Since all of these Companions required the completion of Chapter IX of Eternal Throne, this meant that I decided to spend my limited free time this weekend taking my own Sith Sorcerer, Vahnora, through the remaining Chapters she had yet to do. There's a further tale to this than meets the eye, so I hope you're ready for yet more boring text before we get to the interesting bit about the reunions.
Showing posts with label 2017 Posts. Show all posts
Showing posts with label 2017 Posts. Show all posts
24/01/2018
2018 Companion Reunions, Volume 1
So yesterday, as most of you should be aware by now, we were graced with the first returning Companions of 2018; Risha and Corso for the Smuggler, and Andronikos for the Sith Inquisitor.
Since all of these Companions required the completion of Chapter IX of Eternal Throne, this meant that I decided to spend my limited free time this weekend taking my own Sith Sorcerer, Vahnora, through the remaining Chapters she had yet to do. There's a further tale to this than meets the eye, so I hope you're ready for yet more boring text before we get to the interesting bit about the reunions.
Since all of these Companions required the completion of Chapter IX of Eternal Throne, this meant that I decided to spend my limited free time this weekend taking my own Sith Sorcerer, Vahnora, through the remaining Chapters she had yet to do. There's a further tale to this than meets the eye, so I hope you're ready for yet more boring text before we get to the interesting bit about the reunions.
21/12/2017
More Starfighter Assault Fun
Star Wars: Battlefront II has been in a very interesting situation since its launch. Doubtless the majority of people reading this will have heard of the furore surrounding it and will have taken a 'side'.
Myself, I've just been my usual self and battling on regardless since it takes a lot of tedium to get through my thick skull. Heck, I've been playing SWtOR for six years even with the last two-and-a-bit years being really quite stagnant and samey. If I have fun with the people I'm playing a game with then that overrules any potential misgivings about the game itself. That is, of course, not to say that I don't have periods of not finding stuff fun, but largely that's related to hitting our heads against something hard and getting nowhere for too long for seemingly no reason.
Anyway.
Back to Battlefront.
I'd already commented on Starfighter Assault being my primary tether to this new Star Wars game, and while I've been focusing more on the other modes as-of-late than I anticipated (due mostly to my guildmates who are playing it; they're strangely not as fond of Starfighter as I am) I still very much enjoy going back into it whenever I get the opportunity.
With the first DLC season, themed around The Last Jedi, Starfighter Assault was one of two modes to receive a new map alongside Galactic Assault. More than this, though; it also received an update to the Hero roster, although unlike the new Ground Heroes - Finn and CaptainPathetic Phasma - there's only one Hero and she joins the 'good' side.
For those of you who aren't aware of the currentTallie tally, this means that with the introduction of Tallissan Lintra the Republic/Rebellion/Resistance has six space Heroes while the CIS/Empire/First Order only has four. It also doesn't help matters that Tallie's A-Wing is probably the best Hero ship in the game at the moment; she brings to the table a missile-evade and the only group-heal in space, and on top of this she is an Interceptor so is an absolute beast at taking ships down.
Oh, and Poe's Black One has received an upgrade as well; whereas before it was just a different X-Wing which traded the overcharged weapons ability for an enemy-revealing pulse, it now has a fourth ability (being the only unit in-game which starts with one as default); the Accelerated Booster Pod. Basically, this gives the ship a speed boost, breaks missile locks, and gives it a small amount of damage resistance, all without sacrificing its BB-8 Heal or group support utility.
Both of these Resistance-era Heroes are thus the most versatile ships in the game, since they can not only pump out a lot of damage but sustain and avoid it reliably as well. I'm curious to see what later space Villains will be able to bring to the table, as at this moment in time the Heroes have very much stacked the deck against them with this DLC season.
While I have severe reservations about the changes and additions to the Hero roster - and I'm saying this as someone who actually really likes Tallie and Poe as Heroes - the same cannot be said of my feelings towards the first new Space map; D'Qar. Being the sixth map for this mode, it is thus also the first map where the Resistance has the defence advantage, whereas previously the only map set in the Resistance/First Order conflict had the First Order with a very strong advantage and the Resistance needing to overcome severe odds to achieve victory.
It's actually very interesting to look at the different maps and the apparent balance between each one, since it seems that 3 of the maps are fairly well-balanced and the others... well... aren't. At the same time, though, it is apparent to me that one of the main reasons why there is this imbalance at times is to do with ship shields; none of the standard CIS or Imperial ships have shields while all the other factions do.
When a faction is defending, numbers don't matter. You can throw as many sacrificial lambs to the enemy as you wish since the enemy needs to destroy an objective and killing a defender only helps advance the round by temporarily removing somebody who might otherwise prevent attackers from doing their job. For the attackers, on the other hand, numbers do matter. If people die to stupid reasons or because nobody's taking out that one guy with a 34-player killstreak then they're almost inevitably going to lose very easily.
So for the CIS and the Empire, when they're defending they're on a more even playing-field than when they're attacking. Quick deaths aren't very helpful when you need people to stay alive long enough to have a chance at attacking the objectives, and in the case of Endor it's very easy for people to die for 'stupid' reasons since there is an absolute shedload of debris to fly into, either because you turned too sharply, too late, or your internet spiked and you found yourself seemingly crashing into nothing.
That's not to say that just because the Resistance and First Order had the foresight to put shields on all their craft it makes their maps substantially easier. The ambush on the Resurgent-class Star Destroyer takes place in an asteroid field and because the first objectives are contained in the 'jaw' of the ship all three phases force attackers to duck and weave; this is made harder in the second phase by the objectives all being AI-controlled rather than stationary, so a player might be close to destroying a transport only for it to duck behind an asteroid and following it lands them directly in the path of an oncoming defender.
D'Qar, on the other hand, is a lot better in terms of objective placement. While there's still a fair amount of debris, there is a fair amount less of ducking-and-weaving required since not only is the debris a lot bigger and far harder to accidentally fly into (although it's still possible) objectives are stationary for the first two phases and fairly substantial in the third. Since there are only two viable paths into the numerous self-contained objectives (field generators) in the second phase and they're all over the place it's a fair amount harder for a defender to chance upon an attacker to begin with, and even harder for them to destroy their target once they're inside the generators and opening fire.
Thus, while the Resistance still has the advantage as the defending faction it isn't a total nightmare for the First Order. While at the time of publishing this post I had only played as the First Order once subsequent viewings of the map from their perspective has reinforced this view. While the second phase is tedious and the third phase is very reliant on sufficient numbers being left alive to complete the objective, both as remainders of the reinforcements from the previous phase and those which may be depleted throughout the third phase itself, the fourth and final phase is the easiest phase for an attacker in any map.
Basically, the First Order has almost three minutes to defeat fifty Resistance ships. That's all; once those ships are destroyed, the game ends and victory befalls the First Order. This has an additional twist in that in this phase only the Resistance has a reinforcement counter; the First Order only has a time limit and a set number of ships to kill. This is thus the first Starfighter map not to feature a direct penalty - although throwing too many sacrificial lambs to the slaughter will be detrimental if not tempered - to the attackers for losing friendly craft in the final phase, and it makes for a nice bookend for them should they reach this far.
I sincerely hope that we'll see this sort of thing added in future maps, because it also adds a greater amount of pressure on the defenders to eliminate their opponents as quickly as possible since the moment the third phase ends it's them who'll be fighting for their lives instead.
Anyway.
Since it had been a while since I uploaded anything to my YouTube channel, I decided to spend Tuesday recording various matches and ended up with two matches which I deemed as worthy to upload. The first is set on D'Qar and the second is set on Ryloth. This is admittedly the second gameplay video of Ryloth I've uploaded to the channel, but at least it shows off Tallie's A-Wing, so there's that to it I suppose...
I still very much enjoy Starfighter Assault, and I'm still very hopeful that we'll eventually get a nice offline mode of it. As I said earlier I'd happily spend a lot of time just shooting bots out of the sky in my own time without feeling guilty about killing another player.
Myself, I've just been my usual self and battling on regardless since it takes a lot of tedium to get through my thick skull. Heck, I've been playing SWtOR for six years even with the last two-and-a-bit years being really quite stagnant and samey. If I have fun with the people I'm playing a game with then that overrules any potential misgivings about the game itself. That is, of course, not to say that I don't have periods of not finding stuff fun, but largely that's related to hitting our heads against something hard and getting nowhere for too long for seemingly no reason.
Anyway.
Back to Battlefront.
I'd already commented on Starfighter Assault being my primary tether to this new Star Wars game, and while I've been focusing more on the other modes as-of-late than I anticipated (due mostly to my guildmates who are playing it; they're strangely not as fond of Starfighter as I am) I still very much enjoy going back into it whenever I get the opportunity.
With the first DLC season, themed around The Last Jedi, Starfighter Assault was one of two modes to receive a new map alongside Galactic Assault. More than this, though; it also received an update to the Hero roster, although unlike the new Ground Heroes - Finn and Captain
For those of you who aren't aware of the current
Oh, and Poe's Black One has received an upgrade as well; whereas before it was just a different X-Wing which traded the overcharged weapons ability for an enemy-revealing pulse, it now has a fourth ability (being the only unit in-game which starts with one as default); the Accelerated Booster Pod. Basically, this gives the ship a speed boost, breaks missile locks, and gives it a small amount of damage resistance, all without sacrificing its BB-8 Heal or group support utility.
