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apeiros

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Everything posted by apeiros

  1. It is still not fixed, just ran into this bug this morning. Spawned 2 maybe 3 groups and then stopped.
  2. Unless the quest has changed since 4.1 dropped (last time I did it was right after 4.0) it is a Heroic quest, not a flashpoint. [Heroic] A New Order.
  3. This. Single player mission near the end of the Illum storyline. OP is not recognizing the required mechanics and the repair droids are resetting the field generators.
  4. I noticed the same thing as well. Slicing 340 missions actually require Slicing 380.
  5. Can't confirm as of today's patch but I did this multiple times in early access. All the gear on newly minted 60's in Bound to Legacy so you don't even have to mail it. Throw it in you legacy storage in your stronghold. I did this for my Jedi Knight, Trooper, Inquisitor, and Bounty Hunter just for the look of the armors (though I did use some pieces to replace gear I had). Create a new 60, teleport to stronghold, drop gear into legacy storage, log out and delete. Repeat until you have everything you want.
  6. I assume all Jedi Knights have this issue. I'm holding off gaining any influence with either T7 as I'm afraid when/if this gets fixed I'll be stuck with the lower influence (non-steadfast companion) version of T7.
  7. 1. Yes, up to Grade 7. 2. GTN or slicing missions (lockboxes) 3. Never tried but I don't think you can.
  8. Yeah cyber got hit hard. Was about 300k to learn all the Armormech patterns. Cyber was ~600k.
  9. Yes all the pre-4.0 patterns I know will be archive, but as I'm only at ~360 skill I am really wondering if the pre-4.0 360+ patterns will still be trainable or if they are going to be completely replaced by 4.0 patterns. If they are going to be replaced I will want to rush to 500 to get all the patterns from the trainer before 4.0 hits, to make sure I have access to as many cosmetic patterns as I can.
  10. This is one thing I haven't seen answered anywhere. I have stopped leveling my synthweaver since the 4.0 update is so close. Will those patterns that will be "archived" still be available from the trainers once 4.0 hits? While we know the new patterns are stat-wise superior, I may still want some of the "archived" patterns for appearance sake. Can I still train those or should I scramble to get to 500 before 4.0?
  11. Good thing I didn't move to far ahead with my plans of redoing crew skills on my characters to better align with companion crit bonuses. Thankfully I'll only have to reskill scavenging on my trooper.
  12. My initial impression, and no where near comprehensive, is that we got greater AoE damage/threat for less single target damage. That is at least for full defense guardians.
  13. This. For a level 50 or as a crafting skill for somebody with only 1 character, cybertech is a poor choice. For gearing up alts It is great.
  14. I found guardian rank painful to level until you get Doc. Damage is low and survivability is low. This was all pre-1.2, after 1.2 it's probably better (damage seems to be increased and survivability skills come sooner I think). Still it could be a struggle until the 30's when you get Doc (healer). After that it was a breeze, might have still been a tad slow but dieing wasn't anything I had to worry about.
  15. I have been keeping a spreadsheet. 135 Lockbox missions across 3 charaters with 2 companions having +2 crit slicing and 1 +1 crit slicing and most with max affection. Mostly moderate yield missions. 135 missions for a grand profit of less than 20k for those 3 characters. An average return of +143 credits per mission. Even open world lock boxes are to low of yields and too few and far between. The 340 level lockboxes in the corellia dailies are yielding on average just over 1k in credits. Prior to 1.2 I could run 2 or 3 rich lockbox missions and some other mission and without crits come out even, or at worst a small loss. Now at an average 143 credit return per mission I have to run 12+ moderate lockbox missions to pay for 1 grade 6 gathering mission.
  16. I've been keeping my own spreadsheet since 1.2 77 missions totaled (still have some pending) and I've netted a whopping 5.5k profit from lockboxes spread over 3 characters. 15 crits for mission rewards (~1 in 5), of those 15 only 1 mission is one that I can sell. 3 were UWT/TH missions that I used on other characters, 2 were slicing missions that I used. Of the rest only 1 Diplomacy 340 mission I can sell. The 3 investigation 340 missions and the other non-340 level missions simply do not sell on my server.
  17. On your server maybe, not the server I am on. 25k was tops for missions, and those were UWT/TH missions (which I use myself on alts). Everything else sells for 10-12k, enough still to make a good profit as long as the missions are coming up in rewards. As of 1.2 they are not coming up as often. Prior to 1.2 I could run those rich missions and short of complete failure I would always recover at least ~90% of the cost of the mission. Now it's 50% if I get lucky. Coupled with the decrease in mission rewards coming up makes rich mission a losing proposition now.
