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Old 03-21-2012, 07:47 AM   Top  -  End  -  #331
The Glyphstone
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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I like 2V-R8. The general amount of fear and terror he expresses at your presence amuses me.
I thought he was hilarious at first, too. But then it got to the point of "Are you made at me? Are you sure you're not mad at me? Are you really really sure you're not mad at me? Are you really absolutely positive you're not mad at me? WHY ARE YOU MAD AT ME?'. The way to stay on someone's good side is not to constantly pester them for reassurances that they're not going to destroy you.
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Old 03-21-2012, 09:02 AM   Top  -  End  -  #332
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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Originally Posted by Osiris_Shadowblade View Post
New Developer Blog up, detailing the changes on Crew Skills for 1.2 and, in almost mind reader fashion, addressing the issues Neftren was having with the new orange gear.

Assuming I'm interpreting is correctly, and I like to think that I am, all Orange Items can be RE by their associated professions, can have blank version unlocked, and then can be crit while crafted to have the augment slot.

So you can either go with the quick route and use the premade Oranges with the Augment slot or up put some work into it and use whatever Orange set looks best to you.
That's the way I read that as well, but it raises a couple of additional questions - mostly relating to mission-reward oranges. First, what about those items which come from non-repeatable Story missions? If you just really, really like the look of the weapon you received at the end of the starter planet, but want to be able to put an Augment in it, do you have to risk losing it forever for a chance to possibly do that? Second, those "Story" items are universally (AFAIK) BoP; if you do successfully RE one, will the crafted version be BoP as well?
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Old 03-21-2012, 09:27 AM   Top  -  End  -  #333
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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That's the way I read that as well, but it raises a couple of additional questions - mostly relating to mission-reward oranges. First, what about those items which come from non-repeatable Story missions? If you just really, really like the look of the weapon you received at the end of the starter planet, but want to be able to put an Augment in it, do you have to risk losing it forever for a chance to possibly do that? Second, those "Story" items are universally (AFAIK) BoP; if you do successfully RE one, will the crafted version be BoP as well?
Also, it seems like for many of the BoP pieces, "if I want to have my own look, I must be Armormech" (unless I read the post wrong...).
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Old 03-21-2012, 10:32 AM   Top  -  End  -  #334
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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Actually, Shiv Backstab, and Hidden strike can be used in cover... But you'll probably never be in a situation where you're lined up correctly for the latter two.
Minor nitpick - hidden strike requires stealth. Taking cover breaks stealth. So yeah, it's likely that you'll "never be in a situation" to use it from cover because it is literally impossible to do so (I suppose there might be a talent in concealment that allows hidden strike to be used any time, but I haven't honestly looked much at the dps trees beyond the bottom couple tiers to see where I wanted to put my splash points after getting 31 in medicine).
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Old 03-21-2012, 11:22 AM   Top  -  End  -  #335
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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Also, it seems like for many of the BoP pieces, "if I want to have my own look, I must be Armormech" (unless I read the post wrong...).
Maybe, maybe not. The only mention I saw of BoP crafted items was the Cybertech speeders, which are being changed from BoP to BoE. If the crafted gear is BoE, even when derived from REing BoP gear, then you just need somebody on your server to be playing your base class and have taken Armormech.
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Old 03-21-2012, 11:45 AM   Top  -  End  -  #336
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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That's the way I read that as well, but it raises a couple of additional questions - mostly relating to mission-reward oranges. First, what about those items which come from non-repeatable Story missions? If you just really, really like the look of the weapon you received at the end of the starter planet, but want to be able to put an Augment in it, do you have to risk losing it forever for a chance to possibly do that? Second, those "Story" items are universally (AFAIK) BoP; if you do successfully RE one, will the crafted version be BoP as well?
I'd like to assume that orange pieces are going to have a 100% chance when RE'd to give you the recipe, but since this is an MMO I know that's not going to happen and the chance is probably going to be absurdly low like 1%
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Old 03-21-2012, 04:38 PM   Top  -  End  -  #337
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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The only abilities that the operative has that require cover (iirc) are snipe and explosive probe. The only abilities that can't be used in cover are backstab and shiv. So my cover bar is exactly the same as my out of cover bar except for those two buttons, and they serve the same function anyway.
Is there a way to toggle the cover bar without actually going into cover? Apparently as a sorcerer I still have a cover bar despite not being a cover class, since it shows up when I sit in the chairs on my ship. If it's possible to toggle said bar in other ways then I would very much like to put some consumables and whatnot on it for easy access.
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Old 03-21-2012, 04:44 PM   Top  -  End  -  #338
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

