Game Guides Archive

Thread: Tuesday Tips May 3rd Center of Being

DustusNavar
Wed May 04, 2005 2:54 pm
#92






Thunderheart wrote:





MadJynx wrote:

TH, are the skills going to be changed that do have an advantage to using as a lesser ability (IE Force Run and Force Armor)




Force Run and Force Armor are a different issue. Further balance on these can be expected to make them more useful. I'm sorry, but I don't have any more details than that right now.






TH, several improved versions of abilities are cone-effect, or AOE, while the basic ability is a single target. I won't bother to list them all here as there's too many. In a lot of instances it is more advantageous to use an ability on a single enemy and not an area. In all of these instances we need to have the ability to chose which special version we want to use. Limiting player options in this way is not good for game play.




22 Professions Mastered Jedi Padawan Rebel Colonel
Killing In The Name Of


Graxul
Wed May 04, 2005 2:57 pm
#93






Austianna wrote:

how about a tip to be able to just take regular missions at your own level without being killed? i'm level 54, and it's a real challenge for me to be able to do any missions 52 to 56. This game has forced group play, and to me, that is not always fun. I'm trying really hard to like this new style of play but it's really hard to like something that is no longer fun.






My advice is to go to Rori and hunt. I've done a lot of hunting there both solo and in a group. The two creatures I enjoyed fighting against the most were Tortons(not ravenged they aggro) and my personal favorite cause they are smaller are nudfahs. These creatures go up to above level 80 as well and I sarted hunting them when I was level 56 or so. Whats really nice is that there aren't that many aggro creatures on Rori to hunt unlike the more adventure oriented planets like yavin,endor and dathomir. These creatures currently are yellow and like my old favorite the pikets on dantooine they allow you to fight one target at a time instead of having to attack all of them once you attack one. Very nice. If you only have time to just do solo hunting, then hunting on Rori has been quite fun.


But I've had a lot of fun also playing in a group, even if my teammates are low level in comparison with me. In these cases grouping with low level or novice elite professions allows them the opportunity to learn from others in the group on what their role can be while in the group. Grouping doesn't really seem to increase the actual amount of xp that you get than if you soloed but more tactics can be used as well as just chatting in between fights...it does increase the speed that you kill the mobs. And because you only have to fire on the target twice or so in a group to get the full xp from killing the mob it really helps the lower level players in your team gain experience faster and more safely than if they were fighting stuff closer to their actual level. Grouping also helps players see their role in the team and how tactics used while in a team can change or be used differently when used in combination with other professions.


I'm a MSmuggler/MBH so I can tank mobs and act as a puller for the team. With a rifleman in my team tactics can change quite a bit if he is able to cover (major bug with this atm in order to cover you must be on completely flat ground and nothing...not even teammates or dead corpses can be within 20m of you) and use his conceal shot. One instance of how tactics can be used is to have the tank or in my case me pull the creature to within range of the Rifleman. While I keep the focus of the enemy on myself and tank the rifleman can attack from cover repeatedly without losing cover by using conceal shot...as long as i keep the target 20m away from the rifleman...using my crowd control abilities from Smuggler and some of my skills that i dabbled in pistoleer. So in this instance you can see how tactics can be used in team play





Graxul Starweaver-Starsider
Grax Oblivion-Starsider
Cianhydle
Wed May 04, 2005 4:25 pm
#94

Here's my tip... don't bother playing a crafting profession. Better yet, find a new game to play because this one has been running in circles for 2 years. Great job.


Oh another tip just for you Thunderheart, you should apologize to the community for stating the CU would not be rushed. You lied to us.


Renea,
Tempest,


galandroxxx
Wed May 04, 2005 6:00 pm
#95

well heres my tip


create new macro name it CoB


/centerOfBeing;


/pause 3;


/centerOfBeing;


/pause 43;


/macro CoB



there you go the first time the little yelow bar comes up its the warning to stop moving the next tiem it shows up 3 sec latter it will start center of being and be endless looped. there is a 1 to 2 sec dead zone for sever lag but adjust it how you like just thought it was some thing to throw out there





Criton Elder Swordsman
Thunderheart
Thu May 05, 2005 12:51 am
#96






Lifebane wrote:

"if you are asking about the second CoB in TKA (Balance I), that is actually an Improved CoB that will give you defense buffs for 45 seconds instead of 30."

That's it? That is improved COB? 15 extra seconds? Should have called it extended duration COb or something other than improved. Really seemed to imply it was more effective in my opinion.

Also, Combo Attack and the upgraded versions.. are they working correctly? Seems that advanced combo attack is extremely weak for being a TKM master box skill.



No, the defense buffs are better also





Kurt "Thunderheart" Stangl
Community Relations Manager

Thunderheart
Thu May 05, 2005 12:52 am
#97






MadJynx wrote:

TH, are the skills going to be changed that do have an advantage to using as a lesser ability (IE Force Run and Force Armor)




Force Run and Force Armor are a different issue. Further balance on these can be expected to make them more useful. I'm sorry, but I don't have any more details than that right now.





