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Morticoccus

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Everything posted by Morticoccus

  1. Synth also makes some of the most desired augs.
  2. Except that the Academy has relaxed its rules enough because of the war that any force sensitive is shoveled off to Korriban for training, even slaves. From a game mechanic standpoint, Nox has special plot dialogue if you play as an alien because aliens were available as playable choices from the beginning. I don't remember if the SW had any though, although a Chiss force sensitive would be such a rare occurrence that he might have been trained just because of that. Them being the only alien race the empire sort of decently tolerates.
  3. So I can save lots of money on my main and make a lot of profit if I produce the high level chems. Perfect! I've also rolled a jugg and assa for farming purposes, so I'll be rolling in mats. Edit: Yes I know you have to play the market, that's pretty much a given in every game =p
  4. Hiya, returning player here. Anyhow, I was wondering if biochem is profitable at high levels? I'm leveling a new imp main (operative) and plan on doing the whole pve story over again. I was originally thinking of just doing the farmbot build with two gathers and slicing, but I figure I can probably save a lot more money when I get to endgame by making my own chems. I already have a ton of low and mid level mats and old characters I could make armour and grind with. So is biochem a good idea or is something else selling better if I want to make some credits on the side? Edit: Might actually roll a SW alt and grab gathers on him so I can feed even more raw mats to the main.
  5. Be polite. Be efficient. Have a plan to kill everyone you meet.
  6. You pretty much only need one character with the "blue" professions for your entire account, aside from slicing. What I did was that I have UWT on my armormech, along with scavving, TH on my artificer, INV on my imp armstech that I will probably never level armstech on and could replace it with anything else since I have the same skill on my gunslinger, and then just added slicing instead to ALL my other characters except the two I have doing biochem. Aside from diplo and slicing, you only ever need one toon to grind materials from since you'll be using them so sparingly anyway.
  7. That's why you grind low level materials, then use a mid level synthweaver or armormech to turn those into orange armors, and then you sell those armors for a crapload of credits. No, you won't get 300k for one piece every time, but you WILL earn a lot more money than the materials you are using are worth. Personally I'm an altoholic, trying to level ALL the classes to get legendary since I didn't get it back when I started playing and this is my main method of making money. No max level crafting needed, just a ton of low to mid level stuff, the level 50 synth oranges sell for a fair price for the most parts, and after you're done leveling to max, you have the ability to make augments that sell for craploads, as well as grind sliced parts that you can sell.
  8. You get them in the same manner as the "easy to acquire off hand augmented orange pistol" that I've been trying to get for hours. I have a bunch of orange vibroblade, techblade, techstaff, blaster rifle, tech sword and every other companion weapon schematic, but not a single blaster pistol one...
  9. I'm all about the engineer/SB side of things and there engi>SB. First of all, the animation for explosive probe looks a lot better than the one for demo charge, this is purely cosmetic but still irks me (Especially since operative gets all the cool healing animations as well) As for the ships and crew, I actually prefer the smuggler all the way, the only companions I like for the IA is Dr. Lokin and SCORPIO, both of which are late acquisitions, for the smuggler I like Bowdar, Guss and Corso. The ships, smuggler wins no contest. I like the gritty worn look of Star Wars vessels, and therefore my three favorite ships of the game is the XS stock freighter, the defender and the bounty hunter ship that I can never remember the name of, it looks awesome anyway. Still, I prefer the IA ship to the awful looking sith ships, at least it looks like something other than an overgrown TIE interceptor that had a bad encounter with a garbage compactor. The sniper abilities sounds less "KAPOW!" than the gunslinger ones yes, but don't you think that fits the class? I mean think about it, this is a class using futuristic sniper rifles for stealthy long range kills, of course they would design such weapons to give off a minimum amount of noise, even if total silence is impossible due to energy requirements and heat exchange. I always love hitting someone in the back of the head with a silent but lethal shot from max range while silently going "SNIPED!" in my head... Then again that might just be me... XD As for weapon design, both sides get a large variety of cool weapons, from the modified blaster carbine lookalike sniper rifle you get from BT, to the long muzzled varieties you can pick up later. The gunslinger get double the fun of course, being able to pick up two different weapons with distinct skins and mods. I'm armstech so I'll probably go with two augmented custom blaster pistols for most of the game,as soon as I can get a copy of that darn schematic...
  10. I still prefer SB, you only need to sink 9 points into the SS tree to get the best of both worlds, energy regen and massive AOE from SB and ballistic dampers from SS. And yes I do realize 9 points is a lot, but every last one of them is worth it.
  11. I know that, but I play sentinel too and getting cheap caps is FUN =3 Especially since snipers are so annoying to kill normally...
