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Old 01-25-2013, 02:21 PM   #721
Al_Ciao
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mimartin Thanks for the tip. Yeah it just auto-ticks me as heals and dps. I assume I can untick heals?
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Old 01-25-2013, 03:13 PM   #722
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Yes... it will usually stay that way too, but check it each time before entering group finder. Only time I notice it gets reset is usually after some big patches, but people grip about it on the TOR forum all the time. I have the problem with my smuggler, agent and shadow.


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Old 01-25-2013, 05:11 PM   #723
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yes i was trying to add mods to the augmentation slots but coulnd find where to get that augmentation item that is required...if you try to add a mod say to pants or shooes or belt, you see a pop up saying you need this little thingy and it costs 1000 creds I have the credit but didnt have the thingy and coulndt find it in the shopping mall on couruscant....is there somethere else to get it?

i am trying to get any edge i can by upping my protection, i find that the quests are pretty much tailored to be about 25 - 50 percent out of reach of your main character no matter how carefully you upgrade your equipment with what you get from drops and i havent found any gear that is better than what i have for sale...but i will try the Galactic Trade Network, was a bit shy about that.

i did have a problem in the Fleet last time i was there, some jerks kept parking their oversized speeders in top of me so i couldnt see anyting and then moving and doing it agian if i moved. I know it was griefing and there are trolls in any game but i had not had this unpleasant experience before. Had hoped to not see it here but i guess it is inevitable.


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Old 01-25-2013, 09:13 PM   #724
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Quote:
Originally Posted by Miltiades View Post
Not all legacy gear is class-specific. The stuff you get from the Legacy vendors are and if you get them, you would for aesthetic purposes. The Legacy gear from events, for example, can be equipped by anyone (the Sandpeople Bloodguard armor, to name one).
Okay, yeah, only have experience with the vendor items.
Did get one that's good for my lvl 15 Sith Maurader (from my Consular run) but can't see any reason to pass it to another char, since it's all tied to Sith Warriors.

Second; Tried using that expertise gear. Some of was even better than my regular gear (armband especially sucks always) so they'll stay, but other gear will get swapped since I want my +power instead of armor. Didn't seem to matter a whole bunch, some could still kill me in a few hits, and never die. Also still curious to see the "bumped to lvl 49" icon on my char in lvl 50 pvp. :/
I guess I need better gear but looking at the vendors everything is purple and thus, unusable. 2500 recommendations, but what to spend it on?

Talking about that, is the only thing you can buy for Tionese Crystals a lockbox? I bought it, then sold it on the GTN for 22K credits. Or do they have any other use?

Lastly, on aforementioned Maurader did some space battles, and about 80% of the VO is... female. Is that a bug, or is it supposed to be Mission (Vette)? Doesn't quite sound like her...
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Old 01-25-2013, 10:02 PM   #725
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Well, the free PvP gear (the recruit armor with the expertise bonus) you get at 50 is just a start, of course. You get warzone commendations for doing PvP and the daily and weekly that comes with it. I'd guess if you're still a fresh 50 with not a lot of endgame gear, PvP can be rough. I can't really comment on that, since I started PvPing after already having most of my Black Hole gear. What do you mean, by the way, purple gear being unusable?

Tionese Crystals were used for getting Tionese gear, but it became pretty much useless since everyone gets a free Tionese set now and Tionese vendors demand only Tionese comms, instead of comms and crystals.

About the space battles... I think that's normal. I pretty much only hear Mako myself during space fights.


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Old 01-26-2013, 06:25 AM   #726
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Preffered (and F2P) players cannot use purple gear. Not without a permit for 1800 cartel coins anyway (and I think that's way too expensice. It's cheaper getting a month sub and unlocking purples that way, although of course that only unlocks those you already have, not those you still get in the future). :/
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Old 01-26-2013, 08:29 AM   #727
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Ah. Well, that sucks. What kind of reason would they have to lock people out from buying purple gear? :s


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Old 01-26-2013, 08:59 AM   #728
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Quote:
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Ah. Well, that sucks. What kind of reason would they have to lock people out from buying purple gear? :s
To get them to subscribe. The only reason you need the higher end gear is for operations, to do operations you either have to subscribe or buy a pass. It should not be cheaper or free for people to get the same benefit that subscribers get, especially subscribers that have been there since beta.



