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swtonewbie

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  1. I thought the same thing about why BW isnt trying to make money off of TFA...assuming Disney isnt preventing them from doing so. One of the ways i was thinking they could do this is with gear. Now it might not be possible to add stormtrooper armor from TFA into SWTOR cause that might seem like they are trying too hard to cash in on the movies success. But what about adding in Reys outfit and calling it "scavengers outfit" or something like that? or Fins outfit with the all black and borrowed Poe Jacket? they can name it "wanderers outfit" or something i dunno. Reys staff, BB8 as a pet but with a different name, Kylo Rens lightsaber...though that might be pushing it. Han Solos blaster, Chewies bowcaster or a standard Stormtrooper blaster rifle. It would just suck to not see some of those things make it in game due to the timeline differences.
  2. You mention having 15 level cap toons in WoW and 4 in GW2? I've capped out a gunnery commando using Jorgan the entire time. I've capped out two different arsenal mercs using gault but this is just a mirror to the trooper setup i mentioned already. I've capped out a dps Juggernaut using Vetta then later Jaesa though i had to switch to my healer comp for level cap daily zones. I've gotten 3 levels away from Cap on my Marauder and i played with Vette/Jaesa but had to switch to my healing comp occasionally towards the end of Voss and onwards for certain missions. I've capped out a Sniper using Kaliyo as my comp and then later the fem-droid from Belsavis. Level 40-42 dps Shadow and Assassins using tanking companions. Level 30, 30, and 40 dps Operatives and Scoundrels using a ranged tank. And tons of other alts, even duplicate classes leveled up to 20-30. I have a server with 3 pages of imperial toons and another server with 3 pages of republic toons. I dont find leveling too hard and i always keep myself within 1-2 levels under/over mobs and objectives. You mention nothing about what advanced classes you played in SWTOR or what their gear levels were, who your primary companions were and what their gear levels were like, or what a typical rotation was for a pack of just weak/normal or a pack with 1 strong and 1-2 weak/normal. Maybe give us a little info with those so we can see what you are doing wrong with any of those things i mentioned. I keep my gear updated with blue quality mods, enhancements armoring and barrels and i have thought out my leveling paths and how i spend my comms. I've even taken a standard mob pack of just weak/normal mobs and have a sequence on how i will use my abilities, and on what. My gearing process is outlined in the first link below. I level the best on an arsenal merc and gunnery commando and one of my methods of dealing with standard packs and the second link outlines that. For mercs/commandos i actually have 3-4 ways to deal with a standard/weak pack depending on the scenario. I have rotations for my other classes too, but i like the merc/comm the most because if you pay attention to the video you will see that i take little damage. That is partly due to the burst but more importantly all the 2-3 second CC's i'm throwing out. CC's like explosive dart, missile blast and unload. Other AC's dont have that kind of flexibility with CC"s so instead you have to focus your burst (your burst as well as your companions). http://www.swtor.com/community/showpost.php?p=8109408&postcount=7
  3. Did a quick test to see if it might just be a tooltip issue and looks like it is. Playing my SW right now and Vettes ability "Survival Instincts" is the one that is toggling on by itself. However its not actually toggling on, just the green indicator box is showing that it is toggled on. Here is what i did to verify that: 1) waited until Survival Instincts (SI) green indicator turned on by itself 2) fought several packs with Vette in the lead to see if SI activated and went on cooldown, but it didnt. 3) very carefully i put my mouse cursor on the green indicator box for SI 4) right clicked it, the GCD border showed up on the ability, but the green indicator box stayed on 5) fought some more packs with Vette again in the lead to see if SI would activate and go on cooldown, and it did 6) mouse cursor back on the green indicator box for SI, right clicked it and the green box went away, ability is now toggled off So looks like with step #4 the green indicator was showing toggle on, but the ability was actually toggled off. I mentioned earlier that on my Trooper the ability went on CD by itself. Though i dont remember if i right clicked it before or not. Not gonna bother trying to test that out. Just gonna go with what i posted in this post.
