*****Official Star Wars: The Old Republic Thread*****

I played this when it first came out, and I quite enjoyed it. However, I found that I had a number of group quests to do and unfortunately not many people to do them with due to the player base population.

Have they altered them so they are more solo friendly?
 
I played this when it first came out, and I quite enjoyed it. However, I found that I had a number of group quests to do and unfortunately not many people to do them with due to the player base population.

Have they altered them so they are more solo friendly?

Hi there, the heroic content on planets has not really been altered; some are still solable though, and class depending it can be easier then others, for instance if you have a 60sec cc ability like a Sage/Trooper and self heals or a healing companion early on - compared to say a Sentinel with no CC (other then late on for droids) and no early healing companion.

It is easier to find groups now though as server populations are bigger as servers hold a higher pop now.
 
Gunslinger or Scoundral?

I'm tempted to go scoundral because it's always the least played.

I'm a pure pvp player, very rarely do anything else.

It seems basically go scoundral if your gonna heal, if your gonna do damage go gunslinger, am I right?

Well if you are a big PvP player go Scoundrel as they are the best PvP healers given their mobility, if you don't want to heal go Gunslinger - but for DPS neither are great in PvP imo - you see very few end game Gunslinger PvP'ers and even less Scoundrels that DPS.
 
Gunslinger or Scoundral?

I'm tempted to go scoundral because it's always the least played.

I'm a pure pvp player, very rarely do anything else.

It seems basically go scoundral if your gonna heal, if your gonna do damage go gunslinger, am I right?

There are plenty of healing scoundrals about mate, probably one of the most popular healing classes in PvP.

If you're looking to do large amounts of damage in PvP I'd avoid Smugglers all together and just roll a marauder / sentinal. Their "smash spec" is by far the largest damaging spec and it's very easy to play also.
 
There are plenty of healing scoundrals about mate, probably one of the most popular healing classes in PvP.

If you're looking to do large amounts of damage in PvP I'd avoid Smugglers all together and just roll a marauder / sentinal. Their "smash spec" is by far the largest damaging spec and it's very easy to play also.

Gunslingers deal huge amounts of DPS, i'm always in the top three on ToFN for damage dealing, just stack the hell out of crit chance.
 
Gunslingers deal huge amounts of DPS, i'm always in the top three on ToFN for damage dealing, just stack the hell out of crit chance.

Gunslingers are so easily shut down the only way you'll do large amounts of damage is if the other team lets you (ie. is bad) or if your team is good enough to provide you with the necessary support (ie. is much better than your opposition).

Alternatively you could roll a sentinal and pump out 6k+ aoe crits every 10 seconds or so whilst having some of the best defensive cd's in the game. Your choice.
 
Jumped on for the first time since F2P (since summer actually) last night.

It seems happy enough that I've now got 6 characters on Red Eclipse (thanks to the mergers) and only preferred status. And I only had to rename 2 of them :)

Also got a Marauder on ToFN still, had to rename her too.

Also good to see that I haven't lost my quickbars.


Might hop on and re-roll a Bounty Hunter, haven't played that since beta, and maybe get rid of my Shadow and roll a Sage... we'll see.

[edit] or not... looks like it's 2 characters per account, not per server. Oh well, at least they're not making me delete any of my existing characters :)
 
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After 20 odd WZ's I've still not done the new one :rolleyes: As its brand new you would think they would put it on a shorter loop, so it comes around more often than the others?

I do wonder about BW sometimes :confused:
 
didnt have it come up at all on my 50, got a couple in 10-49. lately i seem to be getting a lot of huttball matches though :(

not a bad map, very even, but people who aren't the quickest learners are currently shown up quite badly in this match. atleast it ends very quickly if you get steam rolled
 
Gunslingers are so easily shut down the only way you'll do large amounts of damage is if the other team lets you (ie. is bad) or if your team is good enough to provide you with the necessary support (ie. is much better than your opposition).

Alternatively you could roll a sentinal and pump out 6k+ aoe crits every 10 seconds or so whilst having some of the best defensive cd's in the game. Your choice.

Ever thought i'm just a good pvper who knows how to use a Gunslinger to it's best rather than saying other people are just simply bad that makes me look good, considering i've even gone toe to toe with the classes you've listed? Dirty Fighting is the way forward for a Gunslinger, a stationary character is signing it's own grave if it goes any other route. Shame i'm on ToFN, you'd see you were wrong.
 
