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  1. Hey guys, I accidentally deleted my jedi robes that are pretty plain Jane looking, but seem to have a look that's not very common. I wanted to do an item recovery, but I can't figure out any instructions on how to do so. Can someone point me in the right direction?
  2. So... I thought for sure Generators & such could crit for an augment slot? Pretty sure my Arch Sentinel has done it several times. Now, as to whether there's any useful patterns end-game or not IDK, but just saying "Add augment slot to generators from crafting" is a somewhat misleading statement for what I think you're trying to say.
  3. Welllllll there's a lot of things to start with here, I'll try to go in order. Characters: Having all 8 chars on the same server, one of each class, seems to be the suggested method that they've presented with the new legacy system, due to the way all the unlocks work and are apparently limited to the server the characters have said unlocks are on. So all that is fine. Currency: Yes, the currency thing seems a bit poorly planned overall, as do the multiple vendors for the PVP items & suchnot, there's not much else to say here. I have found no method to suggest to you how to view them short of checking each vendor yourself unfortunately. There might be some lists on some of the database sites out there, but in my experience most of the database sites are still pretty rudimentary and not a huge help Crew Skills: I am a bit confused over what you're discussing here. Yes, your gathering proffessions will typically outlevel your crafting proffessions in short order. However, this in no way prevents you from gathering earlier materials to craft lower level schematics for your other proffession. In fact, the higher your gathering level, the easier it typically is to find the materials for your schematics because as you increase your gathering level, you unlock new, higher level requirement missions that generally have better rewards. Using a totally made up example, if you have level 100 Archaeology you will have a list of missions for different crystals and artifacts and whatnot, and each will have a stated "yield" (moderate, abundant, bountiful, and Rich I think in order of least rewards per mission to most). At level 100, if most of the missions available to you were labeled "moderate", then increasing your skill to 125 would add a higher chance to have "abundant" or higher yield missions listed instead of nearly all "moderate" ones. This leaves me in confusion about what exactly you're saying you keep having to "reset" yours. Even if you have out-leveled a certain "tier" of gathering missions, you can access previous tiers by clicking on the drop-down "skill level" box in the upper right hand corner. If this has not answered your questions on crew skills, please elaborate and I will try to answer better. Bosses: Yes, depending on your class/talents/gear/companions, killing some of the gold-star bosses can be very difficult. However, my general take on it is if you cannot kill a boss, you need to adapt your strategy for it. By this I mean, my Jedi Knight Sentinel can kill most gold-star enemies by strictly going all-out damage on them with my damage-dealing companion Kira. However, some of them have specific skills, or high armor, lots of health, or whatever. For these I have to start paying attention to my rarely used defensive cooldowns (things that increase dodge chance, restore set amounts health, or just decrease damage taken outright) and crowd control abilities (like stuns, he has a skill that lowers enemy accuracy, and other things like that) and occasionally bring out my tank droid instead of my damage companion. Compare this to my Trooper, who with his healing companion can solo pretty much any gold-star mob in the game with very little effort because of his high armor and strong single target damage. Compared again to my Scoundrel, who is easier to kill, but has enough straight damage and useful crowd control to burst most targets to death anyway. As this lays out, it's unfortunately very class-dependant in my experience, and I do not have enough experience with Inquisitor/Assassin to give you advice on specific strategies for it (my inquisitor is a Sorceror, and level 16 or so). Of second importance on this topic, I would need to be sure that you are trying to kill a regular gold-star mob, and not one of the gold-silver bosses, as they are NOT meant to be solo'd by any character near their own level (like, within 10 at least). That seems to be everything I feel I have useful input on for the questions you asked. Good luck with the game, I hope you enjoy yourself more.
  4. To clarify this situation, I am looking at both my companion window, and legacy window atm. Tanno Vik has 9,116/10,000 affection. BUT I just had his last conversation ("Permanent Arrangement"), and now his icon is lit up in legacy window, and is saying I get full bonus. Yuun is also at 9,043/10,000 and I have his bonus too. So it doesn't seem max affection is required, though I could imagine some cases requiring you to have the full 10k affection to unlock all of the dialogue. That's just guessing though, I'm not aware of any ways to check the affection requirements of all companions vs. available conversations.
  5. After typing my long post there I read this comment, and I still don't really understand the problem. Why does it matter if other people sell your stuff? You sold your stuff to them, it is now their stuff. If they want to re-sell it, it's now their stuff, why does it matter? It's like you sold a pizza to a concession stand. They then found someone who wanted to pay more for the pizza than they did. If the concession stand then wants to sell that pizza for 50c more a slice than they paid for it, what bearing does it have on you at that point? The pizza is still going to be eaten, someone just decided the pizza was worth more to them than it was to the concession stand. If it wasn't worth 50c extra to them, they just wouldn't buy it.
