Jump to content

currann

Members
  • Posts

    115
  • Joined

Everything posted by currann

  1. From the PTS, you get the quest from the daily terminal, and then immediately turn it in at the trun0in terminal, inches away. Once you turn it in, you get to choose from the sets availible to your class, or a token, which will sell to a vendor for 320K
  2. From a lore perspective, I agree. Lore wise, the force users should be able to do that. But from the gameplay perspective, the classes should be equalized, as not to discriminate against one certain. And bioware probably wants the classes not to be overpowered against each other, otherwise, the Jedi would be that powerfull already.
  3. Well, you say 15-20 are logged in at a time, if that is still the case, then just all que at the same time, and you should have a same-guild warzone. I'm not entirely sure, though, as i am not in a guild
  4. I've gottten some level 20-ish gear that had no level requirement, but was bind on pickup. most likely so you cant give it to your new alt, and have an unintended stat boost
  5. When I was reading this, I was thinking, any non force user would now be obsolete in any aspect of the game, especially PvP. There are to many overpowered force abilities, like the one that kills an enemy over time, and cannot be stopped or out healed. And what do tech users get in return? The ability to changel lighting? To heal a friend for 200 health? To mitigate non force damage, which would be use-less as there would be no tech users and all force users. I don't see many of these realistically being implemented without a serious boost to all the tech users base abilities, damage, healing, and health.
  6. I like the idea, maybe something similar to how the mggs works? Where we would be pulled to the enemy
  7. Well, as soon as the defending team passes the original attackers progress, they win. For example, i just played a voidstar, where i defended 1st, and the atackers never got past the first door. So when my team blew up the 1st door, we won
  8. Actually, the bonus quest series usually become availible after finishing you class quest, not the planet quest. And they do give lots of experience, too
  9. If you mean mandalorian iron, then that is a underworld trading grade 6 critical reward. the biometric crystal alloy is from operations
  10. But you could still counter-hack the turret. and having 4 people hacking it would overpower the 1 enemy hacking it
  11. Very helpful guide, but i have one question. Why put 2 points into Jedi Crusader, and not Burning Focus?
  12. Does anyone kow where i can get this virosword, or one like it?
  13. So, when i was looking at the War Hero's Field Medic's Suit, i noticed that it did not have as much alacrity as the Battlemasters Field Medic's Suit. After noticing this, i went and checked on the Sage and Commano's War Hearo healing gear (Sage,Commando) and saw that they both had alacrity. So then i went to the black hole/campaign smuggler vendor to see if the gear there had alacrity, and was happy to see the Black Hole Mener's MK-1 suit. After that, i looked at the Campaign Field Medic's Suit, and, once again, it had no alacrity. I then checked the campaign and black hole gear for the Commando and Sage (Commando black hole,Commando campaign,Sage black hole, sage campaign) and found that in the campaign level, only the sage gets alacrity. So my question is, where can i get an alacrity piece with the same cunning and endurance as the campaign field medics suit (linked earlier)? Also, i prefer alacrity and power to crit and surge
  14. As of now, I have 920,00 credits. A main reason is a couple......customers bought some modable weapon schematics for 100K each. And I sell crafting missions for a few quick credits.
  15. Like someone else has said, always keep pugnacity going, it really does help. If you have diagnostic scan specced, then use tht on people with greater than 75% health, to help regain energy. Now, wen i PvP, i find that the best thing to do is find a spot to hide, that still has a view of everyone. Huttball is the only exception, where you just want to SRM and KC the ball carrier as muuch as possible, and throw out an EMP whenever possible. There are a few places that you can hide on each one, for example, on alderaan at the middle. If you sneak up to the upper rails, and crouch there, you can get a nice amount of healing done efore they notice you, then just use disappearing act. And on Voidstar, there are plenty of little boxes to crouch behind.
  16. The point of the lockbox missions isn't to get money from the lock boxes, those just make losing more worthwhile. The real point is the mission discoveries. Doing level 4 and 5 mlockbox runs, I can generally sell the level 4 blue missions for 7500 a piece and the 5 blues for 10K a piece. And the level 4 purples go for 10K and the 5's go for 20K. So there is money to be made, it just takes a little longer
