The Glade 4.0

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 Post subject: NDA has been lifted.
PostPosted: Fri Nov 18, 2011 2:16 pm 
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http://www.swtor.com/community/showthre ... it10939389

Any questions and I'll be happy to attempt to answer them.

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PostPosted: Fri Nov 18, 2011 2:28 pm 
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Woot.

Something I didn't think to check back when I weekended.. what craft makes shields?

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PostPosted: Fri Nov 18, 2011 2:32 pm 
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Artifice makes shield generators and focus items.

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PostPosted: Fri Nov 18, 2011 2:38 pm 
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I see. Wow, that's a pretty broad craft, then.

For what it's worth, I played a shadow consular for most of a weekend, so I'll also field what questions I can.

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PostPosted: Fri Nov 18, 2011 2:46 pm 
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It's actually not anymore. It used to make boots but they took it all away. Now it makes lightsaber hilts, color crystals, shields and weapon/armor mods. It can also make some lightsabers at high levels with mods already built in.

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PostPosted: Fri Nov 18, 2011 2:54 pm 
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Right. But lightsaber hilts have a market of 50% of the population, color crystals and weapon mods 100% of the population, and shields 1 spec of 3/8 ACs (or 25% of group slots, if you prefer to look at it that way since DPS vs. healer or tank specs won't be even for a given AC).

I was hoping that shields went along with armormech to broaden their clientele a bit more.

I suppose it's not that bad if you look at it simply from a recipe count perspective.. Armormech, synthweaving, and armstech have smaller markets, but make more sales per customer because they cover more slots. Of course, with mods under artificer, I'm not sure about that, either. There's the potential for a lot of mods to be sold per customer, too.

It certainly explains why the crafting poll I saw recently indicated artificer at like 3x the popularity of the other individual crafts, though.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Fri Nov 18, 2011 3:14 pm 
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I haven't even messed with professions past artifice, so I don't know exactly who makes what at this point. I believe Synthweave makes force user armor of all types, armormech makes medium and heavy armor for the non-force users. Cybertech makes implants, ear pieces, vehicles and I would assume other things since that doesn't seem like a huge market at all. Biochem makes stims and medkits. Armstech makes guns, obviously.

And then you have the mission skills that they have changed so god damn much lately that I'm not 100% sure on what they do. I know that treasure hunting now gives special mats for prototype+ artifice recipes, while underworld trading gives special mats for armormech+synthweave. Not sure on Diplomacy and Investigation...but I think it's biochem and cybertech, respectively. I can check later when I log in.

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PostPosted: Fri Nov 18, 2011 3:30 pm 
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Ok, the Trooper. Only got to level 5 with him. Yet when held up to other classes that I played, he felt really strong. Does this hold up?

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PostPosted: Fri Nov 18, 2011 3:41 pm 
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I wouldn't say they are stronger or weaker. They have multiple roles no matter which AC you choose...which would make them better than IA/Smuggler and the JK/SW who have an entire AC for DPS alone. Honestly, I would never play a Marauder/Sentinel. At least the Sniper/Gunslinger has a long term CC for droids. Plus, dual wielding lightsabers looks...stupid.

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PostPosted: Fri Nov 18, 2011 4:08 pm 
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I played a BH to 10 last weekend and dabbled to 5 in trooper and knight. I really enjoyed the BH story, didn't intend to play one at all but got hooked.


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PostPosted: Fri Nov 18, 2011 4:15 pm 
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I haven't spent a LOT of time analyzing dual wield animations, but they didn't immediately offend me when I was grouping with Sentinels, to provide a counterpoint opinion to Raltar's.

And as for Gunslingers and Sentinels (and their mirrors) not getting the option to fill a non-DPS role -- for some people, that won't be a problem. If you prefer to DPS all the time anyways, it's not a loss, and it actually offers you some more flexibility in the way you DPS, since you have an extra DPS tree to choose from.

I admit, I didn't play enough smuggler to make sense of the talent trees very well, but Sentinels' Combat and Watchman trees are pretty different approaches to DPSing.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Fri Nov 18, 2011 4:38 pm 
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Location: The battlefield. As always.
Shields and Foci occupy the same slot anyway.

Armstech also makes vibroblades, as well.

I played a Sawbones Scoundrel to 14, as well, including healing a couple instances.

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PostPosted: Fri Nov 18, 2011 5:16 pm 
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I've been wondering what characterizes the different healing styles, but I'm not sure anybody here has played with each of them to comment.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Fri Nov 18, 2011 6:33 pm 
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I'm leveling an IA right now to try out Operative healing.

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