Both of these Resistance-era Heroes are thus the most versatile ships in the game, since they can not only pump out a lot of damage but sustain and avoid it reliably as well. I'm curious to see what later space Villains will be able to bring to the table, as at this moment in time the Heroes have very much stacked the deck against them with this DLC season.
While I have severe reservations about the changes and additions to the Hero roster - and I'm saying this as someone who actually really likes Tallie and Poe as Heroes - the same cannot be said of my feelings towards the first new Space map; D'Qar. Being the sixth map for this mode, it is thus also the first map where the Resistance has the defence advantage, whereas previously the only map set in the Resistance/First Order conflict had the First Order with a very strong advantage and the Resistance needing to overcome severe odds to achieve victory.
It's actually very interesting to look at the different maps and the apparent balance between each one, since it seems that 3 of the maps are fairly well-balanced and the others... well... aren't. At the same time, though, it is apparent to me that one of the main reasons why there is this imbalance at times is to do with ship shields; none of the standard CIS or Imperial ships have shields while all the other factions do.
When a faction is defending, numbers don't matter. You can throw as many sacrificial lambs to the enemy as you wish since the enemy needs to destroy an objective and killing a defender only helps advance the round by temporarily removing somebody who might otherwise prevent attackers from doing their job. For the attackers, on the other hand, numbers do matter. If people die to stupid reasons or because nobody's taking out that one guy with a 34-player killstreak then they're almost inevitably going to lose very easily.
So for the CIS and the Empire, when they're defending they're on a more even playing-field than when they're attacking. Quick deaths aren't very helpful when you need people to stay alive long enough to have a chance at attacking the objectives, and in the case of Endor it's very easy for people to die for 'stupid' reasons since there is an absolute shedload of debris to fly into, either because you turned too sharply, too late, or your internet spiked and you found yourself seemingly crashing into nothing.
That's not to say that just because the Resistance and First Order had the foresight to put shields on all their craft it makes their maps substantially easier. The ambush on the Resurgent-class Star Destroyer takes place in an asteroid field and because the first objectives are contained in the 'jaw' of the ship all three phases force attackers to duck and weave; this is made harder in the second phase by the objectives all being AI-controlled rather than stationary, so a player might be close to destroying a transport only for it to duck behind an asteroid and following it lands them directly in the path of an oncoming defender.
D'Qar, on the other hand, is a lot better in terms of objective placement. While there's still a fair amount of debris, there is a fair amount less of ducking-and-weaving required since not only is the debris a lot bigger and far harder to accidentally fly into (although it's still possible) objectives are stationary for the first two phases and fairly substantial in the third. Since there are only two viable paths into the numerous self-contained objectives (field generators) in the second phase and they're all over the place it's a fair amount harder for a defender to chance upon an attacker to begin with, and even harder for them to destroy their target once they're inside the generators and opening fire.
Thus, while the Resistance still has the advantage as the defending faction it isn't a total nightmare for the First Order. While at the time of publishing this post I had only played as the First Order once subsequent viewings of the map from their perspective has reinforced this view. While the second phase is tedious and the third phase is very reliant on sufficient numbers being left alive to complete the objective, both as remainders of the reinforcements from the previous phase and those which may be depleted throughout the third phase itself, the fourth and final phase is the easiest phase for an attacker in any map.
Basically, the First Order has almost three minutes to defeat fifty Resistance ships. That's all; once those ships are destroyed, the game ends and victory befalls the First Order. This has an additional twist in that in this phase only the Resistance has a reinforcement counter; the First Order only has a time limit and a set number of ships to kill. This is thus the first Starfighter map not to feature a direct penalty - although throwing too many sacrificial lambs to the slaughter will be detrimental if not tempered - to the attackers for losing friendly craft in the final phase, and it makes for a nice bookend for them should they reach this far.
I sincerely hope that we'll see this sort of thing added in future maps, because it also adds a greater amount of pressure on the defenders to eliminate their opponents as quickly as possible since the moment the third phase ends it's them who'll be fighting for their lives instead.
Anyway.
Since it had been a while since I uploaded anything to my YouTube channel, I decided to spend Tuesday recording various matches and ended up with two matches which I deemed as worthy to upload. The first is set on D'Qar and the second is set on Ryloth. This is admittedly the second gameplay video of Ryloth I've uploaded to the channel, but at least it shows off Tallie's A-Wing, so there's that to it I suppose...
I still very much enjoy Starfighter Assault, and I'm still very hopeful that we'll eventually get a nice offline mode of it. As I said earlier I'd happily spend a lot of time just shooting bots out of the sky in my own time without feeling guilty about killing another player.
17/12/2017
300 #8
It's been an interesting week for yours truly. I've finished my first term at my new university, lost a tolerated feline friend, and by the end of today I'll have seen The Last Jedi and, most importantly, have met my family's prospective new kittens who'll be joining us on the 27th of December.
That's not what people reading about a SWtOR fan blog care about, though, although considering that this series is very much a personal indulgence, there's not much reason for anyone to care about this post either...
But yeah. Those of you who have seen the regular "300 #x" posts will have seen this coming eventually, but yesterday I finally managed to get my final character, Phirella the Powertech, up to Command Rank 300. I'd saved up enough packs over the past few weeks to get her from CR34 to CR254 on the first day of the double-CXP event, meaning that she climbed two hundred and twenty ranks from CXP Packs alone.
I love the amount of CXP you can get nowadays.
Being free of the necessary grind, I now don't really know exactly what to do. I've started funnelling most of the CXP Packs I get now towards my Sage, since of the remaining two pairs of classes I've yet to get geared up (having a Gunslinger/Sniper and Guardian/Juggernaut in full 248 including the new Augments) Sage/Sorcerer is easily the one I understand and care for more, whereas I've developed a sort of apathy for any Trooper/Hunter classes and so have no interest or desire to get them geared up any further than where they are currently.
So, yay. All 8 characters at CR300. I can relax again.
That's not what people reading about a SWtOR fan blog care about, though, although considering that this series is very much a personal indulgence, there's not much reason for anyone to care about this post either...
But yeah. Those of you who have seen the regular "300 #x" posts will have seen this coming eventually, but yesterday I finally managed to get my final character, Phirella the Powertech, up to Command Rank 300. I'd saved up enough packs over the past few weeks to get her from CR34 to CR254 on the first day of the double-CXP event, meaning that she climbed two hundred and twenty ranks from CXP Packs alone.
I love the amount of CXP you can get nowadays.
Being free of the necessary grind, I now don't really know exactly what to do. I've started funnelling most of the CXP Packs I get now towards my Sage, since of the remaining two pairs of classes I've yet to get geared up (having a Gunslinger/Sniper and Guardian/Juggernaut in full 248 including the new Augments) Sage/Sorcerer is easily the one I understand and care for more, whereas I've developed a sort of apathy for any Trooper/Hunter classes and so have no interest or desire to get them geared up any further than where they are currently.
So, yay. All 8 characters at CR300. I can relax again.
29/11/2017
5.0: One Year Later
A year ago today, the Knights of the Eternal Throne expansion launched, bringing with it nine new Chapters of Story Content, five new mini-Flashpoint experiences known as Uprisings, Veteran Chapter Difficulty for all Chapters of both Fallen Empire and Eternal Throne, and the controversial system known as Galactic Command.
A year down the line, what's changed, been introduced, or remained stagnant?
A year down the line, what's changed, been introduced, or remained stagnant?
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25/11/2017
300 #7
One of the things 5.6 is bringing with it next week is another Double-Rewards week. In spite - or because - of this, I was determined to get another Character to 300 beforehand, for reasons best described as "eh, screw it".
My Juggernaut, Ferok'ia, had climbed to Command Rank 271 from CR71 during the last 2xCXP Week courtesy of an absolute shedload of Command Packs, so she was rather frustratingly close to attaining the big 300. I ran her through Oricon, CZ-198, Black Hole, and Section X on Thursday - the only Daily Zones she'd unlocked until yesterday - and got her to CR 284.
Yesterday, I decided to indulge in a little experiment which I'd been somewhat-intrigued about since creating an Instant-65. Since Instant-65s are granted decisions based on their faction (Imperials get Dark-Side/'unwise' actions while Pubs get the Light Side/'advised' actions) since they have nothing else to go on, I was curious to see whether the current level of a character's Alignment and the associated Alignment they were fighting for made any difference to the allocated decisions if that same character skipped straight to Eternal Throne.
Since Ferok'ia is just one of my seven Light-Siders and was thus theoretically different from the 'stock' Imperial Instant-65, it made sense to me to use her for this purpose (and again, "eh, screw it"), and of course it meant that all remaining Daily Zones were unlocked for her as well. The bottom-line is that no matter whether you're playing a Light-Sided Sith or a Dark Jedi, your Faction is the only thing that matters for the allocated choices. You may play the most kind-hearted Bounty Hunter imaginable but should you decide to skip Fallen Empire for convenience you're suddenly scum remembered for letting countless people die on Zakuul.
The other thing which factored into my decision to skip straight to Throne was the ability to more-or-less instantly complete the Alliance Alerts, and none of the associated activities were more important in this moment in time than the Eternal Championship.
Y'know, the thing introduced in 4.3 last year with Bowdaar's Alert? Despite the fact that it has been out for well over a year-and-a-half by this point, I still needed two Achievements for it (and thus the entirety of the Fallen Empire Achievements); Eternal Warrior and Eternal Legend. The former - unsurprisingly - is rewarded for completing the Championship with a Warrior, while the latter is rewarded for completing it with all Classes.
