What to do while the servers are down: 3rd April edition

With the downtime now being seven hours tonight, there’s never been a better time to bombard you with SWTOR-related things to do in the meantime:

1. Enjoy the April Fools prank that was the Ship Droid Game.

2. Check out the pilot episode of BioWare’s official SWTOR podcast. Or – check out our own podcast, with free hiccups.

3. Sith Assasins should definitely check out Tim’s column on tanking.

4. If you own an iPhone or iPad, consider downloading our app which keeps you up to date on both local news and news from a bunch of other great SWTOR sites.

5. If you’re a healer – have a serious think about writing for us – we need you!

Server downtime: April 3rd 2012

After a Tuesday free of server downtime, we’re back to normal with a five-hour maintenance window Tuesday evening. For those unaware this maintenance won’t be the one we see the 1.2 update drop.

Here are the time-zone conversions:

AEST: 6pm – 11pm Tuesday 3rd April
AWST: 4pm – 9pm
NZST: 8pm – 1am

The full post from BioWare:

Scheduled Maintenance

Date: Tuesday, April 3rd, 2012

Time: 2AM CDT (12AM PDT/3AM EDT/8AM GMT/9AM CET/7PM AEDT) until 7AM CDT (5AM PDT/8AM EDT/1PM GMT/2PM CET/12AM AEDT)

All game servers and SWTOR.com will be offline during this period. This maintenance is expected to take no more than five hours.

As always we’ll have a post up tomorrow on some alternate SWTOR things you can do while waiting out the five hours.

The Casual SWTORian: Legacy, 1.2 and April Fools

The Casual SWTORian is dedicated each week to those who don’t have the time to immerse themselves in game developments but instead want a very simple roundup of things happening and stuff on the horizon. If you like what you read, tell our casual guru Ken.

This week we saw Bioware focus on their upcoming legacy system. For those of you who do not know already the legacy system allows you to create a family tree with your characters and unlock other classes abilities among other things either through gameplay or credits. Almost all the Q&A was either devoted to legacy or patch 1.2, while the news release focused on trying to explain more about how legacy affected you.

Bioware also released a pilot of their new podcast, in which they talked about patch 1.2 and what makes a good post on the forums. If you have 20 minutes it’s worth a listen although personally I prefer the TOROZ podcast. Below you shall find the glorious nuggets of casual information you came here for today:

  • Lstn: If I hit 50 as a human, what benefit do I get with the Legacy system, as humans can be any and all classes?

Daniel Erickson: Reaching level 50 as a human results in a sizable Presence bonus to all of your Legacy characters, making all current and future companions more powerful.

  • Playing a character of any species to level 50 unlocks that character’s species as an option at character creation for all classes. All combinations of class and species are now possible given the right unlocks. Opening these new combinations gives much more freedom at character creation.
  • As with all unlocks attained through the Legacy System, when you acquire something on one character, you acquire it for all your characters. That means when a new character in your Legacy gets their ship, they will climb on board for the first time to find all of your purchases already in place and waiting.
  • Hazado: So are we finally going to get the 1.2 patch on april 3rd?

    JovethGonzalez: Tuesday will be a standard maintenance. You folks will know ahead of time when maintenance will include Game Update 1.2.

Also, there was the April Fools Bioware released that you may find interesting.

If you feel I missed anything feel free to comment below or you can start a religious debate – your choice.

BioWare announce Ship Droid mini-game

It’s been an interesting weekend for releases of SWTOR information and one of the most interesting is today’s announcement of the Ship Droid mini-game in the upcoming 1.2 update.

Ok, not really as it’s an April Fool’s joke, but they’ve certainly gone to some trouble for a prank, check it out:

And even some inter-droid romance:

Have a look at the videos for yourself . I have to admit that I didn’t initially realise this was an April Fool’s prank, as I’m one of the 1% who love my ship droid and his inane comments. Maybe this will be implemented one day…

Over to you: did you enjoy BioWare’s attempt to make fools of us?

Community Q&A: Lots o’ Legacy

BioWare have posted their latest swathe of answers to SWTOR community questions, with an emphasis this week on the imminent 1.2 update and the expanded Legacy functionality in particular.

