Trooper Fashion Show for Custom Craftable Sets

Recently I completed my collection of Trooper wearable custom armor sets. It can be a bit daunting to figure out what style you want your trooper to take when shopping for gear with augment slots, so hopefully this visual guide will help. I didn’t do a straight on front and back point of view to help show how big the various backpacks were. For the Bounty Hunters out there you can wear some of these pieces but they will look different.


Electrum Onslaught

The Electrum Onslaught Set can be worn by Troopers, Jedi Knights, Bounty Hunters, Sith Warriors, and companions allowed to wear heavy armor and is restricted to level 50 characters.

Diatium Onslaught

The Diatium Onslaught Set can be worn by Troopers, Jedi Knights, Bounty Hunters, SithWarriors, and companions allowed to wear heavy armor and is restricted to level 47 characters and above.

Commando Elite

The Commando Elite Set can be worn by Troopers and Jedi Knights allowed to wear heavy armor and is restricted to level 43 characters and above.

Lacqerous Mesh

The Lacqerous Mesh Set can be worn by Troopers, Jedi Knights, Bounty Hunters, Sith Warriors, and companions allowed to wear heavy armor and is restricted to level 39 characters and above.

Phobium Onslaught

The Phobium Onslaught Set can be worn by Troopers, Jedi Knights, Bounty Hunters, Sith Warriors, and companions allowed to wear heavy armor and is restricted to level 35 characters and above.

Chanlon Onslaught

The Chanlon Onslaught Set can be worn by Troopers, Jedi Knights, Bounty Hunters, Sith Warriors, and companions allowed to wear heavy armor and is restricted to level 31 characters and above.


The Outcast Set can be worn by Troopers and Jedi Knights allowed to wear heavy armor and is restricted to level 27 characters and above.

Tempered Lamanoid

The Tempered Laminoid Set can be worn by Troopers, Jedi Knights, Bounty Hunters, Sith Warriors, and companions allowed to wear heavy armor and is restricted to level 23 characters and above.


The Commando Set can be worn by Troopers and Jedi Knights allowed to wear heavy armor and is restricted to level 19 characters and above.

Republic Trooper

The Republic Trooper Set can be worn by Troopers and Jedi Knights allowed to wear heavy armor and is restricted to level 15 characters and above. This set does not have a helmet.

Hardened Plastifold

 The Hardened Plastifold Set can be worn by Troopers and Jedi Knights allowed to wear heavy armor and is restricted to level 11 characters and above. This set does not have a helmet.


Some Notes

First I know that the Republic Trooper and Hardened Plastifold Sets look the same, but that is how they appear in the preview window.

Second and perhaps much more important is to mention that with unify colors on the character sheet you can mix and match helmets with chestguards and greaves to get the look you want with little worry about the colors clashing.

When I finish the collection of Smuggler Custom Sets I will do a similar post showcasing those.

How Threat Works: A Primer

The old mmo joke is “Aggro means the healer is dead.” But understanding aggro is a key part of fulfilling your part in a flashpoint or operations group.  I want to start off by giving proper credit to the folks over at who did the testing to come to these conclusions. They are doing really good work on developing a theorycraft community which will no doubt help SWTOR players for a while to come.


What Is Threat or Aggro?

Imagine every enemy in the game had a little datapad where they tallied who had hit them and for how much. And as people hit them they adjusted the numbers and in general went for the person at the top of that list. That is known has having “threat” or “aggro”. Or in other words, congrats you are that guy/droid/beast/sith lord’s most hated person at the moment and their dying wish is to wail on you.

There are three ways to “get aggro”.

First is proximity aggro, which just means you got too close to an unengaged red enemy. If anyone else had touched that guy you could stand right behind it for a long time and it would never give you a second thought.

Second is doing damage. The more damage you do, or the more damage the enemy thinks you are doing, the higher your threat on the enemy will be and the more likely you are #1 on that threat list.

Finally there is healing aggro. Your enemies are not terribly fond of you helping the people that they are trying to kill. Think of how annoyed you get when an enemy heals themselves or someone else you are working on killing, well it goes both ways. The difference is that most enemies aren’t smart enough to kill the healer first.

