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Guurzak

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  1. PVE is easy enough that there's not much to discuss.
  2. There are social vendors with orange pants available all over the place. There doesn't need to be any rare drop or complicated quest to get some moddable pants, just run a couple of flashpoints.
  3. As a sorcerer, medpacks are pretty low on the list of things you need to care about. Biochem is great for non-healer classes but I don't see the utility for a sorc.
  4. Since there are major changes coming to the tradeskill system in 1.2, no advice anyone can give you right now will be any better than "pick whatever you think you'll enjoy the best." With that said, Cybertech is probably the most useful right now as you're leveling.
  5. In the current state of the game, any of the relevant skills (Arms, Armor, Cyber, Bio) can be useful as you're leveling up, but the only real endgame applications are the reusable consumables from Bio or the grenades from Cyber. With that said, though, there are supposed to be significant upgrades to all the tradeskills as of the 1.2 patch. In the context of leveling: If you like Orange items, go Cyber rather than Arms or Armor; you can get free weapon barrels from the commendation vendors and make everything else yourself. Armor is a fine choice too if you don't strongly prefer the moddable route, and the chance to crit craft a 4-slot orange item in 1.2 will be extremely interesting.
  6. Since Inqs/Cons are the ONLY classes who can be combat effective in the many many suits of social armor in the game, definitely quit whining about your "lack of options".
  7. What are your plans regarding damage mitigation in PVP? There are a huge number of player attacks which bypass some or all of shields, armor, and defense, as well as the fact that high crit chance pushes down shield chance; all of this means that defensive specialization and gearing is notably inferior to a dps-focused build in a pvp context.
  8. No, there's nothing "gamebreaking" about the Vanguard. It's a solid class and very playable. However, there is definitely some work to be done to get this class to Bioware-quality polish. And a lot of the issues raised here affect other classes as well (i.e. mitigation in PVP). It doesn't hurt anything to make sure the devs have some community feedback; what they do with it is up to them, and what we do about their inattention is up to us.
  9. Crew Skills are just for crafting. If you want to make your own armor, weapons, or medkits, you can choose an appropriate set of skills, but if you don't want to mess with that you can skip it completely. With regards to your combat training choices- at low levels it doesn't really matter very much. Pick anything that seems good, and if you decide you want to change you can go talk to the Skills Mentor on the republic fleet to reset your skill points.
  10. Both are weak, find a third option if you can.
  11. I won't play a Vanguard without Storm. 21 Shield is the minimum investment in that tree as far as I'm concerned.
  12. SWTOR is not WOW. In this combat engine crit chance pushes shield chance off the table, not the other way around. This is mentioned in the original post.
  13. Clearing the Guard buff icon is also supposed to remedy this.
  14. "Power Armor" is a flat damage reduction talent. Don't be misled by the word "armor" in the name, it has nothing to do with armor. "Rebraced Armor", on the other hand, increases your armor value and is thuse useless against elemental/internal.
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