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Old 01-26-2013, 10:49 AM   #729
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The weekly op pass can easily be bought for credits on the GTN though... artifact unlock? Not so much.
They go for millions... and pref. players are capped at 350K (which is why I find it surprising people add them to the GTN for more than that. Maybe want to sell them to subs that are about to go F2P?)
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Old 01-26-2013, 12:06 PM   #730
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I don't think people understand the correct price they should be offering a lot of these unlocks. It's just people buying them thinking they can make a huge profit when in reality they can't and they've just wasted cartel coins.

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Old 01-26-2013, 01:09 PM   #731
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I don't think people understand the correct price they should be offering a lot of these unlocks. It's just people buying them thinking they can make a huge profit when in reality they can't and they've just wasted cartel coins.
You see the same thing on other things, Biometric Alloy is a dime a dozen now, but you will still see someone put one on GTN for 1 million. I often wonder if idiots actually buy this stuff for 1 million from time to time, so that iswhy the do it.

That one is better, it cost more.


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Old 01-26-2013, 05:41 PM   #732
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Yeah, I was f20 and bought $20 worth of Cartel Coins (becoming preferred in the process, which has some nice perks) and used it to buy artifacts ^^

Speaking of artifacts, an odd thing happened to me. On Nar Shaddaa (the Imp side), I did a side quest involving an ancient complex that an ancient Sith lord had sealed away 100s of years ago (that should avoid any spoilers, but hopefully those in the know can tell what I mean), protected by an unending legion of droids.

In the Abandoned Warehouse Complex, just before entering the instance, where there's a whole bunch of droids (and a bonus mission to kill I think 40 of them), I got no less than 3 purple drops all within 10 minutes! :O

Was this just outrageous luck, or is this normal for that area? o_O
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Old 01-28-2013, 02:00 PM   #733
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CrisG the thing you need to get is an augmentation kit. The MK-1 kits cost 1,000 credits and the MK-6 kits cost 30,000 credits to install them.

You can find them on the GTN for varying prices or maybe someone from your guild can make you one.

Depending on what level you are and what level Augment you are trying to put in it depends on what kind of kit you need. The MK-6 Kits will take any augment while the lower ones will take one for that level or lower. An Mk-5 kit will take its level and anything that will fit in a lower kit but not and Aug that will fit in a MK-6 kit. You see what I mean? If it is gear that you really like and that is moddable I would suggest a higher kit to start with so you don't have to keep changing the kits out when you upgrade augs.

The kits can be made by certain crew skills (Armstech, Armormech, Synthweaving and I think maybe Cybertech makes them) It takes 10 aumentation slots of a certain kit to make one kit for the augments. Augmentation slots can be found on the GTN or by reverse engineering items you make. Depending on the level of the item determines the augmentation slot you get.

If you don't know what level the item is you are making you can tell by what grade mats you are using to create the item. For instance if you are using grade 4 mats when you reverse engineer the item you will get a augmentation slot 4 and so on.

And as for the problem of people parking their speeders on you on the fleet try using the GTN on Coruscant as there aren't alot of people there using that one and there is a Cargo Access and Mailbox as well. You could also try the Hutt Trade Network on Nar Shaddaa but the mail and cargo access aren't as all close together as on Coruscant.

Hope this helps

And I have a question for Gunslingers and Snipers. Is there a way to disable the roll into cover option? I know with Slingers you get an immediate charged burst when you drop into cover and constantly gettting up and dropping into cover is a way to get some good dps but for it to be effective you need to already be targeting someone and I always wind up rolling right into a firebomb or lighting storm when I want to stay in one place.


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Old 01-28-2013, 04:44 PM   #734
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Change the hotkey to "take cover in place".




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Old 01-28-2013, 06:30 PM   #735
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that worked thanks Canderis


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Old 01-30-2013, 05:12 PM   #736
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What's Alactricy in the skills tree do?

(Hope I spelled that right)


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Old 01-30-2013, 05:56 PM   #737
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it makes you perform skills faster


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Old 01-30-2013, 06:46 PM   #738
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Specifically it makes you perform channelled skills faster and it's only really useful for healers.

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Old 01-30-2013, 07:03 PM   #739
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Cool, thanks for the replies.

I noticed my cooldown times didn't change so is it activation that changes?


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Old 01-30-2013, 07:47 PM   #740
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Yeah the activation/channel times of certain abilities are reduced. Doesn't affect cooldowns at all.