The response on the SWTOR forums is mixed, with a bunch of people complaining BioWare haven’t clarified their approach to variances in server populations, but otherwise this seems a pretty chock full information update to me. Hell, I’d be a bit worried if the 1.2 update wasn’t BioWare’s primary focus right now.

Read on for the whole Q&A:

 

In this week’s Community Q&A we’ve searched out questions on Game Update 1.2, which is currently available to test on the Public Test Server, and coming to live servers soon.

With so much new content and additions in Game Update 1.2, we found plenty of questions – and got you plenty of answers! However, we’ve got so many questions and answers that we’re going to extend this Q&A into next week as well. After that, we’ll return to taking new questions from everyone. As always, we have edited some questions below for clarity or brevity.

If you’d like to discuss any of the answers in this week’s Q&A, please use this Forum thread.

Clone_troope: I still don’t get how the Legacy system works. I have a level 50 Jedi Knight Guardian and a level 50 Smuggler Scoundrel. With the Legacy system can one ‘inherit’ the abilities of the other and vice versa?

Daniel Erickson (Lead Game Designer): Each class has one iconic ability that can be unlocked for your entire Legacy, which means every character on your chosen server. This ability is only available for use during the Heroic Moment ability (which means you need to have your companion with you, and that you only have a limited window to use it). In your case, that means your Guardian would unlock Legacy Force Sweep and your Scoundrel would unlock Legacy Dirty Kick. Each could then use the other’s ability as could any additional Legacy characters you might have, or create.

 

Cylht: I don’t want to have to leave my guild mates and go play Empire to unlock alien species. Will credits be able to purchase all species or will I have to grind them?

Daniel Erickson: All species have an alternate unlocking method that requires a minimum Legacy Level and credits, making them all purchasable.

 

Lstn: If I hit 50 as a human, what benefit do I get with the Legacy system, as humans can be any and all classes?

Daniel Erickson: Reaching level 50 as a human results in a sizable Presence bonus to all of your Legacy characters, making all current and future companions more powerful.

 

Shaynae: Would it be possible to add companion icons to the Legacy family tree?

Daniel Erickson: It is not possible now but is definitely something we want to do in the future.

 

AetherMcLoud: Is the Legacy Rocket Boost usable in PVP? I sincerely hope not, because if it is that would extremely unbalance Warzones between stinking rich people and people with a more moderate amount of credits.

Daniel Erickson: The Legacy Rocket Boost is most definitely not available in Warzones.

 

Wesleycrushers: In terms of Legacy unlocks, what do we get for leveling the ship droid to max affection? Is he considered a healer, or is he a different type of companion? Also, do the unlocks carry across characters, so if I max affection with my companion character healer for one character, will I get that bonus applied when I play a different character?

Daniel Erickson: The ship droid is primarily a crafting tool so increasing his affection results in crafting bonuses, but provides no additional Legacy rewards. He is not considered a healer in relation to Legacy unlocks. Maximizing your first companion character healer – and your first of any of the five companion character types – provides a bonus that applies to all Legacy characters. Maxing out additional companions of the same type provides a small Presence bonus that also applies to all Legacy characters.

 

ViciousFett: Light and Dark active ability Legacy unlocks are obviously Alignment +/- 10000, but what about Neutral? Is it simply a matter of staying between light and dark 1? Or perhaps having at least 5k in each?

Daniel Erickson: The Neutral Legacy reward will not be coming in Game Update 1.2 I’m afraid, as true grey alignment advancement did not make the cut. It will appear as part of the full grey alignment advancement package in a later Game Update.

 

Aymi: You guys are including a whole bunch of things to motivate us to reroll and unlock stuff through Legacy, but if I’m playing on one server because the community is great, I’ll be limited to eight characters. You said during the Guild Summit you were going to think about it at some point, any update on that?

Daniel Erickson: We are 100% committed to providing more character slots per server in the future but unfortunately we’re not ready to talk about how that will work.

Players have expressed some dissatisfaction with endgame armor sets – can you comment on your plans for future endgame appearances?

Daniel Erickson: We have heard the community loud and clear when it comes to armor sets. What we’ve heard the players say is, “I don’t care how high level I get, I still want my core sets to look and feel like Star Wars and like my class – cooler but not crazy. Keep the crazy to optional gear.” I will warn that creating new armor is a part of our game with long lead times so it will take a set or so before players see a strong shift in direction but we’re already working on some stuff I love and I think players will too.