So, that's done. Eternal Legend at long last, meaning that finally my Fallen Empire Achievements sit at 100% Completion. And I never 'need' to do the Eternal Championship again, so huzzah.
Anyway. This was followed up by runs of Ziost and Yavin IV and Ferok'ia hit 300.
So, just the one Class left; the Bounty Hunter. Since I don't yet have a lot of experience with playing Powertech, particularly in group content, and she's still going through her Class Story (and to be fair she's done a lot here, being CR33 only from all Missions through Nar Shaddaa and Tatooine), I imagine that the main things I'll be using to get Phirella to 300 will be the CXP Packs. I likely won't have enough to get her above CR100 this week, so it'll take something of a while before I finally have all eight Classes at 300.
My Juggernaut, Ferok'ia, had climbed to Command Rank 271 from CR71 during the last 2xCXP Week courtesy of an absolute shedload of Command Packs, so she was rather frustratingly close to attaining the big 300. I ran her through Oricon, CZ-198, Black Hole, and Section X on Thursday - the only Daily Zones she'd unlocked until yesterday - and got her to CR 284.
Yesterday, I decided to indulge in a little experiment which I'd been somewhat-intrigued about since creating an Instant-65. Since Instant-65s are granted decisions based on their faction (Imperials get Dark-Side/'unwise' actions while Pubs get the Light Side/'advised' actions) since they have nothing else to go on, I was curious to see whether the current level of a character's Alignment and the associated Alignment they were fighting for made any difference to the allocated decisions if that same character skipped straight to Eternal Throne.
Since Ferok'ia is just one of my seven Light-Siders and was thus theoretically different from the 'stock' Imperial Instant-65, it made sense to me to use her for this purpose (and again, "eh, screw it"), and of course it meant that all remaining Daily Zones were unlocked for her as well. The bottom-line is that no matter whether you're playing a Light-Sided Sith or a Dark Jedi, your Faction is the only thing that matters for the allocated choices. You may play the most kind-hearted Bounty Hunter imaginable but should you decide to skip Fallen Empire for convenience you're suddenly scum remembered for letting countless people die on Zakuul.
The other thing which factored into my decision to skip straight to Throne was the ability to more-or-less instantly complete the Alliance Alerts, and none of the associated activities were more important in this moment in time than the Eternal Championship.
Y'know, the thing introduced in 4.3 last year with Bowdaar's Alert? Despite the fact that it has been out for well over a year-and-a-half by this point, I still needed two Achievements for it (and thus the entirety of the Fallen Empire Achievements); Eternal Warrior and Eternal Legend. The former - unsurprisingly - is rewarded for completing the Championship with a Warrior, while the latter is rewarded for completing it with all Classes.
So, that's done. Eternal Legend at long last, meaning that finally my Fallen Empire Achievements sit at 100% Completion. And I never 'need' to do the Eternal Championship again, so huzzah.
Anyway. This was followed up by runs of Ziost and Yavin IV and Ferok'ia hit 300.
So, just the one Class left; the Bounty Hunter. Since I don't yet have a lot of experience with playing Powertech, particularly in group content, and she's still going through her Class Story (and to be fair she's done a lot here, being CR33 only from all Missions through Nar Shaddaa and Tatooine), I imagine that the main things I'll be using to get Phirella to 300 will be the CXP Packs. I likely won't have enough to get her above CR100 this week, so it'll take something of a while before I finally have all eight Classes at 300.
03/11/2017
Personalised Companion Lists I'd Create for my Characters
One thing I like doing in my spare time is finding as many ways as possible to try and diversify my characters, an act which is becoming increasingly harder now that the story has us all coming to the same basic point.
Regardless of your choices, everyone always goes to the same place, meets the same people, yadda-yadda, boring. It is the hope of many people that when the Alliance finally dies we can go back to our different factions, something which has been hinted at as a possible option (although as it's 'possible' this may imply that continuing the Alliance is itself a possible choice).
In the absence of anything more 'serious', I content myself by thinking of 'ideal' Companion teams which I'd like to construct from the available Companions if ever the choice emerges to reduce the number of characters in our over-substantive Companion lists. I am not imagining for a second that this would become an option, but it's nice to dream.
Now that talk is turning to more original Companions returning, starting with Raina Temple in 5.6, this thinking is in my mind more prevalent than it ever was, so because nobody asked for it, here are my choices for personalised Companion lists. The lists I have come up with only include those characters who could be given to use as part of the Story; Cartel Companions, Reward Companions, etc. don't count because having gone to the effort of acquiring these Companions it is unlikely that people will choose to get rid of them.
These are in no way indicative of who I think fits best with all characters as a base; my choices for my Hunter are not what I'm saying all Hunters should aim to have by their sides. Accounting for the sheer amount of options which may become illogical due to personality clashes or even disagreement with philosophies and choices is impossible. Similarly, I am of the opinion that some characters should remain Class-specific, and I'll get to those when I get to those.
For example, all of my Imperial and Republic characters will be aligning with their original faction and not have anybody change sides; thus, all of the characters who would ordinarily despise the Empire would have no problem joining up with, say, my Jedi Knight. This would be very different from somebody whose Knight defected, thus potentially drawing the ire of staunch Republic patriots and freedom fighters.
Anyway, I've prattled on long enough. On with the list.
Regardless of your choices, everyone always goes to the same place, meets the same people, yadda-yadda, boring. It is the hope of many people that when the Alliance finally dies we can go back to our different factions, something which has been hinted at as a possible option (although as it's 'possible' this may imply that continuing the Alliance is itself a possible choice).
In the absence of anything more 'serious', I content myself by thinking of 'ideal' Companion teams which I'd like to construct from the available Companions if ever the choice emerges to reduce the number of characters in our over-substantive Companion lists. I am not imagining for a second that this would become an option, but it's nice to dream.
Now that talk is turning to more original Companions returning, starting with Raina Temple in 5.6, this thinking is in my mind more prevalent than it ever was, so because nobody asked for it, here are my choices for personalised Companion lists. The lists I have come up with only include those characters who could be given to use as part of the Story; Cartel Companions, Reward Companions, etc. don't count because having gone to the effort of acquiring these Companions it is unlikely that people will choose to get rid of them.
These are in no way indicative of who I think fits best with all characters as a base; my choices for my Hunter are not what I'm saying all Hunters should aim to have by their sides. Accounting for the sheer amount of options which may become illogical due to personality clashes or even disagreement with philosophies and choices is impossible. Similarly, I am of the opinion that some characters should remain Class-specific, and I'll get to those when I get to those.
For example, all of my Imperial and Republic characters will be aligning with their original faction and not have anybody change sides; thus, all of the characters who would ordinarily despise the Empire would have no problem joining up with, say, my Jedi Knight. This would be very different from somebody whose Knight defected, thus potentially drawing the ire of staunch Republic patriots and freedom fighters.
Anyway, I've prattled on long enough. On with the list.
01/11/2017
300 #6
In my last immediate post I wrote about how I was returning my primary Imperial focus to Pippera, my abandoned-since-5.0-for-some-reason Sniper.
So as you've probably guessed already, she's now my sixth Command Rank 300 character. Considering that she started on approximately the 19th of October at Command Rank 40, gaining 260 Ranks in just under two weeks isn't bad going at all. I had hoped that she'd hit 300 prior to the next double CXP week on November 8th, since this now frees up all of the stashed CXP packs (of which I have several cargo bays' worth full) for my Juggernaut, and this has been accomplished well before that deadline.
Focusing on Pip for CXP also enabled me to make use of a brand-new capability in SWtOR; the capability to transfer Ship Requisition grants across to another character (or get more 'free' Requisition for the same character), provided that the character making the purchase has enough Fleet Commendations to do so. Since primary-GSF character Calph had over 900 Commendations, this meant that Pip gained two each of the Minor (120) and Major (350) Ship Requisition grants, which give a character 1,200 Requisition per ship and 4,000 Requisition per ship respectively.
So now, after almost four years since its early access period, I finally have an Imperial character who is actively partaking in GSF. It's nice to see how the other side flies, particularly as oftentimes when using Calph's ships on the Republic side I've been stomped into the dirt by very good Imperial GSF teams. As this is the way of the world, now that I'm flying the ship-flag for the Empire, I'm coming across a lot more good Republic teams.
Ah, well. It's nice to finally begin work on getting those Ship Mastery achievements up slowly but surely on the Empire side, and of course now that I have a better idea of what components work 'best' with each ship thanks to experimenting with Calph's, I'm not wasting nearly as much Requisition as I was prone to do beforehand.
So. Two classes remain; Warrior and Hunter. Looking forward to finally getting this done.
So as you've probably guessed already, she's now my sixth Command Rank 300 character. Considering that she started on approximately the 19th of October at Command Rank 40, gaining 260 Ranks in just under two weeks isn't bad going at all. I had hoped that she'd hit 300 prior to the next double CXP week on November 8th, since this now frees up all of the stashed CXP packs (of which I have several cargo bays' worth full) for my Juggernaut, and this has been accomplished well before that deadline.
Focusing on Pip for CXP also enabled me to make use of a brand-new capability in SWtOR; the capability to transfer Ship Requisition grants across to another character (or get more 'free' Requisition for the same character), provided that the character making the purchase has enough Fleet Commendations to do so. Since primary-GSF character Calph had over 900 Commendations, this meant that Pip gained two each of the Minor (120) and Major (350) Ship Requisition grants, which give a character 1,200 Requisition per ship and 4,000 Requisition per ship respectively.
