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Kurugi

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  1. Just coming back after a while to check out 4.0, mainly interested in the streamlined leveling process. Wasn't sure if this was actually the place to post this since what I'm having issues with doesn't have much to do with how the classes actually play and mostly involves class story and aesthetics. I'll also say I'm not that interested in how the classes are doing at end game right now, and all I'm going to be doing while leveling is the class/main planet quests. So I've already narrowed it down to Republic Jedi classes. I played a lot on Empire back at the start of the game so I'm more interested in pub side this time around. I was thinking of going smuggler at first but the Jedi is where my heart truly lies when I think of Star Wars. Thought about Sith but at the end of the day if it was really me I'd wanna be a hero, even though the dark side is "cooler". I've played the Jedi Knight story up to Hoth but with the Consular I've only been up to Nar Shaddaa. Apparently I was on the cusp of when the knight story truly starts to get epic, so I'm interested to see how that story finishes, but I'm not too excited about slogging through chapter 1 again. Playing on a different server so I can't just pick up where I left off. The Consular I was actually very intrigued with the story despite people saying it's one of the weaker ones, especially in the first act. Maybe I just find mysterious stories more exciting than the average person, but the whole Jedi masters succumbing to some enigmatic dark force tickled my fancy. The main thing that holds me back from the Consular is the voice. I can't stand it. And it's a shame because Nolan North is actually a very talented VA, and I get what they were going for: a zen-like enlightened voice only a Jedi would have. Unfortunately it just comes off as robotic and after a while I feel like I'm playing a programmed android or something. The female voice is slightly better, and I don't have a problem playing girls in MMOs, but I'd rather my main be a dude. The Knight voice is a little better too, but only because it's more authoritative than the Consular's. Gameplay wise I'm not a huge fan of dual wielding, but I find Sentinel a lot more fun to play than Guardian, so that's up in the air of I go with the Knight. though I I leveled a Juggernaut to 50 waaaay back at the start of the game, but I'd "feel" more like a classic Jedi if I went guardian. I dunno. I want to use my lightsaber so Sage is out, so Consular I'd definitely be going Shadow. So basically it's Guardian v. Sentinel v. Shadow. Sorry if this is a long read and thanks for any assistance!
  2. As a preface I'll be using a couple examples from the story. They're extremely early on (I myself have never played a trooper past the very beginning of Tatooine) but still thought I'd mention it because some people are very finicky with even the smallest spoiler. I started a new trooper and I've just come to realize a couple LS choices that just don't add up to me. Namely it seems when you're put into a situation with enemies who are either defenseless or surrender your options are to either kill them anyway or let them go. That's it. You can choose to let them go...let. them. go. When you assault mannett point and come across the injured separatists in the medical bay you can either kill them or let them go. First time I played a trooper I let them go because it seemed the honorable thing to do. They were unarmed and in no condition to fight. However why would I just LET THEM GO? Walk out the door scott free? The LS option couldn't have been to capture them instead as POWs or something, or even a third neutral option to do so? What does the trooper think is going to happen by letting them go? They're going to see the error of their ways through your act of mercy and turn over a new leaf? No way! They're gonna go get patched up, rearmed, and back out there trying to shoot you in the face! Or how about on Coruscant when you're tasked to hunt down that cyborg operation. Your choices in dealing with the "cyborgs" are to once again kill them or let them go. And once again why would you just let them go? As far as I remember they offer no concrete evidence that they aren't cyborgs. You have the upper hand so of course they'd try to weasel their way out but again why can't you place them under arrest until it's verified they aren't in fact cyborgs? By choosing to just let them go you're basically reenacting a star wars version of this: https://www.youtube.com/watch?v=_2NY4P1Ty8E&t=1m38s (sorry it's sped up, all I could find) Them: We're not cyborgs! Me: Really? Them: Yes! Me: Really really? Them: Yes really! Me to Jorgan: Well that's good enough for me... *2 weeks later Coruscant is in flames. All hail our robot overlords* I mean I don't mind the DS options. It just irks me that from a logical standpoint your ONLY other options are just...so...dumb.