How Do We Measure Threat?

The base unit for measuring threat is 1 point of unmodified damage.  So think of a DPS character with no buffs that adjust threat or special abilities that modify threat in play doing their base attack. If that lands for 500 points of damage they now have 500 points of threat.

Healing is measured at 0.5 points of damage. So a smuggler who heals a tank for 500 points only gets 250 points of threat.

Buffs Matter

Tanks are not designed to be DPS machines, but they have abilities that allow them to seem more deadly than they actually are. Look at Ion Cell for example. Vanguards have the ability to modify their threat score by having that active. All tanking classes have some form of this buff. So a Vanguard with Ion Cell active who hits an enemy for 500 points of damage would get 750 points of threat.

Similarly there are buffs and talents which reduce threat generation like Guard and the Sage Talent Foresight. So that DPS who hits for 500 points, if she has Guard on and is staying within 15 meters of the tank would only generate 375 points of threat for example.

It is important to understand how these abilities and talents work so you can maximize the effectiveness of where you are on the threat table for each enemy.

Distance Matters

It is possible to have more threat against an enemy and not pull it off the tank, but it is tricky. There are thresholds for how far you have to be above the current threat holder before the enemy will start attacking you. This threshold is directly related to the distance between you and that enemy. For players closer than 15 meters the threshold is 110%, or in other words if the tank has 100 threat points built up and you are at 109 it will not switch to you, but if you are at 110 or more it will leave the tank and start hitting you.

For players more than 15 meters that threshold is 130%. So a tank at 100 will not lose threat to a ranged DPS or healer at 129, but will lose it to a ranged player at 130 points.

Aggro Dumps

Most DPS classes or specs have abilities which allow them to force themselves down the threat list. For Commandos it is Diversion, but many classes have similar abilities. It is important for DPS to realize they have these abilities and use them early and use them often. Tanks have a lot of things to manage in a fight, and unlike DPS they often have to use other abilities which may not even be related to the enemy you are fighting. This can include taunting another enemy in the area, using an interrupt, or popping a survival ability. The tank sets what the maximum threat on a target can be, but it is the responsibility of the DPS not to cross over that line.

“I fart in your general direction.”

Your mother was a hamster and your father smelt of elderberries. – Monthy Python and the Holy Grail

Taunts are another tool tanks can use to get to the top of the threat list. If they are already on top it will do no good, but if a DPS or Healer gets aggro, a taunt is the method the tank can take the enemy back. Typically these abilities have a medium length cooldown (about 15-45 seconds). It is important to remember just because the tank taunted that lumbering baddie off of you, it doesn’t mean you can go hog wild again. The enemy will attack the tank for usually 6 seconds guaranteed, but after that if the DPS exceeds threat again you are back in the mess you were in but the tank’s taunt is on cooldown.

And Then It Goes Crazy

Another thing to realize is that some enemies have very specific behaviors which do not follow the traditional rules of threats. Sometimes they will be munching on the tank’s face and then do an aggro dump, or in other words reset aggro to zero for everyone. Other times they will direct most of the attacks against the tank, but occasionally do a special attack on someone else. That could be whoever is number two on threat for just the special attack, or whoever is furthest, or random. And then switch back to the tank like they had been doing most of the fight. It is important to learn which encounters or enemies work like this so you can be prepared for extra healing or position, or cooldowns.

“I Will Kill You Last”

Kill order matters when you are tackling groups. Remember that a tank can only generate so much threat on any given enemy. If DPS is split among targets it is really hard for the tank to keep up with all the mini-fights occurring.  Also you are prolonging the amount of time the various enemies are up making your healers work harder.

Let’s illustrate this with some easy math. Let’s say that we have 4 enemies. Each one does let’s say 100 points of damage per second to players while they are alive. At the start of the fight that means each one is attacking and the healer is having to heal 400 points of damage per second  to keep everyone alive. If you eliminate one that reduces the amount of healing needed down to 300 per second, kill another and you are down to 200 and so on.

