Server maintenance: 13th March – with time conversions

This week’s maintenance is a biggie, coming in at 8 hours, which makes me get excited about 1.2 going live, but given it hasn’t hit the PTR yet it’s not going to happen. So let’s assume it’s just an extended maintenance and deal with the time conversions.

AEDT: 6pm-2am Tuesday evening / Wednesday morning

AWST: 3pm-11pm Tuesday evening

NZDT: 8pm-4am Tuesday evening / Wednesday morning

The announcement from BioWare:

For our new players, this weekly maintenance is done in order to make general improvements and to check performance of the game so that we can continue to provide a consistent, quality experience. Quite often (but not always) after a maintenance period there will be a patch to download. After the maintenance, please login via the launcher to download the latest patch. If your launcher was open during the maintenance, you must close and reopen it for a fresh login.

Scheduled Maintenance

Date: Tuesday, March 13th, 2012

Time: 2AM CDT (12AM PDT/3AM EDT/7AM GMT/8AM CET/6PM AEST) until 10AM CDT (8AM PDT/11AM EDT/3PM GMT/4PM CET/2AM AEST)

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

Thank you for your patience as we maintain service for Star Wars™: The Old Republic™.

Flash Point 28: Lukewarm Nookie With Some Wookiees

It’s only been a fortnight but it feels like an eternity since the last episode given the local launch has occurred since. There’s heaps on the agenda and we manage to get through most of it.

Points of discussion:
– Australia / New Zealand launch event
– Oceanic servers
– Lengthy dissection of 2012 Guild Summit
– Lore Update: Wookiees
TOROZ Reader Survey (please fill it in if you have time!)
– Welcome to our new writer Kate
– Shout outs for our forums, Facebook page, Oceanic Guild listing, Google Plus page and Twitter account

Listen via iTunes or right here:

A Real-Life Jedi Academy

The New York Times has an interesting piece this weekend on Flynn Michael, who runs the New York Jedi Club.

Here’s a brief taste:

The New York Jedi club meets here weekly. To an outsider, it might seem like stage-fighting with battery-powered lightsabers, but to Mr. Michael, it is aspiring righteous warriors communing with the Force, that energy that gives the Jedi his power and binds the galaxy. So what if the place attracts, as Mr. Michael said, “a bunch of ‘Star Wars’ dorks.”

“They come in geeks and go out Jedi warriors,” said Mr. Michael, a founder of the group and a self-ordained Jedi grandmaster.

A sound engineer who lives in Bedford-Stuyvesant, Brooklyn, and a self-proclaimed “sci-fi, heavy-metal, over-the-top geek,” he was born Michael Brown and grew up in Rhode Island, where, he said he watched the first “Star Wars” film 32 times in 1977, the year it was released. He recalls first seeing Luke Skywalker learn about the force from Obi-Wan Kenobi and saying to the screen, “I want to do that.”

Have a read through, it’s pretty damn interesting. The key question is: who’s up to create local clubs? You know it makes sense!

[Thanks to reader Phil for the heads-up!]

Sith Sunday: SWTOR in the News

Welcome to Sith Sunday, our semi-regular roundup of SWTOR’s appearance in the mainstream news!

It’s been quite a while since the last news roundup, and with the local launch there’s no shortage of new stuff being written about SWTOR, so let’s jump in:

1. Like from Australian Gamer has an interview with Gabe Amatangelo from his visit 10 days ago. (You can check out or own interview with Gabe here)

2. Julien at Capsule Computers covers off on the ‘refer-a-friend’ trial BioWare is now offering.

3. Paul at The Vine has a nice overview piece on SWTOR now it’s available locally, and gives it the big thumbs up.

4. This one dates to late February, but John at Atomic PC has a review of SWTOR and gives it 88% overall.

5. PC Gamer has a nice story on the logistics in the lead up to SWTOR’s (US/Europe) launch.

6. On the pre-launch stresses, Escapist Magazine also has a good piece that looks at it a little differently.

There we go for this week – post any cool articles you’ve come across in comments!

SWTOR Episode 2: The Internet Strikes Back

Ok, I don’t know where to start with this post. In fact, all I’m going to say is watch the video, but be aware it is NSFW and contains sex references and offensive language. It also contains a bucketload of laughs, meme-mashing and some plain funny skit humour:

So tell me: did you laugh?

