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  1. vVv Gaming Does doing the right thing always excite you? Do you follow the path of truth and righteousness despite how hard it can be sometimes? Do you love Jawas and think Ewoks are adorable? No? NEITHER DO WE! As the guild that invented the dark side before George Lucas even thought of it, vVv Gaming is looking for other fun, sociable gamers to join us in our never-ending quest to exterminate everything cute, cuddly, and Jedi. While we are newly coming back to SWTOR, we have had multiple top guilds across many MMOs including Rift, Aion, and Warhammer Online. In addition to SWTOR, we support a number of other titles including League of Legends, Rocket League, Heroes of the Storm and Guild Wars 2. TeamSpeak With our own TeamSpeak server that we purchased to justify drinking alone, we offer a space for all of our members, applicants, and guests to come join us and enjoy each others' company while also enjoying the game. We also have a website and forums that allows everyone to stay connected regardless how bad your sleep schedule gets. Join us! We have alcohol... If you're interested in joining, we have no skill or experience requirements, but we do ask that you bring your personality, charm, and interest in getting to know your fellow gamers. We aren't going to tell you to be mature or any of that bullshiz, because we're too busy having fun. Oh, and you'll probably want to be on The Harbinger server, since that's where we play. To join us, log onto our TeamSpeak server at ts65.gameservers.com:9222 and find one of our officers (usually in the SWTOR Channel) and ask for an invite. If you like us and want to be a part of something truly despicable, feel free to fill out an application on our forums
  2. vVv has transferred to The Harbinger server which is the highest population server in the game (West coast). If you want an invite to the guiild, please add your characters names here.
  3. SWTOR developers have released a detailed blog on the alliance system within Fallen Empire. Be it the cheeky Astromech Droid, the stalwart Wookiee partner-in-crime, the ambitious upstart apprentice that is yours alone to mold, or any of the other 40-odd characters found in Star Wars™: The Old Republic™ to-date; we all know and love our Companions (especially the chronically under-appreciated ship droids!). Companion characters have always been a big part of our personal stories, and with the upcoming release of the new Digital Expansion, Knights of the Fallen Empire, comes an even deeper focus on characters and storytelling. For this reason it only makes sense that we would seek to include our beloved friends (especially the ship droids!!) in that experience. Knights of the Fallen Empire has given us an excellent opportunity to take stock of the role of Companions within Star Wars: The Old Republic (from both a gameplay and storytelling standpoint), and to enhance their behavior and mechanics, which have remained largely unchanged since the original launch of the game. I’d therefore like to take some time to share with you some details about the changes and new features related to Companions that will be coming with the launch of Game Update 4.0, as well as some of our thoughts behind these changes. The Goal of Our Companion System Improvements Before we dive into the details, allow me to go just a bit into the “why”, to provide some context for the reasoning that was guiding many of the choices we made. Removing Companion Usage Barriers Here’s a familiar scenario: Over the course of your adventures, you meet a new Companion character. They seem like an interesting, fun, or cool character, and you might like to run around the galaxy with them for a bit… but it turns out that their abilities just aren’t a good match for your combat style… so you never use them. Ever. One of our biggest design goals is to try and eliminate as much as possible the artificial barriers that prevent you from playing with the Companions you want, when you want, and how you want. Rewards for Spending Time with Your Companions, Rather than Flattering Them Another familiar scenario: You’re presented with a story choice in a conversation. You know in your mind how your character wants to answer… but the Companion you’ve got with you will hate that answer, and you don’t want to lose Affection with them, so you instead pick the answer that the Companion wants to hear. As much as possible, we want you to be able to participate in the story and make the decisions that you feel are true to your character. Expandability and Versatility Simply put, we need to make sure the Companion system has both the versatility, and expandability necessary to keep up with your desires to have bolder, more meaningful choice options, as well as to fully utilize the incredible storytelling potential of Knights of the Fallen Empire’s episodic narrative. Companion System Changes: With the release of Game Update 4.0, all Companion characters will now be able to switch between all three primary combat roles. When summoned, a Companion’s portrait will display an icon signifying their current combat role. The combat role can be changed at any time (provided you are not currently in combat) by right clicking on their portrait, and selecting a new role. When a Companion’s combat role is changed, their ability bar will fully swap out for their updated role’s abilities. This change is huge in terms of addressing our first goal of removing Companion usage barriers. Are you a Jedi Consular who dreams of nothing but galactic adventures with Qyzen Fess, only to be foiled by the fact that you want a healer Companion? Your longing has come to an end! Beyond lowering barriers, though, this change is also extremely important for the storytelling purposes of our third goal. Now that any Companion can fill any role, we will no longer have situations where we can’t allow “serious consequences” to befall certain Companions, just because it might leave a player with no other Companion that can fill a given role. Companion Gear Now Purely Aesthetic, Companion Combat Stats Scale With Level This was one of the tougher decisions we had to make, and while we anticipate it being one of the more controversial, we’re still confident that this is the right call to make based on comments from players. The simple reality is that, more often than not, the need to gear Companions has wound up being more of a cumbersome hindrance — not to mention a significant barrier to Companion use — than a source of meaningful or satisfying Companionship and progression. The recent 12xp experience promotion and the Epic Story Boost have only brought this issue into sharper relief. Therefore, with the release of Game Update 4.0 in October, Companions will no longer gain combat stats from their gear; Companion gear will become purely aesthetic. This change also means that players can now freely use non-modable gear pieces to dress Companions, without having to worry about subpar stats! This separates style and function giving you the maximum in options for how you dress your Companions. As far as Companion combat performance goes, all Companions will now have baseline combat stats that automatically scale with your character level. This means that no matter which Companion you summon, no matter how long it has been since you last summoned them, they will always be able to at least perform at an adequate baseline level. Note: Even though Companions don’t gain stats from gear, there are still ways to develop their power: This is now accomplished by building Influence, which we will get to shortly. “Influence” is Replacing Companion Affection With Game Update 4.0, Companions will no longer have “Affection”, they will instead have “Influence”. The Affection that a player has gained with each of their Companions will be converted directly into Influence at a 1:1 ratio when the change happens. What’s the difference between Affection and Influence? Well I’m glad you asked! Allow me to explain: Whereas Affection is a measure of how much a given Companion likes you (and thus it goes up and down as you make decisions that the Companion does and does not like), think of Influence as more of a measure of the total impact that you’ve had upon a person. When you make decisions with a Companion, whether that Companion likes or dislikes the decision you’ve made, you will still build Influence with them (as your decision still has a narrative story Influence over them in some way). Note that just because Influence goes up, it does not mean that the character necessarily likes you more, or that they don’t disagree with your decisions. A character with which you have an incredibly high Influence score may still despise you, make it known in conversation, and then act upon their dislike of you when the opportunity arises. “What about all of my Companion gifts?” I hear you asking. Good news! Companion gifts still work, they’ll just grant Influence instead of Affection. In fact, in almost all cases they’ll now grant more Influence than they would have granted Affection. We are making three tweaks to gift values and their mechanics: The base value of all gifts has been increased by 33%.Blue (Prototype) gifts have had their value increased by an additional 20%. Now Blue (Prototype) gifts are exactly twice as effective as Green (Premium) gifts, and half as effective as Artifact (Purple) gifts.Gifts of a given rank last much longer before their values start degrading, and they now degrade more slowly when they do start to degrade.Basically, gifts will give more than they used to, you’ll be able to use gifts of a given rank longer than you could before. The whole Influence vs Affection change may sound a little odd at first, but it supports in the game’s design and focus on story and therefore serves your needs as a player much more efficiently as well. It also greatly serves our second goal as outlined above, especially in conjunction with the next change on our list: Influence Directly Increases Companion Power In a way, Influence kind of functions like “relationship XP” with your Companion. As you build Influence with a Companion, your Influence rank will increase. Every time a Companion’s Influence ranks up, that Companion gains a scaling bonus to Presence (which increases Companion damage, healing, and health), as well as bonuses to crew skill time efficiency and critical rate. For example: when converted into Influence, 10,000 Affection (the cap for the old system) is exactly enough Influence to hit Rank 10, which equates to +500 Presence, +15% Crew Skill Time Efficiency Bonus, and a +5% Crew Skill Critical bonus. As an additional note: We are changing the way that Presence works such that each point provides percentage based bonuses, instead of flat numerical bonuses. This more or less translates into two things: Sadly, the Companions of low level characters with massive Presence bonuses from their legacies will no longer be hilariously overpowered (I promise we’re just as sad to see this go as you are, it provided some good times).Presence will scale much better at higher levels.Companion Inherent Tradeskill Bonuses Removed With the launch of Game Update 4.0, all Companion-specific bonuses to tradeskill performance will be removed. These bonuses were kind of nice in that they added some texture and variety to Companions, but ultimately they were very problematic and restricting for players. In many situations they created a single Companion who was and would always be “the correct choice” for any given type of job. This meant that the optimal play was to simply pile one Companion with all the jobs, leaving your others idle. This became doubly problematic when your “correct” crafting choice also happened to be the Companion you most wanted to have with you on your galactic adventures. The removal of these bonuses allows endgame players to work towards having a stable of maxed Companion characters that can tackle all the tough work optimally and in parallel. The New UI: Companions & Contacts Window No system overhaul would be complete without a slick new User Interface (UI), and to that end I present to you the Companions & Contacts UI, which by default is bound to the ‘N’ key (supplanting the Crew Skills window, which has been bumped over to ‘B’). Knights of the Fallen Empire, and the Build an Alliance Experience Opposing the might of the Eternal Empire is not something that one can do alone. One of your major underlying goals throughout the Knights of the Fallen Empire story epic will be to build an Alliance capable of loosening (and maybe even breaking!) the Eternal Empire’s grip over the galaxy. Recruit Companions From Other Classes: As you seek to build your Alliance, you will meet a host of characters, both new faces and old friends, including many of the origin class story Companion characters. In most cases, these Companions can potentially be recruited by members of any class, though some Companions may be less willing than others to so readily overlook old grudges.Choices that Matter: Just as in the Knights of the Fallen Empire Chapters (and in some cases moreso), your decisions within Alliance content can have a considerable impact upon story outcomes. As a result of your actions, Companions may be rejected, rendered unavailable, or even killed.The New Star Fortress Flashpoint: Make contact with local resistance cells on six of the core worlds, aiding their local efforts to rid their worlds of the Eternal Empire’s Orbital Star Fortresses. Assault the Star Fortresses over each world once you’ve established local support!Alliance Building Experience The Build an Alliance experience refers to a network of game content and story Missions that complement the storyline of the new expansion. It is within the Alliance story Missions that you develop your Alliance by building its power, and by recruiting additional galactic forces or noteworthy individuals to your cause. New Alliance storyline will be released regularly alongside the new expansion story chapters. Alliance content begins in earnest as part of Knights of the Fallen Empire expansion. In the new expansion you are formally introduced to your Alliance, and the four major “Alliance Specialist” leaders who oversee the various aspects of each operation. In addition to the ways in which you can strengthen your Alliance on your own, your Alliance leaders will also occasionally send you special “Alliance Alert” Missions, notifying you of important events requiring your attention (generally revolving around new potential recruits for your Alliance!). Much of the Alliance storyline will focus on the origin class story Companions, and what they’ve been doing in the galaxy over the past 5 years. From there we plan to narratively build upon this stable of established characters to expand the Alliance story network as the Knights of the Fallen Empire epic story continues to unfold. Alliance stories will generally be more intimate and character driven, designed to complement and counterbalance the more ‘epic’ storyline of the Chapter stories. They’ll be