Force Sensitive Archive

Thread: My first visit to the village was a disaster.

Avront
Sat Feb 12, 2005 2:11 pm
#1

I just got cloned by entering the village. I was aggro'd and wasted before I could even look around much.

From what I gather from reading the forum is that I need to talk to Capt. Sarguillo to get a mission that will involve killing a number of the sith and pirates here. Then return to the captain to get the branch I chose unlocked.


I hope I got it so far..

I assume Phase 4 is not the best phase to start the grind.


Since it's a nightmare in the village I have a hard time not being aggro'd to talk to NPC's.

Do I need to talk with Rohak first ?

What does he do and where do I find him ?


I talked to a villager outside the village in the mist and he talked about Farming and seemed to be of little help.


Someone wrote that the captain is at 5313 -4161 (hope that's right for all servers).

I don't have a clue where Rohak is.


Avront Orca

Master Ranger/Master Rifleman

Bloodfin <FED>




I wish I had my Large ranger Camp back !!
Check out my Vendor outside of Bestine at -1398 -4458
Kalem_Radiant
Sat Feb 12, 2005 4:40 pm
#2

Heh you did pick a tough phase to first visit the village. (I also went to village my first time during phase 4 last go round)


Yes you need to talk to Capt. Sarguillo, I don't have the WP on me but he's near the center of the village (not far from Pameos).


The Sith raids happen about every 90min and last for approx 45min depending on how fastplayers kill them off.


If you just going to village to convert exp or to talk to NPC'sapproch slow and if you see Sith head around,back out away from village.

Check back about every 15 min till you see coast is clear then head in.


If you are planning on doing the melee or healingquest......

I suggestgo to village buffed (both mind and health) Also have plenty of food buffs handy, really good armor and PSG's. (I have gone thru 3 PSG's in on raid and sometimes a PSG will last me several raids.)

Also don't go to village alone, group size should be 6+.

The more the better with several melee tanks types and a CM, Doc.


For the first 1/2 of the raid stay in a very tight group near the hut by Pameos, if you're hurting bad you can duck into there to get healed up.

You'll stay aggroed but the Sith very rarely will go into that hut after you. (BTW that's not true of the other hutts)

Also keep your support Doc' in hut (safe area) for rezzin and healing players.

Dead players can be dragged by medic/melee types back to hut for Doc to rez & buff.

If doc's are working on heal quest and insist on getting out of the hut, keepthem and ranged typesin middle of group.

Everyone attack only 1 or 2sith at a time (avoiding Thugs if at all possible)

Ranged folks, if you attack a sith be cautious of type of attack you use.

An area attack can draw several other sith including Thugs to your group at once. (Bad idea!)

When aThug does aggro, have 2+melee people engage the thug along with healer support. (Healers with no melee skills stay clear of thugs, you will get dropped quick!)

Thugs are tough as hell and take forever to kill.

Also keep thug intimidated! it halves their damage output!

Favorite trick of Sith is to have thug aggro a player and have several outlaws & pirates hit same player with ranged weapons.

When they do that even the toughest player will go down fast.


I have been with 5 person groups and succesfuly defended village from raids.

I have been withlarge 12-20player groups and had almost entire party wiped out becausea fewplayers got cocky and went out in different directions and aggroed several thugs and brought them back to main group.

Another problem is when uber tank types thinkthey can solo or pair up andhead away from main group.

They wind up dying and then the doc gets killed while trying to go out and rez them.

Another thing i see is players running around like crazy. It makes it very hard for healer to help them and they take more damage from hits.

If a Sith aggros a non melee, they shouldholler for help, and a melee type should start hitting the sith while the non melee keeps jammin the peace button and then slowly back off and pray a healer is hitting you with heals.

The sith will switch and agrothe player doing the most damage to them.

This is why a tight group is important.


There always is a shortage of pirates, to get your quota your going to have tocomplet 2-3 raids.

Because of this you always get a few members who run out sol trying to get that pirate they see over by the edge of the village and they wind up being Thug bait.

once most of the Thugs are dead, then you can break up into groups of 3-4 and go looking for stray pirates & outlaws.

Remember you don't need to kill Pirate or Outlaw to get credit for kill, you only need to hurt it, once anyone kills it you will get credit.

So if you find a pirate (fairly easy kill) don't kill it to quick, let other members in your group get a hit in.


IMHO this is the best phase, it's such a rush when your part of a good group and your allfighting for your lives working working as a group.

This is the game at it's best.


I think instead of grinding exp to fill in boxes, every box should require quests like this to fill a box.




---KalemRunningflier---

12PointMasterArchitect

Twolocations:

Beachfront
Mall:(-420,-5450)700metersfromCoronet

TheJungleMall:(-891,1811)800metersfromDantooineMiningOutpost


RogueFettt
Sat Feb 12, 2005 5:39 pm
#3






Kalem_Radiant wrote:

Heh you did pick a tough phase to first visit the village. (I also went to village my first time during phase 4 last go round)


Yes you need to talk to Capt. Sarguillo, I don't have the WP on me but he's near the center of the village (not far from Pameos).


The Sith raids happen about every 90min and last for approx 45min depending on how fastplayers kill them off.


If you just going to village to convert exp or to talk to NPC'sapproch slow and if you see Sith head around,back out away from village.

Check back about every 15 min till you see coast is clear then head in.


If you are planning on doing the melee or healingquest......

I suggestgo to village buffed (both mind and health) Also have plenty of food buffs handy, really good armor and PSG's. (I have gone thru 3 PSG's in on raid and sometimes a PSG will last me several raids.)

Also don't go to village alone, group size should be 6+.

The more the better with several melee tanks types and a CM, Doc.


