Jedi Archive

Thread: Decisions, Decisions...

DaveG
Wed May 11, 2005 11:07 am
#14

No worries mate, I'll keep testing it.



Freelance hunter and pilot - Available for hire.
Correcting the timeline, one Jedi at a time.

Sheriff of Mos Aga'me, 1KM West of Mos Eisely, Tatooine, Farstar. IGN: DaveG
I didn't use buffs or uber armour, so why did the combat revamp have to spoil my game?
John Smedley and SOE: Reap what you sow
aibo220
Thu May 12, 2005 3:09 am
#15

Tip --

Remove all your SPs from Ranger and put them into Architect. Master Architect than respec back to become a Master Ranger.

You can master Architect in 30 minutes. It's the fastest professian to master since they nerfed the ID grind.



"What a piece of 5|-|17 I returned to." [ Tiphini ]
/cough "Damn book." /cough

Pawnbroker-DC
Thu May 12, 2005 3:41 am
#16


to be honest i am considering dropping ranger completely...i was out grinding another character with only novice scout and got 214k of hide in less than 2 days....so what am i spending god knows how many sp on if with novice in a grind group i can get that much that fast?



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Almagill
Thu May 12, 2005 4:24 am
#17



aibo220 wrote:
Tip --

Remove all your SPs from Ranger and put them into Architect. Master Architect than respec back to become a Master Ranger.

You can master Architect in 30 minutes. It's the fastest professian to master since they nerfed the ID grind.




Tip-- Do some quick counting before you do this to make sure you will have enough respec points to respec back up the Ranger tree. If you've got near the top and drop to shimmy up archi, remember that (unless they changed it since yesterday) RANGER SKILL BOXES COST MORE RESPEC POINTS PER BOX THAN ANY OTHER PROF.



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JBMat
Thu May 12, 2005 4:34 am
#18

I am currently Master Ranger/MBH/smattering of carbines with some FS boxes filled.


I have yet to try to take on a Kimo or a Krayt, only because I haven't been on Lok or Tat lately. So far, I have not found anything I can't solo. Rancors are a joke, to include Ancient Enraged Ones.


Traps seem to be sticking better - at least I think so - and the effects are better. Using the right combination of traps and shots more or less freezes creatures in place. Say g'nite Gracie. This makes me think KImos are soloable. I could stick traps on them before. Krayts I have to try. The Gorax is going down too, just cuz he squished me one time when I found him by accident.


The MR part seems to help with the traps. And the harvest is huge compared to just scout or even Master Scout. Group two Master Rangers and you get tons and tons of harvest in no time.


NPCs - traps do not work. Use your combat skills and terrain negotiation to beat them.


JB


aibo220
Thu May 12, 2005 3:23 pm
#19



Almagill wrote:


aibo220 wrote:
Tip --

Remove all your SPs from Ranger and put them into Architect. Master Architect than respec back to become a Master Ranger.

You can master Architect in 30 minutes. It's the fastest professian to master since they nerfed the ID grind.




Tip-- Do some quick counting before you do this to make sure you will have enough respec points to respec back up the Ranger tree. If you've got near the top and drop to shimmy up archi, remember that (unless they changed it since yesterday) RANGER SKILL BOXES COST MORE RESPEC POINTS PER BOX THAN ANY OTHER PROF.




Yeah I read that... It'll just take 24 hours.

Do what you can and come back later. Also remember that you can store points. So you can give up some skills to relearn them to get more points to spend. That is what I'm doing on my Jedi.



"What a piece of 5|-|17 I returned to." [ Tiphini ]
/cough "Damn book." /cough

Gravitas
Fri May 13, 2005 1:04 am
#20

last night I tried MRifles, Ranger 4040 against Quenkers on Dant. My lvl was 67 - their lvl was 79. I got incapped twice per 1 death of quenker. Traps didn't stick at all.


I respecced to MRifles, Ranger 0044 and I rocked! Traps stuck everytime P-Dart gave Snare so I could get back to my 64m range firing all the time. No more incaps, lots of dead quenkers, and I didn't use any medic skills, just popped out a camp and sat in that and my health shot back up.


Once I got the hang of it I didn't even need the camps, 'cept they make a nice flat piece of ground for Rilfeman Coverup ability which worked everytime from in a camp, as did Improved conceal shot.


So I'm sticking with Ranger and will be working on my scout exp for the two trees I don't have and will end up Master Rifles, Master Ranger with four points left over.


