Jump To Lightspeed Archive

Thread: Newbie questions

Nabodia_Norilles
Sat Aug 21, 2004 8:53 am
#66

Thanks for the tips guys. I don't think I was clear in stating the destroy mission problem. The things I have to destory for the mission are just fine and around my level I would have no problem completing the mission. I'm talking about the spawn of mobs that have nothing to do with the mission in the general area. For example I went out to destroy the lair of say a newt (can't remember the name of the mob) I get about 200m from the lair and I look there is this HUGE animal don't know the name (it was laid out lounging in the sun when I passed and I didn't stick around the find out the name). It cons red and is aggro. So I go around another way. Then I got spawns of 2 solider spinal thingies (they look like ugly butterflies) they are both aggro, con red and they group up on ya. Once again they have nothing to do with the lair I have to destroy.

Thanks for the tips on Coronet. No worries about me spamming its not my style and its annoying.



__________________________

}N{abodia
There'snothinginthisworldsosweetaslove,
Andnexttolovethesweetestthingishate.
__________________________


YamadaMan
Sat Aug 21, 2004 11:33 am
#67

just one more thing, try to not attack NPCs until you're quite good in a combat prof, there are some factions and if you're not good with some, they could aggro you even tho they are not red dots/aggro.



"This morning, the team made a decision to delay the Smuggler profession revamp to Publish 11." TH

Loot Shop (Painting, CAs etc...) Coronet/junction (860 -4724)
-- Kojirou Sasaki - Emperor's Eye (Black Epsilon Ace)
-- Chieko - Master StyleSmith (Master Tailor)
-- Aki'xianghua - Twilek Thug (Master of the LongPole - Rarities Collector)
MrTopi
Sun Aug 22, 2004 6:11 am
#68






Nabodia_Norilles wrote:
...I'm talking about the spawn of mobs that have nothing to do with the mission in the general area. For example I went out to destroy the lair of say a newt (can't remember the name of the mob) I get about 200m from the lair and I look there is this HUGE animal don't know the name (it was laid out lounging in the sun when I passed and I didn't stick around the find out the name). It cons red and is aggro...



Hi and welcome to SWG. Please enjoy your stay


It could be other people's missions spawns in the vicinity of "your" lair. Or, just random spawns. Like on Naboo, there are rogue fambaas spawning randomly. I once saw one just outside Theed in the "newbie zone".


So. if trying to do your destroy your lair you see that you can't reach it, you basically have to abandon that mission and go for a new one.





c 3 Insert signature here.
_badcompany
Fri Feb 11, 2005 4:35 pm
#69

Im looking for a list of chef specific resources, with minimum stats that i should be looking for. Any help greatly appreciated. Really all i need are stats for the most commonly used ingredients as i want to start stockpiling.





"But in the process, they've been the true renegades. And the true rebels always walk alone anyway..."
sciguyCO
Fri Feb 11, 2005 5:00 pm
#70

Well:


Step 1) Figure out what to make.

This generally breaks down to Vasarian Brandy, Ahrisa, Synthsteak, Bivoli, Vercupti, and a few others.


Step 2) Figure out what resources those require.

www.swgcraft.com has some reference on item schematics, including the resource requirements. Or you can just check the draft schematic in your datapad. I try to keep a good stock of high quality fruits, berries, flowers, tubers, greens, insect meat, carnivore meat. For grind-quality stuff (for components), you'll want wheat for dough, cereal (which can also be wheat) for alcohol, flora food (which can also be wheat) for carbosyrup, and crystalline gemstone for casks.


Step 3) Figure out what stats you need on the resources from step 2

Check the schematic (either on swgcraft.com or in your draft schematic list) for the "Experimental Properties". This shows what stats contribute to that category, and by how much. For food, Buff size (Nutrition) is the primary concern, so you'll want resources where PE * 0.66 + OQ * 0.33 > 800 for most stuff. Greater than 900 is really good stuff. Greater than 950 is awesome stuff.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Fodder650
Sun Feb 13, 2005 8:16 pm
#71

Its not as easy as you think. Sciguy's giving you the best answer you will find.



