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Econometrix

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  1. WOD was a truly horrible expansion... Honestly, PVE class/spec balance is far and away better in SWTOR than WOW. Every class at least has an option to spec DPS in PVE, and because updates are relatively few and far between, some semblance of balance is preserved. My biggest grief with WOW is the routine and deliberate unbalancing of classes/specs, which is to compel players to regear in order to increase time-played metrics.
  2. Thanks. I can confirm I was able to use the CM item to start the arma rasa quest (after completing to find a findsman) and ultimately secure Z0-OM as a companion. This was on an alliance character. Interestingly, he already has HK-55 as one of his companions (available at time he was boosted to 70). Curious about what you mean by the quest-given HK-55 being different from the original HK-55. Any mechanical differences?
  3. Is it possible to get HK-55 on a character boosted using a commander token? I understand the CM purchase provides access to the Shroud of Memory (KOTFE) mission. Looking at the mission log for the character in question, it is unclear to me if the KOTFE story missions are completed by default or if I have to complete them. The Shroud of Memory quest is grayed out, which either implies that I need to complete the earlier KOTFE story missions or need to purchase the CM item to start the mission.
  4. The one thing that is missing from this discussion that I'd like to see is consideration of the viability of the different crafted augments at max level and under what conditions. For instance, level scaling makes the versatile augments useless for PVE at levels below 75, and I am not sure there is sufficient level 75 content to warrant their use. I have read that the secondary dps stat augments (accuracy, crit, and alacrity) are of more general usefulness. However, some sources indicate that any necessary accuracy or alacrity can be obtained though other sources (e.g., a stim, enhancements), so the need for these augments may be limited. I have seen limited discussion of tank augments, but what I have seen coupled with what is posted on the GTN tells me that shield augments are the most viable and redoubt augments are the least viable in PVE. To a large degree, I am left with the impression that most of the crafted augments outside of crit and shield serve niche roles in PVE and support a max-level PVP market.
  5. Thanks again. I think I am set on going with armstech and slicing. Would I be better taking investigation or scavenging as my third crew skill? I think investigation given that the blue/purple mats for armstech appear to be more costly on the GTN than the white/green mats yielded by scavenging. However, more of the latter are probably used in armstech recipes than are the blue/purple mats.
  6. Thanks for the detailed reply. I have biochem/bioanalysis/diplomacy on my main and was hoping to have slicing for the ability to support augment crafting. Your response suggests the value of this may be limited, due to the limited value of the three referenced crafting skills, though everyone wants/needs augments. Any points of view on the relative value of the various dps augments (accuracy, alacrity, and versatile... I have crit covered with synthweaving alt)? I understand accuracy is the highest priority stat at end game but have also read that some elect to get it through means other than augments.
  7. I am looking to level crew skills for an alt (an operative) and want him to have slicing to support augment generation by another alt with synthweaving. However, I am not sure what to combine with slicing. I would like to take a crafting skill and for this skill to be useful for the character. Three options spring to mind: 1. Armstech: PROs: Can create barrels and accuracy and overkill augments. CONs: I read that weapons created are generally worse than gear obtainable from heroics. 2. Cybertech: PROs: Can create mods, enhancements, grenades, and ship parts. Slicing produces a handful of cybertech schematics. CONs: I have read that earpieces created are generally worse than gear obtainable from heroics. 3. Armormech: PROs: Can create armorings and absorb, shield, and versatile augments. CONs: I have read that armor created is generally worse than gear obtainable from heroics. While my main is a tank spec (juggernaut), he uses dps item modifications, so armormech augments would be of limited use to him. All three options would ostensibly be paired with scavenging. The value of investigation for armstech or underworld trading for cybertech or armormech over scavenging is unclear to me. Overall, I am leaning toward armstech or cybertech. However, any thoughts on the relative usefulness of the above choices for my operative would be greatly appreciated.
  8. Thanks for reply. Of course shortly after posting I learned the schematic. Still there definitely seemed to be something fishy. I generally learned the schematics in a particular order (bulwark and bastion first, adept last) even though I was not attempting to RE them in that order. Adept was particularly costly to learn.
  9. Anyone have an idea of the RE percentage for this schematic? I had no trouble learning the other War-Forged MK-3 implant schematics. However, I have created and RE'd scores of the adept package MK-2 implants with no success. Is there a guide that discusses RE rates for the various level 75 implant grades? SWTORISTA has a great Biochem guide but glosses over the implants.
  10. Well, I finally learned Advanced Kyrprax Versatile Stim MK-2 today. This was after probably creating another 30+ stacks of Advanced Kyrprax Versatile Stims and 10-15 stacks of Advanced Kyrprax Proficient Stims. Proof that the reusable stims *can* be crafted with level 700 Biochem and class level << 75 (26 in my case).
  11. Well, I'll keep at it then. Hopefully there is no level restriction. Will reply again to confirm if I am successful.
  12. Yes, have become fully aware of that but would like to have the recipes on at least one character.
  13. I have leveled Biochem to 700 on a level 26 character and have been reverse engineering stims and adrenals in my spare time to learn new schematics. I have deconstructed many (probably 25-30 stacks of 4) of the purple stims but have yet to learn a recipe for a reusable variant. Does one need to be level 71 (or higher) to learn the schematics, or am I just unlucky? I understood the probably is 0.05 of learning a schematic for each stack that is deconstructed.
  14. Latest data suggest carnage is topping (or close to it) dummy parses: http://parsely.io/parser/stats
  15. Note my current level is 25, 700 Biochem, located on Imperial Fleet. I reverse engineered the Prototype Battle Medpac to learn the Advanced Battle Medpac schematic. However, the advanced medpac appears to be worse even though it has a higher rating: Prototype Battle Medpac Rating 46 Heals 1804-2241 + 800/15s Scales up to level 24 Advanced Battle Medpac Rating 50 Heals 1168-1397 + 318/15s Scales up to level 10 Curiously the same relationship is not observed for the Prototype and Advanced Bio-Enhanced Medpacs. The former heals for 1593-1947 + 708/15s (scales to 40), while the latter heals for 2677-3201 +728/15s (scales to 24). Any explanation for these differences? Is the Advanced Battle Medpac bugged (or Prototype Battle Medpac bugged in a positive way)?
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