  4. Yah i wouldnt say that people should stay away from adaptive/custom gear while leveling. Some people need every little bit of help they can get. When i first started playing i actually came up with a whole process for gearing up that would work with no help from cybertech, artifice or armstech. At first it might look confusing but i've been doing it for so long that its become second nature now. When leveling on Coruscant for example you should finish there with about 50-55 comms. That is without doing the heroics and that doesnt even factor in the 9 comms you can get from Ord Mantell if you are a Trooper/Smuggler. Here is what i do: Level 15 Coruscant/Drommund Kaas Modification Comm Vendor -buy 1 barrel/hilt, 1 mod, 1 enhancement (if you are a dual wield class then buy another set) -buy 2 armoring, 3 mod, 2 enhancement -upgrade in this order: weapon(s), bracers, chest, gloves *only buy two armoring because while leveling on Cor/DK you get a level 15 blue armoring as a quest reward if you do the Gree quest chain or the Revanite quest chain. **Imperial players can do the Heroic 2+ mission "Saving Face" on DK for a moddable offhand appropriate to your class (ie vibroknife or generators). DK has lots of players in it so it should be easy enough to get a group for it if you want/need help. Level 19 Taris/Balmorra Mod Comm Vendor -buy 1 barrel/hilt, 1 mod, 1 enhancement (if you are a dual wield class then buy another set) -buy 3 armoring, 3 mod, 2 enhancement -upgrade in this order: weapon(s), belt, leggings, boots *if you cant afford all the armoring/mods for the armor its ok Level 23 Nar Shadaa Mod Comm Vendor -buy 1 barrel/hilt, 1 mod, 1 enhancement (if you are a dual wield class then buy another set) -buy 3 armoring, 3 mod, 2 enhancement -upgrade in this order: weapon(s), bracers, chest, gloves *if you cant afford all the armoring/mods for the armor its ok Level 27 Tatooine Mod Comm Vendor AND Specialty Vendor -go to the Specialty Vendor that has the custom/moddable weapons -buy the weapon type for your class for credits (each one costs ~11-12k creds) -buy 3 armoring, 3 mod, 2 enhancement -upgrade in this order: weapon(s), belt, leggings, boots *the moddable weapons from the Specialty Vendor have a level requirement of level 28. BUT the actual barrel/hilt, mod and enhancement inside of the weapon have a level requirement of level 27. So you can rip them out and put them in your existing weapons and you can use it at level 27. **you just saved yourself 11-22 comms so at this point you will start to accumulate comms faster ***Republic players can do the Heroic 2+ mission "Breaking the Code" which rewards a moddable offhand appropriate for your class (ie scattergun, generator). If you have your healing comp it should be possible to solo it as long as you are careful. If you are a Jedi Shadow or Scoundrel you can just stealth and go right to the objective without fighting anything. Level 31 Alderaan Mod Comm Vendor -buy 1 barrel/hilt, 1 mod, 1 enhancement (if you are a dual wield class then buy another set) -buy 3 armoring, 3 mod, 2 enhancement -upgrade in this order: weapon(s), bracers, chest, gloves *you can get a moddable helmet if you havent already done so. Level 35 Balmorra (rep) Taris (imp) -buy 1 barrel/hilt, 1 mod, 1 enhancement (if you are a dual wield class then buy another set) -buy 3 armoring, 3 mod, 2 enhancement -upgrade in this order: weapon(s), belt, leggings, boots Level 39 Hoth Mod Comm Vendor -buy 1 barrel/hilt, 1 mod, 1 enhancement (if you are a dual wield class then buy another set) -buy 3 armoring, 3 mod, 2 enhancement -upgrade in this order: weapon(s), bracers, chest, gloves And so on...again the above assumes the player has no support from a cybertech, artificer or an armstech. Meaning you have no support from them so you have to buy the armoring, barrels and hilts which cost 7 comms each. There are also a few other tips and tricks you could do. That main one that i like to use is getting to Tatooine and buying the weapon from the Specialty Vendors for credits which saves you on 11 comms (22 if you have a moddable offhand). There is also another one that applies to certain classes like for example if you just hit level 19 and you are a Sith Inquisitor. You can go to the Balmorra Mod Comm Vendor and buy Force Wielder Armoring 7 or Force Wielder Hilt 7 both of which have a level 19 requirement. OR you can go to the Nar Shadaa Mod Comm Vendor and buy Resolve Armoring 7 or Resolve Hilt 7. That option isnt available for all classes though. If you want to squeeze every little bit of dps out of your toon for leveling or attempting to solo heroics or if you just need all the help you can get you can do that. When double xp isnt running i just go back to the fleet and do my shopping at the mod comm vendors there. Some classes depending on what companion they like to use can also give their hand-me-down armor sets to their comp when it comes time to upgrade the player gear. This is pretty easy to do with Troopers since a lot of your comps use heavy and aim as their primary stat. So if you just hit level 23 and its time to upgrade your Troopers personal gear you can remove all your armor and give it to Jorgan or Dorne. Then you take the armor that Jorgan/Dorne were wearing and you upgrade *that* and then you wear it. Level 27 when you have to upgrade your gear again just take off what you are wearing again and give it to your companion. Then