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Ramsese

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  1. I've done the chapter several times with jedi, sith, and now a trooper. It's a stretch but not completely far-fetched. I think it is supposed to be a McGuffin device that wasn't explained well enough. In the cave Satele says something to the effect that Valkorian has either unlocked or granted some sort of small force potential. So, from that point on, I just assumed my trooper will have just enough force in a cut scene to do whatever the cut scene is supposed to do. And, when it is over, he will not be powerful enough in the force to do anything more than his normal trooper combat moves. So, plot device. Is it lame? Yes. Does it cheapen the over all story? Maybe. Is it railroading the story? Most definitely! Obviously, how much you like or dislike railroading will affect how you perceive the plot device.
  2. This game is 32-bit. So, the biggest performance boost is a SSD drive. It won't use more than 2 processor cores at one nor will it use more than 2G of memory. What doesn't fit in RAM or your graphics card's RAM has to be paged (which is a lot actually). So, the faster you can get it off the drives paging file, the better. Other than that, run group content on low graphics settings. Speed is more important than bling.
  3. Agreed. Some you have to go back to the fleet terminal to finish. Other than that, it's an unresolved bug that has been submitted before. It was partially fixed last patch but I don't recall it being listed. Count how many possible tacticals there are and how many actually count towards the weekly. It's not the same. At least the foundry counts now. During 4.0, it didn't.
  4. I see two large disconnects. First, SWTOR is not an MMO and never has been. It has much more in common with console games like Diablo 3 and its endgame reflects it. But, you have to pay to fully access SWTOR; unlike Diablo. This could be addressed with a marketing change and expectation management. But a change in the subscription model is in order. Second, EA and Bioware are disconnected from customer support. The game is and has always been buggy. Customer service can't or won't help when there is a problem. Personally, I don't think they even have the tools to fix most problems. And, the software QA cycle for this game is abysmal. Other companies would turn over staff based on their repeated performance. This cycle has repeated until now they are so far upside down they can't do much to correct it. Many veteran players go into content knowing it will have problems, CS won't help, and it will be up to the player to work around it. This one can only be changed with strong management and a change in business processes.
  5. Here are some robes you can try. They are all synthweaving of medium to heavy weight or adaptive. The hood up/downess for some is based upon what kind of head gear you wear and your species. Medium: blade master sentinel Heavy: reinforced chanlon (Probably want to get different pants) knight's crusade peacekeeper (fairly tatooine-y) Adaptive: Requires cartel coins Eradicato'rs Warsuit (chest only) (could be heavy armor with no over belt) Sanctified caretaker (chest only) (more a "The Clone Wars" style honestly) Your mileage may vary.
  6. Yes, you are correct the root-knock back requires talents points. I believe both versions of it do. And, no I did not get "owned" by a sorcerer/sage. I am just trying to get a discussion going on the merits/detriments of dual effect abilities. But, I tend to agree with Zlashie. I think you should have to choose one or the other. But, I would like to hear other people's opinions as to the merits of the system (regardless of how you get them).
  7. How do you guys and gals feel about these? examples include: the sorcerer/operative knockback that roots as well force choke stuns and applies a dot lightning/throw channel a dot and does a slow Are they too much bundled in one ability or are they a necessary evil of the game?
  8. I believe the precedence was set by BioWare themselves... in KoToR 1 and more specifically Bastilla Shan. Knights of the Old Republic one used a mechanics engine that was a variation of the, at the time, Star Wars RPG designed by Wizards of the Coast. In that RPG, the guardian was the jedi melee base class basically, and the consular was the jedi caster base class. However, Bioware added the sentinel base class in between them for use in the KoToR game. It was a melee-caster hybrid. The in-game lore stated that the sentinel was tasked with rooting out and destroying the darkside and its users. Hence, the sentinel is the spiritual predecessor of the Jedi Shadow. Over time, the Jedi Shadow has been redefined (by Dark Horse comics) to be a sort of "specialization" of the sentinel that hunts the darkside. Whereas, the sentinel itself has taken on a more "investigator" type role as seen by Obi Wan in Episode 2. Anyway, the iconic Jedi Sentinel is Bastilla Shan and she wielded a yellow double bladed lightsaber. This was her initial weapon when encountered in the game and the weapon she uses in most artwork depicting her. That is the best explanation I can give you for why a Jedi Shadow is forced to use a double bladed lightsaber. It also gives an explanation why yellow saber crystals are avaiable at level 1 while other crystals are rarer. I should note, Celeste Morne, the iconic Jedi Shadow in the comic, uses a single yellow lightsaber. However, I personally wish there was an option for a viable one handed Shadow. The double saber makes sense for a tank. I can see it as a defensive weapon. But, the other two specs are both dps. One is "rogue" like and one is more "castery" than the other two. A rogue back stabbing with a poelarm feels silly to me. But, I can see how the other, the caster spec, could be confused with a sage. Afterall, the spec in question is the shared tree betwen shadow and sage. **edited to add Morne
  9. I took tumult off my hotbar. On a two strong pull, I mind maze one of them and then spike the other one. That gives me a 2 cooldown head start on the second mob. You can then electrocute if you want which will give you another 3 cooldowns. The mob will make up in the middle of the third. By 5 cooldowns, most strongs are 75% or more dead anyway. That is how I do it at level 50. *shug*
  10. I hope arenas stay out of the game. If players want to duel each other. That is fine. If BioWare wants to implement some sort of group duel functionality, that is fine as well. However, I think PVP should have other objectts than to just kill. Sure, killing is fun in and of itself. But, there has to be more for it to feel competitive to me. I realize not everyone will agree with me though.
  11. in alrederaan the center speeder ride lets you look at all three nodes to see which as obvious defenders and how many. I dunno about the void star speeder. The match hasn't started so you don't really need to survey the defense points yet.
  12. On my server it is more than that. Since the bracket went in, I have yet to see the queue pop even once. I still don't think there are more than 20 50s total on my particular server. I do see one republic scoundrel in Ilum occasionally though.
  13. vanish with a Force Cloak. It will drop threat if you pull aggro.
  14. You've got the basic attack pattern down. spike, voltaic slash (x2), discharge, shock Really the only way to up your burst is to pop all your cool downs and consumable before the discharge. A relic, overcharge saber, recklessness, and the expertise potion. That should make your discharge hit for about 3k, your shock to hit about 2.5k and hopefully another shock for 1.5k. That is 7k in two cool downs. But, obviously that is an expensive way to get a high burst.
  15. While I don't necessarily disagree, The only way I see this working is to off one or more in conjunction with 6 (the ability to faction change). This will let the players attempt to change if they so desire.
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