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Edahsetin

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  1. I don't see mention of changes to the Virulence tree that lets Corrosive Mine interact with Cull. It is a poison effect. Either change it so it works, or change the description of Cull so it specifically states what powers it interacts with. A DoT that has 'Corrosive' in it's name, but doesn't act like Corrosive Grenade for this purpose should be clearer in it's tooltip.
  2. You don't need a taxi, just use the exit area button. That gives the same interface to let you choose where to go when you leave.
  3. Since you posted in my guide thread, I thought I'd post in yours If you're looking for an alternate guide you can use mine at: What's the Best Crew Skill for My Class? A SWTOR Crew Skills Guide It goes over a lot of the same information that's covered here, but I personally find it more readable being less 'wall of text' dense. It offers more then just the facts and that might be something you're interested in if you're a beginner.
  4. If you're reading this thread, I also agree that this guide is a good one . It's a bit 'wall of text' for me, which is what me think 'information overload' personally, but if that's your preferred method of getting your information it's a solid guide. It's not like there can be only one .
  5. Well, obviously this guide isn't for you. If you're reading patch notes, listening to podcasts, and checking Dulfy's page or the forums every day for the latest updates and tidbits, then this guide isn't for you. This guide is for those looking for more then just the basic bonuses you're presented in a lot of SWTOR crew skill guides in a format that's not a wall of text, and advice on what it means. And the advice to consider Biochem isn't bad if you're a tank. If you're doing raids, you already know what you need, the best you can get every time because raids are tough. And you're making money on that end game content because you're succeeding more then you fail. But if you're at a point where you don't know what you want and need that basic information, telling them that Biochem is a useful choice for more then just selling things, is better then telling a beginner that they should definitely go Cybertech because of the droid part they can build and reverse engineer cheaply to sell MK-9 kits once they've leveled everything up, which may just change in a few months when the level cap is raised and might make this a moot point even if you weren't considering the changes GSH is bringing in the meantime. Just because it's not a wall of text doesn't mean it's not useful.
  6. If you ever had a hard time figuring out what class is best at what, or interested in what choices might best suit your own class, I've written this guide: What's the Best Crew Skill for My Class? A SWTOR Crew Skills Guide Since it's off site, I've been able to make it very readable and and broken it down for easy viewing.
  7. Here's a good source of information on crew skills: What's the Best Crew Skill for My Class? A SWTOR Crew Skills Guide
  8. Biochem is a very strong contender for any tanking class, but not necessarily the best. I've made it easy for you to compare though in this crew skills guide.
  9. I'm assuming they're bugged, as they're certainly not making sense as they are now. Mission boxes, such as 'Large Reinforced Transparasteel Mission Box' items currently require a level 51 character to open. All of the other items in the crafting system only require a crafting level requirement. These are bound to my character, cannot be sold due to being a 0 credit item. This means that if I run out of storage space the only thing I can do is destroy it, which seems counterproductive. Bind it to legacy, unbind it, give it a credit value, or simply let me open it... whatever you choose, please fix these Treasure Hunting Lockbox missions.
  10. Have you ever considered rolling hard to find items into that collectors edition store? Things that have been retired like the Commander or Barron speeders, or maybe a Tawn Fawn. I got the collectors edition cause I want to pretty much collect everything, but that's not possible. Getting a second bite at the apple would be nice
  11. There are lots of times when I have so many missions open that I don't see the ones that have items next to them so I can click them... so I have to dig around in my mission items to find what I'm looking for. Would it be possible to sort the missions automatically based on the planet your on, and then by the missions that have mission items in the list? It really would make it so much easier to deal with those clickies we're given.
  12. I haven't made a Synthweaving guide yet, but I'll point you towards my Armormech guide. The materials are different, but enough of the core concepts are similar enough that you'll be able to see the path ahead.
  13. Here's I guide I wrote for reverse engineering items. Should answer all your questions.
  14. Most of the things you make aren't going to be bound. You can take a look at the item before you craft it and if you mouse over it the pop up will tell you if its bind on pickup or not. If your creating something with open slots, like an orange item or an item with an augment slot, if you put anything into those slots it will become bound to you. If you wanted to create something like that, you need to send both the item and the mods in the mail.
  15. The list is reset generally under two conditions. The first is when a companion is finished with a crew skill and comes back. The second is when you zone from one new area to another. Lots of times I'll send out a crew member on a skill before I get on my ship, and then check the list after I get on to see if I can send them on another select mission, and do it a third time when I get where I'm going. Sometimes there are a limited amount of missions you can send your crew out on... like you couldn't send all five out to get grade 6 underworld trading metals because there aren't that many different metal missions available.
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