  18. Other crafting schematics and missions still only come from lockboxes, at least as far as I can tell. Rate of schematic drops does seem to be way down. Of the 60 odd odd missions I ran yesterday I received only 3 schematics, 2 augments from a wealthy grade 3 slicing mission and the other was still a damn grade 4 beam generator. I found 2 lightsaber schematics from treasure hunting running less than a dozen of those missions and with no +crit companion bonuses. Tech parts may be good money in the near future, but right now since hardly anyone has any augment schematics the parts are not selling. 26 of the 60 missions I ran were Moderate or Abundant for a total cost of 24335 credits. returns were 30367 credits. 6032 credit profit (spread over 3 characters), with a whopping 232 average return on those missions. A total of artifact level crafting missions; UWT grade 6, TH grade 6, Slicing grade 3, and Bio-analysis grade 3. UWT, TH and slicing missions I used myself, the bio-analysis I probably cannot sell as usually only grade 6 missions sell on my server.
  19. So the tool tip is dynamic based on the foes I face. Thus while in WZs my opponents expertise is counted against the damage done by grav rounds and the tool tip is updated accordingly. What if I'm not in PvP, but still wearing my PvP gear? Should I see an increase in damage as reported by the tool tip? In fact I do. 1538 - 1588 damage, almost exactly 12% less than what I see on the bounty hunter. Just so happens that I have nearly 12% damage reduction with my PvP set, so in PvP gear in a PvE setting DMG is reduced by my own DMG reduction amount as indicated by my own expertise. So if I take off all my PvP gear and put on my PvE set (which isn't all levle 50 gear), I should see an increase again in the tool tip damage for grave round. I don't but I'm chalking that up to the fact that the PvP gear is a significantly higher tier than the PvE gear I have. I'll have to see about upgrading my PvE gear and rechecking. Expertise and the PvP system is much more complicated (and that's a good thing) in SWtor than it was in WoW. What it looks like is that PvP gear will never be as good as comparable tier PvE gear in a PvE setting. That's a good thing. I just wish that all of this was better explained in the help system.
  20. Better stats for being bolstered? Stat sheets are open on both characters in those screen shots. Aim in nearly identical. The trooper has 120 more bonus tech damage yet tool tip still shows less damage for grav round. Both have the bolster buff, though no doubt the trooper is not getting bolstered as much. And doesn't bolster just buff your skills to level 50?
  21. Are class abilities mirrored one-for-one or is it just the entire class that is mirrored? Here is what got me asking this question... I'm doing some WZ on my Commando, level 50 in a mix on cent/champ gear. Against the opponents I normally fight grav round hits for 1k-1.2k on a typical shot (tooltip shows 1485-1515 damage). To be expected, I have lower level pvp gear and my opponents have better gear (I'm not a serious PvPer and typically just try to do the daily wins). Hop on over to my Merc, level 22 Arsenal spec so the mirror of a gunnery commando. No pvp gear obviously just quest gear. Tracer Missile is hitting consistently for more that grav round, and not by just a little. Checking the tool tip and I'm surprised to see that tracer missile is doing 1800-1891 damage. That's 300-400 more base damage than grav round. These are both the spam abilities for the class/spec, shouldn't they be equal? Trooper screenshot http://i123.photobucket.com/albums/o293/apeiros/Screenshot_2012-04-01_15_40_33_421787.jpg Merc screenshot http://i123.photobucket.com/albums/o293/apeiros/Screenshot_2012-04-01_16_05_23_040988.jpg And yes both have the +6% damage skill for rounds/missiles.
  22. Slicing and maybe investigation. Slicing for certain as I have gotten a low level one from missions.
  23. It's a gimmick fight pure and simple. Once you figure out the gimmick it is pretty easy.
  24. This is all my opinion of course... Ship upgrades: Yes the grade 2, 4 and what is essentially 6 are definitely worth it if you run space missions. Odd grade upgrades come from the vendors. How good do they sell on the GTN? I have not tried. Commendations: Never needed the armoring/mods that you get from them. Without cyber I would, but even then as soon as I landed on a planet the available mods were outdated and several levels behind. Cybertech ensures that you stay up to date. Then you hit level 50, start doing your daily quests and armoring/mods you can make become useless. In short I found cybertech very useful while leveling but pretty worthless for gearing up once you hit 50.
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