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MisterCinders

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  1. To bridge the divide between crafting and raiding, Bioware should come up with a transfer rate for exotic mats. So mats that drop remain BoP, but can be REd into tradeable bits. Those bits are not bound. A crafter can buy those bits and use them to create exotic mats. Add some ratio or random chance to the exchange. So a biometric alloy is the drop. It's bound. The player can RE it into a subpart based on their craft skill. So a weaver could convert it into a synth upgrade. That bit is not bound. Another weaver can buy that upgrade and combine it with others to create a biometric alloy. Or the upgrade could be combined with a Grade 6 purple mat to form a biometric alloy. Once formed, the alloy is bound. Now raiders that don't craft can do something with raid mats, and crafters have access to those mats without raiding. One who crafts and raids, however, has the best of both worlds. They can use raid mats right away, and without any loss of time or breakage from RE.
  2. Picked my legacy name without much thought, and based on an unrelated character, came up with "Lenk." I don't really use the Legacy name in my display, since it doesn't work with much. When I decided to roll an IA, I wanted to use some kind of old-school pop cultural spy reference (Derek Flynt, George Smiley, etc.). Turns out my Legacy name fumble works well. Currently running Cipher Agent Lanzelot Lenk.
  3. Unless they compartmentalize the set bonus as a token (e.g., Named Head token, Named Chest token, etc.) that you can salvage from the set and inject into another orange set. Then you'd still have to grind the complete sets (to get the five different tokens for the set), but could import the set bonus result into a different look. That could be ideal, actually.
  4. SWTOR doesn't really have a discrete Tutorial portion (e.g., "how to move," etc.) that a player might skip on subsequent characters. Across the various classes, however, the early levels cover a lot of the same ground, except for their storylines. The storylines are central to the game. Skipping levels on your 2d, 3d, etc. characters doesn't work because you'd miss out on the early storyline scenes. But there should be some way to expedite the somewhat redundant parts of leveling on the starter planets (Hutta, Korriban, Ord Mantel, Tython). Here are some possible methods that be unlocked for later characters. They might even be limited according to the first character's story elements, instead of any story completion. Possible triggers could include (a) finishing any character's story line; (b) achieving a certain Legacy lvl; © finishing a storyline for a character from same faction (Empire/Republic); or (d) finishing a character storyline that began on a particular starter planet. Whatever the predicate, the idea is to streamline some early progression but not actually skip that content. Here are some options for these later characters: 1. Sprint is available at lvl 1. There are good reasons to do this for all characters since travel is a bit of a time sink in the game. Even if SWTOR increases the overall base movement, allowing second characters to move relatively faster will speed up the early levels without significantly changing the quests, layout or content. You'll still do all the things on Hutta, just a little faster. 2. Start with full rest. Again, the second character won't avoid early content, but kicking off with max rest would help speed them along with a benefit that burns off by the time you get to higher levels. 3. Global Cantinas. Another indirect way to spur a second character's progress is to allow them to gain rest throughout the starter planet. So if all second characters on Korriban gain rest irrespective of where they are, it could push their progress forward. This might only work in conjunction with a starting rest bonus (pushing the leveling advantage past the starter planet), since you'd have to start the character and park it on the planet for awhile to build the rest bonus. You can already do that in the starter planet's Cantina, so this alone is not much of a gain. If you started with full rest and kept that status until you left the first planet, that would be a pretty good bump. It also would wear off once you got to the mid-teens, which feels about right for this kind of shortcut. Food for thought
  5. What is your back-up rotation when CCs preclude wither/discharge (other than move away from the CC and force pull the party)?
  6. I wanted to play a saber character to start, and my friends were already Empire side. Sith Warrior looked OK, but the Juggy felt too much like a typical fantasy warrior in a Star Wars skin. The Marauder's twin sabers didn't ring my bell either. I also disliked the vestigial light saber aspect of the Sorcerors, and again they seemed too much like a fantasy character in Star Wars clothing. Despite the stealth power, Assassins immediately struck me as something different from other game classes (i.e., not just a Star Wars Rogue). I ended up going tank side with him because it was such an odd mix with Light armor and tanking abilities. So far, I have come around on my previous views regarding other classes. I'll probably do a Juggernaut next, but the Assassin is an awesome class.
  7. Wither is pretty awesome. With the coming addition to the power where it will add a stack of Harnessed Darkness, Wither will be even better. AoE Threat Damage Slow Accuracy Debuff and a tick towards your self-heal. What's not to love.
  8. Of course the Star Wars legacy of Bill Ketch is beyond reproach. Surely there is no better fit in the SW canon. If only all SWTOR players could contribute to our immersion when naming their characters.
  9. If Bioware is going to allow us to play pants-on-head Twi'leks, then we should get a racial respec option. Also, the pants armor options should include thongs. Once the Twi'lek pants/head patch is implemented, the only thing needed to make Twi'leks perfect would be another hole in their head.
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