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Venan

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  1. I tend to only ever activate the rotation at full focus, or nearly full; not just six. That said, I do tend to pop Zen first but never thought to why.
  2. Okay, I thought so. So I HAVE been doing it properly. Excellent. Thank you.
  3. I keep getting different answers to this. I've always done the following: Precision Slash - Zen - Blade Rush - Blade Storm - Blade Rush - Blade Rush - Blade Rush - Blade Rush - Blade Rush. This gives Blade Storm a 100% chance to crit, which I am SOMETIMES told IS affected by Precision Slash and sometimes told is NOT. Which is true? Am I wasting Precision Slash time by popping that Blade Storm? Should I wait until after the 6th Blade Rush to pop it?
  4. What about the other members of your party, specifically the sents? I'm a sent myself, and I don't know much about the other classes, so I'm not going to pretend I do. But the issue seems to be that the deeps just aren't deeping enough, especially if your healer is running out of Force. Do they have a good rotation? Sents are also heavily gear dependent; if they don't have great gear that's going to affect their dps. And, as sents, they should be able to help you all out with an ability called Inspiration. It gives everyone in the party a 15% increase to damage and healing. That will not only help you and the deeps do more damage, but will help your healer keep you alive as well. Are they popping that? More importantly; are they popping that at the same time? Because if they are they SHOULDN'T be. Inspiration doesn't stack. One of them should pop it, and after it goes away the OTHER one should pop it. And from there they should trade off popping one of their other buffs. Valorous Call instantly generates 30 centering, so they can quickly pop another of their abilities. What I'm saying is this. Sent 1 and Sent 2: Build centering to 30 Sent 1: Pop Inspiration. Sent 2: Pop Inspiration after Sent 1's buff goes away Sent 1 and Sent 2: Pop Valorous Call Sent 1: Pop another buff; this depends on the sent's tree. Sent 2: Pop another buff after Sent 1's buff goes away
  5. Ah, thank you. That makes a lot more sense and doesn't completely demean the JK story.
  6. I really want to know where this information is coming from. The game gives absolutely NO indication that this is fact. I even did the quest with Kira after the fight, and still no explanation for why her friend could still hear the Emperor's voice in her head. If that is true, if the man I killed was not the Emperor but the Emperor's Voice, where did you get that info? If it it something I have yet to, somehow, come across as a JK please don't say exactly where (though something like "Scourge's last few quests" would suffice). Someone suggested that this was mentioned in the Sith Warrior storyline; that makes little sense to me.
  7. I'm not opposed to the idea of "group only WZs," where only groups composed of 8 people (or maybe two groups of 4) are able to join that warzone. Would certainly make things, in some respects, fairer such that guilds aren't dominating the PUGS. I think that could be applied to the other WZs as well as Huttball.
  8. There IS something similar to a Force-sensitive droid. Iron Knights. http://starwars.wikia.com/wiki/Iron_Knight
  9. Ah, my apologies then. The idea was supposed to be morbid and disturbing. That's part of the point and gives a "Frankenstein's Monster" feel to the class, as well as showcasing just why it is you are so unique and not seen much anywhere else. The brain is also not physically being put into the droid. I don't know if that's what you thought or not, but it is just the memories and behaviors of the person who came prior. The droid isn't technically truly the person who Garn took the mind from, but a very very advanced copy. Although I can see where you are coming from, I think downplaying the shock level would make the story have less impact. Just my opinion.
