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redfurry

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Everything posted by redfurry

  1. 1. One of the reasons that exploration missions are hidden, is because you will probably overlevel the content if you do anything more than class and planetary missions. But, as bossei explained, they can be activated if you want. 2. psandak over at the crew skills forum has a great summary of the current status of crafting: http://www.swtor.com/community/showthread.php?t=726927 The part you ask about: - Synthweaving now makes armorings for DPS and healers - Armormech now makes armorings for tanks - Cybertech still makes mods, and now makes enhancements too
  2. I live in Spain, so I never thought I could attend a Cantina Tour event, but it so happened that I was on holiday in New York last week. I wasn't sure what to expect - the free buffet and open bar were *great* surprises! The cosplay contest was also pretty cool - particularly the Arcann guy, his costume and make up rocked! Also. Just as we arrived, the staff told us about a nice offer for subscribers - for the price of three months subscription I would get the three months plus some digital goodies and a T-shirt. I said yes, the staff girl guided me through the process of purchasing the special offer with my Amazon account. It turns out that the special offer could not be purchased with non-US accounts, so I could not buy it. But the staff girl decided to give me the T-shirt anyway, for free. I thought it was an incredibly nice gesture. All in all, I loved the experience!
  3. I absolutely love the image of 2V-R8 handing towels
  4. But GF matches you with any other 3 players, instead of looking for a tank and a healer? Hmm, didn't remember that. It's something, I guess.
  5. Moddable armor has negligible rating, it takes the rating from the armoring you put in. In the case of moddable adaptive armor, that rating gets multiplied by the highest armor type the wearer can use. For instance (made up numbers): - Empty adaptive armor: 6 rating - Adaptive armor with level 10 armoring, on a Jedi Consular character (light armor): 70 rating - Adaptive armor with level 10 armoring, on a Bounty Hunter character (heavy armor): 120 rating - Adaptive armor with level 42 armoring, on a Jedi Consular character (light armor): 300 rating And so on. I hope I made myself clear. Also, the armor rating is a relatively unimportant stat. Focus on your main stat, and endurance and defensive stats if your character is a tank. You can spend commendations on gear instead of credits, although it is advisable to save most of them for endgame.
  6. It would be a shame that someone looks for an answer and finds this. The information wasn't wrong when the OP asked their question, back in 2011! But as of right now, yes you can mail credits and items between your alts, no matter their faction. You can even share items via your Legacy Storage, which is awesome
  7. One thing about the first flashpoint (Esseles or Black Talon depending on your faction). It is intended for 2 players with 2 companions, but Group Finder waits for a full 4 people group. So most players find another one asking in Fleet chat instead of using GF. This should change with the next one, Hammer Station.
  8. OMG that is so cuuuuute! I remembered something. Not sure about the specifics, but before it was fixed in week 1 or 2, something about the Reverse Engineering process made it so you ended up pasting the item on General chat instead. People wished me luck getting the purple schematic, that was nice
  9. Not as good as some of yours, but: My first character (and my main to this day) is a Biochemist Sage. I spent quite a bit of time REing stims in order to create a reusable Strength stim for my Guardian friend, and when I triumphally made it and sent it... we both found out you had to be a Biochemist to use it - he was a Synthweaver. And much later on, when I was a seasoned level 50 and supposedly knew what I was doing, I did more or less the same with an artifact Strength implant that turned on to be Bind on Pickup. Not even the Consular's companions have any use for it. Also. Not sure if it counts as dumb/silly/goofy, but: remember when Early Access was assigned in waves, some players started to play on Tuesday, then a few more the next day, so on? I got my Early Access notification on Friday, the day of my company's Christmas dinner. Which was as much of a boozefest as is customary. So I got home completely hammered, created my Sage, started to play, and promptly died on the first mission because I couldn't even see what was going on in the screen. And the next day when I sobered up, I met the dreaded Server Queue. So my Early Access got precious little use until the next week, when either Bioware fixed it or half the people ragequit and I could actually log in.
  10. Not too late to add some stuff, I hope. I think this hasn't been mentioned: - The sound bug from the first Esseles boss, with the electric chainsaw looping and the Calamari soldier yelling "Victory or nothing!" OVER AND OVER AND OVER - People asking on Fleet how to hatch the bird pet from Alderaan
  11. I was going to quote the patch notes, but the mention of the feature is not very informative. Now I'm not sure where I read it It is supposed to indicate when an ability is improved by the use of another ability, a proc, etc. It is enabled by default. You can turn it off from the UI menu.
  12. But do you mean a True Blood vampire, which whooshes out the door? or a Let The Right One In vampire, which starts to bleed painfully? On topic: I've never seen ghosts of other people in my stronghold. Now I feel lonely
  13. Right! Taral V and Boarding Party are around level 34, and their followups for level 38. All 4 have a level 50 Hard Mode. Directive 7, Battle for Ilum, False Emperor, Kaon Under Siege and Lost Island are for level 50. I guess none of your characters are a very good fit right now, but the Sniper and the Commando are close.
  14. Very good suggestions. A bit more detail: - For most of the Flashpoints, to get the full story you have to talk to the flashpoint courier (usually a droid on Fleet or a questing planet), and then talk to your Flashpoint Authority (Satele or Malgus) on the FP entrance on Fleet. Group Finder skips these steps. - To get the full storyline for The Jedi Prisoner and the Empire equivalent, it is specially important that you pick the courier mission, because there is a significant amount of story before the first FP, in between, and after the second one. - Same with the Tion Hegemony storyline (Kaon and Lost Island). Besides, the reward for the storyline arc is a pretty awesome (for level 50) weapon. - As mentioned, to get the most out of the story for Battle of Ilum and False Emperor FPs, you have to do all the lum storyline first. I am also on Red Eclipse BTW and do not mind to watch cutscenes. What is your character's name?
