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Guide [TOR] Faardors Guide to Merc / Commando Healing
Faardor posted a topic in The Old Republic Guides
I am often asked to teach people how to properly heal as a Mercenary or commando but in order to do so I would have to explain a lot and I don't feel that a chat box is sufficient enough to teach someone so below I will first go over on how the classes differ (in ability names) and explain a rotation I use Mercenary / Commando healers are the king of single target heals as evidenced below: Average crit'd heal (all abilities considered): 8000 to 14000. Fully decked out gear crit'd heal (Medical Probe / Healing scan): 10000 to 15000 Perfect circumstance crit heal (medical probe / healing scan): 13000 to 18000+ Commando healing abilities (Or healing related abilities): Kolto Bomb - Advanced Medical Probe - Medical Probe - Bacta Infusion - Field Aid - Trauma Probe - Super charged Cells - Concussion Charge - Med Shot - Successive Treatment Indirectly Aids with healing: Tech override - Reserve Power cell - Reload Utility: Emergency Medical Probe - Adrenaline Rush Mercenary Healing abilities (Or healing related abilities): Kolto Missile - Healing Scan - Rapid Scan - Emergency Scan - Cure - Kolto Shell - Super Charged Gas - Jet boost - Kolto shot - Progressive scan Indirectly Aids with healing: Power Surge - Thermal Sensor override - Vent Heat Utility: Onboard AED - Kolto Overload As you can see the republic likes to probe people while the imp side prefers to give intrusive scans, anyway the names of the abilities are set up so that Kolto bomb is the same as kolto missile, advanced medical probe is the same as healing scan, etc etc. Ability Explanation - Kolto Bomb / Kolto Missile: Base: 2500 Crit: 5000 Buffed crit: 6000 HOT: 1200 (2400+ if fully critted) 8 man AOE heal that heals for 2500 base - 5000+ average crit and gives them a small HOT (800-1000) Kolto bomb / Kolto missile CAN crit on multiple people but you could be unlucky and have it crit on only one person. Same goes for the HOT portion of this. - Advanced Medical Probe / Healing Scan: Base: 7000 Crit: 12000-14000 Bonus crit: 15000-16000+ Your highest heal since 3.0. Applies a 45 second healing buff on the person used on. Using this on a tank to give him extra healing is useful but not entirely necessary, heals are to be spammed to keep your group alive, not a single person. - Medical Probe / Rapid Scan: Average: 4000 Crit: 8000+ Bonus crit: 9000+ Your spam heal and something you will use most of the time, nothing special about it other than the fact that this will be your most used heal since it has no cool-down. When used it will also give you 2 charges of supercharged cells or super charged gas meaning you don't have to rely on your rapid shots / hammer shot to build cells in the midst of battle. Since 3.0 it grats 1 stack of critical efficiency which reduces the heat cost of your healing scan (5 per stack, maximum of 3 stacks so it can reduce your healing scan to a cost of 5 heat) If utilitied into it also grants 1 stack of power barrier. (1% damage reduction per stack, for 5% maximum) - Bacta Infusion / Emergency Scan: Average: 4250 Crit: 8000 Bonus crit: 9000+ HOT: 1800 (no crits) - 3000+ (if fully critted) Your utility / Energy free heal. When casted it gives you a buff called Emergency responses which allows you to instant cast healing scan. Also applies a HOT that heals f or - Field aid / Cure: Average: 1250 Crit: 3250 Bonus crit: 3800 Says what it does on the box. Cleanses physical and tech effects. (Also certain force effects but not all, touch and go that shit) - Trauma probe / Kolto Shell: Average: 1000 per Shell Crit: 1800 bonus crit: 2200+ Total: 7000 Crit: 14000 Bonus crit: 15500+ (altough it critting every time and then doing it under the best circumstances is probably never gonna happen) A HODT (heal on damage taken) ability, It doesn't heal for a lot though but it serves its uses. Always best applied before a pull. Get 10 charges of supercharged gas and then place it on everyone. Word of warning: This can potentially generate a substantial amount of threat on you, consider asking for a guard or aggro drop. Re-applying kolto shot mid battle should only be used during lulls when people are full health or near full health priorities of re-applying it should be tanks, healers and melee dps and then ranged DPS (in that order) Word of warning 2: If you are in a group with 2 mercenaries and you're better geared ask the other merc not to cast unless its an in combat cast. Successive treatment / Progressive Scan Average: 8000 (main target) Crit: 16000 (assumes every tick is a crit) Bonus crit: 18000+ Other: 2100+ Crit: 4400 Bonus crit: 5000 for each target ticked (up to 4 people) a Pseudo 4 man heal that hits pretty hard, one of the abilities that should always almost be on cooldown unless healing requirement is low. Also applies an armor buff on the person casted on and everyone that it additional ticks for healing. - Med shot / Kolto shot: Average: 1100 Crit: 2500 Bonus crit: 2600-3000 Hooray! with the support cylinder / cell you can now hit your allies with bolts / a beam that heals them and reduces your heat. Also applies 1 charge of supercharged gas / cells. This generally should be used when your heat is above 40 as a way to reduce it. Alternatively during lulls in a battle you can use it to top-off people. You can use this to build up 10 stacks of supercharged gas before a battle also - Concussion Charge / Jet boost: Heal: 1200 Crit: 2000+ bonus crit: 2500+ Just an AOE knock-back you say? WRONG! with the right tree spec you can turn this into an 8 man AOE heal that heals you and all allies in range. Note: If there are adds around try not to knockback them unless its necessary to keep the group alive. - Supercharged Cells/Gas: Technically doesn't heal but I included it as a healing ability since it amplifies your healing by 5% HOWEVER. just by being at 10 stacks of this and not activating the ability you get a 3% increase to all your heals so you only want to pop supercharged cells for 2 reasons: - to reduce your heat/cells (it vents 8 heat) 2 - you absolutely need 2% extra heals for a burn phase. As an added effect super charged gas removes the cool-down on healing scan/advanced medical probe. When you pop super charged gas only heal with healing scan during that period. (I mean unless you don't need to lol) - Tech override / Power Surge: Allows you to insta cast an ability (this can be used for both healing abilities or offensive abilities) Is your tank taking too much damage? use this in conjunction with rapid scan / medical probe (This also works great with reserve power cell / thermal sensor override) - Reserve power cell / Thermal sensor override Allows you to cast an ability free of heat charges (can be used for both healing abilities or offensive abilities) Are you above 40 heat / below 60 cells? Use it, because being above 40 heat / below 60 cells reduces your heat / cell regeneration (you get the most regeneration below 40 heat / above 60 cells) - Reload / Vent heat Reduces your Heat / Increases your cells by 50 over 3 seconds (15 instant cell regen with cell capacitor utility while also applying 10% alacrity for 6 seconds) I rarely use this as with proper heat management you wont have to use it. That said there ARE times when it is necessary: To save the life(s) of your tank(s) or to burst heal the raid group up to acceptable levels of health. Note that people new to merc / commando healing are free to use this but try to move away from being dependent on it. - Emergency Medical Probe / Onboard AED Nothing special, only your combat rez. Note: this shares a 5 minute cool-down with any other healers combat rez. So if a Merc uses his combat rez that means that a Sorc or Operative wont be able to use his combat rez. (stealth rezzes still work since that is a cool-down on revive) - Adrenaline Rush / Kolto overload A rapid heal that heals you back to 40% of your maximum health. You can trigger it when you expect a large hit that will bring you under 40% of your health or when you are under that %. Mind you should not be used if you are at 39% or similar health amounts. Ideally I would use it around 15-20% to get the most out of it without being in a danger zone of health. Rotation (deviating from this is alright but I will list the most perfect rotation as possible) Before fight: Get 10 stacks of supercharged gas / cells Apply Kolto shell on everyone (Optional: apply successive treatment / progressive scan on main tank for the armor buff) During fight: Emergency Scan / Bacta infusion Healing scan / Advanced Medical Probe (This will be an instant cast and place a healing buff on the person casted) Successive treatment / progressive scan Rapid scan / Medical probe (kinda touch and go from here but if you were to follow your cool-downs and keep casting it would end sort of like this: Rapid Scan / Medical probe Rapid Scan / Medical probe Rapid Scan / Medical probe (probably with thermal sensor override) Healing scan / Advanced Medical Probe Successive treatment / progressive scan Additional Notes Be sure to refresh Kolto shell / trauma probe on the tanks and perhaps yourself and the other healer(s) and possibly others in the raid group if time allows it. Pop Supercharged gas / cells if heat management becomes an issue or you need the extra heals only in extreme emergencies should you use vent heat / reload Using jetboost / concussion charge depends on your positioning but using it to only heal yourself is totally acceptable but positioning yourself in a group is better. It only costs 8 heat / cells (or 0 if you are utilitied for it. Im not but its an acceptable utility to take) Gear: 440-550 Surge, Rest of your gear should be power and alacrity. Main stat augments where possible since with the way I gear myself is that I only rely on the natural crit given to me by Aim and Cunning (might be worthwhile to get all aim and cunning datacrons out there) Things to look at here: Bonus healing (increases the base healing of all your healing skills) Crit Chance (increases the chance of you getting a critical on a heal) Crit multiplier (increases the amount of a critical heal) Alacrity (increases heat dissipation, global cooldowns, activation speed, channel speed) You gotta watch out that you dont get too much crit, gearing selectively and knowing what to replace in your gear will lead to a higher HPS/EHPS altough you cant really tell my statimization in the picture, I could actually afford to get an extra surge piece at the cost of alacrity the HPS/EHPS difference wouldn't be too high however but my crits would be between 18000-19000 on my highest heal (instead of 17000-18000) which is pretty to look at. Relics: Serendipitous assault Focused Retribution Get crafted 186 PVE relics, Current PVE relics > PVP relics Optional relic Boundless Ages (allows you to set a burst healing phase on your own volition) Note: The set bonus for a mercenary / Commando healer is finally worth it since 3.0 They fixed it! Sad part is that the main reason you want it is the six piece bonus (so you got a long way to go) Utilities: Skillfull: Custom enviro suit, improved vents, power barrier Masterful: Torque boosters, Protective Field (infra red sensors is also good here, heat damping is worth it if youre getting jet rebounder in heroic) heroic: Kolto jets, Thrill of the hunt (optional: stabilized armor instead of kolto jets in AOE heavy fights) Tips and tricks! Med shot / Kolto shot healing should only be used to top people off or if they are getting minuscule damage. I try to only use it when people are around 85% or higher in terms of health (edit your UI to show percentages and numbers) Only do this if time allows it or if everyone