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dominaura

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  1. No sense in speculating about the fate / future of Darth Jadus. The last time they ever referenced him (to my knowledge) was in 2013 with the Macrobinocular missions where he (Jadus) was portrayed as one of the holograms the players have to fight to get to the Shroud.
  2. One of the more odd weapons ever seen in the star wars universe is the lightsaber whip. Since we now see the unusual force pike ingame, it isn't much of a stretch to add saber whips. All they have to be are free-flowing lightsabers that make a whippy sound when jedi flail them about. Please add as a platinum item and people will fall head over heels trying to get it simply because it's unique and ultra-rare
  3. I am much more interested in seeing a lightsaber whip added to the game.
  4. UPDATE: The missing Belsavis quest was my own silly mistake. Certain quests are marked as "Exploratory Missions" and if you don't have the show exploration missions box checked on your map, you WILL NOT be able to activate the exploration mission.
  5. Republic side Belsavis: Quest "The Sleeping Rakata" is UNAVAILABLE entirely from Oasis Republic Outpost. This quest grants "The Infinite Empire" codex entry, which is necessary for completing the "Loremaster of Belsavis" achievement. This is devastating as I finally mustered the courage to finish my Loremaster achieves... and this is gating me from completing that objective. Another quest: Since revamping heroics, the quest "Buying Loyalty" on Ord Mantell NO LONGER awards the "Underworld Influences" codex infantry, regardless of whether you choose lightside or darkside, and regardless of whichever class or level you are. This entry is ALSO necessary for the Loremaster achievement.
  6. Allow all craftable non-implant / non-relic gear to be RE'd into orange, empty shells. Once learned, the shells themselves would be cheaper to craft, however it will take some (purple/raid) resources to actually make them. This would give crafters something to achieve (orange shells) which are useable by players (adaptable custom gear, new weapon skins) and add to the game without much effort. Please remove all color crystal repeats of red/green/blue/yellow/orange/magenta) and make lvl50 color crystals (red/green/blue/yellow/orange/magenta) useable at lvl10 with the same +41 stats.
  7. Nihilus being a great villain depends largely on your point of view, as does him being a villain. He was responsible for the near death of the Jedi Order during the Shadow Wars, and the way his origin and story (and purpose) was narrated by Kreia made him a very interesting aspect of KOTOR II. He was more of a force of nature than a person, which is a fine way to write an obstacle in any story (See: Moby Dick). Also, I already said the story had to be pieced together before you actually had something meaningful. No, my description of Raptus does not apply to all of them. He was egotistical but calculated. he was the De Facto leader because of how he was presented to us, but he wasn't the strongest Dread Master (clearly stated) nor were all their personalities alike. Examples: -Styrak was arrogant, not egotistical. This may seem like semantics to you, but it's Styrak that went out of his way to Darvannis without the other five. We don't know why, but he clearly went out on a limb where the others did not. This is part of the problem with pre-KOTFE storytelling: You ONLY get the point of view of your characters whereas in later content it plays like a movie and shows the actions of villains (Arcann throne room scenes) -Calphayus was confident as he was the prophet, he had visions which showed their success, or at the very least everyone's death. Every time he spoke it was ominous and with certainty. If this doesn't give you incite into why his personality differs from the others, I can't help you. They're not all the same and we didn't have enough time with them. That's exactly what I'm getting at: They're under appreciated by the fan base, which is relatively abnormal because a villain without much elaboration is normal for Star Wars (Darth Maul and Jango Fett in preqs, Boba Fett and Jerjerrod in the OT) and they have huge followings, post-mortem elaborations, and even resurrection (Several for Maul) And I'm really hoping that at some point they get canonized and revisited. Also, you can cut out act 2 of every single class story yet you'd still have complete stories, save for the origins of companions you get during act 2 which can be easily mary-sued in. Example: Agent. Act 2 (arguably the best act 2 of any class) had you be a brainwashed slave turned over to Republic control. End result is you're freed from it... you could cut all that out, start act 3 with the dissolution of Intelligence, and be introduced to the man/lady just as you were with no changes except the removal of prior knowledge of her deceit. That point is invalid. Hell, KOTFE is basically a new game without being a new game, and you could easily discount every decision ever made prior to it. That doesn't mean anything, it's a choice to form it all into one coherent story or not.
  8. I don't understand this rejection of all underworld types. There's no reason to be angry at them, they're more interesting and diverse than "Muh Republic" and "Muh Passion" companions.
  9. Oh, and one more thing: Dread Master Tyrans, the strategist for the masters, didn't seem to do much. He was more of a behind-the-scenes kind of guy, but he had a great voice.