  17. I see where you are coming from, some of the unlocks cost alot, so here are a few tips: A. Legacy 1.Race unlocks: If you want one of the race unlocks, you can either pay %00K for humans and 1.5 mil for anything else,OR level that race to 50. if you do either one, it will permanently unlock that race. As 1.5 million is a ton of money for a race, and better spent on other things, i would opt to level a race you really like to 50/ 2. Light/dark side: either of these cost legacy level 10 and 250K, OR reaching light/dark V with a level 50, which would be pretty easy with a fewe esseles / black talon runs 3. Social emotes: These dont cost much, (150K at most) but are not necessary. So just unlock them via social level 4. Valor unlocks: I dont know these prices, as i had the valor rank for all of them before 1.2 came out, but valor ist really that hard to get, so dont pay for them 5. Convienence/ship unlocks: These contain the most expensive unlocks, and since they are purchase only, see my tips for making money, below B. Making money: 1. Orenge gear: As of 1.2 orenge gear(mod-able) can be crit crafted, adding an augment slot. This level gear will sell for the most, and i reccomend selling it for 1K less than the lowest on the GTN, currently, or in general chat for, maybe 75K? it depends on the server for what people are willing to pay. 2. Materials: Sometimes, it is better to sell some of the materials you have gotten. On my server , Mandalorian Iron goes pretty high for a low amount. So i would consider selling your purple level 6 underworld metals and silk I didnt read through the entire post, so forgive me if i have re-stated someone
  18. STORY There is a powerful mercenary ship that both the Empire and Republic want. Depending on your faction, the other faction will be in control of it, with a major fleet commander on board who would be an advantage to capture. Each faction’s fleet will be there - either protecting the ship, or defending it - which will be shown on a map( like Voidstar’s map) as green and red dots. Green dots will represent friendly ships, and red will represent enemy ships. The larger the dot, the bigger the ship, with the smallest being fighter s, and the largest being capital ships. The party’s objectives are as follows: a power generator, starboard turbolasers, portside turbolasers, and hangers are the first set. Engines, life support, communications relay, and a tractor beam are the second set. The bridge is the last objective. OVERVIEW The flashpoint would be designed for a 4 person group, but could be done with as little as 2 people. There will be four objectives for the 1st two sets, and one for the last. At the beginning, the party would decide which person would go after which objective, as there is a timer for each set. After the timer is up, one of two things will happen. First, if you completed no objectives, your faction’s fleet will be destroyed, and you will be forced to retreat, gaining no rewards. Second, if you completed at least one objective, you will advance forward to the second set, gaining certain advantages for each objective destroyed. The same would be repeated in the second are, and the 3rd area would be the ultimate boss fight on the bridge. As mentioned earlier, there are 3 objective sets, each giving a certain bonus for being destroyed. For an easier read, I will put them in subsets. SET 1: The first area would be a hanger, where you land, and four different routes to take, one to each of the first set objectives, as listed below. The hallways would be 75% normal/weak enemies, 20% strong mobs, and 5% elite mobs. At the objective, there would be a mini-boss designed for one person to be able to kill with a fair amount of effort. Also, there would be maintenance hatches, offering a shorter route to another objective. The only catch is they are locked, and your console cannot unlock yours, only someone else’s hatch. The exact unlocks and paths will be listed in the list below. Failing to complete this set of objectives would result in resetting the flashpoint and no rewards. MAINTENANCE HATCHES: The connections are: Port to starboard, starboard to port, hanger to power generator, and power generator to hanger. The portside turbolasers would unlock the hanger to generator path. The starboard turbolasers would unlock the generator to hanger path. The hanger would unlock the starboard to port path. The generator would unlock the port to starboard path. POWER GENERATOR: Destroying the power generator will disable force fields in the 2nd area. Force fields would take 8 seconds to disable, unless the generator is destroyed, eliminating them entirely. Unlocks the port to starboard maintenance hatch STARBOARD TURBOLASERS: Destroying the starboard turbolasers would decrease fire to the fleet on the starboard side, lengthening the time limit on the 2nd area. Unlocks the generator to hanger maintenance hatch. PORT TURBOLASERS: Destroying the Port turbolasers would decrease fire to the fleet on the port side, lengthening the time limit on