very much about getting to know awesome characters, and controlling how your interactions unfold. Alliance Contacts and Followers Particularly noteworthy NPCs that you encounter over the course of your story will be tracked in the “Companions & Contacts” window under the “Contacts” header. Each contact’s entry will present a short bio, as well as a summary of important prior interactions you’ve had with that contact. In addition, you will have an Influence rank with each of your contacts. Helping contacts in various ways will build Influence with those contacts, which may in turn unlock additional rewards or story options. Many contacts can be recruited into your Alliance, and some can even be unlocked as Followers. Followers are Alliance contacts that you can summon to fight alongside you on your adventures (just like Companions). You can also conveniently quick travel to any of the contacts you’ve established using their “Travel to Contact” button (provided that they are not otherwise unavailable for story reasons, such as you having shot them in the face). Alliance Alerts Contacts will occasionally proactively notify you of special Mission opportunities by sending you an Alliance alert. These appear under the “Alerts” header of your Companions & Contacts window. Clicking on an alert entry will bring up details about the alert, and allow you to embark upon the alert Mission. When you elect to start an Alliance alert Mission, in addition to being placed on the Mission, you will be automatically transported to the starting location for that Mission. Classic Conversation Presentation Alliance content is presented in what we’ve dubbed the “Classic Conversation” format, which may look strikingly familiar to fans of Star Wars™: Knights of the Old Republic™: These conversations use a distinct letterboxing format, as well as a distinct font styling to set them apart visually. These conversations are characterized by their more character-centric nature, both in terms of storyline and cinematography. Story character narrative lines in classic conversations are fully voiced as you have all come to expect. Player responses in classic conversations are presented as an open-ended list of response options, displayed in full (as opposed to in paraphrases), and are not voiced. The classic conversation format allows us to give you a much wider array of choices and potential outcomes, as well as more specific, complex, and subtle character reactions to your choices. The New Star Fortress Flashpoint One of the major Alliance Mission arcs present at launch in the Knights of the Fallen Empire expansion is centered on the new “Star Fortress” Flashpoint. In this series of combat Missions you will make contact with resistance leaders across six of the origin game worlds (Alderaan, Belsavis, Hoth, Nar Shaddaa, Tatooine, and Voss), helping them to fight back against the Eternal Empire, culminating in a final assault against the Orbital Star Fortresses installations in orbit above their worlds. The Star Fortress Flashpoint itself is unique in the way it uses a variable approach to gameplay, producing a large amount of variation between different runs of the Flashpoint. These layouts also include randomized bonus objectives and mini-bosses, which reward players with Influence as well as Achievements. You might also get some rare loot too! The Star Fortress comes in two difficulty modes, Solo and Heroic. The Solo difficulty mode for every planet’s Star Fortress is available when players complete KOTFE Chapter IX, as soon as they pick up the “Battle for the Stars” Mission. This mode is intended for a solo player and their Companion.The Heroic difficulty mode for a given planet’s Star Fortress is unlocked by completing the planetary resistance Mission arc for that planet. This mode is intended for groups of 2 players (with their respective Companions). That being said, it is possible for a solo player to complete Heroic mode, provided that player has a high-rank Companion, and has built Influence with their Alliance specialists (as this unlocks access to various usable objects within the Heroic mode that provide powerful buffs and additional abilities).So there you have it: Companion system overhaul, cool character stories, and an awesome new Flashpoint. It’s all part of this thing we call Knights of the Fallen Empire, and we’re really excited to be able to share it with you all. We look forward to seeing you in the game and May the Force be with you! Matt Pucevich Designer
  4. Game Update 4.0: Knights of the Fallen Empire Early Access Knights of the Fallen Empire* *Knights of the Fallen Empire content is only available to players who are eligible for the four Knights of the Fallen Empire subscriber rewards by having been a subscriber on August 10th, August 31st, September 30th, and October 19th, 2015. All other subscribers will be able to access the content on October 27th, 2015. All classes can now reach Level 65! New Ongoing Storyline! Knights of the Fallen Empire begins an epic, new storyline at level 60, with nine, action-packed Chapters. Regular Chapter releases continue the story starting in Early 2016. (Subscription Required) Start at Level 60! Jump right into the action of Knights of the Fallen Empire with the option to begin the game at level 60! (Subscription Required) New Player Tutorial! Chapter I introduces you to your class’s abilities and eases you into combat while the story unfolds. Veteran players can disable the Tutorial via the Menu. New Planet: Zakuul! The new seat of power in the galaxy! Skyscrapers reach toward the stars while surrounded by a vast and savage swamp. New Companions! Unlock new Companions over the course of the first nine Chapters of Knights of the Fallen Empire. Begin your Alliance! Continue your adventure after Chapter IX by recruiting Companions to grow your Alliance. New Flashpoint: Star Fortress! Conquer the new Flashpoint and liberate the Galaxy from the grasp of the Eternal Empire! Highlights New 1-60 Leveling Experience! Leveling from level 1 has never been more exciting! You can now reach Level 60 by doing Main Story Arc Missions and Planetary Arc Missions. Reworked Primary Stats! The four primary stats Strength, Willpower, Cunning, and Aim have all been replaced by a single stat called Mastery. For this and other stat changes, see the Classes + Combat section below. New System: Level Sync! Adventure with other players with Level Sync! Get level appropriate Experience and Mission rewards while grouping with other players on the core worlds, while retaining all of your abilities! Those womp rats won’t know what hit them! Legacy-Wide Datacrons Now Live! Found Datacrons now grant stat bonuses to every character in your Legacy! You can track your Datacron progress in the Legacy window. Flashpoint and Operation Revamp! Flashpoints and Operations have been revisited and updated! New Modes are now available for many older Flashpoints, and many others are now available at max Level. See the Flashpoints + Operations section for full details! Ranked Arena Season 6 has come to an end! Season 6 has come to a glorious conclusion! You can use your Season 6 Tokens to purchase rewards from the vendor in the Combat section of either Fleet. General Players will now achieve Legendary Status if they complete every class story in the game. You can track your Legendary Status progress at Character Select where a new GUI element is found. In game, players who have achieved Legendary Status will have a new icon next to their name on their nameplate. Gaining Legendary Status will also grant the player a significant amount of Presence to their companions.All Subscribers have been granted an additional two Character Slots per server.The Subscriber Character limit is now 40 per server.Datacrons are now shared between all characters within your Legacy. You can track your Datacron collection progress on your Legacy window under Global Unlocks.Added Whisper and Add/Remove friend to the Guild window right-click context menu.Players are now able to unlock the "Random Mount" and "Random Pet" abilities from the Legacy panel under Global Unlocks/Other. These abilities select a random mount or pet from all mounts or pets available on the character activating the ability.In most cases, capes no longer clip through Vehicles and Mounts.Added a new key binding option (Ctrl+E by default) for entering Edit Mode in Galactic Strongholds.Added a new key binding option (N by default) for the new Companions & Contacts interface. The default keybinding for Crew Skills has been changed to “B.”The levels in which you can gain Speeder Piloting 1/2/3 have been adjusted:For Subscribers:Rank 1: Level 10Rank 2: Level 25Rank 3: Level 35For Non-subscribers:Rank 1: Level 20Rank 2: Level 35Rank 3: Level 45With the Legacy Purchase:Rank 1: Level 1Rank 2: Level 10Rank 3: Level 25Fixed an issue where Exploration achievements were not granted if the last region discovered only had one Fog of War area on the map.Companion System Changes The current Affection system has been replaced with Influence. Companion characters react to your conversation options by displaying their reaction when the choice is made (e.g. Vette approves your decision, M1-4X will remember this, etc.). Whether a companion agrees or disagrees with your decision, you will still build influence with them depending on their reaction and severity of the action. We want to reward you for spending time with your companions and not worry about losing progression or standing by making decisions the way you think your character should. As you gain Influence, you'll increase your Influence Rank with that companion. Increasing your Influence Rank with a companion directly increases that companion's combat and crafting performance in the form of a bonus to Presence, Crafting Speed, and Crafting Critical. Each point of Presence now provides a percentage bonus to a companion's performance, rather than flat numerical bonuses. This means Presence will scale better at higher levels. Additionally, Crafting bonuses are now entirely driven by Influence rank. As such, the inherent Companion Crafting Bonuses for specific Crew Skills have been removed (e.g. "+5 Armormech Critical"). All players' Affection totals will be converted directly into Influence at a 1:1 ratio, so you keep the points that you’ve gained thus far; however, Influence goes beyond the previous 10,000 limit for Affection. You’ll be able to gain even more Influence with each of your companions! Additional Companion-related changes: New Rank 6 Companion gifts have been introduced!Class Companion conversations will now unlock based upon class story progression, rather than affection/influence thresholds.All companions are now capable of performing all three combat roles (Tank, DPS, Healing), and can be freely switched between roles (so long as they're not currently in combat). No need to worry if you love M1-4X but really need a healer!Companion gear is now purely aesthetic. Players no longer need to worry about companions underperforming because of their outdated gear. While equipment will still change the visual appearance of companions just as it did before (it's important to look your best when you're adventuring across the galaxy!), companions will no longer gain combat stats from their gear. Due to this change, any gear slots which have no effect on a given companion's appearance will be removed from that companion. Any gear in those slots will be returned to players via In-Game Mail.Planet Level Sync We have added a new system to the game called Level Sync. This system automatically lowers your Character’s level to slightly higher than that planet’s maximum level. For example, if you are Level 60 and return to Alderaan to do some Missions, your character will be scaled down to be Level 34. While you are under Level Sync, the following things are adjusted on your character: StatsArmorWeapon DamageHowever, while under Level Sync we do not take away any abilities or passive effects that you have. Also, while under Level Sync, you will earn scaled experience. If you are a level 60, killing Level 30 mobs, you will gain experience appropriate for being a Level 60. This enables a player to go play any of the content in The Old Republic and get rewarded appropriately for their time investment. Cartel Market Start a New Character at Level 60! All subscribers will be granted one Start at 60 character unlock on October 27th (Subscribers with Early Access will receive their unlock on October 20th). Additional level 60 character unlocks can be purchased from the Cartel Market at a later date.Packs have been completely reworked based on player feedback. All previous Cartel Market items will be available for purchase with the Bronze, Silver, and Gold packs. Read more here!Collections has been updated with a lot of Quality of Life changes to help users navigate it more easily:You can now filter items in Collections.The Collections interface now starts out automatically collapsed.The number of Outfit pieces that you have unlocked is displayed on the set’s Collections icon.You can now purchase collection unlocks on the character that originally unlocked the item.Classes + Combat General We have reworked some of our stats with the goal of helping in itemization as well as cleaning up some lingering imbalance between stats. These changes will reduce the amount of items that you find in game which simply don’t apply to your character. No more throwing items away because it has the wrong main stat, or hating that you have to get both Critical Hit Rating and Surge just to make the stats effective. These changes include: The four primary stats Strength, Willpower, Cunning, and Aim have all been replaced by a single stat called Mastery. For all intents and purposes, Mastery acts identically to the primary stat it replaced.Endurance now gives slightly more health per point once you hit level 65. We felt that health totals were a little low compared to offensive output.The stat Surge has been removed. Surge has now been rolled into the Critical Rating stat. This means that Critical Rating now determines both your chance to critically hit, and the damage bonus you receive when you critically hit. Due to this change we have tweaked the values that this rating converts into. Generally an equal rating prior to Fallen Empire will result in less critical hit chance and damage from before, but this is simplified by only having one rating.To ensure that Critical Hit Chance is never a wasted stat, any abilities that automatically critically hit now convert any Critical Hit beyond 100% into additional critical damage.Base weapon accuracy has been increased from 90% to 100%. All non-basic attacks already had 100% Accuracy, so this change brings basic attacks up to par.Lastly, we have rearranged how we distribute ratings on items. Now, Power and defense share the first rating slot on modifications, while the rest of the stats (Accuracy, Alacrity, Critical, Absorb, and Shield) will share the second rating slot.Sith Warrior/Jedi Knight New Active Ability: Mad Dash/Blade Blitz! Dash forward 