Oh, and here’s Episode 1: A New Meme:

Suggestion Box: Refer an Imaginary Friend

Ahh, the weekend. Even if you work on weekends, it has that more relaxed vibe usually, so it suits this week’s Suggestion Box topic: referring friends.

In case you hadn’t heard, SWTOR now has a refer-a-friend feature, allowing up to three of your friends to try out SWTOR for seven days for free.

So: ignoring totally your actual friends, who would you invite out of anyone worldwide to try the game out? Assume that whoever you invite will accept and play for the seven days. Be as creative / cynical / harsh as your weekend vibe allows 😉

I’ve chosen:

My boss: in the hope I’ll then be paid to play SWTOR as a business exercise

George Lucas: who wouldn’t want to thrash him in PvP or a duel?

Julian Assange: he’d so be rolling an Agent or Smuggler.

So let’s hear yours!

Oh – and we’d love it if you could fill out our reader survey – there’s a t-shirt prize on offer 😉

The Order: Preparing your Guild for Operations.

Welcome again to The Order, where we talk about raiding and guilds on the oceanic horizon. If you’ve got a topic you’d like covered, drop Rick a line and we’ll work on it for a future column.

If you are an astute GM, you will have levelled/recruited a squad of at least 8 players to start attempting to clear the different raids, or as they are called in SWTOR, Operations.

Why Operations?

It’s a good question. What motivates players to educate, co-ordinate and then clear high-end Operations? Why not just focus on Flashpoints, space missions or even PvP? Why are Operations time and time again the core focus of so many guilds out there? The main reasons that come to mind are these:

Gear: The best gear in the game comes from the most challenging instances.
Renown: In many games and of course SWTOR, guilds are measured by their progression through end-game PvE content.
Challenge: Nothing beats the challenge of being in sync with a large group of players and beating the various different mechanics a boss will put you through.

However, not all guilds are successful in completing many of these Operations. Many guilds have been torn apart by failing at similar instances in other games and in SWTOR, the same pressure to succeed applies. Failure too many times usually results in your members leaving to join other more successful guilds – it’s a selfish MMO reality. However, when you achieve results as a team, the feeling is amazing – it bonds your members together and breeds loyalty and attracts new members.

Most people who play MMOs know all about end game raiding. So I am not going to harp on about what it is and why it is such a core focus for people. Instead, we are going to cover what the general requirements are for starting to raid in Operations in SWTOR.

So what are some of the basics requirements to begin SWTOR Operations with your guild?

Eternity Vault:

  1. For the most part, you want your DPS/Healers to have their main stats around 1150-1250 for their main stat. You do this by running Hard Mode Flashpoints to gear up to an adequate standard. Crafted implants and moddable gear can also be used to achieve this benchmark.
  2. You should only need 1 tank for this whole instance. This allows you to stack 5 DPS and 2 Healers into your group. Just make sure your tank has great survivability. High-end Flashpoints such as Kaon Under Siege and False Emperor are great test runs for your tank. Directive 7 is a great benchmark for your healers.
  3. Prepare your squad by hording Stims, Adrenals and Medpacks. Biochem is your friend! And research the boss fights. Make sure your squad is all watching the same source video or walkthrough so you all know what you are meant to be doing. For progression, we stopped for 5 minutes prior to each boss to enforce that all members had watched the video and re-watched it.
  4. Plan well – set realistic expectations. “The Order” is clearing EV Normal in about 40 minutes flat now that it is on farm. However, for your first run with freshly geared members, you will want to allow yourselves atleast 3 hours.

Karagga’s Palace:

  1. This is definitely a harder Operation. You will want your main stats to be around 1200-1300 – your secondary stats should be well on their way to maxxed out too, not including diminishing returns.
  2. You will need 2 tanks for this. A main tank and an offtank for the second, third and fourth bosses. Then 2 Healers and 4 DPS which are in minimum Tionese/Columi. Centurion PVP gear won’t usually cut it.
  3. Unlike EV, KP has a lot more trash and you will need to be on your toes on some of the trash pulls. Use Crowd Controlling skills and good communication as you WILL wipe if you lower your concentration.
  4. Allow around 3-4 hours on your first run of this. On farm, you should get this down to 80-100 mins.

Remember, in Normal Mode Operations, most gear loot is chosen and distrubuted to you by the game itself. We still use Master Looter, but this is merely for distributing other loot which the game deems non class-specific.

