Jentra gets Space Cadet-ized; plus, a lesson on lizards

Shiny New Art

On Twitter, DiscoPriest - artist of the Disciplinary Action and new Space Cadets comics – announced an art giveaway, in which she’d redo your SWTOR character in the style of a Space Cadets character. Sadly I did not get in on the contest (don’t ask me why!) but I still wanted one, mostly after seeing Asros and Fynralyl sporting theirs on Twitter and the guild forums, so I did it the old-fashioned way – I commissioned one. It was well, well worth it! I opted to get one done of my new Jedi Shadow (more on that in a sec), Jentra. Here’s the before… (click any of the pics below to enlarge)

And here she is after becoming a total Space Cadet:

So cool! Thanks again, DP – love ‘em. If you’d like to get one of your very own, here’s the easiest way to do so – the cost is $20.

  • Take a screenshot of your character at the SWTOR login screen. (You can use the same screenshot button that works in-game – for me, that’s Print Screen.)
  • Optional: take a full-body screenshot in-game. I apologize to Disco for the shoddy quality of my in-game pic (controlling the camera over a remote connection is nigh impossible!) but she did extremely well all the same.
  • Send the pics, along with a short email requesting a Space Cadet-style avatar, to the artist.
  • She’ll take care of you from there!

Shiny New Character

As you can guess from the fact that I didn’t get Kyzur cadet-ized, I’ve switched away from playing him. The Sage playstyle is okay, but it just wasn’t clicking with me. Unfortunately, it took me about 20 levels to figure that out. At that point, I was so close to unlocking my Legacy that I figured I may as well just go ahead and do it – and that’s what I did.

(A side note here about my Legacy. For no apparent reason, my original choice of Legacy names (Cygma, as in Sigma, as in Kaiser Sigma) was not allowed by the Legacy system for no apparent reason – and neither was any other spelling of it. I wonder if it can’t be five characters long? Seems kind of arbitrarily short. So I went with a backup – Epsilon. It took a little bit to grow on me, but I got used to it. About 75% of the way to Legacy Level 2, to boot.)

Jentra, my shiny new Shadow, just got to Taris. Yes, that means I’m now one of those people with multiples of the same class – but the Shadow and Sage play so differently they may as well be different classes. Just to ensure it’s not a total repeat, Jentra’s making different choices than Kyzur did in many places, even if it’s just seemingly inconsequential dialogue. As a result, she’s developed a definite anti-Imperial leaning, and is less likely to be your staunch, stuffy, upright Jedi. If Kyzur represents the Jedi Order’s guiding voice, Jentra is its striking arm.

FOR GREAT JUSTICE.


A Lesson on Lizard-men

So I’d complained on Twitter that, starting at around Tatooine but definitely noticeable on Alderaan, Qyzen Fess seemed a lot… squishier. I also had a much easier time pulling threat from him if I was spec’d for DPS. Getting some upgrades on Tatooine seemed to help his survival and threat somewhat, but I still had to bubble the green dude every time I got a chance. When I got Jentra, I was happy to have Qyzen again at a low level, where he’s very, very tanky.

Then I noticed something: a little green icon in his buff bar, for Trandoshan Regeneration, his “tank stance.” And then I realized that I hadn’t seen that icon when I was playing as Kyzur since, oh, sometime on Taris. Later on, after several groups, I resummoned Qyzen – sure enough, Trandoshan Regeneration had turned itself off for no apparent reason.

Learn from my mistakes: always make sure your tank is actually in tank stance!

Home for the Holidays

I’m out of town for Christmas, so don’t expect too much out of me – in game or out! As for progress, I’m level 31 and somewhere on Alderaan…and fairly sure I’d rather be a Shadow.
 
So I rolled one of those, too. I’m just waiting until I unlock my Legacy with Kyzur, so I can maximize my Legacy XP.  
 
Happy Holidays, and may the Force be with you! 
 

