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Deathstalker_

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Everything posted by Deathstalker_

  1. I'm not at home right now, but I will be soon, and I will make it a point to watch the video.
  2. Probably does it all with the mouse, which is exactly what I do.
  3. In the Cartel Bazaar, there are vendors for the Contraband Resale Corp. They have 3 shops, and a large number of their items have three requirements before you can buy them: 1. You have to have enough credits. 2. You have to have the right amount of Rep with the Contraband Resale Corp. 3. You have to have a particular number of Cartel Certificates. As an example, the Satele Shan Holostatue I'm trying to get my hands on requires 25,000 credits, Friend standing with the Contraband Resale Corp, and 4 Cartel Certificates.
  4. To me, Biochem is something to use while you're leveling. I find the benefits far outweigh the costs. Besides, it's not like you're stuck with it. Get up to 50 or 55, craft yourself a bunch of Blue-quality Stims and Medpacks, then get rid of it and powerlevel your preferred Crew Skill.
  5. There are 4 classes on each side. Of these, two base classes on each side use Lightsabers (Jedi Knight/Sith Warrior, Jedi Consular/Sith Inquisitor). These two base classes each have 2 advanced classes, both of whom use Lightsabers as well. However, two of these (both advanced classes for the Jedi Consular/Sith Inquisitor) rely less on their Lightsaber than the other two. The Shadow/Assassin AC still makes use of their Lightsaber, but they also mix in attacks that don't use it. The closest analogy I can think of is a Battlemage, if that helps you picture things any. As for the Sage/Sorcerer, they have a Lightsaber, and they use it during the initial stages of their story (since they don't have any other options), but as they level up, they rely more on their Force abilites than their weapon. In other words, they're the Mages of The Old Republic. However, because of the way the system works, a Sage/Sorcerer still wants to keep their Lightsaber current, as it still provides stat boosts even when it's not actually being used as a weapon. Finally, while all Force-using ACs can use Lightsabers, only the Shadow/Assassin (Consular/Inquisitor) gets to use a Double-bladed Lightsaber, and only the Sentinel/Marauder (Jedi Knight/Sith Warrior) gets to use two Lightsabers. The Sage/Sorcerer and Guardian/Juggernaut only get to use one Single-Blade Lightsaber.
  6. Honestly, I wouldn't bother with crafting at the moment. Even if you're not buying anything, if you don't have a decent starting pool of money, you'll constantly be out of cash as you craft. I know this from experience. I'd keep Slicing until you get about 50k credits, then consider switching over to Underworld Trading then.
  7. I find that, for leveling purposes, Biochem is great. It lets you make reusable medpacks and stims that are much better than what you'd get from normal questing. This means that, whatever role you're working in, you can do it better than you could without. The ability to make Implants is also nice, as are the Adrenals. Cybertech is also nice, as it lets you make your own Armorings and Mods for your Adaptive and moddable gear. The catch is that, in order to get Blue mods, you have to do a lot of reverse engineering. It's often easier to just use Planet Comms to buy mods from vendors, but I don't have any idea how the Cybertech stuff scales compared to the Planet Comm stuff. For example, I know that the best mods from the commendation vendor on Dromund Kaas/Coruscant are Level 15, but I don't know if you get access to higher-level mods through Cybertech while still on the capital planet. Armormech and Synthweaving are of limited usefulness, simply because Armor is much easier to upgrade with mods. In fact, the game goes out of it's way to give you orange moddable gear as you progress. I'd give both of these a miss. Armstech is only barely useful, and this is primarily because it allows you to make Barrels for your gear. Since all Trooper/Bounty Hunter and Smuggler/Imperial Agent weapons use Barrels, this saves you a few comms, but other than that, it's not a skill you'll use much while leveling. End-game, you'll be able to craft Augments, but given the price of putting in Augment slots, that's a significant investment most characters can't make until end-game. Artifice makes a lot of stuff. Dye Modules, Color Crystals, Hilts, Enhancements, and pretty much every non-weapon off-hand item in the game. However, to me, it's limiting factor is that everything it makes is primarily for your Main-hand and Off-hand slots, which only make up 2 out of your 12 equipment slots. Not saying it's not useful, but I prefer something that's going to do more than that. Those are all just my opinions; there may be stuff I'm missing in them. However, I will point this out: you can take one skill while leveling (Biochem for example), then switch to another skill at end-game. You'll have to take the time to work your skill up at end-game, but it will give you the advantage of having a skill you'll use as you level, then let you turn that character into a crafter for other characters you create. EDIT: And yes, you need Diplomacy for Biochem. The Blue and Purple schematics can't be made without Medical Supplies, which are only available from Diplomacy missions. Unless you're willing to spend a very large chunk of money at the GTN, of course, but that applies to everything.
  8. As far as I'm aware, no other Crew Skill has the restriction of needing the appropriate Crew Skill to use the item. It's a limitation that is apparently unique to Biochem. However, the Blue items that Biochem can craft are significantly better than what is normally available to characters who don't have Biochem, so you could probably make some decent money selling the Prototype stuff instead.
