This still doesn't make me feel warm and cozy about putting a lot of Repair points (how many is it? 16 to get the benefit?) into a skill where they really only count once, for a weapon you need to employ a mod to appreciate. I can't speak for anybody else, but for myself, I'd rather either divide the skill points between Heal and Persuasion, or preferrably use a build that swaps skill points for extra feats.galraen wrote:Whilst blasters are nerfed, they aren't that bad and there are mods that correct that (this one for starters [K1] Tweak Pack | LucasForums), and you certainly won't get the best out of HK47 without the repair skill.
First timer... is this build okay?
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Repair can still be used throughout the game to gain extra exp points, so that you level faster and get your force powers and features sooner. You might say that you can just have an ally character learn repair for you, but who is going to learn it? Most of your ally characters in this game are soldiers or jedi and won't get many skill points. Will your two ally characters really have enough skill points to have a high skill in demolitions, repair, computer hacking, and enough for their own first aid?
I agree that not every build will have enough skill points to complete the HK sidequest. Typically, just the soldier/guardian and soldier/consular builds. You need a total of 17 repair points, but with the PC version's items and an ally jedi casting Master Valor on you, then you really only need 11 repair points. That's not very many points if you're a scout or scoundrel. It's easily managable for most builds.
You only get 3 darkside characters to choose from, to be your 2 ally characters for your darkside party, and HK is a better shooter than the other one. This is a dilemma that only applies to dark side players. Is a sizable boost in dex and life regeneration for one of your characters worth a few skill points? I think so, unless you are a soldier/guardian. You don't need that many points into first aid and persuade.
I agree that not every build will have enough skill points to complete the HK sidequest. Typically, just the soldier/guardian and soldier/consular builds. You need a total of 17 repair points, but with the PC version's items and an ally jedi casting Master Valor on you, then you really only need 11 repair points. That's not very many points if you're a scout or scoundrel. It's easily managable for most builds.
You only get 3 darkside characters to choose from, to be your 2 ally characters for your darkside party, and HK is a better shooter than the other one. This is a dilemma that only applies to dark side players. Is a sizable boost in dex and life regeneration for one of your characters worth a few skill points? I think so, unless you are a soldier/guardian. You don't need that many points into first aid and persuade.
8/12 would be apparently better, because scouts get the implants feature at level 8. However, a guardian gets another feature point at level 13. You can use that feature point to get the implants feature that you would've gotten as a scount at level 8. So a 7/13 build and an 8/12 build should get the same number of features and BAB, but the 7/13 build will also get an extra force power. An 8/12 build will get 1 more point into all the saving throws than the 7/13, but imo it wouldn't be worth the force power. That is just my opinion, though.Klorox wrote:Why? I thought I'd be making up for my chosen classes weakness by concentrating on WIS. If not WIS, what stat should I go for?
I think 8/12 works out wonderfully. You get bonuses to BAB, Saves, and Feats at level 8 Scout, and level 12 as any Jedi grants the same.
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