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Hekatai

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  1. Thank you both! Too bad I only have a few warzone commendations, almost never ever pvp. I need to look into that part of the game soon then, to get these relics.
  2. I have the Dread Guard relic of boundless ages (click on use +power) and I currently run with the Matrix Cube in the other relic slot. What is the best relic combination for medics (healing)?
  3. Hi! Sav-Rak is a fight that will be your ultimate challenge so far as a commando medic. The first times I did it, I always died myself at the end, but the rest of the team finished him off for us. Now, it is a fun challenge, and keeps me on my toes. You need to use everything in your arsenal, every cooldown and every skill you have that can help out. In your spec, make sure you have Treated wound dressings and Med zone. This will reduce the damage you take yourself, and increase the healing you do on yourself. The fight has a certain rythm that you need to adapt your healing to. Here are a few pointers: - When we all group up before his smash, that is an excellent time to drop a Kolto Bomb! - When he jumps onto a pipe, that is an excellent time to drop a Kolto Bomb to top people up. Even better is if you have recharged and can use your Supercharge cells to give everyone a +5% damage reduction as they run towards the pipes! - When you stay alone in the center, place a Trauma Probe on yourself. Also, use your reactive shield when you are standing on your own. You should be able to get 2 uses of it if you use it on his first jump. That way you have great periodic healing on yourself while you rotate on the rest of the team with AMP, MP, BI and Hammer shot! - When the group joins up again as Sav-Rak is jumping down, that is another great opportunity to drop a Kolto Bomb! - Time your healing and movement so that you, with as little interruption in your healing as possible, move beneath Sav-Rak as soon as you can. Usually that means move while using Hammer shot on a friendly (usually the tank). Keep in your spot and heal from there! - Don't go in front of Sav-Rak, he cleaves for extra damage, same goes for dps in your group! Other tips, alternate between AMP, MP, BI and Hammershot on the tank and whoever is taking damage. Never go below 7-8 energy, if you do, use recharge cells to maintain high energy. Intertwine Hammer shot in between your medical probes. It builds charges for Supercharge cells and it heals for a small bit. Use Tech override and Reserve powercell on a cast of MP when needed during the fight. Save them for when you really need quick, big heals, particularly on the 2nd and 3rd jump you may find you need to use this combo. Use a click on use power relic, typically before the first jump, this to increase healing on the team. Then, you may find that the cooldown has run out so that you can use it later on. Especially good to pop before supercharge cells (Power relic -> Supercharge cells -> Kolto bomb -> he jumps). If you find you don't need it then, save it for the next jump. The main tip is to maximize the utility of the Kolto Bomb. Fights like this are "made" for the Kolto Bomb!
  4. My tiny level 18 armstech, with two companions,is actually financing my game. It is all to do with finding your niche on your server, and about knowing what is actually useful for other players. Have you actually analyzed what all the stuff you can make is for? And I am not talking the level 48-50 purples only. I have a steady sale there, but I sell out everything, I mean everything I make from level 8 and upwards, blue items with good stats. My main problem with this character is getting enough scavenging mats to make all the stuff, I sometimes wish I would take the time to speed level her to get more companions. There are thousands on each server, each with up to five companions that either tank, heal or do dps. We make the best in slot main hand and/or off-hand for both players and companions, or near enough that it doesn't matter. Once I figured out which secondary stat to get with reverse engineering for the specific item I was good to go. All this information is readily available. Make strength defense mainhands for Khem Val, make aim defense mainhands for Corso Riggs, Qyzen, make guns, make vibroknives. Everything you can make is in the game for a reason, someone needs it! And they are many, and they are not being supplied because armstech's are few and don't know their market. Selling blue weapons for 3-7 times the suggested price makes me a killing when I need cash. I spend a few minutes daily on this character. I make 10 items, I collect cash, post what I have made and repost what has been selling slowly. I try to maintain a range of weapons in my niche at all times. I use price as a wepon to control demand. Since I have a reduced production capacity with only two companions, I rarely go below 4x suggested price. Selling mid-level blues for 15-20k upwards, that they will buy every 5 levels, is a whole lot better than selling one level 50 item only, in competition with the rest and at a higher production cost. Also, purple lvl 48-50 weapons have rating 124, good for any companion and new level 50, especially with the proper secondary stats. They are on many occations better than moddable ones. Okay, they may have a tiny bit lower base damage, but they have great secondary stats such as accuracy, power, surge, crit, shield, defense. Get the mix right and they will sell. Trust me. I sell purple lvl 48-50's for 50 k a piece, and they sell ok, but not as well as blue levelling items. And augments, all augments sell, especially power, but also crit and fortitude. And a steady sale of blues is a lot better than a fickle marker for purples. Also here, do not neglect the lvl 8-47 market. Power is arguably better for dps/heal companions than main stat, and yes, people pimp their companions, even with surge and accuracy augments. There is a huge potential in Armstech, find it and use it!