But you also gain a lot of efficiency by all attacking the same target. If you can kill one of these bad guys in 20 seconds, having two people working on it reduces that time in half, throw on some tank damage and you are down to 6-8 seconds perhaps? Following a kill order allows you to minimize the amount of time the first target is up, and then moving onto the second target. It also increases the chances that the tank can keep threat on all the bad guys which reduces the total damage taken since the tank has more armor and shielding than most players.

So help your tanks and healers out by picking a kill order and sticking to it.

The Takeaway Lessons

The end result here is that the general rules of thumb for managing threat are as follows:

1. Follow the kill order
2. DPS should use aggro dumps early and often
3. Only Melee should be within 15 meters in most circumstances
4. Melee DPS is the priority for guard
5. Give your tank a chance to build a few seconds of threat before ramping up DPS
6. Follow the kill order


Return of the Alvian Picnic

One of the cultural touchstones of the Church of Alvis back in Star Wars Galaxies was our Church Picnics. These were large romps where 20-40 people grouped up and did a scorched march across Yavin or Dathomir. The game allowed for that by the nature of being a “sandbox” game. One of the challenges of SWTOR for the Church has been to find activities that people of all levels could participate in like the picnics of old.

Luckily for us there are the Datacron hunts. There are too many to do in one night, so targeting a planet or two in one night allows lots of people to come out and have fun with us. Last Sunday we went to get all the Tatooine and Nar Shaddaa datacrons.

As is our tradition, when we can be in our undies, we go in our undies. We traveled across the Dune Sea in a shirtless biker gang, showing off our hawt bodies for all to see. We had fun time running from datacron to datacron in the buff. We have found that going as a posse makes it easier since we can help each other with things by using trooper harpoon or sage rescue to pull people up to hard to reach ledges.

In addition to collecting datacrons and having a silly time we did take down a world boss partially clothed.

Unfortunately getting people lined up for a screenshot took longer than the despawn time after it was looted. I blame the booze on that, but I swear it happened!

One of the big challenges in a level based MMO like SWTOR is finding a way fro max leveled players and leveling players to do things together. The datacron crawls are a good start and I hope Bioware can make more things like that to allow for interaction between end game players and more casual players.

All in all a very fun night with lots of fun, and apparently some scandalous screenies of my crotch in a gunslinger’s crotch in an attempt to get up on a sand crawler are floating around.

In Which The Price of Corruption is Tallied

Meet Devo.

The player behind Devo is by all accounts a stand up guy. Devo however is the worst of the worst. Well that may not be accurate. The Emperor in the Revan novel was pretty awful. Regardless Devo is not a person to be messed with.

Last week before our Wednesday raid I noticed he was lounging about in just his undies. The thing that struck me as odd, was the lack of darkside corruption below his neck.

Other bloggers have noted that morality can take it’s toll on you. And it has been noted that the morality questions are often a false choice. But I was always led to believe that being a darkside character would make your whole body weak and taunt. Apparently that isn’t true. It is true for your face, but slap a bag on Devo here and you couldn’t tell me that his body look emaciated by a lack of moral fiber.

The takeaways here are as follows.

  1. Yes the Alvis Raid team can and will strip without prompting before raids.
  2. Being committed to evil gives you a six pack in the abs.
  3. For some reason Devo’s head reminds me of Hunter S. Thompson.

Legacy Unlock: Ship Repair Droid

With the Legacy system unrolling with 1.2 there are plenty of perks that people can now get. These range from social emotes to unarmed combat attacks to items you can get for your ship. As I’ve been working hard on crafting as of late I decided to get the ship repair droid. The reason wasn’t for the convenience of repairing gear on my ship. But rather because the droid also allows for sensor units to be sold which can make C2-N2 or 2V-R8 more useful in crafting.

Meet Repair Astromech

I kind of wish he had a neater name. But oh well.

In order to get him on your ship (for all characters on your legacy) requires Legacy level 7. And (cue Dr. Evil close up) One Million Credits. He can be purchased directly from the legacy perk screen. I spent 30 minutes running around the fleet and Coruscant before I realized my ignorance.

Press Y for Legacy tab and go to Other subsection.


Why you Want Him

If you aren’t crafting or gathering you probably don’t unless you like to show off that you had the money to buy him at some point. However for the crafting minded.