Asphen: Can we get an option to turn off the combat error text in the center of my screen?

Damion (Principal Lead Systems Designer): We will be looking at adding the ability to move and/or turn off banner text and error text (the two kinds of text that appear in the middle of your screen) as part of the GUI customization system in a future patch. This isn’t a trivial issue, however – in some cases, fairly vital information is given to the player here, and we’d need to be sure that in these cases the text gets rerouted someplace for a player to review. So short form, yeah, we’re thinking about it, but no ETA for you at this time.

What rewards do I get from the new dailies on Corellia?

David Hunt (Systems Designer): Daily Commendations, with a weekly quest that gives Black Hole Commendations. Some new items have been added to Daily Commendation vendors, and Black Hole Commendations come from multiple locations as a means of buying high end gear.

Magnalorian: I have been acquiring champion gear pieces for the sole purpose of pulling those nice level 56 mods and enhancements out of them to put in my sexy Jedi Battlelord set, which currently makes it roughly equal to Columni I have kept the hollowed out remains of the champion gear I have pulled these mods from, leaving only the armoring which currently can’t be removed. Will they turn blue right away in 1.2, remain purple as they currently are (cannot uneqip the armor slot), or will they remain purple and allow me to pull the armoring from them as well?

David Hunt: As a general rule for gear updates: Any mods that you’ve changed will remain changed. Any mods you haven’t changed will update if the gear changed.

In this case, it means your currently empty Champion gear will be purple and show a filled/extractable armoring and empty mod and enhancement slots. Those mods and enhancements will still be present in your Jedi Battlelord set.

Exaro – Will crit crafted orange gear with the tier 4 mods in it and an additional augment be required to get the best possible stats or will the stand alone purple tier 4 be just as good?

David Hunt: Augments are required for the highest possible stats, but augmented gear is not required for any existing content. A fully augmented set of endgame gear will put you above the stat curve.

ZudetGambeous – Is it possible to use Reverse Engineering on PvP gear and Operations gear in 1.2 to get the appearance shell for those items? If so, has the ability to trade bound items for Reverse Engineering been added, or can you only use Reverse Engineer on those items if you have them yourself… I.E will my alts have to start rolling need on my main’s Operations gear so I can use Reverse Engineering?

David Hunt: You can use Reverse Engineering on Operations gear but not PvP gear. You can purchase PvP appearance schematics for credits, but the appearance schematics may have additional equip requirements. For example, Battlemaster appearances require Valor even though normal Battlemaster items do not. This is because the recipes to produce Battlemaster appearances do not require PvP activity, while purchasing Battlemaster gear requires PvP commendations.

It is not currently possible to trade Bind on Pickup items for Reverse Engineering.

Arnathis: Can we please get an in-depth explanation of how gearing is going to work in Game Update 1.2? I understand that you can reverse engineer the gear and possibly learn the schematic but is that for everyone or just the people with the appropriate Crew Skills? Will this apply to the tier sets as well?

Georg Zoeller (Lead Combat Designer): This is a very broad question, but I’ll try to answer as comprehensively as possible, as the system is rather complex.

First off, in an ‘under the hood’ change to the game, end game items have more stat variety, allowing for significantly improved item customization for players that like to fine tune their stats.

The most important change for gear in Game Update 1.2 is that all previously modifiable purple gear has all their mods exposed, including the so called ‘base mod’ (Armoring, hilt, barrel). These can be freely moved into any empty (orange) appearance shell, giving you a lot more choices in your character’s appearance.

New end game gear (e.g. “Campaign Gear”) introduced with the Game Update has the added benefit that it keeps information about its set bonus on the armoring – but comes with the limitation that the extracted armoring can only be moved into an item of the same slot type (chest to chest, boot to boot, etc.). The reason for this ‘Bind to Slot’ behavior on armoring is that we do not want players to farm the initial boss of an Operation as the easiest way to obtain a full set of end game mods.

This means you can now take any custom (orange) appearance and imbue it with all the benefits of your end game set. As an added progression option, you can also acquire a critical crafted orange item with additional augment slots for even better stats.

Reverse Engineering has also received considerable improvements with Game Update 1.2.

