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Hraken

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  1. Yeah, and they're useful from a practical standpoint, but they really only sell one weapon of each type. I was hoping we could have a variety available so that we can have cooler looking weapons.
  2. This has probably been suggested before, but it would be great if the adaptive gear vendor that sells, for example, the Jedi Myrmidon and the Hellfire armor sets on the fleet could also sell weapons with empty slots as well. As I browse sites like TOR Fashion, there are a TON of amazing looking lightsaber hilts that are now listed as "no longer available": I'm thinking especially of Lifebleeder, the Lightsaber of Entropic Assault, and Punisher. Some of these have look-alikes that are still available, but these are frequently very hard to come by, and when they do show up, they sell for hundreds of thousands, sometimes even millions of credits. It would be so nice if we could buy them for cheap on the fleet, without any stats, so that we wouldn't be stuck with the same starting hilts on every character until we get to the upper levels. I imagine it also wouldn't be that hard a change to make.
  3. Title pretty much says it all; I have a lightside Sith Warrior who, by this point, is basically a Jedi. I'm trying to decide whether to side with the Republic or Empire in "Jedi Under Siege" and am wondering whether I'll be able to get LS Jaesa back either way. It would suck to choose Republic and then discover that I'd missed out on our reunion because of that. Has anyone here gone that route?
  4. I'd be ok with any of these suggestions. I'd just like to see my LS warrior, who is basically a Jedi on the Empire's side, have animations that reflect his alignment.
  5. One thing that never made sense to me is that my LS warrior continues to glow orange after combat and has the same DS animations to his powers (e.g. channel hatred) as a DS warrior. Similarly, a DS knight continues to have all of the standard LS powers/animations. Could you implement a change wherein once a warrior reaches a certain LS alignment (say, level 1 or 2?), their animations switch to those currently used by the Knight, and once a Knight reaches a similar DS alignment, theirs change to those of the warrior? In terms of game mechanics, the two classes are basically the same anyway - this would just be a really cool way of recognizing the effects of your actions on your character.
  6. /signed - as it is, I've been going onto other servers and re-creating the same character just so I could enjoy their story again. This would be much more convenient.
  7. I'd buy a KotOR-era Revan set in a heartbeat.
  8. While I don't want to endorse this specific idea, something definitely needs to be done about CXP. The current system is punitive to players who have a lot of characters. I have 3 at Command Rank 78, and that's through a LOT of grinding and taking advantage of the current 250% bonus on CXP. Almost all of my other alts are below rank 20. Maybe the solution is to make the current 250% bonus permanent, but even that doesn't go far enough. The vast majority of alts would still be languishing at lvl 228/230 gear. Another thought would be to make the tiers faction-wide within your legacy. e.g. if you get a knight to tier 2, all other Republic classes get bumped up to tier 2, once they reach level 70. Another would be to apply generous bonuses to CXP generation for every alt that has earned CXP in the last week: e.g. plus 50% cxp for every character in your legacy (beyond one) who has earned a certain amount (to prevent people from getting the bonus by simply killing a PVE champion) of cxp in the last 7 days. So if you had gotten the requisite amount of cxp with 10 different alts in the last 7 days, you would be getting 450% cxp (9 alts beyond the one, times 50%). This would stack really generously and would reward devoted players. I'm just spitballing here, and I'm not sure these are the best possible solutions, but improvements need to be made.
