Bio Engineer Archive
Thread: Some advice please...
Right, Im totally new to the game been playing it for like 3 days now and am in need of some advice. I dont know what type of char to have at all and having only one char on the server means I need to make my choice right.
What class of char to make?? I have narrowed down a few that I like look of but dont know how to go about it. One is creature handler, with this skill am I best having some pistol or rifle skill aswell?? Second is Artisan and the same question goes with that one too. Am I meant to have fighting skills aswell??
I was hoping that someone with alot more experience than me could throw me a helping hand and tell what to do.
Thanks all
Best thing to do is think of what "career" choice you want to make in the game. As you advance skills in the game you can go for higher level career choices. As an example, I chose to be a fighter. With this class I can choose one of the weapon specialties to advance in or I can go for Master Marksman, then choose to be either a commando or bounty hunter. It's also crucial to remember that characters race is important as well. Currently I am a wookie, but since I can't get any armour as a wookie I am thinking of changing my character and starting over, even though I have so many hours invested into the game. I am extremely close to getting master marksman, but would like to have armour. Choos wisely what you want to be. Look at the manual and see what each career choice offers before making a final choose.
BTW you can have other careers in addition to your primary choice.
That's a pretty big question.
With creature handler, I use rifle, since the creature will fight close-range and you can set back about 35m and shoot with the rifle. However, if the proposed creature-handler adjustments come into play, forget creature handler unless you will be a master. Even then, it may not be worth the skill point cost.
Pistol skill is great to start with by yourself, and great for an artisan (tho I switched to rifle) since you can hit better at close range.
Some artisan skill require others to match them (armorsmith needs tailor items, tailor can use bio-engineer items, architecture needs tailor for some high-level furnishings, weaponsmith can use pieces to grenades and mines from commandos)
I'm currently a master architect with rfile, CH, weaponsmith (on pause while I explore the tailor profession) with all artisan skills trained but the business ones. I used to be a master artisan but untrained some after making templates. Oh yah, master artisan pieces are needed by a few professions as well.
Teras Kasi/creature handler seems to work well as a solo class.
Crafting classes, unless you are the patient type, can really drag on, especially if you're going to make a full-crafter. If I could "do over", I would probably go with droid crafter since I have a feeling that vehicles, if you'll be able to craft them, will be an elite-elite profession on top of master droid engineer.
All in all I probably didn't help you at all. There's just so much, and to me, just about all of it has constant rewards.
-Cx-
I had the same problem as you -- what type of character should I be? What's fun? Of course, the answer is different for each person, but here's my advice:
- Don't be afraid to become a Novice in multiple skills. If you choose three (or even four) skills you think you might like, Novice is a good way to test them out. You can always surrender the skill points later on and won't have wasted too much time, energy, or money.
- Get a Novice combat skill -- Marksman or Brawler. For me, combat is fun. Even if I was an Artisan or Entertainer, I would want to do some combat. Some people exist only as Entertainers or Artisans and rarely (or never) leave the city or the cantina. Not fun for me, but to each his own.
- Play the game. In other words, don't spend too much time *thinking* about what you want to do. Just try to do it. If you find that you need another Novice skill to accomplish a goal, pick up the skill and try it out.
I'm relatively new to SWG too, so this may not be the expert advice you were looking for, but I began to run into the same problem. I considered deleting my character and starting over because I felt like I was going down the wrong path with my skills. But as I tried to decide what I *did* want to do, I realized I didn't even really know how some of the skills worked. Sure, Artisans make stuff and Marksmen kill things, but without the "real world" experience, so to speak, any decision I made would've been a shot in the dark.
currently my idea for a template is MCM MC Medic 0440 MM...
but i know there are better ones out there, im just looking for ideas >.>; if you would be kind enough to post some it would be greatly appreciated.
Combat medic is great because of it's ability to compliment just about every combat profession. There are successfull people with just about every combo you can think of. I've done it with rifles, which was great and have since switched to pistols because I am more of a healer than combatant and I like the range and specials that coincided better. I don't think pistols is better in general, just better for my playing style (and carbs is a great middle ground to go also).
I would suggest looking at the thread that is stickied at the top of the combat medic page that is called "combat medic temps-post CU". Use the thread options button to view the newest first (some of the older post could be outdated as changes have been made, or better combo's found, so It's best to read the newer stuff first) and see if there is any in there that seems like a way you want to play.