So now, after almost four years since its early access period, I finally have an Imperial character who is actively partaking in GSF. It's nice to see how the other side flies, particularly as oftentimes when using Calph's ships on the Republic side I've been stomped into the dirt by very good Imperial GSF teams. As this is the way of the world, now that I'm flying the ship-flag for the Empire, I'm coming across a lot more good Republic teams.
Ah, well. It's nice to finally begin work on getting those Ship Mastery achievements up slowly but surely on the Empire side, and of course now that I have a better idea of what components work 'best' with each ship thanks to experimenting with Calph's, I'm not wasting nearly as much Requisition as I was prone to do beforehand.
So. Two classes remain; Warrior and Hunter. Looking forward to finally getting this done.
22/10/2017
A Return to Sniping
When it comes to Alts, I have a distinct system in-mind. If I enjoy them and believe that they're able to hold their own in harder Group Content, they're going to get some gear and love. It's why my two designated Mains on both Factions are Gunslinger/Sniper and Guardian/Juggernaut; as much as I love Balance for Sage, I don't think it's at all viable for content like Operations, and whilst it does have good damage output I currently don't know Vanguard DPS well enough to even want to risk taking it into anything of the sort for the moment.
For Galactic Command this makes things very simple. The designated Mains are the only ones who'll be working towards getting the full endgame gear (not that the Imperial equivalents actually need it; I just want to have characters on both Factions with full endgame gear at the same time for once, is all), and everybody else will just be staying at Command Rank 300 with their gear frozen in a state of permanence until the next expansion. Currently this system has proved somewhat successful, with both Calph and Miora on the Republic side already having done the hard work and being in full 248 while their Imperial equivalents have only a small amount of catching-up to do thanks to certain spare items which they had earned.
Since the announcement that items from all Crates earned up to 5.6 will have items within that can be disintegrated into Unassembled Components, I've taken this one step further. I will be keeping the four 'background' Alts exactly where they are with their current gear - no longer upgrading as they progress as had been done previously - and everything they get will simply become Components. In the case of the Vanguard and Sorc, this means that there's 353 Crates of Components between them (199 for the Vanguard, 154 for the Sorc). This also carries over in some form to the Mains; any gear they get that they can't upgrade to something which they themselves can use will be similarly disintegrated.
This has a twofold benefit; first, it allows the Imperial Mains to quickly get 248 rating versions of their peripherals (assuming they get at least one Legendary version of each from their Crates when they eventually become eligible to receive them) and second, should Tier V be released next year with Master Mode Gods then I will hopefully have enough Components stored up by then to negate the grind completely for at least one of the Mains, with Calph as the highest priority, and just buy as much 254 (gear rating only assumed based on the gap of 6 seen between the other ranks [230 > 236 > 242 > 248], so there is a chance that I'm completely incorrect) gear as possible.
I like being prepared even if that which I am preparing for never comes.
But anyway, that was just background noise.
Over the past few months, my Sniper Pippera had been very much left behind. My Juggernaut received the bulk of the Imperial attention gear-wise since she was actually doing something regularly (in this case her Class Story) whilst Pip was doing absolutely nothing but sitting on her backside in the Tatooine Stronghold and occasionally being required to Craft something. To summarise, while she could benefit from Calph's Master Mode-quality armour, everything else was left at either 224 or 220.
The news that my Guild would finally be returning to doing a couple of one-off Ops on the Imperial side finally caused me to pull my finger out and fix Pip some decent gear for a change. She now has her own 246 Crafted Earpiece, Implants, and Relics.
As for her weapons, that solution presented itself very nicely. You may (but most likely will not) recall that in a previous post talking about Tier IV in its very early days I mentioned that I had upgraded two 242 Mainhands into 248 ones for Calph only to then receive a third from a Crate that very same day. This is something which continued to repeat itself not once but twice; she now has five GEMINI MK-5 Mainhand Blaster shells in her Cargo Bay.
Since 5.0 did away with the whole "Barrels/Hilts/Generator Armourings being bound to specific slots", that meant it was possible to gift two of these three spare weapons in their entirety to Pip, meaning that before she's even left Tier I she has a total gear rating of 247 and now only needs her Earpiece, Implants, and Relics at 248.
It wasn't just her gear needing work, either; I decided to give into my recent "make everyone look distinct" overdrive once again and give her a slight makeover. I had noticed that even though I had finally been making headway with giving everyone their own different hairstyle (basically, four characters used the Jaxo-style prior to the release of the "goth mop", Shae-cut, Lana-bob, and Senya-bun enabling me to diversify things while still adhering to my policy of simplicity over elaborateness) there was still a fair amount of repetition; five of my characters were female body-type-ones while one of these and a further three individuals used the Bright Blue eye colour.
Whilst Bright Blue is a beautiful eye colour, I decided that it was time to change things up. The only one of my characters to possess the colour now is Guardian Miorahna, while Calph has changed to having the greenish-blue option since it's closest to my own and Ziodus has been completely retired so doesn't count.
Since Pip was the only one of those who was both BT1 and utilised Bright Blue eyes, she upgraded to once again be body-type-two and now has dark green eyes. Despite initially trying to keep both her original Jaxo-cut and hair colour, I've been trialling new looks for her, resulting in her eventually becoming a Chiss. It'll take some time to get used to, but I think it works alright.
Since restarting my focus on Pip, she has become the sixth-highest in terms of Command Rank once again, having just surpassed Ferok'ia's Rank of 71 yesterday afternoon. Those two seem to be having a tug-of-war between themselves, since at the time of my previous post, Pip was ahead of Ferok'ia only to be surpassed since I decided rather impulsively to focus on the better-geared one rather than take things slowly and rationally, which has led to things being where they are currently.
Over-impulsiveness is an especially-aggravating trait of mine these days. I really need to get that fixed.
I'm pleased to have finally got over my apparent-aversion to devoting attention to Pippera. I don't quite know why exactly I was so determined to just abandon her (especially as her Republic equivalent is my full-time Main), but hopefully it shouldn't happen again.
For Galactic Command this makes things very simple. The designated Mains are the only ones who'll be working towards getting the full endgame gear (not that the Imperial equivalents actually need it; I just want to have characters on both Factions with full endgame gear at the same time for once, is all), and everybody else will just be staying at Command Rank 300 with their gear frozen in a state of permanence until the next expansion. Currently this system has proved somewhat successful, with both Calph and Miora on the Republic side already having done the hard work and being in full 248 while their Imperial equivalents have only a small amount of catching-up to do thanks to certain spare items which they had earned.
Since the announcement that items from all Crates earned up to 5.6 will have items within that can be disintegrated into Unassembled Components, I've taken this one step further. I will be keeping the four 'background' Alts exactly where they are with their current gear - no longer upgrading as they progress as had been done previously - and everything they get will simply become Components. In the case of the Vanguard and Sorc, this means that there's 353 Crates of Components between them (199 for the Vanguard, 154 for the Sorc). This also carries over in some form to the Mains; any gear they get that they can't upgrade to something which they themselves can use will be similarly disintegrated.
This has a twofold benefit; first, it allows the Imperial Mains to quickly get 248 rating versions of their peripherals (assuming they get at least one Legendary version of each from their Crates when they eventually become eligible to receive them) and second, should Tier V be released next year with Master Mode Gods then I will hopefully have enough Components stored up by then to negate the grind completely for at least one of the Mains, with Calph as the highest priority, and just buy as much 254 (gear rating only assumed based on the gap of 6 seen between the other ranks [230 > 236 > 242 > 248], so there is a chance that I'm completely incorrect) gear as possible.
I like being prepared even if that which I am preparing for never comes.
But anyway, that was just background noise.
Over the past few months, my Sniper Pippera had been very much left behind. My Juggernaut received the bulk of the Imperial attention gear-wise since she was actually doing something regularly (in this case her Class Story) whilst Pip was doing absolutely nothing but sitting on her backside in the Tatooine Stronghold and occasionally being required to Craft something. To summarise, while she could benefit from Calph's Master Mode-quality armour, everything else was left at either 224 or 220.
The news that my Guild would finally be returning to doing a couple of one-off Ops on the Imperial side finally caused me to pull my finger out and fix Pip some decent gear for a change. She now has her own 246 Crafted Earpiece, Implants, and Relics.
As for her weapons, that solution presented itself very nicely. You may (but most likely will not) recall that in a previous post talking about Tier IV in its very early days I mentioned that I had upgraded two 242 Mainhands into 248 ones for Calph only to then receive a third from a Crate that very same day. This is something which continued to repeat itself not once but twice; she now has five GEMINI MK-5 Mainhand Blaster shells in her Cargo Bay.
Since 5.0 did away with the whole "Barrels/Hilts/Generator Armourings being bound to specific slots", that meant it was possible to gift two of these three spare weapons in their entirety to Pip, meaning that before she's even left Tier I she has a total gear rating of 247 and now only needs her Earpiece, Implants, and Relics at 248.
It wasn't just her gear needing work, either; I decided to give into my recent "make everyone look distinct" overdrive once again and give her a slight makeover. I had noticed that even though I had finally been making headway with giving everyone their own different hairstyle (basically, four characters used the Jaxo-style prior to the release of the "goth mop", Shae-cut, Lana-bob, and Senya-bun enabling me to diversify things while still adhering to my policy of simplicity over elaborateness) there was still a fair amount of repetition; five of my characters were female body-type-ones while one of these and a further three individuals used the Bright Blue eye colour.