is hovering at nearly full health. If people are getting hurt too much while you are trying to top people off then don't bother doing it. If multiple people are grouped up and hurt use Kolto bomb / Kolto missile to give all of them a boost, up to 8 people will get healed from the bomb/missile healing amount and they will all get a small HOT too. Its not worth while to use kolto missile on one person, but if you can hit 2 or ideally 3 shoot em if you got em. If you're having issues beating a particular boss due to lack of heals consider getting 2 triage adrenals (since most fights last longer than 3 minutes) Consider carrying around medpacks or even giving them out if the above is causing your raid to wipe Always be stimmed when youre healing! Always be healing! If youre not casting youre not healing even if its med shot / kolto shot (if youre high health) If nobody needs healing either DPS or apply kolto shell / trauma probe for future phases. KEY NOTE: REMAIN BELOW 40 HEAT WHILE DPSING (unless you know what you're doing) if you dont stay below 40 heat while DPSIng and people suddenly need heals you might find yourself unable to give them. If you can, have someone craft you your entire 186 gear and improve your gear using ravagers, TOS. 186 comm vendor gearing guide: Bracer: Yavin med-tech's mk-1 bracers (if possible replace the mod with a aim + power mod) Belt: Yavin med-tech's mk-1 belt (if possible replace the mod with a aim + power mod) Earpiece: Yavin med-tech mk-1 relay Implant 1: Yavin boltblaster's mk-1 package Implant 2: Yavin boltblaster's mk-1 package Legs: Yavin med-tech's mk-1 legplates (if possible replace the mod with aim + power and the enhancement with either power + surge or power + alacrity. You can take the mods enhancements from the med-tech boots) Boots: Yavin med-tech's mk-1 boots Hands: Yavin boltblaster's mk-1 gauntlets Chest: Yavin med-tech's mk-1 body armor (if possible replace the mod with aim + power and the enhancement with either power + surge or power + alacrity. You can take the mods enhancements from the med-tech gauntlets) Head: Yavin med-tech's mk-1 helmet (if possible replace the mod with aim + power and the enhancement with either power + surge or power + alacrity. You can take the mods enhancements from the med-tech boots) Mainhand: Ask for someone to craft you a barrel and use the mods + enhancements from boots or gauntlets depending on your surge (if its around 500 you dont need more surge) Offhand: Yavin med-tech's mk-1 offhand blaster Relics: Serendipitous assault + focused retribution. ask someone to craft 186 variants or hope you get lucky on TOS (first boss drops relics) -
Guide [TOR] Faardors Guide to Stats & Optimization
Faardor posted a topic in The Old Republic Guides
I see a lot of people struggling to figure out what stats do what and what stats they need so ill try and do a short guide on stats. STAT TYPES Main stats Aim: - Used by: Bounty Hunters (Mercenary / Powertech) and Troopers (Commando / Vanguard) - For: DPS and Healers. - Not for: Powertech / Vanguard TANKS, they want to focus on mods with more ENDURANCE than Aim wherever possible. Cunning: - Used by: Agents (Sniper / Operative) and Smugglers (Gunslingers / Scoundrel - For: All classes and trees need more cunning than endurance wherever possible. Strength: - Used by: Sith Warriors (Marauder / Juggernaught and Jedi Knights (Sentinals and Guardians) - For: DPS - Not for: Juggernaught / Guardian TANKS, they want to focus on mods with more ENDURANCE than Strength wherever possible Willpower: - Used by: Sith Inquisitors (Assassins / Sorcerer) and Jedi Consular's (Shadows / Sages) - For: DPS and Healers. - Not for: Assassin / Shadow TANKS, they want to focus on mods with more ENDURANCE than Willpower wherever possible. Endurance: - Used by: Everyone (but DPS / Healers need to focus more on their main stat.) - For: A primary focus in mods for Tanks. 1 endurance contributes to and additional 10 maximum hit points available. (ex: 100 end = 1000 hp) Secondary Stats Absorption Rating: Increases shield absorption amount. - For: Tanks, increasing the percentage of damage your shield absorbs when it does. Accuracy: Increases melee / ranged and force / tech accuracy. - For: DPS (You need 100% Melee or Ranged accuracy and 110% Force or Tech accuracy). Less will reduce DPS by the percentage you are missing and more may contribute to diminishing returns (the points could be better used as something else or starts to have value falloff per point). Alacrity: Increases global cool-down speed, activation speed, channel speed and energy pool generation. - For: All healer classes except for Operatives and Scoundrels (I'm told a little bit helps) Often another stat may better accommodate your needs. Crit Rating / Chance: Increases the chance to critically hit (see Surge for more) - For: Only certain DPS and healer types. Mainly for builds that have a lot of damage over time(DOT) attacks or healing over time(HOT) heals. Most DPS or Healer won't focus on crit rating. Average crit rating a DPS could aim for is 20-25% Defense Rating: increases your defense chance (avoiding attacks) - For: Tanks, essentially a dodge or avoidance or deflect of an attack. If your defense was 100%, you may essentially avoid all attacks. Power: Increases your base Damage and heals - For: All roles except tanks. If possible always combine Accuracy with Power / Surge with Power / Crit chance with Power / Alacrity with Power. In all your DPS/Healer gear options, you want to make sure there is power in everything you can get. Shield Rating: Increases shield absorbtion chance. - For: Tanks, This increases your chance to reduce energy or kinetic damage with your shield. (See: absorption rating). Surge / Crit multiplier: Increases how much damage is behind a critical hit. - For: Mostly DPS and a few healers. Again if you focus on DOT's or HOT's this may be a primary focus. Ex: if your base attack does 8000-10,000 and you crit with a surge rating of 70% it CAN may do up to 17000. Tech / Force Power: Only on hand equipment. - For: All roles/classes, increasing this is a primary focus for DPS and healing. The amount is based on the barrel / hilt / armoring in the device and increases damage and healing. (A 186 barrel / hilt / armoring will provide the most tech / force power in the game. You can temporarily increase your Tech / Force power by 675 with a Nano infused triage adrenal for 15 seconds, however it reduces your damage by 20% and is only used for short healing burst phases.) Typical DPS statimization 100% Melee / Ranged Accuracy (maxing out your accuracy companion helps reduce the amount of accuracy gear you need!!!) 110% Force / Tech Accuracy (maxing out your accuracy companion helps reduce the amount of accuracy gear you need!!!) 0-250 points of critical rating (Although not something to stack on gear for most classes, max out your companion that gives crit anyway!) 440 points of surge rating (Again max out the companion that grants you surge) As much power as possible without sacrificing accuracy rating or stacking too much crit. Main stat augments Typical Healer statimization 440 surge all power and alacrity for the rest. Crit is bad but if you want you can put it in a mod and enhancement or two if youve reached the surge soft cap No accuracy in any mods, enhancements or augments whatsoever (It is however possible you get some accuracy by maxing out all your companions, so yes 91/101% accuracy is normal to see) Main stat augments (power is acceptable but I personally run no crit so I like to get all the natural crit I can from main stat) Typical Tank statimization Assassin / Shadow tank: Defense: 527 Shield: 1668 Absorb: 1808 Juggernaut / Guardian tank: Defense->1360 Shield->737 Absorb->603 Powertech / Vanguard Tank: Shield: 1800-1900 Absorb: 1200-1400 Defense: 550-620 Alternative (defense tanking): 1800-1900 defense 1200-1400 Shield 550-620 Absorb Tips and tricks: - PVE relics are king again! 186 crafted are better than any PvP now! - DPS and Healers ALWAYS want to get the current relics of Serendipitous Assault and Focused Retribution. Boundless ages is an acceptable choice also but remember to use this during burst phases (so during raid wide buffs or a beserk phase / - Tanks should augment with defense, absorption and shield augments. - Tanks should always use Fortunate redoubt and shield a Examples: (more adding soon) http://i.gyazo.com/02559245ec610c65f9ef9e1b8adef45d.png DPS marauder (annihilation spec) mainly 186 gear and some 190/192s, 198 offhand and in a 162/168/180 set bonus lacking: 200 surge, bunch of alacrity (stat budget is tight on 186 crafted gear) -
Do you want to play TOR on both sides without having to worry about getting the gear you need and getting pissed about lockouts, gear, comms and what characters have what gear, who needs what and where? Halve the need of gear you'll be going for. With legacy gear, legacy bank and outfitter this is now possible, more tolerable and a lot cheaper. The goal here is to gather enough gear, mods or comms for the character class groups you want to play. Class groups are the cross faction groups of similar class, like Jedi Shadow and Sith Assassin. So, choose a role and a class group you want to earn that gear for. Class / Role So, whether you've been playing a while or a little, the goal is to figure out what class you enjoy and in what role. So, I'm going to choose Assassin/Shadow Damage. I have a max level of both, so I don't have to worry about leveling them up, even if you don't, you don't have to worry about leveling them up right away, because the armor will be there available when you do get there as you work on it. Choosing a class set across factions is recommended because they use the same stats and recommended builds, this provides less confusion and makes switching and combat on both sides seamless. Legacy Gear and the Outfitter Now we need to get you a set of legacy gear. There are several locations you can acquire some, but it can take some work. Other players may have available to them legacy pieces due to veteran awards. Bounty Brokers, Gree and other event equipment may be legacy. The legacy gear will be your stat gear, It's where you're going to move/place/replace all your mods from now on. Now get yourself a look for those outfitter tabs and look how you want without worrying about what the legacy gear looks like. Acquisition With this path, you can use every character and every lockout on those characters to get yourself gear and comms. Just be sure when you're shopping you grab the gear and comms you need for the role and class group you are working on. If you don't recall what you have exactly at that moment, write it down, shop another time when you know, or just go look at it in your legacy bank. Yep, this guide recommends that you store your gear in your legacy bank when you're not using it. Remember though, once you pull mods out, it binds so you won't be able to sell it back. So, I'll be focusing on acquiring gear for Shadassassin DPS. It doesn't matter what character i'm playing, whenever I get gear or comms, I'll use it for my primary objective of improving that set of characters. Finalization To really get my gear going, I'll have my legacy gear stored in my legacy bank and I'll consolidate everything there. All the best mods for the roll/s I'm aiming for go into the legacy gear and go back into my legacy bank (unless I intend to use it then). Once it's done, I'll have a set of armor and weapons available to both my characters through the bank, the only separate thing I'd have to worry about on both characters is implants and earpieces. Don't forget to re-store your armor, or just remember where you last had it, there aren't many options of where it could be. Be safe and have fun!
