Game Guides Archive

Thread: The Complete Guide To Death Watch Bunker {updated 10/29/05}

pussycat
Sat Aug 20, 2005 11:14 am
#131



PaulSchimitar wrote:
Ok thanks, so the mobs on the lvls below? do they agro? or just the ones on the actual lvl where we will be? also curious how you keep your crafter alive, as the crafter will obviously have much lower health and defense then the rest of the group, i dont want him dying in one hit, should he used a health buff crystal? does he not get hit by area attacks? will we need someone dedicated to keeping him healed? can the crafter still craft if agro'd? but not taking any damage? this is my first crafting trip and just want to have all angles covered.

Message Edited by PaulSchimitar on 08-20-2005 02:41 PM





Once you are in the crafting room, you'll want most of the team in the same floor as the crafter, and then maybe one or two in the other floors.... all you gotta do is engage the mobs as soon as they spawn. The players on the same floor as the crafter should be as far as possible from the crafter, with their backs facing the opposite wall, so that when they engage the mobs, they will be firing in the opposite direction to the crafter. If the crafter does his/her job quickly, you won't even get to *kill* most of the mobs in the crafting room, you'll get wrapped back outside the bunker before they're all dead... I think last time we were in the bunker we killed an SBD or two, most of the mobs were still alive when we were ejected (upon successful completion of the crafting).
PaulSchimitar
Sat Aug 20, 2005 11:58 am
#132

thanks alot for the info pussycat






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zRhyno
Sat Aug 20, 2005 7:06 pm
#133

Feign death works when crafting, even lets you continue crafting while feigned.






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Ejai
Sun Aug 21, 2005 6:53 am
#134






PaulSchimitar wrote:


Ok thanks, so the mobs on the lvls below? do they agro? or just the ones on the actual lvl where we will be? also curious how you keep your crafter alive, as the crafter will obviously have much lower health and defense then the rest of the group, i dont want him dying in one hit, should he used a health buff crystal? does he not get hit by area attacks? will we need someone dedicated to keeping him healed? can the crafter still craft if agro'd? but not taking any damage? this is my first crafting trip and just want to have all angles covered.





Kiero has most of smuggler, and is level 41. I actually die less than most other folks in the bunker, as I have maxed recon armor (over 8000 energy resist), maxed PSG, a health buff crystal, and a whole bunch of +25 defensive skill attachments loaded on my clothes and armor. Remember, when you are grouped with someone who is level 80, you get their damage mitigation as if you were level 80 also.




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JediSpam
Mon Aug 22, 2005 9:52 pm
#135






PaulSchimitar wrote:
OK a few questions about the DWB that i would like answered if you could. Firstly, during the crafting process of say the Mandolorian Helmet, is the Crafter allowed touse Feigh Death to Avoid aggro without bugging the crafting process? and secondly, as soon as the crafter puts the first item into the crafting droid, the mobs spawn. Does anyone have any idea or exact number on the amount of NPCs that spawn? Do they all spawn at once? or do they spawn in waves? if they all spawn at once, do more spawn as soon as the last one is dead? how does this occur in here? very curious to find out as im planning a crafting trip later and would like things to go as smoothly as possible. Any info you have would be appreciated.







This is from memory.


When we crafted the Jetpack the other day, we had spawns of...

2SBD's on the 1st floor

1 SBD and 2 Death Watch Ghosts on the 2nd floor

2 Mobs on the 3rd (dunno what they were but prolly similar to the 2nd floor)


We had 2 people on the 3rd floor and everyone else (including me, the crafter) was on the 2nd.


The moment I dropped an Alum Min on the droid, I believe all mobs spawned together. The ones on the 2nd floor spawned kinda near the ramp heading to the 3rd floor.


I was told the mobs on the 3rd floor started shooting downwards, but this could have been because the crew on the 2nd floor was pretty quick on attacking the pop.


The 2 mobs on the 3rd floor were taken care of by our 2 members up there.


The 2 SBD's that spawned on the 1F, came up the ramp and attacked the fighting crew on the 2nd floor, so they were handling 5 mobs in total at one point.


I believe they respawned when killed, but not 100% sure.


We had 1 Jedi and 1 Pistoleer on the 3rd floor, 3 Jedi and1 Pistoleer on the 2nd floor near the ramp coming up from the 1st floor, and me (MDE) and a Doctor standing by the droid. 2 of the Jedi were our healers and took turns cloaking and healing, which kept agro on them,while the others fought. Me and the Doctor didn't do any fighting.


I had a Force Crystal buff and all health buff foods/drinks in me but i didn't take a single hit.


