Aller au contenu

Photo

Getting back to SWTOR


  • Veuillez vous connecter pour répondre
2635 réponses à ce sujet

#326
Master Shiori

Master Shiori
  • Members
  • 3 367 messages

It's high time I geared up my agent! What (adaptative) gear would you recommend?

Are you buying it from the Cartel Market or getting it from quests and flashpoints?



#327
OdanUrr

OdanUrr
  • Members
  • 11 058 messages

Are you buying it from the Cartel Market or getting it from quests and flashpoints?

 

The latter.



#328
Aimi

Aimi
  • Members
  • 4 616 messages
You can only get adaptive gear from the Cartel Market (except for 78 shells, which are all adaptive IIRC and require elder game comms).

I used the RV-03 Speedsuit on my most recent femAgent, with the headpiece and pants from the Adept Scout set. Added a black/blue dye because she was Chiss and it seemed appropriate.

#329
Master Shiori

Master Shiori
  • Members
  • 3 367 messages

You can get it from group quests and flashpoints as well, except drops from flashpoints aren't guaranteed. But yes, cartel market is the fastest and best way to get adaptive gear which you can also make available to all your companions and characters.



#330
OdanUrr

OdanUrr
  • Members
  • 11 058 messages

Question for those who've played the agent:

 

Spoiler



#331
Aimi

Aimi
  • Members
  • 4 616 messages

You can get it from group quests and flashpoints as well, except drops from flashpoints aren't guaranteed. But yes, cartel market is the fastest and best way to get adaptive gear which you can also make available to all your companions and characters.


"Moddable" (orange) gear and "adaptive" gear are not the same things.

Adaptive gear has no weight classification and can be used on any class with the amount of armor protection it gives being adjusted based on class characteristics: so adaptive boots with level 40 blue mods in them can be worn by any class, but Consulars/Inquisitors won't get as much armor from them as Troopers/Hunters would, because it adapts to the class.

Moddable gear is just any piece where you can switch out the mods for other mods. Almost all moddable gear that drops from in-game encounters or missions is weight-restricted, not adaptive. A helmet from, say, the Foundry flashpoint with Aim mods in it will always be a heavy-armor helmet, even if you take the Aim mods out. And only a Hunter or a Juggernaut would be able to use it. The only adaptive moddable gear that drops from the game that I'm aware of is the Oricon commendations gear - 78 mods, restricted to level 55 characters, only available in exchange for Ultimate commendations. (This might've changed slightly since 2.7 and the introduction of a new endgame gear tier, but not by much.)

Since the Cartel Market is designed primarily to service the aesthetic preferences of the players (in exchange for monies of course), virtually all the gear available from it is both adaptive and moddable, allowing any character to wear it with any mods, thus remaining competitive in whatever look the player desires.

Question for those who've played the agent:
 

Spoiler


Spoiler


#332
OdanUrr

OdanUrr
  • Members
  • 11 058 messages

So, in the end

 

Spoiler



#333
Ryzaki

Ryzaki
  • Members
  • 34 422 messages

So, in the end

 

Spoiler

 

Spoiler



#334
Melra

Melra
  • Members
  • 7 492 messages

Just got 47 with my Vanguard the other day, will probably stop playing him for while after 50 again. Time to move onto Consular or Agent. What's the most reliable way (excluding the regular trade) to get those low level high stat color gems?



#335
AventuroLegendary

AventuroLegendary
  • Members
  • 7 146 messages

Well, I decided to get back into SWTOR myself. For some reason, I can't find the few characters I had before I took off months ago. I read about a character name purge. Does that mean I'll have to contact support to get them back? Sorry if this was already answered.



#336
Sjpelke

Sjpelke
  • Members
  • 11 205 messages

Has anyone really dug into the crew skills? I find it hard to make the right combo (mean one that is most usefull overall, know that the 'right' 3 combo is given).

At the moment I have three characters leveling different skills to be able to make more things.

 

Gathered materials can be send over by mail in the game which is nice.

 

Schematics are presented as mission accomplished rewards and can be obtained by destroying made items at times.

Has anyone tips on how to procede the best way in this?



#337
Aimi

Aimi
  • Members
  • 4 616 messages

Well, I decided to get back into SWTOR myself. For some reason, I can't find the few characters I had before I took off months ago. I read about a character name purge. Does that mean I'll have to contact support to get them back? Sorry if this was already answered.


There was a character name change a few months ago, but:

it didn't apply to any characters with an active sub
it didn't apply to any characters at level 40 or above
and it didn't apply to people who'd only been gone for a short time.