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PvP is as simple or complex as the gamer chooses, in this guide I will cover the bare bones of PvP by looking at core mechanic. CORE MECHANIC: Core mechanic refers to a rule set, it is literally the game engine. It determines how the game plays and in understanding the core mechanic we can go a long way toward understanding a little bit about each and every one of the classes in the game. This is important in PvP because we can use this basic knowledge to help us securely navigate PvP in the game. All abilities in the game fall into one of four categories: 1) Instant 2) Channeled 3) Cast 4) Conditional 1 - Instant powers come into effect the instant you use them. 2 - Channeled powers come into effect the instant you use them but require you to continue to use them until they have run their course. 3 - Cast powers must be charged for x amount of time before they come into effect. 4 - Conditional powers are rare but an example is Kolto Overload. You use the power on yourself and when your health hits thirty percent or less the power applies itself, becoming active, and rapidly heals you back to thirty percent of your total health and will repeatedly do so until the powers duration expires. If you are already under thirty percent health it in stead acts as an instant power and commences healing you to thirty percent of your total health immediately and again will do so until the powers duration expires. This knowledge falls under the category of core mechanic because all powers in the game operate via one or more of these categories. In knowing that all the classes use their powers in these ways, we can see how tactics can be devised to help protect ourselves from our oppositions attacks. An example of this would be channeled powers. If at any point during a channeled attack, line of effect is lost between the attacker and their target, the attack immediately ceases and any future effect that would have come about is lost as the remainder of the power is wasted. The easiest way to break line of effect if you happen to be the target is to find something larger than you are and place it between yourself and the aggressor. Put simply, get behind something. A large rock or a pillar perhaps, maybe a ramp or some stairs. Unfortunately other players do not count as cover, even if they appear to be larger than you are so no -operation meat shield- and hiding behind your teams tank(s). -------------------------------------------------- The last time I wrote a guide there was a response provided from a guild member who suggested I break my next guide down into sections so it's not overwhelming as there will be a lot to read so I will conclude this post here and provide additional information via new posts. My next post will expand some more upon the topic of core mechanic.
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Guide: Newcomers What this guide will include: USEFUL WEBSITESSTORYGENERAL INFORMATIONSERVER TYPESFACTIONS AND CLASSESTHE USER INTERFACE (UI)QUESTING & LEVELINGLOOTINGGROUPINGTHE STORYPLAYER VERSUS PLAYER (PVP)COMPANIONSTRADECREW SKILLSSTATSGUILDLEGACY NAMESTRONGHOLDSGUILD FLAGSHIPS & STRONGHOLDSCONQUESTSSTARSHIPCHAT, COMMANDS & SHORTCUTSABBREVIATIONSMINIMUM SYSTEM REQUIREMENTSRECOMMENDED SYSTEM REQUIREMENTS USEFUL WEBSITES AND THREADS WEBSITES TORHEAD- A databse showing items, missions, abilities, crew skills, achievments and npc's!WIKISWTOR - A community made database, you can contribute too!The Old Republic on Twitter - Stay up to date with the latest information!The Old Republic on Youtube - Watch the latest videos of SW:TORBioWare - Keep an eye out for the latest games and information BioWare has to offerEA - The latest on EA products and servicesLucasArts - The latest on LucasArts products and services STORY Galactic Timeline Records 1-12 - All the info you need on the events leading up to the games current time.'Deceived' Cinematic Trailer - Watch the fight at Coruscant as Empire troops lay waist to the Jedi Temple'Hope' Cinematic Trailer - Watch the republic troops fight back against the wrath of the Empire MUST HAVE TIPS! GENERAL The in-game currency is called Credits. The symbol for this currency is: The level cap is 55You choose your specialization at level 10. e.g. Jedi Knight can become a Guardian or Sentinel.Note that once you pick your spec you can not change it later on at all. Though you can respec the talents of the skill set at any time for credits. ( Free if a subscriber )Mounts are obtained at level 10 for a total price of 40'000 credits. ( If you are legacy level 10 otherwise it is level 15. Note: if you have Digital Deluxe Edition or the Collectors you are given a mount for free. )You obtain your ship when you finish your class quests, usually around level 16Log off or spend time in a cantina to obtain rested experience. Rested exp increases the amount of exp you get for killing enemies for a certain amount depending on how long you have spent in the cantinaAs you progress through the game you will unlock a number of titles. To select a title go to the character panel 'C' select the arrow beside your name and a drop down list will open of all available titles.The name of your current location will be displayed on the top left corner of the screen, followed by the number of people also in the same location. E.G. Tython 147 means you are on planet Tython and there is a total of 147 players there.You can see your latency by hovering your mouse over the four signal bars below your minimap (located on the bottom right of the screen).You can see your current FPS (frames per second) by pressing [CTRL+SHIFT+F] at the same time. It will be displayed in the far bottom left corner of the screen in green text.To split a stack of items (say you have 20 crystals) simply hold [sHIFT+RIGHTCLICK] then drag the cursor into an inventory space. Enter the amount you want and it will then place the split stack into an empty inventory space.To link an item in the chat simply [sHIFT+LEFTCLICK] itSome items in the world can be modified. Modifying is simply upgrading your item so it performs better or looks different. You don't need a General Enhancement Station to perform this you can simply [CTRL+Right Click] the item to begin modifying. Drop the modification into its designated slot and click 'apply' for the modification to take effect.When you receive an item which is modifiable there will already be some modifications in itYou can also remove modifications from current weapons, simply drag and drop them back into your inventoryFlashpoints are the equivalent of "instances" for most people. Composed of a team of 4 players or less.Operations are the equivalent of "raids" for most people. Composed of a team of either 8 or 16 players. Difficulty varies accordingly. Most of this guide is brought to you by: Goshee
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COMPANION LIST Note: When you obtain your ship you will obtain your very own butler droid who says he isn't usable in combat but actually is. He can heal and smack the enemy around a little. Though he is pretty lame and isn't recommended. This droid can also be sent on crew skill tasks. C2-N2, (Droid) - Obtained when you are given your ship - REPUBLICCombat Style: Healer/Ranged DPSArmor: Droid PartsWeapon type: Blaster PistolPrimary Stat: AimSecondary Stat: EnduranceCrew Skills: NAGifts loved: Cultural Artifacts > Technology > Republic Memorabilia2V-R8, (Droid) - Obtained when you are given your ship - EMPIRECombat Style: Healer/Ranged DPSArmor: Droid PartsWeapon type: Blaster PistolPrimary Stat: AimSecondary Stat: EnduranceCrew Skills: NAGifts loved: Cultural Artifacts > Technology > Imperial MemorabiliaJEDI KNIGHT T7-01, (Astromech Droid) - Typhon (lvl 7 to 9)Combat Style: Ranged TankArmor: HeavyWeapon type: Blaster RiflePrimary Stat: AimSecondary Stat: EnduranceCrew Skills: +10 Bioanalysis Efficency, +2 Slicing CriticalGifts loved: TechnologyKira Carsen, (Female Human - Romance-able) - CourscantCombat Style: Melee DPSArmor: LightWeapon type: Dual lightsaberPrimary Stat: WillpowerSecondary Stat: EnduranceCrew Skills: +5 Synthweaving Critical, +1 Treasure Hunting CriticalGifts loved: Luxury & TechnologyDoc, (Male Human - Romance-able) - BalmorraCombat Style: Ranged HealerArmor: MediumWeapon type: PistolPrimary Stat: CunningSecondary Stat: EnduranceCrew Skills: +5 Underworld Tradeing Efficiency, +5 Biochem CriticalGifts loved: Courting & LuxurySargent Rusk, (Male Chagrian) - HothCombat Style: Ranged TankArmor: HeavyWeapon type: Sniper riflePrimary Stat: AimSecondary Stat: EnduranceCrew Skills: +10 Armstech Efficiency, +10 Scavenging EfficiencyGifts loved: Military GearLord Scourge, (male Sith Pureblood) - Hoth (Class quest right after Hoth)Combat Style: Melee DPS (tank)Armor: HeavyWeapon type: Lightsaber & Shield generatorPrimary Stat: StrengthSecondary Stat: EnduranceCrew Skills: +10 Artifice Efficiency, +10 Archaeology EfficiencyGifts loved: Trophy JEDI CONSULAR Qyzen Fess, (male Trandoshan) - TyphonCombat Style: Melee TankArmor: HeavyWeapon type: TechbladePrimary Stat: AimSecondary Stat: EnduranceCrew Skills: +5 Bioanalysis Efficiency, +15 Archaeology EfficiencyGifts loved: Weapon > Military Gear & Underworld GoodZenith, (male Twilek) - Balmorra (Awarded toward end of Balmorra class missions)Combat Style: Ranged DPSArmor: MediumWeapon type: Sniper RiflePrimary Stat: CunningSecondary Stat: EnduranceCrew Skills: +15 Treasure Hunting Efficiency, +1 Underworld Trading CriticalGifts loved: Imperial Memorabilia > WeaponLt Iresso, (male Human - Romance-able) - Hoth (Awarded at the end of Hoth class storyline)Combat Style: Ranged tankArmor: HeavyWeapon type: Blaster riflePrimary Stat: AimSecondary Stat: EnduranceCrew Skills: +2 Critical Armstech,+2 Critical ScavengingGifts loved: Trophy > Republic MemorabiliaTharan Cedrax, (male Human) - Nar ShaddaaCombat Style: Ranged Healer/TechieArmor: MediumWeapon type: PistolPrimary Stat: CunningSecondary Stat: EnduranceCrew Skills: +10 cybertech efficiency, +10 slicing efficiencyGifts loved: Luxury > TechnologyNadia Grell, (female Sarkhai - Romance-able) - Belsavis ( anywhere from lvl 40-45)Combat Style: Melee DpsArmor: LightWeapon type: Double blade saberPrimary Stat: WillpowerSecondary Stat: EnduranceCrew Skills: +10 Synthweaving, +2 Critical DiplomacyGifts loved: Cultural Artifact & Courting > Republic Memorabilia TROOPER Aric Jorgan, (male Cathar - Romance-able) - Ord MantellCombat Style: Ranged DPSArmor: HeavyWeapon type: Blaster CannonPrimary Stat: AimSecondary Stat: EnduranceCrew Skills: +10 Armstech Efficiency, +2 Diplomacy CriticalGifts loved: Weapon & Military GearTanno Vik, (male Weequay) - Balmorra (Demolitions expert)Combat Style: Melee Tank,Armor: HeavyWeapon type: Vibro SwordPrimary Stat: AimSecondary Stat: EnduranceCrew Skills: +5 Critical Armormech,+1 Critical Underworld TradingGifts loved: Underworld Goods > WeaponM1-4X, (Assault Droid) - Nar ShaddaaCombat Style: Ranged DPSArmor: HeavyWeapon type: Blaster Rifle or PistolPrimary Stat: AimSecondary Stat: EnduranceCrew Skills: +5 Cybertech Efficiency,+5 Critical ScavengingGifts loved: Republic Memorabilia > Technology & Cultural ArtifactElara Dorne, (female human - Romance-able) - Taris (By the book soldier)Combat Style: Ranged HealerArmor: HeavyWeapon type: Blaster PistolPrimary Stat: AimSecondary Stat: EnduranceCrew Skills: +10 Biochem Efficiency, +10 Bioanalysis EfficiencyGifts loved: Luxury > Republic Memorabilia, Imperial Memorabilia & TechnologyYuun, (male Gand) - Hoth (37-41)Combat Style: Melee DPSArmor: MediumWeapon type: ElectroStaffPrimary Stat: AimSecondary Stat: EnduranceCrew Skills: +10 Investigation Efficiency, +10 Slicing EfficiencyGifts loved: Technology, Cultural Artifact & Trophy SMUGGLER Corso Riggs (male human - Romance-able) - Ord MantellCombat Style: Ranged TankArmor: HeavyWeapon type: Blaster Pistols and Blaster RiflesPrimary Stat: AimSecondary Stat: EnduranceCrew Skills: +5 Underworld Trading Efficiency, +5 Armstech CriticalGifts loved: Weapon > Military GearAkavi Spaar, (female Mandalorian - Romance-able) - Balmorra (Republic Side)Combat Style: Melee DPSArmor: HeavyWeapon type: ElectrostaffPrimary Stat: AimSecondary Stat: EnduranceCrew Skills: +10 Armormech,+2 Critical BioanalysisGifts loved: Weapon > Military Gear & TrophyBowdaar, (male Wookie) - Nar ShaddaaCombat Style: Melee TankArmor: HeavyWeapon type: VibroswordPrimary Stat: StrengthSecondary Stat: EnduranceCrew Skills: +10 Cybertech Efficiency, +10 Scavenging EfficiencyGifts loved: Cultural Artifact & Luxury > Trophy & WeaponRisha, (female Human - Romance-able) - AlderaanCombat Style: Ranged DPSArmor: Medium ArmorWeapon type: Sniper RiflePrimary Stat: CunningSecondary Stat: EnduranceCrew Skills: +15 Diplomacy, +1 Critical SlicingGifts loved: Underworld Goods, Luxury & Cultural ArtifactGuss Tuno, (male Mon Calamari) - HothCombat Style: HealerArmor: MediumWeapon type: BlastersPrimary Stat: CunningSecondary Stat: EnduranceCrew Skills: +10 Underworld Trading Efficiency, +2 Investigation CriticalGifts loved: Underworld Goods > Tech & Luxury SITH WARRIOR Vette, (female Twilek - Romance-able) - Korriban (Pirate)Combat Style: Ranged DPSArmor: MediumWeapon type: Dual PistolsPrimary Stat: CunningSecondary Stat: EnduranceCrew Skills: +5 Underworld Trading Efficiency, +5 Treasure Hunting CriticalGifts loved: Underworld Goods > Cultural ArtifactJaesa Willsaam, (female Human - Romance-able) - HuttaCombat Style: Melee DPSArmor: LightWeapon type: PolesaberPrimary Stat: WillpowerSecondary Stat: EnduranceCrew Skills: +5 Archaeology Efficiency, +5 Synthweaving CriticalGifts loved: Weapon > Luxury & TrophyMalavi Quinn, (male Human - Romance-able) - Balmorra - (Imperial Officer)Combat Style: Ranged Healer/DPSArmor: MediumWeapon type: Blaster Pistol, VibroknifePrimary Stat: CunningSecondary Stat: EnduranceCrew Skills: +10 Armstech Efficiency, +10 Diplomacy EfficiencyGifts loved: Imperial Memorabilia, Military Gear & WeaponLieutenant Pierce - (male Human - Romance-able) - Taris - Imperial TrooperCombat Style: Ranged TankArmor: HeavyWeapon type: Blaster pistol or Rifel and Shield GeneratorPrimary Stat: AimSecondary Stat: EnduranceCrew Skills: +10 Cybertech Efficiency, +2 Investigation CriticalGifts loved: Weapons & Military GearBroonmark, (male Talz) - HothCombat Style: Melee TankArmor: HeavyWeapon type: Vibroswoard & Shield GeneratorPrimary Stat: StrengthSecondary Stat: EnduranceCrew Skills: +10 Scavenging Efficiency, +2 Bioanalysis CriticalGifts loved: Trophy & Weapon > Technology & Republic Memorabilia SITH INQUISITOR Khem Val, (male dashade) - Korriban ("Force eater")Combat Style: Melee TankArmor: HeavyWeapon type: Vibrosword and Shield GeneratorPrimary Stat: StrengthSecondary Stat: EnduranceCrew Skills: +15 Artifice Efficiency, +5 Investigation EfficiencyGifts loved: Cultural Artifact > WeaponAndronikus Revel, (male Human - Romance-able) - Tatooine (smuggler/pirate)Combat Style: Ranged DPSArmor: MediumWeapon type: Dual Blaster pistolsPrimary Stat: CunningSecondary Stat: EnduranceCrew Skills: +2 Slicing Critical, +2 Underworld Trading CriticalGifts loved: Weapon > Underworld Goods & Military GearAshara Zavros, (female togrunta - Romance-able) - TarisCombat Style: Mele DPS (jailbait jedi, a bit of a goodie-two-shoes)Armor: MediumWeapon type: Dual LightSaberPrimary Stat: WillpowerSecondary Stat: EnduranceCrew Skills: +10 Synthweaving Efficiency, +10 Diplomacy EfficiencyGifts loved: Republic MemorabiliaTalos Drellik, (male Human) - HothCombat Style: Ranged HealerArmor: MediumWeapon type: Blaster and Shield GeneratorPrimary Stat: CunningSecondary Stat: EnduranceCrew Skills:+5 Treasure Hunting Efficiency, +5 Archaeology CriticalGifts loved: Cultural Artifact > Imp/Rep Memorabilia & LuxuryXalek, (male kaleesh) - After VossCombat Style: Ranged DPS-Caster (Sith Sorceror)Armor: LightWeapon type: Lightsaber and Shield GeneratorPrimary Stat: WillpowerSecondary Stat: EnduranceCrew Skills: +10 Bioanalysis Efficiency, +2 Scavenging CriticalGifts loved: Weapon & Military Gear BOUNTY HUNTER Mako, (female Human - Romance-able) - HuttaCombat Style: Ranged HealerArmor: MediumWeapon type: BlastersPrimary Stat: CunningSecondary Stat: EnduranceCrew Skills: +5 Cybertech Efficiency, +15 Slicing EfficiencyGifts loved: Technology > Underworld GoodsBlizz, (male jawa) - HothCombat Style: Ranged TankArmor: HeavyWeapon type: Blaster PistolPrimary Stat: AimSecondary Stat: EnduranceCrew Skill: +15 Armormech Efficiency, +1 Armstech CriticalGifts loved: Technology & Underworld GoodsSkadge, (male Houk) - BelsavisCombat Style: Melee TankArmor: HeavyWeapon type: TechbladePrimary Stat: AimSecondary Stat: EnduranceCrew Skills: +10 Scavenging Efficiency, +2 Treasure Hunting CriticalGifts loved: Weapon > Trophy & Underworld GoodsTorian Caldera, (male Human, - Romance-able) - Taris - (mandalorian)Combat Style: Melee DPSArmor: HeavyWeapon type: TechbladePrimary Stat: AimSecondary Stat: EnduranceCrew Skills: +10 Investigation Efficiency, +2 Bioanalysis CriticalGifts loved: Military Gear, Trophy & WeaponsGault, (male devorian) - TattooineCombat Style: Ranged DPSArmor: MediumWeapon type: RiflePrimary Stat: CunningSecondary Stat: EnduranceCrew Skills: +10 Underworld Trading Efficiency, +2 Biochem CriticalGifts loved: Luxury > Underworld Goods IMPERIAL AGENT Kaliyo Djannis, (female Rattataki - Romance-able) - HuttaCombat Style: Ranged TankArmor: Heavy ArmorWeapon type: Pistol and a shield generatorPrimary Stat: AimSecondary Stat: EnduranceCrew Skills: +10 Armstech Efficiency, +2 Underworld Trading CriticalGifts loved: Weapon > Underworld GoodsVector Hyllis, (male human - Romance-able) - AlderaanCombat Style: Melee DPSArmor: MediumWeapon type: Electrostaff, GeneratorPrimary Stat: WillpowerSecondary Stat: EnduranceCrew Skills: +5 Bioanalysis Efficiency, +5 Diplomacy CriticalGifts loved: Cultural Artifact > Imperial MemorabiliaDoctor Lokin, (male Human) - TarisCombat Style: Melee TankArmor: LightWeapon type: Vibrosword and Shield GeneratorPrimary Stat: CunningSecondary Stat: EnduranceCrew Skills: +15 Biochem Efficiency, +10 Investigation EfficiencyGifts loved: Technology > Military Gear & TechnologyNote: Doctor Loken starts as a healer. He gains the transformation ability after gaining affection with him.Ensign Raina Temple, (female Human - Romance-able) - QueshCombat Style: Ranged HealerArmor: MediumWeapon type: Pistol and Shield GeneratorPrimary Stat: CunningSecondary Stat: EnduranceCrew Skills: +10 Scavenging Efficiency, +2 Armormech CriticalGifts loved: Imperial Memorabilia > Military GearScorpio, (droid) - BelsavisCombat Style: Ranged DPSArmor: HeavyWeapon type: Blaster Pistol & Shield generatorPrimary Stat: AimSecondary Stat: EnduranceCrew Skills: +10 Cybertech Efficiency, +2 Slicing CriticalGifts loved: Technology > Weapon
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F.A.Q. - FREQUENTLY ASKED QUESTIONS 1. What are Crew Skills? Crew Skills are unique player professions within the game. They can be split in to three categories: Gathering - The materials gained from gathering skills are used in crafting skills Crafting - You can make various items through crafting, from lightsabers to medpacs Mission - These skills also have some of the rarer materials needed for crafting, amongst other things too You can have up to 3 crew skills maximum per character on your server. However, please note that you can only have 1 crafting skill per character. 2. Where do I get my Crew Skills? You will be sent to your faction fleet after completing your starting planet. Having gone up the elevator to the fleet's main floor there will be a quest at the mission terminal located just ahead of the elevator itself. Collect it, then open your map and proceed to the 'Crew Skills' area. Proceed to talk to every crew skill trainer for information regarding the skill to be added to your in-game codex and some bonus exp too. If you train a skill before talking to them all the quest will complete itself and you won't be able to get the experience from talking to other trainers! 3. How do Crew Skills differ from other games? Unlike other games where you craft the items yourself, in SW:ToR you send your companion to do it for you instead. Crafting an item can take your companion anywhere between a couple of minutes to several hours. This means you can craft whilst still doing missions or other activities, as long as you keep queuing up schematics. You can also send your companion to collect materials from gathering and mission Crew Skills too! 4. What does it cost to learn a Crew Skill? Absolutely nothing, the real cost comes from learning all the schematics from your trainer as you progress through your Crew Skill's levels. 5. Can I unlearn a Crew Skill? You certainly can! All you need to do is open your companion window 'N', locate the crew skill you want gone and click the small X icon which is located near the progress bar, to the far right. 6. What will happen if I unlearn a Crew Skill? When you unlearn a Crew Skill you remove all current progress and any schematics you may have learnt. If you choose to retake the same Crew Skill at a later date, you will have to start from rank 1 all over again. 7. My Companion returned with nothing! Is this a bug? No, your Companion can fail Crew Skill missions and return with nothing. This is intended. They can't fail at crafting an item however. 8. My Companion returned with an item but something happened and I didn't take it! What do I do?! When this occurs the mission isn't yet completed. It is however, pending. You can still claim the rewards so don't worry! You can see your pending missions in the top right corner of the screen next to the quest tracker. Simply click it and claim your reward to fully complete the mission! 9. Can I disenchant an item? Yes you can! However in SW:ToR the process is called "REVERSE ENGINEERING" look at the reverse engineering section of the guide to learn more! There is also a great Reverse Engineering guide made by Slaign in this very forum and is in the useful links above. 10. Do I need to carry all these crafting materials around with me everywhere I go? No not at all! You can put all your crafting materials in your cargo hold (bank), your Companions automatically take the materials from there, as well as your inventory! 11. Help! I can't see any of my Crew Skill missions or companions! What do I do?! This is a bug with the UI (user interface). If you are experiencing this problem, all you have to do is hit [CTRL+U] twice to reset your UI. Hitting it once will turn it off, hitting it again will turn it back on. 12. How many companions can I send out at once? Your current level will determine how many companions you can send on a crew skill task at any given time. Here is the 'max deployable' list according to character level: [Level 10] - 1 [Level 15] - 2 [Level 25] - 3 [Level 41] - 4 [Level 48] - 5 GENERAL You can have a maximum of 3 crew skills at any timeYou can have up to 3 gathering skills at the same timeYou can have up to 3 mission skills at the same timeYou can only have 1 crafting skill at any given timeTo unlearn a skill open up the Crew Skills pane 'N' locate the skill you want rid of then click the small 'x' on the far rightIf you remove a skill you lose all current progress, relearning the same skill will start you at level 1 againIf you unlearn a skill you also lose any rare schematics you may have obtainedThere are no limitations on what class does what type of craftingYou will get a quest around level 10 which will tell you to research a crew skillEach one you talk to gives a nice sum of exp so make sure you talk to them all!Companions can't die on crafting missions but they can failGathering professions allow you access to various nodes around the worldIf your companion is by your side, right clicking on a node will make your companion take itIf your companion is by your side and you want to take the node, simply [sHIFT+RIGHT CLICK]If your companion isn't by your side (dismissed or on a crew skill mission) right clicking will cause you to take the loot providing you are in range.Crew Skills belong to you not your companionThe time it takes to complete a crew skills depends on your companions affection and efficiency. High affection will result in a lower completion time.If your companion has an efficiency bonus to a particular crew skill this will also reduce the time needed in crafting and gathering/missions to that one skill.Crafting missions can take between 2mins to 24hrsOne companion can queue up 5 crafting sessions max, you can keep adding to the queue once a job is completed