  10. I'm guessing since my post was longer than 2 lines everyone ignored it. Shame, really.
  11. Crypto Garn is an old engineer. He lives on an old asteroid complex deep in the Unknown Regions, a secluded place where he finds peace and solitude. Garn escaped the Republic when he realized that certain policies and experiments he intended to perform were going to be made public. Garn is a droid aficionado. He fixes them, modifies them, even builds them. The asteroid complex is swarming with droids, all with different roles. Protocol droids, probe droids, engineering droids, astromechs. They work to keep the complex running and give Garn some company. Garn, since his exile, has been working on a new kind of droid, something he called the Synthetic Sentience Analog or SSA. Exactly what makes these droids so special is unknown, but it appears to be the reason for his exile. You are activated at the beginning of the game and given the model designation of SSA-09, or just Zero-Nine for short. From the get-go you are confused. You're not sure what's going on, and your thoughts are cloudy. Garn, excited, treats you kindly and almost like a child. You are given your own quarters and sent forth to interact with the other droids. This is where most of your quests for the first 5 or 6 levels would come from; helping other droids with a certain air of innocence with things around the complex. Some of them like you, some of them don't much care for you ("Oh, look, it's the Creator's favorite datapad."), some of them are more autonomous and have no opinion of you. And then some droids are actually not under Garn's control, and so you have to fight them as you would any other enemies for the other classes. There is also the threat of mynocks and other space-traveling denizens to contend with. Maybe one quest has you use magnetic feet to travel up the side and top of the outside of the complex to kill mynocks trying to eat through the hull. You also befriend your first companion, a probe droid healer. All of this is compounded with a few choice conversations with Garn, who spends a lot of time proclaiming how RIGHT he was and that you, the droid, are SO beautiful simply because you EXIST. Around lvl 5 or 6 you start finding some weird things. Notes left over in old data terminals, bits and pieces of the outside world; maybe you successfully turn on the Holonet one day. You find out that, recently, a small freighter housing a family of nomads/workers had gone missing in the Unknown Regions. Soon you find a room with a few dead bodies in it, one of which is a teenager with the tag "#09" on him/her. Eventually you approach Garn and confront him, and the truth is made horrifyingly clear. The SSA Program was meant to remove the weaknesses of biological life by implanting the minds of people into droid bodies. Originally the idea was for people who were dieing or otherwise needed to continue to live, but Garn's superiors deemed it inhuman and tried to shut him down. He fled to continue his work, capturing the crew of any ship that happened to wander through the area to experiment on. You are the only success he had, the only time when the mind was successfully transferred without the person/droid going insane or losing its free will. He is clearly beginning to lose his faculties, and decides that you have to be destroyed for being so smart (after all, he knows the process works now that you exist; he doesn't need you anymore). He flees the room as you fight the other SSA droids he summoned. After destroying them all you rush to reach Garn, who in his crazed state set a self-destruct sequence for the entire complex, figuring if nothing else he can destroy you along with himself. You now get a Light Side option and two Dark Side options. Light Side: Grab Garn and drag him to an escape pod/emergency shuttle and escape the facility with him. (150 pts) Dark Side: Flee the facility and allow Garn to die in the explosion (only 50 pts) Dark Side: Kill Garn before fleeing the facility (150 pts) You now have a choice; travel to Coruscant or Dromund Kas, which will decide whether you join the Empire or the Republic. If you choose the Republic you are treated with pity by most of the populace, and if you saved Garn he is arrested. If you choose the Empire you are seen as a monster by most, though you will have your uses, and if you saved Garn he is put to work in a lab by a Sith Lord. From here you help to fight against the opposing faction, but all the while deal with knowing what you are. Perhaps you start getting intermittent flashes of your old life which, in turn, give you quest points (like "Omg, I just remembered that time we saw a bunch of Sith heading for (insert random planet here) with a giant doom weapon.")
  12. Alright, everyone having a problem with the Harrowers, I did the following as a lvl 34 Sentinel with Kira. 1. Ensure you at LEAST have Rebuke off CD. Saber Ward, of course, is also useful. 2. Pop Rebuke as you Force Leap onto the Harrower. Pop Saber Ward as well if it's off CD. 3. Immediately pop Pacify once you are in melee range. 4. Begin your rotation for damage. 5. The second you get blown away and knocked down, pop Force Camouflage. 6. Let Kira take the aggro while you get up and begin your rotation again. This worked for me. Prior to this I tried 3 times just popping Rebuke and Saber Ward, even Transcendence one time. The Force Camo to take the aggro off you, and the Pacify debuff, is extremely important for winning these fights. The first three times I'd get them down to 10% hp and die. With this I had at least 10-20% hp after each fight.
  13. No, as far as I know this is not in-game. Don't get too excited. This is just a suggestion I have to include in the game. It's mostly a personal thing. I like the green sabers currently in the game but they are just a bit too "light" for my taste, more like a lime green or a yellow-green than a true bold green. Maybe that's not explaining things adequately. Watch the Deceived trailer (link). Notice the green sabers. They are a much bolder green, almost like there is a hint of blue in there. Like the green of a streetlight (for those of you who don't know, green streetlights have a hint of blue to help red/green color blind people to differentiate better). In fact, in that trailer all the blue sabers seem to be "Cyan," not "Blue" as far as in game crystals go. My suggestion is to include another green crystal. Something a bit darker than the current "Green." Call it "Emerald," or maybe "Jade." Heck even "Dark Green" if you wanted. As far as rarity goes it could be a world-boss drop, or maybe something on the same rarity as Cyan where it comes with certain commendation weapons. So again, just a small suggestion to include a different color crystal, maybe with a bigger patch that includes other features
  14. By instanced PvP I assume you mean warzones. Really? I experience the direct opposite; Imperials absolutely crush Republic in PvP. All the time. I'm always surprised when we win.
  15. Thank you, really. Honestly I have been very surprised. I was expecting annoyance. I was expecting to be told off or yelled at for my statements. What I was not expecting was to be completely, horribly, utterly ignored. I like Hayden as Anakin; he DOES indeed look the part. And he could have acted the part, IF he had been given a good part to act. But he wasn't. And so..... yeah.
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