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Old 01-30-2013, 10:08 PM   #741
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Cool, well any damage powers I had that required activation should also benefit then.

I am a Healer so I suppose it's worth putting the points into it.


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Old 01-31-2013, 07:51 AM   #742
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Yeah, for a healer, sure. I wonder if it would also help with my channeled Force Lightning (Sorcerer)? It's channeled for 3 secs and does a total of like 700 damage over that 3 secs (at my current level). If I got Alacrity points so that it took less time to channel, would it still do that same 700 damage, just in the shorter time?

Still, I suspect that Power would be more useful than Alacrity in that case.
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Old 01-31-2013, 12:49 PM   #743
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Don’t put all your eggs in one basket. Leveling, I usually don’t worry much about critical, alacrity, surge or accuracy. I mainly concentrate my efforts on getting my main stat and power as high as possible. After hitting 50 I will try to get my main stat as high as possible while getting the three out of the four (Critical, Alacrity, Surge and Accuracy) depending on class to around 285 to 300 and then stack power as high as possible. You really have to watch drops, some look really good until you figure out that sacrificing cunning for accuracy for a sawbones is a really bad idea. I have seen cunning with shield drop, which would be great for a smuggler tank, but there are no smuggler tanks in the game.

As a healer, I wouldn’t worry about Alacrity much until I hit 50. The time saving is not significant and I would much rather trade of the cast time for bigger heals or better chance that I hit a critical heal. Stack the main stat as high as possible, look for ways to increase power and if anything choice surge and critical over alacrity. I know some healers that don’t even take alacrity at 50, they would rather stack more power, crit or surge. Me, I just do what Mav and Seijin tell me to do. So I am in the 285 to 300 range on Critical, Surge and Alacrity, Accuracy is useless to a sawbones, just as it is to a Seer Sage.


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Old 01-31-2013, 04:09 PM   #744
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With what Lynk said about activation/channel times speeding up, I thought activation was how long it took for you to cast your spell and channel was how long the spell lasted? Am I wrong in thinking this?


I know alacrity speeds up your activation times but I thought the channel times stayed the same regardless. Plus doesn't surge speed up your cooldowns?

Which if channel is how long it lasted then why would you want to speed it up? Wouldn't it make more sense to make it last as long as possible for more damage?

My sith healer stacks willpower and power and trying to get her crit up from 25% to at least 30-35%. I don't worry too much about alacrity or surge with her tho I would like a fster cooldown on friendly pull sometimes and electric shock


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Old 01-31-2013, 04:53 PM   #745
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What level are you?

http://www.thewalkingcarpets.com/for...ge-circle-love This is by The Walking Carpets guildmaster, it is for a Sage, but other than names it is the same thing. Other than Mav, Seijin is who I listen to most about gear and game play.

Surge - "Increases Critical Multiplier, causing more damage or healing with a critical hit."

Alacrity just speed up the cast time, but it does not increase it significantly. I just don't find the difference between 1.7 seconds and 1.5 seconds to be that big a deal, but the difference between a 3800 heal and a 7890 heal to be more important to me.


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Old 01-31-2013, 07:44 PM   #746
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With what Lynk said about activation/channel times speeding up, I thought activation was how long it took for you to cast your spell and channel was how long the spell lasted? Am I wrong in thinking this?
That's absolutely correct I think, it'll speed up activation but have no effect on channel or cool downs.


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Old 02-01-2013, 04:23 AM   #747
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To make it clear, if you see a bar pop up that is counting down or charging up, that is affected by alacrity.

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Old 02-01-2013, 09:37 AM   #748
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Activation time isn't really an issue for me. With the madness tree, my Whirlwind (main CC) has zero activation, and the only damaging ability I have that is activation is Crushing Darkness, which I don't typically need to use. While both my heals have activation times (I'm not specced as a healer), it's generally good enough for my purposes (flashpoint, heroic, or simply keeping my tank comp up), particularly with the instant Bubble.

I've been focusing on Power myself, and in general choosing Power over Willpower, as I've seen some number crunchers talk about DMR on Willpower, but not on Power.
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Old 02-01-2013, 10:26 AM   #749
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Mim my healer is level 50. I constantly look at the walking carpet site and those askmr.robot things you guys use to show what it is you have done.

She is a somewhat fresh level 50 so I am still working on her as she has some tionese and some columni mods and one BH mods. All resolve 22 augments and 63 resolve hilt. Just need to do more FP and Dailies with her to get her geared up better.