Canon Fodder - The former Ranger/CH now unplayed Smuggler
Down to one account and thats only because its a station pass
Currently a Droid Commander in City of Villians (really)
Napard
Thu Mar 31, 2005 8:17 am
#72

I did the DE grind too. Even though I focused mainly on the grind, I don't think I would have done it differently other than while grinding, start manufacturing all the subcomponents that I need (Elec gp & mem, control units, manipulator arms & packages, etc). Socializing my ability in message boards andmy guild got me some requests for good droids, yielding a better understanding of what goes into modules, resources to use and when, and how the different resources attributes affect certain modules.


I agree with duncje in that playing around with modules and actually building components, modules, etc. will be the best way to learn. The second best method is to read the DE 101 guide in the Stickies. I found that to be a wealth of information (the guide answers the specific question you had about level stacking and also tells you what that applies to).


I know I'm replying 2 months late, but just wanted to offer an opinion.



________________________________________________
Napard Vinestra
Master Bounty Hunter - Master Rifleman
Bria

Jenden
Thu Mar 31, 2005 8:20 am
#73

Hehe, closer to 14 months, but there's nothing wrong with contributing more info.



Jenden Morn - Master of Droids- Tarquinas
Droid Engineer Blue Glowy
Owner, Operator, and Founder of DarkStar Inc.
Groupy of the best band in the galaxy, Solar Flair
3D art of Jenden by Saeelwenea

Napard
Thu Mar 31, 2005 8:35 am
#74

I realized that AFTER I hit submit! lol



________________________________________________
Napard Vinestra
Master Bounty Hunter - Master Rifleman
Bria

CerridwenBard
Tue Jul 05, 2005 8:07 pm
#75

Even though there are numerous issues currently plaguing the doctor and combat medic professions I am interested in joining them. However I am a little fuzzy on how Combat Medics are different to Doctors in the field, in real situations that can arise. My friend plans on being a comat oriented profession and together we would like to be able to camp out in the field. He would be off hunting while I could hold fort, so to speak.


Considering that I only want a role of support and that fighting is not of interest to me, what would be the differences between Doctors and CMs in my gameplay?


Thank you in advance for your assitance.
BadgerSmaker
Wed Jul 06, 2005 8:53 am
#76

Doctor lends itself more to support than Combat Medic which is more geared towards offence.



1101000001100110111110111110010010010010
0100010101011011110110101001100100110110
1010101000011110100100001000001000100101
0011001100001100110111010101010011010000
0111100000010111111101110100101101000011
0110101101111001011110111101001000101011
0010100110100000010111010001101110011000
1011111100111011110011001111100110100100
"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Ekir_Atari
Wed Jul 06, 2005 9:21 am
#77

While both can heal, the Doctor is better at it (or at least SHOULD be ) - especially if the Doctor takes the Bacta Toss and Bacta Spray lines from the Medic profession.


The Combat Medic is, as BadgerSmaker says, more offensively based - using a plethora of state effects such as fire and poison. The Doctor is more defensively based and cures (or even prevents) state effects such as fire and poison. Doctors can also cure nearly all "combat" states such as dizzy or stunned. While there are (or used to be?)stims to do this, there are one or two states that only a Doctor can cure, like intimidated. Both professions get a rez, but from what I've heard from others, the Combat Medic's rez has a short side-effect.


All in all, it's going to come down to which style do you prefer? Offense w/light healing or defense w/heavy healing and buffs?


Then there are those that take some from both... I've heard that Combat Medic + 4/0/0/0 Doctor is great for giving Combat Medics much greater healing capacity, but I'm a Doctor and not a Combat Medic, so that's just 2nd-hand information.


Hope this helps!


Ekir




/say I'm sorry, %TT, but your Imperial HMO does not cover wound treatments with a Battle Fatigue over 500. Please see an entertainer to receive treatment.

Huh?? What's Battle Fatigue?!
Nacla
Wed Jul 06, 2005 9:26 am
#78

Also, Doc can only heal one person at a time at close range. CM can do area heals and range heals. All depends on what you want.



Racla - Elder Doc/NGE Medic - Heracles - NGE Structures
Vendors -1920 -1863 Merc's Canyon, Lok
10110100110100001010001001100001100
10000001010001011100000110001110111
00011000001000100000000000100101101
00000011010101011000010000000101101
11000111110101000101110111001000101
11100101100011010101001010111111101
11011111010001010010111110101001010
11110111101000000010111000011011000
00111111100001011000011010110111111
00110011000010100000101010100100010
10010011101001000010011001111111011

Page 6 of 9