take their armor upgrade the armoring and mods in that and when you are done you wear it. With that method you will always be upgrading your personal armor every 4 levels and your companions gear will always be 4 levels beneath you but it will be all blue quality mods. The process i listed above was before i had a Cybertech. Now that i have a max level cybertech they craft all my armorings for me. I actually level a bunch of alts and they are all double gatherer and underworld trading. The underworld metal from all my alts all goes to my cybertech and thats how i'm able to craft blue quality armoring every 4 levels just for alts. If you arent an altoholic like me then you can probably get away with just using green quality crafted armoring and mail it to your alt that needs it. Then that alt can equip it and then all they have to buy with comms are the mod, enhancement and barrel/hilt. If you have a cybertech crafting armoring for you then you wont have to do like i did above and alternate upgrading bracers/chest/gloves at level 15 then belt/legs/boots at level 19 and then back to the other stuff. Instead you can equip all the crafted armoring that your cybertech is supplying to your toons and buy 7-9 mod, and 5-7 enhancements. Then you could be upgrading 7 pieces of armor and 1-2 weapons every 4 levels. If you do the above procedure i listed above with the dark orange text you are upgrading your weapons every 4 levels but your armor only actually gets upgraded every 8 levels. Anyways, i know all that stuff is pretty unnecessary but i like to do it. And it sounds confusing at first but once you do it enough times it becomes second nature. But the main thing i think is if anyone is going to try and give out tips to newbies you should tell them all what their options are and maybe list the pros and cons of it. And then let the person decide what route they want to take. It seems like you guys already covered the greens/blues so i thought i would list what i thought was a decent (and complicated hehe) way to stay geared up with comms as you level.
  5. One of the times Jorgans abilities got toggled on, his Shield Boost ability got used and got put on cooldown. So either it isnt a tooltip indicator issue like you say, or it is doing what i mentioned and also an indicator issue like you said (and not always using abilities).
  6. I think that permadeath servers are a bad idea, but for a different reason. Permadeath was available in Diablo 2 and Diablo 3 i believe and people *do* play in those game modes. I never messed with it when i played D2 and D3 but in D2 it seemed like an ok concept, but not in D3. I dont think its a good idea to add it to an online game due to disconnects and lag and whatnot which i believe was one of the issues with it on D3's initial release. Not only that, but SWTOR wasnt designed with permadeath in mind so adding a feature like that mid game with the game engine as bad as it is would not be a good idea. So even if there was a group of SWTOR that wanted to play permadeath the devs have a lot of stuff working against them like all that stuff i just mentioned...lag issues, disconnect issues, and engine issues. Maaaaaaybe if the game had been designed right from the beginning with permadeath in mind they coulda pulled it off because they would have released the game with a better engine, or more stable connection. But adding it in after a game has already been out for a few years? Yah...i dont think so Another thing too is that SWTOR doesnt have the correct game type. Games like D2 and D3 and EVE are a little different. In EVE if your ship gets blown up you can recover from it by buying another one and gearing it up and replacing any expensive implants. In D2 and D3 the whole point of the game was to clear dungeons. But in SWTOR permadeath what happens the first time a guild does a raid and wipes? do they disband? they roll all new toons, level them gear them out and go for attempt 2 on that raid boss after the last person in the raid has gotten to 60 and geared up? Thats why its not good for this game to add it in midlife...it should have been there from the beginning. That way content would have also been designed with permadeath mode in mind.
  7. Just got back to SWTOR like a week ago so i dont know how long this has been going on. Anyways the problem i'm seeing is that Companion abilities that i have toggled off are getting turned on, and on other companions abilities that i have toggled on to always fire when it is off cooldown, are now getting toggled off. My trooper is using Jorgan and his Shield Boost and Spread fire are supposed to be toggled off, meaning the green square is not on those two ability icons. On my Jedi Knight i use Kira and her Force Tremor is supposed to be toggled on but it sometimes gets turned off, and i also have Blade Ward toggled off on her but it will get toggled on by itself. Not gonna go on all my different classes to try and recreate the problem. Since i've been back i've only played my Trooper and JK and i've seen it on both of them. I can mount-dismount-mount-dismount and it doesnt seem to affect the companion ability bars. The one other thing that i think could be causing it is instance changing. Like going from open world to a storymode or class instance area. I also notice it happening when i first log onto my character. So it doesnt look like companion ability toggles are saving upon log off either.