  5. My level 18 Armstech crafting alt finances my two level 50s almost exclusively. Please continue to dump the missions cheap on the GTN for me ;-) I need them, at all levels, so that I can make the awesome weapons and off-hands you all buy for your characters and companions :-) My tip to OP: Exchange your investigation missions with another type of mission with a friendly player with armstech. And removing it is just plain silly, where would I get the mats for all the stuff I make daily? Off-topic, what they should remove, or reduce the droprate of, are the modifiable lightsaber schematics. I could wallpaper the fleet with all those I have gotten the last months, and each artificer needs only one of each...
  6. I am number 1106 in line, with 1h 15 minute waiting time... [edit now 1h 25 min] [edit now 1h 40 min] [1h 50 and still rising] I have been a loyal subscriber for months. I can really accept long maintenance times, being mad for someone fixing and maintaining a game I love is kind of pointless. But removing the service due to the server being full? That I just cannot accept, and I sincerely hope that this is something that will be fixed asap. ex Wilson (Dune Bantha), Dudley ex Nightmare Lands, now mr X (?) of Red Eclipe
  7. I tried to Reverse Engineer one of these barrels. They don't have a description that says a certain % chance to learn a recipe. Unfortunately.
  8. 1. How do you think your Commando spec is perceived by other classes? I have not have any bad experiences caused by my advanced class. I play medic, levelled as one, played all HM flashpoints and story mode EV, and I never PvP. I believe I am seen as a healer than contributes to the group and to the completion of the content played. 2. How do you perceive your own spec? A challenge to squeeze out the maximum heals needed, especially in ops and HM FP when the encounter mechanics forces one to move a lot around and still heal (Lost Island for example). The challenges have increased a lot when I passed lvl 50 and started doing HM, but I presume that is to be expected, I still haven't encountered PvE content that is unplayable because of my advanced class. Because of the ammunition/moving while healing challenges, completing content is very rewarding :-) As a side note, please be aware the bias in the answers you recieve in this feedback thread. Receiving feedback only from players who read the forums, and decide to reply, may give a skewered result from your "survey". Making changes on the class based solely on these answers may not be changes that benefit the advanced class in a positive way for all the players.
  9. I agree with the suggestion. Personally I love my 4X, used him all the time on my trooper up to lvl 50. Now, I have cybertech on my trooper, and I have crafted a complete kit for 4X, and the purple crafted droid armour is actually pretty good for 4X. Yesterday I purchased a complete Tionese kit for Tanno to compare the stats, and purple crafted droid armour is actually about on par with Tionese, maybe the crafted is just a tad bit worse. I have yet to bring out Tanno for some serious playing in his new kit, I mainly play with Yuun (mdps) and me healing. What I fear, is that Tanno will now have a better kit than 4X, and the difference will become greater as time goes by. This because 4X now has the best kit he can get from my crafting, but Tanno can still be upgraded by comms, leftovers, random drops greed rolled etc. This growing imbalance should be looked at by the developers. So, an immediate workaround for you guys would be to get a Cybertech crafter to craft purple redoubt droid armour for you. This armour is at least comparable to a Tionese tank kit. The main problem here is that it is insanely expensive to get the recipes for purple, materials wise, and also very expensive to craft. Therefore I never bothered to premake any sets to sell on the GTN, figuring nobody would pay enough to cover the crafting costs. Msg me on Nightmare Lands (EU), Dudley if you are interested in trying the purple armour set for droids.
  10. One possibility for the OP's problem: Send in-game mail to the sellers of the high level crystals. Ask them to make you a crystal of the appropriate level range. Seeing a high level item that is craftable will usually mean that the character can make a lower level item that is appropriate to you, and if you have no crystal, then even a green quality one will be an improvement, and they are usually dirt cheap to make. I can only speak for myself, but I get at most two asks a month for stuff that I make, and I gladly help levelling characters out. As a small digression, this thread is a good example of the problems with the crafting economy. I have suggested a short-term and a long term fix, somewhat close to what is discussed in this thread. The suggestion can be found here: http://www.swtor.com/community/showthread.php?t=467213 Someone is looking for crystals below level 31. The artificers have no quick way to discover this. Why do the artificers not post any crystals below lvl 31? One reason may be that they do not know there is a demand, or that they have hit the 50 item limit. And if they check the GTN, and see no crystals below lvl 31, is it because they are all bought, or that there is no demand? Also since they make the crystals themselves, maybe they haven't noticed that there are none to get from planet comms. The buyers are also not informed about the level ranges that the crystals come in, and may spend endless time looking for a crystal no one can craft. To sum up, we have an information problem, the economy is totally supply driven and the supply is inentionally limited to 50 items per character. I would love to see some constructive discussion on my suggestion, in that thread.
