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Posts posted by Labowski
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i did soc so i don;'t know of all your abilities. but here is something that can work.
get your healer out talos
you are basically a tank in the fight.
throw up dots (soc has a good bit i don't know about you though)
run like hell.
keep switching talos to passive so he is behind you and active to heal.
run dot kite dot run. be sure to clear the room of those trash they are pretty nasty.
hope that helps.
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you need to decided where you are going and stick with that. if you spread your points out to much you will be spread to thin.
if you are going lightning. then start in lightning and build up until you are as far as you can go or want to.
but if you want lightning and some madness to say get crussing darkness it might make sense to go pretty far up lightning then put some in madness until you got what you want.
i would stay out of healing tree.
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So here's a question. If the new legacy system allows us to have children, how is it that they exist in the same timeline as the current story? If my Jedi Knight decides to have a child who is also a Jedi knight, it doesn't make sense at all that they go though the same storyline, the same events, and have the same current class ending.
IMO this is where the legacy system is going to fall apart. Invoking a time paradox is never good...
Your jedi knight is 50
your children are 25
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ah you are correct. good catch
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does LS and DS have any effect on the game?
i know your toon can look different but is the story different in any way (and i mean overall story not if you choose this you will get a letter in the mail saying thanks for saving my life)
since i would not reroll a new toon of the same class just to see a few different cut scenes i was wondering.
so in other words do our choices actually matter besides companions and some gear that has to be light or dark
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sithwarrior.com
pretty much your go to for this kind of stuff
http://sithwarrior.com/forums/Thread-Sith-Sorcerer-Jedi-Sage-Lightning-Telekinetics-Compendium
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per this he got it by spilling secrets last page
http://www.swtor.com/media/webcomics/blood-of-the-empire/act3?comicpage=22
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ok i think i get it now thanks
one last question though
is it safe to assume that the base stats in orange would be as good as the one you get from operations.
for example take this
Rakata Enforcer's Jacket
http://www.torhead.com/item/a5Ff74o/rakata-enforcers-jacket
the base stats of
+122 cunning
+116 endurance
+48 crit
+51 accuracy
you should be able to get these from orange?
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You will still need to run operations to get the gear, but everything on the gear will be able to be removed (armoring+set bonus, mod, enhancement). You can then crit craft an orange piece and place those mods into it, plus the augment slot.
What I'm wondering is, can you RE low level oranges (like quest orange items) for schematics as well? Or is that going to be reserved only for high end gear?
ok i follow
but what is exactly is crit crafted to orange. do you have to RE the gear to get the schematics then you can craft it to get the crit craft orange?
thanks by the way
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ok so i just don't get it and hoping someone can put some light on an issue.
i have been looking at these forums for a while and it seems there is a pretty big rage about the crit crafting orange stuff.
here is my understanding of gear (not saying it is right that is why i am writting this)
you get good gear by doing raids or pvp progression.
you can change out the mods to get a little better stats but your big stats come from the gear itself.
now people are saying that the gear does not matter because you can crit craft orange. I have no idea what this means.
does it means they are going to be crafting powerful mods that make the gear not important.
I have tried to figure this out on my own but obviously i am confused.
I have tried earlier to figure out orange gear but ended up just wasting some money on the market
thanks for the help
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can someone clarify for me
In 1.2 the best gear is going to be crafted, crit oranges. The reason for this is with the ability to remove all mods from armor, including armor rings, from pvp pieces; you can simply remove those mods and put them in an Orange crit piece and get the benefit of an Augment as well
can someone point me in the direction that explains how this works. seems i don't know a lot about getting crit oranges or how to remove mods
thanks
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thanks so that pretty much makes it commando
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hello
so i rolled an alt of a trooper
so far i have a sorcerer, jedi knight, and an Imperial Agent.
i am trying to decide on an advanced class who i will use for PVP.
I am torn between a heals and a range DPS
i have read some of your threads and it seems that the heals aspect is lacking somewhat. would the heals say that is a fair estimate compared to say the sage?
so if i go heals that would be commando
which would be the better dps in your opinon for pvp commando or vanguard?
any help would be appreciated.
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Cant use it on chain lightning so its a major nerf
got it thanks. missed that part
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ah i usually don't go over to general feel free to let it fall down if you want or vote either way
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Have not seen a thread yet.
so what do you think of the new gear looks?
http://dulfy.net/2012/03/17/1-2-new-armor-models/
Empire looks pretty cool except Sorcerer PVE looks like the riddler from batman.