By running Normal Mode, your goal will be to completely gear your squad with Columi (Tier 2) PVE gear. However, you can accomplish this objective as well by running Hard Mode Flashpoints. Don’t ask me why Bioware created it this way – perhaps they wanted to go easy on the opening generation of players. Another thought is there is a bigger picture behind it. If how the gear looks is anything to go by, upcoming expansions and content will be something craved for quickly.

It was intended that the Normal Modes be easy enough for pick up group players or “PUGs”. This was so that everyone could at least experience the storyline without a guild. Also, for most guilds, the skill level of Normal Mode serves as a  “training” version of the actual Operation.

Our next article will be about moving past the Normal Modes and into the Hard Mode version of the Operations. Until then, good luck! If you have any Operation-specific questions focused around guild preparation or organisation, please feel free to drop me a line!

Dancing with Stormtroopers: A Bridge Too Far

See, I’m not sure whether to laugh, cry or riot over this video. I’m not enough of a Star Wars purist to get too antsy over Star Wars characters doing funny things, and there’s obviously no shortage of humour on the movies and games. But has George Lucas taken things too far with this:

Your learned thoughts in comments appreciated!

Reminder: Reader’s Survey

As we discussed last week, we’re really keen to get your input on what we do here at TOROZ, so if you have a couple of minutes we’d be extremely grateful if you could fill out our survey.

You can elect to go into the draw to win a TOROZ t-shirt of your choice as well, so it’s a potential win-win situation!
I’d also like to thank all those that have filled in the survey so far – we’ve already made a couple of improvements to the site based on some of the feedback, and I’m sure we’ll be making plenty more. Finally – we will publish the results of the key survey areas once we’ve wrapped it all up.

So jump into the survey below or you can also use this direct link if need be.


 

Cunning Ambitions: Gunslingers as Team Players

It’s with enormous pleasure we introduce another new column at TOROZ. Cunning Ambitions is dedicated to everything Smuggler and Imperial Agent. It’s a double pleasure introducing this column, as its writer, Kate DiBella, has broken the drought of female writers. Welcome Kate!

Hello everyone, and welcome to the first instalment of Cunning Ambitions – your resource for all that’s Smuggler/Imperial Agent!

According to the most recent stats, Smugglers and Agents are the least popular classes in SWTOR. Of those that do exist I’d be willing to bet that a good majority are alts, and not the main characters of their players. The reasons for this are many and varied, but hopefully I can try to enroll a few more to our sparse ranks through this column. With the launch of SWTOR locally only a week ago, many of you may even see the smuggler as a good class to try out, at least until those much-delayed server transfers come through. 😉

Today, I’m going to talk about a specific Smuggler advanced class: the Gunslinger.

Solo vs. Party Gunslinger

Playing solo as a Gunslinger is great fun, and really suits the ‘feel’ of the character – the lone ranger on a quest for glory and riches, that they’d rather not have to share.  Armed with twin blasters, medium-weight armour, a superior attitude and a trusty agro-magnet companion, you can take on just about anything level-appropriate out in the main universe.   However, to fully experience all that SWTOR has to offer, you’re going to need to team up with other players to take on most of the Heroics, Flashpoints, and Operations (henceforth referred to as “group quests”, for brevity’s sake).

Playing in a team requires a very different mentality to playing solo for the Gunslinger.  Where before, you might have thrown in Thermal Grenades and Sweeping Gunfire throughout the battle (I certainly do, especially the grenades :D), you now have to be a lot more careful about what you hit, and when.

There’s no ‘I’ in Team

The number one consideration (and this is not restricted to Gunslingers) is communication. It is absolutely essential that you establish the roles of everyone in the group before you embark upon the meaty parts of the quest.  You need to decide who is tanking, who is healing, and who will be dealing the damage (DPS). As a gunslinger, you are primarily ranged-DPS, though you can also act as an off-tank (more on that later) in emergencies.

Also important to determine at this stage, is who has what Crowd Control (CC) abilities.  Yours is Slice Droid, and as the name suggests, it only works on droids.  Like all CC abilities, it will incapacitate one enemy for 60 seconds; any damage (splash or direct) will cause it to end early.  Not all group quests feature enemy droids, but there are enough that this can be quite handy.

