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JaTrigger

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Everything posted by JaTrigger

  1. Got this and some elaboration here: http://www.swtor.com/community/showthread.php?p=7130556#post7130556
  2. Got this and several others on: http://www.swtor.com/community/showthread.php?p=7130556#post7130556
  3. What SWTOR lacks, and for me needs the most is a series of things to do when you're not in the mood for combat; that mood when you won't do any operations, flashpoints, warzones, etc. I'm here to rescue you all and propose a solution: gambling minigames. These would be relatively simple. Such games could include Pazaak, Sabaac, Dejarik, a Drinking Game, and so on. The occasional one could be accessed from cantinas (the drinking game), with casinos on Nar Shaddaa (potentially, one could be added to the fleet) and other planets being a general hub to access these. Play would begin by players queuing at a table. Either they could set up a game (with their chosen wager and number of players) or join one. Also, tournaments could be set up by other players, possibly requiring a buy in, with large prize pools and potential items as rewards. All of these things would be accessible from tables, and a player could get these tables in his ship through a legacy unlock. Okay, now the rest of the stuff may well have been said before: -Uninstanced Port Nowhere. Great hangout where Imps and Reps could even mingle (maybe even play a game or two of Pazaak ) -Homes/Guild Bases. Could be anything to a star destroyer, to a more interactive/customizable ship, to a cottage on Alderaan or a villa on Makeb, to an apartment in a new section of the Fleet, depending on how much the player in question is willing to pay. -Generally more interactive things, like the holorecordings on the Defender. Now for two large demands: -Space Freeroam, with an opportunity to pillage/dogfight other ships. -Prestige Classes: when a player hits the level cap for their AC, they choose a prestige class which either improves a certain set of abilities they already have or grants new abilities as the player does endgame content and works through his PC. For example, a Jedi Shadow's two PCs could be 'Loremaster', which would improve and grant more standard Force abilities, and 'Executioner', which would improve and grant more lightsaber abilities. One last thing: -Please, BW, don't double the level cap like so many other MMOs have. If you are going to increase it, do it by small intervals of five. I seriously doubt any of this is attainable, and I know Bioware already have a lot on their hands and I don't expect that this will ever turn into anything, but I'd like to know how you all feel about what I really want for this game.
  4. Scoundrel, Marauder, Sorcerer, Juggernaut and Sage, all in one.
  5. I recently rolled a Scoundrel to 55, and pretty much used my companions as they came; I find that Corso's good but difficult to gear, Bowdaar's good, but, as the thread-starter said, he's pretty likely to screw up your AOEs thereby potentially pulling another pack of elites, which sucks. When I got Risha, I got so caught-up with my story and the awesomeness of her being Nok Drayen's daughter, although I predicted that was the "upcoming plot twist" that people in XS Freighter General Chat told me about, and so I used her for ages. Now, Caveh/Cavy, who until recently was the bigshot Scoundrel on Begeren Colony, moving to Harbinger a few weeks ago, told me that Akaavi was one of the better Scoundrel companions. Tbh, I found her repulsive, and so while I'm maxing affection with Guss and Risha, she's sitting in her cabin, looking all bad-*** and, more generally, just like an ***. So when I got to Hoth I was well aware of Guss's coming, and I was looking forward to it. In fact, I was so looking forward to it that me and Risha did all of the class missions before anything else, meaning that I was awfully underleveled, but happy. From what I've heard, and this is either total BS or something to do with programming, Guss is the best healer companion, Elara the second best, then Lokin, then Doc, then Malavai, then Cedrax, then Mako, then Talos at dead-last. Guss has served me extremely well, but he's now undergeared so much that I doled out over 100k and a lot of time into doing the HK quest, which I recently completed. So now it's a toss-up between HK and Guss, because, as I am sure someone else has said, HK can out-dps a lot of actual players. He generates roughly the same amount of threat as I do, so we basically just split the enemies in half and he kills his and I kill mine, and this works perfectly almost always. I do tend to end fights on lower health than when I was rolling Gusstopher, but I have yet to die with HK as my active companion in a fair situation (i.e. no pulled elites). Also, I mostly play with a healer Commando for dailies in endgame, so to have a full group he calls Tanno Vik, who imo is less liable to break CCs than Bowdaar, who can get a little carried away, and I'll bring in HK, who is undeniably the best DPS companion in the game. My 2 cents, hope it helps.