Warrior PVP is the best IMO
Lets make it a vote who do you think is the best who is the worst?
The Best
Sorcerer PVE
Sorcerer PVP
Warrior PVE
Warrior PVP 1
Bounty Hunter PVE
Bounty Hunter PVE
Agent PVE
Agent PVP
Sage PVE
Sage PVP
Knight PVE
Knight PVP
Trooper PVE
Trooper PVP
Smuggler PVE
Smuggler PVP
The Worst
Sorcerer PVE 1
Sorcerer PVP
Warrior PVE
Warrior PVP
Bounty Hunter PVE
Bounty Hunter PVE
Agent PVE
Agent PVP
Sage PVE
Sage PVP
Knight PVE
Knight PVP
Trooper PVE
Trooper PVP
Smuggler PVE
Smuggler PVP
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Ummm what did i miss i read this
LightningElectric Induction now correctly affects Affliction.
Madness (Sorcerer)
Disintegration now increases the critical chance of Force Lightning and Lightning Strike by 3% per point.
Calcify now increases the damage dealt by Shock, Force Lightning, and Affliction by 2% per point.
Wrath now affects Lightning Strike and Crushing Darkness only. Crushing Darkness's periodic damage now benefits from the 20% damage bonus when it is used to consume the Wrath buff.
The Force in Balance no longer heals the caster if no targets are hit.
if anything that is a buff because when we proc wrath we get our 20% damage bonus on the perodic damage.
is there something i am missing. not seeing this as a nerf?
Edit ohhhhhhhhh no chain lightning
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anyone upload an image of it yet. I know it is in the vid but pic would be cool
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very nice well done
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could not get some of your links to work
what do you think about this
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Knockbacks, roots, stuns, sprints, CC AND bubble?
Are all of these really necessary???
I am a soc and i agree that if a soc is specced for PVP it can be a little much.
But as i am PVE i am not PVP specced.
the knockback plus the root has to have 2 skill points to be effective. i don't have it because useless in a raid
bubble is good but the bubble blind has to have a skill point again i don't have because useless in a raid
so really i am left with a knockback, a cc (everone has), the force pull thing (only good in hutball),
if you are wondering how to take down a SI or mirror use interrupt lightning. it is our main attack and we depend on it for a proc.
I have an operative and it makes the SI look a little like a faceroll i agree.
but if you go against a si with full pvp spec then yeah he has some pretty good stuns and escapes.
but look at my operative
has flash bang which stuns up to 5 people in 5 meters, a cc, slice which roots, sever tendon slow you by 50%, debilitate stuns,
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pve leveling is faster.
if you have been looking at some of the news for legacy though they said they will be allowing a xp buff for things like pvp which should be for alts
again this is what i recall from memory. I don't have a link for you.
I want this to be true because i just power spacebar on my alts unless it is a class quest.
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huh not even a troll comment...
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Fist I would like to preface that this thread is not just about my idea. It is for any new idea you can come up with that will shake the must do PvP or Raids at endgame.
So here is my suggestion on an endgame alternative.
Reason for a different feel for endgame
I have a Sith Inquisitor as my main. Now I am a Dark Lord in the Sith Empire but all I have is a ship and my companions. I am basically homeless how epic is that. I am also asked to do some pretty trivial things for daily quests like guard this box or poison this air conditioner again none of this make me feel epic. I loved the level 1-49 quest story thinking that yeah I am about to be some ultimate Dark Lord but felt let down in the end because I was still just a grunt doing dailies. Now I like PVP and I like Raids they are fun and I don’t want them taken away. What I do want is to feel like my character is not just a low level cog in the empire I want him to be a true Dark Lord with a power base below him. All of the dark lord characters in my story had people below them and bases of operations. In my story I have surpassed all of them in power but still have none of the rewards. This can apply to all characters as I will explain later.
Different approach the beginning
Ok so what I am suggesting is a strategy based game for galactic domination. If you have ever played tribal wars you kind of know where I am going with this. We would all start out with our own planet. Woooh stop right there you say everyone gets their own planet do you have any idea how many planets that would be and the impossibility to make that many you are so stupid … ok calm down I am not saying these are huge planets. Think of them like your space ship the planets would be bigger than that but nothing you would need you speeder for to get around. Everyone gets one planet that is the same instance. These planets are not on the galactic map. On this planet you have a few buildings that you can create. These building can be incentives for the developers to drive the players to do certain content in the game. It would be a new reward system.
