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matthiaskotor

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Everything posted by matthiaskotor

  1. Disclaimer: IANAL. YMMV. If you are doing something that would reasonably qualify as 'discussion' or 'commentary' about the game, you can probably fight any copyright infringement claim under the basis of 'fair use'. e.g. if you made a "here's how to beat Operation boss X" or "here's how to win at Warzone Y" instructional video, you can't really do that without showing some gameplay footage. But you have to restrict what you show to what is actually needed for the discussion or commentary. Something like editing together class mission cutscenes into a long video would probably not be considered 'fair use' (and might make BW mad), as you are just taking a bunch of the game's content and redistributing it. It's up to BW what their policy is on this sort of thing. Some game companies will give you official permission to post things if you ask nicely.
  2. There isn't all that much orange gear you can buy for credits, so given that the prices aren't totally nuts. Also, as pointed out, not many sources for belts/bracers otherwise. The 'expensive' sets all have some sort of relatively iconic look... more of a prestige thing, I guess.
  3. The main tactical thing people seem to miss with JKs is interrupts. Many NPC special attacks ignore armor, so you will take a TON of damage from them if you let them go off. Use Force Kick when it's up. Otherwise use Stasis, Push, or Hilt Strike. If you rotate those most bosses will barely get any specials off. Letting your companion tank some of the damage (as suggested above) also helps. Things get WAY easier once you get a healer. I'm not sure why BW gave the JK a healer so much later than some of the other classes. Especially since I would expect many SW-loving MMO newbies to be attracted to the iconic Jedi class. They really should have made Kira a Sage...
  4. While it might be fun, it would be a drastic change to the usefulness of the ability in PvP (and PvE, to some extent). If you could push in any direction, you could use it to close distance, and people couldn't avoid being shoved off cliffs with careful positioning. It's Force Push, not 'Force Pull' or 'Force throw you sideways off a cliff'. If the devs wanted it to work that way, they probably would have made it work that way from the beginning.
  5. It currently doesn't apply to 'many many' items, just some of the endgame gear. In the Dev Q&A this week they said you'll eventually be able to add augment slots to existing orange items. Not sure if they're doing that instead of letting you RE lower-level items, or if you'll eventually be able to do both (ie if you get a random orange drop you can just tack an augment on it, but you can also try to crit-craft exactly what you want).
  6. It does need to be the right 'armor type' (Medium for Sentinel, Heavy for Guardian), though, or else you have less armor than you should. So Sentinels can wear Smuggler gear, and Guardians can wear Trooper gear. If you don't care about being gimped somewhat (or you just want an out-of-combat RP outfit) you can wear light armor, or medium on a Guardian.
  7. You can also try the JK or Guardian class forums for more focused advice on combat. The biggest thing with Guardians that people tend to not realize is that you need to interrupt (with either force kick, stasis, push, or hilt strike) pretty much EVERY boss special attack on some of the fights if you want to survive. At least if you're a tank.
  8. There's no perfect solution for this sort of thing. They could always push in the direction you're facing (as suggested above), but that might make the ability too good. ie, if you have a setup like this: CLIFF --------- JK (someone else) You shouldn't be able to throw them off the cliff. So any solution that allows that is probably no good. They could maybe decide the direction based on client-side positioning -- that is, where the enemy was on YOUR screen when YOU pressed the button, not where they were on the SERVER when the server notices that you pressed the button. But then it would look really weird to the person being pushed. If they're laggy they might be quite far from that position when the notification of the push from the server finally reaches THEM.
  9. WoW deals with this by having a different DR on each form of CC (snare/root vs. stun vs. maybe some others, haven't done PvP in a long time...) rather than just a universal on/off 'resolve'. Maybe it should just add a small amount of resolve, or not be affected by it as much (you don't become immune, you just get like 50% or 75% shorter snares/roots). Chaining it does seem like it could get problematic in organized matches.
  10. Devs have said this is coming... eventually. Like everyone else said, whether or not you have a hood is determined by your CHEST armor. Also, SOME helmets/headgear will 'override' the hood. If you're wearing one of those, then when you show your helmet you won't have a hood (but will have a helmet), and if you hide the helmet you will have a hood (but no helmet). All they really need is a visual option to have no hood AND no helmet and that would fix about 95% of the problem.