Whilst Bright Blue is a beautiful eye colour, I decided that it was time to change things up. The only one of my characters to possess the colour now is Guardian Miorahna, while Calph has changed to having the greenish-blue option since it's closest to my own and Ziodus has been completely retired so doesn't count.
Since Pip was the only one of those who was both BT1 and utilised Bright Blue eyes, she upgraded to once again be body-type-two and now has dark green eyes. Despite initially trying to keep both her original Jaxo-cut and hair colour, I've been trialling new looks for her, resulting in her eventually becoming a Chiss. It'll take some time to get used to, but I think it works alright.
Since restarting my focus on Pip, she has become the sixth-highest in terms of Command Rank once again, having just surpassed Ferok'ia's Rank of 71 yesterday afternoon. Those two seem to be having a tug-of-war between themselves, since at the time of my previous post, Pip was ahead of Ferok'ia only to be surpassed since I decided rather impulsively to focus on the better-geared one rather than take things slowly and rationally, which has led to things being where they are currently.
Over-impulsiveness is an especially-aggravating trait of mine these days. I really need to get that fixed.
~~~
I'm pleased to have finally got over my apparent-aversion to devoting attention to Pippera. I don't quite know why exactly I was so determined to just abandon her (especially as her Republic equivalent is my full-time Main), but hopefully it shouldn't happen again.
15/10/2017
300s #4 and #5
Since the last time I provided an update on my Legacy, two more Characters have joined the 300-crowd: my Sorcerer Vahnora and my Vanguard Jehnira.
When the new changes to the Commanding Legacy Perk were announced the week prior to 5.5’s launch, I decided to break my vow of inactivity and farm those Dailies. I’m very pleased that they’re back to normal now, though, and I am doing them again with the same enthusiasm I had from before that annoying bug.
Anyway.
I decided to focus on Vahn for this, because unlike Jehn she had immediate access to all Daily zones. Jehn is still partway through the Shadow of Revan storyline and has yet to touch Oricon or of course Ziost, so while she was fifty-one Command Ranks higher I felt I had to start with Vahn just because of this convenience. For some additional context, I started this farming endeavour two hours before the Weekly reset on Tuesday, and had managed to complete all Daily areas save for Section X before the new week began.
To cut a long story short, Vahn hit 300 last Sunday and I believed that I was a-okay to receive that lovely new 75% extra CXP since she was my fourth CR300 character.
Cue Tuesday; It’s revealed that you need one of each mirror Class (Consular/Inquisitor, Knight/Warrior, Smuggler/Agent, Trooper/Hunter) to receive the full boost, something which the Roadmap aggravatingly miscommunicated. Since Vhiallia and Vahnora are a Sage and Sorc respectively, that meant that instead of four characters I technically only had three at CR300.
So, Jehnira needed to step up to the plate. I had always been saving up CXP Packs for this week; I was just hoping to be able to squeeze the highest amount of CXP outta them before I used them, but alas it wasn’t to be. Still, she managed to get from CR101 to CR233 just by popping several cargo bays’ worth of Packs at the first opportunity, and after running nine Flashpoints over the past two days (including two selarate bouts of three FPs yesterday), she hit CR300 yesterday, finally fulfilling that pesky requirement and meaning that I had a representative from each Republic base class at 300.
So, who now? I have no exact idea, and I have three candidates to choose from.
I’m currently taking my new Powertech Phirella (the third) through her Class story, with her having gone from Level 1 - Level 70 in eleven hours on Friday, so she’s currently the most active character of the three.
There’s my Juggernaut, Ferok’ia, who - should anything happen with my Guild group-content wise Impside, has access to the highest-quality gear in general (borrowing my Guardian’s 248 Armour and Offhand and having Crafted 246 peripherals and her own individual 248 Mainhand), so she’s the best candidate to keep constantly doing stuff with of the three.
Then there’s my Sniper Pippera, who has the highest CR of all my non-300s (CR40) yet presently has the worst personal gear (peripherals, Mainhand, and Offhand) of all my characters, so she needs the most ‘help’ of the three. Then again, with the way I’m handling Crates at the moment - storing them with intent to disintegrate the Armour/Weapons inside into sweet, sweet Unassembled Components when 5.6 hits on November 28th - I don’t think she’s going to get that help she needs for some time.
I think I’m going to play it safe and go with the Juggernaut, since she can ‘carry herself’ through the Tiers without my feeling guilty about Disintegrating stuff she gets, since the Legendary Tier III version of each of her Peripherals would be the earliest ‘viable’ replacements for her Crafted 246 stuff.
When the new changes to the Commanding Legacy Perk were announced the week prior to 5.5’s launch, I decided to break my vow of inactivity and farm those Dailies. I’m very pleased that they’re back to normal now, though, and I am doing them again with the same enthusiasm I had from before that annoying bug.
Anyway.
I decided to focus on Vahn for this, because unlike Jehn she had immediate access to all Daily zones. Jehn is still partway through the Shadow of Revan storyline and has yet to touch Oricon or of course Ziost, so while she was fifty-one Command Ranks higher I felt I had to start with Vahn just because of this convenience. For some additional context, I started this farming endeavour two hours before the Weekly reset on Tuesday, and had managed to complete all Daily areas save for Section X before the new week began.
To cut a long story short, Vahn hit 300 last Sunday and I believed that I was a-okay to receive that lovely new 75% extra CXP since she was my fourth CR300 character.
Cue Tuesday; It’s revealed that you need one of each mirror Class (Consular/Inquisitor, Knight/Warrior, Smuggler/Agent, Trooper/Hunter) to receive the full boost, something which the Roadmap aggravatingly miscommunicated. Since Vhiallia and Vahnora are a Sage and Sorc respectively, that meant that instead of four characters I technically only had three at CR300.
So, Jehnira needed to step up to the plate. I had always been saving up CXP Packs for this week; I was just hoping to be able to squeeze the highest amount of CXP outta them before I used them, but alas it wasn’t to be. Still, she managed to get from CR101 to CR233 just by popping several cargo bays’ worth of Packs at the first opportunity, and after running nine Flashpoints over the past two days (including two selarate bouts of three FPs yesterday), she hit CR300 yesterday, finally fulfilling that pesky requirement and meaning that I had a representative from each Republic base class at 300.
So, who now? I have no exact idea, and I have three candidates to choose from.
I’m currently taking my new Powertech Phirella (the third) through her Class story, with her having gone from Level 1 - Level 70 in eleven hours on Friday, so she’s currently the most active character of the three.
There’s my Juggernaut, Ferok’ia, who - should anything happen with my Guild group-content wise Impside, has access to the highest-quality gear in general (borrowing my Guardian’s 248 Armour and Offhand and having Crafted 246 peripherals and her own individual 248 Mainhand), so she’s the best candidate to keep constantly doing stuff with of the three.
Then there’s my Sniper Pippera, who has the highest CR of all my non-300s (CR40) yet presently has the worst personal gear (peripherals, Mainhand, and Offhand) of all my characters, so she needs the most ‘help’ of the three. Then again, with the way I’m handling Crates at the moment - storing them with intent to disintegrate the Armour/Weapons inside into sweet, sweet Unassembled Components when 5.6 hits on November 28th - I don’t think she’s going to get that help she needs for some time.
I think I’m going to play it safe and go with the Juggernaut, since she can ‘carry herself’ through the Tiers without my feeling guilty about Disintegrating stuff she gets, since the Legendary Tier III version of each of her Peripherals would be the earliest ‘viable’ replacements for her Crafted 246 stuff.
11/10/2017
5.5: The Cosmetic Touch-Up Patch
There seems to be a common trend in several of the 5.5 changes. Outside of Class Balance changes and the GSF changes in particular, the majority of the changes made relate to cosmetic changes. The Cartel Market and Inventory got a visual update, more Companion Customisations were made available, and of course the server list got its new truncated look a few weeks too early.
Just in general, there's a lot of changes to talk about with 5.5, so let's get started.
02/10/2017
We're on the Road to Somewhere [October 2017 Edition]
So earlier today we got the new Roadmap covering 5.5 to 5.6.1 and (slightly) beyond. We got some interesting stuff revealed, so let's dive right in, shall we?
11/09/2017
The Vanguard Experiment: Secondary Results
Monday seems to be Vanguard day on Galactic Antics now. Yay, I guess?
For the past two weeks I've been documenting my progress with new-Vanguard Jehnira in a plan to see whether I could actually have a Trooper I considered "fun to play" since I realised how tedious I was finding Commando.
If you haven't read the previous entry, the current feeling is that this 'experiment' has been successful; I was finding Plasmatech much more fun than Gunnery, and doing the Trooper storyline and all Republic Quests again has allowed me to indulge in a game-long desire to see a Companion get from 0-to-max Affection/Influence solely through quests.
So, a week later, has my feeling changed or are things still on the up?
For the past two weeks I've been documenting my progress with new-Vanguard Jehnira in a plan to see whether I could actually have a Trooper I considered "fun to play" since I realised how tedious I was finding Commando.
If you haven't read the previous entry, the current feeling is that this 'experiment' has been successful; I was finding Plasmatech much more fun than Gunnery, and doing the Trooper storyline and all Republic Quests again has allowed me to indulge in a game-long desire to see a Companion get from 0-to-max Affection/Influence solely through quests.
So, a week later, has my feeling changed or are things still on the up?