20 meters, dealing weapon damage to enemies in your path and increasing your defense chance by 100% while dashing. Cannot be used while immobilized or hindered. Has a 45 second cooldown, and can be attained at level 61.Master Strike has been renamed Blade Dance. The Jedi Knight's Master Strike ability has been renamed "Blade Dance" because Soresu Form reduces the Focus gained by "Strike" abilities (Strike, Sundering Strike, and Warding Strike), but Master Strike does not generate or cost Focus—so its name is out of place with the conventions of the rest of the class. No change needs to be made for Sith Warriors who gain Rage with "Assault" abilities (as Ravage does not contain the word “Assault” in it).Marauder/Sentinel Annihilation/Watchman New Passive Skill: Devious Wounds/Smoldering Burns! Annihilate/Merciless Slash makes your bleeds/burns deal 5% more damage for 4.5 seconds after you activate it.Carnage/Combat New Passive Skill: Bloody Slashes/Burning Slices! Ravage/Blade Dance stacks a bleed/burn on the target (stacks up to 3 times). Each time Ravage/Blade Dance deals damage it will add a new stack to the bleed/burn. Deals damage when applied, each time a stack is added, and every 3 seconds for 9 seconds after Ravage/Blade Dance finishes adding stacks.Fury/Concentration New Passive Skill: Furious Rage/Centered Focus! Furious Strike/Concentrated Slice make your next Raging Burst/Focused Burst or Smash/Force Sweep deal 15% more critical damage.Utility Tier 1 - Skillful New Utility: Unflinching Determination/Unwavering Resolve! Saber Ward grants immunity to stuns and incapacitating effects (fear, sleep, blind, etc.) for 6 seconds after you activate it.Tier 2 - Masterful New Utility: Thirst for Rage/Inspired Focus! Bloodthirst/Inspiration instantly grants 12 Rage/Focus when used.Tier 3 – Heroic New Utility: Through Victory/Cut Loose! Mad Dash/Blade Blitz can be used while immobilized and purges immobilization and slow effects when activated.Juggernaut/Guardian Immortal/Defense New Passive Skill: Defensive Slashes/Defensive Swings! Ravage/Blade Dance grants a stacking increase to defense chance with each hit (stacks up to 3 times). Each stack increases defense chance by 2% (up to 6% with 3 stacks). This effect lasts for 6 seconds (and each hit refreshes the duration - so it lasts 8.7 seconds total while scaling up to full strength, with no alacrity – and the full strength portion lasts a full 6 seconds)Vengeance/Vigilance New Passive Skill: Bloodmaster/Burnmaster! Each bleed/burn you have active on an enemy target increases the damage you deal with bleeds/burns by 3%. This effect only stacks once per bleed/burn type (up to 3 times). For example, you can only get one from Shatter/Plasma Brand, one from Eviscerate/Burning Purpose, and one from Draining Scream/Burning Blade, so you would not benefit 8 times if you had Shatter/Plasma Brand on 8 different targetsBloodmaster Ability tooltip for clarity: For each of your bleeding effects active on an enemy target, you deal 3% more bleed damage, up to a maximum of 9% more bleed damage while Shatter, Draining Scream, and Eviscerate are each bleeding a target.Rage/Focus New Passive Skill: Enveloping Rage/Protective Focus! Raging Burst/Focused Burst and Smash/Force Sweep grant 5% damage reduction for 6 seconds.Utility Tier 1 - Skillful New Utility: Unshackling Rage/Focused Freedom! When activated, Enrage/Combat Focus removes movement-impairing effects (immobilizes and slows) and increases the Juggernaut's/Guardian’s movement speed by 50% for the next 6 seconds.Tier 2 - Masterful New Utility: War Bringer/Ardent Advocate! Force Charge/Leap enables your next Vicious Throw/Dispatch to be used on a target with any health level for 15 seconds after activation.Tier 3 - Heroic New Utility: Through Victory/Cut Loose! Mad Dash/Blade Blitz can be used while immobilized and purges immobilization and slow effects when activated.Sith Inquisitor/Jedi Consular Phase Walk has moved into the Inquisitor/Consular base class, granting its use to Sorcerers/Sages as well. It can be trained/granted at level 61.Assassin/Shadow New Ability: Phantom Stride/Shadow Stride! 30 meter range, no Global Cooldown (GCD). 30 second cooldown. Use the Force to move through time and space, appearing at your enemy target and increasing your movement speed by 75% for 3 seconds. Does not break Stealth. Cannot be used against targets in cover. Requires a Double-Bladed Lightsaber or Electrostaff.Darkness/Kinetic Combat New Passive Skill: Dark Bastion/Kinetic Bastion! Reduces the cooldown of Dark Ward/Kinetic Ward by 5 seconds and increases the shield chance it provides by an additional 3%. Shielding an attack while Dark Ward/Kinetic Ward is active has a 20% chance to restore a charge and increase its active duration by 1 second. In addition, Dark Bulwark/Kinetic Bulwark can build 2 additional stacks.Deception/Infiltration New Passive Skill: Amped Voltage/Fracturing Force! Increases the damage dealt by Surging Charge's/Shadow Technique’s Discharge/Force Breach by 5%. Additionally, activating Phantom/Shadow Stride while Surging Charge/Shadow Technique is active builds 3 Static Charges/Breaching Shadows.Hatred/Serenity New Passive Skill: Languishing Lashes/Atrophying Attacks! Dealing melee damage increases the critical chance of your damaging periodic effects by 10% for 10 seconds.Utility Tier 1 - Skillful New Utility: Snaring Slashes/Strikes! Thrash/Double Strike, Voltaic Slash/Clairvoyant Strike, and Lacerate/Whirling Blow reduce the movement speed of the targets they damage by 30% for 6 seconds.Tier 2 - Masterful New Utility: Speed Surge/Kinetic Acceleration! Shock/Project, Ball Lightning/Psychokinetic Blast, Crushing Darkness/Mind Crush, or Demolish/Vanquish increase your movement speed by 50% for 9 seconds. This cannot occur more than once every 18 seconds.Tier 3 - Heroic New Utility: Phasing Phantasm/One with the Shadows! You can use Phantom/Shadow Stride while immobilized, and it purges immobilizing and slowing effects when used.Sorcerer/Sage Corruption/Seer New Passive Skill: Secrets of the Dark Side/Erudite Mender! Increases the healing done by Roaming/Wandering Mend by 5% and reduces the Force it consumes by 10.Lightning/Telekinetics New Passive Skill: Fulgurous Fortification/Telekinetic Refuge! Lightning Bolt/Telekinetic Burst stacks damage reduction on the Sorcerer, stacks up to 3 times lasting 10 seconds. Each stack provides 3% damage reduction.Madness/Balance New Passive Skill: Fulminating Current/Psychokinetic Torrent! Force Lightning/Telekinetic Throw stacks up to 4 stacks of an effect that increases the Critical chance of your periodic effects by 2% per stack.Utility Tier 1 - Skillful New Utility: Dark Speed/Benevolent Haste! A completed Dark Heal activation increases your target’s movement speed by 50% for 6 seconds. This cannot occur more than once every 12 seconds.Tier 2 - Masterful New Utility: Dizzying Force! When Whirlwind/Force Lift ends, target's accuracy is reduced by 20% for 8 seconds.Backlash/Kinetic Collapse has been moved from Tier 2 up to Tier 3. Tier 3 - Heroic New Utility: Shifting Silhouette/Ethereal Entity! Reduces all area of effect damage taken by 30%. In addition, using Phase Walk to return to its marked location grants Shifting Silhouette/Ethereal Entity, keeping you from being leapt to or pulled and making you immune to interrupts and ability activation pushback for the next 6 seconds.Conspiring Force/Confound has been moved from Tier 3 down to Tier 2.Imperial Agent/Smuggler Operative/Scoundrel New Ability: Holotraverse/Trick Move! Supercharge your stealth generator, quickly moving you to a friendly or enemy target and increasing your movement speed by 75% for 3 seconds. Does not break stealth, cannot be used against enemy targets in cover, has a 45 second cooldown, and is off of the Global Cooldown.Medicine/Sawbones New Passive Skill: Enduring Kolto/Prolonged Prescription! Increases the duration of Kolto Probe/Slow-release Medpac by 3 seconds (granting one extra activation of healing before it needs to be refreshed or falls off), and makes Stim Boost/Pugnacity grant a 15-second-long buff that causes your next Kolto Infusion/Pack or Kolto Injection/Underworld Medicine to activate instantly (it gets consumed when you use Kolto Infusion/Pack or Kolto Injection/Underworld Medicine).Concealment/Scrapper New Passive Skill: Prey on the Weak/Pierce and Batter! Laceration/Sucker Punch deals 5% more damage to targets affected by your Acid Blade/Flechette Round. You get this new passive earlier than usual (at level 48), because we want the levelling experience to be better for Concealment/Scrapper. Additionally, we are granting Volatile Substance/Blood Boiler earlier, and replacing Shiv/Blaster Whip with Veiled Strike/Bludgeon later, as we needed to move two passive skills that buff Veiled Strike/Bludgeon to the end of the Discipline path for these changes to all make sense together.Lethality/Ruffian New Passive Skill: Acidic Compounds/Sharpened Materials! Corrosive Grenade/Shrap Bomb gets a 10% chance to explode twice, and Toxic Blast/Sanguinary Shot deals 5% more damage.Utility Tier 1 - Skillful New Utility: Curbing Shots! Overload Shot/Quick Shot and Carbine Burst/Blaster Volley slow the targets they damage by 40% for 6 seconds.Tier 2 - Masterful New Utility: Fortified Kolto/Supplemented Medpac! Each stack of your Kolto Probe/Slow-release Medpac increases your damage reduction by 3%, stacking up to 6%. This damage reduction is not conveyed to the target of your Kolto Probe/Slow-release Medpac.Tier 3 - Heroic New Utility: Circumvention/Sleight of Foot! Allows Holotraverse/Trick Move to be used while immobilized, and it removes immobilizing and slowing effects when used.Sniper/Gunslinger New Ability: Imperial Preparation/Bag of Tricks! Resets the active cooldown on Evasion/Dodge, Countermeasures/Surrender, Shield Probe/Defense Screen, Cover Pulse/Pulse Detonator, Entrench/Hunker Down, and Covered Escape/Hightail It. This ability has a base cooldown of 3 minutes and is off of the Global Cooldown.Marksmanship/Sharpshooter New Passive Skill: Marksman's Finesse/Sharpshooter's Touch! Snipe/Charged Burst grants Marksman's Finesse/Sharpshooter's Touch, increasing the armor penetration and damage dealt by your next Followthrough/Trickshot by 10%. Stacks up to 2 times.Engineering/Saboteur New Passive Skill: Field Command/Conflagration! Increases the critical chance of your Area of Effect abilities by 15%.Virulence/Dirty Fighting New Passive Skill: Caustic Substances/Gushing Wounds! Weakening Blast/Hemorrhaging Blast deals 5% more damage and Corrosive Grenade/Shrap Bomb has a 10% chance to deal its damage twice whenever it harms a target.Utility Tier 1 - Skillful New Utility: Pulse Screen! Cover Pulse/Pulse Detonator increases your chance to resist Force and tech attacks by 20% for 6 seconds.Calculated/Hot Pursuit is now Tier 1 (instead of Tier 2). Tier 2 - Masterful New Utility: Lumbering Impact! Shatter/Flourish Shot slows the target by 50% for the duration of the trauma effect (meaning the duration can be increased by other skills that boost the Trauma duration).Reestablish Range/Reset Engagement is now Tier 2 (instead of Tier 1). Tier 3 - Heroic New Utility: Over-prepared/Perfect Scheme! Reduces the cooldown of Imperial Preparation/Bag of Tricks by 30 seconds (from 3 minutes down to 2 min 30 sec), and when you activate Imperial Preparation/Bag of Tricks, your damage reduction is increased by 10% for 10 seconds.Bounty Hunter/Trooper Hydraulic Overrides/Hold the Line’s cooldown has been increased to 45 seconds (up from 30). With Jet Charge/Storm becoming baseline for Powertechs/Vanguards and the addition of Rocket Out/Propulsion Round for Mercenaries/Commandos, Bounty Hunters/Troopers will no longer rely so heavily on Hydraulic Overrides/Hold the Line for their mobility needs.Powertech/Vanguard Jet Charge/Storm is now trainable by all Powertechs/Vanguards at level 22. Jet Speed/Blitz has been removed from the baseline version of this ability, and has been added as a utility choice instead.Shield Tech/Shield Specialist New Ability: Translocate/Transpose! Swap places with a group member and bestow a benign presence upon them for up to 6 seconds. Targets with a benign presence are ignored by most enemies, cannot be leapt to or pulled, and are immune to interrupts and ability activation pushback until they use an aggressive or healing ability. This has a 1.5 second activation time and a 90 second cooldown.New Passive Skill: Heated Absorbers/Energized Absorbers! Heat Blast/Energy Blast increases Shield Absorption by an additional 5% (making it a total of 30%, once you get this skill)Jet Charge/Storm is no longer specific to Shield Techs/Specialists; instead, all Powertechs/Vanguards will get it at level 22.Pyrotech/Plasmatech New Passive Skill: Perilous Flames/Hazardous Heat! Increases the critical chance of Immolate/Fire Pulse by 10%.Advanced Prototype/Tactics New Passive Skill: Energy Burn/Cell Burn! When Energy/Cell Burst damages a target, it leaves them burning for elemental damage over 3 seconds.Utility Tier 1 - Skillful New Utility: Neural Delay! Neural Dart slows the target by 50% for 6 seconds (allowing for a 30 meter range utility that slows the target, should the player choose to take it).Iron Will now reduces the cooldown of Hydraulic Overrides/Hold the Line by 10 seconds (up from 5 seconds), due in part to the increase of the base cooldown of Hydraulic Overrides/Hold the Line.Tier 2 - Masterful New Utility: Explored Area/Surveyed Terrain! Stealth Scan increases the movement speed of all allies within the scan area, excluding yourself, by 50% for as long as they remain within it and for 6 seconds after it expires or they leave the area.Tier 3 - Heroic New Utility: Jet Speed/Blitz! Activating Jet Charge/Storm grants Jet Speed/Blitz, increasing movement speed by 30% for 4 seconds. The duration of Jet Speed/Blitz is refreshed if attacked while it is active.Mercenary/Commando New Ability: Rocket Out/Propulsion Round! Jet/Fire a specially designed propulsion round to launch yourself backward 20 meters, gaining immunity to controlling effects while jetting/launched. Cannot be used while immobilized or hindered. This ability has a 20 second cooldown.Bodyguard/Combat Medic New Passive Skill: Peacekeeper/Frontline Medic! Increases the healing done by Kolto Missile/Bomb and Progressive Scan/Successive Treatment by 5% each.Arsenal/Gunnery New Passive Skill: Honed Lock/Supercharged Barrel! Each stack of Tracer Lock/Charged Barrel now also increases the critical chance of the next Rail Shot/High Impact Bolt or Rapid Scan/Medical Probe by 3%.Innovative Ordnance/Assault Specialist New Passive Skill: Surging Shots/Boosted Bolts! Each time you deal periodic damage, you gain 1 charge of Surging Shots/Boosted Bolts, which increases the damage dealt by your next Power Shot/Charged Bolts or Sweeping Blasters/Hail of Bolts by 1% per stack. Stacks up to 10 times. Power Shot/Charged Bolts consumes all charges when it deals damage and Sweeping Blasters/Hail of Bolts consumes the stacks when the channel ends.Utility Tier 