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Phydra

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Everything posted by Phydra

  1. Ibaesha - Added/updated; thank you! Ironbelly - please confirm your information; I'll add this player at that time.
  2. Smallish bump in hopes of getting more armstech crafters per server on the list.
  3. C2-N2 is the best option precisely because everyone wants to kill him. Some of us just want to kill him more than others (like me). I'd actually take a -1000 Light point hit to do it. Seriously.
  4. C2-N2 wins by a country mile. I actually avoid my ship whenever possible because I cannot shut that whiny, copper-noser UP. I used to think it was the voice, but have come to realize it is simply that you have no choice in relation to putting up with him; no options to mute, no ability to have him stand in a far corner, nada. BEYOND annoying. I dream of turning C2-N2 into this: http://s4.hubimg.com/u/3724059_f520.jpg Slowly. By Hand. Using rusty stripping pliers.
  5. At present, none of the aim-based melee companions have moddable weaponry available; is this deliberate or an oversight and, if the latter, when will it be corrected? Reference links: http://www.swtor.com/community/showthread.php?t=270187
  6. bleh. nevermind. rakata, not shard. silly me. (removed blunder)
  7. And may I recommend adding your voice to this thread as well: http://www.swtor.com/community/showthread.php?t=270187
  8. Well, excepting that none of his weapons offer it and you can't add it since (all together now!) he doesn't get a moddable weapon. Also, what the other posters said - tech power figures in and doesn't look like you included it.
  9. These are pretty dang tight... how 'bout some Qyzen love for the consular seers, hmm?
  10. I have noted several posts saying STR works "as well" as AIM for Qyzen. Frankly, I haven't bothered switching him because I've spent 50 levels stacking his AIM and he's pretty much a tyrannosaurus for me as he is; in fact, but for the lack of a moddable weapon (as all such aim-based melee companions are afflicted) he is my favorite companion by far for his reliability and sheer tankishness (I am a consular sage so this matters).
  11. So far as I can gather, the Rakata Energy Cubes on Belsavis are scattered in the area of "The Tomb", which reports of random locations near both the Republic's Maximum Security and Imperials Remote Outpost. My personal experience has been that these are ridiculously difficult to find/get as they seem to be on some kind of random spawn cycle OR on an hourly/daily spawn cycle (which, frankly, would make them even more ridiculous). Current theory I've heard is that the entire set of potential spawn points resets when one is harvested, and the new cube can show up at any of the potential locations, which seems to make sense as many report that following the path in the below video nets them all four within "three or four circuits of it". This link identifies a total of eight possible locations for the cube to spawn, though I hear there is ten (which, obviously, means no one is really certain); this video, by all accounts, is quite accurate: On the ground, they look like this: http://tor.zamimg.com/torhead/uploads/images/10038.jpg However, as others have mentioned, they are hard to see and they do not "glow". Personally, I turn OFF all grass particles to give me a smooth surface to look at and make them easier to find. (So far, only one here... but then, I'm not chasing this path like a mouse after cheese so likely my own fault.)
  12. Today's exchange, whilst idling on Belsavis: http://www.4shared.com/photo/TluWSGB6/rakata-energy-cubes.html
  13. Personally, I am FOR the feature of a dual specialization that one can switch between. Here's why: 1. Giving players more choice is always good, particularly in relation to adjusting play styles for their character(s). 2. Dual specialization allows a player to become what is in demand (as opposed to being passed over because they are not... see #1). 3. Dual specialization increases and directly contributes to overall cohesion within the server community by eroding distinctions of a class (i.e., you're a seer, therefore you're always heals, and I can never look to you for help on DPS)... again, see #1. 4. Dual specialization offers an additional time or credit sink for use by BioWare that allows for economic adjustment if/as needed (at least, upon initial implementation; the benefit here definitely decreases over time). 5. Dual specialization gives a player an option to consider alongside rolling up/leveling an alt (this is actually a big deal for some players)... see #1. 6. Dual specialization increases the overall pressure upon each player/class/specialization to truly (a) understand and (b) be proficient at their chosen class/specialization by introducing class and specialization specific competition in a way pure number of X class/spec presence cannot. 7. Dual specialization increases both the likelihood of easy grouping as well as the ability of players overall to more quickly put together large-scale group efforts. 8. Dual specialization allows players to experiment with a spec as well as explore combinations between specs in a way that otherwise requires the creation/leveling of an alternate character (while there are both pro and con arguments here, if the base premise is as stated in #1, this is always the better choice and does not necessarily mean alternate characters will not be created... for example, I currently have four consulars on my account, and likely would keep each of them even should dual specialization arrive; merely spec them and dual spec them differently). I do hope BioWare will implement this; in this player's opinion, there are very few downsides and considerable benefits not only to players, but to the game's longevity.
  14. Agreed. You may wish to weigh in here: http://www.swtor.com/community/showthread.php?t=270187 See the current last page/post for a specific example (images). ObTopic: Qyzen has been my companion for 99.99999% of my game play through level 50; I had a brief flirtation with TK and Tharan about 35 or so, but quickly decided it was too far from my preference (healing) and reverted.