The cost of each sensor is 100,000 credits. So yes you just paid one million, and now you are forking out more money. C2-N2 better be grateful!

The full list of sensor units is as follows:

Engineering Droid Sensor: +5 Scavenging Efficiency, +5 Cybertech Critical
Exploration Droid Sensor: +5 Archaeology Efficiency, +5 Synthweaving Critical
Hunter Droid Sensor: +10 Investigation Efficiency, +2 Armstech Critical
Medical Droid Sensor: +10 Biochem Efficiency, +2 Diplomacy Critical
Scout Droid Sensor: +10 Artifice Efficiency, +2 Treasure Hunting Critical
Security Droid Sensor: +10 Armormech Efficiency, +2 Underworld Trading Critical


A quick reminder. Efficiency just means they will do those kind of tasks faster, while critical increased the chance of a critical success. Critical success on armor and equipment means an augment slot, while on a gathering mission usually means a higher yield.

When you equip the sensor unit the bonuses will not appear on the crew skill screen.



I assume at this time that is a display bug, but I have tested out the efficiency bonuses by taking the same mission with and without the sensor unit equipped. The efficiency bonus works, so I assume the critical bonuses are there too. The sensor units are bind on Legacy so if you swap out crew skills or want to help jump start an alt’s crew skill grind you can drop it in the mail and save yourself 100k for that specific type of sensor unit.

Now if you don’t have a million credits or Legacy level seven there is an alternate method to get the sensor unit, but not the droid itself. Find someone who has the droid already and get on their ship. You can access the vendor once on board, buy the sensor unit and equip it on your steward droid. You will still have to pay the 100k credits, but it is a much easier financial pill to swallow than the one million.

The Case for Crafted Gear

The Case for Operation Players


Alvis jokes that I’m either fresh off Ord Mantell, the Pajama Tank or an extra from Logan’s Run because I wear crafted gear that looks much like low level trooper gear. But I do this for two reasons. First it is an individual look you don’t see many 50s sporting. Second and more important in an operations sense, is that I’m getting more out of my gear than people who wear the Tionese, Columi, or Rakata gear as is. Here are the screen shots to prove it.

Columi from the vendor versus my crafted gear


So as you can see on the chest piece I have all the same stats PLUS I get an augment slot which is adding 18 shield and 12 power to my totals.


Same story on the legs as on the chest.


Same story on the headgear.

So the only thing I’m not getting are the four piece set bonuses. But that won’t be the case starting with gear after the Rakata tier of gear. So for some extra cash to strip the armoring, enhancements, and mods out of your hard earned raid gear, you can upgrade your operations or PvP sets with an augment in four or five places.

Currently I have orange chest, head, legs, and blaster rifle. Each has an augment slot with nets me an extra 72 points on one stat and another 48 on another if you stacked them. My wife has a sentinel which has allowed her to get an augmented mainhand and offhand piece giving her 90 extra points in one stat and 60 extra points in a second stat than she would get off of operations loot otherwise.

Yes it is expensive every time you loot something you are paying a lot to strip the mods, but what you gain is more stats and more of a defined look instead of a potential mismatch of gear sets.

Buyers Guide

So now that I’ve won you over to the power of augmented gear it can be a bit daunting to figure out the best way to get it. First you should really sit down and figure out which set or blend of sets you will be happiest with. I Play Swtor did a summary last month of all the craftable orange sets. Notably missing is the Valor sets they added for 1.2 and it doesn’t list augmented weapons. However the list shows you pretty much every other set in the game at the moment. These sets include Chest, Legs, and for anything higher than level 15 headgear.

Take the time to search for images of what this gear looks like. Seek out armormechs or synthweavers who have these schematics in your guild or on your server and have them link the items so you can see how it would look on your character.

Once you settle on the set look you like now comes the choice. Either you can stalk the GTN waiting for one to show up augmented and pay the price listed (ranges in my experience from 80k-500k depending on the item, server, and crafter) or commission one to be made from a crafter.