the 2nd area. Unlocks the hanger to generator maintenance hatch. HANGER: Destroying the hanger’s last doors would prevent enemy fighters and bombers from being launched, preserving the life of your fleet’s fighters and capital ships, and increasing the time for the 2nd area. Unlocks the starboard to port maintenance hatch. SET 2: This set would take place further inside the ship, near more of the critical systems. Same hallway set-up as before, maybe some harder mobs. Also, there are still maintenance hatches, and the connections will be listed below. Failing to complete this set of objectives would result in little rewards. And resetting progress to the finishing of set 1. MAINTENANCE HATCHES: The connections in the second area are as follows: Engines to communications relay, communications relay to engines, life support to tractor beam, and tractor beam to life support. The engines unlock the tractor beam to life support path. The communications relay unlocks the life support to tractor beam path. The tractor beam unlocks the communications relay to engines. And the life support unlocks the engine to communications relay path. ENGINES: Destroying the engines prevents the mercenary ship from jumping to hyperspace, changing the outcome of failure. COMMUNICATIONS RELAY: Destroying the communications relay prevents the enemy from calling in reinforcements, increasing the survival time of your fleet. LIFE SUPPORT: Destroying the life support will blind the bridge to your location, and the location of their troops. Thereby, decreasing the amount of enemies encountered on the way to the bridge. TRACTOR BEAM: Destroying the tractor beam will prevent the capture of your team’s fighters. SET 3: This area will be the part where the party finally reunites, but not all at once. First, the person coming from the engine room, will meet up with the person coming from life support. Also, the person coming from the communications relay, and the tractor beam, will meet up. After a few more mobs ( maybe 10 fights, and 1 elite) both teams will come together and fight the second in command. Failing this section will result in some good rewards, but not close to the best. And all progress will be reset to the finishing of set 2. CONNECTIONS: The engines and life support meet up, and the communications relay and tractor beam meet up. Then they both meet up, and go to the bridge. THE BRIDGE (SET 4): Once the four teams are together, and have beaten the second in command, they will storm the bridge, and try to beat the 1st in command, the boss. If the group can beat him, before the set timer runs out, they win, and get the best rewards possible for the scenario. If they fail to beat the boss before the timer, there are two possible scenarios. First, if the team disabled the engines, then the commander will use a secret escape, and get away. The group will then be rewarded with the 2nd best rewards. Second, if they did not destroy the engines, the ship will jump to hyperspace, and the team will have to run from the boss, and find the escape pods. Once picked up by the republic fleet, they will be rewarded, with the 3rd best rewards. MECHANICS: This section will cover all the mechanics going on in the background. THE FLEET: Outside of the mercenary ship, there will is a huge space battle going on, which will be shown on a Voidstar type map. If the Republic fleet is destroyed, you will lose. This is the timer that the group will have to beat each round, and by destroying certain hardpoints, the timer will be lengthened. WINNING: 1. Complete the flashpoint LOSING: 1. The republic fleet is destroyed IDEAS: This section is just ideas, either by me, or anyone posting here. If you post an idea, I will list it here, and give you credit for it. If I incorporate the idea, I will put it in the ideas section, but write “(used)” next to it. 1.
  19. Thank you. I was able to buy the chest piece and bracers immediatly, ut the rest is recruit gear. Good tips over all, thanks again
  20. Cool, thank you for the tips. Hit 50 the night I originally posted this thread, and yes, running is a major part. But if you can find a good hiding spot ( which I am not going to say mine) it makes it easier.
  21. Cool, thank you. Also, power works for me, as I've already started stacking it
  22. Ok, thank you. I figured it would be not used often. Anything you can share about warzones in general?
  23. My scoundrel is about to turn 50, and I was wondering what I should expect. Do people like it when you use the in-combat res.? What stat should I stack, currently doing power? And any other tips would be appreciated.
  24. Hello scoundrels, my scoundrel is about to turn 50, and I was wondering what I should expect. Do people like it when you use the in-combat res.? What stat should I stack, currently doing power? And any other tips would be appreciated.
  25. I like the idea. In fact, i had one kind of like it, let my copy-paste it Seems to go well with the topic
×
×
  • Create New...