We had no incaps and no deaths.


We finished the whole bunker in a little under 1.5 hours. The crafting room took about 3.5 minutes.


My advicewould be get all the keys beforehand so you can get to the crafting room asap.



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Bishop3560
Tue Aug 23, 2005 2:55 am
#136







Ejai wrote:







NOTE: MDEs have a known bug with their available color palette! If you want a matching set, start with the MDE pieces and match the others to it!





I think this has to do with the simple fact that to colour armor, you require 'Armor Customization Points' that only an AS has. As DE's lack these 'Armor Customization Points' they cannot colour the armor other then the very standard Artisan palette (as previously seen when crafting the old bone-armors pre-CU. I think having both AS and DE as profession would fix this problem, giving you the required 'Armor Customization Points' you require to colour it with a full palette. Might have been said before, but that's my idea on this.





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PaulSchimitar
Tue Aug 23, 2005 7:15 am
#137

OK thanks for all your help guys, i took my team down and we crafted my Mnado Helmet. Didnt have too much trouble inside the crafting room only had a handful of mobs to kill i think we had 5 total. As far as the Armor customisation for the helmet goes, it doesnt work. I had a Master AS/Master DE craft my helmet, hes a 12pt AS and we made him a Droid customisation suit which gave him a mod of 108, it did improve the palette slightly but not much. If what you said was true about Armor customisation lacking from a DE, then when my friend crafted it he should have had a full palette which he didnt. Its just a bug i think. Some kind CSRs will change the colour if you ask nicely.






_____ Joga Starwalker ___________
S D S D A R K J E D I
__________________________________________________________________



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Ejai
Tue Aug 23, 2005 9:12 am
#138






Bishop3560 wrote:







Ejai wrote:







NOTE: MDEs have a known bug with their available color palette! If you want a matching set, start with the MDE pieces and match the others to it!





I think this has to do with the simple fact that to colour armor, you require 'Armor Customization Points' that only an AS has. As DE's lack these 'Armor Customization Points' they cannot colour the armor other then the very standard Artisan palette (as previously seen when crafting the old bone-armors pre-CU. I think having both AS and DE as profession would fix this problem, giving you the required 'Armor Customization Points' you require to colour it with a full palette. Might have been said before, but that's my idea on this.





If this is the case, wouldn't Tailors have the same issue with the pieces they craft? I have not heard that to be an issue... anyone?




The Wretched Hive (HIVE'), A Galactic Hot Spot!
Tempest, Naboo, Freedom Forge, -2809 2340

Ejai Aufem, Guild Leader of HIVE, Mayor of Freedom Forge: CL90 Medic
Kieroe Aufem: Master Trader - Engineering
Sarc Aufem: Master Trader - Structures
Diemos: CL90 Elder Jedi
Dreemie Aufem: Master Entertainer
DWB Guide: 163 Jetpacks & 67 Mandalorian armor pieces crafted!

Auctions 101: directions, do's, and don'ts all rolled into one HERE!

JediSpam
Tue Aug 23, 2005 4:16 pm
#139






Ejai wrote:





Bishop3560 wrote:







Ejai wrote:







NOTE: MDEs have a known bug with their available color palette! If you want a matching set, start with the MDE pieces and match the others to it!





I think this has to do with the simple fact that to colour armor, you require 'Armor Customization Points' that only an AS has. As DE's lack these 'Armor Customization Points' they cannot colour the armor other then the very standard Artisan palette (as previously seen when crafting the old bone-armors pre-CU. I think having both AS and DE as profession would fix this problem, giving you the required 'Armor Customization Points' you require to colour it with a full palette. Might have been said before, but that's my idea on this.





If this is the case, wouldn't Tailors have the same issue with the pieces they craft? I have not heard that to be an issue... anyone?






See here



http://forums.station.sony.com/swg/board/message?board.id=armorsmith&message.id=108852







Hormel Spam

Whether you're rich or poor, it's nice to have money.

Tmoney808
Thu Aug 25, 2005 10:39 am
#140

someone told me they looted a jetpack base from inside the bunker, is this possible?
RodenKilzenta
Thu Aug 25, 2005 3:16 pm
#141






Tmoney808 wrote:

someone told me they looted a jetpack base from inside the bunker, is this possible?





Hard to say anything with absolute certainty in this game.....but unless they made a change, I would say negative ghost rider



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pussycat
Sat Aug 27, 2005 3:50 am
#142

I have never heard of jetpack bases dropping inside the DWB from any reliable source... don't see why they would change it all of a sudden.
Ceveoc
Sat Aug 27, 2005 9:14 am
#143





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