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Griswel

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  • Posts

    13
  • Joined

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10 Good

Personal Information

  • Location
    Upstate NY - as in Western, not White Plains
  • Interests
    SWG, Paradox, LotRO
  1. I'm sitting here reading this in August and I want to say I found it to be extremely helpful. I realize that spec changes since February might make some aspects out of date, but I appreciate all the work which went into it, and the clear reasons for all the advice. Very helpful. Dudly'doright Cancerous Ordo [sp] The Nicest Sith Ever
  2. They solve their complaint problem by deleting threads? "Every Server Just Went Down" appears to be gone. So comment quickly before this, too, shall pass.
  3. That is very good news, I've had to swap from one to another in too many games.
  4. Excellent news! I appreciate all the answers to the OP and look forward to getting in, someday.
  5. Are there many four-mans which absolutely require a specced & geared healer or are there many where one or two players with limited healing (specced/geared for DPS but capable of healing) can share the load? As a future dedicated healer who got very limited time in Beta, I'm wondering how often groups will be stymied without one of four being a dedicated healer, or maybe how often people will say they just need more DPS. Bonus question, are the four-mans you've seen tuned so that a Smuggler/healer will be sufficient? It seems like a Counselor/healer will be more of a spike-damage healer and I worry a bit that high-end ones will be beyond Sawbones' capabilities. It seems unlikely, but if say the final boss is maximum-spike DPS then I'd wonder.
  6. Definitely the way to go. Lots of players will play-play-play and come to crafting after a time with plenty of credits and looking to save time. Of course, the best way to make money is to take three gathering/income skills. Crafting rarely makes money for most players. 90% of players would be richer if they just took gathering and sold the mats. Of course, if 90% of players did that...
  7. I looks like the optimal combo is Biotech-Biochem-Diplomacy. UWT is fine, but many of the components you'll need come from Diplomacy, a dozen out of the forty-two you'll need (there are also two raid-drop items). You can buy them, of course, and they're not part of the recommended grind to 400 from the excellent SWOTOR Crafting Guide.xlsx, but if 12/42 items used in the craft are from Diplomacy, I'd have to recommend it, and that's what I plan to take fwiw.
  8. One thing to remember is that if you want to make a lot of money don't try to sell each item for a huge profit. When I was an architect in SWG I had other architects complain constantly that my prices were too low. They wanted to make a weeks income on a few sales. Make an hour's income on 200 sales and you'll get repeat customers, referrals, and more money than you can spend. Also, let everyone know that you'll make anything for the mats (though you don't have to refuse tips). People bringing you materials is by far the best way to acquire them. Depriving the world market of their credits is a small price to pay. Again, people will come back to you and send their friends. Note - this does not work for Sith. Sith must be rude to everyone and refuse all forms of help as a sign of weakness! This only applies to Republic crafters. You have been warned!
  9. Cool stuff, thanks for all your hard work. For those who weak-minded, your opening page might make reference to the tabs at the bottom Not that I would have had any problem realizing they were there or anything.
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