All I ever seem to get in drops are the gloves and boots so I have been getting the ones with the most willpower and yanking the mods out to put in the other gear slots and using the BH campaign armor that still gives you the bonus until I can get her more comms to work with.


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Old 02-01-2013, 04:28 PM   #750
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From what I have seen of the Old Republic, it brings much of the adversarial splendor that I had experienced in my previous life into focus. The conflicts, the chance to play as a variety of characters and the many different enemies, all combine to make a most interesting existence to apply one's more base impulses.

The dark side story is the best feature. It allows the players to truly know what it means to thrive. This particular game I haven't seen, but it plays well and one day I look forward to getting involved.


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Old 02-02-2013, 02:55 PM   #751
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There seems to be a lot of confusion surrounding the stats and secondary stats, so I thought I'd try to clarify to the best of my ability and understanding.

Main Stats

The 5 main stats are Aim, Cunning, Strength, Willpower and Endurance. Each class has a separate main stat, Aim = BH/Trooper, Cunning = Smuggler/Agent, Strength = Knight/Warrior, Willpower = Consular/Inquisitor, and lastly Endurance is used by all classes and is directly related to your HP. There are exceptions, but generally speaking DPS and Healers want more main stat than Endurance and Tanks want more Endurance than main stat.

You do get secondary bonuses from other main stats, such as the Smuggler getting a bonus to Crit % from Aim, but you should not use gear/equipment with "secondary main stats" for this purpose as it isn't worth it.

Secondary Stats

There is a lot more confusion surrounding secondary stats than main stats for a variety of reasons. For one, diminishing returns play a much larger factor when you're talking about secondary stats, secondly you have to balance more stats instead of just stacking 1 like you would with your main stat. Secondary stats tend to break down nicely into groups.

Power and Critical Rating

Power is very simple to understand, for every 1 point in Power you gain a value of .24 to your Bonus Damage (and I think .17 Bonus Healing). So in layman's terms for every 100 points in power you will do on average 24 more damage to a target. It is important to note that Power has no diminishing returns, every point in Power will equal .24 bonus damage no matter how much Power you stack.

Critical Rating provides you with a bonus to the percentage that your attacks hit for critical damage. An easy concept to understand, but what is important here is that the Crit Rating is on a diminishing return curve so therefore past a certain point each point of Crit Rating gives you less and less benefit. Generally speaking the target range for a DPS/Heal class is around 285-350 points in crit.

Balancing Power and Critical Rating

You can get Power and Critical Rating from Mods, Enhancements, Color Crystals, Earpieces, Implants and Relics. However, you can never have both Power and Crit on the same modification, e.g. there is no Enhancement in the game that gives you +Power and +Crit. That makes stat balancing very simple! Once you get your Critical Rating around that 285-350 sweet spot range, everything else should go to Power.

Accuracy, Alacrity, and Surge

Accuracy is another simple stat to understand when you know the mechanics behind everything. All attacks in the game can be broken down into 2 different types, White Damage and Yellow Damage (colors are based on the flytext). There are sub-types of damage but that isn't important for this. What is important is that your % to hit/accuracy for White Damage is based on your standard/Weapon Accuracy %, and the % to hit/accuracy for Yellow Damage is based on your Tech/Force Accuracy %.

Now the real important part to know is that Weapon Accuracy starts at 90%, and Tech/Force Accuracy starts at 100%, so if your class/skill tree deals only Tech/Force damage, you don't need any points in Accuracy at all! DPS Sorceror's and Sage's fall into this category, and ALL healers don't need accuracy because heals are 100% to 'hit'. However, the classes that do deal in Weapon damage will want points in Accuracy. Depending on the class you tend to want around 250+ points in Accuracy which works out to 4 or 5 pieces of gear with Accuracy, some classes may be even less it depends on a lot of things, such as skill tree talent points that give accuracy and other factors.

Alacrity kind of works like 'haste' in other games, it lessens the total amount of time for any abilities with a cast bar, it does not matter if it is an activation cast or a channeled cast. In the case of a channeled cast, if an ability normally would do 1000 damage over 3 seconds, with Alacrity, you would still do 1000 damage, but maybe over the course of 2.7 seconds now. Basically although the channel time is less, the total damage is the same, so you can see how this would lead to a DPS increase. Oh and also very important, ALACRITY DOES NOT DECREASE THE LENGTH OF THE GLOBAL COOLDOWN.