1 - Skillful New Utility: Adhesive Supplements/Sticky Mods! Power Shot/Charged Bolts and Tracer Missile/Grav Round slow their target by 40% for 6 seconds.Tier 2 - Masterful New Utility: Supercharged Defense! Activating Supercharged Gas/Cell increases the Merc's/Commando's defense chance by 15% for 10 seconds (affects melee, ranged, Force, and tech attacks)Tier 3 - Heroic New Utility: Smoke Screen! Rocket Out/Propulsion Round generates a Smoke Screen when used, keeping you from being leapt to or pulled and making you immune to interrupts and ability activation pushback for the next 4 seconds.Crew Skills General Crew Skill Changes The Crafting skill “groups” have been removed and are no longer needed to improve your Crafting skill. Example: when you hit 400 Crafting skill, you do not need to visit the trainer to move the cap up to 450.All Crafting has been organized into 8 Grades. All existing Items and Missions have been adjusted to fit into these Grades. Here is a detailed breakdown:Grade 1: Level 10-16: 0-80Grade 2: Level 16-24: 80-160Grade 3: Level 24-32: 160-240Grade 4: Level 32-40: 240-300Grade 5: Level 40-46: 300-350Grade 6: Level 46-51: 350-400Grade 7: Level 51-55: 400-450Grade 8: Level 55+: 450-500Crafting Skill Changes Every Crafting Skill has received new patterns that will fall into one of the 8 Grades. With this change, all existing Schematics that are not part of Fallen Empire have been moved to the “Archives” category in your crafting window.Nearly all schematics require a new Premium (green) crafting material called a Component. This new Component is made by combining two existing crafting materials along with two vendor purchased materials, all of which are of the same Grade as the component. A unique Component exists for each skill and each Grade.There are no longer any Premium (green) items to craft. All craftable items now start as Prototype (blue) quality.Training costs for all schematics have been greatly reduced.Material requirements for nearly all craftable items have been changed.Reverse Engineering items no longer gives a random item. Instead, the item reverse engineered will give an improved version of that item.The chance to get an improved item from Reverse Engineering has been increased.All crafted armor is now Adaptive.In most cases, Crafting times have been greatly reduced.Augments have been reduced to 8 tiers. The MK8 Augment Kit is now the highest Augment Kit. Existing MK9 and MK11 Kits have been turned into MK8 Augment Kits.Armorings can no longer be crafted by Cybertechs.New Resistive Armorings (Endurance) are now exclusive to Armormech.New Versatile Armorings (Mastery) are now exclusive to Synthweaving.Enhancements can no longer be crafted by Artificers, and are now exclusive to Cybertechs.Due to the Primary Stats being converted to the Mastery Stat, the following changes have been made to Augments:Armormechs can now craft Shield, Absorb, and Mastery Augments.Synthweavers can now craft Alacrity, Defense, and Critical Augments.Armstechs can now craft Accuracy, Endurance, and Power Augments.All previously reusable Biochem Consumables are no longer reusable.All low level Biochem stimulants have been improved! Their duration is increased to 8 hours and they are now made in batches of 6-8 depending on the type.Droid Armor has been removed from the game, as all companion armor is now strictly for appearances, and droid appearances are not modified by their armor.All previously reusable Cybertech grenades are no longer reusable. They are now more powerful than their Prototype equivalent.Elder Game Crafting All Modifications acquired from Operations can be Reverse Engineered for their Schematics.Operation Gear can no longer be Reverse Engineered.Crafters can now make gear equivalent to Story and Hard Mode Operations gear:This gear can be acquired from their respective Trainer.This crafted gear, when Reverse Engineered is equivalent to Story Mode Operations gear.When this Story Mode equivalent gear is Reverse Engineered, a player can acquire the schematic to craft Hard Mode Operations equivalent gear.This new gear has a guaranteed Reverse Engineer chance.This new gear is sellable & tradable.This new gear requires a new Crafting material that can only be acquired by completing your personal Conquest goals.This gear does not have set bonuses.Relics cannot be crafted in this method.Harvesting and Mission Skill Changes All unlocked Crew Skill Missions are now fully visible and no longer randomized.Crew Skill Mission unlocks have been aligned with the new Grade system from above.Crew Skill Missions will now grant slightly more materials than they did previously.Harvesting Nodes can now be harvested regardless of your skill level.Harvesting Nodes will now grant Skill Increases regardless of the Node or your skill level.Harvesting Nodes grant different amounts of materials based on the player’s skill level. Players that are below the skill level of the node will receive fewer materials, and those higher than the node will receive more.All Harvesting Nodes now have a chance to grant both sets of materials for their respective Grade.Archaeology Crystals now grant Fragments and Crystals in addition to Color Crystals.The completion time for Crew Skill Missions has been greatly reduced.Crafting Material Removal The following materials have been removed from the game. Any removed material in a players’ possession has been replaced with its equivalent counterpart. Flashpoints +Operations General All Flashpoints and Operations have been level adjusted and have their rewards updated.Nightmare Eternity Vault and Karagga’s Palace have been removed from the game.Companions are less likely to follow Valk and Jos Beroya up to their perches in the Blood Hunt Flashpoint.Solo Mode The following flashpoints are available in Solo Mode at the indicated level. All solo mode Flashpoints can now be repeated as often as you’d like per day. The Flashpoints prior to Assault on Tython are available in solo mode for the first time! Tactical Mode The following Flashpoints are also available in Tactical Mode starting at Level 10. The Flashpoints prior to Kuat Drive Yards are available in Tactical Mode for the first time! Hard Mode The below flashpoints are available in Hard Mode starting at Level 50, and will require a balanced group of 4 Players to succeed. The flashpoint Red Reaper is available in Hard Mode for the first time! Operations Story Mode Operations are now available for all players starting at Level 50, and the Bolster previously applied through Group Finder is now be available in all Story Mode Operations. Hard Mode and Nightmare Mode Operations (where applicable) are available for Level 65 players. Below is a list of all the now available Operation content: High-Priority Target Hard Mode Operation Every week, a different Hard Mode Operation will be selected as a High-Priority Target, and grant greater rewards. To see which Operation is designated, check the Target Analysis Computer on the Gav Daragon and the Ziost Shadow.Group Finder Tactical Flashpoints - Starting at level 10, players will be able to queue for the Esseles and Black Talon, and then from level 15 will be able to queue for any of the above flashpoints up to level 65.Hard Mode Flashpoints - Starting at level 50, players will be able to queue for all of the above Hard Mode Flashpoints.Story Mode Operations - Starting at level 50, players will be able to queue for one selected Story Mode Operation that will change daily.Star Fortress Unlock a brand new Flashpoint after Chapter IX! Liberate the occupied worlds of Alderaan, Belsavis, Hoth, Nar Shaddaa, Tatooine, and Voss by assaulting the Eternal Empire battlestation orbiting each planet and stem Zakuul’s far-reaching grasp around the galaxy!Coordinate with the local contacts on each world to build your Alliance’s strength.Each Star Fortress features 2 Difficulty Modes – [Solo] and [Heroic 2+].[Heroic 2+] Mode is unlocked by destroying a planet’s Shield Bunker.Build influence with Alliance Specialists to unlock unique combat-enhancing buffs and abilities during [Heroic 2+] Mode.Earn new decorations, mounts, achievements, and more!Graphics + UI Made art and layout polish and improvements on the Character Select and Character Creation screens.A new “Legendary Status” widget showing which class stories you have completed has been added to the Character Select screen.The camera on the Character Select screen has been pulled back to show more of the selected character.Players can now choose to create a brand new level 1 character or a boosted level 60 character from the Character Creation UI.Redesigned the UI Editor frames and text to be cleaner, sharper, and more translucent.Added “show grid” functionality with customizable x/y axis scaling to the UI Editor.Added “snap to grid” functionality to the UI Editor.Created a new default UI layout (“Advanced”), which is assigned to new Level 60 characters.Made tweaks to existing default UI layouts.The Companion bar has been updated to reflect simplified Companion design, and no longer expands into a secondary toolbar.The Group Finder window has been visually redesigned to be cleaner and more visually organized.Players may now save/load their keybinds from the Preferences window.Keybinds can now be previewed in-line, so you can compare different profiles without having to load them first.Added a new “Companions & Contacts” window, which may be accessed via the mighty fist on the main toolbar.The Companions & Contacts window can be collapsed into a “compact” view that shows only your Contact list.From the Companions & Contacts window, players can:Manage alertsManage your Companions and ContactsSummon CompanionsChange any companion’s current role (even if not currently summoned)View a character bios for your Companions and Contacts as well as your interaction history with themTravel to a Contact’s location by clicking the “Travel to Alert Location” buttonThe Crew Skills window has been changed to function solely as a Crew Mission queue; summoning is now done via the Companions & Contacts windowClicking “play” on a Chapter in the Mission Log or Mission Tracker now bring up the Chapter Launcher, which gives you an overview of the Chapter and lets you select which Companion to bring along (if applicable) before starting.A countdown timer can be viewed for next month’s Chapter by viewing it in the Mission Log or tracking it in the Mission Tracker.Inventory and Ability icons now have a mouseover pulse to improve visibility of your current selection.Added an animation that highlights newly unlocked abilities.Fixed an issue on multiple menus that caused the close (“X”) button to appear misaligned with the window frame.Fixed incorrect compression settings that resulted in many UI textures appearing overly compressed and low-res.Cinematic captions are now centered.Fixed mouseover hotspots on the conversation response wheel to be more accurate.Added soft shadows to captions and response text to improve legibility against bright and high-contrast scenes.Added a new “classic” cinematic system for Alliance NPC conversations.There are now separate mission icons for different mission types. See the Missions + NPCs section for full overview:Class story / World arc / Chapters (purple triangle)Repeatable Missions / Heroics (arrow triangle)Exploration Missions (star triangle)Side Missions / Other (gold triangle)Added a checkbox to the map that allows players to show/hide Exploration Missions.Updated map legend to show all new mission types and their associated icons.When under the effects of Level Sync, the level bar in the character display will change colors and show two values: your actual level, and your temporarily-adjusted level.Items + Economy Basic Commendations are now called Common Data Crystals.Elite Commendations are now called Glowing Data Crystals.Ultimate Commendations are now called Radiant Data Crystals.Existing Commendations have been converted to the appropriate Data Crystal at a 1:1 rate.Items purchased with Commendations have had their timers cancelled and are now Bound.A new pet, the Cyberglow Mewvorr, and a new Decoration, the Statue of Mandalore the Ultimate, have been added to the Collector's Edition Vendor in the VIP area of each Faction Fleet.All existing Modification required levels have been reduced to match the required levels of newly implemented Modifications.The Revan Holostatue vendor has been updated and now sells Class-specific Level 65 items for Common Data Crystals.The amount of credits dropped from defeated NPCs has been greatly reduced.Gift Fragments can now be used to purchase Gifts at the Companion Gift Vendor on either Fleet. These Fragments are no longer available from Missions.All Droid Gear have been changed into a “Valuable Droid Part” which sells for a decent amount of Credits to vendors.All old Operation Gear tokens have been changed into a Lockbox that contains Glowing Data Crystals (Old Elite Commendations).Missions + NPCs Knights of the Fallen Empire: Experience the epic new storyline at level 60! Travel to your ship and pick up the mission "Chapter I: The Hunt" to begin. Your mission starts with the explosive first chapter in the Knights of the Fallen Empire story arc. You'll pick up where the story left off after Ziost, delivered in all new episodic story Chapters. Each chapter can be completed solo or with a group of friends. There are a total of 9 chapters at launch and more chapters will be released in the following months. New Feature: Summon Group for Story Quest! We've made it even easier for you and your friends to play Knights of the Fallen Empire together. Once your group is formed and you are in a story phase, right-click on your player portrait and select "Summon Group for Story Quest ". Your group members will get a pop up informing them that they have been invited to your story. As soon as they accept the invite they will be teleported directly to your story phase. You still have full control over your story and all the choices made only affect your story. Mission Changes Story Missions Class Missions, planet story arcs, and certain Flashpoint Missions are now classified as Story Missions. Story Missions are easily identified in the world, on the map, and in your Mission Log by their purple Mission icons and text. With the Leveling Adjustments made in Game Update 4.0, Story Missions are the bare minimum that you need to complete in order to level from 1-60. Heroic Missions Nearly all Heroic Missions have been adjusted to be completed by groups of 2+. This means that most former [Heroic 4] missions have had their difficulties reduced. Barring a few exceptions, Heroic Missions no longer need to be turned in at an NPC or Mission Dropbox. On completion of the final step of a Heroic Mission, the completion dialog will appear immediately. The first step of each Heroic Mission gives you a Heroic Transport item. Using this item (from your Mission Items inventory or the icon next to the task in the tracker) will transport you to a safe location near the site of the mission. While Heroic Missions may still be acquired from NPCs in the field, you will also find a new Weekly Heroic Mission Terminal just outside of the spaceports of all planets up through Makeb. Accessing this terminal will allow you to easily acquire all the Heroic Missions for that planet. In addition, both the Republic and Imperial Fleets have a Weekly Heroic Mission Terminal that offers Heroic Missions for all planets. Additional Changes: Heroic Missions are now repeatable weekly.All repeatable Missions including Heroic Missions now have their own Mission icon: a gold triangle with arrows on it.