SWTOR: Essential Tips and Tricks

LtWarhound wrote:

End result of all that testing is my recommendation to stick with green schematics while leveling up crafting, don't worry about trying for blue or purple schematics while leveling your character. Not saying don't do it, REing for mats is good, but don't worry about chasing those blue/purple schematics, just be happy with the few you accidentally get. Between questing rewards and commendations, you will get enough blue items to be set for gear while leveling. At 50, dunno, I hit 45 as my highest.

seems counter productive to try and do a lot of RE while leveling up. The time and resources can be spent getting you higher level quicker.

When leveling up Cyber I just made stuff that I could use, and RE'ed everything just to get the mats back. I got several blue recipes that I was able to use while leveling. I stayed focused and didn't spread out, and the blue recipes were just a bonus. Never tried to get epic recipes leveling up.

ranalin wrote:

seems counter productive to try and do a lot of RE while leveling up. The time and resources can be spent getting you higher level quicker.

RE returns anywhere between 25% and 50% of the mats used to make the pieces. It's worth doing, especially if you're at the beginning of the leveling zone for the items.

ranalin wrote:
LtWarhound wrote:

End result of all that testing is my recommendation to stick with green schematics while leveling up crafting, don't worry about trying for blue or purple schematics while leveling your character. Not saying don't do it, REing for mats is good, but don't worry about chasing those blue/purple schematics, just be happy with the few you accidentally get. Between questing rewards and commendations, you will get enough blue items to be set for gear while leveling. At 50, dunno, I hit 45 as my highest.

seems counter productive to try and do a lot of RE while leveling up. The time and resources can be spent getting you higher level quicker.

I didn't even try much RE until I got to level 40. At the rate you can level in this game, I got by just fine with greens. With Biochem it has been hit and miss with success. In some cases I have to RE 20+ items to get a blue proc. Other times it was on the first or second try. Maybe it was just a lucky day but I got my level 40 reusable medpac and stim to proc on three tries or less. On the same day.

I would strongly suggest that Biochem crafters take the time to upgrade to the Artifact (purple) version of the personal and team medpacks as they come available. Endless medpacks were just a nice quality of life enhancement and they're not too hard to get to. I went ahead and researched every re-usable version of these and the Stims and Adrenals I was using, but that's not as big of a deal I didn't think.

LtWarhound wrote:
Aetius wrote:

It took me a while to figure out which things were useful for me, and there's confusing things like armorings selling for 4x the price of mods despite taking the same level and rarity of materials to make.

That's the core reason why armorings tend to have higher prices on the GTN.

All true, but I was talking about reselling to the NPC vendor. Sometimes I'm just not interested in auctioning things, but rather just want to convert materials to cash.

Andon wrote:

Ugh, the above seems a bit complicated. I'm still on the fence about SWTOR crafting...my gut tells me to just do the gathering skills and sell stuff on the AH. Then buy whatever I need..

If you are just looking for a way to make money while leveling, this is the way to go. My early chapter 2 character with all gathering crew skills has over 3x the cash my nearly same level crafter has, and is much better equipped as well. Endgame money-making my prove different, but crafting is definitely a money sink while leveling.

Strekos wrote:
Andon wrote:

Ugh, the above seems a bit complicated. I'm still on the fence about SWTOR crafting...my gut tells me to just do the gathering skills and sell stuff on the AH. Then buy whatever I need..

If you are just looking for a way to make money while leveling, this is the way to go. My early chapter 2 character with all gathering crew skills has over 3x the cash my nearly same level crafter has, and is much better equipped as well. Endgame money-making my prove different, but crafting is definitely a money sink while leveling.

Wow, I can't believe I haven't been doing this! I do this all the time in LotRO; why the hell haven't I done it in SW:TOR!?!?

Some people told me that biochem is the only craft to go for, would you agree?
I've got 240 Armormaking thing and consider rerolling it for free stimpacks.

I have a tip, don't play a marauder or sentinel.

Slupczynski wrote:

Some people told me that biochem is the only craft to go for, would you agree?
I've got 240 Armormaking thing and consider rerolling it for free stimpacks.

At this point in time I'd say "yes".
The boost given by stimpacks can be considered pretty much a constant increase of your main attribute by about a 100 points which is not too shabby at all.
In theory all crafts have these unique "just for youself" bonuses, but as far as I've seen, the lootable endgame gear is very comparable if not better than craftable gear and I haven't seen reusable high power stims drop anywhere yet.

Well, first of all it's a money sink to craft while levelling - atm I cannot even afford a speeder as any cash I had was invested straight away into craft. Anyhow, what are two other crafts to accompany bio-chem?

