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SleepyKing

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Everything posted by SleepyKing

  1. I don't mind it. Yes, it's annoying when you get much less back than you expected, but it discourages "flippers", especially the ones who buy up every unit of a valuable resource and then resell them at a markup. It actually serves to keep down inflation on the GTN.
  2. The first one is no longer true - all the GTN terminals are cross faction now as I understand it. The second is mostly true. Quesh only has 3 datacrons, but Corellia has 7.
  3. You don't need the datapads. They are a bonus mission, and a rather finicky one at that, since they're often quite small and hidden. You will need to find the engineering pass on the dead body, be able to locate a couple of switches and do a bit of jumping to get to the final room, however.
  4. Threat dumps and guards do absolutely nothing for healers (except for the small damage reduction provided by guard). As Vanarion mentioned earlier in the thread, healing induces a small amount of threat in all enemies, while dealing damage only induces threat in the enemies hit. The upshot is that any enemy that is attacked by the DPS or tank will attack them back. Any enemy who is not engaged by a dps or tank will attack the healer. Having a guard or threat dump will not change that, since you're the only one inducing threat on those enemies, and reducing the amount of threat will not change anything. Until they are attacked by someone who does damage, they will focus all their energy on the healer. As soon as they are attacked, they will forget the healer. What most likely happened (since that's what happens most often) is that the DPS failed to do their job. The DPS should be picking off the weak enemies first, while the tank holds the strong ones. What often happens in inexperienced groups, however, is that the DPS leap in and attack whatever the tank is attacking. That leaves every other opponent to plink away at the healer, forcing the healer to spend all their heals on themselves. That's only a guess of course. There are a lot of things that can go wrong in trash pulls. Wandering mobs can drop by and complicate things (and there are two wandering mobs that can do that in the first FE pull). The initial burst of damage can really stress the healer, since enemies tend to unload their biggest attacks first, and whoever pulls cops everything. Players can fail to cc or break ccs through ignorance or accident. Players could just be bad at their jobs. Essentially, for a trash pull to go as smoothly as possible, these things should happen: 1. Any wandering mobs that can join the fight should be cleared. 2. Any enemies that are to be cc'd should be marked by people who can cc them. Every class in the game except juggernauts/guardians and powertech/vanguard has some form of cc. 3. The tank should pull. Don't lead with the ccs. The tanks pull first, then cc immediately. Whoever initiates the fight is going to have every enemy unloading on them, and you want that to be the tank. 4. The tank should focus on holding the strongest enemies. 5. The dps should focus on killing the weakest enemies first, and work their way up to the strongest. 6. The healer should hang at the back and do their best to keep everyone alive, with priority on the tank.
  5. Not exactly. When it comes to the columi drops a given flashpoint will always drop an item of a particular slot. For example, False Emperor Hard Mode always drops a columi chest piece after the final boss while the Battle of Ilum always drops the offhand. That way, if you want a full columi set, you have to run all the FPs, and not just do the same one over and over again. The class for which the item is designated, however, is random as Abokado said. You should definitely not be Needing on items that are not for your class - that's a good way to get yourself on a lot of people's ignore lists. Greeding on it is ok, though, and you might get items for your companions or to sell if nobody else in the group needs on it.
  6. The Valiant Jedi Armor is a custom armor, and in SWTOR the stats of custom armor are entirely determined by the modifications (armoring/mod/enhancement) you put in them. Rip the mods out of one set of custom armor and put them in another set of custom armor of the same type (light/medium/heavy) and the stats of the second set of armor will be identical. This way you can wear the same set of gear throughout the game, and just upgrade the mods. The game will not automatically update your armor as you level , however; you have to do it manually. A good idea is that once you complete a planet you use the commendations you earned to buy new modifications for your armor and weapons. I believe that the Valiant Jedi Armor does not come with any mods pre-installed, so you have to fill all the slots yourself. That's a very big ask for a level 15 character, since you probably won't have the money or the commendations to get enough armorings, modifications and enhancement to fill them. Of course, you don't have to put the set on all at once. You can put on items as you get the modifications to fill them up.
  7. Yes, it's bad for the character that gets the kit. It's meant to be, because it's not made for them. It's made for future characters. When you make a second character, you use the mail system to send the construction kit to them. When they reach 14th level, they can go to one of the legacy vendors on Dromund Kaas or Coruscant and trade it for a weapon of the type appropriate for their class. The weapon is EXCELLENT for 14th level characters, and will likely serve well until the character is in their 20s. As an aside, as play further with your first character, you may find other inheritance an birthright gear, including armors and off-hands. The same deal applies. Inheritance gear is 14th level, birthright is 31st.
