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Laurapalooza

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  • Posts

    11
  • Joined

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10 Good

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Personal Information

  • Location
    Southern UK
  • Interests
    PC gaming, running, swimming
  • Occupation
    Science Teacher
  1. If you are subscribed and thus benefiting from the 12XP and 12 comms per mission then it is hardly worth crafting your own artifice hilts and enhancements. I probably would have recommended the biochem route or the psandak tried and tested gathering and slicing route. However, artifice is fun - as is all crafting - and I hope you enjoy it
  2. Why is it so difficult for BW to give us - their paying customers - a straight yes or no answer, to if they are planning on increasing our transfer options before the automatic forced move ? It's not a difficult question, they must have an answer if they are working to a plan of automatic moves by the end of summer.
  3. Definitely Critical. I'd rather be getting those mod sockets than knocking some time off the length of crafting. Is there such a thing as +5 critical cybertech on any companion? I haven't found it.
  4. Anyone know if you can switch crafting classes without loosing the level that you have attained? Like if you want to swap then swap back? Obviously you must start each one at level 1, but does it remember where you were if you respec?
  5. its a great idea, saves me breaking my send/receive button. Nov 15th here and still waiting
  6. Haven't we been here before I played Zerina Freecloud, a Rebel medic in THEM guild.
  7. I cant understand anyone who says good riddance to SWG, no-one forced you to play it. Bit like saying I hate cars, therefore noone should be allowed one. It continues to be the best ever MMO as far as non-combat gameplay is concerned. The crafting mechanics in SWG were second to none. The entertainer profession, space content and the player housing were all great fun and unique. OK, the combat and graphics were a bit dated. Maybe the crafting was too complicated for some, and thats why they didn't like it.
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