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Deathstalker_

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  1. The only things you really need to worry about with any type of modification item is the number in the name. Higher is better, and higher rarity is better. The exact math needed to find how much Armor Rating you actually get doesn't seem to be known, so as long as you can count up, and know that Purple is better than Blue is better than Green, you're good. I realize it may sound like I'm talking down to you; I'm not trying to. I'm just used to the fact that, more often than not, there's a wealth of information that any game uses at any given time that the player is simply not allowed to see. Personally, I think it sucks, but I'm a very technical person, and while I'm not a min-maxer, I am a power gamer. I like knowing stuff like that ahead of time, but a lot of games don't like to provide it. As for Crafting, I have a very important piece of advice: DON'T CRAFT! I made the mistake of assuming that I could start crafting as soon as it became available, and then had trouble understanding how people were swimming in money while I barely had enough to pay for taxis and repairs. I wasn't buying anything, but I still kept running out of cash. It turns out that the culprit was my crafting. In the early game, especially on a first character, or one who doesn't have access to a 'Rich Uncle' (another character who has a lot of money that they can send to other characters on your account), the early game simply doesn't give you enough cash to keep up with sending companions out for crafting materials all the time. Once I stopped crafting, money not only flowed into my pockets, but it stayed there. Not long after I figured this out, I accidentally deleted the character who had all my credits without transferring those credits to another character. With no Rich Uncle to fund my crafting, I had to find a way to get cash. I ended up taking my Crafting and Gathering skill as normal, but trading my Mission skill for Slicing. I didn't send companions on any missions; instead, I stockpiled materials from the Gathering skill, and picked up Lockboxes from Slicing nodes. By the time I finished the Capital Planet (Coruscant, in this case), I had about 22k credits. Before, I'd considered myself lucky if I'd hit 9-10k! Now, I wasn't willing to simply ignore crafting for an entire character (I'm a bit addicted to Biochem, to be honest), so I set a goal. I decided that once I hit a certain amount of credits, I'd consider myself sufficiently funded and start crafting. That number was originally going to be about 80k credits, but I got impatient and started crafting again at about 60k instead. Once I had the money, I dropped Slicing, picked up the appropriate Mission skill, and started crafting. I didn't have any issues at all. Sure, I had to level my Mission skill the hard way, and I had to craft gear, not to use, but simply so I could jump levels, but once I got those up to snuff, I was up and running with no problems. I could send companions out on missions all day every day, and as long as I was also running missions, I was making more money than I was spending on the crafting missions. Honestly, I hated finding out the way I did. I actually went off on a friend because he had a good job and could afford to drop real cash so he could flip items for cash on the GTN. His characters were swimming in money, and I hated it. And when I asked how to make money, everyone gave me all sorts of methods, but all failed to mention that one, vital piece of information: You really don't have the means to craft at the time that crafting is made available to you. My suggestion for crafting is to do your research, find out what you want to do, but don't actually try to start crafting until you hit 50-60k credits in your wallet. It will take time to get that much, but once you've got that nest egg built up, you'll find that not only are you able to benefit from crafting, but it isn't going to bankrupt you in the process. Personally, I give every new character a bunch of cash so that they can start crafting as soon as they get access to their crew skills, but I now have a Rich Uncle who can do that. You don't have that option.