  8. Sure can. You can get recipes from the mods and enhancements, too. You can't get crafting schemes from the armoring, but you will get at least one (and occasionally 2) molecular stabilizers from REing each of the components. In reply to the OP, the devs have made vague noises about improving itemization, but we don't know if that's in patch 1.7, in the expansion or what... or what it even means. I hope it means that they will make Black Hole gear not suck for non-tanks, but we just don't know yet.
  9. Levelling a second character is much easier than the first, because you get the cash sent back from your original, you know a lot more about the game, and you likely have the +100 presence bonus that massively increases the performance of your companion. Also, the Jedi Knight storyline is actually somewhat more difficult than most of the others, and you don't get a healer companion until Balmorra. All that being said, if you asked me "what's the most OP class in the game?" I would answer Shadow/Assassin without any hesitation - especially in the hands of a really skilled player. They're excellent in both PvE and PvP, They have decent self-healing and outstanding damage avoidance. They have stealth and a cc. They do great damage as a dps and hold excellent threat as a tank. Whenever you see a "watch me solo EV" video on YouTube, it's always a shadow or assassin, because a very well played one is close to immortal.
  10. For the two lowest-level operations, the story mode versions of Eternity Vault (EV) and Karagga's Palace (KP), you can (technically) use group finder, the same way you do for flashpoints. Pops for those are very, very rare, however. For all higher level operations - EV and KP hard mode and nightmare mode; Explosive Conflict (EC) SM, HM and NM; Terror from Beyond (TfB) SM and HM -you need to form a group manually. Usually this is done within guilds, and usually are scheduled runs. You can also use general chat in the fleet to send LFG (looking for group) messages to try and recruit members, but people don't often like to do these in pick up groups (pugs). These are mechanics-heavy fights, and usually require a lot of group co-ordination through voice chat. They also require everyone to be on the ball. Pugging runs a high risk of getting at least one player who's incapable of handling the content, and even one player being bad or inexperienced in a higher level op is likely to cause wipes. It should be noted that you also need a proper group composition for ops, just like in flash points. In an 8-man op, that means 2 tanks, 2 healers, 4 dps. Once you have that composition, you can head to the fleet vessel (the Gav Daragon on the Republic side or Ziost Shadow on the Imperial) from which operations are launched and just walk through the entrance to the Op.
  11. Yep. If you don't want to wait long in the group finder queue, play a healer. If you don't want to wait at all, play a tank. ... but there is a price to pay. Levelling as a tank or healer is slower and grindier than a dps, since fights tend to take a good deal longer (you can, of course, spec as a DPS while levelling and then switch once you reach 50). They're also harder than playing a DPS. Especially as a tank, you'll be expected to know fight mechanics and have the ability to monitor a lot of things at once. Honestly, I wouldn't recommend tanking to a first timer.
  12. Adaptive armor is armor that automatically morphs into the best type of armor you can wear when you put it on. For example, if you're a character type that can wear heavy armor (like a trooper, bounty hunter, guardian or juggernaut), when you put adaptive armor on it will have the stats of heavy armor. If someone who could only wear medium armor put on that exact same set of armor, it would have the stats of medium armor. The whole idea is to have sets of armor that can be used by any class. It can be a little ridiculous, with slave girl getup serving as "heavy armor", but the point is to give characters some cosmetic flexibility, rather than having to wear only outfits made for their class.
  13. Quite honestly, I would have put you on ignore as well. Your actions indicate that you're clearly not a team player, and would just as likely insta-bail on the next FP as well if you didn't get everything your way. What if FE or Kaon came up, where speed runs are not so easy? Would you instantly quit there as well, leaving your team once again high and dry, standing around in an FP hoping that it won't be hours before a replacement can be found? So why would I want to be grouped with you again? I would absolutely add you to my ignore list to avoid that scenario. I'm afraid your groupmates are not the ones in the wrong here: you are. If you don't want to pug - and everything that goes along with pugging - then do guild runs only.
