, manipulating a galaxy-spanning war, and condemning countless soldiers to death from wounds that could have been healed. Just another day at the office for Revan. Buy stuff.
- Kashyyk (last time)
- quick run to get 5th Star Map. Be sure to take Jolee for the force field. Think about stabbing him in the back, but the dumb game won't let me do it (yet).
- Korriban
- Meet Ziagrom, who tells me about the premium store.
- Buy stuff at premium store
- Take Juhani off the Hawk to trigger Xor
- Fight Xor (hopefully can just get on Hawk and back off, but may have to fly to Kashyyyk or Manaan and get off there for this to trigger)
- Yavin (last visit, fight Transdoshians, he will have new stuff afterward. No merchants after this, so spending spree time)
- Star Forge system
NOTES:
- The Leviathan gets pushed back as far as possible, because I feel like doing a full planet afterward causes the story to lose momentum.
- All the planet hopping allows me to do a bunch of the side quests earlier than normal. That slows down the story during the mid-game - it is almost like I forget about Star Maps for awhile - but when I get back to them, I hit them hard, so from there forward the story is tighter and moves more quickly than normal.
- This list just mentions things that are either important for companion quests, or are easy to forget or get wrong. If I am specifically *not* supposed to do something at a certain point, it is on the list. Otherwise, do all the normal side quests as I come across them.
- I can talk to Juhani before indicated. But because of the messenger bug, I can't take her off the Hawk until after the Leviathan AND getting the messenger about the Premium Store. If I don't advance her dialog beyond certain points, it is safe to take her off the Hawk earlier, but she's not a primary companion for this playthrough, so why bother?
- Canderous dialog triggers when *I* level up, and it takes six level-ups to trigger the Jagi quest. The level-saving from Taris can help make that happen sooner. Not sure exactly what is required to trigger Canderous, so probably safest to only do the minimum levelups in the Jedi Temple, then get him in my party before doing the rest of the saved ones, talking to him between each.
- Bring other companions to trigger quests or for story-critical moments (HK-47 to the Sand People encampment to translate, Jolee to the trial on Manaan, Zaalbar to the beginning of Kashyyk, Canderous to the Tatooine confrontation, Carth on Korriban so he can talk about it again).
======================
Skills Matrix
Party Member |
Awareness |
Computer Use |
Demolitions |
Persuade |
Repair |
Security |
Stealth |
Treat Injury |
Darth Revan |
16 |
0 |
18 |
21 |
9 |
0 |
0 |
0 |
Mission |
Some |
Some |
0 |
0 |
Some |
Max |
Some |
0 |
Bastila |
Max |
0 |
0 |
0 |
0 |
0 |
0 |
Max |
Jolee |
0 |
Max |
0 |
0 |
0 |
0 |
0 |
0 |
Carth |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
Max |
Zaalbar |
Max |
Max |
0 |
0 |
0 |
0 |
0 |
Max |
Canderous |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
Max |
Juhani |
Max |
0 |
0 |
0 |
0 |
0 |
0 |
Max |
HK-47 |
0 |
Max |
0 |
0 |
0 |
Max |
0 |
0 |
T3-M4 |
S |
e |
e |
B |
u |
i |
l |
d |
This is what each party member should focus on for this playthrough, not what they're inherently best at. The matrix may show a party member taking Max of a cross-class skill. This just means they should take as much as they can. This is sometimes useful if, based on the expected combinations of party members, there would otherwise be nobody taking that skill at all.
- Max: take as much of this skill as possible (up to its useful limit)
- Some: take more than just a few points of this skill, but don't really prioritize it
- Min: take just a little bit of this skill
- #: a number means take exactly this many points of this skill, then stop
Some of that is a little vague, but despite all appearances to the contrary, there's a limit to how obsessively I'm willing to preplan a playthrough.
Maximum adjusted values needed for each attribute follow. No sense in going over that, even if the table above says "Max".
