Game Guides Archive
Thread: holocron Suggestion
This is my suggestion for a better method of obtaining holocrons.
Make them a quest reward. Make the quests available from the trainers, and only a master of that profession can get the quest. You can only get the quest for each profession once. The quests can be multi-legged and class specific (for crafters and non-combatants).
This way, everyonehas the opportunity toget one without camping.
while I like the idea of makinglengthy quests for each profession forobtaining holocrons, I don't think this is a viable option for the simple reason that it's too much development work. Likely they'll incorporate the acquisition of holocrons for non-combat classes into previously existing item acquisition methods; eg, sampling/harvesting... but I could be wrong
just my 2cr...
Fetch
Instead of making holocrons one time use make your one holocron be able to be used until it goes silent ( and then it disapears), also make them non trade so to get one you have to go through with the process
Then make the holocrons a part of our infamous broken themeparks. Luke right now gives you holocron shards what if he gives you a jedi holocron upon completing his quests and make Darth vader ( who i assume is the end of the imp quest ) give you a sith holocron,
I think it makes more sense themn the holocron farming we have now. Ofcourse the one problem remaining is how do neutrals get holocrons in this manner? Ofcourse though is is only an idea progress :/
OH, YEAH
Got a guildy getting 10 AFK over night. Sorry but even he won't tell me
And I am not bitching b/c he is "donating" some to every Jedi in the guild.
CptWenky wrote:
I have read a lot of post on "Our force cost is way to high for out DPS" and being a Jedi myself I agree. I have also ready many posts begging for this to be fix, and I watch all of them get ignored or just disreguarded. Well, I have come up with a "temparay" solution.
Decrease the Holocron use timer to a more reasonable time limit. I can understand why there needs to be a time limit to restrict the reuse, b/c we all know that a MDef with 10 holo's will be an unstopable tank indefinately. But since our force cost is higher than it was Pre-CU, then the timer should reflect that change. Say decrease the reuse timer to about an 1hr or 2hrs, not its current timer (which is 12hrs, I believe).
This is a VERY simple solution to at least "throw us a bone" and give us something to be thankful for. With the massive increase in Bounty Hunter population, the inability to grind solo, the difficulty of the same level mobs, and the higher force cost that we have now; there should bea decrease in the reuse timer on holos.
I don't know what would be a fair amount of wait between reuse but if you add in all the factors I have mentioned and you consider the average player's "online" time (say roughly 3hrs per session), then you can come up with a reuse time of 2-4hrs IMHO.
What does the rest of the community think about this idea?
CptWenky wrote:
I couldn't remember, I thought it was 12hrs but for some reason I keep wanting to say 24hrs. Anyways, a big deduction in the reuse timer on these would help us outA LOT.
/agree a holo in the inventory is of no use if you have to wait 12-24 hours to use it