For one, when attempting to reverse engineer an item (for which you indeed need the appropriate profession) you will now be able to see in the item tooltip what your chance to successfully reverse engineer a new schematic is (or if such a chance exists at all).

Many of the new end game items (and end game items going forward) can be reverse engineered to learn schematics based on the original item:

  • Reverse engineering an item with mods leads to empty orange equivalents of the end game items. This can be done after the mods are extracted and used in a different item!
  • The item you learn to create is commonly Bind on Equip, as we want to encourage a more lively market on the Galactic Trade Network.
  • Many different mods can now be reverse engineered which will grant you a schematic to craft that mod. (This is not possible on armoring that carry a set bonus.)
  • Reverse engineering non-modded items usually leads to a schematic for an equivalent item.
  • Reverse engineering an end game item also provides materials needed to craft these items. Operations materials are also Bind on Equip now, creating a more diverse market.
  • A crafting critical on these schematics will usually lead to an augment slot. For item mods, it results in an extra item.

Effectively, this means you can sell nearly full end game items (including augment slots on a critical success) one component at a time. However, doing so requires a significant upfront investment, it’s certainly not easy. This also means every profession now benefits from Reverse Engineering and can trade items.

  • Armormech produces certain Augments, Augmented Tech Armor
  • Armstech produces certain Augments, Augmented Weapons
  • Artifice produces Color Crystals, Enhancements, Augmented Shields and Relics
  • Biochem produces Augmented Implants
  • Cybertech produces Mods and Augmented Earpieces
  • Synthweaving produces certain Augments, Augmented Force Armor

Augment schematics (green) are found via Slicing missions and blue and purple variants of these augments can be researched via reverse engineering by the appropriate crafters. It is not possible to reverse engineer legacy augments obtained from slicing before the game update arrives, however. These are technically different items.

Because we do not want players to gamble with reverse engineering custom appearances (orange items) which are often unique quest rewards, the schematics for these items are obtained via mission discoveries for various gathering skills and are set to Bind on Equip to encourage active trading.

Finally, a word on augment slots: with Game Update 1.2, crafters are the only source of augment slots in the game, significantly elevating their ability to contribute highly desirable items into the more open trade economy while enabling players to engage in end game using an appearance of their choice.

We have also heard at the Guild Summit and through community feedback on the Forums that many players have built up a significant stack of custom appearances for future use in their cargo holds and would really like to upgrade these with an augment slot to make them fully competitive as end game gear. We absolutely support this and will be introducing the ability to do so in a future Game Update.

Over to you – anything that caught your interest in particular?

Bioware launch official SWTOR podcast

BioWare have entered the podcast fray with a pilot episode of their official podcast.

It’s a very polished product as you’d expect, and there’s no doubt they’ll have lots of interesting info to share ongoing. There’s no confirmation of how regular the podcasts will be, but they’l certainly be worth following.

Of course, you won’t get a lot of criticism or analysis of any issues SWTOR may be having – that’s what our own podcast is for of course!

Suggestion Box: 1.2 Class Changes

It’s time for our weekly issue of contention. As always, we love it when you jump in and make some passionate points. This week, let’s talk about the imminent 1.2 update.

More specifically, the class changes: have any of the class changes made you more or less likely to get immersed in that class? Whether it’s your primary toon or a neglected alt – do the upcoming changes impact how you perceive that class in-game?

Fire away!

Diplomatic Investigations: Sith Assassin Tanking – Men in Tights?

Welcome to our weekly column dedicated to everything Consular and Inquisitor. If you have a suggestion for a topic you’d like covered in this column, drop Tim a line!

I don’t know about you, but for me the concept of a tank in an MMO is traditionally a character with heavy armor, and outfitted to the max.

So it came as a surprise when I found out the Sith Assassin or Jedi Shadow can be quite viable tanks in light (yes light) armor.  Yes I had read about it, but when it came time to playing it, that was different altogether.

The Sith Assassin gets around the lack of armour by having stances (well they are called Charges) like Dark Charge which increases the strength of the armor.

Below is a summary of my experiences moving from a ranged class (Sith Sorcerer) to a melee based one (Sith Assassin).

Of course one of the big differences is melee vs ranged – the Sith Assassin is a melee class so you are a heck of a lot closer to the action.   This is of course directly opposite to what the sith sorcerer and jedi sage classes are, which I covered previously.

