Force Sensitive Archive

Thread: The Path to Jedi Guide to the Force Sensitive System (v2.0)

wanabjedi55
Sat Aug 06, 2005 9:21 pm
#339

QUESTIONS:


1.)We still get another character slot upon gaining the ranki of Jedi Padawan? (I thought that ended with the holo-grinding days..)


2.) After unlocking your 6th branch on a FS tree by completing the quest, do you have to wait till the end of that phase to receive a visit from the Old Man again?(If you already have enough exp banked that is to just train)Or does the set individual timer for the old man to come start as soon as you finish the last FS branch you need? (Pretty sure it does, I just want to make sure)


Very good guide by the way.



Ahazi!
SonGouki
Sat Aug 06, 2005 9:52 pm
#340






wanabjedi55 wrote:

QUESTIONS:


1.)We still get another character slot upon gaining the ranki of Jedi Padawan? (I thought that ended with the holo-grinding days..)





You still get a second character slot. The only difference from before is that now your main is the Jedi and the second slot is just a regular character.






wanabjedi55 wrote:

QUESTIONS:


2.) After unlocking your 6th branch on a FS tree by completing the quest, do you have to wait till the end of that phase to receive a visit from the Old Man again?(If you already have enough exp banked that is to just train)Or does the set individual timer for the old man to come start as soon as you finish the last FS branch you need? (Pretty sure it does, I just want to make sure)






As soon as you obtain your sixth full FS branch you become eligible for a visit from the Old Man.





- SonGouki

"If you strike me down, I shall become more powerful than you can possibly imagine."

ToOW Quests Guide :: NGE Classes Overview :: Kkowir Loot Weapons


wanabjedi55
Sat Aug 06, 2005 9:57 pm
#341

Thanks for the quick reply SonGouki


(Yeay! I finaly get to have a crafter avatar hehe:smileyhappy





Ahazi!
Kilomania
Sat Aug 06, 2005 10:51 pm
#342


What can i say, GREAT GUIDE


others may find it usefull to have a link to shrine areas and a little more detail in what to wear and what not to do on the trials, just an idea for a possible 1.4 in the padawan trials section


out of all the trials i the only one i had trouble with was the tuning crystal you have to do it after you craft the saber and not before you craft it. Luckily i didnt get too keen and tune all my crystals once i got the chance.


Kilomania


Message Edited by Kilomania on 08-06-2005 10:56 PM



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LucidRoid
Sun Aug 07, 2005 11:35 am
#343




Jharding13 wrote:

Anyone have any tips on getting the captin to follow me in the melee accuracy quest ?
It seems whenever he goes up a hill he turns around and runs away...




Me and several of my friends have tried hard doingthis quest, but once we found out the trick it was almost a walk in the park. So ...


what is the trick? Don't be grouped with more than your fellow doing the quest! Plain and simple. You need support, yes! But do not group with it. The thing is that the bigger the group the bigger the obstacles you will meet, and in some way the Commander has a harder time walking steep paths, both up and down.


Though I actually knew, but of course didn't think of it right away, it has always been that way, he bigger group the harder difficulties, right? Being so in this quest is no different.



  • Group only with your fellow doing the quest, one of you lower the shields and outdamage in killing 5 Siths before the other one of you speak to the Commander.

  • The split second you speak with the Commander you hear a crack, when he eats his poison pill and utters something like "you will never complete this sin time". Hence wait a second until you have a rather free pasage out of the camp.

  • Have a supporting group taking out MOBs and Siths along the way, but you two don't bother much with that.

  • Have the "Summon Radial Menu" (found in Options -> Keymap -> UI) boind to a convenient key so you don't have to manually get the Commander's radial menu. Hitting key "2" will trigger the "Follow me" command. A few less mouse movements in a stressful time.

  • Avoid too steep up and down hillsides. It is a real good idea to track the nature finding a good path to follow. We actually marked a path with 9 waypoints cuz it is a pain to remember every rift and mould. Normally he gladly follows you on rift bottoms.

