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Thread: A few questions
I've written a guide on Pistoleer that you can have a read of here.
It also details what moves Carbineers get.
Carbine abilities are nice at dealing cone damage and states, Pistols has got some nice debuffs (like disarming shot), as well as a root.
Take a look at BadgerSmaker's detailed post, there is lots of valuable info in there as well.
Ahoce wrote:
Is it possible to play alone and gain experience, or do you have group?
Are there any big bugs with the Ranger proff. right now?
It is possible to gain Scout XP solo, but you'll find it much more efficient to group. Scout XP is tied directly to your creature level, meaning that the more skills you have that raise your combat rating (such as weapon skills, medic skills, etc.) the more XP you get per harvest. Thus, starting from the bottom (Novice Scout) you'll find it easier to level up if you group. However, if you're already somewhat established, you'll be getting decent XP by yourself. If you're a level 80, you'll be find since that's where the cap is.
As far as bugs go, we have many, many bugs. Most are not game-breaking, but some are. For example, right now Trap XP is tied to your combat level as well. However, you can't trap things that are a high level with your low tier trapping skills, which leaves you in a predicament. On the one hand, if you trap creatures of a lower level than you, you getonly 1 point of trap XP. However, you also can't land a trap on higher level creatures. Your best bet is to throw traps at creatures between 1 and 5 levels above your own. Don't group up if you're low in scout skills, and if need be, drop some combat skills to artificially lower your combat level so you get better XP.
Other bugs that aren't game breaking but are worth noting: the 100m hole in tracking. Whenever you track, anything around 100m from you will not show up on the tracking window. However, if you move towards or away from that thing, it'll pop back on area track once you get it out of the "hole". Dizzy traps don't do much, for the record. It's not a bug, but it bears noting that dizzying a creature isn't usefull. Also, even though the descriptions of the high-tier camps say they repel creatures....they don't. They can't even repel rain.
anyway, I hope that helps. send me a message if you need anything else answered.
Being new to SWG I'm looking to get a little info before I dive too far in, if anyone can be of help. I figure I'll try a Jedi first and get a feel for the game, then either keep that toon (if it pleases me) or try out some of the other interesting professions. So far I have a low level character (ready to undertake the long road to be a jedi) and have tried a little bit of melee and ranged forms of combat. I came to wonder if the choice I make between the two would have any effect on the Jedi profession when it is attained. Is it better to forgo a melee centric route when heading down that path, or is anything fine? That really the route question. I can understand there might not be a straightforward answer to this, since I've heard of templates using guns or other non-saber weapons with a Jedi.
Also I was wondering if any specific race shined, or worked well with the profession in mention?
I currently have more ranged skills than melee, since at the moment they've put on a much better display, and if possible would like to continue with that. I have to say Bounty Hunter's and Riflemen look interesting, with an honorable mention of the Commando profession as well. Hm...
Any information would be GREAT, I currently qualify as a total n00b in SWG
. Not really use to that, being a hardcore vet of a few MMO's, many of which are now dead... or gurgling on their own blood but close to death I assure you.
WHOA Junior!
To grind to Jedi effectivly, you're going to have to master an elite profession. Try that first.