  2. It wasn't hard, actually. Here's the breakdown: First, you wanted a Healer and a Tank on each side. You already have an Imp Tank (Powertech), so we don't need to worry about that. Second, you need an Imp Healer. You can't be a Merc because your Bounty Hunter is already a Powertech, so your options are either the Sorcerer or the Operative. Thing is, no matter which you choose, you have to have a Sorcerer and an Operative. This is due to your Stealth 'rule'. If you use the Sorcerer for Healing, you don't have access to the Assassin AC, so you don't get that Stealth class. The Operative is therefore your Imp Stealth class. If you use the Operative as a Healer, you've got Stealth, so you can't have the Assassin, so your Inquisitor has to be a Sorcerer. With both Tank and Healing covered, you now have 3 of your 4 Imp classes taken care of. For the Warrior, I didn't bother specifying which he would be; that would come later. Now, with most of our Imp classes figured, it was simply a matter of putting together the opposite Republic classes. Since we have a Sorcerer, Operative, and Powertech, that makes our Republic counterparts the Shadow, Gunslinger, and Commando. Shadow can Tank, and Commando can Heal, so we're already set on that front. However, the Jedi Knight can either DPS or Tank. I therefore specified Guardian on the Republic side just in case you don't want to run your Shadow as a Tank; more options are always good. Since I was specifying Guardian for the Republic, I just went back and made the Warrior a Marauder. With that, everything was meshed up and working quite nicely. Then, I saw the post stating you want to be a Sniper, which threw a monkey wrench in the works; as I stated, there's no way to get that tidbit in there (primarily due to the fact that your Powertech is non-negotiable; if you hadn't had that, I'd have just swapped to Vanguard/Merc and Scoundrel/Sniper and everything would have been perfect). Anyway, you're right; it was a bit of a logic puzzle. I'm actually not too bad at those, and I didn't have anything better to do at work, so it was a nice little mental exercise.
  3. Actually, that doesn't solve the Stealth problem. He wants one Stealth class on each side; all you've done is put them both on the Republic side instead of both being on the Empire side. His Agent has to be an Operative and his Smuggler has to be a Gunslinger in order to satisfy all his requirements. Other than that, though, you're spot on. EDIT: I just saw the post saying that the OP would prefer a Sniper. Don't know how I missed it. Unfortunately, there is no way to make that work. Either you lose healing on the Imp side, or you play a story twice. Frankly, I would go with Kawabonga's suggestion. After all, it's not like you can play multiple characters at once, and if you aren't a Healer, someone else will be. So you won't be screwing yourself over in the slightest.
  4. With the information you've given us about your preferences, I would suggest the following: Empire: Sorcerer (DPS or Healing), Marauder (DPS), Operative (DPS or Healing), Powertech (Tank) Republic: Shadow (DPS or Tank), Guardian (DPS or Tank), Gunslinger (DPS), Commando (Healing) I can give you a breakdown on this in about 4 hours if you have any questions about why I made the choices I did, but given the information given, this will satisfy all your conditions. The only thing you need to decide is whether the Sorcerer or the Operative will be Healing, and whether the Shadow or the Guardian will be Tanking.
  5. Keyboard Ninja, I mainly have one question about this guide: how reliable are the procs? I ask mainly because, according to my math, any melee attack only has a 6% chance to proc Opportune Attack, and has a 9% chance to proc Hand of Justice. Yet, despite these numbers, you don't seem to be using Blade Rush to fish for procs like I would have expected. In fact, the language of the OP seems to say that the procs can be controlled to activate only when you need them. This implies that the numbers the game gives aren't the whole story. Now, I'm used to games not telling us all the information on things, but I have yet to find any place where that information is made available for people to see for this game, so if there's more going on, I don't know what it is. That means that all I'm seeing is what the game shows, and my math doesn't seem to match up to your math.
  6. As I understand it, the Gunship was given to any player with an active Sub on November 1st. if you did not have an active subscription on November 1st, but did have one when Galactic Starfighter was released, you would have access to the Scout and Strike fighters, but not the Gunship.
  7. I personally just use Ctrl+Esc. This key combo opens up the Start menu on Windows, so it automatically minimizes the game. The nice thing about this is that you don't need to have a second program running, so you can jump right into the game when you get on your computer, then only open the Internet when you actually need it.
  8. You don't need to use the Modification Station to add modifications. Just Ctrl+Right Click the item you want to mod. Once the window opens, you can either click and drag the modifications to the appropriate slot, or jusr Right Click them in your inventory, at which point they will automatically be placed in the appropriate slot. Modification Stations are only used for adding Augment slots to an item.
  9. You will keep the buff. I still have the Rocket Boost ability, and I deleted the character that I obtained that with a long time ago.