Awareness |
Computer Use |
Demolitions |
Persuade |
Repair |
Security |
Stealth |
Treat Injury |
20 |
52 |
40 |
26 |
36 |
38 |
56 |
47 |
======================
Progression details per level (g = granted, s = selected)
Character Level |
Class Level |
Attributes |
Skills |
Feats |
Force Powers |
1 |
Scout 1 |
STR: 8 (-1) WIS: 14 (+2) CHA: 15 (+2) INT: 14 (+2) CON: 12 (+1) DEX: 14 (+2)
|
20 points Awareness +4 (4) Demolitions +4 (4) Repair +4 (4) Bank +8 (8) |
Armor Proficiency: Light Armor (g) Armor Proficiency: Medium Armor (g) Weapon Proficiency: Blaster Pistol (g) Weapon Proficiency: Blaster Rifle (g) Weapon Proficiency: Melee Weapons (g) Flurry (g) Rapid Shot (g) Implant I (g) Dueling (s) |
|
2 |
Scout 2 |
|
4 points Awareness +1 (5) Demolitions +1 (5) Repair +1 (5) Bank +1 (9) |
Toughness (s) |
|
3 |
Scout 3 |
|
4 points Awareness +1 (6) Demolitions +1 (6) Repair +1 (6) Bank +1 (10) |
Conditioning (s) |
|
4 |
Scout 4 |
WIS +1, 15 (+1) |
4 points Awareness +1 (7) Demolitions +1 (7) Repair +1 (7) Bank +1 (11) |
Implant II (g) Uncanny Dodge I (g) |
|
5 |
Consular 1 |
|
2 points Awareness +1 (8) Demolitions +1 (8) Persuade +8 (8) Repair +1 (8) Bank -9 (2) |
Weapon Proficiency: Lightsaber (g) Jedi Sense (g) Force Focus (g) Jedi Defense (g) Improved Flurry (s) Force Sensitive (g) |
Burst of Speed Affect Mind |
6 |
Consular 2 |
|
2 points Awareness +1 (9) Demolitions +1 (9) Persuade +1 (9) Repair +1 (9) Bank -2 (0) |
|
Dominate Mind |
7 |
Consular 3 |
|
2 points Awareness +1 (10) Persuade +1 (10) |
Improved Dueling (s) |
Cure |
8 |
Consular 4 |
WIS +1, 16 (+3) |
2 points Demolitions +1 (10) Persuade +1 (11) |
|
Force Valor |
9 |
Consular 5 |
|
2 points Awareness +1 (11) Persuade +1 (12) |
|
Energy Resistance Knight Valor |
10 |
Consular 6 |
|
2 points Demolitions +1 (11) Persuade +1 (13) |
Knight Sense (g) Improved Force Focus (g) Master Flurry (s) |
Improved Energy Resistance |
11 |
Consular 7 |
|
2 points Awareness +1 (12) Persuade +1 (14) |
|
Knight Speed |
12 |
Consular 8 |
WIS +1, 17 (+3) |
2 points Demolitions +1 (12) Persuade +1 (15) |
|
Wound |
13 |
Consular 9 |
|
2 points Awareness +1 (13) Persuade +1 (16) |
Master Dueling (s) |
Slow Drain Life |
14 |
Consular 10 |
|
2 points Demolitions +1 (13) Persuade +1 (17) |
|
Force Suppression |
15 |
Consular 11 |
|
2 points Awareness +1 (14) Persuade +1 (18) |
|
Master Valor |
16 |
Consular 12 |
WIS +1, 18 (+4) |
2 points Demolitions +1 (14) Persuade +1 (19) |
Master Sense (g) Master Force Focus (g) Improved Toughness (s) |
Affliction |
17 |
Consular 13 |
|
2 points Awareness +1 (15) Persuade +1 (20) |
|
Choke Plague |
18 |
Consular 14 |
|
2 points Demolitions +1 (15) Persuade +1 (21) |
|
Death Field |
19 |
Consular 15 |
|
2 points Awareness +1 (16) Demolitions +1 (16) |
Implant III (s) |
Kill |
20 |
Consular 16 |
WIS +1, 19 (+4) |
2 points Demolitions +2 (18) |
|
Force Breach |
Force Power selection is story driven rather than min-maxing for strongest effect. The build starts with Universal and Light Powers, and adds Dark Powers later. This Revan is pretending to go along with the Jedi Council at first. Then the more time that passes and the more he establishes himself rather than the Council as in charge of the mission, he becomes more comfortable revealing his true nature. This means he's basically just a buffer and mediocre lightsaber user for much of the game. But that makes the most roleplaying sense for this playthrough, so I'm going with it.
This Revan is holding back for much of the game, waiting for the right moments to show more of himself. This means I'll probably save levelups, maybe for a long time, and then use them at crucial moments. It also may mean that I grant some XP through the cheat console if it seems like the right time to do so because, hey, this is Darth Revan. He follows his own rules.
The playthrough went surprisingly well. I thought I'd feel underpowered in the mid levels, but I never did. I wore Davik's armor until around level 10, when I finally gained enough Force Powers to make it worthwhile to wear robes instead. My single saber did just fine in combat until I was able to switch to mostly Force Powers, and even then it served as a fine backup. This main character considered all his companions disposable and beneath him, and therefore kept all the best gear for himself, which probably helped compensate for the less-than-optimal build. I tended to run two melee companions, which mostly kept enemies off me and kept things moving at an acceptable speed.
I fought the Korriban Terentateks in Naga Sadow's tomb straight up, instead of using Speed to cheese past them. That was probably the hardest fight since Bendak (who is easy enough to kill with Plasma Grenades if you know the timing), because I had to do everything myself rather than buffing my companions to help. I used all my saved levelups, and had to manage the fight carefully, but it wasn't
that hard, and I never wondered if the build wasn't going to be capable of winning.
I'm glad I saved Death Field until Level 19. I considered using the cheat console to level up early, but I didn't. I hit Level 19 during the Yavin fight with the Transdoshans (which is available on my platform, and which I typically solo as a test of how my build is doing.) That fight was hard, but winnable. Then I used my last deferred level (I tend to wait to level up in hard fights to get a free health bar), and getting Death Field was like a cheat code. After that, everything super easy. Waiting made me play more tactically during the early parts of the game, and having the ability to quickly wipe out rooms in the end game, just when the plot had revealed to my companions who I really was, felt right.
Malak wasn't much trouble:
- Force Breach
- Plague
- Death Field spam
Repeat as needed. I laid a minefield near the entrance in case I needed to kite Malak through it, but I didn't need it. In fact, just to taunt him a little, I let him heal via the battery Jedis a couple of times before I took out the rest and finished him off. I did have to pop a few Life Support Packs here and there, but was never in real danger of losing.
One of Malak's final lines was especially gratifying: "You... you are Darth Revan, Lord ... [cough] Lord of the Sith, and I... I am nothing." Of course, Malak says this same line regardless of what you named your character. But recall that, with this line in mind, I named my character "Darth Revan". :)