  3. Just to clarify I'm not necessarily talking about doing the bonus series for planets, just normally playing through planets and doing all the side quests you get while playing through your class missions. I just wanted to know if doing that on top of my flashpoint daily would end up pushing me way past a planet's level.
  4. I don't have to skip it, but it ends up feeling like a waste of time to do. I like to level efficiently and fast, but I also like to experience as much story as I can.
  5. That is my problem though. I don't want to do a "couple of side quests" I want to experience all of a planet's quest.
  6. I've never played during double xp. In fact I haven't played in a long time. I want to come back and play republic since I mostly played empire in the past. As such I haven't experienced most of the republic version of planets. My question is if I play during double xp will I outlevel a planet before I get the chance to experience it all? I don't mind being overleveled for my quests (e.g. 3-4 levels above) as it makes them easier but still relevant. What I'm worried about is getting to the point where I'm so overleveled during double xp that my quests start going gray and I'll have to skip parts or possibly even whole planets, or finish them but receive very little xp and reward from it.
  7. Heh, I suppose so. Not much over thinking to be done though. Perhaps it's unwise and/or unnecessary to apply end game focused guides on how to play a spec to the leveling process. One thing I do want to ask though is with the madness buffs in 2.8 is it still better to level as deception? Most of the changes to madness don't seem to come into effect till the upper parts of the madness tree, but early on madness seems kind of unremarkable outside of death field. Thanks for your reply
  8. Resource management isn't my issue. My issue is the fact that abilities are deemed too inefficient to even be used unless you take certain talents. Maul - if you don't have duplicity (deception) or conspirator's cloak (darkness) you'll never use this ability. Shock - if you don't have induction (deception) or energize (darkness) you'll never use this ability. Crushing Darkness - if you don't have raze (madness) you'll never use this ability. Force Lightning - if you don't have harnessed darkness (darkness) you'll barely use this ability outside the extremely rare instances of needing a 30m range attack. The caveat here is that this means before you have access to these talents, you also won't really be using these abilities. That's what really kills it for me.. Edit: Unless my mistake is taking to heart proper endgame rotations and rules while leveling on mobs that tend to die relatively quickly and don't really require much in the form of sustained damage or longevity. E.g. yeah using maul outside of talent procs is inefficient but since it'll probably die in 3 GCDs or so it doesn't really matter. Maybe that's been my problem?
  9. I was originally going to title this as another indecisive "Sorc or Sin" thread, but the more I thought about what I was going to write the less appropriate that seemed. I put advice in parenthesis because I wanted to clarify I am asking for feedback and not just whining. Back when the game was young one of the first classes that really caught my eye was the assassin. Double-bladed lightsabers, stealth, and the ability to tank on a sneaky class, which was a weird concept to me. was intriguing. I made one and leveled one to 40 and then...stopped. I don't remember why, but I just did. Flash forward to now. I've tried to play the class again a few times and can never even get to 20, and no I no longer have my original level 40 assassin. This class is without a doubt one of the most boring classes I've ever played in my decade of playing MMOs, at least early on and I realize it's because this class is just horribly designed. It really only comes down to one singular design fault: Never, ever, EVER tie the basic usage of an ability to a talent. EVER! Assassin is the only class in the game to my immediate knowledge that, upon hitting 10, gets a shiny new ability that it CAN'T USE, or at least not efficiently enough to warrant it's use without the help of talents But it's not just that ability. There are numerous abilities that are culled from regular usage unless specific talents are taken. Lets list them off: Maul: As already stated above, unless you have duplicity or that talent (very high up) in the tanking tree have fun blowing half your resources on this puppy. The early talents in deception that increase force regen can make this somewhat affordable immediately after you break stealth, but if you don't want to spec deception right out the gate your nifty new attack is going to be collecting some dust on your hotbar. Shock: Once again an ability that's just too friggin expensive to use without talents to reduce it's cost or up it's effectiveness making it worthy to even press in the