Added to the mix is stealth which I had some experience with when playing my Imperial Agent operative.  I found it hard to not want to fight through all mobs instead of sneaking around them, almost like I was choosing the easy way out by not defeating anything that moves, which I tended to do with my sorcerer.

At the time of writing this article my assassin is only at level 19 so I cannot comment on some of the more advanced abilities, but one of the challenges I am facing is healing – or rather the lack of it with a Sith Assassin.  This is where the Jedi Sage and Sith Sorcerer rocked.  Even if you did not choose the healing talent tree, you were able to heal yourself or your companion.  This is not the case with the melee class.  So you better be sure you can survive a fight with the mobs you are taking on.  You can use medpacs of course but I sort of feel naked in a fight knowing there is no healing to back me up.

To get around that to a degree I am using Whirlwind to trap a particular enemy before taking on the rest, and also tried to be careful to make sure I use the appropriate interrupts (Jolt, etc) to minimize the damage caused by enemy special attacks. Doing this has made a big difference in where I end up at the end of the fight (dead or alive!).

The other thing that takes a bit of getting used to is the amount of Force you have.  The Sith Assassin and Jedi Sage have 100 Force (certain talents in skill trees can increase this a little), and this goes down (but also replenishes) quickly. This is a BIG difference to the Sith Sorcerer. If you are not particularly careful you will run out and have no attacks available since pretty well everything requires at least some force to use.

Fortunately, there is one attack you should always have on hand and that is the very basic Saber attack. It requires no force and should be what you are using to inflict some damage while waiting for your force to regenerate.   So make sure you have that mapped as chances are it will get a workout in most encounters.  Some damage is better than none after all.

In a later article once I have my assassin to level 30 or so, I will go though the rotations.  For now it does not make sense to do it, since it is changing regularly as new abilities become available to me.

Overall, I have to say I am enjoying the Sith assassin – it’s not like you lose all your ranged attacks.  For example you still have Force Lighting which is a staple for the Sith Sorcerer if you are in situations where it’s appropriate to attack from non melee range. That, and unlike Imperial agents they have lightsabers, double bladed ones at that!

In terms of companions I am still using Khem Val at this stage. The plan in battle is for Khem to hold aggro on the strongest enemy while I am mopping up the lesser powered ones and then I come in to assist Khem.  Plus as outlined above to use Whirlwind where necessary.  This has proven to be quite effective to date.

Thanks for reading and I’ll be back next week with another article!  Until then keep on gaming.   And if you are on the public test server, and are on the Sith side look for my two characters Mee (Sith Assassin) and Sil (Sith Sorcerer).

The Casual SWTORian: 1.2 roundup

It’s time to welcome both a new weekly a column and a new writer to the TOROZ team. Ken Clark is going to be writing The Casual SWTORian each week, dedicated to those who don’t have the time to immerse themselves in game developments but instead want a very simple roundup of things happening and stuff on the horizon. Welcome Ken!

Do you play SWTOR? Do you not care to sift through the raw info each week to find that one nugget of information that is relevant to you as a casual player? if yes then this is the place for you. With the release of the excessively long 1.2 patch notes you are probably thinking “aaaaarrrrrggggghhhhh, I’ll just be surprised on the day”. You don’t need to be – with this list you can check out most of the changes relevant to you:

1.2 Changes at a Glimpse

  • As a result of game balance efforts, many classes have had their skill tree layouts modified. Affected characters will have their skill points refunded on login.
  • “Rest” abilities, such as Meditation and Recharge and Reload, are no longer interrupted by taking damage if the player is not currently in combat.
  • Tauntaun vanity pets can now be acquired on the planet Hoth, though the exact means of acquisition are a mystery.
  • An issue that caused some items to be unlinkable in chat has been addressed.
  • The chances for one player to win the majority of rolls in Multiplayer Conversations have been diminished.
  • Large ships more readily display surface damage as the attached hardpoints are destroyed.
  • Players can now unlock a wide variety of rewards by leveling characters and reaching new Legacy levels, including buffs for your characters, unlocking additional Species choices for every class, and upgrades for your personal Starship.
  • The preference for “Show Sith Corruption” is now labeled “Show Dark Side Corruption.”
  • Players are now able to disable the Smart Camera in the preferences menu.
  • The Galactic Trade Network interface now supports text-based searches without category restrictions.
  • The Map no longer becomes translucent when riding a taxi
  • Added musical triggers to some missions and encounters.