04/09/2017
The Vanguard Experiment: Preliminary Results
Last week I wrote about how, having realised how tedious I was finding Commando, I decided to give the Vanguard Class another go with new-character Jehnira. Just to emphasise again, she is approximately the seventh Vanguard to have been created; the previous six had all failed to 'stick' at some point in their careers.
There are a few potential reasons for this. Either I didn't think there was a need to dedicate much time to a Vanguard due to the Commando's existence, or I just didn't like the playstyle as I had perceived it as being. The story being very memorable to me due to it being my first SWtOR story endeavour might also have had a part in it; certainly beyond the very first only one had reached Tatooine whilst the rest had stopped at Nar Shaddaa or earlier.
However, because I was unsure about the future of my Commando, this first potential issue had all but disappeared. This largely only left the playstyle and story issues, both of which are joined hand-in-hand in some ways; if I enjoy the playstyle of a character I tend to take them through as much of the content as I can instead of just skipping to the end and being done with it.
So, how have things been turning out?
Long-story short: so much better than I was anticipating.
There are a few potential reasons for this. Either I didn't think there was a need to dedicate much time to a Vanguard due to the Commando's existence, or I just didn't like the playstyle as I had perceived it as being. The story being very memorable to me due to it being my first SWtOR story endeavour might also have had a part in it; certainly beyond the very first only one had reached Tatooine whilst the rest had stopped at Nar Shaddaa or earlier.
However, because I was unsure about the future of my Commando, this first potential issue had all but disappeared. This largely only left the playstyle and story issues, both of which are joined hand-in-hand in some ways; if I enjoy the playstyle of a character I tend to take them through as much of the content as I can instead of just skipping to the end and being done with it.
So, how have things been turning out?
Long-story short: so much better than I was anticipating.
03/09/2017
300 #3
So yesterday I finally got my Sage up to Command Rank 300. She's been in the high 290s for almost two weeks now, and yesterday I earned and used enough Flashpoint CXP Tokens that completing a very long-overdue Social Points mission took her over the edge.
Because I know some people will find this delay rather odd, I am very much aware of the Daily Zone bug, which would definitely have enabled me to hit 300 far sooner had I indulged in doing them. Despite the fact that Daily Zones are my own choice manner of solo-grinding CXP, I'm staying away from them while this bug is in-effect as a matter of principle. Whilst I'm pleased that people are finally realising how good they can be for CXP I absolutely despise that, rather than under the Zones' own merit, it takes a bug for this to occur. Sigh.
But then, such is the way of life in an MMO, I suppose. Hopefully, it'll get fixed properly next week as they intend. My hope is that people still keep doing the zones even without this nuisance bug, but I sadly have my doubts. Regardless, I'll be launching back into them with gusto when they're back to the way they used to be.
Still, if increased exposure gets Section X's Alignment Bug fixed then that's okay. That's the only thing which really needs fixing of the 'standard' Daily set, although I'd love for them to increase the CXP given by the Weekly for Makeb and particularly GSI to the same standard as the other Daily Zones. Currently they're both only giving the base amount of 75 which all other Daily and Heroic Missions are giving rather than 750. That's approximately nine whole missions' worth of CXP right there lost in both places thanks to this annoying oversight.
So anyway.
Now that my Sage is 300, this leaves me wondering where I'm going to go next. Unlike my Gunslinger and my Guardian, Sage Vhiallia is going absolutely nowhere beyond this point. As fun as my choice spec of Balance is, I don't think it's a particularly viable spec for anything 'serious' at the moment due to how it works (e.g. timings of DPS-crucial abilities such as Force in Balance make it very hard to be consistent on certain fights). Meanwhile, Telekinetics falls too much on the 'tedious' side for me. I'm sure it's a decent-enough spec, I just don't find it very enjoyable, which is definitely my main factor in deciding whether or not I like a spec.
So, anyway, the next character. I'm still in the midst of deciding whether or not the Vanguard Experiment was a success (there was supposed to be a post on this today, but then this happened instead so that'll probably go up tomorrow), so I don't particularly want to commit to either of my Troopers at the moment. Meanwhile, over on Empire Side I've got my Sorc, Sniper, and Juggernaut waiting to be levelled to match their Republic counterparts, but of course any focus on these might be wasted if I decide to focus on my Vanguard full-time if I deem her a success. The Merc gets the short end of the stick due to the above factors and also due to my not wanting to focus on a Class whose mirror has been deemed 'unworthy' of carrying on.
Additionally, it is worth noting that unlike on Republic side my Imperial characters will only have the traded-off CXP Packs and Daily Zones to level with, since it is unlikely that they'll ever get involved with Flashpoints or Operations themselves. Basically, they're going to take a while to be levelled no matter what.
So... yeah. A few things to consider. I was always going to come to a crossroads when Vhi hit 300, but now it's even more complicated than I was previously envisaging. Still, it's nice to have another character at 300.
Because I know some people will find this delay rather odd, I am very much aware of the Daily Zone bug, which would definitely have enabled me to hit 300 far sooner had I indulged in doing them. Despite the fact that Daily Zones are my own choice manner of solo-grinding CXP, I'm staying away from them while this bug is in-effect as a matter of principle. Whilst I'm pleased that people are finally realising how good they can be for CXP I absolutely despise that, rather than under the Zones' own merit, it takes a bug for this to occur. Sigh.
But then, such is the way of life in an MMO, I suppose. Hopefully, it'll get fixed properly next week as they intend. My hope is that people still keep doing the zones even without this nuisance bug, but I sadly have my doubts. Regardless, I'll be launching back into them with gusto when they're back to the way they used to be.
Still, if increased exposure gets Section X's Alignment Bug fixed then that's okay. That's the only thing which really needs fixing of the 'standard' Daily set, although I'd love for them to increase the CXP given by the Weekly for Makeb and particularly GSI to the same standard as the other Daily Zones. Currently they're both only giving the base amount of 75 which all other Daily and Heroic Missions are giving rather than 750. That's approximately nine whole missions' worth of CXP right there lost in both places thanks to this annoying oversight.
So anyway.
Now that my Sage is 300, this leaves me wondering where I'm going to go next. Unlike my Gunslinger and my Guardian, Sage Vhiallia is going absolutely nowhere beyond this point. As fun as my choice spec of Balance is, I don't think it's a particularly viable spec for anything 'serious' at the moment due to how it works (e.g. timings of DPS-crucial abilities such as Force in Balance make it very hard to be consistent on certain fights). Meanwhile, Telekinetics falls too much on the 'tedious' side for me. I'm sure it's a decent-enough spec, I just don't find it very enjoyable, which is definitely my main factor in deciding whether or not I like a spec.
So, anyway, the next character. I'm still in the midst of deciding whether or not the Vanguard Experiment was a success (there was supposed to be a post on this today, but then this happened instead so that'll probably go up tomorrow), so I don't particularly want to commit to either of my Troopers at the moment. Meanwhile, over on Empire Side I've got my Sorc, Sniper, and Juggernaut waiting to be levelled to match their Republic counterparts, but of course any focus on these might be wasted if I decide to focus on my Vanguard full-time if I deem her a success. The Merc gets the short end of the stick due to the above factors and also due to my not wanting to focus on a Class whose mirror has been deemed 'unworthy' of carrying on.
Additionally, it is worth noting that unlike on Republic side my Imperial characters will only have the traded-off CXP Packs and Daily Zones to level with, since it is unlikely that they'll ever get involved with Flashpoints or Operations themselves. Basically, they're going to take a while to be levelled no matter what.
So... yeah. A few things to consider. I was always going to come to a crossroads when Vhi hit 300, but now it's even more complicated than I was previously envisaging. Still, it's nice to have another character at 300.
28/08/2017
Here We Go Again...
I don't know what it is about Vanguards, but there's always something which makes me want to keep giving this Class a try. I think I've probably created about seven of them by now, before ultimately writing them off for some reason or other. Either I didn't find the playstyle to my liking or I just rationalised the need to dedicate myself to the Class as pointless because, after all, I already have an established Trooper; a Commando.
Yet no matter what, without fail I create at least one new Vanguard during each Expansion, just to see whether the changes - and there have been a fair few across 2.0, 3.0, 4.0, and now 5.0 - are enough to get past my previous stigmas. Bonus points for 2.0 having two new Vanguards created and even my original 'true Main' character, the Vanguard Tank Kiratahn, resurrected.
In 5.0 I believe there are a few more specific layers to my most recent diving into the Vanguard experience.
Firstly, the changes to Jedi Guardian - which was already one of my favourite Classes, in fairness - for 5.0 - removing most channels, making it infinitely more mobile - made me absolutely fall in love with it, to the extent that I'd now easily cite Vigilance as my favourite Spec in the entire game.
Secondly, I've come to realise just how tedious I find Commando DPS. Gunnery is boring as hell whilst Assault is just all over the place and is definitely one of the most "acquired taste" specs available. Not that I'm anticipating Plasmatech being any less in 5.0...
So, since 5.0 made Vigilance a lot more fun than it used to be - even if it simultaneously neuteredMaster Strike Blade Dance Blade Barrage - and I've practically written off my Commando, I am very curious to see whether Vanguard can captivate my interests at long last or whether or not it will be another waste of time.
With Levelling Content being how it is, it's certainly not going to be really that easy to work out what the answer will be, but that's definitely more of a problem with how quickly things die now more than it is due to the Classes who experience the fights. That said, Vanguards are very good at demolishing packs of mobs with their Flak Shell and Ion Wave in particular, so whilst this certainly makes for a fun 'stomping' experience, it definitely doesn't help this "things die too quickly" issue in the slightest.