If you commission one you need to understand that you are taking the crafters companion’s time and that it takes several attempts of crafting an item before one gets an augment slot. This will eat up a lot of resources, but the good news is that the resources it eats generally are pretty easy to get. There are no Biometric Crystal Alloys or Mandalorian Iron materials in any customized gear I’ve seen so far. The crafter may ask for you to supply materials or they may roll the material costs into the agreed upon price. Either way you can get what you want in a timely manner.


Breaking News: Soa is Still Dead

The Church of Alvis kills Soa on Normal

ETERNITY VAULT, Belsavis (AP)- Long time Galactic Menace Soa the Infernal One has been killed at the hands of the Church of Alvis. The squad known for precision operations, reckless drinking, and inappropriate behavior at children’s birthday parties has done it again. A mere two days after the Church took down Karagga the Unyielding, the Church struck a blow at blowhards everywhere by taking down Soa.


“I’ll be honest. This feels great. I’m very proud of our boys on this one.” Major Jounville Blackferne said after the raid. “I was worried about having to main tank this bastard, but I managed to drink away the afraids and put on my big boy pants.”

Jounville Blackferne looks at a servant forced to clean up Joun's vomit after drinking speeder coolant on a dare.

The strike team consisted of Jounville, Darrec, Dashl, Devo, Dodd, Furiel, Darklinda, and Bulwark.Major Furiel Plush was also elated saying to the fallen Soa “What now? Huh? Without those bugs you aren’t so powerful are you?!” at which point Soa challenged Alvis to a rematch on hard mode.

Soa the Infernal One is still dead.


That did not go well for Soa. Alvis swapped out Darklinda the smuggler for Dlinda the shadow. Marrkin and guild friend Romily of Snark Side fame stepped in for Dodd and Bulwark who had other commitments. The roster changes didn’t matter as the Church slapped Soa back to the floor.

“How do you like me now? Huh?” Furiel shouted at the fallen Soa who lay in a crumpled heap on the floor.

The second team celebrated their victory by trying to avoid the plague at Karrick Station.

News Alert: The Church of Alvis Kills Karagga!

KARAGGA’S PALACE, Nal Hutta (AP)- Noted crime lord and infamous hat collector Karagga the Unyielding is dead. The killing blow was at the hands of eight drunken members of the Church of Alvis.  Under the leadership of Major Jounville Blackferne, seen here stealing a taxi on Nar Shaddaa, the Alvians exacted a precision raid against the fat Hutt.

The operation occurred in Karagga’s palace and there were many civilian deaths. Major Cuspar said, “It was a bad night to be a janitor in this hell hole. My quote won’t be used will it? It just seems kind of insensitive.”


The raid consisted of Jounville, Cuspar, Dodd, Marrkin, Dashl, Bulwark, MarkusTiel, and Naarp. The operation almost wasn’t a success due to a stubborn  G4-BC Heavy Fabricator droid who vexed the raid until a focused effort brought him down.


“I hate that droid. I hate all droids.” Bulwark said. “Watching him fall down was the highlight of my week. To be fair it has been a rather boring week at work.”


The future looks bright for the Alvian Crusaders as they hope to polish off longtime foe Soa and his pesky assistant “Gravity” in the near future.


Getting Raid Ready: A Gear Debate

As Alvis approached the first raid I knew that I would be one of the two tanks for the instance. The other was my dear friend Cuspar. Both of us are Vanguard Shield specs with pretty much the same spec. But both of us took different approaches towards gearing. This article is intended to look at the pros and cons of the approaches we took and possibly draw broader conclusions from the experiences.

The conventional wisdom I got from various message boards, the official forums, and blogs I was reading was to take the following approach towards raid gearing: get as many orange pieces as you can, run dailies, mod the crap out of those orange pieces. Crafting was considered inferior to that approach. This might have been the result of either ignorance of real stat equivalencies within the theory crafting community, bias against crafting, or people just making stuff up since it was really difficult to “prove them wrong”.

Cuspar chose to follow the orange gear and mod it approach. I chose to go against the grain (and in the process worried our raid coordinator Furiel) and crafted a good chunk of my raid gear.

Important Maths

In the attempt to provide some measuring sticks by with judge how our approaches worked it is important to paint tanking in broad strokes of evaluation.  When you break it down to the gear composition there are two main goals you have as a tank. First is your ability to survive. The second is your ability to generate threat.