Once roles are determined, it’s time to get started.  While things may vary dependant upon the classes present in the group and the preferences of each player, there is typically a common sequence I like to follow:

(This strategy assumes that a healer, a tank, a melee DPS and myself make up the group)

– I position myself at a distance where Thermal Grenade and Vital Shot become lit up in my shortcut bar, preferably behind natural cover, but otherwise my Cover Screen will do.

– Usually, those with relevant CCs will pick their targets (ones near the edges are best; ones that are pre-determined and marked are even better) and start using them.

– While those are warming up, the tank will run/leap to the strongest remaining target and use their aggro-pulling moves to get the attacks hitting them.

– As soon as those two things happen, I send a Vital Shot at whatever is attacking the tank directly, then switch to start wailing on the weaker and ranged enemies.

– As soon as they are dropped, I focus on whatever the melee DPS is fighting, then take out the CC’d enemies.

– Rinse. Repeat.

In a group like this, it should be the ranged DPS’ job to get rid of as many of the weaker/ranged opponents as quickly as possible.  Often, when ranged enemies are involved, this can mean that the Gunslinger will draw their fire away from the tank.  Don’t panic!  This is what you’re made for.  Remember how I mentioned off-tanking?  Well, you’ve got a host of tricks up those sneaky, smuggling sleeves.

Early on in the game, Ballistic Dampers will be your greatest defence.  These give you 3 enemy poundings that cause 30% less damage, and they’re triggered by entering cover.  Keep an eye on the amount you have left, and where possible exit-and-re-enter cover to reset them when you run out.  Dodge, Defense Screen and Hunker Down can also protect you should you happen to draw the fire of something beyond what you can handle. If this happens, and the tank is still alive, the best and funniest (I think) skill in the game, Surrender, can be used.  This is exactly what you see Smuggler-trainers doing in town – when they throw up their hands and coins go scattering everywhere.  It drops your threat, and should hopefully send the unwanted enemy back at the tank.

If not…it’s Dirty Kick and Blaster Whip time; and a prayer to the gods of Smuggling might not hurt, either!

This is one type of strategy out of many that I’m sure exist, but it’s an example of a few of the useful things a ‘slinger can do as part of a team.

Top Tips

  • Communication, communication, communication!  Seriously, I can’t stress this enough, especially once you hit level 30. You can’t just rush blindly into most party areas like a bull out of a gate, or your whole group will be slaughtered.
  • Your Skill tree will have a lot to do with your success, even though it may not seem like it does early on.  For DPS, you’ll want to mostly stack points into Sharpshooter especially Cover Screen, Steady Shots and Ballistic Dampers (don’t bother with Percussive Shot, Sharp Aim, and Trip Shot), a few points can go into Streetwise skills, and you really only need Black Market Mods and No Holds Barred from Dirty Fighting (though Mortal Wound and Open Wound could be of use, if you have the points to spare and use Vital Shot a lot).
  • The ideal cover is natural (whether rock/crate/etc.) but the cover mechanics can be finicky until you are used to them.  The best thing you can do is to set ‘Take Cover in Place’ to something more useful than the default of Shift+F  (I reversed the bindings for take cover and take cover in place, they are found in Preferences>Key Bindings>Targeting).  If you have time to set up before a big fight, roll to a decent natural cover position, then take a step back.  Enter ‘take cover in place’, which will bring up your cover screen, now you have the added protection of natural cover, with the bonuses of your cover screen (you did invest in those Ballistic Dampers, right?).
  • Keep an eye on your Energy.  Below 60, it is slower to recover, so try to space out your energy-using skills early in a fight with regular bouts of ‘Flurry of Bolts’.
  • Always upgrade to weapons, mods and armour that improve: 1. Armour, 2. Cunning and 3. Endurance.
  •  Keep an eye on your healer; if they die, everyone dies.  If you see them coming under fire, start attacking whatever is hitting them and draw the fire onto yourself.  It’s easier for a healer to worry about healing you and the tank, than having to also try to protect themselves in the mix.
  • Thermal Grenades and other Area of Effect (AoE) attacks, fun as they are, have no place in most group quests.  They usually end up drawing far too much aggression from the enemies, and can drop crowd control abilities early.  Save them for the end of a battle, or for soloing.