  10. I wanted to take the time and say it: The Dread Masters are amazing villains in the Star Wars Universe. The execution of their story is lacking, I must say, but they're incredibly fascinating in the same way that Darth Nihilus is fascinating. For comparison: Darth Nihilus has no real dialogue, but he is known for one thing: Taking a basic power of the Darkside (Force Drain) and fanatically advancing it to terrifying levels of devastation. Dread Masters: Some dialogue, mostly mad ranting and an obsession with terrorizing the galaxy, but they accomplish one thing: Taking a power of the Force (Battle Meditation) and fanatically advancing it to LITERALLY terrifying levels of devastation. --- I am sad to say that the way the game is structured, we did not get a full picture of the Dread Masters and you have to really dig to figure out what made them so terrifying... but when you piece it together, it shows a pretty incredible story in itself: Six Sith Lords were tasked with studying the Phobis Devices. In their studies and meditations, they advanced their powers and developed an incredibly powerful bond in the Force. They used their power to serve the Reconstituted Sith Empire as Generals, Advisors, and Prophets. During the Great War, they were captured by Jedi Master Kaden and imprisoned on Belsavis. After that, they were freed by an Imperial strike force... that is when we, the players, first met their unofficial leader: Dread Master Raptus. He had an ego, an eccentric yet commanding presence, and behind his voice you could sense an ocean of madness held together and guided by whatever purpose he deigned worthy of the Masters' time. Between the events of Malgus' uprising and the Rise of the Hutt Cartel, the Dread Masters defected from the Empire to form their own faction; forged in and ruled by fear. Their machinations began with the poaching of Hutt worlds, which Supreme Mogul Karraga the Hutt alluded to before tossing ambassadors from the Republic and Empire into the rancor pit. The Mogul's death due to his own anger was, in my opinion, implied to be a plan of the Masters because it set the stage for Toborro the Hutt to take over and make his bid for Galactic control. I don't believe it to be pure coincidence that Toborro was missing an arm and, as was apparent, completely INSANE. In fact, if you look at his arm, you'll see that it was golden and claw-like. Familiar, isn't it? Reminds you of a certain rancor experimentation performed by Dread Master Brontes, the Sith Sorceress who made herself and the protective tendrils of the Dread Fortress cyberized and electrum-plated. After the Masters set Toborro's inevitable rise (and demise) into motion, they turned their attention to what they needed to overthrow both the Republic AND the Empire: supplies and superweapons. First came the attack on Denova: a world rich in Baradium which is used in high-yield explosions. The purpose they may have had for the Baradium was never explained, but it could no doubt serve as a useful resource... however their main accomplishment there was the recruitment of the Warstalkers, in particular Kephess who seemed to impress the Dreadmasters. In his defeat and the conclusion of the Explosive Conflict, a more interesting power of the Masters was introduced: Their ability to summon spirits or, at the very least, to project the spirits' complete being. We can only speculate on this power, but one thing is certain: Kephess is remade and given a Hulk-like body fitted with powerful blast cannons, rocket pods, and pure brute strength. After the first wave of recruitment and the revealing of their defection, they unleashed their Dread Host, the soldiers under their command and their elite Dread Guard, upon the galaxy. An army of the Dread Host under the command of their Sith Lords was dispatched to Belsavis' Section X to recover the Aurora Cannon and whatever other Rakata technology they found of value. Unfortunately for them, the plan to recover the HK-51 army and the aurora cannon were thwarted. Section X was also used as a testing bed for their prototype corruption machines. Simultaneously, the elite commanders of the Dread Guard and Kephess were dispatched to Asation, the Gree world, in order to recover their technology. Dread Master Calphayus also had other plans to spread chaos throughout the Galaxy by unleashing the mysterious Terror from Beyond. This plan was ultimately thwarted as well. There was also the matter of Lord Tagriss raiding Arcanum and recovering the Seeds of Rage. This is the one area where the Dread Masters had moderate success because despite Lord Tagriss being defeated, he did report his research to the Masters, which allowed Dread Master Bestia to develop the Dread Seeds: the pinnacle of their terrifying corruption technology. After a string of unfortunate defeats as well as the defeat of Toborro on Makeb, the most independent of the Dread Masters, Styrak, went on his own. His plan, apparently, was to salvage what he could of the Hutt Cartel who were now in service to the Republic. He gathered every arms dealer and mercenary possible on the world of Darvannis but was thwarted and defeated, despite surrounding himself with a legion of Dread Guard and his faithful Kell Dragon. The death of Dread Master Styrak marked the beginning of the end of the Dread Masters as their plans changed from creating an Empire of their own to simply devastating, terrorizing, and ultimately destroying the Galaxy through means of alchemical corruption. As six masters, they were able to maintain control over their powers of terror, but as five, that power began to tear them apart. The Masters retreated to their fortress world of Oricon, and it was indeed an impregnable fortress: defended by the Dread Host and the Dread Guard, converted Republic and Imperial soldiers, Corruptor Droids, the Bothorium Beast, other monstrosities