  15. Thank you, folks. As you, I really don't think this should go on much longer and it would be nice to at least hear if it will or won't. Every time I see another instance of it, I just get more annoyed. Here's the latest... The weapon my Qyzen currently has, player made (Thank you, Cabo): http://imageshack.us/f/24/qyzenscurrenttechblade.png/ The weapon being offered to me for Qyzen as a result of this quest: http://imageshack.us/f/804/qyzensquestreward.png/ The weapons being offered to me for my other companions as a result of this quest: Nadia - http://imageshack.us/f/684/nadiasreward.png/ Tharan - http://imageshack.us/f/163/tharansreward.png/ Iresso - http://imageshack.us/f/3/iressosreward.png/ Zenith - http://imageshack.us/f/861/zenithsreward.png/ Mind you, while the base stats on that blue are better, the additional stats either are not or do not offer the things I want (as the crafted item does, and as a moddable would allow).... which is why I get annoyed, and why this thread exists.
  16. Qyzen not only is my #1 companion, he is (hard as it may be to believe) rather humorous for a Trandoshan. Witness: http://www.swtor.com/community/showthread.php?t=241332 Despite the fact that BioWare refuses to give aim-based melee a moddable weapon, I have had Qyzen by my side for 99.9999% of my 50 levels and I see absolutely no reason to switch; In my opinion, for a Consular Sage/Seer, he is the absolute best choice available.
  17. I believe that is the heroic 4+ "Open Communications". It grants a blue, non-moddable Techblade to Qyzen, and pretty orange moddables to all your other companions.
  18. Let's just say some of us have actual, physical reasons that make it (at best) unlikely and usually impossible. Beyond this, if/when "fast enough" is on the low end of the neuronal reflex curve, it's not "skill", it's poor design. Optional content restriction based upon self-selected sociability is one thing, based upon physiological capability, frankly, is exclusionary.
  19. At present, none of the aim-based melee companions have moddable weaponry available; is this deliberate or an oversight and, if the latter, when will it be corrected? Reference links: http://www.swtor.com/community/showthread.php?t=270187
  20. I don't like the Mario experience, but that's mostly because I'm no good at it. Double pipes are EVIL and should DIE, period. I'd rather have a cron that requires the cooperation of four people to get than encounter another damn set of double pipes. Seriously. (Aside - speaking as someone in the upper age demographic, it really would be nice to have ways that didn't involve having to have the synaptic reflexes of either (a) a console player, or (b) someone under the age of 35 to accomplish. Just sayin'. =/ )
  21. This is almost correct; the "mold" for classes was initially framed as follows: Fighter - The classic "warrior" archetype; made to face down an enemy. Thief - The classic "sneak/ambush" archetype; made to skulk in shadows and surprise. Cleric - The classic "healer" archetype; able to melee in limited manner, but intended to buff/heal. Mage - The classic "caster" archetype; intended to wield "pure magic" and elemental forces. Most MMOs have started with this template and used its hybrid system to introduce additional D&D-esque classes: Fighter/Cleric (i.e., battle cleric, paladin, etc.) Fighter/Thief (i.e., bard and various "types" of assassins and rogues) Cleric/Mage (i.e., sorcerers, druids, wizards, et al) While "pure" (i.e., base class) clerics could wear chainmail and eventually, plate, you generally didn't see them doing so until the advent of MMOs. Druids were medium (i.e., leather, padded, etc) armor wearers, same for shamans (see below) and, as the hybrids were introduced, you began to see more clerics opting for plate and melee (e.g., late EQ 1 AAs... clerics soloing Bastion of Thunder, heh). From this, refinements using the polarity of the cleric to incorporate mythos and abilities of a "bane" or "death" origin, gave us the ShadowKnight, Necromancer, and Shaman (and other combinations using the above themes). The poster is also correct in that the first truly successful break of "classic" form came with World of Warcraft; for the first time in MMOs, hybrids were actually "as good as" the base class: Druids, Paladins, Priests, and Shamans were equally effective at healing, and the "sacred trio" of "tank, healer, and crowd control" was effectively reformed into a binary of "tank/healer"; this was further refined by the introduction of limited use crowd control that is offered in a number of ways to various classes (at various levels of effectiveness, frankly). Overall, the weight of segmentation between classes now rests squarely upon DPS classes and even this is mitigated as MMOs are closing the gap on concepts of self-healing for solo play, crafted alternatives that make reasonable solo play to the level cap possible (even if not simple in some cases), but it has yet to truly break that last lynch pin of having to have a tank and healer for "the hard stuff" (as is demonstrated by DPS languishing for lack of a tank or healer). As for the OP; sages can be healers, but they are not guaranteed to be; mostly because healing tends to fall to those who truly enjoy it (and healers overall are a minority; just check out Bruce Moorcock's old studies or Nick Yee's work; healers generally make up less than 8% of a given MMO's population). So, from a logical perspective, it is much more likely that sage you just picked up is NOT a healer and, frankly, the only way to be sure you get a healer is to specifically ask for one. The days of assuming to the class name as an indicator are quickly coming to an end and I do not expect the trend to do more than pick up speed (ex: statements out of Guild Wars 2 make it clear that they intend to all but eliminate healing as a significant game mechanic). Standard disclaimer: The above information from D&D is based on early play experience and does not take into consideration all the variants and versions that have appeared since. This said, I worked for Wizards of the Coast for a few years and, should the nit-pickers demand, can happily back up any areas in which one may wish to have argument. Obviously, the intent of this long-winded post is to demonstrate a history of progression more than it is to be pedantically thorough; your mileage/perspective may vary and, if so, I'm cool with that... so I hope you will be, too.
  22. It is also worth note that, for some reason, the cantina in the Senate Plaza does not seem to be considered as a cantina; I have been unable to get any of my companions to actually talk to me there. When on Coruscant, I have to travel to one of the cantinas in the hunting areas to talk to them; Dealer's Den, etc.
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