Even with the change, your characters shouldn't be gone, just in a state of limbo where they can't be played unless you give them new, unclaimed names. If your characters are gone, that can only be because they were deleted: by you, by someone else with access to your account, or accidentally by the people running the servers. (I've never actually heard of the third one of these happening, but I suppose it's theoretically possible.)
 

Has anyone really dug into the crew skills? I find it hard to make the right combo (mean one that is most usefull overall, know that the 'right' 3 combo is given).
At the moment I have three characters leveling different skills to be able to make more things.
 
Gathered materials can be send over by mail in the game which is nice.
 
Schematics are presented as mission accomplished rewards and can be obtained by destroying made items at times.
Has anyone tips on how to procede the best way in this?


Crafting crew skill combos:

Armormech + Scavenging + Underworld Trading: Aim/Cunning armor and augments
Armstech + Scavenging + Investigation: Aim/Cunning mainhands and augments
Artifice + Archaeology + Treasure Hunting: Strength/Willpower mainhands, focuses, enhancements, generators
Biotechnology + Bioanalysis + Diplomacy: Medical supplies, stims, adrenals, implants
Cybertech + Scavenging + Underworld Trading: Armorings, item mods, droid gear, earpieces, grenades, ship mods, speeder bikes
Synthweaving + Archaeology + Underworld Trading: Strength/Willpower robes and augments

The first of each of these is the actual crafting skill, and the second is the gathering skill you need to acquire materials for crafting. Being able to use nodes to gain mats for free instead of purchasing them off of the GTN makes crafting considerably cheaper than it might otherwise be, and leaves you less dependent on the vagaries of the market (price and supply issues especially). The third skill is used only for acquiring materials used to make higher-tier items. Since the higher-tier items are the ones that people actually use (and buy), you'll be wanting that. In addition, all of those skills can be used to run missions that reward you with companion gifts, which can be a very useful way to increase companion affection. High affection unlocks some quests and improves companions' crafting ability.

Slicing is the only skill that isn't an integral part of any crafting crew skill set. It yields two things: money and gear augment equipment/schematics. Augments can only be crafted by synth/arms/armor crafters. If you don't already know, they are essentially an extra mod slot on any given piece of gear: with an augment kit, the augment modification itself, and the gear piece, you can go to any crafting station (usually on the fleet) and improve it. However, since augment kits are broken up by level, and since the statistical advantage you get from an augment is low until the endgame, and since augmenting gear is costly, most players do not augment their gear until after level 50. However, at that level, augments are very popular. People who get the materials to make augment kits and augments, and the people who sell the augment kits and augments themselves, can make a lot of credits on the GTN. Without Slicing, you have to buy the mats and schems from the GTN yourself. So Slicing is a way to make a helluva lot of money both before and during the endgame, and if you go Arms/Armor/Synth you can easily replace your third crew skill with Slicing if you so choose.

If you don't want to focus on crafting, necessarily, you could always go with pure cash-generation. Pick a gathering skill (Bioanalysis/Scavenging/Archaeology), then Slicing, then a mission skill (Underworld Trading/Diplomacy/Treasure Hunting/Investigation). You can sell all the mats you gather, make money off of Slicing, and use the mission skill to get companion gifts to keep approval nice and high.

The important thing to note is that there is no One Most Useful Crew Skill, and therefore no One Most Useful Combo. All crew skill combos produce items that are useful for characters; all produce items that will earn a tidy profit on the GTN, if you know which items to make. Each class's companions have a different set of bonuses that make them oriented toward one crew skill set or another, and some classes can't use the items that certain crew skills craft (it'd be decidedly suboptimal to take Synthweaving on an Agent, or Armormech on a Knight, for example), but apart from those, you have a more or less free and clear choice.

It also helps that there are now extra companions with skill-neutral bonuses (Treek and HK-51) and that you can buy a sensor package for your ship droid that makes it a competitive mission runner with any crew skill combination.

When I still played SWTOR, I had six characters that crafted, one for each crafting skill, and two that only had gathering/Slicing/mission skills. That way, I could mail mats, crafted items, schems, and GTN profits from character to character, and was able to benefit from all crew skills in different ways.