  • "Turn up the light" at dark Dathomir by going Options -> Graphics, increase the Light and Gamma, while decrease the Contrast. Weird colors? You bet, more like military night glasses, but it works

Have fun. I have been away a few days so I dunno if you get this in due time.

Message Edited by LucidRoid on 08-07-2005 08:36 PM



It is good to have an end to journey toward, but it is the journey that matters in the end

Zimoon, Elder Jedi, MDoc MSw, MPol [620 -5720] @ Dantooine, Gorath
Vaishya, Elder Crafter; So'ma, MDE; Zimlet, BH; Zimzan, Commando; Zelene, MEnt

Beginners Guide for Traders * Tansaari Point Stn * Creature Resources
Nurmal
Tue Aug 09, 2005 4:29 am
#344

First of all THX A LOT! It REEEALY helps people.


Well, im doing that guide, but theres a point. The Warrens. Im a rebel, i went to the warrens and... made the Rebel one, compassion, then i got the evidences, 3 of them, and a encrypted "something" (dont remember the name), i read on allakhazam that u dont need the 4th evidence, the one from the prisioner. So i went to Theed to talk to Heff... surprise... he doesnt want to talk to me... coz im rebel...


Is it the only way, or may i trade this badge for another one? or a quest or something?





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SonGouki
Tue Aug 09, 2005 5:03 am
#345






LucidRoid wrote:




Jharding13 wrote:
Anyone have any tips on getting the captin to follow me in the melee accuracy quest ? It seems whenever he goes up a hill he turns around and runs away...




Me and several of my friends have tried hard doingthis quest, but once we found out the trick it was almost a walk in the park. So ...


what is the trick? Don't be grouped with more than your fellow doing the quest! Plain and simple. You need support, yes! But do not group with it. The thing is that the bigger the group the bigger the obstacles you will meet, and in some way the Commander has a harder time walking steep paths, both up and down.


Though I actually knew, but of course didn't think of it right away, it has always been that way, he bigger group the harder difficulties, right? Being so in this quest is no different.



  • Group only with your fellow doing the quest, one of you lower the shields and outdamage in killing 5 Siths before the other one of you speak to the Commander.

  • The split second you speak with the Commander you hear a crack, when he eats his poison pill and utters something like "you will never complete this sin time". Hence wait a second until you have a rather free pasage out of the camp.

  • Have a supporting group taking out MOBs and Siths along the way, but you two don't bother much with that.

  • Have the "Summon Radial Menu" (found in Options -> Keymap -> UI) boind to a convenient key so you don't have to manually get the Commander's radial menu. Hitting key "2" will trigger the "Follow me" command. A few less mouse movements in a stressful time.

  • Avoid too steep up and down hillsides. It is a real good idea to track the nature finding a good path to follow. We actually marked a path with 9 waypoints cuz it is a pain to remember every rift and mould. Normally he gladly follows you on rift bottoms.

  • "Turn up the light" at dark Dathomir by going Options -> Graphics, increase the Light and Gamma, while decrease the Contrast. Weird colors? You bet, more like military night glasses, but it works

Have fun. I have been away a few days so I dunno if you get this in due time.






That's some good advice. Additionally, you should keep the following in mind...




  • First off, I've done it with just one other player and in full groups, it doesn't seem to make a difference in my experiences... as long as the person taking down the shields doesn't die before the commander is captured.



  • You have one hour in order to get the commander back to the village.



  • This timer seems to start the second you bring down the base shields, so get in there fast and start the trip asap!



  • Also, every time the commander breaks away from following you it seems to accelerate the timer, shortening the overall time you have to get him there. Therefore you should always try to re-capture him as quickly as possible.



  • The commanderseems to follow best when you're a little distance away from him (approx. 30m). If you're too close he seems to break off more often. Of course if you get too far awayhe'll break off too...



  • Always make killing the attacking Sith along the way the top priority of your support group. If they get too close they'll make the commander break away from following.