however. But the total can't exceed 5 at a time.To queue multiple crafting sessions simply keep clicking 'craft' on whatever item you want your companion to create.If you cancel a crafting session before it is completed, you are refunded the materials immediatelyIf you cancel a crew skill mission before it is completed, you will be refunded the cost of starting the task. The only thing lost will be the time you spent previous to cancelling it.The crafting queue can be seen underneath the name of the companion you assigned it toGathering skills can help in flashpoints, for example, if you have a high enough slicing level you may be able to open a door which provides a shortcut.You can store your gathering materials in the bank and your companion will still have access to them! You don't need to carry them around with you wherever you go!CUSTOM ITEMS CUSTOM items are the new item rarity within the gameThe idea behind custom armour and weapons is so you can have the gear you find aesthetically pleasing ("looks cool" in layman's terms) and it will still be viable in combat by modding the items regularly.Any items shown with an orange border are fully moddableThese new fully moddable orange items came from old PROTOTYPE items (blue) and their colours where swappedRemember orange items do not mean legendary!Custom gear is fairly common in the game and can be crafted in certain crew skills.It can be obtained through class quests around level 8, as social gear, as space quest rewards and as light side / dark side gear. Some Crew Skills also allow you to create your own custom gear.Custom gear is also the typical gear found in flashpoints as rewards for heroic missionsSeveral pieces can be obtained through using planetary commendationsOn critical successes, crafted Custom (orange) gear now receives an Augment slot.Craftable Custom (orange) Battlemaster and War Hero PvP armor has been added to Synthweaving and Armormech. The schematics for these items can be purchased from Battlemaster and War Hero vendors.All skills now have their recommended crafting, gathering and mission skills after them. Skills are also color coded. Find the skill you want, note its colour, then simply find other skills of the same colour. Note: If a skill has two colours then its beneficial to more than one profession. The types of crew skills are as follows: GATHERING SKILLS - Maximum of 3 at any time ARCHAEOLOGY Archaeology is the study of crystal formations and archaeological finds. Crystal formations contain crystals that an Artificer can use to construct lightsaber modifications and armor for Force users. Archaeological finds contain artifact fragments of Force-imbued technology. These valuable items contain ancient formulas and algorithms used in the crafting skills Artifice and Synthweaving. Archaeologists can send their companions on missions to gather resources.YIELD: Artifact Fragment - Color Crystals - Power Crystals RECOMMENDED CRAFTING SKILLS: ARTIFICE, SYNTHWEAVING BIOANALYSIS Bioanalysis is the practice of collecting genetic material from creatures and vegetation. Genetic materials include cell fibers, bacterial strains, toxic extracts and medical fluids. Biochemists use these materials to create medpacs to restore health, stimulants (single-use injections) that provide a boost to physical abilities, and biological implants that enhance combat prowess by stimulating neural networks and regulating brain system functions. The crafting skill Biochem utilizes Bioanalysis resources. Bioanalysts can send their companions on missions to gather resources.YIELD: Biochemical Compounds - Biochemical Samples RECOMMENDED CRAFTING SKILLS: BIOCHEM SCAVENGING Scavenging is the art of salvaging useful parts and base materials such as metals, alloys and synthetic Compounds from potential technological resources-junk piles, fallen droids, abandoned cargo, and broken Down vehicles. The crafting skills Armormech, Armstech, and Cybertech utilize Scavenging resources. Scavengers can send their companions on missions to gather resources.YIELD: Scavenged Compounds - Scavenged Metals - Flux RECOMMENDED CRAFTING SKILLS: ARMORMECH, ARMSTECH, CYBERTECH SLICING Slicing is not a skill required for crafting. Slicing is the art of accessing secure computer systems and lockboxes to acquire valuable items, credits and rare tech schematics. Common Slicing targets include electronic safes, date stations, security mainframes and biometric footlockers. These targets contain credits, rare tech schematics used to construct Cybertech gadgets, vehicles and space upgrades, and mission discovery objects that unlock challenging missions that can potentially yield great rewards. Slicers can send their companions on missions to retrieve these valuable items. Other possible mission rewards include Sliced Tech Parts which are consumed by Synthweaving, Armstech, and Armormech as a component for crafting Augments. Augment schematics can also be found upon critical mission success.YIELD: Sliced Tech Parts - Lockboxes - Mission Discoveries - Cybertech Schematics - Augment Schematics RECOMMENDED CRAFTING SKILLS: ALL (cybertech benefits the most) CRAFTING SKILLS - Maximum of 1 at any time ARMORMECH Armormech is the ability to work with hard metals, alloys and synthetic materials to construct armor & augments for non-Force users. Vendor-purchased fluxes are used during the armor creation process to refine the materials to ensure suitability. Armormechs can reverse engineer their crafted armor and possibly discover new ways to improve armor creation.Craftable Augments - Aim, Cunning, Shield, and Absorb YIELD: Medium Non Force User Armor - Heavy Non Force User Armor - Custom Non Force User Armor - Augments RECOMMENDED GATHERING SKILLS: SCAVENGING ARMSTECH Armstech is the ability to work with hard metals, alloys and synthetic materials to craft blasters, blaster modifications & augments. Vendor-purchased fluxes are used during the weapon creation process to refine the materials to ensure suitability. Crafted blasters include blaster pistols, blaster rifles, sniper rifles, assault cannons and shotguns. Blaster modifications include blaster barrels. Melee weapons include vibroblades and electrostaves. Armstechs can reverse-engineer their crafted blasters and possibly discover new ways to improve their creation.Craftable Augments - Endurance, Surge, Critical, Accuracy, and Power YIELD: Blaster Pistol - Blaster Rifle - Assault Cannon - Sniper Rifle - Vibrosword - Vibroknife - Electrostaff - Techstaff - Techblade - Scattergun - Weapon Barrels - Custom Ranged & Melee Weapons - Augments RECOMMENDED GATHERING SKILLS: SCAVENGING ARTIFICE Artifice is the delicate skill of constructing lightsaber modifications, enhancements, generators and focii. Lightsaber modifications include color crystals and hilts that augment a Force user's combat attributes. Color crystals determine beam and bolt color for lightsabers and blasters. Enhancements are modification upgrades for weapons and armor. Artificiers can reverse engineer their crafted items and possibly discover new ways to improve their creation.YIELD: Lightsaber - Double-Bladed Lightsaber - Lightsaber Hilts - Lightsaber Crystals - Enhancements - Generators - Shields - Focus Crystals RECOMMENDED GATHERING SKILLS: ARCHAEOLOGY BIOCHEM Biochem is the skill involved in crafting medical supplies, performance-enhancing chemical serums and biological implants. Biochemists can create medpacs to restore health, stimulants (single-use injections) that provide a boost to physical abilities, and biological implants that enhance combat prowess by stimulating neural networks and regulating brain stem functions. Biochemists can reverse engineer their crafted implants and possibly discover new ways to improve implant creation.YIELD: Medpacs - Reusable Medpacs - Stims - Reusable Stims - Implants RECOMMENDED GATHERING SKILLS: BIOANALYSIS CYBERTECH Cybertech is the skill to assemble droid armor, earpieces, grenades, armoring, mods and miscellaneous gadgets. Armoring and mods are upgrade modifications that augment combat ability. Earpieces are external mini-computers that are worn on or near the ear. They enhance combat prowess by giving audio and visual feedback to the wearer or though direct neural feedback via an external nerve relay. Cybertechs can reverse engineer their crafted items and possibly discover new ways to improve their creation.YIELD: Armoring - Mods - Ear Pieces - Droid Parts - Ship Mods - Bombs - Speeders - Gadgets RECOMMENDED GATHERING SKILLS: SCAVENGING SYNTHWEAVING Synthweaving is the process of fabricating synthetic materials out of crystals, various chemicals and artifact fragments to construct armor & augments for Force users. Vendors provide premade solutions, suspensions and composites that are used during the Synthweaving process. Synthweavers can reverse engineer their crafted armor and possibly discover new ways to improve armor creating.Craftable Augments: Strength, Willpower, Defense, Alacrity, and Presence YIELD: Light/Medium/Heavy Force User Armors - Augments RECOMMENDED GATHERING SKILLS: ARCHAEOLOGY MISSION SKILLS - Maximum of 3 at any time DIPLOMACY Diplomacy is the art of conducting and managing negotiations. Sending your companions on diplomatic missions can influence your light side or dark side standing. In addition to light side and dark side influence, possible Diplomacy rewards include medical supplies used to construct prototype and artifact implants, medpacs, stimulants, adrenals and gifts for companions to raise their Affection rating.YIELD: Light/Dark Side points - Medical Supplies - Companion Gifts RECOMMENDED CRAFTING SKILLS: BIOCHEM INVESTIGATION Investigation is the skill of researching, gathering, analyzing and decoding secret information. Sending your companions on Investigation missions can yield valuable items in the form of researched compounds used to construct prototype and artifact weapons and blaster barrels, prototype schematics for all crafts, custom tech weapon schematics and gifts for companions to raise their Affection rating. All crafting skills benefit for the schematics.YIELD: Researched Compounds - Prototype Schematics - Custom Tech Weapon Schematics - Power Stat Crystal Schematics - Companion Gifts RECOMMENDED CRAFTING SKILLS: ARMSTECH, ALL (for schematics) TREASURE HUNTING Treasure Hunting is the ability to track down and recover valuable items by following a series of clues. Companion characters sent on Treasure Hunting missions can return with Custom (orange) lightsaber schematic, rare gemstones used to construct prototype and artifact enhancement, hilts, color crystals, focii and generators. Other possible rewards include lockboxes that can hold contain valuable items or credits and gifts for companions to raise their Affection rating.YIELD: Gemstones - Lockboxes - Custom Lightsaber Schematics - Companion Gifts RECOMMENDED CRAFTING SKILLS: ARTIFICE UNDERWORLD TRADING Underworld Trading entails the exchange of goods and services on the galactic black market. Sending your companions on Underworld Trading missions can yield luxury fabrics and underworld metals used to construct prototype and artifact armor, earpieces, grenades, space upgrades and weapons and armor modifications. Other possible rewards include gifts for companions to raise their Affection rating and custom schematics.YIELD: Underworld Metal - Luxury Fabric - Companion Gifts - Custom Schematics RECOMMENDED CRAFTING SKILLS: ARMORMECH, CYBERTECH, SYNTHWEAVING WHAT IS A GOOD CHOICE FOR MY CLASS? REPUBLIC Jedi Knight - Artifice, Synthweaving, Biochem, CybertechJedi Consular - Artifice, Synthweaving, Biochem, CybertechSmuggler - Armormech, Armstech, Biochem, CybertechTrooper - Armormech, Armstech, Biochem, Cybertech EMPIRE Sith Warrior - Artifice, Synthweaving, Biochem, CybertechSith Inquisitor - Artifice, Synthweaving, Biochem, CybertechBounty Hunter - Armormech, Armstech, Biochem, CybertechImperial Agent - Armormech, Armstech, Biochem, Cybertech REVERSE ENGINEERING Reverse Engineering (RE) is the process of de-constructing an item in order to gain some of its crafting materials. There is also a chance of gaining a new recipe.The quality of the item determines what materials you receiveYou can only Reverse Engineer specific types of items you can craft yourself. For example