  8. What is the name of the character you use the most? (This will be how you are referred to in the paper to preserve your anonymity. IF you are featured at all.) i dont have a main, but all my toon names are either female Japanese names or female Asian names from the Samurai Shodown 1 and 2 series of video games. Why did you choose this game? What inspired you to play SWTOR? I'm a Star Wars and Star Trek fan How many characters do you have? (List them with their levels and their either light/dark/neutral alignment.) I play on two servers and the character slots on each server are maxed out. One server is for my Imperials the other is for my Republic. I play all of my Republic 100% Light, but my Imperials are a bit more complicated (mostly Dark though). Focusing on your most used characters, why did you choose to make them that specific allignment? (Light/Dark/Neutral) What influenced the choices you made? (Was it for gear? Was it because of what you expect your character to be? Was it for ***** and giggles?) Republic are all Light because i didnt care too much about the dialogue choices. For Imperials though my Sith Inquisitor and Warrior are 100% dark. However i did roll one Light side Warrior just to see what a Vette romance would look like (answer: meh). My Agent however i play in character and their alignment is gray--they are a good person and will help people out on regular quests. But if the type of quest is a "for the good of the Empire" kind of thing i wouldnt hesitate to pick a Dark side choice, even if i had to do a bit of killing. Bounty Hunter is also gray where i play as a good person, even breaking the "bounty hunters code" if i felt like it. Like even though i was hired on Hutta to find the Kid and his Dad in the spaceport i let both of them go. But if the job was to go and kill 3 criminals i would go and do it. Its kinda like the movie/tv cliche of an assassin with the "no women, no kids" rule. Did you make your choices based on what you believe as a person or what was expected of your character? If i just want to level a character and only pay little attention to the story then i usually go with Light side choices. But certain characters like the Agent or BH like i mentioned before are their own character. As mentioned the Agent wont blow up a planet...but if blowing up a planet means that it would preserve the Empires way of life they would do it. Agent would bring in a contract target if it was a criminal. But if the contract giver is a shady lady in a bar, and the target is a kid and a father that doesnt appear to be a dirtbag then i would let it go. What instances of trolling, or lack of trolling have you noticed? Did you notice if it differed between the different factions? My Imperials are all on a normal PVE server while all my Republic are on an RP server, so if i were to answer this it would probably be a bit skewed. Reason i say that is in my observation in any game RPers tend to be friendlier and more helpful. Also in my observations in this game it seems like Imperials tend to have the more immature players...the ones more likely to troll.
  9. Yah i dont really give a s**t about lore reasons as to why a certain style of boxer briefs that existed in 20bby cant exist in 3000 bby... Having said that it would be nice to see 100% or even close replications of EP 1-6 outfits, but with generic names. It might be immersion breaking for some people to see a new outfit added into SWTOR named "Darth Mauls Ninja Outfit" or "Obi Wans Other-Other White Outfit". So instead they could name them something like Sith Robes or Jedi Robes, but have the exact look of Darth Maul or Obi Wans outfit. Truly iconic looks like Vaders outfit might be a no-no. But iconic characters from the movies that wear normal looking outfits would be nice to see in game (the outfits that is). That is of course as long as there are no licensing issues involved. I just came from Star Trek Online and that was always an issue there. They couldnt use ship models from JJ Trek because another studio owned it or whatevers, or they couldnt use the TOS Enterprise as an end game ship model because CBS wouldnt approve it (i forget the actual reason). I've actually tried to recreate certain looks like the Darth Maul look without his long robe but it just didnt look right. EDIT: also just a reminder but we already have outfits like slave dancers outfits that can go on Jedi, Troopers, Sith and whoever. So trying to go with lore reasons or me saying "because those style of robes didnt become fashionable until 500bby" is pretty laughable.
  10. hehe, i just recognized your name thats all...i was almost certain that i've seen it on the STO forums.
  11. 1) hey arent you from the STO forums too? 2) I get the feeling that a lot of people on the WS forums are "blind to Wildstar's impending collapse". Or maybe they are just hopeful that the company can turn the game around, or maybe they are in denial. That is just the impression that i get from a lot of the people on there. For me i also think that WS is overall a better game but only by a little bit, but a couple of minor issues here and there come together and just make the game not fun to play. One of those is my gut telling me that the game will not pull out of its slump and continue downwards. I think its a better game, but the pace at which issues are being addressed isnt where i would want it to be. Other people are apparently ok with the pace...but not me. Also a lot of their design decisions seem to be ok with most other players but to me i'm thinking "ehhh". Like when they released daily zones in one of their early content patches. It seemed like lots of people were all like "yay!!! level 50 daily zones made out of recycled level 4 zones"and they were really happy about it. But i'm thinking to myself "really? they are busting out daily zones this early in the game life? really?!". Right now i'm just going through all the games that i have previously played because i'm getting bored too fast. I'm actually just playing SWTOR strictly as F2P, though i have the 7 day play as a sub thing active right now. After a few weeks or a month or so i'll probably pick up TSW again, or go back to GW2 or maybe go back to STO and see how crappy the game is now.