  • Given the commander's walking speed post-CU and apparent lack of terrain negotiation it seems that the maximum distance you can (successfully) retrieve him from is about 4500m. If the base is further out than that he'll likely take the pill before you're able to make it to the village. Therefore you should do some scouting beforehand to determine the closest bases to the village (there's usually some within the ~3000m range) and only try this once you get the remote to one of these bases.



  • Once someone takes down the shields of a base it will take 2 hours for the base to reset itself so someone else can attempt it.




- SonGouki

"If you strike me down, I shall become more powerful than you can possibly imagine."

ToOW Quests Guide :: NGE Classes Overview :: Kkowir Loot Weapons


LucidRoid
Tue Aug 09, 2005 11:38 pm
#346







Nurmal wrote:

First of all THX A LOT! It REEEALY helps people.


Well, im doing that guide, but theres a point. The Warrens. Im a rebel, i went to the warrens and... made the Rebel one, compassion, then i got the evidences, 3 of them, and a encrypted "something" (dont remember the name), i read on allakhazam that u dont need the 4th evidence, the one from the prisioner. So i went to Theed to talk to Heff... surprise... he doesnt want to talk to me... coz im rebel...


Is it the only way, or may i trade this badge for another one? or a quest or something?





I were rebel when I came to see Heff, but naturally I were on leave, too many stormies there Maybe that has changed post-CU? If so you should post a /bug and maybe file a CSR Ticket too.




It is good to have an end to journey toward, but it is the journey that matters in the end

Zimoon, Elder Jedi, MDoc MSw, MPol [620 -5720] @ Dantooine, Gorath
Vaishya, Elder Crafter; So'ma, MDE; Zimlet, BH; Zimzan, Commando; Zelene, MEnt

Beginners Guide for Traders * Tansaari Point Stn * Creature Resources
SonGouki
Wed Aug 10, 2005 11:04 am
#347






LucidRoid wrote:



SonGouki, did you do this post-CU or pre? I think the grouping thingie is tougher now than it used to be. Go for example solo and hunt something on for example Yavin 4, tough but doable. Group up with only one fellow, see the difference? But with even bigger groups you have the help of others and do not notice it that much. The Commander surely came along better once we started doing it in groups by 2, this latest phase. And we were about 10 of my fellows and me doing it from the very same base, the closest at Gorath = Psi, using the same routed way (as good as we could)every time. Smaller group and he walked almost anything, bigger group and he walked like a small girl.





Post-CU. I ran the quest and helped others do it several times this past Phase 3. I never noticed a difference in his walking speed based on the group size...


Perhaps it just depends on whatever mood he's in?






LucidRoid wrote:



Same question about the distance, post or pre-CU? I noticed that above 15-16 meters he turned away. Closer than about 12 meters he slowed down but did not stop until less than 10 meters. Best speed at 13-15 meters, except steeper terrain where 10 was slightly better.





(see above for when...)


In my experiences, if he was under 10m he would break away frequently, if he was 15-30m away he wouldn't break off at all during entire trips...


On steep terrain it's a little different. It's seems that with the new line-of-sight (LoS) rules in the CU that he will frequently lose LoS with you on mountains, due to rocks and such. When that happens he tends to break away rather quickly. However, as long as you maintain LoS though it doesn't seem to be a problem.






LucidRoid wrote:



The one hour thing I am not 100 % sure of, but we all died and had to speed by swoop back again from the moment the shields were downed. That din't seem to affect the timer, but I may be wrong here. Anyway, there is a hear-able crack when he eats the pill the moment you speak to him and he utters something like "you will will never take me". We clocked from that moment several times and to my understanding it is that second that starts the timer, but ... I pass on that. One hour is correct.





It seems to be one hour by most accounts I've heard and from my own experiences.


I'm not positive about that the timer starts when the shields go down, but I'm also not positive that it doesn't start then.People havetheorized back and forth about it both ways. However, in my opinion, it's better to be safe than sorry...