  11. Oh, I see now that this thread ended up in the General discussion forum in stead of the Suggestion forum. I can't seem to move it myself into the Suggestion forum, I hope a moderator will do it for me. Hek
  12. First of all I apologize if this, or something similar, has been suggested already. I love to craft, I love to tinker with items and stats, and try to get the most out of the resources available for my characters. I have four characters, each with different crafting skills. However, what I feel this game is lacking is a game within the game for crafters. We should be rewarded more for investing our time in leveling up our crafting skills. And the level up process should be made a little more difficult, or at the least, getting the rewards should be made more difficult. As it stands today, very very few items are unavailable to craft at level 15. The only items I know of are BoP recipies that drop or are purchasable at lvl 50. This makes no crafter unique, and leaves us with little sense of accomplishment. We currently have five “sub-levels” of items and raw materials. What I would love to see, is an optional five-stage crafting quest chain to reward the crafter for progressing through the crafting skill as the character levels. This quest chain should: be given by the first two crafting skill trainers encountered (fleet/capital) involve travelling to different planets and be continued from the crafting trainers on these planets involve the gathering of specialized items from hard to reach areas on the planets involve learning specialized recipes from hard to reach NPC’s (retired master craftsmen who are willing to depart with their knowledge in return for services rendered…) at the highest levels demand a considerable involvement and time in order to succeed, showing up should not be enough at the highest levels, need to involve group play in order to succeed (either planetary heroics or flashpoints) therefore not be automatically available for lvl 15 fleet alts, you will need to complete a series of increasing level requirement quests in order to get to the master level The rewards should: give the crafter the ability to specialize in a subset of items in the crafting skill, giving some sort of crafting time bonus for those particular items (i.e. Apprentice Barrel Crafter, craft time reduced by x %, Master Barrel Crafter, craft time reduced by x+y% etc.) be an optional character title that can show the characters speciality and how far the character has progressed in the speciality. This will advertise the crafter skill level, and will be a reward in itself. be so that each stage of the quest series should culminate with crafting a masterwork item within the crafter speciality within the profession. This item should be better, and/or different looking, than the regular items. The player should have a choice in the selection of different item stats to add, more for the higher levels, and/or an augment slot, and/or looks/color. The item should have a prefix with the character name in it, and should be yellow in color (taking the example from the legacy items). The item should be tradable, but there will be a limit of one “master” item type per “sub-level” of speciality, as these recipes are quest rewards from one-time only quests. The materials to make more of this item should be expensive, hard to get but not impossible, in order to make them rare, and therefore not standard issue for all characters/companions. Here are some examples of how I think, barrels as an example: Character name’s Aspirant Barrel 6 (stats = purple barrel 6 + x tech power) Character name’s Apprentice Barrel 11 (stats = purple barrel 11 + x tech power + y aim/cunning) Character name’s Tradesman Barrel 16 (stats = purple barrel 16 + x tech power, + y aim/cunning, + z endurance) Character name’s Journeyman Barrel 21 (stats = purple barrel 21 + x tech power, + y aim/power, + z endurance + xx crit/power/defense) Character name’s Master Barrel 23 (stats = purple barrel 23 + x tech power + y aim/power, + z endurance + xx crit/power/defense, + yy accuracy/alacrity/presence/surge/shield)
  13. Background: First of all, I would like to thank Bioware for sending out a very thorough survey regarding this game. There was one question that made me really think, and that was the question what I disliked most about this game, and I answered Economy. Unfortunately, the survey did not allow for me to explain why I dislike the economy in the game, and the in-game ticket leads me to this suggestion area of the forum. So, in the hope that the developers will read this, I will here try to explain my concerns about the in-game economy, mainly regarding crafted items, and to suggest some fixes. I will apologize up front if this is a repeat of other threads here. With in-game economy I mean the transactions of items for credits between players, taking place on the Global Trade Network. Supply driven and lack of information The main problem in the economy is lack of information, and it is a multi sided problem, there is a lack of information both on the supply side (what is the demand?) and on the demand side (what is in supply is available information, but not what might be in supply). There is also a big problem with pricing when selling (and also when buying) items and raw materials. What is the true market prize? On risks charging to little or too high, and one risks buying too expensive. The supply side, here I mean mainly the crafters, have a very difficult time assessing what of the crafted items people will buy. With the huge amounts of items one is able to craft, it takes a lot of experience, and a deep knowledge of the classes, sub-classes and companion gear needs, in order to succeed on the market place. When each crafting profession crafts items for several other classes and companions, information is vital. With success I mean crafting items that players will want to buy, and price the items within the purchasing power and purchasing will of the market, and at the same time making a profit. For the demand side, there is also a big lack of information. What crafted items do the different crafting skills make that are useful to my