scattered across the inhospitable volcanic landscape, and good ol fashioned reinforced castles, they made a maddening last stand against the combined forces of the Empire and Republic. Apparently, the Republic sent an entire fleet, and all but a small holdout of Jedi and troopers were annihilated by the powers of the Masters and their formidable defenses. The Empire sent a similar, though arguably smaller force which was also pushed into a corner. Though the Masters were mad, they still had a plan to recover: Convert one of the Imperial or Republic heroes who they believed would be able to share their power. The only problem is they would have to defeat the plot-armored heroes in order to accomplish this. Even when driven back to the very walls of their Dread Fortress, they put up a hell of a fight. Dread Master Brontes defended the castle to her last breath with devastating mechanical monstrosities, the last of the Dread Guard, and a similar Bothorium Beast (of some sort) combined with cybernetic enhancements. Even when all seemed lost, and they'd gone completely bonkers, the Dread Masters continued to fight and play the game as we the players fought room-by-room their palace guard and the illusions and monstrosities generated by each Master. The final fight in their throne room was, to me, the most climactic battle in SWTOR, in which a satisfying battle where a combination of a more "realistic" version of each Master's power in the Force, strengthened by the summoning of Brontes' and and Styrak's spirits (Or were they illusions?) and their last ditch effort to overwhelm the players with their power (evidenced by their immediate gigantic growth, which was definitely an illusion if we are to analyze the game mechanics and animations) ended in the demise of all but (potentially) one of the Masters. ---- The design of the Dread Guard, particularly their palace guard, is pretty alien for Star Wars. They wore those very gaudy golden masks in addition to their robes. It was a symbol of their rank and power. The Palace Guard wore various full suits of "Dreadforged" armor made right there on Oricon. I found their outfits to be pretty nifty. I also wish they could've done more with their army of Corruptor Droids. Corruptor Zero had a pretty neat voice, and he was like the robotic version of Raptus. The design of the Dread Host was pretty straight forward: mind-controlled Imperial and Republic forces retaining their gear and forming the cannon fodder for their more elite forces. The design of the Dread Masters before the EC update was very dull but.... at the same time... more diverse than when they added the golden masks. I do, however, like their golden masks. They're not terrifying, they're like something out of a dream or surreal art. I think, when you combine every element of the Dread Masters, you realize you were given a powerful and diverse enemy to face story-wise. And I hope more people come to appreciate them. The mechanics of the operations weren't too bad either, but then again my only raid experience is SWTOR and... heroics in SWG, haha. I hope at some point in Star Wars lore they are canonized and elaborated upon. I would love to know what brought the six of them together. TL;DR: the Dread master story, and their forces + strategies + designs, was pretty awesome and I hope people take the time to notice and, eventually, appreciate the hard work that went into them.
  11. Just wanted to say, I hope everyone who is queuing keeps it up! Three months ago, warzones were sparse and most players were trash. Everyone is improving considerably. Hope to see more of you Qing up!
  12. (RP Intro) **Your holocom lights up with the shadowy, static image of the Eternal Fleet** Greetings, Imperials! I bring a message of hope and solidarity to you today! Several years ago, your war with the Republic came to an abrupt end when the Eternal Empire, lead by the vicious Arcann, entered the fray, simultaneously decimating both Republic and Imperial holdings alike. Now, you live in servitude with a portion of every miner's yield and every farmer's crop going to Arcann in exchange for mercy from the Eternal Fleet. Your leaders will not openly oppose the throne, but you may... A handful of the Eternal Empire's rightful protectors, the Knights of Zakuul, stood against Arcann's tyranny, as it went against the teachings of the old gods. We fought against their might when we were but a few... and were crushed for our defiance. We were cast out, exiled from Zakuulan society. Now, we have allied ourselves with the Sith Empire. We are few in number, but rich in spirit, and we are seeking those who wish to fight against the despotism of the Eternal Throne and reclaim the Empire's rightful place in the galaxy as an great and independent galactic power! Sith, Revanites, former Jedi, Mandalorians, war heroes, desperados all... join us on the path of learning the true ways of Zakuul, become a Knight in service to all that you cherish, and make the son of the true Emperor rue the day he EVER thought he could reign dominion so unjustly over us all! --- <Everknights> is a heavy RP / PVP guild looking for interested members. We are just starting out but already have a fully decorated stronghold + flagship. We purport to play through a progressive weekly RP story, all members have their origin stories, but all join <Everknights> in order to participate and create an order of Force Users and philosophers greater than the Jedi or the Sith. Non-Force Users also become knights as they demonstrate impressive feats of performance and leadership which rival Force users! The PVP component is optional but heavily encouraged. If you're looking to become a better PVPer or player in general, the Queenlord would be the person to consult! PM me or speak to Dominaura in-game, or any other member if this interests you. We are happy to answer your questions.