  9. I remember seeing someone in General Chat in-game boasting how they'd soloed a Heroic 2 as a Healer. They'd done it by sending their companion in, then worked on keeping him healed. Of course, the companion in question was a Tank, so that may skew things, but to me, it shows that you can leave at least some of the DPS to your companion while leveling.
  10. On the Republic side, there is a vendor on Taris that has a Tatooine Import Chest. I don't remember the name of the outpost off-hand, but it's the one to the west of Brejik's Run Outpost. The Tatooine Import Chest for the Imperials is on Balmorra near Bugtown, as has already been mentioned. Finally, you can pick up the Reconfigured Disassembler Core straight on Tatooine in Anchorhead and Mos Ila (again, this has already been mentioned). The Assembly Chamber isn't a one-time only thing. It is instanced, but this instance never turns red, so you can enter anytime you want.
  11. See, I didn't know that. This is my first MMO, so when the game started putting things on the quickbar, I started keeping my left hand on those keys. I haven't heard the 'Home Row' expression in reference to MMO's before, so I didn't know what the standard was. Now that I know that, I'll start readjusting my hotkeys to center around the Home Row instead of the Number Keys.
  12. So here's the deal. I'm running an Immortal Juggernaut, and I'm having trouble working things into my rotation because of key-binding issues. I keep my left hand on the 1-4 keys, which allows me easy access to those, as well as the 5 and 6 keys. I also have my thumb on the F key, and can easily hit D, G, and V. However, anything beyond those keys requires that I stop and pause to make sure I'm hitting the right keys, and even if I could, I'm not sure my rotation is any good. My keybinds are: 1 - Assault. Considering getting rid of this, but not sure I could do so without creating dead points where I can't cause any damage. I"m only Level 36 at the moment. 2 - Vicious Slash. Used for burning Rage and causing decent damage while my other abilities are on cooldown. Was thinking about replacing this with Backhand, but that has a 60 second CD. 3 - Smash. Used for generating threat on multiple targets. Doesn't need as much fine-tuning as Sweeping Strike. 4 - Sundering Strike. Used for generating Focus more than it is for it's debuff. 5 - Force Scream. Throws up Sonic Barrier, and has a little more range than most of my abilities. 6 - Ravage. Overall damage, which means more threat. I could probably drop this for something else with little trouble. F - Retaliation. Used constantly to keep my Blade Barrier buff up. Since my thumb is almost always on the F key, this makes it easy to hit. G - Force Choke. A little hard to hit, but it's long CD means I don't use it often. Primarily used to get Threat on enemies out of range of my initial Smash. D - Force Charge. Standard opener. S - I've recently picked up Saber Throw, so I've been working it in. I'm currently using S, since it's right next to the D key, but I may switch it to the V key. V - Rocket Boots. Not used very often; I"m probably going to just get rid of it's hot-key. That's it. The positioning of my hand means it's difficult to hit any modifier keys, so I'm basically stuck with what I can hit easily and quickly, which is pretty much what I've listed above. As for my rotation, it looks something like this: Saber Throw -> Force Charge into biggest group -> Smash to get threat on group. If needed, use Force Choke to generate threat on enemy out of range of Smash, then lay into an enemy in the initial group with Sundering Strike, Force Scream, Retaliation, and Vicious Slash. Problems I see, in no particular order: - No Backhand. - No Disruption. - Can't easily and quickly use defensive abilities. - Wouldn't mind working in Sweeping Slash, especially since I plan on taking Single Saber Mastery once I finish the Immortal tree. - Probably other issues I'm missing. I'm new to MMO's, so I'm not sure what the 'correct' keybinding technique is, and I'm sure that a large part of my problem is just the fact that I have so few keys I can quickly and easily access. Any help anyone can provide is appreciated.
  13. Isn't the Rule of Large Numbers only applicable when you have a massive number of data points? As in, thousands or more? Because I somehow doubt that you're going to magically hit the average every time in a sample size of 140.
  14. Keep an eye on the missions that give companion items as rewards. Eventually, you'll get a Green item that can be modded, but only the specified companion can equip it. Keep the mods up to date, and you'll never have to worry about his weapon again. If you're not willing to wait that long, then buy one from either a vendor or the GTN.
  15. I don't know why you're setting the Alpha and size so low when you can just disable it completely. Under the Scale and Alpha sliders is an option that says 'Enable'. This is filled by default, but if you click it, it becomes disabled, so you would literally never see the pop-up at all.
  16. Trying to pull packs to get a specific item is a losing proposition. It's better to buy packs, use what you want, then sell the rest for whatever price they sell for on your server. You probably won't make a ton of money this way, but at least you will actually be making money, instead of blowing hundreds of dollars trying to get the one item that you can sell for big money.
  17. I would like to point out that unlocking an item through Collections is Account-wide, not Legacy-wide. I unlocked several items with characters on the Ebon Hawk server, and when I created a character on the Harbinger server, I was immediately able to pull the items I'd unlocked, even though I had a completely different Legacy on that server.
