Archives for 2012

Diplomatic Investigations: Jedi Sage Attack Rotations (Level 1-25)

Welcome to our weekly column dedicated to everything Consular and Inquisitor. If you have a suggestion for a topic you’d like covered in this column, drop us a line!

This week I want to talk a little about attack rotations for the Jedi Sage, and some tips for you to keep in mind.

Note that these rotations are covering the earlier levels for the Jedi Sage (up to level 25). In a future article I will discuss the higher level ones.

Firstly it’s important to know which attacks are instant casts, and which ones take time to cast.

It’s vital to have a handle on this so you are not wasting time casting at the wrong times. They say time is money. Well in SWTOR time you can save optimising your rotations can be the difference between life and death.

Generally I would recommend you put up your Force Armor first, as it protects you from damage until the shield is destroyed. Once you have done that, send in your companion to attack, and then while he/she is on the way, cast Mind Crush which has a 2 second timeframe to cast (before modifiers).

If you time this right, your Mind Crush will be hitting your enemy around the time your companion makes their first attack. Ideally you want the Mind crush to hit a fraction of a second after the companion hits to ensure the enemies first attack is at the companion and not you.

Mind crush does a moderate amount of damage but then more damage over 6 seconds (which is a long time in battle). What’s best is its casting range is 30m, allowing you to keep well away from the action. The cooldown of 9 seconds means you can often get to re-cast it during a battle for the more powerful foes you face. All Jedi Consulars get this ability at level 14 and I think it’s a very important one to add to your rotation.

Weaken Mind is a good one to cast next because it’s instant, does damage over time, has the same range as Mind crush but only requires half the force.

Another useful ability is Force Potency, which increases the force critical chance of your direct attacks (and heals!!) by 60% as well as increasing the range of Telekinetic Throw to 30 meters. This is a good ability to have up when you can (it lasts for 20 seconds and grants 2 charges, each time you critically hit or cast Telekinetic Throw you lose a charge), but it has 90 second cool down so you will probably only get to cast it once in a typical fight.

Project can be used as it’s an instant cast and you do not have to stand still while casting it. But relatively speaking the damage is low and the force cost high. In my rotations I typically use Project when the enemy is down to about 10% health and I am on my way to begin looting their corpse – yes I like to plan ahead!

If you are being attacked from multiple enemies (you or your companion), Force Wave is excellent since it’s a knock-back. It does a reasonable amount of damage and knocks back all enemies within 8 meters. Standard/weak enemies actually get knocked down for 3 seconds. This is useful if you or your companion are close to death and you want to either heal up or run away (get a bit of a head start).

Disturbance is a good ability as it has no cooldown and expends a moderate amount of Force. It does however have a cast time of 1.5 seconds. I typically use this after many of the other attacks have been used at least once.

The priority should be to keep your dots (damage over time) abilities up at all time. This requires a keen eye on screen to check when they are available to be re-cast.

This is one area that that nameless game starting with W had nailed – being able to create custom addons to easily see this information on screen – I hope Bioware allow us to create addons for the game at some point by releasing the necessary API information and tools.

I haven’t talked directly about healing this week, as I went into some detail about that last week. Suffice to say make sure you heal your companion and yourself (in that order) as needed.

The final ability I want to mention is Whirlwind as from what I can see many people overlook or do not use it at all.

This allows you to trap an enemy for about 60 seconds. Note that they heal rapidly while in the whirlwind, so it’s best use is at a start of a fight to take one enemy out of the fight until another (or many) enemies are eliminated. Otherwise you are effectively healing an enemy which may not be your intention!

Make sure the enemy you are proposing to use this ability on, is sufficiently out of range of any attacks on other players (area of effect, etc) because damage causes the effect to end immediately.

This is particularly important in Flashpoints and group fights, so make sure you make it clear to every party member which enemy is not to be attacked – you can use the tag ability to put a skill or other marker on the enemy in this situation. Normally I indicate at the start of the Flashpoint that a particular identifier (skull or whatever) is a do not attack, or a star is the enemy to be taken out first, etc.

I’ve even done this to players in PVP – it’s funny how long a player can stay stuck in a whirlwind in PVP – likely because everyone playing on the other side knows not to attack and while that player is caught in the whirlwind they are effectively outnumbering the opposition.

The image below shows the whirlwind in action. The guy on the right hand side is powerless while my companion and I attack the other two:

Well that’s me done for another week – let me know if you have any questions and I’ll be back same time, some bat-channel (website) next week!