Sniper has lots of ability that require cover or you would only sanely use if in cover.
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Old 03-22-2012, 08:04 PM   Top  -  End  -  #339
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

PvP has been the most fun for me since I was in the pre-50 bracket. Now, part of this is I finally have a good amount of expertise, but I've had games where I did fantastic, only to realize near the end that I forgot to change into my PvP gear! Not sure why this is. Am I getting better? Certainly learning which abilities to use, anyway. Better groups? Seem to be picking better times to group, certainly. Something else? Maybe.
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Old 03-22-2012, 08:09 PM   Top  -  End  -  #340
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

Looking at the Spreadsheet, we look like we have enough people for a Republic Side Guild on Ruubat. "Occasionally Lawful Good" or something.
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Old 03-22-2012, 08:14 PM   Top  -  End  -  #341
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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Looking at the Spreadsheet, we look like we have enough people for a Republic Side Guild on Ruubat. "Occasionally Lawful Good" or something.
With the way the Republic has been going in this game I think "Chaotic Random" would be better. Or maybe not DnD direct reference, like Sarlaac in the Playground.
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Old 03-22-2012, 08:18 PM   Top  -  End  -  #342
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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PvP has been the most fun for me since I was in the pre-50 bracket. Now, part of this is I finally have a good amount of expertise, but I've had games where I did fantastic, only to realize near the end that I forgot to change into my PvP gear! Not sure why this is. Am I getting better? Certainly learning which abilities to use, anyway. Better groups? Seem to be picking better times to group, certainly. Something else? Maybe.
PvP is best done in a mix of PvE and PvP gear.
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Old 03-22-2012, 08:19 PM   Top  -  End  -  #343
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

Well, I figured our Imperial Guild is "Usually Lawful Evil" and given the propensity for opposites in this game it made the most sense. "Occasionally Chaotic Good" instead?
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Old 03-22-2012, 09:18 PM   Top  -  End  -  #344
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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Looking at the Spreadsheet, we look like we have enough people for a Republic Side Guild on Ruubat. "Occasionally Lawful Good" or something.
We've been using Calemyr's guild "Gun Runners", actually.
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Old 03-22-2012, 09:22 PM   Top  -  End  -  #345
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

I though that they were on Ebon Hawk?
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Old 03-22-2012, 09:50 PM   Top  -  End  -  #346
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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I though that they were on Ebon Hawk?
No, that's "Order of the Stick"

Yes, we have 3 guilds. Somewhat confusing, I know.
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Old 03-22-2012, 10:20 PM   Top  -  End  -  #347
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

Well nevermind then. :)

Edit:
Also, what is currently my favorite screenshot:
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Old 03-23-2012, 08:32 AM   Top  -  End  -  #348
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

So, news from the PTS: Post 1.2, Battlemaster gear has no valor requirement, and will only cost ~12k WZ comms for the full set.

Of course, War hero gear is going to be awfully grindy, still. But what can you do?
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Old 03-23-2012, 04:40 PM   Top  -  End  -  #349
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

So I've been trying to get my fledgling guild past Black Talon Hard Mode and we keep bouncing on the first boss. Is there perhaps a better Hard Mode to start gearing, short of the daily token grind? It's really disappointing to be stuck at the end of the game and be unable to do anything productive except the same daily mission cycle every day.

What are people doing to get over the 'I just got to 50 hurdle' into the proper endgame?
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Old 03-23-2012, 06:11 PM   Top  -  End  -  #350
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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So I've been trying to get my fledgling guild past Black Talon Hard Mode and we keep bouncing on the first boss. Is there perhaps a better Hard Mode to start gearing, short of the daily token grind? It's really disappointing to be stuck at the end of the game and be unable to do anything productive except the same daily mission cycle every day.

What are people doing to get over the 'I just got to 50 hurdle' into the proper endgame?
Err... What sort of gear is your guild using? Most people agree that, if you were keeping up with your gear like you should, you should be able to jump right into hard mode flashpoints and even normal mode operations with a bit of skill. Note that the LS boss is easier than the DS boss, so that's something.
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Old 03-23-2012, 07:12 PM   Top  -  End  -  #351
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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That's the way I read that as well, but it raises a couple of additional questions - mostly relating to mission-reward oranges. First, what about those items which come from non-repeatable Story missions? If you just really, really like the look of the weapon you received at the end of the starter planet, but want to be able to put an Augment in it, do you have to risk losing it forever for a chance to possibly do that? Second, those "Story" items are universally (AFAIK) BoP; if you do successfully RE one, will the crafted version be BoP as well?
Quote:
Originally Posted by Eliirae View Post
I'd like to assume that orange pieces are going to have a 100% chance when RE'd to give you the recipe, but since this is an MMO I know that's not going to happen and the chance is probably going to be absurdly low like 1%
Georg Zoeller to the rescue! As it turns out:
1. The chance of getting a schematic from REing will not be 100%.
2. As such, quest reward oranges will not be REable. Instead, many such items will have schematics findable through mission skills.
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Old 03-23-2012, 08:50 PM   Top  -  End  -  #352
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