[HEROIC] The Aurora Cannon is no longer as well shielded and does not require 4 Players to complete, however some assistance may be required to defeat the guardian of the core.Exploration Missions Most non-Story Missions have been reclassified as Exploration Missions and use a gold triangle mission icon with a star next to it. Visibility and acquisition of Exploration Missions is disabled by default, but can be easily toggled via a checkbox on the top right of the map screen. Exploration Missions still provide experience, Credits, and rewards, but they are not required to advance your story or to provide necessary leveling experience. Area Missions Area Missions have been converted into regular missions acquired by interacting with an object or NPC in the field. Daily Area Missions Missions in the daily areas (Black Hole, Section X, etc.) remain the same as before and are repeatable daily.Heroic Missions found in the daily areas remain repeatable daily. The quest steps and difficulty of these missions are unchanged.General Mission Changes Changes have been made to a number of existing missions to improve quality and facilitate other changes where necessary including: Task completion count adjustments. Bonus mission addition, removal, or adjustment. Map updates/changes. Location changes. Note: Due to the number and type of changes made, a majority of existing missions will be automatically reset to their starting step when this update goes live. Alliance System Work with famous heroes from across the galaxy to grow your Alliance and prepare to take on the Eternal Throne. Build Your Alliance - Work with Alliance Specialists like Hylo Visz, Doctor Oggurobb, and others to build and strengthen your Alliance, whose power will impact options elsewhere in the story.Cross-class Companions - Undertake Missions to find and recruit a variety of characters across the galaxy, including formerly exclusive class companion characters, with even more recruitment missions releasing alongside new Chapters.Choices that Matter - Based upon your decisions in recruitment Missions, many Companions may be refused, or even killed. Occasionally, your actions may even offend potential recruits such that they refuse you.Bug Fixes Fixed an issue that was causing assets to render in total darkness during the “Use an Escape Pod” step of the Bounty Hunter Class Mission “Number One with a Bullet.”Players starting the Shadow of Revan Mission chain on their ship now see their companions react more specifically to their relationship status.NPC Changes Some companions can now equip multiple weapon types: Gault Rennow now uses Blaster Rifles and Sniper Rifles.Kaliyo Djannis now uses Blaster Rifles and Sniper Rifles.Lieutenant Felix Iresso now uses Blaster Rifles and Sniper Rifles.Qyzen Fess now only uses Techblades.Zenith now uses Blaster Rifles and Sniper Rifles.T7-01 now only uses Blaster Rifles.Lieutenant Pierce now uses Blaster Rifles and Sniper Rifles.Corso Riggs now uses Blaster Rifles and Sniper Rifles.Risha now uses Blaster Rifles and Sniper Rifles.Aric Jorgan now uses Blaster Rifles and Sniper Rifles.Yuun now only uses Techblades.C2-N2 now only uses a single Blaster Pistol.2V-R8 now only uses a single Blaster Pistol.
  5. Reminder: For those were subscribers between AUG 10 - OCT 19, early access starts tomorrow. All servers will be down from 230AM PST until 8AM PST. You can follow their Twitter for updates. See you in game tomorrow.
  6. Please use my referral link as the first step in creating a new account or logging back in to an existing account. By clicking through the link to create an account or log in, you will be registered as my "Referral." Disclaimer: As friends join and become Subscribers, I earn rewards! I do recommend subscribing for these benefits: http://www.swtor.com/free/features
  7. AUSTIN, Texas – June 15, 2015 – BioWare™, an Electronic Arts Inc. (NASDAQ:EA) studio, and Lucasfilm revealed that a brand-new digital expansion, Star Wars™: The Old Republic™- Knights of the Fallen Empire, will be available for download on October 27, 2015. The largest story-driven expansion to date, Knights of the Fallen Empire marks a renewed focus on cinematic storytelling in Star Wars™: The Old Republic™ by introducing a new personal story arc where player choice will shape the journey. The expansion puts the player at the center of their own personal saga, playing as the Outlander, a veteran of the Great Galactic War. The player will come face-to-face with a new enemy, the Emperor of the Eternal Empire, only to discover that his dark destiny is tied to their own. The digital expansion will deliver on the hallmarks of what makes a great BioWare game: new worlds to explore, new companions to recruit into your alliance, and a dynamic story that players will be able to shape based on the choices they make. Knights of the Fallen Empire will launch with the first nine chapters of an evolving story, with new chapters releasing regularly to offer new challenges, fresh storylines, and an expanding cast of new characters to meet and join – or betray. The expansion will also raise the player level cap to 65, and includes a Level 60 character so players can immediately jump into the new story-driven content. The expansion will be available for free* to all subscribers of Star Wars: The Old Republic. In addition, with the launch of Knights of the Fallen Empire the original eight class stories from Star Wars: The Old Republic will be enhanced to deliver a more immersive and engaging single-player story arc for players old and new. Plus, end-game experiences inStar Wars: The Old Republic will be advanced, giving players the option to join with friends in a variety of multiplayer missions upgraded to Level 60+. As part of the announcement, BioWare is excited to unveil the “Knights of the Fallen Empire Rewards Program”. Between now and October 19, Subscribers can earn a collectible set of rewards each month that includes the Companion Nico Okarr, Nico’s Duster and Blasters set, and a Star Wars: Knights of the Old Republic-themed Swoop Bike. Players that collect all four rewards will receive as a bonus Early Access to Knights of the Fallen Empire beginning seven days prior to public release on October 20. For more information on the Rewards Program, visit: www.StarWarsTheOldRepublic.com/fallen-empire/rewards. Star Wars: The Old Republic is a Free-to-Play*, award-winning MMO set thousands of years before the classic Star Wars™ movies. Players team up with friends online to fight in heroic battles between the Republic and Empire, exploring a galaxy of vibrant planets and experiencing visceral Star Wars combat. Now players can experience the complete storylines of the eight iconic Star Wars classes, without having to pay a monthly fee. The Free-to-Play option complements the existing subscription offering, providing greater flexibility in how to experience Star Wars: The Old Republic. For more information on the Star Wars: The Old Republic Digital Expansion, Knights of the Fallen Empire, please visit www.StarWarsTheOldRepublic.com/fallen-empire. Visit www.StarWarsTheOldRepublic.com/play-free to try the game today.
  8. I have heard good things so I have transferred to the server Bastion to restart our guild. Will be playing through again. loved the game, and really miss an MMO. We will roll SITH! Name in game: LordJerith and JerithPrime (ADD ME!!) Anyone want to join me?
  9. _____ HuttBall 101 _____ http://www.swtor.com/media/trailers/huttball Greetings space beings! Giradda the Hutt has reviewed your recent participation in HuttBall! He is most displeased in the performance of some of you and thus has sanctioned a HuttBall Guide. As his once esteemed translator, I have been tasked... I mean privileged to present to you the following information: What is HuttBall?____________ HuttBall is a warzone in Star Wars: The Old Republic. In this warzone two groups of players team up and verse each other in a match of supremacy. The winner of the match is the first team to score 6 times. In the event that no team scores 6, the team which scores the most in 15 minutes wins. HuttBall is a unique warzone, it is the only warzone in Star Wars: The Old Republic that allows teams from the same faction to play against each other. This allows for Republic vs. Empire, Republic vs. Republic, or Empire vs. Empire matches. Despite the early speculation, there is no way for Republic and Empire players to play on the same team. HuttBall takes place in a map called "The Pit." The map fittingly features two large pits that must be crossed to complete objectives. On this map the ball spawns in the center. The only paths from the ball to the goal-lines are a system of ramps and scaffolding which run from the center of the map over the pits to the goal area. A player may cross an upper or lower scaffolding or force leap up from the pit. These 3 ways are the only ways for a player to score a goal while carrying the ball. In addition to carrying a ball, a player may pass the ball to teammates or be "pulled" across the pit from class specific skills. How is HuttBall played?____________ HuttBall is played by two randomly assigned teams: Team RotWorms - RotWorms are represented by the team color Purple. Image Here Team FrogDogs - FrogDogs are represented by the team color gold/yellow. Image Here HuttBall is played much like American Football. Teams take possession of the ball and advance the ball by running (carrying) or by throwing (passing). To take possession of the ball a player can click it (if it is a neutral ball spawned in the center of the map) or by killing the opposing enemy player carrying the ball. Once a player carries the ball over the opposing teams goal-line they have completed a score and the ball is reset in the center of the map. This declares the ball a "neutral ball" and the first player to click it takes possession of it. The Ball http://img215.imageshack.us/img215/3038/huttball2.jpg http://img406.imageshack.us/img406/2452/huttball.jpg The User Interface The time remaining (Each match lasts 15 minutes unless a team scores 6) The team who has possession of the ball (indicated by a ball in the circle) The current score (First to 6pts) Which team the player is on (FrogDog Yellow / RotWorm Purple) PRO-TIP: When you carry the ball your speed is decreased greatly. Always look to pass ahead to speed a score. Got turned around? The End-zones are color coded via large yellow or purple hexagons and feature a massive display of a FrogDog or RotWorm which tells you whose endzone it is. You need to bring the ball to the OTHER TEAMS endzone. You know if you are going the right way by bringing up the map. It will feature arrows and a triangle quest completion symbol. The current ball handler will have a Purple or Yellow light beam and the ball rotating overhead. Image example here:http://img338.imageshack.us/img338/2267/ballcarrier.jpg Hazards This map features 3 types of "Hazards:" Fire Pit - These spots on the map are on timers. They are on the scaffolding and prevent a player from running all the way through the scaffolding without stopping to wait for the fire to stop. Keep an eye on the pit as you cross it. If the pit begins to glow red/orange it is about to spew fire. The Fire inflicts SERIOUS damage and should never be crossed while it is up. Acid Pit - The large green pits at the end of the lower ramp are acid pits. If you walk into them they will kill you in a matter of a few seconds. You must jump over them (need speed boost) or go around them. The Acid inflicts SERIOUS damage and should never be crossed although if necessary a player can survive in the acid a bit longer than the fire hazard. The Acid Pit will also cause a slow effect on your character so one cannot simply run through it without dying. Air Lifts - There are 2 large Air Lifts on both ends of the center area. These will toss the player who steps on them high into the air. The effect is random and the result will drop you off somewhere in the center of the map. If you are really lucky, you may end up on the upper scaffolding in the right direction. The fall from the Air Lift itself causes no damage, although you can fall into the acid or fire pits. Helpers This map features 3 types of "Helpers:" Speed Boost - The speed boost power-up is located in the center of the pit on each side of the map. These power-ups allow your character to move very quickly for a short period of time. This power-up is best used to get out of the pit area. Heal/DPS Buff - This power-up will increase the damage and heal amount a player deals for a short period of time. These are located near the main level ramp on both sides of the map. Heal Buff - This power-up is an instant heal. It is located in 4 spots on the map just to the corner of the exit ramps of the pits. How do I win at HuttBall?____________ A proper game of HuttBall is played in 3 Phases which repeat with each score: Phase 1 - "The Opener" In the opener the goal is to get to the ball. If the opponent has possession of the ball it should be your primary goal to get it back. The only way to do this is to kill the ball handler. Phase 2 - "The Mid Game" The mid game persists throughout the entire game. Here the teams fight for control of the ramps, power-ups, ball spawn and enemy spawn. It is PARAMOUNT that teams stay out of pit while attempting to put enemies into the pits. Ranged classes should place themselves in a way to dominate the upper ramps. All players should attempt to reason what they are doing at all times... is this a time to: Run, Pass, Attack, CC or Heal? Phase 3 - "The End Game / Scoring" To score a team must advance the ball. This takes enemy awareness (don't charge for a cap if recent enemy deaths have placed a large number of them between you and the goal). Ability awareness (don't charge for a cap if your knock-backs, burst speed, saberward isn't ready yet). Teammate awareness (ALWAYS look ahead to pass the ball up to ramps above you, or down to the goal. NEVER hold onto the ball when you have a team-mate ahead of you, even if it looks like you might make it across the goal safely.) Endzone finishes (run up lower ramp, force leap from the pit, get pulled up from the pit from a Sage, run up the upper ramps, transfer from upper ramp to lower ramp at back corner end (fastest walking path). After each score a team must quickly transition back to Phase 1. If a team gets stuck in Phase 2 (pvping randomly around the map) they will quickly find themselves with a loss. Why do I lose at HuttBall?