Common sense would then dictate that the Stand and Cast DPS classes like Sages, Commandos and Gunslingers would gain a DPS boost from Alacrity, however that's really only true for Sages. If you put points into Alacrity as a Commando or Gunslinger, you run the risk of using your skills too fast without having enough time to regenerate your resource, be that Ammo or Energy, Commando's and Slingers get skill tree talents that boost Alacrity enough without spending stat points on it anyway, you are better off with your points in Accuracy or Surge.

Surge increases the bonus damage dealt by attack that are critical hits, so by default a Critical hit will deal 50% more damage than a standard hit of the same ability. Points in Surge further increase that 50% bonus damage, generally to the 70% and up range on most builds for classes. Similar to Crit Rating Surge reaches it's diminishing returns right around the 285+ points range.

Balancing Accuracy, Alacrity and Surge

Accuracy, Alacrity and Surge can be gained from the same pieces of equipment as Power and Critical Rating, with the exception that you cannot find these stats on Mods or Color Crystals. Although this group has 3 stats, you really only have to worry about balancing 2. Healers and DPS Sages don't need Accuracy, so then have to find the balance between Alacrity and Surge. All the other DPS classes don't use Alacrity so they are balancing Accuracy with Surge. Personally what I tend to do is "cap" my Accuracy or Alacrity and then dump the rest of my points into Surge, even though this means you are severely deep into the diminishing returns on Surge.

The Tanking Stats, Shield, Defense and Absorb

We'll talk about Shield first because you don't ever have to worry about Shield. What the Shield Rating does is boost your % chance that you will shield incoming damage, a shielded attack has its damage reduced by the % of Absorb. Not all attacks are shield-able, but that is a separate discussion from stat allocations. What you need to know about Shield is that when picking your stats as a tank you can choose between Shield and Accuracy, and since your role as a tank is damage mitigation and not specifically dealing damage, you don't care about accuracy so you will never take it. Therefore, you don't really need to 'manage' your shield rating, so lets move on to defense and absorb.

Defense and Absorb have the same stat relationship as Power and Critical Rating, so the stats can be found on all the pieces of gear and modifications with the exception of color crystals.

The Defense stat increases the Defense Chance %, this is the percentage chance that an incoming attack will completely miss you, dealing zero damage.

The Absorb stat increases your Shield Absorption %, so this stat works in tandem with your Shield percentage. As a quick example, let's say your shield has a 66% chance to proc with a 60% Shield Absorption rate. What this means is that 2/3rds of all incoming attack will be intercepted by your shield, and those intercepted attacks will do 60% less damage. So in effect you are taking 27% less damage than you would without a shield.

Anyway, tanking stats a lot more complicated than the stats for DPS as the desired values for tanks vary wildly depending on which class you are talking about, Guardian/Juggernaut, Vanguard/Powertech or Shadow/Assassin.

Speaking generically, Guardian's will want to be heavy on Defense, with less emphasis on Absorb because they have the lowest Shield chance. Vanguard's are the opposite, they rely the most on their shield and have the lowest innate defense chance so make less use of the defense stat. Shadow's tend to be in the middle and want a more even spread between Defense and Absorb. If you want to tank for end-game raids I highly suggest you do more in depth research for your specific class, and believe it or not the official SWTOR forums have topics with a wealth on information on tanking.


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Old 02-02-2013, 08:52 PM   #752
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Thanks for the breakdown! You said only Sages get any benefit from Alacrity - does this apply also to their Imp equivalents, Sorcerers?
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Old 02-02-2013, 11:20 PM   #753
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Originally Posted by Al_Ciao View Post
Thanks for the breakdown! You said only Sages get any benefit from Alacrity - does this apply also to their Imp equivalents, Sorcerers?
yes it would


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Old 02-03-2013, 01:13 AM   #754
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Originally Posted by Al_Ciao View Post
Thanks for the breakdown! You said only Sages get any benefit from Alacrity - does this apply also to their Imp equivalents, Sorcerers?
As mim said, yes, but perhaps I should clarify, all the healing classes benefit from Alacrity, so Sage/Sorceror, Scoundrel/Operative and Commando/Mercenary. DPS classes wise, generally speaking only the DPS Sage/Sorceror gets any real use from Alacrity. It's debatable whether or not small amounts of Alacrity provide a DPS boost to other cast classes like Commandos and Gunslingers, while in theory the answer should be an obvious yes, the problem is it makes it much more difficult to manage your resource pool, and if you run out of your resource, you'd end up doing a lot less damage . Sages/Sorcs don't really have that issue.