I'm also not a huge fan of how the Vanguard gets their Leap at Level 59, but hey-ho, it's not the end of the world. With how I do Planets - I may abhor the Levelling process since I tend to learn a Class better when I have most of my skills available but I still absolutely adore the Levelling content - it won't take that long to get 'up there', at which point I can focus on experimenting as properly as I can given the circumstances. This will take even quicker than I was anticipating since a week of Double-XP will be beginning tomorrow.
Good thing certain Heroics take some time to mow through these days.
Anyway, I've spent long enough wittering on about Vanguards and stuff and I haven't even posted a picture of the subject in question yet.
Introducing Jehnira!
Currently I'm in two minds about her. You may recall that in my 5.4 summary post I said that I was thinking of trying Lana's hair model, but it does not adapt well to either of the darker hair colours afforded to humans. I still decided to see what it was like out in the 'real game world' rather than just visible within the Character Creator, and it certainly doesn't look as bad as I was originally perceiving. Still very silver, though.
I honestly don't know for sure, though. I'll keep her with the new Lana-look for the time being and obviously I can revert back if I don't find it entirely to my liking after a few days. Anyone have any opinions on the matter that they'd like to share?
Somewhat interestingly, I believe her name finally brings an end to my apparent aversion of using all letters in a character's name except for the one which my own name starts with. Having scrapped all but one of my DvL characters I am unable to confirm whether or not this is truly the case, but I do seem to recall having used the only other outstanding letter - Q - in one of their names, in which case I've finally used every single letter of the alphabet in my characters' names.
Not that this was something which needed doing. I just found it amusing how after all these years of creating several dozen characters that there were still a handful of letters which I had never thought of using, and now it's hopefully come to a close.
Also, somewhat distractingly, without intending to I seem to have accidentally remade a former friend's Vanguard, just with darker skin (I think), different colour eyes, and potentially a different hairstyle if I decide to stick with Lana's hairstyle. Otherwise it's still different, but only because it lacks the front strands which would normally cover the left eye since it's the same base style. Amusingly, all throughout creating her I kept thinking "I've seen this character design before, I swear it", but was otherwise perfectly content with her look. It was only halfway through Ord Mantell when glancing at the character portrait that the resemblance finally clicked.
Comes to something when you remember what a character looked like from the portrait and not from an in-game cutscene.
So that's awkward. But hey, he's not around anymore to know, so it's nowhere near as awkward as it could have been. Now that I've said this, he'll turn up out-of-the-blue next week sometime. That's usually how these things work, right?
Finally, I am rather pleased to finally be able to translate this particular armour and weapon combination onto a Character of my own. The combination of the Havoc Squad Armour with the Stronghold Defender's Blaster Rifle (coupled with the Strap Tuning) has been a 'staple' look for Aric Jorgans across my Legacy for some time now, with Miorahna's Rusk even having his own variation of this style, so to finally have a Character who can use it themselves feels very satisfying indeed.
It also really helps that when this particular rifle folds up, it becomes far less of a sticking-out-eyesore on a female character's back compared to practically every other rifle out there, where - unlike on male characters - the stock invariably sticks out over crest of the character's head. Definitely one of my biggest pet peeves with female rifle-wielding characters.
Of course, keeping in with the trend, Jehnira's Aric also makes use of this style. I'm nothing if not consistent.
Yet no matter what, without fail I create at least one new Vanguard during each Expansion, just to see whether the changes - and there have been a fair few across 2.0, 3.0, 4.0, and now 5.0 - are enough to get past my previous stigmas. Bonus points for 2.0 having two new Vanguards created and even my original 'true Main' character, the Vanguard Tank Kiratahn, resurrected.
In 5.0 I believe there are a few more specific layers to my most recent diving into the Vanguard experience.
Firstly, the changes to Jedi Guardian - which was already one of my favourite Classes, in fairness - for 5.0 - removing most channels, making it infinitely more mobile - made me absolutely fall in love with it, to the extent that I'd now easily cite Vigilance as my favourite Spec in the entire game.
Secondly, I've come to realise just how tedious I find Commando DPS. Gunnery is boring as hell whilst Assault is just all over the place and is definitely one of the most "acquired taste" specs available. Not that I'm anticipating Plasmatech being any less in 5.0...
So, since 5.0 made Vigilance a lot more fun than it used to be - even if it simultaneously neutered
With Levelling Content being how it is, it's certainly not going to be really that easy to work out what the answer will be, but that's definitely more of a problem with how quickly things die now more than it is due to the Classes who experience the fights. That said, Vanguards are very good at demolishing packs of mobs with their Flak Shell and Ion Wave in particular, so whilst this certainly makes for a fun 'stomping' experience, it definitely doesn't help this "things die too quickly" issue in the slightest.
I'm also not a huge fan of how the Vanguard gets their Leap at Level 59, but hey-ho, it's not the end of the world. With how I do Planets - I may abhor the Levelling process since I tend to learn a Class better when I have most of my skills available but I still absolutely adore the Levelling content - it won't take that long to get 'up there', at which point I can focus on experimenting as properly as I can given the circumstances. This will take even quicker than I was anticipating since a week of Double-XP will be beginning tomorrow.
Good thing certain Heroics take some time to mow through these days.
Anyway, I've spent long enough wittering on about Vanguards and stuff and I haven't even posted a picture of the subject in question yet.
Introducing Jehnira!
Currently I'm in two minds about her. You may recall that in my 5.4 summary post I said that I was thinking of trying Lana's hair model, but it does not adapt well to either of the darker hair colours afforded to humans. I still decided to see what it was like out in the 'real game world' rather than just visible within the Character Creator, and it certainly doesn't look as bad as I was originally perceiving. Still very silver, though.
I honestly don't know for sure, though. I'll keep her with the new Lana-look for the time being and obviously I can revert back if I don't find it entirely to my liking after a few days. Anyone have any opinions on the matter that they'd like to share?
Somewhat interestingly, I believe her name finally brings an end to my apparent aversion of using all letters in a character's name except for the one which my own name starts with. Having scrapped all but one of my DvL characters I am unable to confirm whether or not this is truly the case, but I do seem to recall having used the only other outstanding letter - Q - in one of their names, in which case I've finally used every single letter of the alphabet in my characters' names.
Not that this was something which needed doing. I just found it amusing how after all these years of creating several dozen characters that there were still a handful of letters which I had never thought of using, and now it's hopefully come to a close.
Also, somewhat distractingly, without intending to I seem to have accidentally remade a former friend's Vanguard, just with darker skin (I think), different colour eyes, and potentially a different hairstyle if I decide to stick with Lana's hairstyle. Otherwise it's still different, but only because it lacks the front strands which would normally cover the left eye since it's the same base style. Amusingly, all throughout creating her I kept thinking "I've seen this character design before, I swear it", but was otherwise perfectly content with her look. It was only halfway through Ord Mantell when glancing at the character portrait that the resemblance finally clicked.
Comes to something when you remember what a character looked like from the portrait and not from an in-game cutscene.
So that's awkward. But hey, he's not around anymore to know, so it's nowhere near as awkward as it could have been. Now that I've said this, he'll turn up out-of-the-blue next week sometime. That's usually how these things work, right?
Finally, I am rather pleased to finally be able to translate this particular armour and weapon combination onto a Character of my own. The combination of the Havoc Squad Armour with the Stronghold Defender's Blaster Rifle (coupled with the Strap Tuning) has been a 'staple' look for Aric Jorgans across my Legacy for some time now, with Miorahna's Rusk even having his own variation of this style, so to finally have a Character who can use it themselves feels very satisfying indeed.
Of course, keeping in with the trend, Jehnira's Aric also makes use of this style. I'm nothing if not consistent.
~~~
So, yeah. Curious to see how long this particular experiment lasts. I'm not expecting great results, but maybe I'll be surprised. Time shall tell.
25/08/2017
Thoughts on 5.4 [Spoiler-Free]
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"That's it, Choza, you're really making them fear your wrath with how far away you're standing!" |
So, now that it's here, what is there that's worth seeing/doing?
16/08/2017
Third Anniversary Follow-On: Giveaway Results
Last week, as you may recall, I announced in my Third-Anniversary post that I would be holding my first giveaway. It was always going to be something of a shambles, since I only ever had four items which I could put up as potential rewards.
This is largely because I have absolutely no idea what's popular among the community, and oftentimes whenever something is popular I find myself completely baffled as to why. So as a result, even though I probably should have bought something specially for this occasion, I was absolutely petrified that I would have made the wrong decision(s) and have completely wasted that purchase due to nobody having an interest in said item(s).
Still, I was moderately happy with the four items I had managed to discover through RNG, with the E-95 Dread Behemoth Tank being the item which I thought would be the most difficult to shift due to its annoyingly-coincidental low price on the GTN. The Unstable Peacemaker's Dualsaber - despite being one of the nicest saber models in my opinion - was also a big risk because only 1/8ths of the Classes could have used it.
Somewhat disappointingly (but not that surprising, considering how "half-assed" even I called it), the giveaway didn't receive that much attention at all. After all, a competition which only offers four items - only 50% of which are generally desirable or appealing - isn't particularly captivating.
Indeed, only two people entered, and I find it very appropriate that both individuals have made the most comments on the blog between them across its three years. Since they also selected their own specific items, that made designating the prizes far easier than I was anticipating, and of course it means that I don't get to disappoint anyone, so bonus points all round!