LucidRoid wrote:



Another note, there seems to be some positive bug involved, and several negative. The worstnegative first. Sometimes the turrets hit at distances up to 300 meters Really bad, yes. If so and you survive, send in probots to attack them. Of some reason they don't get group aggroed and they take the turrets down fairly quick. Normally the turrets hit at about 75-80 meters, so have a Doctor/CM standing within healing distance behind the rifle man.




Yeah, the turrets are a real pain now. The strategy I usually use is to take out the turrets before bringing down the shields, just to be safe. This way if anyone dies there's no complications...


Any ~CL80 ranged template can take them down fairly easily if they have the proper foods or healing backup.


Jedi can use Saber Throw or Force powers to take them down, Valor and Aura really help to stay alive as well (and AI of course).


Melee are out of luck... I don't think Lunge has a far enough range to get through the shields. Their onlyrealoption is to use a non-profession required ranged weapon (such as a Featherweight FWG5 or Advanced Laser Rifle).



Personally, I don't like using a droid to take them down... it just seems 'cheap'. Could just be me though...






LucidRoid wrote:



Positive are that dying does not seem to affect the outcome anymore. At least if only one of you died, no matter when in the process.


The turn when I tried I haven't told my mate (a new but greatyoung ladyI found sitting there solo when passing by unplanned) I took the turrets down and died. Clone and back on my slow AB-1, my crate of swoops were gone. Had forgot to tell her that she was not supposed to speak to the Commander until I had killed 5 Siths, so when I came back she addressed him and I got a "you failed this quest" notice. Guess if I were saddened. But a fellow I had there by the time told me to keep going, do my thing all the way to the Village, which I did. Killed Siths along the way and guided her through the narrow rifts where needed. Once at the Village I got another, much more positive, message such as "you have succeeded ..." and I did get the two crystals in my inventory as promised. That was a great surprise (a positive bug indeed)which made my day




This is a bug, and it could be a bad one...


Yes, it does allow you to still unlock the branch and get the team rewards. However, it also seems to leave your quest opened, which could lead to further (unknown) issues down the road... We all know how "picky" the FS quests can be when it comes to accepting and completing.


Hopefully it doesn't cause any futureproblems, though...





- SonGouki

"If you strike me down, I shall become more powerful than you can possibly imagine."

ToOW Quests Guide :: NGE Classes Overview :: Kkowir Loot Weapons


LucidRoid
Wed Aug 10, 2005 12:04 pm
#348






SonGouki wrote:





That's some good advice. Additionally, you should keep the following in mind...




  • First off, I've done it with just one other player and in full groups, it doesn't seem to make a difference in my experiences... as long as the person taking down the shields doesn't die before the commander is captured.



  • You have one hour in order to get the commander back to the village.



  • This timer seems to start the second you bring down the base shields, so get in there fast and start the trip asap!



  • Also, every time the commander breaks away from following you it seems to accelerate the timer, shortening the overall time you have to get him there. Therefore you should always try to re-capture him as quickly as possible.



  • The commanderseems to follow best when you're a little distance away from him (approx. 30m). If you're too close he seems to break off more often. Of course if you get too far awayhe'll break off too...



  • Always make killing the attacking Sith along the way the top priority of your support group. If they get too close they'll make the commander break away from following.



  • Given the commander's walking speed post-CU and apparent lack of terrain negotiation it seems that the maximum distance you can (successfully) retrieve him from is about 4500m. If the base is further out than that he'll likely take the pill before you're able to make it to the village. Therefore you should do some scouting beforehand to determine the closest bases to the village (there's usually some within the ~3000m range) and only try this once you get the remote to one of these bases.



  • Once someone takes down the shields of a base it will take 2 hours for the base to reset itself so someone else can attempt it.





SonGouki, did you do this post-CU or pre? I think the grouping thingie is tougher now than it used to be. Go for example solo and hunt something on for example Yavin 4, tough but doable. Group up with only one fellow, see the difference? But with even bigger groups you have the help of others and do not notice it that much. The Commander surely came along better once we started doing it in groups by 2, this latest phase. And we were about 10 of my fellows and me doing it from the very same base, the closest at Gorath = Psi, using the same routed way (as good as we could)every time. Smaller group and he walked almost anything, bigger group and he walked like a small girl.