  6. So from Level 10 to 53 I've been a Scrapper, and I respecced to Sawbones to help out my Ops Group in killing Lucky. I was thinking about making a Hybrid Scrapper/Sawbones, and wanted to know if: a) The advantages and disadvantages; is it worth it? b) Whether it would be better than a pure Scrapper in WZs (I always get Destroyer, Combatant, Soldier, Medic and Healer medals, occasionally Trauma Surgeon and Annihalator.) c) What the balance of skill points would be. Thanks.
  7. Yeah, I could also do this on my Scoundrel. Despite Corso's use of Aim and Bowdaar's use of Strength and Endurance, I really only used Guss, so as soon as I picked up better gloves, boots, etc. the old would go to Guss. He's actually pretty spectacularly geared right now, and the only things I haven't had to pass down are my Black Nebula Blaster (+700 Tech Power FTW), and my bossingly modded and brown-dyed Troublemaker Duster (looks like bantha leather ) and my beloved Trailblazer's Helmet.
  8. The truth is that the Scoundrel, unlike the Sentinel, is easy to learn but hard to master. The Sentinel, on the other hand, is goddamn hard to learn but, once you have the basics down, easy to master. And it depends on which tree you're playing, as well, when talking about the Scoundrel. If you're in Sawbones, you're going to make a lot of friends in PVP, but this is really not comparable to a Sentinel. In Scrapper (my spec at level 53), things get more complicated. If you're configured as a Glass Cannon (highest burst, lowest defense), and you have a good rotation worked out and are properly geared, then you'll solo anyone easily except Pyrotech Bounty Hunters and Tanking Juggernauts. Juggernauts can pop up Saber Ward and Invincibility, as well as Enraged Defense and Sonic Barrier, which is pretty much the death of your burst. As soon as you let SF rip on them, if they're remotely well played, up goes the defenses and the next seven attacks in your rotation go to hell. In the Dirty Fighting Tree, you have a better chance at killing these kinds of people, but you're not going to burst down anyone. TBH, the well-played Scrapper/DF will whip a Sentinel/Marauder in PVP, unless the following conditions are in place: a) The Sentinel is being guarded b) The Sentinel or his guard is being pocket-healed c) The Sentinel is level 55. However, the Sentinel has a decent chance of outshining a Scrapper/DFer to the max in PVE. The Focus Generation system is actually really useful; I always say it's the best type of energy, followed by Sage/Sorcerer upgraded Force Power, followed by Scoundrel/Operative Energy, with Gunslinger/Sniper, Shadow/Assassin a fair way behind at BH/Trooper Heat/Energy Cells at a strong last. Anyway, what the Focus/Rage system means is that, as long as you manage your cooldowns carefully and are being healed/not tanking, you can exert a huge amount of DPS on a boss over a long time. After I get my Scoundrel to 55, I'm going to level my Juggernaut and then, probably, a Sentinel.
  9. I totally agree. The problem is that Crime Lord is already a Cartel Market title, and as we know from the "Darth" and "Master" titles, shorter tends to be better. Has anyone else got suggestions of alternative final Smuggler titles?
  10. Therefore, I propose that at the end of the Smuggler Story, the smuggler is granted the title "Admiral." I'd like to know what you all think. I was definitely disappointed, and as a result am still using my starting title, Captain. To be honest, the devs would have little to lose. It would require a small amount of further voice acting and the creation of another story area in the Senate Tower. The end result of this would be well worth it, bringing numerous players a greater sense of satisfaction and at little cost.
  11. Just reached 45 on my Scrapper, and ****. Flechette Round literally just changed my life. Three reasons why you should join the Church of Flechettes and Latter Day Scrappers: a) You get a good look at your scattergun as you load the round, a privilege exclusive to the members of our creed. b) Your Shoot First/Back Blast substantially increases in initial smash damage, followed by so much goddamn slow-release goodness. c) You go to Flechette Heaven. Praise the Flechettes of the Round table. Happy Thanksgiving/Hannukah. Boston Strong.