  9. I've really enjoyed reading through this thread and seeing what other people's opinions were. Since I just recently finished all the classes (yeah, it took a while), I've decided to post my impressions. It's definitely long, but I enjoy discussing what works and what doesn't. If you do too, I hope you enjoy it. If not, feel free to skip it. I tried to format it partly as a review, and partly as a guide to what you can expect and what choices I think enhance the experience of each class, for anyone who hasn’t played one of these. If you disagree, that's fine - there's plenty of room for differences of opinion. Also, I tried to keep it as spoiler-free as possible. Knight – this one was one of my favorites, but there’s a catch. Make no mistake, you are basically Luke Skywalker in this one, and the plot of the Knight class is Joseph Campbell/Monomyth/Hero with a Thousand Faces all over the place. It does this pretty well, but there is almost nothing original about this story. The result is that people who like it call it a “traditional Star Wars story,” and people who hate it call it a cluster of clichés. I suspect the only difference between these groups is that one of them WANTED that kind of story. You should really only play the Knight if you would like a heaping helping of monomyth (as I do!). If you do choose to play it, the Knight also offers an unusually cohesive story – the introduction leads smoothly into chapter one, and chapters two and three are one tight unit. All of this builds to the best endgame of any of the classes. Advice: one thing I did that made the monomyth story feel more new was play a female Knight. The epic hero is a character archetype that has been given to women so rarely (the only one I can think of is Katniss Everdeen) that just making the character a woman is enough to make the material a little more fresh. It also makes Doc a much more interesting companion as he basically spends the first hour or so after you meet throwing hilarious and cheesy pickup lines at you. This means that three or four out of the five companions suddenly become interesting and engaging (depending on how you feel about T7), and this greatly enhances the experience. As to whether you should go Guardian or Sentinel, I chose Sentinel because I thought the combat looked fun (and it was!), but there are good reasons to go Guardian – they’re a bit tougher, more flexible in terms of what combat roles they can play, and are more viable in grouping. Really, either is fine, but you should be aware of the drawbacks of each. Consular Edit: I've just recently been playing through the Consular again and I want to (drastically) revise my opinion: I'm liking it much more than I did on my first play-through. I think this is for a couple of reasons. 1. the Consular was the first class I played (way back at first release), and when I created that character, I didn't realize that each class has a different story, and that the Knight is the one that is most directly a continuation of Kotor I & II, two games I love. Basically, I was frustrated that I had put more than a hundred hours into a character who isn't The Hero . 2. I played a male Consular, and as I said in my first review, Nolan North's voice work in SWTOR is grating. Having now come back and played a female Consular after playing all the other classes, I have a better perspective. Someone else reviewing the Consular commented that this class is more of an adult story than the others, and while I'm not sure that's how I'd put it (it comes off as a slight against all the other classes), I agree: the Consular is a teacher and a negotiator, and is probably more representative of what it meant to be a Jedi for the "thousand generations" during which "the Jedi Knights were the guardians of peace and justice in the Old Republic," as Obi-Wan expounds in Episode 4. My experience was that the Consular's story often mirrored the Knight's, but where the Knight is facing the Big Bad, the Consular is operating behind the scenes, gathering allies, and dealing with less obvious threats. This makes for some engaging storytelling, but it also means that the Consular's story is more subdued than most of the other classes, and, as I said in the original review, it can become overly-pedantic and preachy if you let it. Advice: 1. Avoid Nolan North at all cost. Go for a female Consular. In addition to the voicework issue, I recommend avoiding the male Consular because, like the male Knight, his romance option is his student. That's just creepy. 