2012 SWTOR Guild Summit: Evidence of Longevity

With Day 1 of the 2012 SWTOR Guild Summit totally done and dusted (our coverage of the key panels here, here, here,here and here), there’s one very striking theme that resonated with me.

SWTOR is here for the long haul.

A lot of you will rightly say “what, you only just worked that out?”. I suppose I’ve always realised this is a game that has a good lifespan ahead of it, but today’s panels really brought home the depth and breadth of developments BioWare are working on in relation to the game. Sure, any MMO has never-ending development requirements and yes, there’s no shortage of stuff some people argue should have been in the game before launch anyway.

All that aside, the amount of new stuff on the horizon, whether officially on the development roadmap or on the “wall of crazy” referred to during the day, is enormous. I see that as nothing but a sign of a game that has a lot of fun twists and turns ahead.

Another encouraging observation was the obvious interplay between members of the Dev team. Although like any team there’d be tensions and conflicts, there was an obvious robust respect between the panel members and humorous comments where there were philosophical differences in approach to the game. Assuming it wasn’t a front (and I doubt it was given how long the panels went for and the obvious good humour), this also bodes well for the game.

So for me overall, the Guild Summit is more than just an event for BioWare to schmooze some of the more hardcore players in the game. It’s also been an interesting illustration of an engaged development team and a long list of future improvements to the game which should see its viability continue for a long time yet.

Do you agree?

Server downtime: things to do tonight

Four to six hours is a long time without your favourite MMO, so as always we’re here to provide you with a very self-interested list of things to do if you want to stay in the SWTOR mood until Patch 1.1.5 is live and you can jump back in:

1. Take part in our reader survey and go into the draw for a t-shirt

2. Check out the huge amount of details from today’s guild summit, which covered a range of areas including:

a. Legacy system

b. Crew skills and SWTOR economy

c. Roleplaying

d. SWTOR User Interface

e. Anything else discussed related to the game

3. Get some good information on tanking Hammer Station

4. Join the debate on whether SWTOR is hastening a decline in World of Warcraft’s subscriber numbers

5. Put forward your suggestion of the next big thing in SWTOR you’d like changed

6. Check out our SWTOR roundup called Fleet Pass

SWTOR Guild Summit: ‘And The Rest’

Daniel Erickson covers off the final session where it’s open slather on anything not covered previously:

The details disclosed:

– 1.2: new daily missions on Corellia
– “Unify to Chest’ option is back i.e. makes gear look more integrated with chest to a voice ‘Power Rangers’ look
– higher resolution textures
– duel / multi-spec: coming in two parts
– first part: switch between skill tree builds
– when do we got more story? “This year”

Q&A

– Ilum bonus quests: turn XP into some other type of reward at 50? Unsure at this stage due to cash flow impact into economy
– TOROZ (David’s) interview with Gabe last week gets a mention as far as realm versus realm PvP: something BioWare wants to do but no ETA
– Additional mechanics and rewards in Nightmare modes
– Cross-faction communication cross-server: infrastructure not there now but something BioWare wants to do. “Down the road a bit”.
– Cross-faction communication could be tied into Legacy setup
– Battle res for Troopers and Bounty Hunters: no plans
– Pod racing / Swoop racing: would love to do it but lots of other priorities. That said, full designed already done for a bunch of SWTOR mini-games
– Balancing factions on servers: Legacy part of resolving that. also cooler outfits for endgame Republic progression
– impact of legacy on encouraging single-faction guilds to play outside guilds: “good feedback”, may need to prioritise work on adversary guild features, want to ensure legacy system doesn’t impact guilds
– Ability to change rank of guild leader from default: “noted”
– PvP backfilling people who leave a Warzone – being worked on for 1.2 plus further incentivisation of staying in a match
– Same gender romance: it’s coming, with story updates. Relies of writer lead times, want to do it right. Always wanted to do these romance arcs but was a budget decision. It’s coming this year with large story update.
– Going back to origin planets: will be putting daily hubs there where appropriate.
– Ability to turn off environment effects to make game run better on lower-end machines: yes a team working on making the game run better. 1.1.5 going live tomorrow should also assist with this. That team is being kept alive to deliver further improvements. Also includes optimisation for higher-end machines where issues exist.
– Still no official plan for a Mac port
– Epic weapon/gear quests: not in 1.2 but something we want to do, some surprises to come, including interesting legacy related quests

