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PresentTense

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Everything posted by PresentTense

  1. There are literally no heroics that take 20 minutes now that heroic quick travel exists. If a heroic takes longer than two minutes, quick travel to reward window, I do a different heroic.
  2. There are several heroics that can be done in short timeframes on a stealth toon. Stealth is not an exploit, surely? Belsavis: Open Communications takes 20 seconds. One click and no kills. Belsavis: Jungle Flight takes 35 seconds. One click and no kills. Balmorra: Justice for the Lost takes 40 seconds. One click and one kill. Tatooine: Breaking the Code takes 50 seconds. One click and no kills. Coruscant: Enemies of the Republic takes 55 seconds. One click and one kill. Tatooine: Pirate Bullies takes 55 seconds. No clicks and one kill.
  3. Any word on this? I haven't seen a patch note about this being fixed, but I may have missed it. My stacks of locked supply crates are getting rather large, but I don't want to open them until they drop artifact gifts again.
  4. There are a few lists floating around of the fastest heroic missions, but even those times can be lengthy when you're playing a class with stealth. I've put together a list of heroic missions that take two minutes or less apiece; with some stealth, stuns and the occasional in-combat disappearing act, it can be pretty simple to rack up crates. If you have additional heroics to add to this list, by all means suggest them. Times are calculated from the place quick travel drops you off to the mission reward window. Also, this is just a Republic list; a counterpart list for Imperials would be welcome. Beywan Aygo Balmorra - Industrial Sabotage: 1 minute, 15 seconds; three clicks, no kills. Hoth - Prisoner Extraction: 1 minute, 10 seconds; six clicks, no kills. (Freeing prisoners doesn't break stealth.) Tatooine - Breaking the Code: 50 seconds; one click, no kills. Hylo Visz Balmorra - Acquired Taste and Local Predators: Together, 2 minutes and 25 seconds; three clicks, one kill. Belsavis - Jungle Flight: 35 seconds; one click, no kills. Tatooine - Pirate Bullies: 55 seconds; no clicks, one kill. Sana-Rae Balmorra - Justice for the Lost: 40 seconds; one click, one kill. (Open world, so can be longer if it's busy.) Corellia - Starfighters of Corellia: 1 minute, 35 seconds; six clicks, no kills. Coruscant - Enemies of the Republic: 55 seconds; one click, one kill. Hoth - Frostclaw: 2 minutes; no clicks, one kill. Oggurobb Alderaan - Proof of Treason: 2 minutes; one click, eight kills. Belsavis - Open Communications: 20 seconds; one click, no kills. (Stealth out of last fight.) Coruscant - Trouble in Deed: 1 minute, 25 seconds; two clicks, no kills. (Stealth out of last fight.) Taris - Rakghoul Release - 1 minute, 25 seconds; four clicks, no kills. (Positioning at consoles can be tricky.) Taris - Fallen Stars - 1 minute, 40 seconds; four clicks, one kill.
  5. Yeah, I skipped Darth Marr, even though I have one or two who would want him. I think the inquisitor is the only one he would legitimately consider joining, and even then, you would be his companion.
  6. There have been several threads discussing our sad, empty personal starships in KOTFE, and I've been among several people who have brought up the idea of adding hookpoints to the starships so we can put the companions of our choice in them. (http://www.swtor.com/community/showthread.php?t=853700) If you had six hookpoints on your personal starship that could be filled with any six companions, whether they've been introduced yet in KOTFE or not, who would they be? Here's my list: Consular: Nadia, Tharan Cedrax, Kira, Ashara, Choza Rabbat, Treek Inquisitor: Khem Val, Xalek, dark Jaesa, Lord Scourge, Senya, HK-51 Warrior: Lana, light Jaesa, Vette, Talos, Veeroa Denz, Akaavi Trooper: M1-4X, Yuun, Elara, Jorgan, Iresso, Theron Shan Smuggler: Risha, Bowdaar, Mako, Nico Okarr, Koth, Hemdil Tre Agent: Kaliyo, Temple, SCORPIO, Lokin, Vector, Quinn Knight: Kira, T7-01, Guss, Zenith, Lana, Theron Shan Bounty Hunter: Mako, Blizz, Torian, Qyzen, Tanno Vik, HK-55
  7. The smugger is none other than Niko Okarr. The Sith who is killed is Lord Vindican.
  8. From what I've read in other threads, resetting chapter X does not reset Koth's status as a companion. If he leaves, he's gone; there's no going back, even if you try do do the mission again and make a different choice. His flag is set the first time you make that choice and does not change if you do the chapter again.
