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Quick Question

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Corbec
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Quick Question

Post by Corbec »

Hello all,

Just a quick one here. Do skill points that you're holding in reserve (As a soldier, scout, etc) transfer over once you become a Jedi?

Oh, and what's the precise number of Repair points needed to fully upgrade HK?

Thanks for your time,
Corbec
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Mirk
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Post by Mirk »

the skill points trasfer over after you become a jedi

i believe you need 17 in Repair to fully upgrade the droid
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Corbec
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Post by Corbec »

Sounds good, much obliged Mirk.
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sun_facer
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Post by sun_facer »

HK47 is not THAT powerful even when fully repaired. So, i dun think you want to forsake all skill points just to repair him.

I have a suggestion you can try (if you want)

Lvl 8 Scout/Lvl 12 Guardian
Starting stats 14/14/14/10/14/12
At level 20, you can have 12 skill pts in persuade, 17 pts in repair and 15 pts in treat injury.
Despite being a scout, you should still have marvelous attack ratings.

12 skill points in persuade will give u the choice to enjoy successful persuades... and you can save that Force power from needing Force Persuade. You even stand a high chance in turning Adjunta Pall and Mekel.

15 in treat injury still means your medpacs still pack a punch. 17 repair pts mean you get to listen to HK47 all the way.

All that, and you still have lvl3 implant, uncanny dodge 2, and outstanding attack ratings... plus one of the best saves in the game and sufficient VP to last even Malak.
In the end, everything will be alright. If it is not alright, it is not the end.
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Mis'Tana
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Post by Mis'Tana »

But how do you open doors and/or containers? I don't mind not being able to recover mines, but it really bugs me when I can't open a locked door! That leaves me stuck with a scoundrel character. Advice appreciated. :D
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Jack Dell
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Post by Jack Dell »

bash it. bash anything and everything that stands in your way, nothing stops you from doing it and nothing is lost by doing it. You don't blow potential experience, nothing. Which is one of the many reasons skills are pointless.
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sun_facer
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Post by sun_facer »

Yupz, Jack is right. Most skills are useless. In fact, Persuade is also not much help in a lot of situations. A lot of conversations can be won by choosing the right options if you know them. Some others, well, will need a good degree of skills.

Repair is much only for HK47. The addition droid is more cumbersome than help. The exp is good, but not necessary.

Treat Injury is the only one I think that is really important in the last stages where you want to save those FPs.

If you still want to fulfill yourself, remember that you still have mission and T3. Make use of your companions. Mission, with the right items, can have 28 awareness, demolitions and security. She can even RECOVER that plasma vent that killed the gizka. T3 is pretty much the only member I think suitable for high computer use. But i never used him anyway. My big Z can disable mines too.

For me, i think i get some satisfaction from being able to persuade and repair items. Security... erm.. get Mission along... or just bash it silly. Mines... well, I sell them for credits.
In the end, everything will be alright. If it is not alright, it is not the end.
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Mirk
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Post by Mirk »

actually, Repair is quite a useful skill, as it lets you get XP for repairing al the "disabled" droids throughtout the game, sometimes up to 1000XP per droid!
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Macleod1701
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Post by Macleod1701 »

Well both repair and Computer skills are useful for gaining extra xp, personally I tend to go for the repair too as I think HK is hilarious and with the right tools, quite lethal. Skills are far from useless but they were underused in Kotor, I'm lead to beleive this was corrected in Kotor2.
For me, Persuade, Repair, Treat Injury and if any are left then whop them around into the rest, can't hurt and certainly could help in some cases if you don't want a specific member in your party
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