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Luneward

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Everything posted by Luneward

  1. End game PvE gear only comes with effects from drops in operations(Or more specifically the armor mods from the drops). PvP ranked sets have effects because that is the only source for acquiring PvP gear. Note that the pvp gear has a much lower item level than comparable PvE gear so even with effects, PvE gear is still generally superior to the PvP gear for PvE play, while the PvP gear is superior for PvP.
  2. I think it is the betrayal mostly. She really doesn't fit the covert agent type at all. I personally thought she was a pretty fun character that developed nicely. I romanced Temple my first time through then realized she was boring, so starting bunking with Kaliyo next time around. From an IC perspective I still wouldn't want her on the ship though. Still think she's a pretty interesting character.
  3. Oh, where do I start.... Light Warrior: Goodbye Broonmark. Quinn you're off the ship. Enjoy your demotion. Pierce is useful, but is rather borderline so bears watching and may not get a berth on the ship if I need to reassemble crew. Dark Warrior: Quinn is pushing up daisies already. Broonmark is a blunt little tool, not really needed. My warrior prefers to use her judgement before deciding wanton slaughter is necessary. Jaesa needs to tone it down a bit, but at least she has a brain. Light Inquisitor: Xalek definitely gone. He should have never gotten on the ship. Khem may not mesh well, but he's loyal once you ditch Zash. Everyone else keeps their spots. Dark Inquisitor: Hey, Khem it's chow time. I have diced Togruta for you! Xalek is on probation. Being a sith is about manipulation, not mindless brutality. Send him off to some other Lord. Talos is gullible, but potentially useful for finding artifacts so he can stay. And why shouldn't she keep her rugged eye candy around? (Granted she knows he's going to wander off once in awhile) Bounty Hunter: Skadge gets the airlock treatment. And I'd rather not have angry mobs following, so Gault doesn't get his spot back. Everyone else is more than welcome to stay. Agent: Toughest call. Vector and Lokin definitely stay. Kaliyo is a great drinking buddy, but don't really want her around. Scorpio should be dismantled and examined. Temple is too naive for this kind of work. Knight: Scourge just doesn't fit. Goodbye sithy. Doc is kind of a self absorbed sociopath, but he can stay if he muzzles himself. My knight may not care for Rusk, but he does see the advantage of having a fearless soldier willing to take whatever risks are necessary. Jedi work is not always for the squeamish. Consular: Qyzen is my consular's best bud. He's welcome as long as he likes. Zenith may not be a good fit, but sometimes you need sniper rifle flavored diplomacy. Iresso? Who is that? Nadia needs some time in actual training - too emotional for my fem consular and too clingy to my male consular. Trooper: Bye Vic. Could you go get Fuse for me? And Elara? Either get over that obsession with regulations or get off my ship. Can't believe you haven't screwed up an operation for us yet. Smuggler: They can stay. Risha's a bit of a b***h, and Guss is a little useless (From an IC standpoint) so they probably wouldn't get back on the ship if I had to reassemble, but otherwise they all have their spots. If I could only choose one? Skadge. All my practice dummies will have pictures of Skadge on them from now on. Improves accuracy by 120%!
  4. You get it from the introductory quest for Strongholds. Talk to the hologram near the stronghold directory on the Fleet or capitol planet. Then enter your stronghold and take a few steps inside. You get a free legacy cargo hold decoration from that.
  5. An interesting topic to think about. Scout: Novadive/Blackbolt: Scouts tend to be a multi-role platform, and I think Novadive has the widest diversity of components. Dogfighter? LL/Pod/Targeting Telemetry. Capture and range? S2E, Booster Recharge, Barrel Roll, Cripple and Utility? Sab probe and EMP. Not having clusters and burst laser make it so it doesn't become too overpowered. Spearpoint would be nice, but too many of its components make it a one trick pony. Bomber: Warcarrier/Legion: It's simply the best balanced. It's a threat to pretty much any close range target, but doesn't have quite the same level of overpowering stackability that a minelayer has. Strike: Star Guard/Rycer: Had to think about this one for a bit. Ion/Cluster combo is very powerful, but maybe that is fine. A strike really should be a threat to anything it can get in its sights. Pike/Quell has a bit more variability, but unless you can fix some of its crap utility missiles and possibly tweak lock mechanics a bit it still has the issue of being the joke of the battlefield. Clarion/Imperium are my favorite of the strikes in live game, but unless you make Combat Command and Remote Slicing a more compelling choice I think it should sit it out. Gunship: Another one to think over but finally settled on Comet Breaker/Dustmaker. It's probably a little vulnerable to Novadives in this scenario, but that's probably ok. It's a fine ship on its own, the problem with it is that it was outclassed by the existing gunship even before it launched. The railgun alone makes it a threat and less of a joke without its much improved siblings hanging around.