character and my companions? What should I expect to pay for a specific item? What the situation is at the moment is that we have a supply generated demand. What the players will buy is restricted to what is on sale at any time from the suppliers. After browsing the trade network for a few times, and not finding the proper equipment, a buyer may think that the item is not craftable, or not available. But since the crafter may not be aware of the demand, or the crafter has reached the extremely low 50 item limit, or the demand has been so high that all the items are sold very fast, the items are just not available on the market at that particular time. For example, I have a Jedi Sage, with a companion that uses a weapon called techblade. I was always unsatisfied with the techblades that were available on the planets. On the GTN, the only techblades available on the GTN were expensive purples for level 50s. After some weeks, I decided to make an Armstech alt to make the techblades for my Sage. So, I leveled up Armstech, and now I marked blue, redoubt techblades from level 8 to level 44, and even after modable techblades were introduced, I sell a few every week, mostly for the lower levels. But I need to keep the market stocked at all times with the whole range of weapons. This armstech character also sells augments like hot cupcakes, in most level ranges. And I sell barrels in most level ranges. Every second day I need to restock the market, and it feels like I am doing more of a community service than actually playing the game. I am pretty sure that there is a demand for the rest of the weapons this character can make, but I have no way of knowing that since I haven’t played all classes, and I am not familiar with all the companions. But I have reached the 50 item limit, so I am basically restricted to selling augments, barrels and techblades, and I am not even able to supply the whole range of levels and stats for these items due to the limit of 50. So, when Bioware decided to make an economy based on supply generated demand, it is inconsistent to restrict the supply side with a 50 item limit on the GTN from each character. Until the information problem is solved, the immediate fix will be to lift this limit. This way the crafters can increase the range of crafted items they can supply to the market, providing a more varied market place for the buyers. Having a limit may serve a purpose, restricting a players ability to hijack/cornering a market, but letting the crafters market our goods should take priority for the short term. But this will be at most a short time fix for a big problem. The economy will still be extremely supply side driven. How can the buyers know what is available to buy, and how can the crafters know what there is a demand for? The true market place: What the GTN needs is a major transformation from a simple, limited marked stall to a true market with perfect information for all players. This is how I envision it. First, we need an easy way to drill down to the specific item we are trading. For raw materials, one needs to establish a standardized trading stack size, for example 2 or 4, for crafted items the trading stack size should be 1. Then we should see a list of items that may or may not be available to trade. The list should display the last price the item was bought/sold for and when the last transaction took place. Then we need to see the five highest price purchasing order prices, with an amount of items at each price. Then we need to see the five lowest price selling orders, with the amount of items at each price. One could also expand the statistics available to get a price history for an item for the last month, quarter and year. For sellers, with this perfect information available, we can place a sell order, with a number of items(stacks), either at the price someone is willing to buy the item(s) for, or we can place a higher price. Either way, the item is then transferred from our inventory (or storage area) to the market place. For buyers, we need some way to quickly place a purchasing order, with a specific amount of materials/items, at a specific price. With the information available, one can gamble and place an order at a lower price than the suppliers are demanding, or one could place a purchasing order at a price that some of the suppliers are offering. The moment a purchasing/selling order is matched, the transaction takes place, the items are transferred from the market place to the buyer, and the seller receives the money less the handling fee, and the market information is updated. All orders should be time limited, with a selection of ranges, perhaps to one week maximum. This will dramatically fix the economic issues of today’s information skewness and lack of information. First of all, all crafted items will be visible in the system. This way the buyers may place purchasing orders on items that are not visible in the game system today. Then, the crafters can actually craft and then sell items that someone has committed to buy in stead of taking a big risk and market an item that is either not in demand or priced to high. One may need to split up the market place a bit, to separate the world dropped random items from the crafted items, and there is a problem with the extremely high number of variants (green, three different blues, 14(15) different purples) of some craftable items, but this should be fixable. So, to summarize: - The economy today is completely supply driven, not demand driven. - A short term fix is to increase the number of items supplied from each character. - A long term fix is to transform the trade network to a functioning trading place with the necessary information available to both buyers and sellers. This will ensure that the economy is more demand driven than supply driven.
  14. Server: Dune Bantha Character name: Mellanie, Armstech lvl 400. As of now, I can make lvl 8 - 48 Redoubt Techblades, the modable lvl 20 and lvl 50 and the lvl 48 Veracity purple. I try to keep at least one of each Redoubt blade and the lvl 48 Veracity on the GTN at all times. Drop me an in-game mail if needed.
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