  12. I played WS for a few months, from i think Jun to Sep last year, and again for a month and a half but i stopped playing just a few days ago. Wildstar had that "new MMO" feel but they just did a lot of things wrong imo. They did the linear leveling paths that SWTOR did and since i like leveling alts, alts and more alts this affected me. For each WS faction you have the beginner zone, then two starter zones, two more zones after that but then from level 22 all the way to level cap it is the same one zone for everybody. The other faction links up with you too and you all level on the same zones, just from opposite sides while occasionally running into each other (like Tatooine). Everything else was just a collection of little tiny issues here and there. But when they all pile up i kinda just get sick of it. Like one that bugged me for a long time was the state of Engineer pets (kinda like hunter/lock pets or ToR companions). For several months their AI was just terrible...imagine trying to navigate a narrow cave area but seeing your pets aggro mobs or running off to attack stuff. The only thing you could be doing is walking along and panning your camera around and bzzzzt there they go attacking something. There were also a few other minor UI issues and little crap here and there. As far as the content goes i didnt mind the "cartoony" style, the leveling zones were ok the first few times through them. But once at level cap ughhh. I'm no stranger to raid attunements, having done my MC, BWL, TBC and WOTLK attunements all when the content was relevant. But i dont know if i've just lost my patience over the years but WS's attunement process just seems lame in comparison. It seems like part of the attunement process was designed as a time sink just so you would be busy grinding rep while they work on cranking our more content. But my biggest peeve about end game content was when they did a content patch and they added daily zones. Not only that but the daily zones areas were actually just the starter zones but retuned to level cap. Imagine them adding in daily zones to SWTOR...but you run around as a level 50-55-60 in Hutta or Tython but everything is level 50-55-60 instead. WS did a lot of things right or fun...but too many of the little things just kept snowballing for me and i got sick of it and just stopped playing.
  13. Hey everybody, I wanted to make room on my HDD for some other games, but i dont want to uninstall (we are on wifi and takes too long to redownload). I'm more of an old school guy so i never used external drives until recently. I recently got a Passport external and i was thinking about just moving the game folders from the C drive to the external. Would this cause any problems later on if i tried to move the files back from the external to the HDD and tried to run them? i dont know if there would be issues with the registry or whatevers so i thought i would ask. Also once i plop it onto the external would i be able to play it from there too? if not i guess thats cool, my main concern is storage and being able to use it after i take it out of storage.
  14. And what was the name of this 'standard attack'? Maybe you could humor me and tell me exactly what the name of it is as shown on the ability tooltip, instead of making me (us) guess? EDIT: you say standard attack and you say it should never be out of rage. But if by 'standard attack' you are talking about "Assault" of course it will never be out of rage, thats because it doesnt use rage...it builds rage. See this is why you shouldnt mince words...when reporting issues with bugs you have to be specific about what it is you are having trouble with and what is wrong. You could be a veteran, you could be a noob, you could be an idiot, you could be a genious i dont know. English may not be your primary language, your definition of 'standard attack' may be different from mine or a dev. Thats why you want to be specific and leave nothing up for interpretation.
  15. I used mine on Makeb commendation mods. I usually run with a full set of moddable gear, weapons and offhand included. That comes out to like 154 planetary comms needed to buy every single piece of makeb comm mods i need. I usually have no problem keeping all my mod slots upgraded every 4 levels but even then I end up getting close to my planetary comm cap. Once i hit Corellia i end up buying barrels and holding onto them for an hour and a half. Then i go back to the comm vendor buy some more barrels and i return the ones i bought an hour and a half ago for a planetary comm refund (careful not to return too many so that i hit the cap or comms get wasted). By doing this i'm able to have @ 90-100 comms and also 5-8 barrels which is the equivalent of an additional 56 comms. That way once i hit 55 i buy all the makeb comms i need and head right over to Makeb without worrying about having to stop and farm up comms. A long time ago you used to be able to buy barrels and hilts and mods from the comm vendor even if you were too low level for it. But now that planetary comms have all been merged into 1 currency and you have to be the level of the mod to purchase it i have to do the above.
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