Slupczynski wrote:

Well, first of all it's a money sink to craft while levelling - atm I cannot even afford a speeder as any cash I had was invested straight away into craft. Anyhow, what are two other crafts to accompany bio-chem?

Bioanalysis and Diplomacy

kingschiebi wrote:
Slupczynski wrote:

Well, first of all it's a money sink to craft while levelling - atm I cannot even afford a speeder as any cash I had was invested straight away into craft. Anyhow, what are two other crafts to accompany bio-chem?

Bioanalysis and Diplomacy

I have Biochem on my main (BH) and am loving it. Once you get the purple schematics to proc, you basically get unlimited medpacs and stims.

WiredAsylum wrote:

I have a tip, don't play a marauder or sentinel.

I can't tell you the number of times I wanted to reroll on the way to 50 while playing my Sentinel. Very complicated class to play. There are so many buttons you HAVE to hit that I am still not sure if I am doing it 100% right.

Being back with the level 50s in PvP with one piece of gear with expertise on it has been humbling to say the least.

WiredAsylum wrote:

I have a tip, don't play a marauder or sentinel.

Care to elaborate on this point? I am having a blast button mashing my way through fights, with my lvl 16 marauder.

Tigerbill wrote:
WiredAsylum wrote:

I have a tip, don't play a marauder or sentinel.

Care to elaborate on this point? I am having a blast button mashing my way through fights, with my lvl 16 marauder.

Yeah, I was going to say the same thing about my level 17 marauder. Granted, 17 is SUPER early, but I'm not seeing anything in the skill trees that would indicate things were going to get crazy and un-fun.

(Of course, given how many genuinely meaningful abilities my sniper has at level 43, I'm not surprised to hear it might get complex -- while TOR classes have about as many total abilities as an average WOW class, it does seem like there are generally more that are meaningful for standard play rather than being highly situational.)

From what I have read,

Jedi Guardians going down their DPS tree do around 70% of the damage of a sentinel. In addition, they can always swap back over to tank mode and have great survival skills. Sentinel's were designed according to Bioware to be pure DPS. Not really any other role.

So they lack a lot of ranged dps, have a difficult time staying alive, and cannot stealth or sprint.

On my tank I have no problem soaking up the damage it takes for me to close a gap. A sentinel though uses medium armor and takes more impact. Granted they do more dps once they get there, they still have to put up with CC and classes kiting them. These are things once again a guard can survive.

I think it's just difficult to play an 'in your face' melee class while there are ranged classes that hit just as hard and don't have to be on the front lines.

Now I may be full of crap. I haven't played a sentinel, but I have read a lot while trying to decide between the classes. Bioware has also already buffed the Guardian DPS tree. I bet Sentinel is next on the list for buffing.

Heh, sounds like the problem is that they are a melee DPS class.

These are all reasons why I generally play ranged classes, but at least so far the marauder has been fun enough to keep me interested despite my usual distaste for melee classes in this sort of game.

With a 31 Marauder I'm not seeing issues. I use Mal to stay alive if that matters. I don't recall the game being much of a challenge before I had Mal to heal.

WiredAsylum wrote:

I love the class, you are a wrecking ball of doom, but if you dont spec watchmen, (far right tree for mara) you are gimped in pve. I was focus (far left for the burst in pvp and it really shines, but in pve i died 17 times to the chapter 1 class boss, I love the class but you are a stealth class with out stealth. So much fun, but so frustrating at times.

Heh, I was eyeing the middle tree.

WiredAsylum wrote:

I love the class, you are a wrecking ball of doom, but if you dont spec watchmen, (far right tree for mara) you are gimped in pve. I was focus (far left for the burst in pvp and it really shines, but in pve i died 17 times to the chapter 1 class boss, I love the class but you are a stealth class with out stealth. So much fun, but so frustrating at times.

Do you primarily run solo? My marauder will be run in a trio with a Powertech and a Sniper.

I love the class, you are a wrecking ball of doom, but if you dont spec watchmen, (far left tree for mara) you are gimped in pve. I was focus (far right for the burst in pvp and it really shines, but in pve i died 17 times to the chapter 1 class boss, I love the class but you are a stealth class with out stealth. So much fun, but so frustrating at times.

zeroKFE wrote:

Heh, sounds like the problem is that they are a melee DPS class.

These are all reasons why I generally play ranged classes, but at least so far the marauder has been fun enough to keep me interested despite my usual distaste for melee classes in this sort of game.

For the record Shadows/Assassins dont have this problem.

Mar / Sent go down super fast in pvp and only get tougher to play at higher levels. Much harder to pvp as pure mele dps atm.