The Ability to survive can be measure by two metrics.

The first and easiest metric is effective health. Effective health only looks at two stats from your character sheet: health and armor. Armor reduces the amount of kinetic and energy damage you take. Since most enemies do those types of damage it is pretty useful to know what this is. If you have let’s say 10,000 hit points (hp) and you armor can reduce 25% of that damage it means effectively your health pool is really 12,500. If you armor reduces 45% your health pool is effectively 14,500 and so on. Or in other words a person with 10k hp and 50% damage reduction is the same as someone who has 15k hp and 0% damage reduction. Essentially effective health the bigger the better.

The second survival metric is a lot more complicated. It is called total mitigation. This metric looks at a wider array of defensive stats and essentially looks at how much of an incoming attack you will take on over time. I’m not going to get into the deep math on the formula but it essentially asks these questions in this order: First what is the chance that an attack hits you, and if it hits you, what is the chance your shield will proc? and if it procs how much will be absorbed by your shield? And after all that what is the amount that will be absorbed by your armor? The stats that factor into this equation as I’m sure you get by now is defense chance, shield chance, absorption amount, and armor mitigation. How much health you have isn’t taken into account because this is measuring more about how smooth your incoming damage is.

The second major gearing goal for tanks is threat generation.  Threat is measured by damage output. The base unit is 1 point of damage. A point of heal is approximately .5 a unit of threat. There are various things that alter the threat generation such as whether you have a tanking stance on, have a guard on you, and the range you are from the mob. The further you are from the mob the less threat you generate. For our comparisons Cuspar and I would be comparing Aim, accuracy, Crit Chance, surge, bonus damage etc. Threat generation is important for a tank since if you can’t generate threat your DPS will be capped in their output potential, and with tight enrage timers you don’t want to throttle DPS anymore than you have to. However the first priority for tanks is always to get to a point on survival where your healers don’t have a heart attack keeping you alive  before you switch to threat generation. This is derived from the “a dead tank is a useless tank” mmo maxim.

Cuspar’s Orange Mod Approach

Cuspar had orange for all armor except belt and bracers. He also had an orange weapon. That is a total of nineeen slots to fill with armor mods, mods, barrels, color crystal, and enhancement. It took him two weeks of fairly regular grinding of dailies on Belsavis and Ilum to get the necessary pieces to start his gear up to where he was happy with it for the purposes of tanking a normal raid. The thing to know about Cuspar is that his time is limited. He cannot spend countless hours on running the dailies to cap on commendations every day. Like all of us he has other obligations including a job and family. So it could be done faster, and I’m certain others in Alvis were able to max out quicker than Cuspar.

Looking at the primary stats, modding wins. Crafting is more secondary stats.


Cuspar’s end result was a larger focus placed on the primary stats of Aim and Endurance. His effective health was higher and his aim was higher meaning he should be able to do more damage than me. For all the gearing suggestions we could find going into the first raid his stats pretty much always lined up. Tanks seemed to be judged based on their health and armor alone, and not based on other stats which might make them harder or easier to heal. He was fitting all the conventional wisdom perfectly on what to do to be prepared to tank normal operations.


Jounville Goes Broke Crafting

I’ve bet on the crafting game. I know that at some point the raid gear will exceed what I could possibly craft, but I’m used to a template of raid preparation that says entry into endgame can be accomplished through crafted gear. I took armormech, scavenging, and underworld trading and had all at 400 before 50. I was already in the REing for entry raid gear before I finished Voss. This is not a cheap approach by any means. First gatherign materials is expensive. Materials range in price to gather from 200-500 credits per unit depending on what it is, and if you need to buy materials off the auction house you are looking at that per unit cost doubling at least. Highly rare materials like Mandolorian Iron routinely sell for 10k+ on our server.