SWTOR Guild Summit: User Interface

Damion Schubert on User Interface changes:

The details disclosed:

– changes playable from Level 1 once 1.2 hits the PTR
– can customise location of every bar/window
– can resize all windows jointly
– can move secondary windows where you want and have them open anywhere you want
can save XML files of configurations and share them

Q&A

– click-to-cast: maybe in 1.4 update
– macros: “it’s on the list” – no ETA
– can rule out macros that affect combat
– being able to see buffs on party members in Ops more clearly: can’t resize buff display size in UI
– definitely interested in more graphical representation of Procs etc (1.2 has some improvements in that regard)
– streamlining of abilities to free bar space: something BW very aware of, have to do more exploration on that front – also adding another ability bar
– when multi-spec comes there will be spec-specific quick slots
– GUI changes to GTN: much better in 1.2, can’t disclose a lot more. “80% less stupid already”
– saving key profiles: on the roadmap but no ETA
– SWTOR API: still planning it, quite complicated to ensure fair and balanced. No ETA. “Enormous technical challenge”
– Stealth bar: did have a concept for that, decided not to go ahead with it. If increased demand will re-visit.
– removing own picture and class from UI: no plans
– colour-blind mode: document being developed to support this

SWTOR Guild Summit: Guild Features

Guild features with Damion Schubert:

The details disclosed:

– Guilds extremely important to BioWare
– Guild leader is a hard and thankless job that keeps people invested in the game
– Guild UI could use more features
– Guild banks in 1.2
– Up to 7 tabs can be bought
– Detailed control for guild leaders for every tab
Can set some tabs to require authenticators reducing chances of a guild being screwed over
– guild ledger that filters out the repair transactions
– guild log with everything including hyperlink to item added or removed
after 1.2: guild calendar, share events with non-guildies, drop a guild emblem onto armour, in-game guild advertising, guild progression is in the works (no timeline), guild capital ship design exists (but no timeline)

Q&A

– Guild mail: trying to implement something but has big back-in implications as far as storage, no ETA
– Guild interface improvements: will be able to invite people to a group from guild list, will be able to mouse-scroll down guild roster
– Checking crafting skills on guild roster: coming sometime after 1.2 but soonish
– Taxation system: just trying to figure out a way to do it now – no ETA
– Guild approval system from pre-launch being implemented (i.e. you don’t have to be online for GM to approve your membership): “maybe”
– Guild repairs and respecting from guild bank will subtract from allowance

SWTOR Guild Summit: Roleplaying

Daniel Erickson on Roleplaying. Meaning “Make your own fun tools”

The details disclosed:

– chat bubbles coming – have worked out technical issues from beta
– more orange gear with viability at end-game
– “wear what you want, when you want”
– server-wide limited time events coming
– improved spawning tech and better population of areas with NPCs
– more moving parts everywhere
– more chairs to sit in

Q&A

– different mounts: definitely on the list
– current limitations on wearing specific armour types: much more cosmetic gear on the way able to be worn by everyone
– player wants a male slave outfit: it’s coming (with lots of audience laughter)
– stricter naming policies: Star Wars canon has all sorts of ridiculous names so hard to police but hoping to implement more nameplate display customisations
– legacy family tree not restricted to family – can be allies / other toons of different species etc
– we want to attach other players to your legacy, but a lot of work to work out how to do it
– audio emotes taken from cinematics: yes more on the way that will contain lines
– companions in taxis and ability to name companions: original design did have companions in taxis but got too difficult with different companions. No answer on making companions.
– option to remove a companion from a story: debated a long time on this pre-launch but no. Mainly because killing companions was fun and the need for a companion through levelling make it a problem. “Not a route we’re going to go back down”
– bio / profile in character sheet to help with roleplaying:
– two seater mounts for co-op RP: “way down the road”

SWTOR Guild Summit: Crew Skills and Economy

Georg Zoeller on economy and crew skills:

The details disclosed:

A. Economy
– economy going well “in spite of GTN”
– annualised GDP in-game has surpassed that of Germany
– crew skill distribution: artifice most popular crafting, underworld most popular mission skill
– wealth distribution level 50’s: 80% or so have less than 400K credits
– less than 1% have more than 10 million credits (!)
– majority of credits spent in-game are on ability training, then things like container purchases etc take over after reaching Level 50
– credit sources: quest rewards dominate
– relative wealth: starting to see that people are able to save credits
– inflation rate in-game is 12%
– faction selection: 57% Empire / 43% Republic across all servers
– 70/30 male/female character gender selection
– Smuggler / Agent remain least popular classes, Inquisitor most popular (hard to see figures on charts on live stream sorry)
– levelling curve – extremely smooth, no large discrepancies in time spent per level etc
– 84% of level 50’s have less than 1 million credits
– understand repair costs are too high but can’t change immediately
– Ilum chest looting: fix coming in 1.2
– not seeing a lot of bots / credit farmers but they are around here and there
– credit spam in-game minimal, people banned immediately where needed

B. Crew Skills

– System overall well received – number two location of where credits go
– 1.2: legacy upgrades, C2-N2/RV-NQ crafting abilities, endgame mods from reverse engineering, every crew skill being given an endgame purpose, lowering cost of higher end speeder training, new schematics
– average crafter is richer and better geared

Q&A

– ‘maybe’ going to add repair costs to PvP gear but nothing formalised and definitely won’t be equipment damage on dying in PvP
– social impact or purpose of crew skills: crafters best source of custom appearances as of 1.2
– reusable content (stims) likely to be phased out – focus is on creating content not for one or tewo benefits linked to end-game
– crafter contract system: not an immediate concern but on the ‘wall of crazy’
– ‘we are in love with our crafting system,” and want to bring it up to the glory it deserves
– 1.2 will have tooltips to tell you if you can reverse engineer something
– longer crew-skill missions of 16 hours or more: “We like that idea,” would incentivise ‘popping’ into the game once a day
– two companions on one mission to reduce time” nothing planned as want to keep GUI simple (off-hand comment about an iPad SWTOR app “way in the future”)
– no failing of expensive missions bought on the GTN coming with 1.2

SWTOR Guild Summit: Legacy information

We’re pleased to throw Toby, our day-shift news droid into the fray to report some of the highlights from Day 1 of the Guild Summit. Thanks Toby! And damn you day jobs, damn you!

Hi, Toby here, reporting from the guild summit live stream. Here’s the key bits from the legacy panel:

The details disclosed:

– buffs unlocked for every companion quest line completed
– although not in 1.2, a ‘Grey’ alignment will have its rewards, just like ‘Light’ and ‘Dark’ side alignment
– social rank unlocks: can dance with companion, ‘brawling abilities’ for unarmed duels
– RP packs to go along with new emotes
– most legacy unlocks can not only be earned but can also be purchased
– cooldown reductions for Fleet Passes
– new Sprint level (Bounty Hunters via their Rocket Pack, the rest via ‘rocket boots’
– training dummies – including Warzone and Operations dummies
– Repair Atsromech on your ship – will repair, buy and sell your items
– Neutral GTN terminal and mailbox on your ship! (The GTN terminal option is “VERY” high up the legacy system)
– Any legacy items can be mailed to your other toons, including cross-faction
– Unique Orange items only available via Legacy
– the future: customising your alt experience e.g. buy speeder license earlier than currently available

Q&A

– character transfers ‘not in immediate future’ but will be able to meld legacies
– no specific plan to allow sharing of legacies with other players but it’s on the list to do
– yes you will be able to use Force Choke on Republic side (via Legacy unlock)
– yes a WoW Barber shop equivalent is on the table but a ways off
– shared alt bank space (legacy bank) is on the timetable, so set date
– no plans for additional character slots, related to legacy or otherwise
– 1.3: can buy buffs for XP for things you like doing (see character customisation above)
– no present plans for bind to legacy gear dropping in PvP / Flashpoiints / Operations
– dual spec: ‘multi-spec’ is coming and likely to be tied to legacy system – well after 1.2 though
– spec being written to allow for both character and legacy name changes (likely to cost or have some other ‘gate’)
– maximum legacy level cap is 50 but definitely expandable
C2-N2 will have a voice restraining bolt
– companions can’t go in legacy family tree at this stage
– cosmetic ship upgrades are in the future but not necessarily tied to legacy
– non-Force users can only use legacy unlocked Force buffs if there’s another Force user in the family

SWTOR Patch 1.2: Legacy – trailer released

As promised by BioWare as part of their Guild Summit agenda, details of the upcoming 1.2 update have been released. First and foremost is the 1.2 trailer, which you can watch right now:

So as you’ve seen the key goodies from the trailer are:

1. The game update is titled ‘Legacy’
2. There’s a new Warzone called Novare Coast
3. A new Operation called Explosive Conflict
4. A new Flashpoint called The Lost Island
5. The expanded legacy system
6. UI customisation
7. Improved character textures and appearance customisation
8. Warzone rankings
9. New Corellia daily missions
10. New Mini Pets
11. Guild bank implementation
12. Lots of new gear / emotes / vehicles etc

So – do you like what you see?