  12. I'm pretty sure the smuggle trick can be used with any class, you don't even need to have stealth on it. (The guy capping I mean, as long as noone looks at him while you start the cap you should be able to cloak and keep him hidden for the duration.) You might even run in from behind a pillar with the extra-long duration talented force camo. Might even conceivably run in with any amount of people, two being scoundrels and chain cast smuggle for a stealthy team cap, obviously that wouldn't be as effective though.
  13. I always had trouble placing the "root for 5 secs but breaks on damage during the last 3" effects, are they roots or do you consider them mezzes? I mean, to melee classes they might as well be mezzes as long as noone runs close to them but they can still use abilities...
  14. Unless you play sniper ofc, then you're encouraged to crouch on ledges as much as you want. Except noone seems to play sniper, oh well, their loss...
  15. Then you must be venting because so far you haven't proved anyone wrong, if anything you proved the OP right.
  16. I don't know if this is relevant for this game (Because frankly, I've never bothered to check if it does) but *some* MMO games have the problem that if you are ganked while in combat with PvE mobs you can incur repair costs if you die. Like I said, I have not verified this myself so I do not know if my statement applies.
  17. Bravo! Or, as the Librarian would probably put it "Ook!" *Is severely beaten by the Librarian for implying he's a monkey*
  18. My main is a sentinel and I still prefer playing healer operative in PvP, I'm even rolling a gunslinger on the rep side to use in PvP instead of the sentinel because I get more utility out of it.
  19. Ah, I was *wondering* why it became hard to focus, thanks for reminding me. I definitely should write that down in bold letters: "Remember to breathe". Now, it's been my understanding that healers complain about being focused by more than one player, and you yourself recently rebuked a player (A sentinel or marauder, I believe) in another topic for complaining that he died after being focused by two sorcerers, you then went on to say that two marauders could pretty much melt anything they focused. Now, what players did you take on in 2v4? I mean since marauders and sentinels are out that still leaves a very large group of player classes, and I want to see if other people can repeat the alleged holding action, empirical evidence, you might call it.
  20. Gunslinger/sniper begs to differ, if you want to kill sentinels, get a really big gun. Then again, I guess most people will be too busy complaining about how sniper sucks due to its "mobility problems" and how you can't kite. However in the hypothetical 1v1 situation you described a sniper wouldn't *need* to kite.
  21. I agree, it's very easy to claim greatness in PvP by just looking at other people's posts and then bragging about things. Hey look at me, I can win an entire warzone by myself, I can mezzcap and hold points against 6 people, I won 4 Blizzard tournaments and the only reason I ever fail is because my team sucks so bad that my amazing skills are wasted. Also I am secretly Napoleon, posessed by the ghost of Anakin Solo Rather than bringing this irrefutable proof of your own skill to the table you should simply look at the problems involved in 90% (not a real number, but hey peer reviewed information is pretty much forum POISON anyway) of all PuGs: communication problems. A large portion of this also compounds the fact that in order to get gear and look good at the end of the match the easiest path available is to brawl in the middle, in huttball this may look like any other strategy but is in reality just a melee to keep the enemy from getting the ball and racking up kills while you do, in voidstar it's door zerging, and in civil war it's mid cap lemming rush. This gives the people that does it a lot of deaths, probably a lot of damage, for the healers a lot of heal points and for the team in its entirety nothing at all since the opponent just needs to outflank you to win, and any team with half a brain will. What annoys me is that when this happens, people quit. They don't try another strategy, they don't focus on capping another node, they just keep completely quiet and keep doing the same thing, AFKing or quitting. While the opposing team, composed either of a premade on vent and 4 random guys or some PuG that actually takes the time to write in the ops chat about useless things like enemy movement, incoming balls, and defensive positions. The problems of PvP are based more on lack of communication than individual skill, because you're always running with 2 guys into a group of 4 players, and it usually never works.
  22. They are *different* in playstyle from operatives, with more possible input. Clearly you do better with a more freeflow class rather than the striated burst combo type. Concealment operative has been nerfed many times and currently suffer from lack of burst damage as well as problems with its energy system except for in healer spec.
  23. I just come to these forums every time I need a big laugh, unfortunately Bioware's staff seems to take it as the word of god.
  24. I have to admit that I actually raged at a player a few days ago that grabbed the ball, we had the whole team set to cover him for once, and then he started running in the wrong direction... Still, I didn't actually AFK or quit the WZ, I just e-raged at him...
  25. My main rep character is a sent, my main imperial character is a pyrotech that I'm planning to go AP with as soon as I get to level 40 when the spec actually works. My imperial alt that I'm levelling at the moment is an operative healer. Now, I've never even cared about the actual numbers until I started playing healer (Because now I'm always looking for crits) I always thought of two things only, what to do to kill the enemy and if killing said enemy would benefit my team in any way. In most cases the answer to question 2 is "no". As a healer you instead only have to heal people and then the questions become "Is this guy standing 5 feet in front of me anywhere on my ops frame because I can't click target him" and "If I heal this guy will he stand and fight or run off and leave me to die?"
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