Each crew skill has a different Major Money-Maker at endgame, and they are:

Armormech: Purple 55 augments, MK-9 aug kits, MK-9 aug kit components
Armstech: Purple 55 barrels, purple 55 augments
Artifice: Purple 55 hilts, purple 55 enhancements, purple 50 color crystals
Biotech: Blue 52 stims, blue 52 adrenals, blue/purple 52-54 implants; can make reusable purple 52 stims/adrenals/medpacs for personal use
Cybertech: Purple 55 armorings, purple 55 mods, blue/purple 52-54 earpieces, MK-9 aug kits, MK-9 aug kit components
Synthweaving: Purple 55 augments, MK-9 aug kits, MK-9 aug kit components
Slicing: Blue/purple level 9 Sliced Tech Parts
Archaeology, Bioanalysis, and Scavenging level 9 mats can generally be resold for decent prices

If you are free-to-play, I suggest not crafting at all, and solely using crew skills purely for the cash that they can bring in. Slicing is excellent if you are F2P; if you are Preferred, then any combination of Slicing, a gathering skill (to sell mats on GTN), and/or a mission skill (to get companion gifts) is viable. If you're not a subscriber, crafting is just too much of a pain in the butt.

---

Crafters learn schematics through a variety of ways. The simplest way is from the crew skill trainer. At various thresholds of each crafting skill (usually increments of 20, but it varies), the trainer will have new schematics for you to buy and craft. The higher the crafting skill level, the better the gear: it's designed to move along so that you'll be getting schematics for gear that is usable in the content that your level is at. The other two ways are by finding schematics during crew skill missions (or buying the schematics that other people put up for sale on the GTN) and by reverse-engineering.

Each of these avenues to schematics generally yields different schems. A Synthweaving crafter might be able to get a schem for an orange Jedi Initiate's Lower Robe from a crew skill mission, but wouldn't be able to get it from REing gear or from the crew skill trainer. Conversely, getting higher-tiered crafted items requires REing, and can't be done by buying schems.

Reverse-engineering can be a little complex, but the basics are easy enough. You can reverse-engineer any gear that falls under your crew skill competence in order to get materials back from it: this works with both world drops and crafted gear. However, only crafted gear can be reverse-engineered for a chance to learn a schematic with a better version of that same gear. World drops only yield mats.

When you buy schems from the crew skill trainer, you generally only get schems for premium, or 'green', gear. You can craft it with just your regular gathering-skill mats, but unfortunately, it's pretty crappy and no one would actually want it. Hence REing. Have your companions make a passel of these green items, and once they're done, you can look at them in your inventory, click on the reverse-engineer button at the top right, and RE all of your crafted goods.

When you reverse-engineer crafted goods, you'll be getting some of the mats you used to craft them (but not all, usually). But you also have a chance at learning a schematic for a better version of that same gear. The tooltip that pops up when you RE gear will show you the percentage chance of learning a new schem, but for most gear it's one-in-five, or 20%. (This does not mean that REing five of the same crafted item guarantees you a schematic, but that's a quirk of probability theory and random number generation: over a large sample size, the rate of schematics to reverse-engineered gear should be about 1 to 5.) So when you RE your crafted green gear, you've got a shot at learning a Prototype ("blue") schematic for that same gear: with better stats, etc. RE crafted blue gear, and you may learn an Artifact ("purple") schematic for that piece. And so on, and so forth.

Different crew skills want to reverse-engineer for different reasons. For Biotech and Cybertech crafters, REing gear is good because the gear that you can make with reverse-engineered schematics is good. A Biotech crafter with REed schematics can make reusable medpacs and stims, and a Cybertech crafter can make reusable grenades and high-level item mods. Armstech and Artifice crafters, since they make mainhand mods for weapons, are also in high demand, because those mainhand mods (barrels and hilts, respectively) are the largest determinant of the damage a character does. (Artificers also make enhancements, which are another form of item modification.) The best mods are only available through reverse-engineering. Synthweaving and Armormech crafters don't really need the REed schematics themselves, because they can only make unmoddable gear, and that doesn't really have a market. What they want reverse-engineering for is the endgame. Synth and Armor crafters get back augmentation kit components with every reverse-engineered piece, and you need aug kit components to make aug kits, and you need aug kits to augment gear, and everybody's trying to augment their gear at level 55. Biotech and Cybertech can also get aug kit components from some of the things they craft (implants and earpieces).

There is also a reverse-engineering trick you can use at endgame to get the schematics of certain purple item modifications, hilts, and barrels. Chances are, however, that if you have any 55 characters who are in a position to RE enough gear to get those schemes, you probably already know about the RE trick anyway.