synthweaving will only allow you to Reverse Engineer force user armours.When an item is reversed engineered, the item is destroyed in the process. Make sure you RE the correct item because once it is gone, it isn't coming back!Reverse engineering can be done at any time in the game, you do not require any form work benchTo reverse engineer an item simply click the golden RE icon in the upper right corner of your inventory.When clicked this will blackout any non-reversible items and highlight those you can Reverse.Simply click on the item you want to RE and you will begin doing so.After the item has been RE'd a loot table will pop up with the materials you gathered from the process. Click take all.An important aspect of Reverse Engineering is that it will be the only way to get certain patterns/recipes.Reverse Engineering a green item has a small chance to give you a blue schematic of the same itemReverse Engineering a blue item has a small chance to give you a purple schematic of the same itemIf you want to reverse engineer health packs or stims be careful because you will reverse engineer the whole stack! Make sure you split up stacks before you reverse engineer if you want to keep a specific quantity.To split a stack simply [sHIFT + CLICK] the item then drag the cursor into an inventory slot.There are two set paths reverse engineering an item can take. This is determined by the item type and can be split up accordingly. I will list both types of reverse engineering with the items that fall into the category shortly after it. 1. LINEAR - Item Modifications & consumables [PREMIUM] -> [PROTOTYPE] -> [ARTIFACT] Linear reverse engineering is exactly that, one path with one final outcome. Let's say you learn how to make a basic premium quality Medpac from your Biochem trainer. You make several and decide to reverse engineer them. If you are lucky, you will learn the improved version of the schematic. This will mean you can now make a prototype quality Medpac. Successfully reverse engineering this item has a chance to give you a new artifact quality schematic, you will then be able to craft an artifact quality Medpac. This is the end of the road for that item, as it can no longer be improved. There have been no reports of being able to reverse engineer an artifact schematic into a legendary schematic. 2. PREFIX - Crafted Armour & Weapons This is where things start to get a little tricky to fully understand. Prefix crafting only applies to items such as crafted armours and weapons, for these are the only crafted items which can branch out into various stats. It follows the same basic rule of a linear path, except it has more outcomes rather than one solid ending. Loose ends if you will. Let's say you start with a premium schematic you learnt from your crafting trainer. Successfully reverse engineering this item has a small chance to grant you an improved version of it. This new schematic will (as with the linear path) fall into the prototype quality. However this is where things start to differ! You could end up with either one of three different schematics of the same prototype quality. This schematic will fall into the Tier 1 prefix list. Falling in to one of these categories: TIER 1 PREFIX LIST [T1] [T1] CRITICAL - Grants you an item with +Crit[T1] OVERKILL - Grants you an item with +Power[T1] REDOUBT - Grants you an item with +Defence Now you might be thinking, "what if I don't get the one I need?" and the answer is simply, tough luck. You will have to keep reverse engineering more items until you get the Tier 1 Prefix you want. (as of patch 1.2 you can no longer learn the same schematic twice and will instead learn a different one, hooray!!) Having managed to successfully learn a prototype Tier 1 prefix schematic. You can now advance on to the Tier 2 prefix list. This is again, done by reverse engineering your prototype item. You will eventually end up with (as with the linear path) an artifact schematic. Now, depending on what Tier 1 prefix you reverse engineered from, will determine what Tier 2 prefix item you will get. The below list shows the Tier 2 prefix underneath the Tier 1 prefix it came from. TIER 2 PREFIX LIST [T2] [T1] CRITICAL - Grants you an item with +Crit[T2] FERVOR - Crit & Accuracy[T2] SUPREMACY - Crit & Alacrity[T2] LEADERSHIP - Crit & Presence[T2] TEMPEST - Crit & Shield[T2] ENDOWMENT - Crit & Surge[T1] OVERKILL - Grants you an item with +Power[T2] HAWKEYE - Power & Accuracy[T2] VEHEMENCE - Power & Alacrity[T2] COMMANDER - Power & Presence[T2] RAMPART - Power & Shield[T2] EXPERT - Power & Surge[T1] REDOUBT - Grants you an item with +Defence[T2] EXACTITUDE - Defence & Accuracy[T2] N/A - Defence & Alacrity[T2] GENERAL'S - Defence & Presence[T2] VERACITY - Defence & Shield[T2] ANTI-ARMOR - Defence & SurgeAnd that is pretty much the gist of it. You may also be wondering what happens if you originally learnt a prototype schematic from your trainer and start to reverse engineer it. Well, it follows the same rules as if starting from a premium schematic, the only thing is the [T1] prefix will be of artifact quality and so will the [T2] schematic that comes from it. MODIFICATION Modification is the process of enhancing an item so that it performs better in combat.Basically when you add a modification you are giving the item better statsMods can be bought via credits and commendations some can also be traded and sold to other players.You can modify many weapons and armours in game whenever you likeA general crafting table isn't required, you simply have to [CTRL+Right Click] the item you want to modifySimply drag and drop or [Right Click] the item into its designated slot and click apply for the mod to take effect.You can also de-mod an item, for a small feeTo de-mod an item Simply drag and drop the modification out of its slot and into your inventory, you will then be prompted with a message saying "this will cost however many credits" and click OK. The mod will then be in your inventory and you can place another in its place.If you don't remove the mod from its slot before placing another, the previous mod will be REPLACED and destroyed.Colour crystals change the colour of your weapons effect. These items also have stats on them which means at some point in time you will have to decide whether to keep the colour you want or choose the colour with the better stats.Also note that some colour crystals (and various other items) are forbidden to certain ranks within the Light or Dark side of the force. For example, red lightsaber crystals are forbidden to Rank 1 Light or above.When crafting item modifications (mods, enhancements, etc), a critical success now yields double the quantity of modifications. COMPANIONS For more information regarding companions and leveling please look at the newcomer guide here.Companions can be sent to sell all the grey items in your inventory. Simply hit 'N' to open up the companion window and click the icon below the orange head. You will then have to confirm and it will take your companion approximately 3 minutes to complete.Companions can be sent to gather resources and other items from your crew skills. They can however fail and come back with nothing. To do this open your companion window, select the skill and choose a mission to send it on. It will cost a small amount of money and take 3 minutes or more.Often your companion will want to talk with you in private. Head to a Cantina or your space ship to initiate the chatCompanions gain and lose affection during story scenes depending on what choices you make. If there is an easy way to see how this happens, I havent seen it. For now you will simply have to make an educated guess based on your companion's personality. If they are aggressive they will often react positively to the darkside choices and vice versa.A positive companion affection decreases the time of crew skill tasks and opens up some side quests.Companions can use the crafting items in your bank so there is no need to lug around excess materials!When you open up your crew skill on your companion window, you will notice your companion has certain traits at the bottom. These could say +10 synthweaving efficiency and +2 biochem criticalEFFICIENCY - Reduces the time it takes to complete a crew skill task in both crafting and running a crew skill mission. The higher the efficiency, the less time it takes. CRITICAL - Improves your chances on returning with a rarer item or crafting an item with an augment slot or producing double the quantity of items (mods, grenades etc). The higher the crit rating, the higher the chance occurring. You should look through your companions traits and see who is best for what, it can save you a lot of time if you choose to send a companion with slicing efficiency on a slicing mission.A list of all companion traits can be found below, along with their name and other useful information.Each gathering and mission skill has a range of mission levels. Depending on which you choose to send your companion on, will determine if you increase a skill level or not.To change your mission difficulty, open up the companion window 'N'. Select the crew skill you want your companion to be deployed on then look at the top right of the panelSelect a difficulty range from the drop down menu. The difficulty range will increase as you increase your level.The difficulty ranges as follows, with the highest difficulty on top and the lowest on the bottom. The skill-up chance is also shown after the mission level.ORANGE - 2 points YELLOW - 1 point (sometimes 2) GREEN - 1 point GREY - None You can send up to 5 companions on a crew skill task at the same time at level 49+The 5 you send (or any amount) can all be doing the same crew skill if you wish. Here is a list of the Max Deployable companions relative to your level: [Level 10] - 1 [Level 15] - 2 [Level 25] - 3 [Level 41] - 4 [Level 48] - 5 This guide is brought to you by: Goshee
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Phase 1 Tanks The tanks split the two sides of the room. They will focus on tanking the Dread Monsters, but if possible can pick up the smaller Dread Larvae. One tank will only ever be tanking one dread monster (this will be the one the dps are killing)and the second tank with hold onto the other monsters currently in play. When the solo monster dies, the first tank taunts a new monster over to be killed next. Dps - Dread Tentacle -This add will randomly target someone and cast an attack called “Spit”. This attack is an 6s cast and needs to be interrupted. These are a priority target. Standing within melee range will prevent future “Spit’s” from being cast. Dread Larva - These cast an AOE attack that hits for around 6k dmg to the raid, they are very weak and die rather quickly. Dread Monster - These guys have a lot of HP and buff each other if they are close. They need to be tanked away from each other. Heals Split tanks and stand on platform or with melee DPS. The melee dps and ranged should both fall in range of AoE’s if placed correctly. Phase 2 and 3 Avoid standing in water for the next phases so no red puddles are dropped there. Adds will start spawning sub 50% from the corners and should be killed ASAP. Phase 3 is essentially the same as phase 2 except adds (same ones as in phase 1 except not as many) will spawn once again. Tank When Bestia becomes attackable (around 50s into the fight) whichever tank is free from monsters will pick her up and tank her near the door. She places a stacking debuff on the tanks which should be swapped of regularly (about 5/6 stacks). At 50% adds start spawning, ensure the monsters are tanked but you still need to tank swap. The tank on Bestia should ensure she isn’t near any adds as she buffs them. Bestia has a 3s channel called Dread Strike that on a fully stacked tank does massive damage. Switch accordingly. 11 stacks will kill you. DPS After a few of these add waves Bestia will come out and will drop red puddles on random raid members similar to the Kel’sara circles. These are an instant cast and there is no warning. If you do not move these circles will tick for around 12k dmg. Bestia also has a move called Combusting Seed which is a reticle that will explode for around 18k dmg when it ticks down after 10s. Try to not stand in the water if at all possible to avoid placing these circles in the water. Anyone with this debuff needs to be topped off. Once Bestia is at 50% phase 3 begins. Heals Stay with tank assignments and try to stay near platform to keep red puddle manageable. Top off players with Combusting Seed. [media ]https://www.youtube.com/watch?v=0N9_Klcpu0c