____________ Generally speaking if you find yourself not winning many matches, likely there is something you are doing incorrectly. Ask yourself these questions: Are you going into the pits? Are you going along the sides of the map and running into dead ends at the fences? Are you going the wrong way with the ball? Are you ignoring the ball handler? If you are not making the above mistakes, you should consider your passing game. Passes are the make it/break it element of HuttBall. Passes are either completed, intercepted or incomplete causing a neutral ball. In situations where there are no teammates to pass to (and you are about to die) it is often better to throw the ball away (called intentional grounding) then to let the enemy kill you and take the ball. PRO TIP: Another alternative pass is to pass the ball to an enemy who is about to die, this will cause the ball to come right back to your teams closest member or reset to a neutral ball if no member is nearby. What if you mastered passing and you still have a hard time coming away with a win? It could be that your team is being out played. Teams who master various techniques on the field will find that matches are easier to win. While some techniques (force leaping out of the pit, force lifting a ball carrier over fire and so on) will greatly improve your odds; there are no techniques that will guarantee a win. The best thing you can do is to maximize your chances is by avoiding bad practices. Generally there are 5 common bad practices with HuttBall: Predictable Paths - The ONLY way to win at HuttBall is to change the path your team takes to a score. If you take the same path more than once, the chances are the enemy will adapt and block your score. Untimely CC - Nothing is worse than a score from an enemy who is CC immune. Each player can only be held in place with CC for so long... their resolve bar will fill up and then those same CC attacks will have no affect on them. IT IS VERY IMPORTANT to save CC for when a player gets close to a score. In this way you can knock them into the pit below or hold them in fire, otherwise the only way to stop them is via pure DPS. Ball Hog - Not passing as you get closer to the goal. The best practice is to pass more as you approach the goal. On paper this seems simple enough, although in practice it often is just not done. So many times I have seen players hold the ball and attempt to cross the line rather than pass, because of the threat of a score they are often over-focused for dps and killed just short of the line. Staying with the Ball Handler - Contrary to popular belief, it is not always best to stay right with the ball carrier. For example, some players will need to be closer to the ball respawn after a score to make sure you can score again. Some players will need to play defense, some players should be going ahead of the ball carrier to clear a path and take passes. The goal to getting a goal is to spread the map and make sure the ball carrier has many options. Gadget Play____________ Gadget Play (also known as a trick play) uses deception and unorthodox strategies to fool or otherwise "trick" the opposing team. Please note that although these plays can be very effective, they do come with some risk and have potential for an opposing teams big gain or even score. When to use a Gadget play... well these plays are effective BECAUSE they are not used every time you touch the ball. For example if your team always passes immediately after the grab, the opposing team will quickly catch on and intercept or kill the receiver. For that reason, these plays only tend to work if they are unanticipated. For best results, I recommend never using the same gadget play twice in one match. Here are some Bread and Butter Gadget plays that all teams should familiarize themselves with. They WILL be used at some point in a match and the prepared team will know how to take advantage of them for a score or stop: The Pit-Leap - The first rule of HuttBall is never go in the pit right? Well this concept can create an easy score for your team. First get the ball, then get the attention of the other team. Head right into the pit below their goal, then kill one of the enemy team. If you time this right someone should spawn shortly and come from above the enemy goal line. Using Force Leap, you can jump up and out of the pit to the targeted player leaving the enemy down in the pit for an easy score. Some classes have the ability to leap out of the pit to a team-mate instead, although this requires a team-mate to goto and stay at the goalline which is a dangerous place to hang out. The Rescue-Pull - A little known Jedi Consular Sage ability allows you to bring a teammate right to your location. This tactic is best used like the Pit-Leap, where the ball handler takes the ball into the pit. While the enemy has focus on the ball handler, the JC goes to the goal area. Then the JC will use Rescue to pull the ball handler out of the pit to the goal area for an easy win. The Scaffolding Gap - The most direct route to the goal from the ball spawn is first up the ramp for the upper scaffolding then a gap transfer (jump down) to the lower scaffolding just as the upper scaffolding makes a right turn. In this way you create a misdirection that will cause the enemy to head for the upper scaffolding ramp. The added advantage is that the fire pit on the lower and upper scaffolding are on different timers. This allows the player to decide to finish on the upper area, or if the fire is up to transfer to the lower ramp and run across the inactive fire pit. Quick grab - The fastest class to the ball is the Jedi Consular / Sith Inquisitor which can right straight ahead out of the start and then use their burst speed skill to jump clear over the acid for a quick grab. To stop this prepare to use ranged CC on them so your other classes have time to grab. Kock-back / Hazard death - There is little anything more satisfying than using CC to kill an enemy. There are a number of different CC abilities although the 2 best for this technique are the ones that knock-back or those that hold an enemy in place. Time your hold so that you stop a player just as they try to cross the fire pits or as they leap over acid. If they are CC'd long enough the fire will come on and kill them. You can also knock them back into the fire or acid if they run out. Remember to attack them at range after the cc expires to make sure for a quick kill if they survive the hazard. Smear-the-carrier - Often you can rack up big objective points by passing the ball to an enemy who you are about to kill. They will take possession of the ball then die making the ball go back to your team. Make sure to only do this when you have someone near them or the ball will reset at center as a Neutral ball. Pit Recovery - Often you will find yourself on the scaffolding and under attack from multiple sides. If you are getting very low on health and it is clear you cannot pass the ball or score, the best bet is to jump down into the pit. If you die this will delay the enemy as they will have to carry the ball out of your pit and all the way to the other side of the map. If you do not die grab the speed boost in the center and burst run to the pit exit ramp. Then grab the heal boost and run for the ramps for try number 2 with full health and good distance between the other team and you. Reverse - This play is executed by two players who run on the lower and upper ramps separately. If one takes damage they toss the ball down (or up) to the other member. Because the timers of the fire pits on the ramps are different for upper and lower, one player will be able to advance at all times. Use this advantage to pass the ball up and down until someone has a clear run at the goal. Tips and Tricks____________ Here is a small list of various tips to give your player a competitive edge over others in the warzone. Feel free to suggest others using the thread below: Positioning: Standing right on the edge of ramp will sometimes cause Sith/Jedi players who force leap to you to fall off the edge rather than land on the ramp next to you. Non-cover classes can still utilize the cover scattered across the map by standing behind them. This includes the Pillars around the fire pits and boxes on the ramps. Use these to put Line-of-Sight between you and attackers. Get up high and hold your ground. This warzone can also be nicknamed "King of the Hill." The player that dominates the ramps/scaffolding dominates the game. Quick Kills: Utilize the fire and acid, knock enemies into it. CC them as they cross to hold them over it. Stand at the edge of the acid and pull an enemy to you. If you are positioned correctly they will fall in the acid. Continue to damage them for easy fast kills. (Works really well on the ball carrier). Quick Heals: Always use your out of combat heal when it is ready. Even if you only have a little health missing, your out of combat heal will regenerate your force/ammo as well. Be aware of the power-ups in the corners of the map. These will restore most of your health. If you are at full health and the enemy is near them, it is sometimes best to take them to prevent the enemy from using them. STIMS! STIMS! STIMS! - after every match (win or loss) you can buy heal stims and damage/heal increase stims from the pvp vendors. Make sure to use these. They are on a separate timer from PVE stims... which brings us to our next point: PVE STIMS make sure you have a few of those to use as well. In a close fight you could have the edge over your opponent by having those 2 extra heals! Quick Travel: At the start of each map make sure to activate your movement buffs. All classes get sprint at level 15. If you find yourself in a tight spot on the ramps, drop down and grab the speed buff. Run the length of the pit and out leaving the enemy in the dust. BE NICE!!! Remember, this warzone allows for same-faction combat. Thus think before you taunt or complain as you will likely encounter that person again as you quest! UPDATE: New trending techniques! For now there is a tick that is working for some players involving stealth and an ability to jump to a team-mates location. This may be removed in the future, although for now it works as follows: A player with stealth goes to goal and just wait there hidden in stealth. A juggernaut gets the ball and makes his way to the goal. The juggernaut can now use the ability "intercede" on the stealthed player. (Intercede will jump the juggernaut to the stealthed player for an easy score) Right now a 2nd popular technique is for classes with a "grapple" skill to stand RIGHT on the edge of the acid and then pull the enemy to them. Your opponent will end up in the acid in-front of you and they will take your damage + the acid damage for an easy kill. This can be done with the fire as well although it is very difficult to time it right. ScoreBoard____________ At the end of each match a ScoreBoard appears. This is where a player can review the stats from the battle, choose their MVP (most valuable player) and exit the match. This screen also shows the final score, the amount of Valor earned, the amount of Commendations earned, the amount of XP earned and the amount of credits earned. Here is an image that shows the various elements of the ScoreBoard: http://img841.imageshack.us/img841/3802/scoreboardj.jpg
  10. http://db.darthhater.com/skill_calc/sith_warrior/marauder/#::efefe4fe4fe5f2efef8ef17ef8: For those of you looking for an overall PvE spec look no further. While their is some room for variations, for the most part this is likely what you will be wanting to build for your PvE Marauder. Annihilation is also an incredible leveling spec as it gives you quite a bit of sustain not avalible in either Carnage or Rage. The Breakdown: Tier 1:Enraged Slash refunds Rage for several abilities that you will use on occasion (more so in the early levels, and again 40+ with Annihilate) so it is a decently useful passive to keep a supply of rage. Quick Recovery is very useful for PvE as it reduces rage cost of your AoE abilities to 1,This allows for much faster AoE killing as soon as you gain Sweeping Slash. Cloak of Annihilation doesn't feel all too useful as their are quite a few ways to keep your HP up, it would be more or less points wasted. Tier 2:Juyo Mastery is a must. Since DoTs are a large part of your Annihilation build, anything to improve them is usually a good option. Hungering returns HP on bleed crits, which works very well when using Berzerk. Seeping wound is more of a PvP skill and is thus pretty useless here. Tier 3:Deadly Saber gives you a stacking DoT and has a very low cooldown (12 seconds) this is one of your primary DoTs so you will need it. Bleedout further increases crit damage of bleeds so it is a must. Blurred Speed is great for leveling as it allows you to jump into most of your fights rather then running on foot. It would likely prove useful in Flashpoints / raiding as many enemies seem to use knockbacks; however you may choose to go for Seeping Wound or Cloak of Annihilation if you find them more useful. Tier 4:Deep wound is yet another damage boost, this time for Rupture, another primary DoT attack. Short Fuse increases Fury building, which is pretty important for leveling and PvE in general to gain either a damage boost or defense boost for the group. I would take Close Quarters only if you go for Blurred Speed, it gives a decent dmg attack plus 3 rage. This will serve to keep a rage supply if you are in need. Subjugation isn't necessarily bad, however a few seconds off your disrupt and blind doesnt give you a ton of value. But it is an option. Tier 5:Pulverize gives a decent chance to refresh the cooldown on Rupture, so for Flashpoints this is very nice to have. Leveling it can be overlooked, but stil holds value. Between Phantom and Ferocity, Phantom would be more useful in Flashpoints and leveling overall as it essentually makes you invulnerable for 6 seconds, which may just save your life. Ferocity turns 50% speed boost into 80%. Not bad but really more of a PvP ability, and Berzerk is likely a priority over Predation. Tier 6: Everything in this tier is good to increase damage and sustain your Rage. I see no reason not to take either Hemorrhage or Empowerment. Tier 7:Annihilate... this is your big hitter. It does tons of damage and is likely your go to ability when it is off cooldown. With the remainder of your points there are some i would recommend: In Carnage take Dual Wield Mastery and Defensive Forms. More Damage, increased fury build and some extra damage mitigation. From here it is up to you: Narrowed Hatred, Defensive Roll, or Erupting Fury. All can be useful, however if you are looking to do Endgame PvE, then Defensive roll will likely serve you best. In Rage you will want to take Malice for the 6% crit, this is pretty much a standard for any Marauder build.
  11. 1.2 Notes New operation and Warzone Part II of rise of the Ratghouls UI Customization is being added Warzone rankings Ranked Gear Tears Adding in-game events Guild Banks Aiming for early April release. I will update as I have time to watch this. Please add what you learn.
