A Thank You to the SWTOR Launch Devs

Yesterday the SWTOR community was upset with the layoffs of various Devs. I’ve been thinking a lot about those who were let go, and trying to make sense of it in terms of them as people, them as creators of the game we play, and the future of SWTOR as a whole. There will be plenty of time to dissect yesterday’s news, but I wanted to take a moment to extend the appreciate of our guild to everyone who has made this game possible. Your hours of hard work keep us entertained and energized. For those who’ve been let go by Bioware, know you are in our thoughts and we hope you have many bright days ahead.

Thank you.

A Word of Appreciation to Small Touches

One of the most compelling draws to the Star Wars Saga, and by extension the many novels and games made because of it, is the way the Universe has so many small touches. For pretty much any character you’ve seen in the movies, books, comics, or video games, their life has been flushed out and documented at Wookieepedia. One of the challenges that the Bioware team has had since announcing the title, has been finding ways to breath life into their extension of the Star Wars Galaxy by using a similar sense of depth in their game worlds. This post is a tip of my hat to probably an oft overlooked aspect of that process, the music and social scenery.

The Bands We Love

Performers have a special place in the original Star Wars trilogy whether it be Figrin D’an and the Modal Nodes

Firgrin D'an and the Modal Nodes jam at the Mos Eisley Cantina

or the lovable Max Rebo Band at Jabba’s Palace

Image originally drawn by Dave Perillo

Artwork originally appeared here. Honestly of all Fan Arts I wish this was a real product.

The thing these two bands did besides provide us with amazing ear candy, was help establish that there were many stories beyond Luke, Leia and Han going on in the galaxy we all love. It provided a cool Jazz like vibe to the contemporary arts of the universe. That in and of it self in a subtle way built a depth to the universe. Everyone had their own gigs to worry about and Luke’s problems weren’t necessarily Max Rebo’s.

Bioware is Trying to Tap Into that Same Vibe

Whatever planet you go to, there is a cantina. Some are big and fancy like my favorite The Dealer’s Den on Coruscant, or small and intimate like the on on Ilum. But in many of them you see live performers.

But the visual isn’t the only trick they are using. They also have put a lot of effort to make those jukeboxes littered through out the galaxy play songs that evoke the sounds from the Original Trilogy. For example the sound of “Run Kessel Run” from SWTOR is an awful lot like the original Cantina Song we see in a New Hope.

And “Do The Holos Show Up on the Bill” reminds me a lot of Jedi Rocks performed by Max Rebo’s Band.


So next time you are strolling through a Cantina take a stop and listen to the sounds around you and appreciate the hard work that goes into making the world be more than pixels and DPS formulas.

And if Bioware is looking for additional social items for players, let my smuggler pick up a Kloo Horn, Slitherhorn, or a Fanfar to jam out with at the Cantina. Every smuggler needs a back up plan for retirement after all.

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.

Outcast

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.

Commando


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 Sithwarrior.com 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.