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Nefra, Who Bars the Way Tanks -Tanks need to both stack in front of the boss to share the cleave damage. If one Tank is targeted by the droids then both tanks need to move, switch back and forth between 2 locations as needed. Tanking against statues is advised. Also, be sure that you have first and second threat. There is a chance that if you do not have second threat he will hit a dps with half of twin attack. Cleanse DoT if able. DPS- When you’re targeted by the Overloaded Assault Droids, they will run up to you and place a red circle that does a massive amount of damage. If you don’t move, it is possibly enough to one shot you. Other than the red circle you can sit in place and tunnel the boss. Some DPS classes, for example a Sniper, can self cleanse the dot. Heals- Stack with DPS behind boss. Split tank cleanses (priority cleanse) for mass debuff , then themselves, then dps (since they will be able to cleanse their own every other debuff). Avoid red reticle. [media ]https://www.youtube.com/watch?v=jf1pckepXKY
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Alright so I thought i would give this a shot. It is my first shot at writing a guide of any kind so there will be some trial and error. Bare with me and we will see about getting this slimmed down to perfection. So the first thing I would like to point out is that the adds that you have to go through to get to the first boss are not difficult but they are not easy either. In the first room with the droids you want to CC what you can. The droid in the back right ( The Malfunctioning Control Droid ) will be your first target. From there if you look in the video below you want to move in a counter clockwise direction until the last haywire droid is down. You should repeat this with the second group. When it comes to the larva in the next area what you would like to do here is have one of your tanks area taunt and then the second tank single taunt the big guy away from the little ones. If the big one explodes by the little ones then they will grow up and become a little more difficult. [media]http://youtu.be/UA6wDwk2aQU You will then run up the ramp and meet a bunch more adds. Just run by them. You do not have to kill them and they will evade when it comes down to it. However, it is now time for the first boss. The Writhing Horror. The Horror has 957k hit points in 8 man story mode and 1.76k in 8 man hard mode. Each jealous male that spawns will have about 85k in 8 man hard mode. I will be talking about the hard mode mechanics here so bare with me as I go over some very important details. So the horror will burrow during the fight and be moving to places that will be outlined in an image in the spoiler below. Tanks will need to use a gap closer ( force leap, force speed, ect. ) to get to the boss as soon as possible when she reappears. If this does not happen the boss will spit goo at the raid and it will cause raid wide damage. The next mechanic that will happen will be the Jealous Male and the Foul Offspring will spawn. During the fight red text will appear across the screen letting you know that the Jealous Male has spawned. This is when your assigned DPS/Healer will run to a red circle ( will be covered in a bit ) to attract the foul offspring while the tank that was on the boss ( the one that has the debuff ) moves to the Jealous Male. This is where the tank swap will occur. Every time the Jealous Male appears the tanks will swap from the boss to the Jealous Male. It has been noted that the first Jealous Male & adds spawn about 45 seconds into the fight. Second will spawn 2:15 into the fight ( 1:30 from the first add round ). Third at 3:45 ( 1:30 from second wave ). Fourth at 5:15. The image below will be what you see across your screen. There will be three different debuffs that you will be on the lookout for. They will be explained in the spoiler below. This is the debuff that you get if you move out of the red pool that will prevent you from reentering it again. If you do this before the offspring are killed then they will run wild on the raid and the red circle will disappear. Flowers the Red Circles will spawn around: Red Circles: This is the debuff that the tanks want to watch. It is called incubation. It does not always land and may be dodged so you might get different stacks of it. It will only go to 10 stacks and will determine how many foul offspring will spawn. The debuff will fall off if the tank that has it moves to the Jealous Male. This is why there is a tank swap. If the tank has 10 stacks he may explode. This debuff is the corrosive slime DoT that is applied to a random member of the raid. You should always be checking your debuffs in hard mode for this debuff so that way you do not place the yellow circle under the raid or the boss. In story mode there is no yellow circle when the DoT is cleansed because that is a hard mode mechanic. This DoT does about 3.6k damage every 3 seconds and can be cleansed. Yellow Circle: There will come a point in the fight ( usually at 10% but it has been known to happen anywhere between 5-15% ) that you will notice twisted spawn will appear. At this point tanks can try to tank them but the attention should be on burning the boss as soon as possible. The enrage timer for the Horror is 5:45. What should be your last ( 4th ) red pool would be dropped at 5:15 into the fight. Please remember that too many twisted spawns will wipe the raid. This is a video of the Writhing Horror fight in SM and under it I will link Dulfy's Hard Mode video so that you can see it done. Story Mode: [media]http://youtu.be/Wfq_SlFodJE Hard Mode: [media]http://youtu.be/q0z54DO2b94 ( To Be Cont...... )
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Guide [TOR] Faars Short guide to Draxus (8 man SM)
Faardor posted a topic in The Old Republic Guides
> Wave 0 No adds, Burn Draxus as much as you can. Around 80% is recommended. But i've seen him been brought down to 75-70% the more you can damage him before he jumps up the easier the future waves will be in terms of making him go up again. > Wave 1 Just subteroths. Melee DPS need to watch out for when the subteroths are gonna die. Pop defenses if needed. Healers need to stand away a bit from their usual spot to avoid getting aoe'd by the subteroths > Wave 2 Simple add wave, Right side needs to focus Dispatchers over subteroths. > Wave 3 Establish a interrupt order for this one (since only 1 of the corruptors will spawn here on each side) Kill those first and then the rest. > Wave 4 Focus draxus first then the Dismantlers and lastly the subteroths. > Wave 5 Kill the adds in the back and then kill the ones on the side. Simple mechanics, ignore draxus for now. have the DPS on the left interrupt the left ones (or right ones if they are facing the adds) and the DPS on the right interrupt the right ones (or left ones if they are facing the adds) Optional: put the off tank on one side of the and the highest health dps (preferably in heavy armor) on the other side so that the healers do not get lightning up their ass. > Wave 6 Kill the adds in the back first (despoiler first since he heals but you want to make sure to interrupt the corruptor) and ignore the dismantlers for now (off tank try to take them) After the adds in the back are dead DPS draxus and force him up. > Wave 7 Kill the guardians and then the subteroths. Tanks try to take a guardian each although since they aggro switch a lot its not horrible if you lose aggro. > Wave 8 Off tank needs to keep the despoiler away from the groups on the left and right. Try to keep the dispoiler in the southern part of the map without LOSing the healers. Set which dps interrupts left or right corruptors. have BOTH dps kill the right one first but make sure that the person on the left corruptor focus target him (alt+f) > Wave 9 Put a ranged DPS on interrupt Duty, have him focus target the corruptor so he knows when its casted but have him DPS draxus in the mean time. EVERYONE else should be on draxus in this. After this focus on the adds in the back while the tanks take the guardians. (off tank might have to take both guardians for a wee bit while you all burst draxus) Reference Sources https://lh6.googleusercontent.com/-1q6nIMw_S4s/Uk64EXat7GI/AAAAAAAAAZY/IYrnPNbSAnY/w322-h647-no/Draxus.png Personal experience to dictate the kill order. While some groups keep adds alive during specific phases I feel that costs way too much DPS. So making draxus primary target in one of the later wave groups not only saves you time it also gives you more DPS as a result. -
This guide is meant to serve as an awareness as to what Parsec is, how it should be used. This guide is meant to be informative for any raid participant. As i will explain below Parsec is a tool and if you have faith in your fellow community members then you shall know that we will only use this tool for the betterment of Ordo. To start if off... According to a SWTOR DPS scoreboard the DPS range for top tier DPS over all classes is 3500-4100. All classes can be parsed however each class parses differently. Flaws in data: The first time parsing many people misjudge how to go about the fight and stray from their normal rotationOne of the basic goals behind a parse is to get the highest numbers possible, meaning that upon studying a parse DPS can easily increase a parse by cheating the system.However, on the other hand some of the data related to the above mentioned is not completely accurate. While, I acknowledge this I still full heartedly support parsing. Notes on how to Parse: I would ask that when Officers ask/encourage others to Parse that they are willing to join them that way they can offer insight into the parse. Why you may ask, Because parses can be manipulated. The Operations Training Dummy was added into the game so characters could test new skills and determine the damage over time of the abilities. However, this does not account for several ops mechanics... First in most fights Dps are not allowed to start for the first 5-10 seconds of the fight. Which, means that in a normal fight they would not be able to dps as high.Starting Rotations are rigged for parses, DPS rarely have time to lay down dps abilities before the start of a fight. However, when people parse it is important from to start with these unrealistic starters because it helps us to determine their maximum dps in a best case scenario.Finishing moves. While this may not seem like a big deal, this can actually change a parse by a decent bit. A sniper that ends with an Ambush when the enemy is at 100 health will lead to the sniper having done 510,000 damage over the fight, where as a Madness Sorcerers that kills the enemy with the last tic of dot will have only done 500,500 damage over the same time. While this definitely leads us to question the reliability of the parse, I would like to note that in a true fight you don't know what ability will finish off the enemy and encouraging the sniper to use his rotation to the fullest and end with an ambush is almost like following through on not giving up in a fight.Lastly remember that there are reasons as to why a dps does what he does. Find out why he maintains his set of abilities and you may find either new information that can help others, or the problem you should be addressing. Tanks: Tanks have many abilities that allow them to survive in a fight. However, Tanks do not have a solid test in place to determine their ops readiness. Which, is why gear is a large factor in their ops readiness. Heals: Just like tanks are an instinctual class that does not have much in the way of a solid rotation that they need to maintain. However, there are several key concepts that all Healers should be aware of. First they should be responsive so they can call out when they need help.They should be aware of cleansable debuffs in all fights.Lastly they should take advantage of their classes’ special abilities such as: Operatives stealth revives, Sorcerers Damage absorption shields.