  14. Does alacrity affect the tick rate of damage/heal over time or just the channeling time? A bit of context would be useful, I guess. I have a seer (healer) Sage with whom I (perhaps foolishly) have geared with enough alacrity to improve speeds by close to 10%. An effective 10% increase in heals per second is nothing to sniff at, I thought, but that only works if it also applies to heals over time that persist beyond the channel time (we're mostly talking Deliverance and Salvation here). Salvation in particular is a crucial healing ability, and if the alacrity boost only shaves .2 of a second off the original channel time and does nothing for the actual heal rate, then it seems rather pointless. I may as well have stacked power. To put it another way, is alacrity completely useless? Should one just stack power (for which there are no soft or hard caps) instead?
  15. The comments were vague at best; it's mostly ABC not ruling it out, saying if Lucasfilm comes up with a good offer, they'll consider it. Really, I'll believe it when I see it. There's no guarantee that a Star Wars TV series would rate well, but it is guaranteed to be expensive to make.
  16. Time to start skipping the bonus series. It's a tough call for a completionist, I know, but if you do all the bonus series you will be overlevelled like you are. The bonus series are really there for people who skipped earlier content and need to play catch up, being underlevelled for the next world. You can take consolation in the fact that, as you've probably noticed, the bonus series quests are nearly all horrible grind quests of the "kill X/collect X whatevers" variety, so you're not really missing out much in terms of story. FYI, as was noted above, the Alderaan bonus series does not kick in until after Hoth at level 40+, much the same way that the Nar Shadaa bonus series does not kick in straight away.
  17. A bizarre response from the other player: if he needed it he should have Needed it. He can't fault you for greeding it if he didn't know enough to press the Need button (which would have won him the item). If he made a mistake he could have just politely asked you to give it to him using the Trade system. I, and I think most other players, have no problem with other people who greed on things they can't directly use. By default that what most people do: Need if your main character can use it, Greed for everything else (and maybe pass if you know another player needs it, but that's really a courtesy, and isn't necessary if the other person uses the Need/Greed system properly). It's only people who Need on things that they can't use on their main character that are a problem.
  18. Yep. True purple crystals are quite hard for republic characters to obtain. Imps get them in some Columi weapons, and if you have the bowcaster from The Grand Acquisitions Race, you could send them from an Imp toon to a Pub toon.
  19. The short answer is no, there is no way to transfer hilts between characters in a legacy since there are no modifiable Bind on Legacy lightsabers in the game at this time. You can only transfer barrels and crystals if you were lucky enough to pick up a legacy weapon during the last world event (the bowcaster).
  20. Sniper rifles do more damage. Not a huge amount more, but a little.
  21. In my experience, sages and sorcerers - especially healers - probably have the simplest rotations with the fewest keybinds needed, although calling these "lightsaber classes" might be a stretch since you never actually get to hit anything (although you will dutifully pull out your lightsaber at the start of every battle). Guardians and juggernauts are more complex, but they're not overwhelming. A tank needs to have their taunts and defensive cooldowns at the ready, as well as openers, distance closer and a handful of attacks, but it's not that much more difficult than, say, a powertech/vanguard. Sentinels/Marauders and Shadows/Assassins are probably the hardest units in the game to control. They have lots of medium length cool downs (and in the case of Sent/Mara, focus builders) so you need a big rotation to stay active. That, and the fact that you have to maintain energy levels and move a lot during combat makes these probably the most difficult classes in the game to control. They are also arguably the most powerful, though. Sentinels and marauders are the highest DPS units in the game, especially when you can just stand and wail on an opponent. Shadows and assassins are ridiculously versatile with self heals, stealth, speed boost, damage avoidance and more (whenever there's a "watch me solo Terror From Beyond Hard Mode" video on YouTube, it's always going to be a shadow or assassin).
  22. Colicoid War games, because it at least mixes it up a little from the standard hallway murder model. If there's one FP I'd wish they hard-moded, it would be that. Of course, my view could be colored by the fact that it's one of the FPs that hasn't been hard moded, and thus I haven't run it 50 million times. I tend to have a favourable view of all the pre-50 FPs, probably for that reason.
  23. Battle of Ilum and The False Emperor are the probably the most significant, story wise. They directly follow on from the Ilum quest line, and tell the story of Malgus, one of the major players in the SWTOR universe. Both can be run in story mode or hard mode.
  24. Only one thing major: most pre-level 50 relics have a light or dark side requirement. If you end up somewhere in the middle of the spectrum, you may not be able to use them. Once you reach level 50, most of the relics have no such requirement, and so light/dark side alignment doesn't matter much at all. You don't need relics while leveling, but they do help. Most of the relics you'll find will give a bump to endurance and have an on-use ability that provides a boost to a secondary stat (like power or crit) for a time.
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