  10. If you've got your maximum number of Crew Skills, but can't craft anything, you've probably not taken an actual Crafting skill. There are 6 Crafting Skills: Armormech - Makes armor for non-Force users. Armstech - Makes weapons for non-Force users. Also makes Barrels for these weapons. Artifice - Makes weapons for Force users. Also crafts many off-hand items (Generators, Shields, Foci, etc.), as well as Dye Modules and Enhancements. Synthweaving - Makes armor for Force users. Cybertech - Makes Armorings, Mods, and Earpieces for all classes. Biochem - Makes Medpacks, Stims, Adrenals, and Implants for all classes. I haven't covered every little thing the skills make (Cybertech also has Grenades, and several skills have the ability to make Augments), but this covers the basics, so you can make a choice for which skill you want based on this and generally do pretty well. If you're wanting to craft something, make sure you take one of these skills.
  11. One thing to be aware of with Assassin Tanks: they can be squishy. Don't get me wrong; they're perfectly fine for leveling, but once you get to end-game and start doing Nightmare Mode Operations, they have issues. What it comes down to is that the other two Tanks have Heavy Armor, which provides solid passive damage reduction at all times. Shadows and Assassins, on the other hand, only have Light Armor, so they rely on their Shield a lot more than the other Tanks. The fact is, a bad RNG roll can easily result in your Shield not absorbing an incoming attack, and you therefore end up taking the full force of the attack. This means that, no matter how well you play, the game can just screw you over and kill you. Don't take this the wrong way; I'm not trying to dissuade you from playing an Assassin, and I'm not trying to say the class sucks. I just feel that it's a good idea to make sure you have all the information so you can make an informed decision. If you really like the Assassin class, go ahead and play it. You'll do fine, and don't let anyone (even me) tell you otherwise.
  12. That makes sense. It was a thought that had occurred to me because of a thread I took part in back when I was playing Dragon Age: Origins. People were trying to decide which was better: an Avoidance Tank, or a Tank with lots of Endurance. Someone came along and stated that, while both allowed the character to survive, they didn't necessarily make him a Tank, as every point you put into the appropriate stat was a point that wasn't put into their damage-dealing stat. The result was a character who could survive, but wasn't able to generate and keep threat because they'd paid no attention to their damage output. The Old Republic doesn't have the same issue with stats, but it's something I've kept in mind ever since I heard it, and was curious about how it played out here.
  13. I'm probably being stupid about this, but I won't know for sure unless I ask. While I understand the usefulness of Endurance-heavy Primary modifications (Armorings, Hilts, and Barrels), the fact is that Threat is based off of damage; the more damage you do, the more Threat you generate. I would therefore think that using Primary-heavy modifications would result in better damage (and therefore more threat) than Endurance-heavy ones. Now, I'm confining this exclusively to the Primary modifications because, as far as I'm aware, they only ever have the Primary stat and Endurance; there's no secondary stat to screw up. To my eyes, using a Might Hilt on a Guardian/Juggernaut (for example), in conjunction with the standard Endurance-heavy Mod and defensive Enhancement, would result in better damage (and therefore better Threat), and all you'd lose is some health. Is this viable at end-game, or has the theorycrafting community already considered and discarded it?
  14. Tank - Generally, people going Tank look for Endurance-heavy gear (Guardian Armoring, Hilts, etc.). The idea is that, since they're the focus of enemy attacks, they need more health to survive. For secondary stats, the other tanks like to focus on Shield and Absorb. However, the Juggernaut breaks the mold: their Revenge skill reduces the Rage cost of Force Scream and Smash (both vital skills to a Juggernaut Tank), but in order to receive the cost reduction, their Defense has to go off. KeyboardNinja has taken the time to determine optimum stat distribution for the three Defensive stats (Defense, Shield Rating, Absorbtion Rating), and overall, a Juggernaut will want to focus on Defense and Shield Rating. As you level, this isn't something to really worry about, but it will become more important the closer you get to end-game.
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