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TheRealBowser

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    somewhere in Texas
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    Gaming
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    College
  1. KotFE cannot be as bad as the NGE, since this game is already designed to be a theme park MMORPG. The only way this could be as bad as the NGE, is if this game suddenly turned into a sandbox MMORPG for ***** and giggles. Even then, I doubt it would be as bad. It is a pretty awful comparison. That's not to say I'm not more than a little wary about the expansion, but let's not blow things out of proportion here. All that said, this very well could be the expansion that begins pushing this expansion to the end. And if it dies, we won't have a Star Wars MMORPG anymore...
  2. I did not forget. There is no real benefit to having two separate companions that provide the same type of crew crafting skill. In the case of Inquisitors, they already have Khem Val who provides +15 artifice efficiency, making the +10 artifice efficiency from the ship droid entirely redundant in terms of min/max gains. In the case of mission crew skills, having multiple companions with them is rather useful since you will have multiple companions running them anyways, as opposed to the typical one companion crafting (though, in your defense, they are typically critical bonuses, artifice is the odd exception).
  3. I'm happy to help. I'm glad you find it useful. All fabricator designs require items from a variety of crew skills; this is by design I would think. It shouldn't really effect what you pick on an individual character, but it does encourage you to have alts that can make the items you are missing. This is great advice to people that want to take the extra mile for crafting.
  4. Sadly there aren't a lot of good databases for SW:TOR, partially because all data is added manually and not datamined by an addon (which as you might imagine is a tremendous feat). Many older database websites and wikis haven't been updated since before the game even launched which is truly a disappointment. Both of the databases I mentioned in this guide are no longer really functional. Darth Hater has gone the way of the dodo and Torhead hasn't updated in quite a long time (it doesn't even have Treek officially listed). Sorry I can't help you here. But I can promise at least that this guide will have accurate information to the best of my ability.
  5. As mentioned, I already said that I am 100% certain about Guss Tuno. I have Guss Tuno unlocked on one of my characters, this is not second hand information. None of the data in this guide should be inaccurate. The smuggler has no treasure hunting or archeology bonuses.
  6. Ha, I bet you didn't expect to see me again! After taking a 2 year hiatus (or was it 3? It's been a while), I decided to come back and enjoy the game. After a while, it dawned on me that my guide wasn't quite complete. While my guide was sufficient and the addition of Treek really didn't add anything special, it did bother me that I pushed away the ship droid sensor as an afterthought when in reality it made a dramatic change to the classes. As such, I've updated my guide to include detailed charts as to how the ship droid effects each and every class. Unfortunately, this dramatically increased the amount of text in the guide so I had to cut some parts to make it fit. I tend to ramble a bit on my 'thoughts', so I consolidated them as best as I could, and I entirely cut out the "Miscellaneous Tips" section as not only can other people cover this, but it's all fairly obvious information I'm sure most of you already know very well now that the game has been out for 3 years. As always, I welcome feedback and if anyone notices any errors or oversights, or miss my rambling and tips and think it would benefit the guide, let me know. (In order for me to effectively include these, I would have to make a new thread with two posts instead of one to cover them.) On a side note, I want to clear this up. Originally (3 years ago, when I first wrote this guide) this confused me as well, but I can confirm with certainty that all information in this guide is accurate and correct. I actually listed the incorrect information on Guss Tuno originally -- the Guss Tuno in the wiki was from data from the beta (hey, that rhymed). The fact that Guss Tuno has underworld trading is a quirk, but it's accurate and real. The fact the smuggler has two companions with underworld trading is unique to the smuggler. I pride myself heavily on keeping accurate and useful information, should anyone notice any errors in the guide please let me know. It's possible I may disappear again but I still update things when I can.
  7. You're very welcome. And thank you, that means a lot to me! It pleases me that this guide has been useful to the community.
  8. Good idea, I linked it in the guide. Good to know anyways. I never noticed that blog before, though I haven't really been keeping tabs on things since I quit in early 2012.
  9. I suggest taking underworld trading instead of investigation. From my experience, investigation is one of the least profitable and least demanded crew skills, whereas underworld trading is useful to multiple crew skills and will make you the most money. You'll make a killing on Mandalorian Iron. The other two crew skills are great choices.
  10. Scavenging will be your best bet for profit. It is useful to multiple crafting skills and will sell well. Really, any gathering skill will do though. Alternatively, you can consider diplomacy for the light/dark gains and potential profits. It does give +5 critical from Vector after all. However, it's not likely to sell too well at maximum level, whereas a gathering skill can be used in addition to slicing without splitting up your crew members between doing two mission skills.
  11. I decided to give this game another try, and I've taken this opportunity to update the thread for HK-51, in addition to a few other changes. Besides the fact that HK-51 gains a (very small) critical bonus for artifice where no other class can, it really doesn't matter much. He's just a nice (if very small) bonus for every class. However, I was wrong about him giving +2 critical for artifice and cybertech as that was changed, so I wanted to make sure I updated the thread accordingly so as to not give misinformation. Not much was added overall, and I am not sure if I will be posting here again (or if it will be needed). I just thought I'd let you guys know. I hope this guide continues to be useful to everyone.
  12. Ideally you should be able to buy legacy perks for credits at any level, and get them for free if you level your legacy high enough. Or at least at a discount. But they will never do that, because they want to make money off of selling the perks for cartel coins. This is how I would do it: All legacy perks available at level 1 (besides HK-51 and other special unlocks) legacy for full cartel coin/credit price. At the current level they would have unlocked, they become available at 50% price. (Requires subscription) At double the level they would be available, they are free. (Only unlocked if subscribed, if unsubscribed, they gain 50% discount at this level instead and become locked again unless purchased) This way, everyone wins, even Bioware.
  13. Legacy of crafting is a pretty awful character perk for the price. 350,000 credits for a mere +3% chance to augment gear is... really bad. It's not +3% critical, just +3% chance of augmented items. I strongly recommend avoiding it.
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