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SKills - how useful are they REALLY?
Posted: Tue May 31, 2005 4:06 pm
by walther911
Just want to know what you think, is it worth putting points in intelligence to get more skills as say, a scout? I have just received the game, so I'm wondering if skills are actually useful or if most of them are a waste of time (like so many other games). I dont really like playing as a "fighter" character cos its boring, so is this a good idea (bearing in mind I cant be bothered to use stealth etc.)
EDIT: clarification there, i dont want to use stealth, rather than i dont want to use skills! that would be a silly statement...

. I am happy to use anything useful and cool. Unlike stealth.
Posted: Tue May 31, 2005 4:46 pm
by fable
Skills are almost useless in KotoR1, IMO. You can always take companions with you whose skills can be applied to open locks, access computers, etc.
Posted: Tue May 31, 2005 8:48 pm
by Darth Zenemij
[QUOTE=fable]Skills are almost useless in KotoR1, IMO. You can always take companions with you whose skills can be applied to open locks, access computers, etc.[/QUOTE]
True, I found it quite easier when I had my companions disable mines for me or something.
Posted: Wed Jun 01, 2005 1:55 am
by walther911
Hehe, thought so. Still might go scout for kicks though, figure i can use skills to get xp and blow stuff up. And i suppose if i am skilled then my companions dont have to be, meaning i can take tanks.
Posted: Wed Jun 01, 2005 2:48 am
by Ripe
Belive me, classic tanks are completly useless in KotoR. You take an average Jedi character and you'll do more damage and have easier time than with any tank. You need hard work to made a Wookie tank that would be more usefull than Jedi character put on autolevel. Character classes in both KotoR games are unbelivably unbalaced.
Posted: Wed Jun 01, 2005 6:59 am
by walther911
OK, well i can still take jedi rather than taking skills based characters that might be less useful.
Posted: Wed Jun 01, 2005 8:24 am
by Cuchulain82
pseudo-spoilerish
Fable's absolutely right, skills are not important at all. If you can't pick a lock you can bash it; if you can't see a mine personally, usually one of your companions can, etc. Don't take more than 10 Int unless you really love skills- in that case, up it to 14 (not 12).
Your PC needs:
-persuade and repair (just trust me about repair- anyone who has played through knows what I'm hinting at)
-Treat injury is also nice for your PC, but not necessary.
-The other nice skills are disable mines and comp use, but anyone in your party can have those. They aren't really necessary anyway.
BTW, scout is probably the best starting class. Very good skill points and starting skill set, enough health, and excellent feat progression. There are tons of threads here that go into more depth abou this, so just search. Look for threads by UserUnfriendly- he is the master at tweaking out rpg characters.
Posted: Wed Jun 01, 2005 1:03 pm
by stormcloud
hmm, i usually only try to get persuade and treat injury for my main character.
in fact, persuade is unneccessary if u get the affect mind power.
my favorite plan now is to custom build a character with 18 str/guardian. by level 4, u can pump the strength to 20 and use the eradu gauntlets (+2 str) for 22 total strength.
you can start getting stun effects immediately, and the dmg is usually 14-25 with the basic vibrosword.
i get treat injury, feats basic/knight/master dueling, basic/knight/master toughness, and powers the force push, heal, etc.
Posted: Wed Jun 01, 2005 1:23 pm
by Fiberfar
Still, you wont get mind powers before you become a jedi, so it is worth taking persuade in the start of the game.
Posted: Mon Jun 06, 2005 6:00 pm
by walther911
OK having completed the game since my first post

I can now conclude.
Skills are actually VERY good. And I know no-one else thinks so. But it means you can have a 3 jedi party for most of the game and still use your skills.
Cases in point.
1. There are droids in the game you can repair for over 1000xp - at a point when quests get you like 350xp.
2. There are computers you can hack for entertainment and useful stuff. You miss out if you dont have it!
3. Treat injury is awesome early on - you get so many med-pacs its silly.
4. Persuade is used all the time and gets you tons of xp and light side points, its worth putting points in this before jedi levels.
5. Mission is great with explosives..... but the ONLY tough mines come early on - when you dont have her! - and near the end when you dont want her. if you have it yourself you can disarm all mines without changing party members.
OK so security and stealth still arent that great. Yet if you were a scoundrel your character is DESIGNED for that, you get up to like 60 bonus damage.
I played through with a scout (followed by guardian at lvl8) of intelligence 14, i feel i got far more out of the game than if i'd been some dumb soldier. With even stats, i had plenty of force powers and even more since i had a three jedi party all customised with shiny dark powers.