first place. Force Lightning: More like "limited" power. Have harnessed darkness? Blast away! Otherwise might as well not even place this on your hotbars, except for maybe that one time a few blue moons ago when you needed a 30m ranged attack. Oh wait nobody uses recklessness on FL because there's so much better things to use it on in the other specs. Crushing Darkness: This post is getting longer than intended so I'll just say madness or get out here. So please tell me, am I wrong on any of my assessments? Once you get some of the talents and the synergies rolling this is a pretty fun and interesting class but getting to that point is like rubbing powdered glass into your eyeballs. The last time I tried to level a sin I got halfway through Dromund Kaas and couldn't push through anymore because 80% or more of my attack usage was just thrash. I ended up using maul and shock when I probably shouldn't have just so I wouldn't fall asleep. Meanwhile on my *EVER OTHER CLASS IN THE GAME* by 15 I have so many tools and abilities I can use REGULARLY whereas with assassin half your abilities are gutted because of dependencies on talents. Hell even madness at 55 looks boring. You never use force lightning. You never use maul. You never use shock. All they get that's unique is crushing darkness. Wheeeeeee..... Now you might notice I said "inquisitor" in the title and not just assassin. Sorcs I actually find extremely fun. Problem is they never use their lightsaber. Won't really get into that since that's a discussion that's been beaten to death, resurrected, fed brussel sprouts, and beaten to death again, but suffice to say that one aspect kills that class for me unfortunately. I do really want to finish the inquisitor storyline though. Please help me find a way to see past all this. I love the concept of the assassin, but I HATE the poor mechanic design of the class (imho). Thanks for reading this long post. Bah humbug or whatever.
  10. I had figured I would want biochem at 55 for the ability to make my own consumables. I've always had a soft spot for alchemy type professions because paying for consumables at end game is one of the main places you spend your money and I like being self-sufficient in that regard. However, I've never really been impressed with biochem while leveling. I never seem to need/use more medpacks than what I find on the mobs I kill, and while having stims are nice they never seem that necessary or noticeable while leveling. I don't normally bother with adrenals either unless I wind up having the mats to make the reusable version. Would I be better off going cybertech while leveling and switching to biochem for endgame? Is that even worth it? How useful is cybertech at endgame? I know grenades are useful but they always struck me as more of a PvP commodity which isn't going to be my focus. Not sure how crafting mods at endgame works vs. what you find on gear or can purchase through comms. I know while leveling cybertech is useful for keeping gear up to date, but with how comms are now I find myself swimming in them, and even when I get low I can always go back to older planets and do the heroics for extra comms if need be. Makes me wonder if I should even go out of my way to craft while leveling or just wait till 55, or even just take all gathering skills and focusing on making money in the meantime. Thanks for reading.
  11. So I should upgrade engines before my railgun?
  12. Interesting. Few things I've read said rotational thrusters were useful to make up for the gunships slow maneuverability at close range. Barrel rolls nice but if a fighter, and especially a scout, decides to gun for you it's tough to get away.
  13. Maxed out sensor dampening. Thinking of working on my rail guns now but not sure which to focus on first, or if I should work on two at once. Keep forgetting I have the ion cannon as backup so I've only been using the slug. Ion upgrades look nice for debuffs, particularly the aoe and the slow, but not sure how exactly useful that is when my goal is to blow them up, not make them weaker. I've heard the dot on plasma is nice, and I like the sound of the evasion/damage reduction debuffs, but still focusing on slug and just blowing up things asap since it packs the most up front punch seems like an obvious route. After that I'm thinking of working on my feedback shield and/or armor, maybe grabbing rotational thrusters at some point since I've heard it's useful for gunships when you get into the occasional close range fight. Still not entirely sure how feedback works. Does it reciprocate damage as the effect is going on or not until it ends? Does it work against missles or just blasters? Does it block/reduce damage or just dish it back (guessing no since it doesn't say anything about it in the description).
  14. It's especially annoying on a Gunship. Charge up, keep them dead in my sights the whole time, release....miss.
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