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  • Posts

    • I actually thought about this.  Here's my breakdown.  And I'm sorry about being late, I just saw this.  But, anyone else who wants this, here you go. COMBAT STYLES! Start as Jedi Sentinel.  He used two Lightsabers, and was (in)famous for it.  Purple and Red at peak. Add Sith Sorcerer.  After becoming a Sith, he did what no one else could even dream of, and mastered the Light Side, AND Dark Side at once.  And there's not really a better comparison. Jedi with Saber Combat, Sith with Force Combat.  Fits him very well.  Make sure you've got a few of the Class Storylines finished already too, Sith Warrior and so on, so you get things like Legacy Force Choke, via Heroic Moment.  This won't be an all the time thing, but it will help with flavor.  Legacy Force Choke for bursts of Fury, Legacy Orbital Bombardment for those military strikes he would have access to.  Legacy Project for his Jedi Force Training.  Legacy Flamethrower for his remaining influence from the Mandalorians.  This is flavor, but that's the joy. MORALS! Early Life: Revan started idealistic, and wanted to make the masters proud, and honor them.  Start the idealistic Jedi, believing simply in Light And Dark.  Good and Evil.  But, seeing the failings of the Jedi Council, such as Kalikori Village, tests that slightly.  He comes to forgive them, believing in their tenets.  "They must have a reason, they know better than me." Personality: Kind, understanding.  Reasonable and polite. Early Tests: When he faces those who have suffered, like the Final Boss of Tython, he has to actively calm himself, because he's getting mad on Orgus's behalf. Personality: Kind, understanding.  Reasonable, and mostly polite. Rising Star: When you leave Coruscant, try and do Planet Storylines, it would fit him.  He couldn't see injustice and do nothing.  If he saw evil, he had to act, and he had to find evil to act.  Remember, he searched for ten years for evidence of the Cathar Genocide, which everyone said, "There's no proof, just accept it."  He was stubborn enough to follow what was deemed a dead end for a literal decade.  You can let your character get more connected to the Common Man than the Jedi.  "We protect the People, not ourselves!"  That was why he left the Jedi Order, they were avoiding the Mandalorians Wars, while planets got razed. Personality: To the Common Man, polite, friendly, and respectful.  Shows them courtesy.  To the Jedi, curt, quick, and almost annoyed.  Appreciates those who do their jobs, but doesn't have, or make, good first impressions. The Climax: The 2nd Chapter has you face a dangerous Foe, who bests you.  You fall, and go to the Dark Side.  This is where you either take, or activate your 2nd Fighting Style, Sorcerer.  Once you escape them, consider lingering influence.  Darkness taints you, and you either strive to Weaponize it, or Resist it.  Resist because you're a Jedi.  Weaponize, because the Jedi failed.  Remember, you were bested once, after doing so much that was deemed impossible for them, and they just went, "Oops, guess they're dead?"  That hurts.  But your Character is hurt more by the person who /used/ you.  Made you a Weapon.  And now, you'll aim that newfound weapon, at /them/.  The rest of this, is you either trying to return to your Inner Peace, or becoming a Merciless Destroyer of your enemies. Personality 1: Merciful, but strained.  Goes through all he can to help others, throwing self headfirst at problems with no regard for own safety.  Still uses strategy, but will not risk another life. Personality 2:  Brutal and Aggressive.  Ends everyone in his way, alongside allies.  Death is all but a certainty for his enemies.  Strategies are terrifying and effective. FIGHTING TECHNIQUE! Sentinel: Get up close and personal, bounce around enemies, jump around, even if it's unnecessary, it represents the Sentinel's overwhelming speed.  If you can't see the person attacking you, how can you defend?  Several styles are options.  Mixture of weak and heavy hits, designed to shatter any guard.  Or using just enough Focus Building attacks to hammer down heavy Strikes repeatedly. Sorcerer: Revan would be any of them.  Lightning, because he would overwhelm his opponents with raw power, applied intricately and with great detail.  Madness, because it's a slow and insidious killer, so his enemies can't fight it effectively.  