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beachbrat

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  1. While I understand the "iconic" sense of the dress-like pants for Empire light armor wearers, could you please introduce schematics for a few light armor sets with pants? Both for the look, but I am kind of sick of easily being identified in pvp as light armor wearer b/c of the dress... even if I'm tank specced. It would be nice to have some "armor" looking armor for light wearers on both sides.
  2. ok, i was curious... I was looking through schems for crafting and found the set I wanted, but then saw that and was bummed b/c the lvl 50 gear looks ridiculous (in my opinion). that makes me happy to hear that the lower level oranges are still equal at base to higher level oranges when all stripped out.
  3. Are different level orange items no longer equal at their base armor stats? Pre-1.2, a lvl 20 orange item could be stripped of its mods, add in lvl 50 mods and it would be equivalent to a lvl 50 orange item with the same mods. I have not actually looked at the figures, but looking through Torhead (I know its not 100% fact), lvl 50 orange gear has a higher base armor than lvl 20. Is this actually true or are the stats exact same still? LVL 15 http://www.torhead.com/schematic/25ybruW/inquisitors-vestments, armor 125 (rating 46) vs. LVL 47 http://www.torhead.com/schematic/9gtwTu4/traditional-brocart-vestments, armor 366 (rating 112)
  4. I posted this is the Crew Skills forums as well, but wanted to see if we could get a clear answer here: Can someone, preferably an Admin or a Dev, please give a clean definition of the reverse engineering paths and availabilities for 1.2, specifically in relation to orange schematic discovery? I've been trying to read through the forums, patch notes, etc. to find a full definition of how the new reverse engineering pathways will function but I can't put 2 and 2 together. I've seen: 1) Any level craftable can be reverse engineered to Green>Blue>Purple>Orange 2) Only end game orange items can be RE'd for schematics 3) Only orange items (level independent) can be RE'd for schematics 4) End game orange and purple items can be RE'd for schematics 5) several other variations of the above, and some other off the wall renditions I'm just looking for a clear cut example of how the Reverse engineering, schematic discovery/looting/reward/purchase, and crafting systems are going to change. Can someone please provide this? If #1, 2, or 4 above are correct, are the stats inherited to the orange items? Can I have an orange item with open mod/enhancement/armoring/augment slots that already has a base value of Cunning +72, Endurance +58, etc..? (just an example based on Lvl 50 craftable http://www.torhead.com/schematic/foO...chman-leggings )
  5. Can someone, preferably an Admin or a Dev, please give a clean definition of the reverse engineering paths and availabilities for 1.2, specifically in relation to orange schematic discovery? I've been trying to read through the forums, patch notes, etc. to find a full definition of how the new reverse engineering pathways will function but I can't put 2 and 2 together. I've seen: 1) Any level craftable can be reverse engineered to Green>Blue>Purple>Orange 2) Only end game orange items can be RE'd for schematics 3) Only orange items (level independent) can be RE'd for schematics 4) End game orange and purple items can be RE'd for schematics 5) several other variations of the above, and some other off the wall renditions I'm just looking for a clear cut example of how the Reverse engineering, schematic discovery/looting/reward/purchase, and crafting systems are going to change. Can someone please provide this? If #1, 2, or 4 above are correct, are the stats inherited to the orange items? Can I have an orange item with open mod/enhancement/armoring/augment slots that already has a base value of Cunning +72, Endurance +58, etc..? (just an example based on Lvl 50 craftable http://www.torhead.com/schematic/foOzQZJ/rd-07a-elite-watchman-leggings )
  6. I'm a big fan of the crew skill system, but I have a question about how the missions are populated... I'm a 400/400 Underworld Trading on one toon, and need to get a load of Xonolite for crafting. The last 5 times I have gone to the level 3 materials, I only get options for Companion Gifts or Luxury Fabrics. 1) Even when I send toons out for fabrics or gifts, when they return, the quest list repopulates with fabrics/gifts again. How do I get metals to populate? 2) With 1.2 changes are they going to make any changes to this process where you can better select the target reward you are trying to get? Three possible options, which I don't feel would be too difficult to implement... a) give full access to quests at a level range once you have completed that level, not actually only 5 quests b) let us select the mission level, then the target reward, then show us what missions are available for those options c) If BW doesn't want to give us that much control, give the 5 random quests, but make sure that at least one type of each reward is always available (unless you already have a companion on that type of reward mission) Please let me know if this has been discussed elsewhere or if changes are coming that will help this issue.
  7. gotcha. I just hadn't noticed it until this week (had previously been equal level valor/toon, but never noticed it maxing out). I appreciate it.
  8. I have submitted a ticket about this, but the response I received was "We have investigated the error you reported, and have confirmed with our specialist team that in fact this is not a bug, and is working as designed." Is your valor level capped at your toon level until 50? Anyway, here is the issue. I mainly PVP on one of my toons. He is now a lvl 22 assassin. When 1.1.5 launched, he was lvl 21. With the new valor system, I was quickly up to lvl 21 valor as well (although only about 1/4 the way through toon lvl 21). When I reached max valor for lvl 21, the valor level did not roll over. I was stuck at lvl 21 valor with max valor (4580/4580). I did nothing but warzones until I hit lvl 22, where I did not receive any new valor levels or valor points. Is this suppose to happen? Is your valor level capped at your toon level until 50? I am now lvl 22, about half way through the toon level, and my valor is capped at lvl 22 as well, even though i still run warzones. I appear to still receive XP and comms, but i'm not sure i'm receiving all the credits ($$). Is anyone else experiencing this? Is this "working as intended"? Where in the patch notes does it say valor level is capped at toon level? (I will quit my questions the moment i see this... even though I may have simply missed it, i am completely unaware of this as a system function)
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