  6. Yeah, you can talk about "over-inflated" or w/e you want, but realistically, almost every MMO economy to date is based off of very simple supply & demand principles. If someone will pay X money for something, then IT IS WORTH X MONEY. Doesn't matter how much work was put into it, the materials involved, etc etc because unlike the real world, there is no REALISTIC material/labor or whatever costs to the creator of goods. This is exceptionally present in TOR since every crafter can be potentially 100% self-reliant. Now, you can talk about the "rarity" of materials involved for some of the higher-end craftables, and this should be reflected in their prices. But that's really only a "minimum" price based on the crafter's evaluation of the value of the materials involved, it has 0 bearing on any "maximum" value, which is solely reliant on how much an purchaser is willing to pay for an item based on their personal evaluation of the item sold. In short, everything is worth what someone will pay for it. If someone is re-listing your stuff they are doing exactly as predicted and should be expected in a simple supply and demand economy when the seller undervalues his product. This is not immoral or under-handed. If you are dissapointed someone is selling your goods for more than you are, then it simply sounds to me like a simple case of jealousy. If you want to get "indignant" about them marking up your goods to ridiculous prices, it seems misplaced. You can either increase your own prices to match or compete with theirs, or you can continue to sell for what you think is a more fair and reasonable price to the purchasers, in which case them making more profit has no bearing on whether or not you have done what you consider the morally right thing by setting the price where you want it. So if you want to feel good about selling something at a "fair price" that is significantly lower than market value, you're certainly welcome to and feel good about yourself while doing it. But nothing in the set up of an MMO economy makes it "wrong" to up-list purchased items to prices the purchaser is still willing to pay for.
  7. So I'm curious to hear feedback on how scoundrels are in the end-game environment? I really love playing my DF scoundrel, but I'm concerned about his viability in a raid setting. Melee-range classes seem generally less desirable in most MMOs end-game due to fight mechanics & the prevalence of short-range AOE abilities, and I hear this is the case in TOR as well. Wondering if anyone else has something to say on this part? Secondarily, having no gap closer, plus the fact that you need to be within 4 meters to keep UH up as much as possible (for the dmg boost and exploits), seems like a big deal to me. The combination of these things makes me feel like it's bad class design at work here, wondering if anyone else thinks the same? In spite of those 2 things, I feel like my sustained DPS is pretty high, mebbe not as high as my trooper, but hard to tell since Gunnery trooper is 1k+ casted shots every GCD and no real DoTs, vs. 2 DoTs & smaller 700-800 hitting reg attacks. So anyone have thoughts on this stuffs? If not for Ops, at least HM FPs? Let's hear it scounds!
  8. Ummm... if their sustained damage is bad, their performance in PVE content would be sub-par, and no one would want them. Burst dmg is a big deal in PVP when your targets are killable in 5-10 seconds. Not a big deal in fights that last 5+ mins. This being said, I'm not sure the person you respond to is that right either. I really love playing my scoundrel, but I'm not sure he's going to be super-effective in a raiding environment. Melee classes are generally over-played (and thus less desirable) and in most games raids are often melee-unfriendly. I haven't hit cap yet on my smug, but I hear this is relatively accurate in TOR as well. My biggest concern though atm is we have no gap-closing abilities to deal w/ movement during raids, whereas all of our MDPS competition does. What I do feel we have going for us thus far is having played 3 classes to 35, and 2 to 40+, as DF smuggler at least I feel like I have some of the highest dmg output of any of my toons thus far. And yes, I mean SUSTAINED damage. There's lots of things you have to juggle to do it properly, but Hemo Blast + DoTs + Wounding Shots is pretty awesome sustained damage, long as you don't blow your UH at the wrong times. And I feel like I rarely have energy problems long as I weave reg shots about every other GCD or so, which I feel is about where they want it. Of course, all of this is subjective until someone comes up w/ a way to monitor actual DPS performance in raid settings. So this is all really TBD.
  9. So, something that I would venture to bring up that I think the OP is missing (Prolly cause he be trollin as mentioned) the reason they don't have anything to do @ 50 is cause they basically have no one to do anything w/. My highest toon right now is 40, and on the planets he's questing on there's often less than 10-20 people on the whole planet. Obviously that makes it hard to do Heroics & such. It's going to be worse @ 50, so few people there I'd imagine it's like a ghost town. Wait till everyone catches up & is looking for level 50 FPs & starting to run Ops, we'll see how it is then.
  10. Can anyone expand upon the Artifice bit? I was thinking Artifice made lightsabers and some other things, is that incorrect? How is it comparable to a JC-like crafting skill? Is it primarily concerned w/ making item enhancement type things?
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