2. If you're looking to play KotOR III, you're going to be disappointed with the Consular. Go play the Knight, and come back to the Consular when you feel in the mood for something that's more sedate, but still pretty good. Trooper – this may be one of the best unsung classes out there. It consistently ranks high on lists of the best class stories, but I haven't seen many people talking about it. It’s probably tied with the Knight for the best class story on the Republic side, imo. Virtually all of the companions are entertaining and likeable, and you really get a sense of being part of a squad. The trooper story is unusual in that the moral choices are actually difficult: your morality will often be at odds with your orders, and it’s not uncommon for you to be forced to choose between saving an ally and getting the bad guy. Whereas most of the other classes would find some way to allow you to do both, the Trooper story doesn’t bother and it feels more grounded and real as a result. The Trooper also seems to have the opposite problem of the Knight: where the Knight is so typically Star Wars as to be either a classic or a cliché, the Trooper story often seems like it’s not Star Wars enough: no Swashbuckling smugglers here, and the mystical side of the Star Wars universe hardly even figures into the story, to the point where, in one of the few instances when it really does appear, one of the characters is shocked (literally and figuratively) that the Sith can shoot lightning from their fingers. In another instance, one of your companions has to ask if Force users even have any substantial power. This isn’t necessarily a bad thing, but if you’re looking for a more traditional Star Wars story, other classes might be more to your liking. The trooper also stumbles in the later chapters, as the story progressively becomes less focused; there’s a very clear mission in chapter one, a bunch of small missions toward a distant but palpable end goal in chapter two, just a bunch of disparate missions with a less imminent objective in chapter three. The good characters carry it through, however. Advice: None really here. Just play it and have fun. Smuggler – a lot of people hate this one, but I had a lot of fun with it. The script is hilarious, the voice (at least of the male) is really good, and the plot is solid. In fact, the Smuggler has one of the best introductions of any of the classes with a nice, clear objective to direct the plot. Its weakness is that most of the companions fall flat – Gus is the only one who really shines (except for possibly Bowdaar), and the plot, while well-done, is not taking itself very seriously. Advice: to get the most out of the Smuggler, I’d level him/her at the same time as you’re levelling a Dark Side Inquisitor or Warrior. The Smuggler will provide welcome comic relief and make the unrelenting darkness of the Sith stories seem like less of a downer. Also, no matter how much of a jaded mercenary you are, you WILL be railroaded into doing your patriotic duty for the Republic, so this part will go more smoothly if you’ve worked out a justification in advance. I went with a Starlord-esque “I want to save the galaxy because I’m one of the idiots who lives in it” self-justification. Warrior – The Warrior frequently gets touted as the best in the game (along with the Agent). It’s very good. The Intro and Chapter One are everything that’s great about SWTOR. Chapter Two, however, mostly feels like the game is in holding pattern until the big plot twist that kicks off Chapter Three. The Warrior story is like that of the Knight, albeit with less goody-goody behavior, but also with a more uneven plot. The companions are almost all good, and a couple of them, depending on how you play it, are excellent. Advice: be prepared to play this one twice, as the story has a very different feel if you’re playing Light Side as opposed to Dark Side. Also, I recommend playing a male for this one, if only because the romance option is much better. That said, a female Darth Vader-type character could offer a lot of possibilities. Inquisitor – I found this class to be somewhat similar to the Knight in that you sort of have to take it as it is: if you thought Palpatine was one of the saving graces of the prequels; if Korriban was your favorite planet in KotOR because you liked rooting around in Sith tombs looking for ancient, evil artifacts; if you would love to read the Dark Side Sourcebook from the old Star Wars RPG just so you can learn about the lore of the Sith, then you will have a lot of fun with this class. If none of those things sound like your bag…eh, you might want to pass. The companions are not this class’ strong suit: there are a couple gems, but others are kind of dull. Advice: unlike most of the classes (the only other exception being the consular), the Inquisitor’s storyline isn’t equally well suited to its two specialist classes: the Sorcerer is definitely the one that fits the theme of the story better. That’s not to say there aren’t good reasons to go with the Assassin, but the story isn’t one of them. Also, I haven’t played a female Inquisitor, but the voice work of the male is excellent and made for some very entertaining dialog. I imagine the female is great as well, and her romance option seems like it would be better, but I haven’t tried her. Agent – Whereas the Trooper is a bit underrated, I think this one is a bit overrated. Don’t get me wrong, it’s great. The plot is good, the story coheres pretty well and you definitely feel like an intelligence agent. This one is definitely worth playing. At the same time, the plot is really just as unoriginal as the Knight – except instead of Star Wars/myth clichés, the Agent has espionage/conspiracy theory clichés. The companions were all good, but none were really great. If it seems like I’m down on this one, I think that’s because reviews had led me to expect to be wowed. It's definitely one of the best, but I don't think it's head and shoulders above any of the other top class stories. Advice: If you play a male, you’re essentially James Bond. If you play a female, you’re