Same question about the distance, post or pre-CU? I noticed that above 15-16 meters he turned away. Closer than about 12 meters he slowed down but did not stop until less than 10 meters. Best speed at 13-15 meters, except steeper terrain where 10 was slightly better.


The one hour thing I am not 100 % sure of, but we all died and had to speed by swoop back again from the moment the shields were downed. That din't seem to affect the timer, but I may be wrong here. Anyway, there is a hear-able crack when he eats the pill the moment you speak to him and he utters something like "you will will never take me". We clocked from that moment several times and to my understanding it is that second that starts the timer, but ... I pass on that. One hour is correct.


Two hours until reset, on the mark, agree


Another note, there seems to be some positive bug involved, and several negative. The worstnegative first. Sometimes the turrets hit at distances up to 300 meters Really bad, yes. If so and you survive, send in probots to attack them. Of some reason they don't get group aggroed and they take the turrets down fairly quick. Normally the turrets hit at about 75-80 meters, so have a Doctor/CM standing within healing distance behind the rifle man.


Positive are that dying does not seem to affect the outcome anymore. At least if only one of you died, no matter when in the process.


The turn when I tried I haven't told my mate (a new but greatyoung ladyI found sitting there solo when passing by unplanned) I took the turrets down and died. Clone and back on my slow AB-1, my crate of swoops were gone. Had forgot to tell her that she was not supposed to speak to the Commander until I had killed 5 Siths, so when I came back she addressed him and I got a "you failed this quest" notice. Guess if I were saddened. But a fellow I had there by the time told me to keep going, do my thing all the way to the Village, which I did. Killed Siths along the way and guided her through the narrow rifts where needed. Once at the Village I got another, much more positive, message such as "you have succeeded ..." and I did get the two crystals in my inventory as promised. That was a great surprise (a positive bug indeed)which made my day


Finally, I may be wrong on my remarks, only wanted to hear if your experiences are post or pre-CU. My are post-CU, but I may still be in error and you may whip me up



It is good to have an end to journey toward, but it is the journey that matters in the end

Zimoon, Elder Jedi, MDoc MSw, MPol [620 -5720] @ Dantooine, Gorath
Vaishya, Elder Crafter; So'ma, MDE; Zimlet, BH; Zimzan, Commando; Zelene, MEnt

Beginners Guide for Traders * Tansaari Point Stn * Creature Resources
Sbrodj
Thu Aug 11, 2005 1:30 pm
#349

Does Force HEal count as healing in the healing uqest in ohase IV?



THE FORCE WILL ALWAYS BE WITH YOU



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SonGouki
Thu Aug 11, 2005 7:27 pm
#350






Sbrodj wrote:

Does Force HEal count as healing in the healing uqest in ohase IV?





Good question. I don't know anymore, the wayhealing credit workschanged in the CU...





- SonGouki

"If you strike me down, I shall become more powerful than you can possibly imagine."

ToOW Quests Guide :: NGE Classes Overview :: Kkowir Loot Weapons


NeoJediMatrix
Mon Aug 15, 2005 3:13 pm
#351


They stroke and caress their nerf bats well these days. Try playing during the really buggy times.


Oh sorry got sidetracked. In my opinion the medical xp should keep with the 30 to 1 because of its relatively easy accomplishment in banking it. However the combat xp is an issue. If they want to keep it at 30 to 1 then at the very least increase the cap and percentage earned for each kill. At least if they increase the cap, we dont have to waste a trip to the village for only like 4k FS xp. Make the cap 1.2 mil like a handful of the other banks and just wait til its capped. DURRRRRRRRR


Wait maybe I should reiterate in baby language so Sony can understand.


Do blah do do da me durr. wah do mah me do. XP dan da do la lee lou la lee lou. pbpbpbpbpbpbpbpbpbp (giggle) da doo doo.



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