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CIKShock

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  • Location
    Kansas
  • Interests
    Chess, Video Games, Reading e-books, movies, hanging out with friends (@pubs or other locations).
  • Occupation
    Student
  1. <Reich Rolled> of Prophecy of the Five downed Toth and Zorn on Nightmare 8-Man ~ 7:20 AM 11/17/2012. We didn't grab a screen of the kill, I've got one of the codex entry though. Codex Screenshot
  2. [Empire] Meanace - Aptitude/Mettle [Empire] Shock - Adept/Initiative I believe a guild-mate might have learned a different mod, I'll have them check this thread if so.
  3. Did you find a crafter, I need this earpiece (or the hazmat equal) crafted as well. Send an In-game to Shock (Imp) or respond here if you know someone who can craft it.
  4. Completely and utterly. I love the comments like those Edit: Oh noes... didn't have the quote you quoted. Something along the lines of the game is dying or is about to.
  5. You get compensated for your time. 60-70k depends on if chests are up in the areas for less than 20 minutes work = pretty good in my books. Skip out on the heroic if you want, it generally takes more time solo/duo than it is worth if you're just there for credits. (You could count in daily tokens as a form of cash value, at which point I believe the best would be Belsavis, specifically the northern section).
  6. I'm going to start by quoting this post, and then push on from there. As you may read above, the logical question is asked. If I make an equipable item, then shouldn't that item be able to be augmented? And if that item is able to be augmented, should I be able to make an augment kit? This post also addresses what I believe the root cause of Artifice/Cybertech/Biochem not having the augment kits available, which is that we have so many cheap green 49s. Look at artifice, we have 10+ enhancements which are green level 49s, cybertech has mods and armorings which would likely total even more, and biochem has significantly fewer. I would counter this over-abundance with looking at how cheap it is to make augments themselves. If you look at the costs for the prototype augment, the cost of the 'blue' slicing material is actually less on minimum buy than the buyable from vendor for the 'green' schematic. I normally just vendor stacks of the blue because they don't sell... this gives me a reason to craft companion worthy augments now if they'll be able to craft augment kits. Having the kits materials come from only equipable items, and have that be for any crafting profession which makes an equipable item be able to gather mats would balance out. I don't make many off-hands as an artificer, though I would be game to make some if they give me kit materials. I don't make many implants on my biochem, because I don't raid on it and columi are easy enough to find on the GTN (or Rakata since they cost 120 daily commendations and are fully tradeable). Cybertech can make earpieces, and I'd say columni with an augment is BiS currently, as all of the black hole ones I've seen are so very heavy in endurance. Why not have all of the professions grant parts for augment kits, so long as the piece is equipable? I'll be very disappointed if non-equipable items some how make it into the material generating list if they are restricted to the current crafters. You may even want to restrict it by slot, artificers get offhand/relic (though cheaper relics would be nice!) arms the mainhand/offhand, biochem the implants, cyber the earpieces, armor and synth get armor. Granted, there are some weights there... but I think they would balance out over the long run.
  7. Hmm, that is interesting... why have I made about 2-3m off having artifice then? Afterall... my stuff shouldn't sell, right? The main issue I take with this is it wouldn't be fair to reset people back to 0/400. And if you didn't do a reset then what's the point of making it more costly? You would just prevent more people from entering the 400/400 club, which is elitist. There is a market, it may be very slow on some servers (I'm on Bondar Crystal... I sell a color crystal once a week on average having 1 of each for convience up, but they add up over time).
  8. I believe they were to be in the black hole area of Corellia. I've gotten the Enriched Durasteel from a grade 6 crafting box, though, so I'd assume one might have a shot at the perfect upari from the box as well.
  9. Thus far from about 8 300-340 purple missions I've gotten 2. On the PTS i did get some from just running grade 1 missions (i have tons of grade 1 and grade 6 mats so I'm sticking to those). Out of those 2, I've made 14 of one and 1 of the other... no crits yet though.
  10. Not all were copied though. If I could do the tests on my current character I could see the change and report it on the PTS as being a possible bug. Since most that were copied were purely to test end-game I doubt they had a sample size of 400/400 slicers to say, hey... something has changed here. As per your advice, you are correct in that moderates have always given the best results credits wise. Though I didn't notice a huge difference in crits with 5/5 max affection companions, it did crit more often (2x the price was roughly 20% more crit chance in my tests), if a rich fails then you're out double (sometimes more) of what a moderate was. Even pre-1.2 we had numbers that were roughly close to what the rich cost. 1.7k credits for a 2k mission, i've been lucky to get 1.2k credits it seems today. I guess it's a good thing i had a bunch of missions laying around and TH to back me up because right now I think the returns are a bug/ninja nerf.
  11. It takes forever to do these missions now. I'd rather put up with the bug of it not telling me what i actually got instead of going through a month's worth of treasure hunting missions 2 at a time. It is annoying when it states in the PTS patch notes, haven't checked current when it specifically talks about mission trade skills being able to do what we were doing before and now being unable to do so.
  12. I think the main problem is websites like tor-head/darth hater listing out the mod and what it would take to make it. Even there though, it says it comes from a schematic that doesn't drop in the game not from REing them.
  13. If it doesn't say you can learn a schematic you will get purely materials.
  14. Prior to the patch I could run 5 of the same learned mission, but didn't since I wanted to wait post patch for rewards to be safe. Now, you've got to wait 1 at a time for them to finish... and if you happen to vendor a unique item (from say... the pvp vendor) you can't buy another until it's opened. Why even allow us to sell unique items then? Edit: I'll leave the first draft of this up because it has been addressed down below but after reading this it's clear i needed much, much more sleep before posting this thread. The way I sent out 5 of the same mission was that i would stockpile the missions i received from slicing crits (which you had 4/5 missions @ 30 mins a mission that would give you a 340 mission if it crit) over the course of a week and then power through them on the weekend after raid times. This was generally accomplished by learning 1 mission, sending a companion out on it, learning it again and sending another companion out, etc until i had 5 out or was out of missions. Upon learning that TH missions would give lightsaber recipies I continued to do this on all but slicing and TH missions. After 1.2 hit PTS to date I have roughly 30 TH missions, and not a 50/50 balance of the two... but will take a minimum of roughly three days with my log in times to knock them out when I'd rather get them done in a day. Not a huge problem, but annoying nevertheless. EDIT: I thought you were supposed to be able to send out multiple companions if you had multiple of the same mission anyway. Maybe I read that wrong somewhere... but this sounds like it should work. Players can now send multiple companion characters on a mission granted by a Mission Discovery if the player had more than one of that Mission Discovery. *UPDATED 3/23*
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