  12. Nice, thanks. This is going to be home base for me over the next couple of weeks while I try to get the "Republic Ace" Legacy Title. It's actually pretty expensive to upgrade your ship, with the Grade 7 Gear costing something like 500 (?) Cartel Coins. Gotta wonder if my Space Mission skills will transfer into Galactic Starfighter....
  13. So I've got a Light V Scoundrel and wanted to make a dark Sage, but I don't want to sacrifice the title "Master", obviously the main event in Jedi titles. I realize that you have to have a Light score to do this, but does it just require Light 1? Are there other conditions?
  14. Full and complete support. Took the words out of my own mouth, in some cases. A really great compilation, I hope this gets noticed.
  15. I'm going through pretty much the same predicament myself. I have a Level 40 Scoundrel, specialized Scrapper, who can put up some serious hard-hitting numbers damage-wise in pvp. On the same note, I have no difficulty in getting the the 3k, 6k, and if I'm determined, 90k total heals medal. This is entirely on using Underworld Medicine at the end of a firefight. Scoundrels, as the name suggests, are selfish. They have the ability to provide themselves with the same bubble effect as a Sorcerer or Sage's Static/Force Barrier with the level 30 Defense Screen ability. Stealth is also a huge factor. As far as many missions are concerned, if you're in a rush, you can just stealth past dozens, sometimes hundreds of mobs to get to the objective. You also have two CC's from a very low level; Slice Droid and Tranquilizer Dart. You have to fight one or even two less enemies until the very end. I'm sure that this comes in even more advantageously as a healer. I'm considering respecializing, since one of the guys in my circle of friends that I play with may be opening a Shadow in place of his Commando. I was beaten by a Sawbones (Healer) Scoundrel of my precise level earlier this week in a duel. The variety of stuns and protects that a Scoundrel possesses allowed him to fix himself up anytime I could actually make a dent in him. However, if you plan to strictly heal team mates, Commando/Merc may well be in order. They have AOE heals, which is really useful in PVP skirmishes. In the middle of the spectrum of team support and self support is the Sage/Sorcerer. They can bubble themselves and their comrades, and this is incredibly annoying in pvp for the opposition. It's also really useful for buying some time in PVE. Overall, I would recommend Scoundrel/Op, go you DPS or heals. Frankly, it's the best damn class in the game, with Stealth, Heals, and the best burst damage. If you're torn between Scoundrel and Operative, it would always be Scoundrel for me. We're based on Han Solo. We answer to nobody, so dark side choices make just as much sense as light side choices, unlike with Jedi and Troopers. I've never been one for Faction loyalty, so Trooper/IA has never been up my ally. In the end, it's all a matter of taste, but I hope I've helped you to make your decision, whatever it might be.
  16. Great, thanks. I've got a level 16 rage-specced Jugger, but will happily change to Vengeance, and I'll get to work on that IA.
  17. This summer, a group of friends and I decided that we would all make Republic characters and play together until we reached Level 30, at which point we would all make Empire characters. I made a Scoundrel, and have successfully brought him up to the given level. Now, I need to make an Imperial character, and my choices are as follows: Mercenary, Marauder, Juggernaut, Sniper, Operative. The only combat role I don't like is tanking, so the question as to the Juggernaut is whether or not Jugger dps is worth playing instead of Marauder/Sniper. If I rolled a Mercenary, I would spec healing, but having not done this with my Scoundrel, I was wondering whether healing is actually fun. As to the Operative, it's a matter of how similar to the Scoundrel this class actually is. I realize that it's the mirror class, but is it different enough to warrant playing it? Thanks.
  18. Is it just me, or is the Scoundrel/Operative the hardest class to level? I've also played on a Juggernaut, a Mercenary, and a Shadow and of all these I find the Scoundrel, albeit my favorite, the most difficult. Does anyone else find this to be true?
  19. So I've had some experience with the Sorcerer and I'm a huge fan of single-lightsaber armed, force-using, well rounded classes. Now, looking at the class descriptions it looks like the sage is a lot less dps able than a sorc. Is this a fair analysis? Can a Sage spec dps as well as a sorc does?
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