---

So, what I would generally do as a crafter ran something like this. When on a planet, I farmed all of the nodes I encountered for the crafting materials necessary to get the stuff I needed to craft. I continued to do this until all of the nodes I saw are grayed out, meaning that not only would using the node not level up the gathering skill, it also would not yield a material that I'd be likely to care about. I would not go out of my way to get nodes, in most circumstances.

Then, once I'd finished the planet and headed back to the Fleet, I had a sizable reserve of materials ready to make crafted gear. I bought up all the schematics for which I was eligible from the crew skill trainer, and then I had my companions make runs of various kinds of crafted items. Usually I only had them make gear with an orange number next to it, because that gear is the highest level and will raise your crafting skill the fastest. A run of five orange-numbered gear will raise crew skill by 10 points. Once each run finished, I reverse-engineered the gear to get what schematics I could. When I reached a new threshold for schematics from the crew skill trainer, I bought those up and made as many of them as I could.

Since this process can be tedious, I suggest multi-tasking by queuing up for a flashpoint while crafting. I tended to wait until I was on the Fleet to do any flashpoints, simply to save on travel time back and forth from the Fleet to the planets I'm on. That was also the perfect time to craft. While there, waiting for crew skills and flashpoints to pop, you can troll general chat, read, check social media on your phone, or whatever.

Continue crafting, reverse-engineering, leveling up crew skills, and buying new schematics until you have either a: exhausted your stockpile of crafting materials or b: reached a crew skill level where the craftable gear requires materials that you don't have yet. Then move on to the next planet.

While leveling up, I generally only crafted green gear and reverse-engineer it for the blues. I crafted blue gear as needed for my character's gear or for her companions', but I didn't craft blue gear solely to reverse-engineer until the endgame. The cost of producing blue gear is just too high compared with the cost of green gear (which is essentially zero). And making purple gear before the endgame is simply too expensive, especially since you will outlevel it very quickly.

As soon as I reached a point where I had surplus companions that can do nothing but run missions (usually when I got my ship, which comes with the infamous Ship Droid, although the Jedi Knight gets an extra companion even earlier) I sent them on crew skill missions. Generally, I left crafting missions to my stays on the Fleet, and gathering missions wouldn't be done unless I had bad luck with nodes on a planet and didn't manage to get very many materials. That leaves the mission skills (UT/Diplo/Inv/TH). While leveling up, I had companions run the companion gift missions; at endgame, when they are fully leveled up, they can be run for materials instead in order to craft useful (or high-demand) items.

---

Hopefully that's concise, understandable enough, and useful enough for you to get your feet on the ground as far as crew skills go.

#338
Sjpelke

Sjpelke
  • Members
  • 11 205 messages

Awesome post Eirene, thank you :)

 

Read it just now and for most part have been doing what you did too at the moment in the game. Three characters are making items and/or gathering. Because I neglected my highest level character on that server am having her go back to previous planets to level her skills.

 

Created another character and levelling her to send materials by mail to the other ones and vice versa. Which works very well. Being able to keep sending companions as it is possible to send over money too to pay for missions and level faster at low levels because of having money.

 

 



#339
OdanUrr

OdanUrr
  • Members
  • 11 058 messages

Any advice for a Jedi Consular? Should I play a Sage or a Shadow? What are the advantages of each? Is there a build that can resemble the Operative's Concealment+Lethality?



#340
Melra

Melra
  • Members
  • 7 492 messages

I can't say much about Operative, I suppose sage plays pretty much identical to sorcerer. Got one sorcerer and recently starter Jedi Shadow that is now 34. I think it may be most smoothest leveling experience I've had so far, except maybe for the healer sorcerer.

I am playing him as a tank, still deals quite a bit of damage, can only imagine how hard he hits when he is damage specced. Took me awhile to feel comfortable with the class though, I was doing well with my leveling, but didn't feel like I had the grip on the character as quickly as I had with my previous ones. Love the stealth on Shadow, at least as a tank it is probably the most versatile class I've played. Seems to have the tools to deal with pretty much any situation.



#341
OdanUrr

OdanUrr
  • Members
  • 11 058 messages

I can't say much about Operative, I suppose sage plays pretty much identical to sorcerer. Got one sorcerer and recently starter Jedi Shadow that is now 34. I think it may be most smoothest leveling experience I've had so far, except maybe for the healer sorcerer.

I am playing him as a tank, still deals quite a bit of damage, can only imagine how hard he hits when he is damage specced. Took me awhile to feel comfortable with the class though, I was doing well with my leveling, but didn't feel like I had the grip on the character as quickly as I had with my previous ones. Love the stealth on Shadow, at least as a tank it is probably the most versatile class I've played. Seems to have the tools to deal with pretty much any situation.