  9. Can anyone provide the full spoiler report for Kaliyo and her potential SGRA yet?
  10. Now that I think about the balance question, who even says they have to be balanced? People keep complaining that the game is too easy. Fine; skin your Outlander as a Nerf Herder or an Imperial Grunt. Struggle your way through KOTFE to your heart's content.
  11. At this point, I don't think it really matters. Effectively, they're acting as skins for the Outlander. Since they would have no backstories, personalized companions or specialized dialogue, the only hurdle is balancing the classes with those that already exist. (Heck, you can even lock them out of PVP for all I care; then balance doesn't even matter.) I would assume they would start with a couple per faction, but the investment into adding more would be limited.
  12. That's the point, though; this doesn't add any new story lines. These classes would be required to start at 60, where every class merges into being the Outlander. They would have no individual class stories.
  13. I totally agree, but we've been suggesting that for years and it hasn't happened. I don't have any confidence they'll ever do it.
  14. I realize the idea of new classes has been covered to death on here, but stick with me. In my opinion, adding new base classes in addition to the original eight would be the best development for long-term players, like myself, who are sitting on 16+ toons. However, it's become clear that the devs don't have the interest, funding or manpower to implement new classes that include complete new 1-50 vanilla story lines. The voice acting alone, let alone the potential for new starting planets, would be a huge investment at a time when they're focused on content at level 60 and up. The next suggestion I've seen come out a lot is the idea of new advanced classes for the existing eight classes. This seems quite a bit more doable; it doesn't require any new voiced parts, story lines, or planets; just some new animations and some effort to balance the new ACs with those that already exist. However, this idea has been floating around for years with no progress. However, there is a third way the devs could add new classes that wouldn't affect the 1-50 game at all: veteran classes. Veteran classes would require the use of a start-at-60 token; they would only be available for KOTFE forward. In addition to being moneymakers on the cartel market, veteran classes would offer new play styles for long-term players while still being interesting for newcomers. That could mean playing as a Sixth Line Jedi, a member of Sith Intelligence, an Imperial Trooper, an SIS Agent, a Green Jedi, a gangster who leads one of the various in-game organizations, or anything else. KOTFE already forces everyone down the same story line, so why not offer some variation? Any of those characters could step out of carbonite; if Lana's rescuing bounty hunters and smugglers, she seems to not have a lot of preference in who she saves. Sure, it would take a revision to KOTFE chapters 1 and 2, since these characters would not have their own companions. But other than that, it would be a quick and easy way to introduce new classes going forward. I completely agree it's not as good as new classes that start at level 1 or new ACs for existing classes, but it's better than nothing, which is what we have now.
  15. Most of the people who posted in the 1,057 pages of posts in these two threads going back to 2012. http://www.swtor.com/community/showthread.php?t=476215 http://www.swtor.com/community/showthread.php?t=590526
  16. I would say it's a pretty easy allowance to make, however, that in all those flashpoints and operations, the other heroes present were actually your other toons, not guildies or random people from the group finder. For example, even if you soloed Korriban/Tython/Manaan, the idea that Col. Darok and Theron actually summoned your consular, knight, trooper and smuggler does not seem like much of a stretch.