And there you have it: the 1.2 patch notes summed up from the casual perspective. If you feel I missed anything feel free to comment below, point out typos or you can start a religious debate – your choice.

Legion of Silver Suns: Operations showcase

If you’re wanting a high-quality glimpse of some of SWTOR’s key Operations, then it’s hard to go past the recently formed YouTube channel for Republic Oceanic Guild Legion of Silver Suns (LoSS). Based on The Harbinger server at present, they’ve got some great vids, as you can see below:

LoSS Vs Karagga HM

LoSS Vs Foreman Crusher HM

LoSS Vs Jarg and Sorno HM

LoSS Vs Bonethrasher HM

LoSS Vs Soa HM

LoSS Vs Infernal Council HM

LoSS Vs Pylon Boss HM

LoSS Vs Gharj HM Eternity vault

LoSS Vs Eternity vault Annihilation Droid XRR-3 HM

Thanks to James over at SWTOR Gamers of Oceania Facebook Group for the heads-up

SWTOR news iPhone / iPad app gets an update

Just a quick heads-up that our TOROZ Reader App has had a significant update as far as the number of SWTOR news feeds it contains.

It’s essentially an RSS reader with two sections. The first is our own RSS feed . The second is titled ‘Other SWTOR News’, and it features a range of SWTOR-related feeds from around the world. It will run on either an iPhone / iPod Touch or iPad.

There’s a free version: TOROZ Reader and an AU$1.19 TOROZ Pro version which has a more polished look but otherwise is pretty similar. We’d obviously love if you bought the Pro version as it helps keep the site running, but if not grab the basic reader and get more than your fill of SWTOR news!

Android lovers: we’d very much like to have a version for you but unfortunately we don’t have the funds to develop one.

Heavy Damage: Tanking Mandalorian Raiders

Heavy Damage is our weekly Tanking column – if you have suggestions of what you’d like covered, drop our resident Tank, Alec Bailey a line.

Mandalorian Raiders is this week’s Flashpoint. It’s a level 25 Flashpoint for both the Republic and Empire. The Flashpoint takes place on the Allusis and it begins with you and your party breaching the ship’s hull in an attack pod. Once you are on the Allusis you’ll need to fight your way to the command deck.

There are several bosses and mini bosses located throughout this Flashpoint. I will go over each one and detailing what strategy you should be using as a Tank.

Braxx the Bloodhound

Braxx the Bloodhound is accompanied by two adds that are resistant to knock-back and crowd control abilities. Braxx will occasionally use an ability that is made visible by a large red reticule – if either of the hounds are inside this reticule their attack speed and damage are increased. It’s best to keep Braxx’s attention away from the party. When I ran this I tried to keep his back turned as the damage dealers burnt down the adds. The hounds have a random aggro, so they will bounce from player to player. It might be easier to just spread out as this will keep the hounds from getting his buff as often, and then just burn down Braxx then work on his hounds.

Boarding Party

The second boss fight consists of a Sith Warrior, a Sith Inquisitor, a Bounty Hunter, and an Imperial Agent. All four are immune to any form of crowd control. It’s best to take out the melee characters first then work your way to the  ranged. As each of the boarding party fall the other members will become stronger. One strategy I’ve seen used is to get all four members down to about 10% health then burn them all down in rapid succession. I would NOT recommend this strategy for a pick up group. Either way you tackle this encounter it will be one of the most difficult fights you’ve been in yet. As a Tank you’ll need to make sure you have your guard up on someone and just try to keep the melee focused on you.

Marvis Varad

Marvis Varad is the final boss – this encounter begins with you only having to deal with Marvis and as his health is depleted he will leap to turrets positioned around the room. Disengage Marvis and destroy the turrets each time this happens. Varad will also throw grenades at random party members – this is easily avoidable as it is indicated by a large reticule on the ground. The turrets are susceptible to crowd control abilities so keep that in mind.

There are also 100 Lightside or Darkside points available on this mission.

As always stay frosty and may the force be with you!