For the first 1/2 of the raid stay in a very tight group near the hut by Pameos, if you're hurting bad you can duck into there to get healed up.

You'll stay aggroed but the Sith very rarely will go into that hut after you. (BTW that's not true of the other hutts)

Also keep your support Doc' in hut (safe area) for rezzin and healing players.

Dead players can be dragged by medic/melee types back to hut for Doc to rez & buff.

If doc's are working on heal quest and insist on getting out of the hut, keepthem and ranged typesin middle of group.

Everyone attack only 1 or 2sith at a time (avoiding Thugs if at all possible)

Ranged folks, if you attack a sith be cautious of type of attack you use.

An area attack can draw several other sith including Thugs to your group at once. (Bad idea!)

When aThug does aggro, have 2+melee people engage the thug along with healer support. (Healers with no melee skills stay clear of thugs, you will get dropped quick!)

Thugs are tough as hell and take forever to kill.

Also keep thug intimidated! it halves their damage output!

Favorite trick of Sith is to have thug aggro a player and have several outlaws & pirates hit same player with ranged weapons.

When they do that even the toughest player will go down fast.


I have been with 5 person groups and succesfuly defended village from raids.

I have been withlarge 12-20player groups and had almost entire party wiped out becausea fewplayers got cocky and went out in different directions and aggroed several thugs and brought them back to main group.

Another problem is when uber tank types thinkthey can solo or pair up andhead away from main group.

They wind up dying and then the doc gets killed while trying to go out and rez them.

Another thing i see is players running around like crazy. It makes it very hard for healer to help them and they take more damage from hits.

If a Sith aggros a non melee, they shouldholler for help, and a melee type should start hitting the sith while the non melee keeps jammin the peace button and then slowly back off and pray a healer is hitting you with heals.

The sith will switch and agrothe player doing the most damage to them.

This is why a tight group is important.


There always is a shortage of pirates, to get your quota your going to have tocomplet 2-3 raids.

Because of this you always get a few members who run out sol trying to get that pirate they see over by the edge of the village and they wind up being Thug bait.

once most of the Thugs are dead, then you can break up into groups of 3-4 and go looking for stray pirates & outlaws.

Remember you don't need to kill Pirate or Outlaw to get credit for kill, you only need to hurt it, once anyone kills it you will get credit.

So if you find a pirate (fairly easy kill) don't kill it to quick, let other members in your group get a hit in.


IMHO this is the best phase, it's such a rush when your part of a good group and your allfighting for your lives working working as a group.

This is the game at it's best.


I think instead of grinding exp to fill in boxes, every box should require quests like this to fill a box.







/agree
Narreem0884
Sat Feb 12, 2005 11:22 pm
#4

The Melee Defense quest was the most fun I've ever had with the village. Screw the Phase 3 Melee Accuracy quest, that was tedious, not fun. I went to the village on day 2 of this Phase and with roughly 40 other people around I had this quest finished on the second wave.


This is one of the rare occasions where large groups of players can be seen working together for a common cause. Only live events pull in a crowd such as the one I witnessed.


For those of you who haven't yet completed the quest, I'd suggest you hurry, because alone this quest is seemingly impossible, and you'll find yourself in that situation soon.



"Reality doesn't care if you believe it." - Boba Fett - Tales of the Bounty Hunters
Narreem the Wookiee
Rebel Colonel, Vortex Ace Pilot, Master Pikeman
Iakimo
Sat Feb 12, 2005 11:33 pm
#5






Narreem0884 wrote:

The Melee Defense quest was the most fun I've ever had with the village. Screw the Phase 3 Melee Accuracy quest, that was tedious, not fun. I went to the village on day 2 of this Phase and with roughly 40 other people around I had this quest finished on the second wave.


This is one of the rare occasions where large groups of players can be seen working together for a common cause. Only live events pull in a crowd such as the one I witnessed.


For those of you who haven't yet completed the quest, I'd suggest you hurry, because alone this quest is seemingly impossible, and you'll find yourself in that situation soon.




LOL... I still liked the Phase 3 capture-the-commander quest most. I'm a BH/Creature Handler, so I got to put two seldom-used skills to great use: terrain negotiation, and riding a pet. I actually felt likea scout for once as I circled the player escorting the commander and skirmished with pirates! So for me, the trips back were anything but tedious. But the battle for the village is intense.




---------------------------
Things every player should read....
1. GameSpy's interview with Julio Torres on the negative fan reaction to his earlier interview about the launch of the New Game Environment: Clicky

2. ZDnet's GameSpot.com's reader reviews of the Post-NGE Star Wars: Galaxies Starter Kit: Clicky No. 2

3. MMORPG.com's editorial on the ethics of changing an active MMORPG: Clicky No. 3
vvvedge
Sun Feb 13, 2005 1:59 pm
#6






Kalem_Radiant wrote:


I think instead of grinding exp to fill in boxes, every box should require quests like this to fill a box.







Was thinking the same but never took the time to post about it...

in fact I just unlocked my 7th tree yesterday and do not even have 1 box filled !

No I don't have THAT time to grind and want fo play fun when I have a little...

...and I'm a CH/BE which isn't the best combo for grinding ! but I'm pleased with it and don't want to change

So I guess I'll never have any Jedi nor second slot

at least let's the 24 month vet reward be a jedi ! ... I know this would never happen


Another idea I had but that isn't FS related :

why not reduce the xp requirement for the profession you already mastered... thenyou could surrender and come back whithout too much difficulty

Even better : no more xp requirement when you want to relearn a previously mastered profession, but some delay before applying to prevent players switch back and forth depending on the situation (let's say you declare a 'skill migration' and one day (or one week...) later you're done : master again




--
Dako Sijei - Male Zabrak - Retired Pack Master/BioEngineer - FarStar
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