Serengeti's explanation appears to be spot on, I need to double check skill names since I'm a marauder. As a side effect, I stopped buying upgrades and skills for things I didn't use so I don't see the money problems that others have complained about. I remember looking through the trainer at 32 and thinking, "wow, that looks like 100k I saved".

ibdoomed wrote:

Serengeti's explanation appears to be spot on, I need to double check skill names since I'm a marauder. As a side effect, I stopped buying upgrades and skills for things I didn't use so I don't see the money problems that others have complained about. I remember looking through the trainer at 32 and thinking, "wow, that looks like 100k I saved".

I am most interested in this comparison, as I am rolling a lvl 17 Marauder right now.

ibdoomed wrote:

Serengeti's explanation appears to be spot on, I need to double check skill names since I'm a marauder. As a side effect, I stopped buying upgrades and skills for things I didn't use so I don't see the money problems that others have complained about. I remember looking through the trainer at 32 and thinking, "wow, that looks like 100k I saved".

Translation for the Sith among us:

Serengeti wrote:

Your primary focus builders are going to be:

  • (Zealous Strike) Battering Assault - Use it every single time it's available.
  • (Force Leap) Force Charge - again, use it every time you can. That said, until you get the talent that reduces the minimum range of Force Leap, you're not going to want to back away from a mob to use it. In that case, use Strike instead.
  • (Strike) Assault - Strike is not an efficient use of a GCD, so you'll want to avoid it as much as possible. even still, there will be times when you're out of focus and all your non-focus abilities are on cooldown. When that happens, go ahead and toss in a quick strike.

Your primary damage abilities are going to be:

  • (Cauterize) Rupture - One of your key DoTs. The idea is to try and keep the DoT rolling as close to 100% as possible. That means using Cauterize as often as you can.
  • (Overload Saber) Deadly Saber - This is your key ability. It causes your next 3 attacks to burn the target. You want to keep 3 stacks of burn on the target as often as possible. It's also key to combine this with (Zen) Berserk. Since Zen results in a 100% critical chance for burns, popping Zen immediately after you reach 3 stacks of burning from Overload guarantees the best bang for your buck.
  • (Master Strike) Ravage - This is a huge damage dealer that costs no focus. It's a great ability and should be used every time it's available. Be careful though, the majority of the damage from this ability comes at the end of its 3 second cast, and if you can't press buttons while in the middle of the cast, or you'll lose the end damage. If you use overload saber before Master Strike, Master Strike will generate 2 stacks of the DoT by itself.
  • (Slash) Vicious Slash - This is your "filler" damage ability. When everything else is on cooldown and you have focus to spare, use Slash. When you get up there in the talent tree, it also has a chance to finish the cooldown on Cauterize, which is the main reason to use it.

Your survival abilities are going to be:

  • Saber Ward - Don't wait until you're in trouble, use it at the beginning of any non-trivial fight. If fighting elites or champs, using it at the beginning can mean it'll be off cooldown and you'll be able to use it again before the fight is over.
  • (Pacify) Obfuscate - A few seconds of the enemy shooting wildly at everything but you can be invaluable.
  • (Rebuke) Cloak of Pain - It's only a 20% damage reduction, but with a 60 second cooldown, it can be used a few times over the course of a long fight.
  • Call On The Force - With a 20 minute cooldown, you'll want to save this for champions. Note that you should use Saber Ward first and then use CotF later in the fight when SW is on cooldown.
  • (Force Kick) Disruption - It's surprising how many people don't use interrupts in this game, especially when they can easily be the difference between life and death. A general rule of thumb is that if a champion or boss mob's cast bar appears, you should probably interrupt whatever it is he's casting.
  • Force Camouflage - If you get to a point in the fight where you're in trouble, pop Force Camouflage and let your companion take some hits for a while. Don't use this too early in the fight though, it's critical to have your companion alive as long as possible so you don't want to dump all the attention to him/her too early and have them die when you still need them to win.

On Cloak of Pain/Rebuke: Don't be fooled by the fact that it only reduces damage by 20% and only for 6 seconds. Remember that, as long as things keep attacking you, its duration keeps refreshing up to 30 seconds. That's pretty huge when it only has a minute cooldown to begin with.

Thanks Keldar.
Serengeti mentioned that he is Watchmen spec'd, what does that translate to for us? I've been working on the middle tree (Carnage?).

Tigerbill wrote:

Thanks Keldar.
Serengeti mentioned that he is Watchmen spec'd, what does that translate to for us? I've been working on the middle tree (Carnage?).

Annihilation is the equivalent spec for Marauders. Here's a link to my level 37 talents: Jedi / Sith