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Micadog

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Everything posted by Micadog

  1. It dropped for a group I was with in Normal mode. Dulfy.net specifically mentions Normal mode. I suppose it is possible for hard mode to 'bug out' and drop it too, but I think your best chance is to run it in Normal mode.
  2. From a much earlier discussion at the time the perk was introduced: http://www.swtor.com/community/showthread.php?t=492273 It only works for items that you craft. It does not work for missions.
  3. I suspect the change is F2P related. By lowering the legacy level at which these are obtainable, a point in the game where you are unlikely to have the credits to purchase them, especially on a first character, they will appear in the shop for purchase. No need to grind dailies for weeks and weeks to afford them ( of course you can if you wish ), just drop into the shop and part with some RL cash. Not knowing what the F2P account credit limit is going to be, it is even possible that for F2P players, the shop may be the only way to purchase the global unlocks. So you lower the level at which you can get them, but keep the credit cost high. Prime candidate for cash shop items.
  4. Every char I transferred that needed renaming had a random set of letters as a name. I'm assuming it's the Devs way of implementing a name change if your existing name is already taken. I'm guessing that by creating an 'illegal' name, you and their system can more easily recognize which of your chars needs the 'name change program' to kick in.
  5. From the maintenance announcement: "We will be performing an unscheduled maintenance this Wednesday, July 4th, 2012. This maintenance will increase server stability. After the maintenance, there will not be a new patch to download."
  6. Well what evidence there is suggests that equiping a companion with Presence does little to nothing, so you would get greater benefit from stacking his main stat. If you want to boost his healing from Presence then you would have to be carrying the +Presence..either thru gear..stims..or the Legacy buff. From a post I found on another forum from someone who has tested it: "Presence does not work if you put it on your companion. Why? Your companion does not have a companion and it will not increase their stats unless the presences is on your own gear. To test this I had gear with no augments in the augment slots on my companion. I filled them all with presence augments. While their presence rating goes up, none of their stats or mine were actually affected and all were the same as before the augments. The above poster is showing what the presence window says when you hover over it, but none of it matters since your companion has no companion."
  7. From a Wiki: "The presence stat increases companion health, damage, and healing, making it the ideal stat for soloing gear sets. It only works when equipped on your character. Equipping presence gear on a companion character does not apply the effect." I seem to recall a Dev/CSR posting about it at some point, but can't find it.
  8. For me at any rate, Bio is a money saver rather than an earner. Apart from mats, Implants can sell fairly well. Maybe you are not high enough skill level to start making them yet, first craftable ones are lvl 21 I recall ( schematics are drops or GTN ). What will save you credits though is the re-useable stims and medpaks. If this is your first and only character, I'd suggest you try and gather as many mats as you can rather than running Crew missions for them. Only buy recipes from craft trainer for items that you will actually use or plan on selling, don't buy every schematic for every skill level. You can always fill the list out later or as needed.
  9. I'd suggest you level up with the recommended gathering profs for Armormech. Do a check for alt companions on other classes that have a +slicing crit bonus and start one of them. Provided you can fund the alt to run missions, you won't have to level it very high.
  10. Well if your companion has a crit bonus to Slicing, I'd say go with that and acquire your UWT materials another way, either from GTN or an alt that has the skill. Whichever you decide, if you want to collect your own mats to do Armor and Augments, then you will have to end up getting some mats from another source.
  11. I found these CSR posts in another forum: http://www.swtor.com/community/showthread.php?t=492273 "This Legacy perk increases crit chance by 1%, even for non-augmentable items." "I'd like to clear up the earlier confusion. Legacy of Crafting gives a crit chance increase, not just for augmented items, but for non-augmentable items too. For non-augmentable items that can crit, this increases the chance of getting bonus items when you craft." "This buff is for the actual crafting itself, and does not affect the Crew Missions."
  12. Any chance of some clarification on this issue before those that know go off for the weekend?
  13. Indeed, thank you for the response. Much appreciated.
  14. Are you using a companion with + Underworld Trading Crit to run the missions. Also the drop rate seems to be higher from the Rich or Abundant yield ones. There is also Sods or is it Murphy's Law at work ( for me anyway), my armormech gets nothing but Synthweave schematics.
  15. The components come from reverse engineering any item that can produce an augment slot on a crit. Each item that you RE gives 1 Slot Component as well the normal random selection of materials used in crafting it. So for eg..to get 10 MkVI slot components you could make 10 green lvl 49 Implants or Armour or Weapons. Reverse engineer each one to get your 10 slot components.
  16. Well if that is the case, then they need to change the wording in the Dev blog which is now totally misleading. If this is correct then it has gone from: " increases the chance that your companions will achieve a critical success when using crafting skills" to: This Legacy perk only affects crafting when you are making an item that can be crit-crafted with an augment slot for example weapons and armor. I am so glad I held back on purchasing that perk.
  17. From my post in another thread: Well the blog post says: " increases the chance that your companions will achieve a critical success when using crafting skills" But the wording on the Legacy window tooltip is ambiguous to say the least: "Increases the chance of an augmented result while crafting." From the patch notes: "Increased chance for a companion to craft Exceptional gear" So is that 'augmented' a flat increased crit chance across all Crew Skills or just an increased chance to add an Augment slot on crafted items only. Yes, clarification is needed I think. The Blog statement about what was coming appears to be different from what has been implemented in 1.3
  18. Well the blog post says: " increases the chance that your companions will achieve a critical success when using crafting skills" But the wording on the Legacy window tooltip is ambiguous to say the least: "Increases the chance of an augmented result while crafting." From the patch notes: "Increased chance for a companion to craft Exceptional gear" So is that 'augmented' a flat increased crit chance across all Crew Skills or just an increased chance to add an Augment slot on crafted items only. Yes, clarification is needed I think.
  19. It is used, I believe. so that if you have a travelling companion of a different class on your ship and you group disband, they can use the pod to leave the ship.
  20. If this is your first character then I would suggest Biochem ( with Bioanalysis and Diplomacy for gathering ). You will be able to make Adrenals, Medpaks, Stims and later on Implants. If you reverse engineer some of your creations you will be able to craft re-useable consumables. Running Diplomacy missions is also a good way to get either Dark or Light side points if you need extra.
  21. Housing..no..not in the game. Crafting..yes you can craft..find the crew skills trainers, they are found on all the planets ( except starter world ) and on Fleet. Weapons are everywhere. Planetary Comms vendors have them, Speciality Goods Vendors have them, you can craft them or buy them on the GTN ( AH ). You will even get them as mission rewards. AFAIK all classes get moddable weapons at the end of the starter planet which you can continously improve by upgrading the mods. If you have just arrived on Coruscant, take some time to explore the Senate Plaza there are a lot of different vendors in that area.
  22. This may help: http://dulfy.net/2012/03/18/legacy-vendor-in-1-2/ I think many folk agree that the Birthright gear isn't worth the Daily Comms cost.
  23. No, you can be any level afaik. For the kits though the lowest one is for 14 I think.
  24. The Legacy Vendors are on Coruscant ( Senate Plaza ) for Republic and Dromund Kaas for Imperials.
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