Eight things I learned during early access

VIP Lounge band

1. I’d done a ton of reading about the game itself (aside from playing in the beta), but that didn’t mean everyone else had. A lesson of perspective. There were lots of inquiries in-guild about Advanced Classes, Crew Skills, and so on, many of which could be resolved if you knew where to look – but if you didn’t, you could easily be lost. That’s why I’ve been trying to write what seems to me like absurdly basic things on our forums (and encouraging others to do the same); what seems basic to me may be news to someone else. Resources like Anexxia’s SWTOR FAQ are extremely helpful.

2. The Esseles isn’t indicative of other Flashpoints – at all. In retrospect, The Esseles (and, presumably, the Black Talon) are rather strange as far as Flashpoints go, even compared to the very next one available to you. It’s much longer, the fights are much easier, and roles are much less necessary. It’s the difference between night and day; I hope it doesn’t catch people by surprise.

3. Money is simultaneously scarce and yet abundant. Mission Skills can be spendy – but if you can craft the nice things, even now – while prices are unsettled – people will usually buy them. Skills start costing 2k and 3k apiece in the 20s, but you can easily get 30k credits without even trying on a planet like Taris just from questing. I’m not worried about having the credits to buy speeder training next level – but I am glad that I’ve got the STAP available to save me 8000 credits.

4. There are benefits to leveling as a healer, even in a game without a “dungeon finder” feature. Two of the three classes on the Republic side that can level as a healer start with a tank companion. Same goes for the Imps. Leveling as a healer, and learning how to heal, usually means you’re going to be able to solo Heroic 2+ quests while still performing like normal in regular quests. This is also how you’ll learn that yes, Virginia, those healing threat reduction talents are really necessary. (Heroic 4+ is probably a bit out of your reach. Your tank-companion still takes a little too much damage, while not dealing enough of their own.)

5. It seems much easier to end up over-leveled than under-leveled these days. To end up underleveled in the summer betas, you didn’t really even have to try that hard. In the live game, I’m actually wondering exactly how much you’d have to skip out on to end up underleveled. As for me, I’m significantly over-leveled, at least for a while – running the Esseles four times in two days, diligent completion of all available space missions at any given time, completion of every quest on Taris (no matter how much I hated running around Taris), and more has led me to end up on Nar Shaddaa at the high end of its level range – and I’m about to level up again. And I haven’t even done any PvP!

6. The mod system can yield some real flexibility – even in Flashpoints – and make sure nothing goes to waste. An anecdote: in my second Esseles run, the third boss (the first robot-thing on the Imperial ship) dropped a double-bladed lightsaber. I sighed a little – all the stats and such were perfect, a fantastic upgrade for me, except I’m a sage… then I realized every item in that lightsaber was a mod, and my own saber was also moddable. Since there wasn’t a Shadow to take the saber from, I felt no qualms about taking that double-bladed lightsaber, looting it for all its delicious mods, and slapping them into my single-bladed saber for sagecraft!

Also: there’s a fully moddable suit of sand people lookalike armor on Tatooine. You know what to do.

7. Some of the 3D models could use a little help still… but I’m confident BioWare will find some way to make it look good. The most prominent one, at least for me, deals with full-face miraluka headcovers and, presumably, body type 4 males. I’m unable to wear anything with a hood because the headcover pokes through it – it didn’t bother me until I noticed it (it looked vaguely like patches), but now it bugs me to death, so I’m wearing and modding non-hooded garments. It’s also kind of strange with head items – basically they’re applied to the face, but they’re applied underneath the headcover, so they clip through it. And then there’s the old “twitchy lekku” issue that seems to affect a lot of twi’lek NPCs…

8. You can still get into the Collector’s Edition/Digital Deluxe VIP lounge, even if you didn’t buy one of those editions. It’ll just cost you a million credits to do so. And it won’t give you access to the CE vendor, reportedly. But hey, it’s your million credits.

On “What Advanced Class should I pick?”