  6. True, but it still applies when the OP is facing other people. A veteran or ace will still be able to use a strike fighter to crush a newer player almost every time. Certainly an ace in a strike will get beaten fairly easily by an ace in a battlescout, but part of the point is to tell the poster not to try to gauge which are the 'best' fighters by which ships kill him - at least not until he's gotten a lot more practice in so that skill is less of a factor.
  7. I can chime in about Starfighter. Head over to their forum if you want somewhat more in depth tutorials and basic knowledge. It's somewhat of an acquired taste, but I (and many others) have a blast with it. Just go in with the mindset that it is space pvp. Not dogfighting. Space pvp. Sure there's dogfighting, but you also have to watch out for the space snipers and space tanks. If you go in, be prepared to have patience and invest some time. The learning curve is steep, and skill and practice is about 80-90% of the whole game. Upgraded components and component selection matter, but a veteran in a stock ship will still be able to stomp a well equipped newb. Some servers are pretty dead GSF wise. Most mentioned ones tend to be Harbinger, Jedi Covenant, Ebon Hawk, and Bastion. Find your servers gsf channel (Usually just /gsf) and listen and ask for tips. Again, patience. Wasn't joking about the learning curve, and a few bad matches can be very discouraging. You get through that, and you have a lot of potential for a great time if it turns to be up your alley.
  8. Well not 'no' reason. I'm of the opinion the ship repair droid is really pretty worth it. You can sell all your junk off even when on board the ship, and it also sells items for your ship droid that increases certain crew skill bonuses for the droid.
  9. That is correct. Items in your inventory, your credits (I think there might be a cap on credits...) and everything in personal cargo storage transfer with your character. And yes, the legacy on the destination server will be set to the higher level of your legacies. More specifically it copies everything that has higher progress for all achievements, and leaves anything alone that has higher or equal progress from source server (say if you had more kills toward some achievements). This includes any legacy unlocks you have.
  10. If that's the case... you aren't getting the 12x xp bonus. You don't hit the level 10 mission until the end or Korriban, and with 12x boost you should easily be level 5 or 6 before even going to get the pyramid holocron on the third story quest.
  11. That depends a bit on your specialization. Though at level 15, you're not really going to use anything resembling a rotation. Lightning strike is your filler ability when you don't have anything else more interesting to use. Keep your damage shield and self heal in a fairly reachable location. You'll be using them a lot. Sorcerers don't really have a lot of force issues unless you are healing a lot. So feel free to swap your filler saber strike out with Lightning Strike and move saber strike to a dusty unused corner. If madness: Keep all your dots in high priority positions. (Don't know madness well, sorry) If lightning: Thundering blast, affliction, and especially chain lightning are used a lot. Can clear rooms of trash quickly by using force storm then throwing out an instant chain lightning. Watch for your instant casts when your icons light up.
  12. Yeah, I'd much rather have some kind of ability that makes a torpedo unavoidable once it is airborne rather than one that allows you to lock regardless of LoS. Any ship without a missile break would be toast. While stacking bombers needs some kind of counter, that's way to arbitrary and harsh of implementation.
  13. And if you are low on comms from not choosing them as rewards, pick up the weekly for random group finder and queue for a tactical flash point. That's about 30 comms right there which is enough to fill in three or four slots with level blue quality gear. Most important thing to upgrade is the hilt or barrel in your mainhand weapon.