 

That's what I'm looking for: versatility. With the Operative, the sky's the limit. You can play the role of healer, dps, and even stealth through the grinding bits. Unfortunately, it seems the Consular can't fill all those roles. You can heal and dps as a Sage or stealth and dps as a Shadow but you can't do all three. :(



#342
Melra

Melra
  • Members
  • 7 492 messages

Haven't really missed it, though I play mostly solo. I dislike playing with most people, so I am fine with my companion's heals.



#343
Guest_Caladin_*

Guest_Caladin_*
  • Guests

Thinking getting back into this, got few max chars at 55 but prob just go for a re-roll tbh, any you guys teamed up on a EU server? having some peeps to chat to can make hell of a difference



#344
Aimi

Aimi
  • Members
  • 4 616 messages

Haven't really missed it, though I play mostly solo. I dislike playing with most people, so I am fine with my companion's heals.


That'd be okay if the Consular's companion healer wasn't Tharan.

Tharan Cedrax is one of the single most obnoxious characters in the entire game, and having to drag him along made leveling painful. If only Treek had been out when I played JC.

#345
Dean_the_Young

Dean_the_Young
  • Members
  • 20 676 messages

I'm finishing Alderan with my agent after a bit of a hiatus, and I got to say (yet again)- I'm loving it. Agent has a lot of themes and undertones that I'm loving. The Alderan themes on honor and such are working in well with my imagined character arc: for all that the Agent is a professional liar, cheat, and deceiver, something about that basic virtue is appealing. I think my Agent is almost happy- while he would justify his actions on the grounds of playing to the audience, that the Alderaan nobles believe in it and that he's just playing along, I think for the first time he's actually tentatively believing that he's almost a good person. He's been having more and more of that lately: a little niggling of hope and optimism, that he can be an idealist in the Empire.

 

(Well, idealist for the Empire. Which means honoring bargains struck, respecting aliens, offering mercy to inadvertent non-offenders, and trying to do the occasional good deed outside anyone else's notice. The enemies of the Empier would probably disagree.)

 

It will be an excellent crushing reversal when he's forced to confront his conditioning and personal weakness. The Act 1 climax will destroy this tentatively light side development.



#346
Melra

Melra
  • Members
  • 7 492 messages

That'd be okay if the Consular's companion healer wasn't Tharan.

Tharan Cedrax is one of the single most obnoxious characters in the entire game, and having to drag him along made leveling painful. If only Treek had been out when I played JC.

Hahah, I actually thought he was one of the most hilarious companions I had encountered in the game so far. Most of the Republic companions had seemed bit plain before I met him, sure he doesn't agree with my decisions, but otherwise he is quite amusing. Don't mind people who are aware of their abilities as long as they truly are capable.



#347
Dean_the_Young

Dean_the_Young
  • Members
  • 20 676 messages

And now I am annoyed- apparently I have been booted out of my Watcher 2 romance due to inadverdantly being ninjamanced by Kailo. Who I'm pretty sure I never picked a flirt line with: maybe it was the 'go to a bar' point?

 

Ger. Well, there's always head-canon. Fortunately there was going to be a very, very bad breakup (and guilt and misery) after the Act 1 finale, which is next after a trip to Zhorrid.



#348
Aimi

Aimi
  • Members
  • 4 616 messages
Yeah, some of the romance triggers are difficult to figure out during the course of the conversations.

A lot of female Smuggler players got pissed about ninjamancing Corso, as well. The trigger is similar there - he suggests you two get wasted on the ship IIRC - so, uh, maybe avoid alcohol with all of your opposite-sex companions?

#349
Melra

Melra
  • Members
  • 7 492 messages

It's what they've been trying to teach girls all these years, don't get drunk in a secluded place with strangers. It tends to lead to nasty things.



#350
Dean_the_Young

Dean_the_Young
  • Members
  • 20 676 messages

Yeah, some of the romance triggers are difficult to figure out during the course of the conversations.

A lot of female Smuggler players got pissed about ninjamancing Corso, as well. The trigger is similar there - he suggests you two get wasted on the ship IIRC - so, uh, maybe avoid alcohol with all of your opposite-sex companions?

 

Le sigh. What do I need to do to break it?

 

If I have to keep doing companion gifts to get her up to the next companion dialogue segment on ship... well, I can do that, it will just be annoying.