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As a note to all readers, this post is very rough and will be refined at a later date. Dread Fortress Notes.txt
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In addition to the information I'm going to provide, there are numerous other guides available. Considering S&V is a scheduled weekly run if you want to participate in ops with us I suggest you have at least a basic familiarity with the operation before going with us. I don't mind explaining the fight to new people, but it will help us all out if you have some idea of what you're getting into. NOTE: I lifted these images from Dulfy, my go-to site for all things TOR. Dash'Roode S&V doesn't Ffff around. The first fight in this op is a boss fight. Before the first pull you must pick up a couple personal environmental shields from the Shady Character. He hangs out in the tent by the shuttle. You'll notice a large rock and a shield generator over where the fight begins. I've seen the tank stand against the rock, which seems to be simpler for them, and against the shield generator, which makes it easier for the DPS. It's your main tank's call. If he's tanked against the shield generator, DPS and healers stand with your back to the rock. Dash has an AOE knockback that can throw you out of the shield into the exhaustion zone. If Dash is tanked against the rock do the best you can to run back under the shield as quickly as possible. After one minute the shield will fail and the off tank will need to pick it up. The tanks will bring Dash and the portable shield to the next generator. Keep up. There will be yellow circles on the ground during this phase. Don't step in them. If you do, you'll be teleported out into the storm. Use your personal environmental shield and run back to the group. Womp rats will spawn on you, but don't worry about them. The group can AOE them down when the big shield is back up. The off tank will drop the shield into the generator, giving you the big shield back. You have another minute to burn down Dash. This repeats a total of three times, so if Dash isn't dead by the time the fourth generator fails you're in trouble. Titan Six Titan Six has several attacks indicated by verbal cues: Defense Sequence Two: Lots of missiles, a raid wide AOE. Spread out at least 5m away from each other to minimize damage. Defense Sequence Three: Launch. Titan Six will prepare to launch into the air. You'll notice the rocks strewn around the area have orange areas behind them. Go stand there so you don't get killed. You can still use abilities while in cover, but you can't move. Defense Sequence Five: Air strike. Red circles appear on the ground. Don't stand in them. An add also spawns. The first phase is just lots of missiles and air strike repeated until launch. After launching Titan Six will land in a different spot. He lands a total of four times moving clockwise around the area. When he lands a bunch of adds will spawn. From my experience it's easiest if everyone groups up under the boss and gives the off tank a chance to grab all the adds, then AOEs them down. Just remember to spread back out when he attacks with lots of missiles. He moves on a timer, not on percentage. If he makes it back to where he started without getting to 20% he will enrage. When he hits 20% he starts his soft enrage. He will start spewing fire and missiles. There are holes in the fire for the melee DPS to stand in. Everyone else back up and stay away from each other because the missiles do AOE damage. At this point it's a DPS race to burn him down before your healers are overwhelmed. Thrasher You've made it to the weekly, congratulations! Thrasher is a fairly straightforward fight provided your DPS are paying attention. Before the fight begins I suggest assigning some of your ranged DPS to adds duty. If you have an off tank that can leap it will be nice to have them on adds, too. Thrasher has a nasty cleave so she should be tanked facing away from the raid at all times. Be sure to tank her against the wall, not the gate, because she can occasionally knock the tank through the gate which causes the fight to bug. Not that there's bugs in SWTOR. Bo Zarran will say "You'll like this trick, been working on it a while." Three snipers will appear on the ledge above. They need to be burned down ASAP. Not only do they do a good deal of damage, if enough of them are alive they will spawn turrets and kill everyone. When the snipers are down everyone goes back to boss. Bo will continue to spawn snipers throughout the fight so DPS has to be paying attention. One random person will be periodically targeted by a mercenary firebug. You'll know because they have a giant blue circle around their feet. That person needs to take the circle away from the group. Try placing it against a far wall. When the circle turns red it won't follow that person anymore and it's safe to return to the raid. The firebug will do huge amounts of AOE damage that can kill a raid if some dumbass drops it in the middle of the group. There's no burn phase or soft enrage. Just burn down Thrasher while killing snipers and avoiding the firebug. Simple. After you down Thrasher Bo Zarran will be waiting for you through the gate. It's a simple tank and spank. Operations Chief Now the fun really begins. You'll start off by infiltrating Oasis City. Everyone will be sorted into groups of two or four depending on whether you're doing 8m or 16m. Once you push the button to open the door the ten minute timer begins. That timer ends when you down the boss. Don't rush into something stupid, you do have time, but don't Ffff around either. The teams will need to go to their targets and wait for them to check in before engaging. There are droids patrolling the area. Try not to aggro any, but if you do just CC them and move on. They spawn forever so don't waste your time trying to clear them. Once your targets have checked in it's safe for your team to engage. Only the people on your team can engage them. If more than two/four people engage you'll wipe. The targets are here: Red team and green team are fairly unremarkable. Gold team has a healer, so burn it down and interrupt frequently. Blue team has a nasty cleave that can be avoided. While it channels, run behind them. When all the teams are down you can head into the building at the end of the path and engage the boss. The Operations Chief spawns four turrets in the corners of the room that hurt a lot. DPS need to be quick to burn them down. It might help to assign DPS to specific turrets. He has a casted ability called terminate that will oneshot anyone who isn't a tank, so it is imperative that tanks hold gro. Note that he does have an aggro dump after he knocks the tank back, so tanks will need to communicate and pay attention so they can taunt him back. He also has an AOE DOT called mass explosive probe. If you can cleanse yourself, please do. Tech healers, you'll need to cleanse everyone else. Do it as quickly as possible because this DOT hurts. Olok the Shadow This fight will require a decent amount of communication and pre-planning. If you (carefully!) walk over to the glass you can see a 4x4 grid of droids below. Now notice the panel in the room with a 4x4 grid on it. Yes, they are related. During the initial phase of the fight the boss will drop tokens which are used on the panel to buy droids. Yellow icons require two tokens and purple icons require one. The green number indicates how many tokens you have spend. You get a total of eight, so spend wisely. Any droid you do not buy you will have to fight in the second phase. You have one minute to down each row. Deciding which droids to buy is critical to preventing a wipe later. Dulfy recommends: And that seems like pretty good advice to me. Now, for the actual fight. Phase one is the Wealthy Buyer, who drops the tokens, and his two bodyguards. The Buyer can't be damaged until both bodyguards are downed. Then you switch to the Buyer and damage him until he drops a token. This repeats eight times. Once the Buyer is dead get into the elevator and go downstairs ASAP because poison gas will start filling up the room. I hope you clicked the right icons, because now it's time to fight droids. You have one minute for each row, then the shield will drop to release the next row. Recon and Assault droids are pretty simple, Frontline droids have low health but hit hard and target random raid members, and Artillery droids drop an AOE but can be tanked away from the group. Phase three begins when Olok drops. You may still have droids up. If so, have one tank keep Olok busy while the rest of the raid finishes the droids. After taking some damage Olok will stealth and spawn two adds. These adds can be CCed. The Underworld Arms Trader does quite a bit of damage and the Shady Customer does not. Try to burn Olok down as much as possible when he's visible. When he disappears he drops aggro so tanks should have a taunt ready when he reappears. Cartel Warlords The suggested kill order is Captain Horic, Vilus Garr, Tu'chuk, Sunder. I've also seen Sunder killed third and Tu'chuk killed last. Both Garr and Horic are immune to taunts so downing them quickly is very important. Also, when one dies the others are healed so focus fire. Horic has a nasty cleave so the raid should be spread out around him far enough that it only hits one person at a time. Sunder has a fixate ability that he will use after the first boss dies and usually targets the person closest to him. One tank should be kiting him around. The other tank should be kiting Tu'chuk and should be careful not to get to close to walls as Tu'chuk can throw them into walls and stun them. After Horic is down DPS should switch to Garr. He will pop in and out of stealth and if Horic is the first killed Garr will gain a grapple ability. After Garr is downed DPS switch to either Tu'chuk or Sunder, depending on what your raid leader decides. They are both pretty simple at this point. When Tu'chuk or Sunder dies the remaining warlord will spawn three adds and get a cool new ability. Sunder now has a five second cast called The End. It does massive damage but tanks can survive if they have lots of cooldowns available. DPS and healers will die horribly. Tu'chuk gets a stacking buff that increases his damage. Ignore the adds and burn him down quickly. Styrak The final boss and a pretty fun fight IMO. Notice the waves of adds? Don't panic, they only come at you one line at a time. Focus the gold first as it heals, then burn the rest. After they're down, pull the next wave. When all the adds are down the Kell Dragon will jump down. Don't Ffff with Styrak during this phase. He'll oneshot you. The Kell Dragon will spit at the tank. Don't stand in it. He will also do a channeled spinning spine attack. You can stand behind the tanks while they soak up damage. Ghost Styraks will appear periodically and stun the tank. DPS need to take them down quickly. Tanks should be prepared to swap here. Once the Kell Dragon dies Styrak will case force storm on the raid. Healers, be prepared. After Force Storm Styrak will jump down. He has a knockback that has a tendency to throw tanks into the exhaustion zone. Be prepared for a tank swap there. One random raid member will be teleported into a nightmare where they have to kill a companion. Your companion is a chump, kick their ass. The big ability to be worried about during this phase is Chained Manifestation. A huge Styrak will appear in the center with four mini-Styraks in a square around him and connected by lightning. The square will close in on the raid. You have to burn the big Styrak down before you are killed by the lightning. For this reason tanks should be tanking Styrak as close to the center of the room as possible and everyone (including you, ranged DPS) should be stacking up there when this happens. After the Chained Manifestation four Styraks will appear and shoot lightning at people. Burn them down. When Styrak hits 10% he will bring back the Kell Dragon. Styrak is immune to damage while the Kell Dragon is up, so get the dragon down. At this point I like to pull Styrak back to the wall where you started because he has a nasty knockback. He has a soft enrage so burn him down as quickly as possible. Congratulations, you've completed Scum and Villainy. If anyone has input please share.
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For those that do not know, Datacrons are items that when found give the character that found it a permanent boost to stats or give a matrix shard. Most give +2 or +3 to a single stat, however there is one that gives +10 to all stats. We plan to schedule an event in the near future where a group of 6 or more of us get the +10 Datacron from Fleet. in order to get this Datacron you need a grappling hook (MGGS) it can be purchased on Alderaan (Map) for 10,000 credits. The only other requirement once you have that item is that your character has reached the fleet since you can trade the MGGS between characters. According to this video you need to be 50 to get the +10 at the end even, unless this is changed in a later patch after the video was made.
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