And Corruption, because your allies can't help you fight if they're corpses. CREW SKILLS: Honestly... way to many of these could work. Biochem: Your soldiers can't fight if they don't have meds and food to keep them healthy.  Add in that the associated Skills are Diplomacy and Investigation, and he's a great fit.  He was a determined investigator.  He searched for proof that the entire galaxy couldn't find, and found it. (Cathar Genocide.)  He had a masterful way with words. (Convinced a decent chunk of the Jedi to leave the Order, to protect the Republic.  He effectively caused a massive Rebellion in the Jedi Order, and the Jedi Council said, "Alright we'll punish him, later.") Armormech: Your soldiers can't fight if they die in one shot.  Also, the associated Skills are Scavenging and Underworld Trading.  Scavenging would let Revan use the remains on battlefields to replenish that he lost in battles.  Necessity later in war.  Underworld trading is very useful, basically a necessity.  Hell, the Republic works with the Hutts, the physical embodiment of Slaving Worms, simply because they're good businessmen.  "You've got slaves, and we outlawed that.  But, you've got money, so we'll work with you." Armstech: If your soldiers don't have good weapons, any fighting they do will be a failure.  If you need ten shots to do what your enemy needs just one for?  This one's Crew Skills are interesting too.  Scavenging, Slicing, Investigation.  As it has three, you would need an ally, or other Character to help, which FITS Revan well.  He was a team player.  I've stated Scavenging and Investigation already, but Slicing fits.  It would let him find out what his enemies are planning via their computers, and with the In Game Use, he could secure funds. Artifice: Jedi joined him.  Probably the only Jedi he didn't actively feel were embarrassing the Order?  But, they need Lightsabers, and weapons.  So Revan would use this one.  The associated Crew Skills are Archeology, and Treasure Hunting.  Archeology fits, because Revan was a scholar as much as a warrior.  He found an ancient weapon that the Republic had forgotten centuries ago.  The Star Forge.  Treasure Hunting for the same reason.  He found this by examining old ruins and treasures of old temples. Synthweaving: In the same vein as Artifice, Revan had Jedi under his command.  They didn't just use weapons, they had their own Armor.  That would be this.  The Crew Skills are Archeology and Underworld Trading.  His Jedi would make their own Lightsabers in this case, so he'd make their weapons. Cybertech: Revan knew you'd have to fight dirty at some point. *Cough* Malachor Five. *Cough* So he made weapons.  Unconventional Weapons.  He would be the type to give his people grenades, and tell them to throw them in an enclosed space.  The Crew Skills are Scavenging and Underworld Trading. The cool thing is, whatever Crew Skill you choose, you can add as flavor.  Cybertech?  Well now you're hucking grenades at enemies as an opener.  Armormech?  Well now you've got your Soldier Allies in high quality armor.  Sythweaving?  Armormech but for the Jedi.   If you managed to read all this... thank you.
    • I think it's time to add new Rocket Boost perks that increase the speed to match the Speeder Rank IV & Speeder Rank V character perks. I love having a fast mount, but Mounts don't always work in instanced areas, or some FP's, while Rocket Boost does, and since Rocket Boost tops out at 110% speed, it is slower compared to riding a mount with the Speeder IV/V perk unlocked.
    • I haven't finished any of the 7.0 storyline on more then 1 character. I haven't even had it in me to check it out on republic side. And of course the 7.5 patch will mean you don't get any access to the new Venture system if your not going through ruhnuk on a character. I figure you'd need to complete the Lane Vizla chain at the very least.   Unless Broadsword does a skip to Kessan's landing (which I doubt) I just don't see the big interest in continuing to get my characters much past the Onslaught story (Meaning the end of mek-sha and the Objective Meridian FP).
    • im a little late on this but how exactly can i get project siantide for the empire on taris? i only  know that if i kill all the generals and destroy the mine the project is gone. Do i keep only faraire alive or minst as well?
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