Of course, you can possibly find a schematic of the look you want already, if you dig around. Just found a schematic for the exact Helmet and Chestpiece I used to wear, except they're black. Now, to find the Phobium pants.
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Old 03-23-2012, 10:11 PM   Top  -  End  -  #353
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

You know what would get me to have a lifetime membership? Bright pink Imperial Mohawk. That's the color I want to see.
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Old 03-23-2012, 10:39 PM   Top  -  End  -  #354
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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Of course, you can possibly find a schematic of the look you want already, if you dig around. Just found a schematic for the exact Helmet and Chestpiece I used to wear, except they're black. Now, to find the Phobium pants.
Yeah, I actually just recently got a schematic for helmet that's identical to a particular (very important) one obtained from the inquisitor class story. Which I find odd, to say the least.

Now, if you can tell me which if any crafted robes look like these, I'll be golden.

EDIT: Saw a Saber Marshal's Lower Robe on the GTN, which means the set above is craftable. MUST. FIND. SCHEMATIC.
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That's how wizards beta test their new animals. If it survives Australia, it's a go. Which in hindsight explains a LOT about Australia.

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Old 03-23-2012, 10:50 PM   Top  -  End  -  #355
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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So I've been trying to get my fledgling guild past Black Talon Hard Mode and we keep bouncing on the first boss. Is there perhaps a better Hard Mode to start gearing, short of the daily token grind? It's really disappointing to be stuck at the end of the game and be unable to do anything productive except the same daily mission cycle every day.
If it's the Republic boarding party boss, then yeah, I can see the difficulty. The trick is to tank the big guy while the dps go for Doc. Once the healer is dead it gets a bit easier.

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What are people doing to get over the 'I just got to 50 hurdle' into the proper endgame?
The same daily mission cycle every day.
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Old 03-23-2012, 10:55 PM   Top  -  End  -  #356
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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The same daily mission cycle every day.
Or you can pour money into the Reverse Engineer money-pit and cry in pain until it spits up a worthwhile purple.
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Old 03-24-2012, 09:35 AM   Top  -  End  -  #357
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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What are people doing to get over the 'I just got to 50 hurdle' into the proper endgame?
Unless you're in entirely terrible gear (greens, outleveled, etc), normal mode Eternity Vault has a pretty low gear barrier. More exciting than running dailies, if you can find 7 other people interested in running it.
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Old 03-24-2012, 10:01 AM   Top  -  End  -  #358
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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Unless you're in entirely terrible gear (greens, outleveled, etc), normal mode Eternity Vault has a pretty low gear barrier. More exciting than running dailies, if you can find 7 other people interested in running it.
Less practical post 1.2, though, because Bioware has decided to make Medpacs usable once a fight


Mind you, the only fight that should pose a huge challenge for is the Soa Marathon (the stupid platforms in particular)


But in all honesty, if your guild knows their classes (For hard modes, 2 DPS, 1 Healer, 1 Tank is mandatory for all but the easiest, and the best setup for new raiders is 4 DPS, 2 Healers, 2 Tanks), HM flashpoints are not that difficult.

I was participating in Hard Mode Flashpoints and Eternity Vault when I was still mostly in level 49 blue items from MCerebus. I'd recommend you use the blue modifications for Correlia to augment your stuff from the daily mods. For the record, The order I use on HM Black Talon is Medic-Sniper-Melee-Sarge.
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Old 03-24-2012, 10:52 AM   Top  -  End  -  #359
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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Less practical post 1.2, though, because Bioware has decided to make Medpacs usable once a fight
Derp what.
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Old 03-24-2012, 02:52 PM   Top  -  End  -  #360
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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Derp what.
PTR patch notes for 1.2, apparently they added it on the 23rd. Though if your healers aren't keeping people healthy on the platforms, you've got some issues that medpacing multiple times in a fight won't fix.
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