  12. A new build I have been working on for my mercenary, Gallowyn. I began to notice how reliant players become on their Tracer Missile Spam, and quite frankly it begins to feel like I am playing a mage with very few abilities to use; so here is an alternate build. http://db.darthhater.com/skill_calc/bounty_hunter/mercenary/#::f17cf5e5fe3fefefefe3f2e3f4ef3efe2: Please note this build is still experimental, however I have been playing with it at lvl 37-40 and I already enjoy it quite a bit. This build gives the player much more use of instant cast abilities, which are very helpful when you need to kite another player. It also gives a fair amount of DoT damage to stack DPS on either a target that is getting heals or a tank. And, of course, you still maintain Tracer Missile and its buffs when you have the opportunity to use it. What you stand to lose: The top 2 teirs of Arsenal are the obvious loss for this build. HSM is probably the most important as it is a good burst shot (after you build up heat signatures) Barrage is also gone, which gives a chance for overload to do some extra damage. kolto vents is a minor loss as it is a fairly small heal. Also, due to switching cylinders, you do not have a base 20% armor pen. Everything else feels fairly minor as an actual loss to the standard arsenal build. What you stand to GAIN: By using Combustible Gas, you gain a fairly good DoT that applies passively, along with 3% more crit from upgraded Arsenal. You gain a usable DoT with Incendiary Missile, a good instant cast ability. Railshot becomes pretty beefy and is used in place of HSM. Pair this with Prototype Particle Accelerator for more Railshots per min. Lastly, you gain better stealth detection along with 2% defense bonus. The Difference: Full Arsenal is a very statonary build that turns the player into a turret. They deal good damage, however they are very vulnerable as its not all that hard to hit a stationary target. This hybrid build combines the direct damage of Tracer Missile with the DoT of the pyrotech tree. In short, the player is able to deal with a wider variety of situations, keep his distance better, and still maintain good damage output.
  13. Hello everyone, Just doing a little intro before i started poking around and asking questions on everyones posts. Now for some name droping... I was introduced to vVv by Abadman (who i've known since junior high...20 yrs) since i've been waiting for SW:TOR like everyone else for 2 years and since he had nothing but good things to say i thought i'd give it a shot...though previous WoW guild experiances were less than favorable. Few Things: 1. This is my FIRST PVP SERVER (feel free to groan ) PVP NEWB here, you have been warned. 2. I'm Married with full time job and 3 Kids, schedules are good things for me so i'm primarily hoping to contribute to the guild in a PVE capacity (see again PVP server XP) aka raid, operations, daily grinds, bank filler (when they roll out). Though I hope to pick up some PVP knowledge while here. 3. I WELCOME any advice on gear, stats, or any other attibutes that could lend to my character being more effective. I'm currently playing a lvl 48 marauder with a Caranage build (I know Xenocide..i just read your build guide ..wish i had sooner.) I have had no problems with the caranage spec leveling within the PVE realm (i have done 0 warzones), and as blazek pointed out, i am one who actually enjoys playing that spec. But i have had my arse kicked 3 times by level 50 republic equivalent assasins and once, to my shame, a sorceror. 4. 400 on Artifice/Treasure/Archeology...I've read up on the rediculous process of Magneta crystal making and would like to know who is the guildie with the schematic to construct these and i know you have raid schedules but do you have any times set up for world bosses, or Epic material quests such as the one required to secure Schematics and materials for the Magenta crystals. Pretty much SWTOR has taken up my gaming free time for the past few weeks and looks to for the forseeable future so i hope to see you out there and agian welcome any advice/critiques Thanks SW:TOR - KURAIDAEMON lvl 48 Maruader
  14. Players first coming to SWTOR often complain that the “resolve” system doesn't work. In my opinion, it represents a unique solution to the problem of chain CC. For those who understand how it works, like my readers at the end of this guide, resolve offers a system in which good players will make good choices and thereby reap the benefits that lesser knowledgeable players will complain don't work. First, what is crowd control (CC)? Crowd control, or CC as it's abbreviated, was originally intended in MMO's as an ability used by certain low dps classes to make them worthwhile in a group. The abilities range from a short term stun that allows continued damage of the target, to a long term sleep used out of combat to make a mob no longer take actions until it receives damage. PvPers immediately saw the value in these abilities and adopted them for their own uses often to the scorn of those pvpers that didn't have them. In SWTOR we have three types of CC: Snares: an ability that slows the target by a percent up to 100% Mezz: an ability which causes a target to no longer have the ability to take action for a period of time or until damage is taken (whichever comes first). Sometimes these abilities can only be used against certain types of targets (droid) or when a target is out of combat. Stun: an ability of a short term duration that prevents a target from taking action regardless of the amount of damage taken In PvP the three above categories have specific uses to consider. First, one will usually always keep one's target snared so that one can keep on top of them as a melee, or away from them as a ranged. Even in a ranged versus ranged fight, putting a snare on the enemy will help to unbalance his gameplay a bit and reduce the chance he can successfully use LOS (line of sight) to avoid one. Second, Mezz can be useful in a small engagement where AoE will unlikely occur. For example, in Voidstar the disarm bomb ability is much shorter in length than the time a Whirlwind will take a player out of action. Lastly, stuns work best either in a chain with another player to maximize the amount of time an enemy has to endure damage OR when the other player is in a hazardous situation (environmental damage area). Additionally, stuns can be used a cast interrupt against healers OR as an actual stun to kill a player that doesn't know what he's doing or perhaps burned his CC Breaker earlier. Secondly, what is a CC Breaker? In SWTOR, every character has a stun ability and a CC breaker. The CC breaker is an ability that BREAKS CC. Different classes have different names for this ability. Not all classes have the same cooldown between uses of this ability. Not much more to say about that other than learn when to use it. Although all characters get a CC breaker, not everyone knows when to use it properly (to be elaborated on). Thirdly, what is Resolve? Resolve is SWTOR's method of preventing chain CC. Generally, for those leveling up through the pvp bracket, Resolve seems to do nothing. I myself have played part to numerous occassions in which I've been stunned, broken the stun with my CC breaker, only to get immediately stunned again. While quite frustrating, I eventually came to realize I was not using my CC break at the right moment. Resolve is a bar that fills up next to one's avatar and the avatar of one's enemy. When the bar fills up, the person gains immunity to further CC. The length of this immunity is almost long enough to run a huttball from the beginning of the ramps to the goal with a bit of luck. The problem is, most players find that the bar doesn't fill up until they're just about dead. Even when the bar does fill up, the immunity doesn't matter until the cc that filled one's bar wears off. This is where an experienced player knows why resolve is kinda cool. Finally, how do I take advantage of this system? An experienced player uses his damage mitigation abilities in preperation of an incoming CC. Then, while stunned and taking a beating, he doesn't take as much damage as the enemy is hoping to inflict. Thus the CC wears off and the player resumes his PvP having SAVED his CC breaker. Now, when the player gets CC'd again, he immediately uses his CC breaker (because two stuns will fill the bar) and gains immunity to all further CC for a good length of time. Getting this to work in Huttball while carrying the ball works wonders since most players have no idea their CC won't work when the target has a white bar of resolve. Its very important to remember that CC does not work on a player who has a white bar of resolve. Its also important to realize that using CC on someone will give them immunity to further uses once the bar fills up HOWEVER, resolve does not affect snares. So when the resolve bar fills up, one can still snare the player even to the point of zero movement. Furthermore, snaring a player does not increase his resolve bar. So use snares as often as needed without any worry. For those warriors with the ability to cause a 100% snare, remember that it will ALWAYS cause this effect. There is no immunity against it. Another simple strategy to use regarding CC is to test a player's knowledge. Instead of opening up with one's awesome 6 second stun, try using a garbage mezz on the player. If one has an addition stun like many melee classes do, try using that first. A less sophisticated player will automatically use their CC breaker, thus allowing one to immediately follow up with the long 6 second stun whenever it tactically suits one. I use this strategy all the time. In reverse, its important to know what stuns to break and which to eat. Anytime someone stuns one's character in a manner that throws one on the ground, beware using the CC break. A stun that floors a player will only last between 2 and 3 seconds. Stealthers will often mezz a player before starting a fight, just to see if the player will try to break it. If the situation will allow it, save one's CC break. Additionally, don't use a CC break on a snare unless absolutely necessary since snares usually have VERY short cooldowns and can rapidly reapply. Examples of CC not to break include, snares that result from getting pushed. Snipers and some Sorcerors have a 100% snare they do when they AoE push people away. Unless one is taking damage or really want to kill the pusher, consider eating this one. If one's character gets slept, don't break it. As mentioned twice above, abilities that cause a lose of control belonging to the "Mezz" class of CC breaks if one takes damage. So when tactically unnecessary for one to take action, just ride it out. There is only one objective in game that can be capped in the 8 seconds and that's the disarm bomb in voidstar. So in retrospect, resolve may seem like a broken system, but actually has some interesting layers of complexity to it. Those players who know these tricks, will see that resolve not only does work, but can be gamed to work for one.
  15. Please thank Dark Dante for his efforts in helping me with this! You can check out everyones' EP/GP Points (as well as gear rating) here: CLICK HERE What is EP/GP EPGP stands for Effort Points/Gear Points. Effort Points (EP) quantify the effort each member put towards the, hopefully common, guild goals. Gear Points (GP) quantify what loot each member got back in return. Loot priority (PR) is computed as the quotient of the two: PR = EP/GP The person with the higher PR gets the first say on loot. As a result, the more effort you put the more gear you receive. As a matter of fact, the gear you receive is proportional to the effort you put. EPGP is based on this simple principle, but there are some complexities that need to be dealt with which will be covered below. Decay In order to award recent effort more than past effort, which in effect avoids PR hoarding for veterans and enables new coming and dedicated members of a guild to be awarded properly, EPGP supports a decay mechanism. Decay simply removes a chunk of EP and GP from the totals, effectively leaving PR unchanged. For example, with a decay of 10% applied each week, for each 7 days that pass your effort's rewards get diminished by 10%. The effort you put 10 weeks ago will only be worth 34.8% of what it did when you received it . vVv Gaming decay = 10% Priming the system A loot system should behave reasonably not only in its steady state but also when new members join a guild and the guild's efforts. For this reason some extra parameters need to be setup. Base GP Base GP adds a certain GP to each member of a guild. This means the final GP of each member is: GP = BaseGP + RealGP. All PR computations happen on GP not BaseGP or RealGP. Decay also applies to GP as a whole but it only diminishes RealGP. As such GP can never be lower than BaseGP. For example, say we have BaseGP = 100 and RealGP = 10. Applying a 10% decay will result in RealGP = 0 for a total of 100 GP. Base GP prevents new recruits or long time inactive members from trumping your dedicated members just because their GP is 0 and thus their PR infinite. vVv Gaming Base GP =100 Min EP Min EP puts a limit, which members should exceed in order to have any loot priority. This is more or less an attendance check and a road block for new members to reach a point after which they can need on loot. Anyone below MinEP has in effect lower PR then everyone above MinEP even if their effective PR is higher. For example MinEP = 10000 and member A has 20000 EP and 4000 GP for 5 PR and member B has 1000 EP and 100 GP for 10 PR. In this case member A has higher priority for loot since he/she is above the MinEP threshold even though his/her PR is lower than member B. vVv Gaming Min EP = 0, (This will change with guild progression) Effort Points Effort points (EP) are given out of members of the guild for multiple activities/actions all depending on the guild's policies. Examples could be: Just because you are raiding or are on standby Killing bosses Wiping on new boss tries Being present until the end of raid Being extraordinarily helpful to the guild (Raid Leader discretion) Doing some grunt work no one wants to tackle (awarded solely by LordJerith) What is Gear Points Each weapon and armor piece in SWTOR has a certain Rating. Accessories: Ear, Implant and Relic do not have ratings, but will use the equivalent rating for the level of accessory, i.e. Rakata level 58 purple accessories = rating 140. Definitions Rating: The Rating of an item is what determines its item budget in the same rarity and slot Slot : The slot in which the item can be equipped Rarity : The rarity of an item. Examples are uncommon, rare, epic, legendary Tier : A loot tier. Normal is Tier 1, Hard is Lair Tier 2, and Nightmare is Tier 3 Class : Mercenary, Juggernaut, Sniper, Sorcerer, etc. Spec : DPS, Tank, healing, Blue Stats : The inherent stats of an item which do not depend on choices of SWTOR itemization. These are: armor of an item, min/max damage on a weapon. Gold Stats : All the stats that are not white stats on an item Effort Points Everyone will start with a Base EP of 100. There will be reoccurring EP based on the following 100 EP every 30 minutes, raids are usually 3-4 hours giving 600-800 EP per raid per player. Every boss in a raid is 500 EP with the last boss in the raid being 1K. First time boss kills are 2x EP, so the first time killing the first boss in an instance is 1K EP. This is the first time the GUILD kills the boss not the first a player was in on the kill. 100 EP bonus to everyone who stays for the entire raid 500 EP bonus to everyone that stays for a complete raid clear. VAR: (Max 500) Being extraordinarily helpful to the guild (Raid Leader discretion) VAR Doing grunt work no one wants to tackle (awarded solely by LordJerith) Decay Weekly (Every Thursday before raid) 10% global decay EP Penalties for first/second/third offense AFK without saying 50/100/200 Poor performance as determined by the raid leader 100/200/300 Raid leaders decision is allowed one appeal to LordJerith [*]Late to start or late returning from breaks 75/150/300 Gear Points Using http://www.torhead.c...el/50-50/page/1 as a possible loot table GP = Rating * iSlot * Tier Tier • Normal = 1 • Hard = 2 • Nightmare = 3 iSlot Ratings 2H weapon = 4 1H weapon 2.5 Chest, legs, head: 2 Hands, waist, feet, wrists, off-hand, AND Loot tokens (crystals, etc) 1 Ears, implants .5 Relics: 0.25 GP for http://www.torhead.com/item/DQAEoU would be 140 *1 * Tier= 140 GP * Tier Each class should have a EPGP officer that will determine the gear for each class spec and come up with an appropriate score for each item. Several sites provide class specific gear as well as which instance (raid) and level of the raid they drop from. GP for http://www.torhead.com/item/cnPAysn would be 140 *.5 * Tier= 70GP * Tier Note that although SWTOR did not assign a rating to the accessory, it is equal to all Rakata gear at that level. NOTE: GP will change as guild progresses and as we learn more about the differences between hard and nightmare modes of instances. Reference: http://www.epgpweb.com
  16. Please examine this build Jerith's Inquisitor Healing Build
  17. PvE: http://db.darthhater.com/skill_calc/sith_inquisitor/sorcerer/#::f3ef4ef2ef8de16f14ef5: PvP: http://db.darthhater.com/skill_calc/sith_inquisitor/sorcerer/#::f3ef4ef2ef7e5fe9fe3f13df5: So I have seen some debate about Healing specs: what works and is better for PvP/PvE, and really if it is needed to switch your spec for each. The answer? Listed above and yes it matters. The differences are only 7 talent points, however the change is pretty necessary if you wish to be the best that you can for either situation. Primary Differences: For PvE I take: 2/2 Haunting Presence 2/2 Force Suffusion 1/2 Dark Resilience 2/2 Will of the Sith For PvP I take: 2/2 Dark Resilience 2/2 Fadeout 2/2 Conspiring Force 1/2 Will of the Sith So why the differences. Well it comes down to what matters more for each situation. In PvP, mobility is more important then say 3% more healing per second. Likewise in PvE mobility and slowing enemies is pretty moot, thus you want to heal as effectivly as possible to conserve force. In the PvE build you gain increased healing from of Haunting Presence, Force Suffusion, and Will of the Sith. The 1 point in Dark Resilience is due to a lack of useful talents avalible to improve healing. Thus the only real choice is 1% less damage taken or 1% less sacrificed from consumption. I prefer the latter as Im not always going to take damage, but I will likely be using consumption in boss fights. Other builds have suggested 1/2 Subversion, but this feels like a poor choice. It only gives a 50% chance to increase force regen when using a 1.5 sec casted damage ability. That is a waste of force and time to attempt to gain a regen. In the PvP Build you are dropping the extra healing for an instant 20% slow and a 20% movement speed. This is great for PvP and has many applications such as getting away from players (or catching up to them), moving into position, executing ganks properly, etc. As I stated before, your mobility in PvP is everything. If you are not able to break away from chasers, to find safety or teammates, you are probably gonna die. In the same token if an enemy can break free from your range, you lost the kill. Less healing per ability is fine as you dont generally dont need that small fragment of extra health every few seconds. Would it help? sure, but at the cost of catching or breaking free from an enemy? not worth it.