  17. Yeah, this is a case in which headcanon is key. For me, I have two Outlanders, my male knight and my female warrior. Both were on Marr's ship, and both were put in carbonite. In headcanon, though, after being thawed, my knight stuck with T7, not with Lana; every time T7 wanders off, my knight went with him. My warrior is the one who went through the Gravestone and early Asylum chapters; my Knight was still on Zakuul and went through the Lady of Sorrows content. (Which also solves the weird "Let's go back to Zakuul! No one will look for us there! Oh, wait, someone noticed us.") They were reunited at Asylum for the showdown with Arcann. Although I pushed my consular through KOTFE, in headcanon, she made it to one of the escape pods leaving Marr's ship; she has spent the last five years organizing what resistance she could after losing track of her companions. She worked with Lana to start the base on Odessen, and she is the leader of the resistance. (It seems odd to me that the Outlander wanders in and is suddenly in control after being five years behind on current events.) My trooper is the same deal. She wasn't frozen, but Jorgan and Elara went missing while out on a mission and Tanno Vik abandoned the group. Although Havoc Squad was reduced to three members, M1-4X and Yuun were still under her command, and all three of them are now reporting to my consular as part of the resistance. As I send more alts through KOTFE, I'll come up with more headcanon to explain why the Outlander isn't actually a group of a dozen or so people. Next up is a story for my agent. Toons who stay at 60 will probably "die," either in the Republic's attack on Korriban, the Empire's attack on Tython or the Eternal Empire's attack on the core worlds.
  18. I highly doubt it will be required, since they're not labeled as story missions. You pick them up separately from an NPC rather than having them introduced as part of the KOTFE quest chain. The fact you did them may be recognized further down the line, but other than that, they're just filler content between chapters 9 and 10.
  19. At some point, they're going to have to address new advanced classes. After all that 12x xp, there are a ton of long-term players running around with 16+ characters and no reason to push them all through KOTFE.
  20. I have one of each of these three types, but I would agree they're all a bit situational and require the right character concept. - Male BT 1: One of my sith inquisitors, a pureblood, has this body type; he's a nasty little guy who overcompensates with large armor, and he hates how fitting it is when Khem Val calls him "little sith." - Male BT 4: One of my troopers is a grizzled old veteran who has been drawn back into the fight. Gray-haired, bearded and overweight, he'd rather go get a beer than save the galaxy. He likes Tanno Vik, though. - Female BT 3: One of my sith warriors is a cyborg female whose body has been artificially boosted to the height of physical strength; despite her imposing stature and multiple implants, she's actually a decent person.
  21. Yeah, that's what I was guessing. If the monolith doesn't count, it may actually be if you accept his power in two of three among kneeling, saving Lana and fighting Heskal.
  22. Sorry for the necro, but it didn't seem worth starting a new thread. My warrior rejected Valkorion's power against the monolith in the vision and against Heskal, but I accepted it to save Lana because of their relationship. In the battle against Arcann, I tried to reject it again but was forced down the "this is too good an opportunity to waste" path. I'm surprised I was sent down this path after only accepting his power once, especially since some others here sound like they saved Lana but were able to reject his power later. I'm not necessarily complaining, since I already have a full light toon and a full dark toon that I've sent through KOTFE, and the variation was surprising and amusing. I'm just curious how this plays out for others. Is a warrior more susceptible to his influence than others, based on some of the posts in this thread? Or maybe kneeling counts as another instance of accepting his power, which my warrior also did, more out of pragmatism than anything else?
  23. I am a founder and a subscriber since launch. I've completed all 16 advanced classes through at least level 55, I've been through multiple ops gear cycles and I've finished KOTFE on several toons. In short, without a reason to start new characters (such as new advanced classes) or a reason to push more characters through KOTFE, I'm running out of things I'm interested in doing. To that end, I'm looking at finally ending my subscription when my current billing cycle wraps up at the end of January. I can live with access to just a couple of characters, and I have all the cartel coins I need to buy any unlocks. However, before I cross that bridge, I was hoping those of you who have gone before me could answer some questions. - Dropping to preferred will move several million credits into escrow. If or when I resub, do I get these credits back automatically, or will I still have to pay to get them out of escrow? - Should I buy cartel market unlocks such as the artifact equipment authorization before shifting to preferred? Will my gear fall off of me if I don't, and will it go into my inventory or be mailed to me? - How are crafting skills affected? I know I will no longer have three per character. Does one get locked out, or does one get removed? Would buying an added crafting skill before switching to preferred be a good idea? - Is there anything else I should know about moving to preferred that I'm not thinking of? Thanks for your help.
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