This is actually a copy of a post from our guild forums. Lots of people asking this, and I think it’s not quite the question they actually want to ask.

My default answer to this is, as always, play what you want to play. If you base your game on other people’s needs, you’ll burn out. I’ve seen it from roleplaying on a MUSH all the way up through every MMO ever. Play what you want to play – let the role thing balance itself out.

Now, on the other hand, it’s possible that some of you asking “what Advanced Class should I pick?” are really asking “what’s the difference between my Advanced Classes?” That I can answer. (If you have experience with WoW, this link might help you decide, too.)

Jedi Knight

The Jedi Guardian advanced class wields one lightsaber and carries a force generator or shield generator. The Jedi Guardian is capable of tanking or damage-dealing.

The Jedi Sentinel advanced class wields two lightsabers. The Sentinel’s only role is damage-dealing, and you have a few options of how to do that – slow and steady, with damage over time, or with fast acrobatic weapon strikes.

Jedi Consular

The Jedi Shadow advanced class wields a double-bladed light saber and carries a force focus, force generator, or shield generator. The Shadow is capable of either tanking or damage-dealing; in the former role, it relies on damage mitigation, in the latter, it plays a lot like a traditional rogue class, although the Balance tree combines melee and ranged for a sort of ‘battlemage’ playstyle.

The Jedi Sage, near and dear to my heart, is a completely ranged playstyle – that lightsaber is basically for show (and deflecting ranged attacks sometimes), and your offhand item is a force focus. The Jedi Sage can heal, or it can do damage with its damage-over-time abilities and telekinetic attacks.

Trooper

The Vanguard advanced class wields blaster rifles and a power generator or shield generator. The Vanguard class is capable of buffing up its shields and tanking, or getting in close for a unique melee/range mix playstyle of damage-dealing. (You get to knife people. How fun is that?)

The Commando advanced class wields those big freakin’ assault cannons you’ve probably seen many of them carrying, and also a power generator – I think. The Commando is capable of dealing damage – big surprise! – but they can also focus on healing. You literally get to shoot people back to good health.

Smuggler

The Gunslinger advanced class wields two blasters, and – much like the other dual-wielding AC, the Jedi Sentinel – the Gunslinger is there to deal damage from cover, and lots of it. The Gunslinger can specialize into better guns or better bombs, but one way or another, you’re dealing damage.

The Scoundrel advanced class wields a blaster pistol and uses a scattergun or shotgun as their “offhand” weapon, though you only see it during special attacks. The Scoundrel has two totally different playstyles – you can be a healer, and heal people from range, or you can deal damage – and the Scoundrel, unlike the Gunslinger, gets up close and dirty, shooting people in the back at point blank range with the Scattergun.

The Empire

Lest you think I forgot about you, here’s a quick Republic-to-Empire class and AC primer.

  • Jedi Knight -> Sith Warrior
    • Jedi Guardian -> Sith Juggernaut
    • Jedi Sentinel -> Sith Marauder
  • Jedi Consular -> Sith Inquisitor
    • Jedi Sage -> Sith Sorcerer
    • Jedi Shadow -> Sith Assassin (Balance -> Madness)
  • Trooper -> Bounty Hunter
    • Vanguard -> Powertech (blaster rifle -> single blaster pistol)
    • Commando -> Mercenary (assault cannon + generator -> two blaster pistols)
  • Smuggler -> Imperial Agent
    • Gunslinger -> Sniper (two blaster pistols -> sniper rifle + power generator)
    • Scoundrel -> Operative (scattergun/shotgun -> knife)

On mods: the building, salvaging, and picking thereof

First off, go read this post by Associate Lead Designer Emmanuel Lusinchi about the modding system. It’s absolute gold for a high-level overview of how the modding system used to work, and how it works now. Having experienced it both ways, I’m definitely not misty-eyed over the days of yore (by which I mean “as recently as this summer”). There are definitely some parts I want to pull out and comment on, though, so here goes.

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