  18. One thing I'd like to see is info on pulling, especially for the Guardian/Juggernaut. I know about the LoS pull, but apparently there are other ways to pull, and I have no idea how those work. And with the Guardian/Juggernaut, your ranged options are very limited, so I'm not sure if some of those other options can even be made to work for them. Other than that, I think the best sort of video would be to run several fights where you just do the fight so people can see how the fight works, then go back and do slower motion, explaining what you do and why at a rate that people can see what's going on. For example, you've got three enemies grouped together, and a fourth out of easy reach. Your video shows you Force Charging in, popping Smash, then running over and Force Choking the loner. When you go back, your commentary goes something like this: "I start off by using Force Charge, which gets me into range to use most of my abilities quickly. I choose to Charge to the group, as that will put me close to multiple enemies, making it easier to get threat on the majority of the group. Once I'm in, I use Smash. When Talented, Smash does a lot of stuff. However, for the moment, what we're primarily concerned with is the fact that it deals damage, and therefore builds threat, on all enemies it hits. This gets the group focused on me. Finally, because there's a lone enemy who wasn't in range of my Smash, I move into range and use Force Choke. This takes him out of the fight for a moment, gives me some Rage to use other abilities, and most importantly, generates Threat on the lone enemy, keeping his attention on me. I've now generated threat on 4 enemies in a matter of seconds, so now all I have to do is keep that Threat." Of course, you don't have to go back and show it again if you can keep commentary going while you're fighting, but between the fact that that splits your attention, and the fact that fights can be rather fast-paced, I figure it would be easier to go back and run the video more slowly so that you can do the commenting after the fact.
  19. I will second the suggestion of not going with an actual Crafting skill. At first. I find that once you have about 80k credits, you can start using Crafting skills. It takes some time to get that much, but once you are there, you can switch over to a crafting skill with no problem. Someone mentioned that Slicing returns fewer credits than selling materials on the GTN. This may be true, but this requires you to actually be able to price items so that they actually sell on the GTN. If you can do this, that's great, and I would suggest that route. If, however, you're not that good at playing the market on the GTN, then Slicing is a headache-free way to get credits. For Crew Skills in general, I absolutely love Biochem. Reusable Medpacs and Stims are amazing, increasing your offense and giving you a very potent way to restore a large chunk of your health quickly. For a Healer, this is even better, because you don't have to spend Force or Energy healing yourself. Especially since, if the Tank is doing his job right, you won't be getting attacked much, if at all. Adrenals are even better; there's actually one that increases the Healing you do for about 15 seconds, and I don't think Adrenals have a once-per-fight restriction like Medpacs do. Finally, Biochem creates Implants, and with the way the Reverse Engineering system works, you can take the basic implant schematic you're given and RE it to get one that actually gives you the stats you want. For example, my Tank is currently using Redoubt implants (+Defense). If I take the time to do more RE'ing, then I could pick up Veracity vesions of these (+Defense, +Shield), giving a pretty solid boost to my survivability. Of course, my character is only at Level 34, so I'm not really bothering too much with full REing (I'm just sticking with Redoubt for now, since I'll be replacing the Implants sooner or later), but the option is there, and I will be using it once I get towards end-game. Finally, as to skill trees, check the Sage forum. There's generally going to be plenty of info there.
  20. Keyboard Ninja did an analysis of the three different Tanks and what's referred to as 'Spikiness' (in otherwords, the overall effect of incoming damage on the Tank). The overall conclusion was that the Shadow tank is significantly more likely to die than the other two. In fact, he said that Shadow Tanks are very, very close to being RNG Tanks (in other words, their ability to survive at any given time is entirely dependant on tbe game's RNG). Now, a Shadow is fine for playing PvE, but in an end-game environment when you're doing Raids and such, you'll find that a Shadow Tank may actually get you kicked. A Shadow DPS, on the other hand, should be just fine.
  21. Turns out I was wrong. I'm trying out an Imperial Agent (the more I read, the more I'm sure I don't have what it takes to be a Tank, sad as that is), and I just checked my character sheet. There seems to be no common ground. My stats list the following, even though I have a bonus of 0 to them: Power Accuracy Crit Surge Alacrity Expertise Absorption (from Kaliyo) The majority of the stats seem to be there, even if you have no bonus, while Shield Rating and Defense Rating seem to be the odd men out.
  22. What threw me is the fact that most stats do still appear, even if you have no bonus. For example, Defense Rating and Absorb Rating both show up when you have no bonuses. As far as I'm aware, the Shield Rating stat is the only one that disappears if you have no bonus.
  23. Given how hard it can be to find a character name you want that isn't taken, I think this is great. Sure, it does have issues when someone is typing it out, but there's generally not much reason to type a person's name out in the game, so it's a bit of a moot point.
  24. Maybe if you unequip all the items you have that boost Shield Rating, it disappears?
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