  18. Just saw this video today and it seems Bioware has some stuff already in the works. Over the next several months patches will include some very needed features, along with more content (both PvE and PvP) and finally rewards for the legacy system! Check out the video for yourself.
  19. http://db.darthhater...e4fe7f10e2fef6: Here is my current work in progress for a PvP build on my Marauder. Bioware has stated they are working on changing both Marauder and its counterpart Sentinel, So this build will likely evolve over time. But since there is no date for the changes, here we go. This build utilizes the Carnage tree. Why? well lets first look at the other 2. Annihilation is a tree built around dealing damage over a longer duration. While Annihilation will shine in PvE, it is not suited for the fast pace nature of PvP; so Annihilation would be a poor choice. Rage on the other hand is pretty decent for both PvP and PvE. It gives a large amount of crit bonus, it utilizes the Shii-Cho Form (a fairly balanced stance), gives a decent amount of armor pen, grants an extra short range charge, and a fairly good slow ability from range. Rage could be viable and I will look into it in the future. But Carnage seems to outshine both of the other specs when it comes to PvP. I aim to utilize as much rage generation as a majority of your damage requires a constant supply of rage. Also, Carnage provides increased speed, burst damage, and consistent damage over time. so lets break it down. Tier 1: Defensive Forms is a must for PvP. gaining the extra 10% movement for Ataru Form (which will be the stance you are likely to stay in) will help keep you in close range constantly. DW Mastery just serves to increase your DPS, and Cloak of Carnage guarantees extra rage when players are attacking you, adding this to Cloak of Pain just makes it an incredible PvP ability. Tier 2: There isn't a ton of good for PvP in teir 2. Erupting Fury is more for PvE as you will not be generating a ton of extra fury with it in PvP (unless it is large open scale PvP) Narrowed Hatred is another nice PvE ability, but accuracy is generally not needed as much in PvP. So your choices are Defensive Roll and Enraged Charge. Both are helpful, but you only needed 3 points in T2, I prefer the guaranteed rage over less AoE damage taken(Depending on Rage generation end game, I may switch the points around). Tier 3: Everything here just adds to your DPS. You finally get Ataru Form, which will be your permenant stance. Ataru Mastery ups the Damage from the extra swings with Ataru and Execute gives a small burst when ataru triggers. Take everything here. Tier 4: Depending on what you feel necessary, you may leave out some points here, but here is my reasoning for taking what I did. Blood Frenzy is bonus rage every time Ataru triggers, which is needed. Towering Rage guarantees a Crit for your Force Scream, which is one of your hardest hitting abilities, so it is very worth it. Displacement will be highly needed in PvP to give you a root at range. Since you depend on melee combat, you need everything you can to keep people from running, A must take. Enraged Assault cuts off 3 seconds from Battering Assault, which is a large rage generator. You may find this unnecessary as 3 seconds is a pretty small cut for 2 talent points, which can be better used elseware. Tier 5: Here is where Carnage really starts to shine. Unbound turns your stealth into a free CC break for most immobilizing abilities. Gore is a 100% armor pen bonus. This is a MUST HAVE as for 6 seconds you can turn a tank into squish. Rattling Voice lowers the cooldown on Force Scream AND lowers its rage cost by 2. As I stated before, this is one of your hardest hitting abilites thus it is very worth the points. Tier 6: Again a very sexy teir, Overwhelm turns ravage into a root, giving you more time to guarantee damage to your opponent and making Ravage viable in PvP. Sever boosts Crit damage of 3 very important skills for your DPS: Force Scream, Ataru Form Triggers, and Massacre. Tier 7: Being the top of the line, It would be kinda pointless to go this high in the tree and not take Massacre. It does good damage, force triggers Ataru (which in turn triggers a lot of passives for you) and gives a bonus 30% chance for Ataru to trigger for 6 seconds. Just an overall nice boost to your DPS. NOW, what do we do with the remaining 10 points? Well we could invest more into Carnage, taking Enraged Assault if we feel it necessary, Erupting Fury if we think it will give us an edge, or we can go into other lines which is probably the better option. In Annihilation I would say Enraged Slash is the best skill to take. It refunds rage with 3 decently high priority abilities, which just serves to give you more ability to deal out dmg. Cloak of Annihilation is nice, but Retaliation is a reactionary ability so you may not trigger it a lot; also if you are the target in a fight then your Cloak of Pain will stay up for the entire duration. So it isn't incredibly useful. If you do decide to go up to tier 2, Seeping Wound will give you extra movement slow, and Hungering will give you a little bit of sustain. Personally I would take 3 points in Enrages Slash and that is it. We now have 7 points to spend in Rage. Malice is 6% Crit chance... no reason not to have that. Stagger outshines Ravager from a PvP standpoint as it is an extra second of immobilize. Since Force Charge has a much lower cooldown then force choke, you will likely be using it much more and it allows you to get back into the fight. When you get to tier 2 there are 2 talents that stand out: Payback and Brutality. payback gives you 10% HP back when you use Unleash (your CC break) that is a good chunk and you will likely be using Unleash a lot in PvP. If you have the extra Points, Brutality isn't a bad choice with 15% crit chance bonus on Vicious Slash. I would still prefer Enraged Slash in Annihilation due to the rage return, but the choice is yours.
  20. I know that many people get very emotional about Loot, so I wll give you two chices: In Rift, we used a variation of EFFECTIVE DKP A variation of the standard DKP system but uses the 60-day attendance% to determine a person's current DKP, hence effective. This system fights inflation in the way that loot is awarded by activity. If Member A has been in the guild for one year and earned 1000 DKP total and Member B joined 4 months ago and only has 300 DKP; however, Member A has slowed down on his attendance to around 30% of the total raids while Member B has been very active with 100% attendance, the effective DKP of both players will be: Member A - 1000 DKP * .3 = 300 DKP Member B - 300 DKP * 1.00 = 300 DKP This sets them both at par with each other simply because of attendance, rewarding even new players based on their activity. This system most of all, puts a great value into activity. Even old members who have accumulated enormous amounts of DKP will need to sustain what they earned with attendance. The cost of the item comes from the amount of DKP earned, the effective DKP total is only used to determine the winner of an item. In SWTOR, we would like to consider a EP/GP Model EPGP stands for Effort Points/Gear Points. Effort Points (EP) quantify the effort each member put towards the, hopefully common, guild goals. Gear Points (GP) quantify what loot each member got back in return. Loot priority (PR) is computed as the quotient of the two: PR = EP/GP The person with the higher PR gets the first say on loot. As a result, the more effort you put the more gear you receive. As a matter of fact, the gear you receive is proportional to the effort you put. EPGP is based on this simple principle, but there are some complexities that need to be dealt with which will be covered below. Decay In order to award recent effort more than past effort, which in effect avoids PR hoarding for veterans and enables new coming and dedicated members of a guild to be awarded properly, EPGP supports a decay mechanism. Decay simply removes a chunk of EP and GP from the totals, effectively leaving PR unchanged. For example with a decay of 10% applied each week, for each 7 days that pass your effort's rewards get diminished by 10%. The effort you put 10 weeks ago will only be worth 34.8% of what it did when you received it ( (1-0.1)10). Priming the system A loot system should behave reasonably not only in its steady state but also when new members join a guild and the guild's efforts. For this reason some extra parameters need to be setup. Base GP Base GP adds a certain GP to each member of a guild. This means the final GP of each member is: GP = BaseGP + RealGP. All PR computations happen on GP not BaseGP or RealGP. Decay also applies to GP as a whole but it only diminishes RealGP. As such GP can never be lower than BaseGP. For example, say we have BaseGP = 100 and RealGP = 10. Applying a 10% decay will result in RealGP = 0 for a total of 100 GP. Base GP prevents new recruits or long time inactive members from trumping your dedicated members just because their GP is 0 and thus their PR infinite. Min EP Min EP puts a limit, which members should exceed in order to have any loot priority. This is more or less an attendance check and a road block for new members to reach a point after which they can need on loot. Anyone below MinEP has in effect lower PR then everyone above MinEP even if their effective PR is higher. For example MinEP = 10000 and member A has 20000 EP and 4000 GP for 5 PR and member B has 1000 EP and 100 GP for 10 PR. In this case member A has higher priority for loot since he/she is above the MinEP threshold even though his/her PR is lower than member B. Which would you prefer? Why?
  21. http://db.darthhater.com/skill_calc/bounty_hunter/mercenary/#::e8fe11f10ef8e2f18: Here is a pretty standard Healer build for the Bounty Hunter: Mercenary. This spec Takes 35 points in Bodyguard, really only leaving out Powered Insulators as it just isn't quite worth the points. With the remaining 6 I spec into Arsenal for what is necessary (namely: Upgraded Arsenal, taking the most useful T1 talents). To be honest there is very little variety that can be made to the Bodyguard build to make it any better no matter what you wish to use it for; thus this is a well rounded spec for whatever you plan to do. If you are seeking to be a more single target healer and gain survivability for PvP you could drop points from the kolto missile upgrades, however the gain to other heals is small and frankly the amount of healing + kolto residue more then makes up for whatever you may gain otherwise.

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