Kurt "Thunderheart" Stangl
Community Relations Manager

Heswindu
Thu May 05, 2005 12:57 am
#98






Thunderheart wrote:





MadJynx wrote:

TH, are the skills going to be changed that do have an advantage to using as a lesser ability (IE Force Run and Force Armor)




Force Run and Force Armor are a different issue. Further balance on these can be expected to make them more useful. I'm sorry, but I don't have any more details than that right now.








Are Jedi going to be allowed to respec until all these balance issues are sorted out? Or are we going to get screwed once our two weeks are up and stuff is changed afterwards?






||||| Zane Falkin | Varis Falkin |||||
___________________________________________
Commando - [ The Crescent Order ] - Jedi Knight
EDY Industries | 12 Pt WS | 12 Pt Chassis, 17 Pt Weapons & Engines Shipwright | DE
//// Tsarin, Talus 5379 -2500 \\\\




omadnay
Thu May 05, 2005 11:20 am
#99

I absolutely agree.


This is not a flame or an attack on you, TH, or any of the Devs...


It issomply the truth.


Even if the respec process is shut off to be turned back on after Jedi get's fully adjusted and balanced (I'd be fine with that).


Bottom line is, it was a long journey to get to here, we got to know the game quite well during that travel and made our decisions accordingly.


Even just trying to take two weeks to analyze and understand the new system in order to match our understanding and the decisions we made after 1-2 years is too much to ask... but to ask us to decide before the profession has really been fit into the new system, is impossible.



We understand it'll take some time... so we just want assurance that you all understand thatit will take us an equal amount of time.



May the force be with you.



- Omadda Szool


Kauri


Message Edited by omadnay on 05-05-2005 02:46 PM

omadnay
Thu May 05, 2005 11:23 am
#100


Opps, my above post was a reply to the string regarding the changes that will continue to be made on Jedi.


I'll repost now, with the quote of what I was replying to (Like I meant to before, but I cannot edit)





CIEBrandon wrote:





ZinaTheMaker wrote:





Thunderheart wrote:





MadJynx wrote:

TH, are the skills going to be changed that do have an advantage to using as a lesser ability (IE Force Run and Force Armor)




Force Run and Force Armor are a different issue. Further balance on these can be expected to make them more useful. I'm sorry, but I don't have any more details than that right now.






the details on these skills are imperative for the jedi who choose to respec. some people have spent 1/2 a year or longer grinding jedi templates. make people choose from what is on the table infront of them. dont make people choose whats hidden behind door number one...number two...etc.



Well said, I completely agree. Hell I didnt have 12 hours a day to grind jedi, it took me almost a year to make knight from padawan. Its not fair IMO to have us respec then change things drastically effecting what we chose and no longer having the ability to respec, not because our choices were bad, but because whats on the table is unfinished and we had to "guess" if they are going to fix or adjust something to make it usefull or worthless.








I absolutely agree.


This is not a flame or an attack on you, TH, or any of the Devs...


It issomply the truth.


Even if the respec process is shut off to be turned back on after Jedi get's fully adjusted and balanced (I'd be fine with that).


Bottom line is, it was a long journey to get to here, we got to know the game quite well during that travel and made our decisions accordingly.


Even just trying to take two weeks to analyze and understand the new system in order to match our understanding and the decisions we made after 1-2 years is too much to ask... but to ask us to decide before the profession has really been fit into the new system, is impossible.



We understand it'll take some time... so we just want assurance that you all understand thatit will take us an equal amount of time.



May the force be with you.



- Omadda Szool


Kauri


araldi
Tue May 10, 2005 8:47 am
#101


Not only those specials are not working. Improved Conceal shot is not working, sniper shot is not working, overcharge shot is not worth the time you need to fire for such a weak outcome. I'm only using two specials that work right now.

And, please, check what's going on with Combat Medics gaining agro everytime we heal someone in combat. We gain the TOTAL agro of the group on our simple char, and all enemy NPCs charge on us. If you, additionally, are a rifleman for the combined ranged abilities of a rifleman and a CM, then you'll be incap very often, and killed more often than anyone else in the game. Only two solutions: take TK and CM and play for the others, or rifleman and master doc and care only for yourself.




Araldi Leone
Light Jedi
Colonel of Rebel Forces
RENEGADES
Plz offer my winnings to my vendor "Araldi's winnings" on Coronet, wp -379 -5508
TC Icon for not supporting NGE
Kyeithn
Thu May 12, 2005 4:08 pm
#102

Along the CoB lines....


You know, you don't HAVE to select an attack for your 'default in battle option'.


Hold CTRL and click CoB. It'll self cycle whenever you fight, and you can devote your attention to fighting instead of defending


Thalionfin
Thu May 19, 2005 6:35 am
#103


I beg your perdon if my question seems a noob question, but wen I found that there was an article in the knowledge base explaining the new weapon certification level I though "I'm done! At last I will find the info I'm trying to have!"...





[15691] - Weapon Certification List



Can someone kindly explain what does it mean the number near the weapon?





Many thanks in advance





Adumel Wyrd (Corbantis)

Thalionfin
Thu May 19, 2005 7:19 am
#104



Sorry... double post. I apologize


Adumel

Message Edited by Thalionfin on 05-19-2005 04:21 PM

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