Again more secondary and less primary on crafted pieces

The results were different than Cuspar was getting as well on his gear. While Cuspar’s base stats were higher, and as such his health pool and effective health were higher, my stats at avoidance and mitigation jumped out as higher. This created a perception on a casual glance that my gear was not ready. In fact Furiel told me to get a new chest piece since the Mastercraft Veracity Powered Ultramesh Body Armor I made only had 45 aim and 72 Endurance. I had to point out the secondary stats like +27 accuracy +20 absorb +48 defense and +76 shield to create doubt in his initial impression about my gear.

My effective health was lower than Cuspar’s by nearly 4k going into that first raid. But my total mitigation was 2% more. I had nearly 5% more chance to dodge an attack altogether and my chance to shield was 3% higher. These might seem like small differences, but in a key position like tank, every percentage point counts.

So given the conventional wisdom and now general unease of our raid coordinator, why did I continue to push for the crafting gear plan? Well a few reasons. First time was running out. Our first raid was approaching quickly and I didn’t have the time needed to run the necessary dailies to mimic what Cuspar was doing. Second I think that secondary stats were being undervalued, and crafted gear generally has better secondary stats than can reasonably be achieved with orange gear. And finally I felt that I needed to know if where all my money and time reverse engineering was a waste. Bioware in a sense had to prove to me that they cared about crafting, and if I could tank in an operation in mostly crafted gear, then I knew they had planned stuff well.

The Big Day

The first Alvian Operation came on February 25th, 2012. Cuspar and I were both ready and I was nervous if my bet would pay off. As a raid we had two tanks with different gearing strategies. Also we had two tanks with different tanking in an mmo histories. Cuspar hasn’t really played an mmo since SWG and that was nothing like the group dynamic SWTOR has adopted. I on the other hand tanked many raids in WoW and had experience in improvising in raid settings.

The toughest pull in Eternity Vault for us was the turrets. And I seemed just as durable as Cuspar. Neither healer complained I was a paper tank, or that Csupar was simply a giant health pool with no real mitigation. Through the operation I did take a back seat to Cuspar’s tanking on the one tank fights, acting more like an tutor on how to tank in case he needed guidance, but gearwise I was never at a disadvantage it seemed.



In the end I think crafting or modding is a viable method to get ready for normal operations. The  real puzzle at this point is figuring out what the real comparative value of stats are. Without combat logs and the math models that come out of them, it is really hard to say 1 point of endurance is worth 3 points of shield is worth 6 points of defense, or whatever the stat equivalencies are. I think in general people tend to undervalue their secondary stats. A lot of Aim, or Endurance, or Cunning is great, but being able to get crit, power, alacrity, shield chance, surge etc is what can take you from doing well to doing great.

The Church Bulletin January and February

I wanted to take a few moments to summarize some of the activities the Church has been up to lately.

The March to 50

Jeezbus was the first Alvian to 50 and since he hit that milestone in late december we’ve had several other Alvians hit the big 5-0 with quite a few coming up quickly. As of this writing Alvis has 15 fifties who regularly run flashpoints and dailies together.



On January 28th we promoted the following people from Altarsquid to full blown Priests within the Church. There was a simple ceremony on the Fleet followed by a Sarlaac jump and some PvP with our friends over at Unrepentant and Archaic. While they may have landed a few shots on us, we put up a valiant fight.

Yim'ays and Devo valiantly fight for drunken vengeance on behalf of their fallen Archbishop.


Datacron Crawl

On Feb 11th, Jounville, Veela, Qwuaff, Bulwark, Yimayz, Klak, and Dashl set out on a great Datacron hunt covering Ord Mantell, Tython, Corellia, and everyone’s favorite post apocalyptic wasteland Taris. We were able to get to eevry datacron on those planets even though some were much harder than others. There are plans to tackle more planets in the near future.


Our First Operation

This past weekend the Church of Alvis struck a victory for drunken vengeance in the Eternity Vault. We managed to get to Soa to phase three in our raid. No doubt he will fall next time we set foot in there. Here is our first attempt and kill against the Annihilator Droid with our actual ventrillo chatter!


Upcoming Soon

Our raiding will continue. More people will be hitting 50 which means more flashpoints, more dailies groups. Our next crop of altarsquids are getting ready for initiation and we are going to be doing more datacron crawls. March and April will be exciting for all Alvians as we delve deeper into this galaxy far far away!