Server maintenance: 6th March (with local time conversions)

This week’s maintenance is a 6-hour one, which means we may see Patch 1.15 hit the servers, but that’s not confirmed as yet. Full details below but here are the time conversions:

AEDT: 7pm to 1am Tuesday evening

AWST: 4pm to 11pm

NZDT: 9pm to 3am

 

Scheduled Maintenance

Date: Tuesday, March 6th, 2012

Time: 2AM CST (12AM PST/3AM EST/8AM GMT/9AM CET) until 8AM CST (6AM PST/9AM EST/2PM GMT/3PM CET)

All game servers and SWTOR.com will be offline during this period. This maintenance is expected to take no more than six hours.

Thank you for your patience as we maintain service for Star Wars™: The Old Republic™.

Heavy Damage: Tanking Hammer Station

Heavy Damage is our weekly Tanking column – if you have suggestions of what you’d like covered, drop our resident Tank, Alec Bailey a line.

This week I will tell you how to keep you and your team alive while on Hammer Station. My guides may be focused on tanks, but it doesn’t hurt for you healers and damage dealers to take a look at what your tank has to handle.

Hammer Station is suggested for Level 16 players. A full group is needed until about level 22 or so when two people can run it with companions. Hammer Station is available to both Empire and Republic players.

Areas

Expansion Excavation

The Flashpoint starts out in the Expansion Excavation area.  The boss for this area of the map is a very large droid named DN-314 Tunneler. In this area if you or one of your teammates have a high enough slicing skill, you can activate a drill about halfway through the area to bypass some trash mobs and head straight to the boss fight. The drill is located in a dead-end room about halfway through the Expansion Excavation area. After the boss battle with DN-314, the group will be given a Lightside/Darkside option, and the choice will determine how you proceed to the second area, the Security Wing.

Security Wing

After your Darkside/Lightside choice you will enter the Security Wing area. The boss in the Security Wing is Vorgan the Volcano, Vorgan is accompanied by two adds, Sawbone (Heals) and Torch (Damage).

After the boss battle you’ll come to a bridge – when you encounter this bridge remember that Blue is good and Red is bad. If you try to cross while the bridge is red you’ll fall to your death, so wait for the colour change – it doesn’t stay blue long so don’t linger.

Section Zero

In Section Zero you will encounter your final boss, Battlelord Kreshan who is accompanied by 3-4 enemies summoned throughout the fight.

Bosses

DN-314 Tunneler

The best plan of attack on this boss is damage – kill the Tunneler as fast as possible. DN-314 will periodically spawn floating droids that explode when in proximity of a player. AoE attacks can cause them to explode out of their damage radius. If the group had a splicer and your group took the alternate route, your healer and ranged dps (if available) can stand on some crates to help avoid the adds damage. DN-314’s second ability is a laser beam that targets a random player in the party – make sure the healer is switching between the targeted players as the laser beam does quite a bit of damage. If using the second strategy, make sure you stay within range of heals while tanking DN-314.

Vorgan the Volcano

Set markers on the three enemies in front of you: Sawbones, Torch, and Vorgan. That order should be your kill order. If you can kill both the lieutenants simultaneously, then that’s also a great strategy – just make sure you don’t lose Vorgan’s Aggro.

Battlelord Kreshan

Kreshan is the final and most difficult boss, fielding four abilities.

Frontal Blaster Spray – A cone AoE attack that is actually easily avoided if while tanking you keep his back to your party.

Bomb – this is also avoidable as it’s marked by a large red reticule on the ground. Move out of it and suffer no damage.

Knockback –  Knockback is more dangerous to Tanks than anyone else. If you don’t watch where you are standing, it can knock you off the platform to your death. Keep Kreashan in the middle of the room facing away from your healer and you’ll be fine.

Adds – Kreshan also calls upon adds periodically,  the best plan of attack is to bunch up and AoE / burn down the adds.

 

This has been a guide to Hammer Station for tanks, by a Tank.( Healers and Damage Dealers are welcome to its wisdom too!)

As Always Stay Frosty and May the Force be with you!