I thought about the architect grind then respec thing, but I have no idea when the respecc period will end (we must be getting close?) and I'd hate to be stuck with Architect, so I'll be using my Ranger to get the scout exp to fill the last two trees


Thanks guys, you have been a big help


CrimsonCommando
Tue Sep 13, 2005 2:28 pm
#21

I use to be a pretty decent Imperial pilot, 3/3/2/2 but then I made a new character and I have barely even touched space. I am Imperial but I am at a stand still... I do not know wether to be Imperial, or Merc Pilot. With Impeiral pilots you get the devastaing bomber strikes, the Nebula blasts and some of the ships with the highest mass and best manuvering in the galaxy. But then there is the merc pilots. They get the Engery Pulse (which I have heard is good) a weeker version of bomber strike (pirate trap), they can screw up enemy targeting and they can customize their ship outside. I do not know what to do... can someone help me decide? Thank you.



"I find your lack of faith disturbing." *Force Choke*
AndrewGoentzel
Tue Sep 13, 2005 2:36 pm
#22






CrimsonCommando wrote:

I use to be a pretty decent Imperial pilot, 3/3/2/2 but then I made a new character and I have barely even touched space. I am Imperial but I am at a stand still... I do not know wether to be Imperial, or Merc Pilot. With Impeiral pilots you get the devastaing bomber strikes, the Nebula blasts and some of the ships with the highest mass and best manuvering in the galaxy. But then there is the merc pilots. They get the Engery Pulse (which I have heard is good) a weeker version of bomber strike (pirate trap), they can screw up enemy targeting and they can customize their ship outside. I do not know what to do... can someone help me decide? Thank you.






Who told you that, Imps get the lowest mass ships. Besides the opp i don't think they have a ship above 65k, not counting the b-22, actis, rgi, or kse.



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sEekes Fai'wans
Commando
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Gizmarke
Tue Sep 13, 2005 3:28 pm
#23

Well I think it comes down to personal preference. Best way to find out which you prefer would actually be to try each.


I have mastered both Imp and Neutral, and I like each each in different ways.


Freelance


  • IFF Scramble is a very handy way to escape aggro, can be a huge life-saver when it comes to tough missions, or if you get in over your head in PvE

  • EPulse isn't terribly useful in PvE, but it can be a helpful shortcut if you use it right. In PvP its a very effective / cheap way of handling things

  • (Excluding ROTW Ships) Emphasis on bulkier, heavier armed ships. I prefer using the Dunelizard & Rihkxyrk. If you want to use ROTW ships though, a B-22 or Heavy Syck will work very well also

  • Lower Manueverability, Higher Ship Profile, More Gun-Mounts available

  • Pirate Trap has never been really useful to me. Not even comparable to the effectiveness of the Imperial Bomber Strike, I'd much rather save my special for a IFF Scramble if need be, to break off and recharge shields

Imperial



  • Bomber Strike as you mentioned is SO useful, its almost a crutch when dealing with a Corvette's or Gunboats. (If you're not familiar with the game I'd recommend learning the blind spots of these ships first, and then using Bomber Strike after you know where to attack it from.)

  • Never really used Nebula Blast that much, but the limitation of having to be in a Nebula doesn't make it as handy as EPulse

  • (Excluding ROTW Ships) One of the major factors that puts people off flying as an Imperial is the low mass limit of their ships. While its not Impossible to get a good setup, it will require alot of time and effort to get around the mass limit. (Not to mention trips to your buddy Mr. Shipwright to RE stuff for you)

  • Higher Maneuverability, Smaller Ship Profile, Less Gun-mount available

  • Snazzy Imperial Pilot Uniform

If you want to rank the Pilot Specials by how much damage they can do, Imperials would come first, then Privateers. If you value the Specials on getting you out of trouble, Privateer would come first, and then Imperial.


But I wouldn't recommend comparing Pirate Trap to Bomber Strike, Pirate Trap is almost useless IMO. Unless you're just bored and want some tier 1 ships to blow up...


You'll probably enjoy either option, but you won't know for certain which you like more until you try both, and even then you might not be able to decide.





-Castin Donn
...has mastered the Pilot profession
CrimsonCommando
Tue Sep 13, 2005 3:48 pm
#24

I said highest and I meant it, TIE bomber is 191k Mass, TIE Opressor is 180k Mass. Imperial Guard TIE 90k Mass, Decimator Well over 200k Mass, and I think the TIE agressor is 120k Mass.



"I find your lack of faith disturbing." *Force Choke*
Whirr
Tue Sep 13, 2005 3:54 pm
#25

Have masses changed since the listing of ships found in this thread?
CrimsonCommando
Tue Sep 13, 2005 3:59 pm
#26

The Mass for a TIE bomber has always been around 186k-192k, the mass for a TIE Opressor has always been 170k+ And same goes for the decimator 200k+. The Guard TIE is 90K but I do not know about the Agressor.. I think it is 120k.



"I find your lack of faith disturbing." *Force Choke*
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