Thus, the Krayt Dragon Skeleton goes to Shintar, and Zayne Carrick's Armour Set goes to Ravanel! Congrats to you both, and be sure to check your Mailboxes today for your prizes.
Whilst I am slightly disheartened that the giveaway didn't get much love, I will once again reinforce my pledge to be determined to do better next time. Afterthoughts never go down well, even if they're apparently well-intentioned.
As for the Unstable Peacemaker's Dualsaber and the E-95 Behemoth? I honestly don't know. I'll probably try and keep certainly the Dualsaber on until the next giveaway since I personally have no need for it, and the Behemoth will just... I dunno... continue to exist? Whilst it's a decent item I don't think it has enough staying power to be worth keeping specifically for a second giveaway attempt.
Once again, congrats to both Shin and Rav, and thank you once again to everyone who has stuck with the Blog for the past three years.
Once again, congrats to both Shin and Rav, and thank you once again to everyone who has stuck with the Blog for the past three years.
13/08/2017
[Potential Spoilers] Community Reactions: Saying too much by saying little
Being a part of a community can sometimes be both a blessing and a curse.
It enables you to find a whole host of like-minded people with whom you can debate your views or beliefs, and the disagreements - whilst sometimes unpleasant - can still lead to interesting results. The support networks can also be absolutely incredible.
However, something sometimes happens which people can't keep quiet about. This more often than not leads to a commendable response to keep things quiet, but sometimes these best-intentions backfire if the responses are handled in a certain manner.
One such instance of this is the response to apparent leaks regarding a Story development in SWtOR. I myself have no idea what this is; I don't enjoy looking these things up.
However, the response to the leaks has led to me getting some idea of what's up.
Whatever the leak is, it's big. It's led to people forming private groups in which to discuss the news and even encouraging encrypting messages. Elsewhere, the reaction from people in the know has been summarised as the equivalent of "No More Ops" but for Story Players. Bonus points to this last one for the person who responded that they were "effectively done with SWtOR" because of the truth.
I'm something of a puzzle-solver, as it's something which I've picked up due to my family also having an interest in it. I'm definitely not the best, but it has led to an annoyingly-incessant curiosity all the same. So when I see all this hullabaloo, rather than ignoring it as I should, I can't help but get to the bottom of it.
Fair warning: As the title implies, whilst as I say I have absolutely no idea what the correct answer is, I would advise staying away from this post if you have any fear whatsoever about spoilers, since as usual I will be posting an over-long hypothesis and coming to my own answer(s).
It enables you to find a whole host of like-minded people with whom you can debate your views or beliefs, and the disagreements - whilst sometimes unpleasant - can still lead to interesting results. The support networks can also be absolutely incredible.
However, something sometimes happens which people can't keep quiet about. This more often than not leads to a commendable response to keep things quiet, but sometimes these best-intentions backfire if the responses are handled in a certain manner.
One such instance of this is the response to apparent leaks regarding a Story development in SWtOR. I myself have no idea what this is; I don't enjoy looking these things up.
However, the response to the leaks has led to me getting some idea of what's up.
Whatever the leak is, it's big. It's led to people forming private groups in which to discuss the news and even encouraging encrypting messages. Elsewhere, the reaction from people in the know has been summarised as the equivalent of "No More Ops" but for Story Players. Bonus points to this last one for the person who responded that they were "effectively done with SWtOR" because of the truth.
I'm something of a puzzle-solver, as it's something which I've picked up due to my family also having an interest in it. I'm definitely not the best, but it has led to an annoyingly-incessant curiosity all the same. So when I see all this hullabaloo, rather than ignoring it as I should, I can't help but get to the bottom of it.
Fair warning: As the title implies, whilst as I say I have absolutely no idea what the correct answer is, I would advise staying away from this post if you have any fear whatsoever about spoilers, since as usual I will be posting an over-long hypothesis and coming to my own answer(s).
22/07/2017
5.4: Shadows, Shuttles, and Scoundrels
So again I come up with a post idea immediately before BioWare announces something that's worth commenting on. Oh, my timing, you never improve.
Yesterday, Keith Kanneg revealed more details about what's coming with 5.4. This Patch will be, as we've been aware for quite some time, the first Patch to contain an actual new Flashpoint since Blood Hunt and Battle of Rishi waaaaaaaaaaaay back in 3.0.
It was also promised in the new Roadmap to continue the trends seen since 5.2.2 and 5.3; Class Changes and Companion Customisations.
Finally, it also promised to herald the end of Season 8 of Ranked PvP.
So, with all that riding on it, what's there that's interesting and/or surprising?
Yesterday, Keith Kanneg revealed more details about what's coming with 5.4. This Patch will be, as we've been aware for quite some time, the first Patch to contain an actual new Flashpoint since Blood Hunt and Battle of Rishi waaaaaaaaaaaay back in 3.0.
It was also promised in the new Roadmap to continue the trends seen since 5.2.2 and 5.3; Class Changes and Companion Customisations.
Finally, it also promised to herald the end of Season 8 of Ranked PvP.
So, with all that riding on it, what's there that's interesting and/or surprising?
21/07/2017
The Return of the GSI Satellites
In Patch 2.9, a little service known as the GSI Support Satellites was added on Makeb. These bolstered a Player's gear substantially, provided 2% Healing every 3 seconds while in combat, and provided a massive 250% XP Bonus to Exploration on Makeb, and only on Makeb, while active.
These proved both popular and semi-controversial. People loved them for the exact same reason as other people hated them; they made Makeb very accessible and all-but removed the risk of 'losing' the big fights, which were somewhat challenging when they were first released. I say this wincing at the mere memory of how bad the Cartel Mining Mesa used to be.
In 4.0, these Satellites were removed, and for good reason. Level-scaling pretty much ensured that they had next-to-no reason for existing in the first place; there was a cap on the maximum amount of Health, Armour, and Damage/Healing values which had never been in place before, and with the numerous ways of getting shedloads of XP a Player would more often than not be above the cap of 56 by the time they reached Makeb, let alone finishing it.
Additionally, since gear no longer mattered for Companions and they could have any role, it was no longer of import whether or not you had a Companion appropriately-geared for the fights they'd have to endure.
However, in spite of their comparative uselessness, it seems that they were missed by quite a substantial amount of people, because at some point in 5.0 - I recall it being a relatively-recent re-addition but I can't for the life of me even find the relevant Patch Notes where their return is mentioned - they made a return.
Being the curious sort, when I went to Makeb the other day to finally get around to working on the <Kill it with Fire> Achievement now that I actually had a character with burns I was willing to use regularly, I decided to indulge in using the Satellite just to see what it did.
As suspected, Level-Scaling has nullified the Bolster aspect. Provided that you reach the cap of Mastery, Endurance, and Power (which is attainable at Level 70 by completely removing most of your gear), your character only gains the 250% Exploration XP buff and the Healing Probes, both of which are nice to have, but shouldn't necessarily be the biggest selling-points of the Satellites in the first place.
Notice how I deliberately specified the things which your character gains? There's a reason for that. Companions benefit from this far more than any single Player does.
How, you might ask?
Well, you know how every time you go down to a Planet the Companion is synced perfectly to the Level-cap, so much so that they don't even say they're 70/whatever down to 56 but for all intents and purposes have always been Level 56?
The GSI Satellite does away with that. Your Companion is left at their highest present Level and thus has access to all their big non-scaled stats and numbers.
This basically means that you become immortal. Either your Companion is steamrollering over everything in its path (and creating far more Threat than you could ever hope to even as a DPS), or it's outhealing every bit of damage done to you by an absolute payload (and again creating vastly more Threat because of the passive healing Threat and because it'll still deal damage when it sees no reason to heal you), or your Companion is literally an Immortal Juggernaut of a Tank.
Which means that everything on Makeb is an absolute walk-in-the-park as long as you're under the effect of this Satellite. Since nothing can even so much as touch your Companion, there is virtually no risk of death unless you happen to get knocked off a cliff or your Companion is unable to either see you or the target you want it to kill because of reasons.
Of course this isn't even mentioning the PvP aspects of this. Say you decide to go onto a PvP Instance just to see if you can get a few more kills for your Achievements.
You yourself don't find anyone, but are instead found. Let's say while mounted. Your opponent has the drop on you while your Companion is tucked safely away from harm's way. Unless you are dismounted by the force of the attacks and your instantly-summoned Companion is very quick-on-the-draw with its Healing (if it's even a Healer at all) you're pretty much dead in the water instantly.
On the other hand, you may get locked into a stalemate of constantly being unable to negate either Companion's healing, since of course you yourself can't defeat their Companion, and nor they yours, since being Level 56 trying to tackle a Level 70, every ability will miss or be resisted.
~~~
So basically, the return of the GSI Satellites, while welcome in some centres, is quite a ridiculous phenomenon. It's practically unnecessary for several Player characters and it presents the "Companions are over-powered" crowd with far more fuel than they know what to do with.
Whilst the Satellite is of course optional, I do think that the Companion aspect of it should be tweaked, even if only to address the aforementioned concerns regarding a Companion's usage in Open World PvP. That said, I do acknowledge that this isn't a frequent occurrence to begin with. In some ways, this Satellite could be considered a soft-exploit if used solely to gain an unfair advantage over other Players in such theoretical battles, which I don't see as being acceptable in the slightest.
Still, it's interesting to see the Satellite back for whatever reasons. I am very curious to know just how many people wanted to see it return.
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