1 mining operations
2 Barracks
3 Control Tower
4 Fleet Creator
5 Storage
6 shield generators
7 Energy generators
Different approach the game.
Now we all have a planet / instance to call our home. We can be happy with our planet and put some trophies up and just have a place we can call ours. For others this would be a place for planning galactic domination. On your capital base you create the buildings that I listed above. Each of the buildings has a function. You start out by building a control tower (would like to interject here. Imagine the cut scene at level 50 when you arrive on your planet to see the final construction of your control tower. It would probably be even greater than the cut scene you got when you got your first space ship) which enables you to create other buildings. You would build mining operations as a currency base to build other facilities, barracks create troops, fleet creator builds ships, storage holds excess currency, shield generators to protect you from fleets, energy generators to power the shields and run facilities.
Here is where it gets interesting. I would suggest that at level 50 you get your capital planet. You build up your defense and offensive strategy. And start taking over the solar system. Now I am not saying you can go and take hoth or Illum or anything like that. Other players will have their capital planets and you can see them. In this solar system there are you, other players and NPC planets that can be taken over.
How do you take them over?
You build your army. You do this with Barracks and a Fleet. Go over to a planet and attack it. Now the attack success would depend on strategy. There would be different classes in the barracks and fleet to build, and different defense tactics to dealing with them. Now if you win you get to steal resources from the looser. To take over the planet you would need to create loyalty to you from the people of the planet. You could do this by sending a propagandist to the planet and turning them to your side. I would suggest that a capital world could be attacked and resources stolen but never taken over so that the players who choose not to play this could still have a home planet. Once you have taken over a planet you can build resources such as barracks and fleet creators there and have 2 planets to defend and more resources to generate and so on until you have 3 then 4 … then total galactic power. I would suggest that after some time the solar system would restart this would make it so that old players don’t just dominate the new players coming in. Think of it like seasons and the most dominate force in the galaxy would win in that season. Perhaps they could be given a cool title like emperor or chancellor for pubs.
What makes this interesting?
To me many reasons. It gives us something to log into and do besides dailies and raid nights. This is something that has a very social aspect. You make alliances and enemies in games like this very fast. It is something guilds can do together. It can give us something to do besides pvp and raids. It runs 24/7 even when you are not logged in someone could be attacking your plants. This is not a fast paced game. It is very slow and methodical. You build your base slowly and plan your attacks.
Explain to me a typical battle
Ok in this scenario I am going after a NPC planet. I am the aggressor. I have an army of the following
Troops
1000 assault droids
500 commandos
20 all-terrain attack pod (artillery)
30 spies
Fleet
600 Tie fighters
4 Capital ships
100 scout ships
Now I can see the planet but I know nothing about the defenses of the planet. I have the option of going in there blind and hope for the best or I can send my scouts in. I choose to send my 100 scout ships in and my 30 spies. By doing so I run the risk of this NPC having scout defenses up and detecting my scout ships and spies which would destroy them. The scouts will return within 1 hour with a report of defenses.
They return and report the following
Fleet
400 tie fighters
5 capital ships
50 orbital probes (detect scouts)
You lost 25 scout ships since the orbital probes detected some of your scouts and the NPC knows of the attack.
Troops
200 assault droids
100 commandos
Shields 450
The NPC had no identification droids so all spies returned.
You decide to attack with everything you have. Takes 2 hours to get there
Enemy fleet destroyed you loose
550 tie fighters
4 Capital ships
Enemy Troops destroyed you loose
50 assault droids
10 commandos
2 all-terrain attack pod (artillery)
Enemy shields reduced to 50
Loot is 125,000 crystals (I can not give game currency that would mess up the economy so these crystals purchase more troops and fleet)
Now you have raided this planet all of the defenses are gone but it will still produce crystals. You can now farm this planet or take it over. Also this planet has the option to try to build its defenses back up. They can rebuild the shields and slowly try to build up defenses making it unprofitable to raid that is part of the strategy in the game. I did not really work out exact figures this is just to give you an idea of what I am talking about.
And Now Bring on the rage and fire... this is just an idea guys i know this would be a huge undertaking... it is a concept
Dreamwalking respawns on Voss!
in Combat Styles
Posted
this is the hardest part of the si story IMO
it felt good to beat it though
good luck to you