  14. Is it secondaries or chasis? A little of column A, a little of column B. The main problem is there aren't any wonderful synergies in components, and they don't specialize at anything. Jack of all trades just don't fare well in a Rock-Paper-Scissors specialization arena. This is why the T3 is the only real strike with a niche because it has secondary systems (and why the t2 gunship and t3 bomber are bad ships. They sacrifice too much of their niche to pick up attributes of other ships) I think strikes mostly need a chasis change rather than anything specific on their weapon loadouts. It might be nice to have them slightly more sturdy, or inherent damage resistance that can't be pierced. Perhaps even something to make a missile ship viable such as a limited strike-only cooldown to have their missile unaffected by missile breaks. You have interesting ideas, but tweaking the weapons really isn't going to help them out at all unless it is something only a strike has, and something that people might actually want to use (Ion missile, I'm looking at you... Don't get too cocky there EMP missile you're next)
  15. Crit bonuses only affect missions that you send a companion on. All gathering nodes have roughly 1-2% chance to crit, regardless of any bonuses.
  16. Escrow unlocks actually will temporarily raise your cap number of credits (I have no idea how long, I'm guessing all credits you earn will go into escrow until you drop back below 350k.) Otherwise there wouldn't be an escrow unlock for 500k, since it unlocks more than you can carry.
  17. It's actually a bit more specific than that. It has all those options, but instead of 'Exit to Planet' it exits to the specific outpost the guild leader chose when they moved the ship. For example my guild leader chose Alderaan as our invasion target last week. He moved the ship to an outpost that was in close proximity to multiple heroic quests - which were also conquest objectives with a bonus for that week. This allowed guild members to quickly jump down to that area and get to and complete the quests a bit more quickly. This is the part that really confuses me. Unless you get the same planet as a conquest objective two weeks in a row, what would you even use it for? Sure, you control the planet, but what reason would you have to hang around there during the time your guild controls the sector if there are no longer conquest objectives on the planet? This has been covered already, but it depends on the goal or objective. And it isn't just for objectives on that planet. It's for whatever objectives have that planet listed as a bonus planet. For example this week Alderaan gave a x3 bonus for all heroics and the 'kill x number of npcs on Alderaan' goals. It also gave a x2 bonus for random flashpoints and completing warzones. There's no simple way to break down what the bonuses are because it depends on the theme for the week. It's the theme that decides which planets are the invasion planets, which goals you need to complete for the week. When you get down to it, the guild ship is mostly just a guild stronghold that takes a lot more effort to fully unlock and can also provide bonuses for running conquest objectives.
  18. Well if you have a hotkey for the scanner and can still use it... it's somewhere in your inventory. Otherwise you may have accidentally sold it. In which case you need to go buy a new one from the Jawa in Outlaw's Den.
  19. If your character is lightside (or darkside for that matter) you can buy a lightsaber forge from the lightside vendor. Pretty sure the cost is 1 Mk-3 Universal prefab. For a meditation room.... datacrons maybe? Or the jedi fountains. That will either be the most bare or most decorated room in your place, depending on what you are going for.
  20. You also get some Jawa scrap for completing personal conquest events, and the higher grade jawa scrap if your guild places (and if you meet your personal goal).
  21. You don't. You need to go to the purchase terminal and buy a Nar Shadda stronghold specifically for guild use then donate decorations. Guild strongholds have a much higher cost to purchase and unlock.
  22. Probably because it moves around and makes more noise than a mechanical mount. The issue wasn't that they put an arbitrary limit on NPCs because they were NPCs. They put the limit in because of performance issues.
  23. That I know of, there is no crew skill item vendor yet. Jawa scrap vendors sell green, blue, and purple crafting materials if you trade them parts and scrap (currently earned through personal and guild conquest rewards)
  24. Go 'buy' the stronghold at the kiosk. They don't just give it to you. It costs 0 credits, but you still have to purchase a stronghold to unlock it.
  25. It's more of a copy than a full replacement. Basically your full legacy, level, and global perks go with you to the new server. But if the destination server has achievements the new legacy did not (or higher progress toward an achievement), you keep the better value. It's more of a legacy merge than anything else.
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