  11. You might try the guide linked in my sig (or the other ones stickied in the New Players forum) for more detail. "CC" typically refers to abilities that completely take an enemy out of the fight for an extended period of time. Force Lift, Slice Droid, etc. Abilities like this that break on damage are sometimes referred to as 'sleep' or 'mesmerize'/'mez' (terms from Everquest and other early fantasy-based online RPGs.) Some people also use the term to refer to any ability that either fully or partially prevents an enemy from effectively dealing damage or taking part in combat. This would include things like rooting/snaring ('kiting') a melee-only enemy, or repeatedly stunning/interrupting a caster to prevent them from using their abilities ('stunlock').
  12. If you're supposed to use it (you have an active mission saying 'use your ship's holoterminal' as the next objective), there should be a quest icon over the holoterminal. Otherwise it 'interacts' for a second like it's about to start a conversation and then does nothing. BW will probably fix this at some point, but it's working as intended for now. If you're seeing the question icon and it STILL won't go into the conversation, that sounds like a bug. Try the Customer Support forum or submit an ingame ticket. You can also try abandoning or 'resetting' the quest from your log (note that you can't abandon class quests).
  13. Yes and yes. The only exception is endgame (level 50) items with set bonuses tied to the item rather than the mod.
  14. Yeah, sorry. I thought they said that earlier too , but the final 1.2 patch notes only say 'endgame' gear can be REd like this. Maybe they'll get this working in the future... Edit: Also just saw this in this week's dev Q&A: So there's something coming to address this. Maybe 1.3?
  15. They moved the quickbar controls into the UI editor. The "multiple quickbars" predefined profile (or something like that) has them all on.
  16. Crafters are supposed to be able to RE most 'orange' items into craftable versions now, which can be crit-crafted to have an Augment slot. So there should be a pretty wide variety of looks available for powergaming perfectionists. Eventually.
  17. They just rebalanced them all in 1.2, so in theory they should all be pretty equal in terms of endgame content right now. They're all perfectly servicable for soloing and small groups. Styles are different; pick the one you like best.
  18. Depends how fast you go, if you do side quests and bonuses, and if you have lots of rested XP. Some people finish their storyline in the mid-40s. If you do a reasonable number of side quests, and log out in a rest area, you'll hit 50 before you finish the main story quests.
  19. I think it may be something like 'item level' in other MMOs -- it seems like they'd be better off listing the required level, but it's not exactly that.
  20. Just FYI, the classes all mirror each other, just with different names and a few different attack animations. e.g. Jedi Guardian plays EXACTLY the same as Sith Juggernaut.
  21. There's more info on this in the JK forums, but yes, some people have used him. He's apparently not *terrible*, but I didn't try it.
  22. Just very generally speaking, the 'strongest' solo setups are either PC tank with healing Companion, or PC healer with tank Companion. As a tank PC you have better survivability, and better taunts/stuns than a companion tank. You can often grind down tough Champion mobs that other classes can't fight solo. As a healer PC you have better heals than a Companion healer, and a general-purpose CC, and depending on your build you can put out some good damage too. But your 'tank' won't be as tough and won't have as many taunts/stuns. Ranged DPS with a Companion tank is probably the 'easiest' soloing -- you just send them in first, then kill stuff. Some boss fights will be a DPS race to see if you can down the elite before they kill your tank. If you stay a few levels above the enemies, everything is really easy, so that's always an option if you don't want a challenge.
  23. Once you unlock your 'legacy' (finish Chapter 1 on one character, around level 30), you can send items between your characters on different factions. I found that I had to log in on each character and bring up the Legacy panel before they would show up as assignable in Legacy and let me send items around. Not sure if that's a bug or what.
  24. I'm pretty sure that if you put a Bound mod into an item, it will become bound to you. I'm not totally 100% sure, though.
  25. There is currently no scripting/modding system. 1.2 is adding much more extensive UI customization options. Devs have said they may add a few things in the future, but it is very unlikely you will see full UI replacements, etc. like in WoW.
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