  13. There are lots of complaints to be had about SWTOR crafting, and most complaints have rightfully existed since 2011. But there are several things SWTOR crafting did right: 1) Material Use & Storage - with the introduction of grafts/components, which is a fancy way of making places click the craft button twice instead of once, players can now compress their war materiel into smaller bundles of components, theoretically reducing necessary storage space by a factor of 6 (4 green, 2 white). Additionally, all new adaptive armor schematics now require blue craft material components. Every single one of them. This has given them some considerable value. 2) Artifice Improvements - While the original red/blue/green/magenta crystals still require lvl50, the 'new' white/blue/purple and white/orange/yellow crystals have had their material costs dramatically reduced, and they're still lvl10. Also, artifice now crafts all manner of relics for about every 10 levels. That's very good news because now players can play their class story however they want with no real consequences... they simply buy better relics from crafters than what the light/dark vendors provide. 3) Reverse Engineering - simplified & made very easy 4) Augments - while they were not fixed directly, the perceived value of all augment types has gone up with the joining of crit/surge and improvement of alacrity augments. Of everything one can craft ingame, augments are the one product that we can say is 100% useful, functional, and sensible. If only everything else followed suit. 5) Elimination of reuseable stims/nades - this should have happened 12/15/2011. Reuseables were so imbalanced even AFTER they stopped releasing new versions that a player was always strongly encouraged to roll a Biochem as their main before anything else, and use their alts for crafting. Any disagreement from this is from people who enjoyed reuseables but fail to understand why they're trouble for SWTOR. There is now a noticeably larger market for stims/grenades. This is just what I can come up with off the top of my head. Bioware, thank you very much for the crafting changes... I do hope you build on this and simply give all crafting classes new, useful items similar to augment kits/components going forward.
  14. For those that know what I'm talking about, let us please take a moment to remember the two memorable attempts at encouraging OW PVP in the last 10 years of Star Wars MMOs. --- I never fully understood why Bioware decided to remove Ilum... and then rehash it for the Gree event. Ilum was supposed to be the climax of all story when we fought the false emperor and eachother for control over stealth technology. It is now as its ingame memorial states: a graveyard. No real attempt at OW PVP has been made since. Bioware has had to push out Cartel packs like meat from a meatpacking plant, but they never figured to give PVP servers something to do by tying rewards for SIMPLY BEING PRESENT in a physical zone on a planet ala Control Zones SWG. Even at its height ilum was simply a winter wonderland of nothingness, with nothing to do and no real way to profit. SWG's Restuss had some repeatable quests to grind GCW (their equivalent to conquest points) albeit they were quite pitiful. --- Just remember the good times, I suppose, when a guild would put an end to the pathetic walker kill-trading on Ilum and start a fight.
  15. I will preface this by saying nothing can 'save' SWTOR from being what it is now. They could do an entire 180 on all game policies and it wouldn't be enough... that said, it's fun to point out problems and suggest solutions. One of the biggest consequences of Bioware's 'story' direction has been the fickle (in)activity of guildmembers on every single server. Guild leaders know what I am talking about: You spend a day of recruiting, get like 10 people to join, and you're lucky if 1 or 2 of them ever log in again the next day. This is part of why so few guilds raided, now or in the past: lack of interest because guilds literally go up and down every single day in this game. It's tragic because you never have everyone in one place. People do other things, which fine except, like so many other things in today's world, it's done in an underhanded manner. The people announcing that they're leaving a guild do so for attention.. and the ones who simply leave are simply inactive because they're on a different character. Most other MMOs make/made it so you can only have one or two characters on a server. Period. This discouraged sporatic alt creation because a player generally wanted all of his resources available to his characters. This game's concept could not, and still cannot, function without allowing the 8... then 12... then 16... then 22... then 24 character slots because there are so many story aspects a single character cannot experience. What the powers that be should have done is link all characters in a legacy together, and make it so all characters must be apart of the same guild. Legacy names should have remained unique, whispers should have functioned by legacy name OR first name, This would have made joining a guild an actual commitment instead of this nonchalant, blahblahblahwhatguilddoIwanttojointoday shenanigans that has plagued SWTOR since 12/15/2011. This game's PVP, raiding, and RP populations would have all been a lot better off if we stopped encouraging the multiple personality madness of being in 24 guilds at once.
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