Black Widow from the Marvel Universe. Either is fine. Regarding class specialty, I chose a Sniper and really didn’t enjoy the gameplay. Perhaps the Operative is better? Bounty Hunter – the Bounty Hunter story is better than people usually give it credit for, but it’s constrained by the class description: you’re basically Boba Fett. That’s really awesome and all, but being a bounty hunter is one long train of getting a contract, finding the mark, turning them in, and then repeating. That doesn’t translate to epic narratives very well, and so the Bounty Hunter plot is VERY episodic. This is largely unavoidable, and Bioware does about as much as it can to give the Bounty Hunter a grander narrative. It sort of works. The companions are mediocre, with a couple of notable exceptions. On the plus side, the gameplay is very good. Yes, I realize gameplay isn’t part of the plot, but it does affect the plot – bad gameplay can make a good plot a drudgery, good gameplay can make a weak plot more bearable, and the latter definitely happens here. Advice: a bounty hunter just isn’t an epic hero and you shouldn’t expect him/her to be. Try to enjoy this one for the great gameplay and the nice, individual episodes. The major take-away from all this is that the Star Wars movies are deceptively reliant on having an ensemble cast: when Bioware tries to recreate that same formula but separate each of the major character archetypes from the original movies into their own stories, it doesn’t quite work. Taken alone, Luke is just too earnest, Obi-Wan is a pedantic mystic, Han Solo lacks gravitas and Boba Fett leads a repetitive life. The game writers try to shore up these failings by giving you companions who fill the gaps, but this doesn’t always work. The best classes are the ones that either have really good companions who CAN balance out your character, or go in a completely different direction and don’t employ Star Wars archetypes as much (e.g. Trooper, Agent).
  10. More true than you know - there's a great line by Palpatine in "Dark Lord: The Rise of Darth Vader" (a book which is otherwise pretty forgettable) in which he tells Vader that Sith don't give a damn about lightsabers, they only go into lightsaber combat to embarrass Jedi. Ultimately, I think the answer is that the distinction of Warrior vs Inquisitor doesn't apply to Revan, because he's from a completely different game. KotOR didn't have nearly as much of a divide between the melee and caster classes. In SWTOR, Warriors are limited pretty much to lightsaber combat, while Inquisitors could stop carrying a lightsaber and it wouldn't make much difference. In KotOR, both Guardians and Consulars made heavy use of both lightsabers and the force and were quite effective with them. They just had their preferences, and Guardians were a bit more resilient in melee. So I think trying to call Revan an Inquisitor or a Warrior is like trying to fit a square peg into a round hole.
  11. Keep in mind that Revan also went toe-to-toe with Mandalore the Ultimate and won, so there's good justification for saying he was a Warrior as well. Not saying you're wrong, just that there's any number of plausible possibilities. That was my reason for playing Sorc too.
  12. At which point Palpatine had absolute power and didn't need to be subtle anymore. Need I remind you that before he had unlimited power, he manipulated his way into the supreme chancellorship, anonymously started a war of which he was the ultimate leader on both sides, cultivated corruption in the Senate to such a point where they were willing to give all power over to him, and maneuvered the Jedi into a position where he could wipe them out with one sentence ("execute order 66"). So yeah, actually Palpatine was quite subtle. Since the SI does not have absolute power in the game, we can assume he's probably based more on pre-Empire Palpatine. So yes, he should be subtle. Name me one video game in which you have complete 100% control over your actions and the story. If I wanted to kill Canderous in KotOR, could I do it? Can you choose to become the Joker's best buddy at the end of Arkham Asylum? No. If you want to have complete 100% control over your story, go DM a star war role playing game campaign in which you're the main character. Bioware writes the story, they get to decide how it progresses. It'd be interesting to see Ashara converted, but make no mistake, this is Bioware's game.
  13. See, this is exactly how I see it. I don't see any reason why my character should want her to turn to the dark side. What with all the backstabbing in the Sith Ranks, I like having a nice loyal Jedi in my pocket. All I have to do is keep her confused and make occasional references to "wanting to reform the Sith":rolleyes: and I can count on her to watch my back. Maybe it's just because I play a Sorc, but that kind of attitude seems a bit lacking in subtlety...something an Inquisitor should have in ample supply.
  14. I feel like Xalek was supposed to be a sort of half-way point between Ashara and Khem, but, as others have pointed out, there's a bug in his mechanics that inhibits his effectiveness. That said, he's still decent when properly kitted out...it's just that any role he fills can be better filled by one of your other comps...
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