  15. Armstech is actually nice, even whle leveling. But you will be making augments and barrels, forget about the weapons. Upgrading your blaster barrel, and your companion's, every 2 levels with a blue barrel will make you unstoppable, and they sell OK on the GTN. Low level blue augments and augment kits also sell nicely, although augment schematics are ungodly expensive.
  16. Yeah, that's the thing. By the time you can actually make a purple, you have outleveled it. What I usually do, is make blues, use them, and when it comes the time to upgrade them, RE them instead of overwriting them. I sometimes get lucky and learn the artifact schematic; this is no longer useful for that character, but it will be either for the next one, or for selling stuff on the GTN.
  17. Yes, well, when the number beside the schematic turns grey, it doesn't give skillups anymore, so it's time to go back to the trainer. It's actually good to get a leg up on REing, so by the time you reach level 15, you have your new hilt waiting for you. You can get Wind Crystals on Treasure Hunting missions for grade 1 gemstones, *if* the mission is a critical success. You can improve the odds of critical successes by raising TH skill and companion affection, but they are meant to be rare. You can try the GTN. Since not many people bother with low level purples, they should not be very expensive. What server are you on?
  18. All types of armorings and mods take the same materials; the difference is in the item level. Specifically, you need desh and slica for armorings labeled "3" (for level 11 characters), no matter if they are resolve or might or reflex; you need aluminum and laminoid for grade 4 armorings (level 13). You may not need resolve armorings, but maybe your alts and/or companions will, or maybe you can sell them on GTN - the blue versions usually fetch a nice profit. If you set yourself as an objective to RE the blue versions of a few armorings for each grade, you will advance your Cybertech skill without effort.
  19. It means you need to be at least level 11 to use it, i.e. to equip the moddable item that has it. This is so you cannot slap a very high stats enhancement on a low level character. Next craftable enhancements are level 15 minimum, so your level 13 Assassin is perfectly fine with level 11 enhancements. There are lightsaber hilts every 2 levels though. So don't bother too much with REing level 11 hilts (unless you really want them for alts or selling to others) and go directly to the level 13 ones.
  20. Schematics are needed to craft things with crew skills. To purchase items sold by that vendor you need Basic Commendations, which are a different currency than Planetary. You start earning them around level 50. There used to be a different type of Commendations for each planet, but thankfully they did away with that. Now you can use the same currency, Planetary Commendations, to buy from all those planet-named vendors. The planet gives you an idea of the item level, although sometimes you have to check the next planet's vendor to get the best gear for your level. It's a good thing that they're all close by on Fleet. Keep in mind that some full moddable gear pieces cost 10 commendations, and some of them cost 14; whereas a full mod upgrade for a moddable piece costs 11 commendations (7 armoring, 2 mod, 2 enhancement). Most of the time is cheaper to upgrade than to buy a full new piece, but not always.
  21. Let's try and clarify. As mentioned, the 9 hour limit is for using the Emergency Fleet Pass. This is a convenience tool to get to Fleet from anywhere, but it is by no means the only way to get there: - There are shuttles from Tython and Coruscant to Fleet, and from Fleet to both planets. You can take them at any time. - Once you finish your story missions on Coruscant you will get your ship. You can go anywhere with it, anytime. Augmentation slots are one of the ways to improve your armor, but they are the least important way at low levels. I advise you to ignore them by now. Every piece of armor or weapon that you can use has several stats. If you are a Jedi Kinght, the most important stat is Strength, way more than armor. Focus on that. Your Padawan Kira Carsen uses Willpower, give pieces with Willpower to her. If you have a modifiable piece of gear (armor or weapon), usually orange colored, you can put "mods" in it that will improve their stats. The Modification Station mission teaches you that, read carefully the text. There are several classes of mods: - Barrels are for blaster weapons. - Hilts are for lightsabers and similar weapons. - Crystals are for any kind of weapons. - Armorings are for armor pieces. - Mods and enhancements are for most modifiable items. If I remember correctly, at the start of the mission you get a modifiable weapon with just a crystal and a hilt, and empty slots for mod and enhancement; and another item that is a mod. The mission objective is to use the modification station to put the mod in the weapon. Once you do that, the mission reward is an enhancement that you can also put into the weapon. Until you do that you are using a severely underpowered lightsaber. Once you use the mod station, first select your lightsaber. You will see a view of the weapon with its mod slots. Open your inventory, right click on the mod item, and it will move to the saber. Click the button (Accept or Modify or some such) and the mod will be slotted into the saber, enhancing its stats and completing the mission. Hope this helps! Most important part of my post: a) forget about Fleet Pass and use shuttles, and b) forget about augmentation slots. This should clear up the confussion surrounding your Modification Station mission and allow you to complete it.
  22. If you have an adaptive Speeder, you should see a small increment in speed and be knocked off the speeder less often. If you bought a rank 1 speeder, you need to buy a rank 2 one to see the improvements. Or better yet, get an adaptive one or you'll have the same problem with rank 3. If you are a sub you should get one today in the mail; otherwise get one from the GTN, the less popular ones are dirt cheap.
  23. Also: once you pick up the first mission from the Planet storyline, and complete it, you automatically get the next one, and so on until the end of the storyline. So, if you want to do the Planetary storyline and nothing more (except for your class missions): - Pick up the mission at the spaceport / orbital station. - Do not pick up any new missions on that planet.
  24. Those are not Bound to Legacy, sadly. They are modifiable offhands, which are great to have if you didn't get lucky with the bonus boss in BT/Esseles, but not what the OP is looking for.
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