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Old 02-03-2013, 09:25 AM   #755
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Cool! I'm DPS Sorcerer, which is why I asked I also have the Madness skill, which means I get Force Lightning (3 sec channel) with ZERO cooldown

*cue evil laughter*
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Old 02-03-2013, 11:47 AM   #756
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how do you tell what your surge is? I haven't been able to find anything on my characters that says surge is this even tho I know have surge on the characters.


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Old 02-03-2013, 01:53 PM   #757
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Few ways, the method I use and the one that will give you the best tools to optimize your gear and to get others to help you optimize you gear is sign up and put you, build, gear and datacrons on Ask Mr. Robot.

Bremiaha

Mar'ina

Another way to do it is just look at you gear and add up the numbers. Old fashion, but still works.

In game way is go to the Character Sheet hover mouse over Critical Mutiplier.


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Old 02-04-2013, 02:05 AM   #758
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Interesting find. Bookmarked for future reference.


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Old 02-06-2013, 09:23 AM   #759
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I want bugs crushed. And even though, when I was still a sub all my reports got ignored (even the tiny text issues haven't gotten fixed)... here's another shot.

If someone wants to report this (can't since no sub anymore) either through the ingame system (copy+paste works) or the forums (link!) that would be appreciated. Hopefully BW listens for a change...

Bad ones;
* Whenever I get kicked by the server no more selection screen, but infinite loading screen.
* Doing Taral V. Getting killed after the bombing. Being spawned at the start, going all the way back, locked door, couldn't finish the flashpoint. Someone mentioned it might happen skipping bosses, but we killed all, even the bonus one.
* Containing the Beast (Belsavis daily quest). When my teammate entered the instance, my quest got reset, including the bonus (or social points gained during the initial convo). Maybe make the instances forced solo, better solution than this. Bonus (small) issue; kicking the box for the wielder has no description text.

* Helping out someone else for the Illum MQ in the Jedi Temple the messages kept getting repeated whenever I hit the trigger. They only run once for her (proper way) though.
* When still being on Balmorra, my Sith Warrior loading screen mentioned travelling to Nar Shaddaa already.
* Certain powers no longer stack their icons, meaning you can get a lot of debuff icons on you when fighting enemies. Annoying. Affected include (but probably not limited to); Shocked (Tech), Slowed (Tech), Crushed (Force), Poisoned (Physical).
* Certain actions miss description also in the english version. Aforementioned kick and; "Zyyskel" special attack (Belsavis), "Elshuu's Nightmare Warrior" special attack (Belsavis), Placing the bomb for detionation (Explosive Discontent, Dromund Kaas), "Captain Grimyk" special attack (Cademimu flashpoint, Republic), "Morgukai Cultist" and "Morgukai Chieftain" special attack (Nar Shaddaa). The other types of Morgukai it works flawlessly with though.
* During the final convo of Repelling Invasion (Balmorra Empire) helmets dissapeared. And that without being able to even use 'don't show helmets' (pref. players, no unlock bought).
* Vanguard Outpost (Balmorra, Empire) lacks a vendor droid.
* Certain weapons lack a proper description, like the Ilum turrets (on the big battlezone) or during the Battle of Ilum flahspoint (Republic, Hard); "acklay_droid_ranged_huttamingdroid" I got killed by.
* For Republic atleast (Consular ship), travelling to Hoth's animation seems broken. Tried both Fleet and Corscant, both time nothing happened when flying there, and exiting the ship showed landing on the Fleet/Coruscant. Did properly load Hoth afterwards though.
* Talking to Ciqala (Nar Shaddaa, Republic bonus) after accepting his quest gives a full cutscene mode look even though it's one line and should be a subsequent given during regular play.
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Old 02-08-2013, 01:46 PM   #760
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So I mentioned in a different post I bought an artifact unlock for my account on the GTN.

Guess what, it's broken.
It just says "unlock already applied on this character" when using it. And obviously I haven't (since I can't use purple gear).

Going to be really pissed if that's 1 million credits down the drain and BW does nothing about it.
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