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Well hopefully they'll offer cross server Pvp at some point and we can find out eh?

From a current stand point I find it incredibly easy to shut down snipers unless they have a high level of support from other classes, that same level of support would be put to better use with other classes that have a better performance due to (lack of) balancing.

I'm a concealment operative and I earn my spot in every RWZ I play but I'm not deluded into thinking my team wouldn't perform better with an equally skilled player using a more effective class.

I could be the best operative in the world and I wouldn't be as effective as a "good" smasher, that's simply the design of the game, what I have to do is come up with various tactics to employ that skew the balance into my favour and keep coming up with them as people learn to counter. Hopefully you get my point with this.
 
Ever thought i'm just a good pvper who knows how to use a Gunslinger to it's best rather than saying other people are just simply bad that makes me look good, considering i've even gone toe to toe with the classes you've listed? Dirty Fighting is the way forward for a Gunslinger, a stationary character is signing it's own grave if it goes any other route. Shame i'm on ToFN, you'd see you were wrong.

Having a Gunslinger myself I tend to side with Snave on this one, I am not saying you are a bad GS you may likely be a very good PvP'er and do the class justice but GS are so squishy that if the other team even decides to attack me back I am normally dead pretty quick, I may stop their leaps and slow them down, and even with my defensive CD's it doesnt take long for me to drop if spotted, esp by sentinels.

I can pump out great damage if left to my own devices but playing against good people (and on TRE there are plenty) i don't last long.

I hope they do cross server PvP to keep RWZ alive, my guild struggle to find pops on them :(

Well hopefully they'll offer cross server Pvp at some point and we can find out eh?

From a current stand point I find it incredibly easy to shut down snipers unless they have a high level of support from other classes, that same level of support would be put to better use with other classes that have a better performance due to (lack of) balancing.

I'm a concealment operative and I earn my spot in every RWZ I play but I'm not deluded into thinking my team wouldn't perform better with an equally skilled player using a more effective class.

I could be the best operative in the world and I wouldn't be as effective as a "good" smasher, that's simply the design of the game, what I have to do is come up with various tactics to employ that skew the balance into my favour and keep coming up with them as people learn to counter. Hopefully you get my point with this.

I hate you in PvP, plain and simple... the other day when I was on Serenté I knew you was toying with me, but it was just like, stun-die, stun-die XD
 
Not directed at you mate but operative stun lock is hugely over estimated, in fact troopers have a more effective "stun lock" with their aoe 2.5 second stun followed by cryo grenade for 4 seconds.

2.5 + 4 = 6.5 seconds for the trooper vs 1.5 + 4 = 5.5 seconds for operatives :)

I did hope that with the nodes in the new warzone only needing 5 seconds to cap operatives would be able to shine a bit more but it seems it's still more suited to smash fests over the nodes which makes me sad in my pants.
 
Not directed at you mate but operative stun lock is hugely over estimated, in fact troopers have a more effective "stun lock" with their aoe 2.5 second stun followed by cryo grenade for 4 seconds.

2.5 + 4 = 6.5 seconds for the trooper vs 1.5 + 4 = 5.5 seconds for operatives :)

I did hope that with the nodes in the new warzone only needing 5 seconds to cap operatives would be able to shine a bit more but it seems it's still more suited to smash fests over the nodes which makes me sad in my pants.

True, but as a cast healer with only 1 insta heal which has a 30sec cool down once someone is on me it's only a matter of time, esp if no team mates are assisting, which in that game happened. Unlike Scoundrels I can't stealth away and heal as well on the move! :(
 
Considering who's normally on your team you're rarely going to find yourself in a position where you're not being assisted :)

The only 1v1 I ever get against Nostrils is against Etun and it takes me 3 hours to kill him, assuming I win.
 
Considering who's normally on your team you're rarely going to find yourself in a position where you're not being assisted :)

The only 1v1 I ever get against Nostrils is against Etun and it takes me 3 hours to kill him, assuming I win.

Yea if I PvP with them I normally win 9/10 games, it's rare we lose one - but they are all more PvP orientated then me who is a PvE kid so I seldom team with them and normally end up queuing solo; which is horrible because people see the guild name and focus me :(
 
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