Most of the above I have found through my own research, gameplay and trial and error.  I do not yet have a level 50 Gunslinger, and am in no hurry to get there (fun is in the journey, not the destination, after all).  However, I do hope I can be of some help, especially to those new to the class, or a little unsure how to play them.  I had very little help when I began, and even something as simple as explaining what on earth a CC was and how it affected me would have been great.

Feel free to comment if you have any questions, comments, or constructive criticism about what I’ve said.  Also, please let me know if there’s anything you want me to cover in the future, I’ll try to do my best to accommodate.

Thanks for reading, and stay sneaky! 😉

Diplomatic Investigations: Jedi Sage Attack Rotations (Level 1-25)

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 us a line!

This week I want to talk a little about attack rotations for the Jedi Sage, and some tips for you to keep in mind.

Note that these rotations are covering the earlier levels for the Jedi Sage (up to level 25). In a future article I will discuss the higher level ones.

Firstly it’s important to know which attacks are instant casts, and which ones take time to cast.

It’s vital to have a handle on this so you are not wasting time casting at the wrong times. They say time is money. Well in SWTOR time you can save optimising your rotations can be the difference between life and death.

Generally I would recommend you put up your Force Armor first, as it protects you from damage until the shield is destroyed. Once you have done that, send in your companion to attack, and then while he/she is on the way, cast Mind Crush which has a 2 second timeframe to cast (before modifiers).

If you time this right, your Mind Crush will be hitting your enemy around the time your companion makes their first attack. Ideally you want the Mind crush to hit a fraction of a second after the companion hits to ensure the enemies first attack is at the companion and not you.

Mind crush does a moderate amount of damage but then more damage over 6 seconds (which is a long time in battle). What’s best is its casting range is 30m, allowing you to keep well away from the action. The cooldown of 9 seconds means you can often get to re-cast it during a battle for the more powerful foes you face. All Jedi Consulars get this ability at level 14 and I think it’s a very important one to add to your rotation.

Weaken Mind is a good one to cast next because it’s instant, does damage over time, has the same range as Mind crush but only requires half the force.

Another useful ability is Force Potency, which increases the force critical chance of your direct attacks (and heals!!) by 60% as well as increasing the range of Telekinetic Throw to 30 meters. This is a good ability to have up when you can (it lasts for 20 seconds and grants 2 charges, each time you critically hit or cast Telekinetic Throw you lose a charge), but it has 90 second cool down so you will probably only get to cast it once in a typical fight.

Project can be used as it’s an instant cast and you do not have to stand still while casting it. But relatively speaking the damage is low and the force cost high. In my rotations I typically use Project when the enemy is down to about 10% health and I am on my way to begin looting their corpse – yes I like to plan ahead!

If you are being attacked from multiple enemies (you or your companion), Force Wave is excellent since it’s a knock-back. It does a reasonable amount of damage and knocks back all enemies within 8 meters. Standard/weak enemies actually get knocked down for 3 seconds. This is useful if you or your companion are close to death and you want to either heal up or run away (get a bit of a head start).

Disturbance is a good ability as it has no cooldown and expends a moderate amount of Force. It does however have a cast time of 1.5 seconds. I typically use this after many of the other attacks have been used at least once.

The priority should be to keep your dots (damage over time) abilities up at all time. This requires a keen eye on screen to check when they are available to be re-cast.

This is one area that that nameless game starting with W had nailed – being able to create custom addons to easily see this information on screen – I hope Bioware allow us to create addons for the game at some point by releasing the necessary API information and tools.

I haven’t talked directly about healing this week, as I went into some detail about that last week. Suffice to say make sure you heal your companion and yourself (in that order) as needed.

The final ability I want to mention is Whirlwind as from what I can see many people overlook or do not use it at all.

This allows you to trap an enemy for about 60 seconds. Note that they heal rapidly while in the whirlwind, so it’s best use is at a start of a fight to take one enemy out of the fight until another (or many) enemies are eliminated. Otherwise you are effectively healing an enemy which may not be your intention!

Make sure the enemy you are proposing to use this ability on, is sufficiently out of range of any attacks on other players (area of effect, etc) because damage causes the effect to end immediately.

This is particularly important in Flashpoints and group fights, so make sure you make it clear to every party member which enemy is not to be attacked – you can use the tag ability to put a skill or other marker on the enemy in this situation. Normally I indicate at the start of the Flashpoint that a particular identifier (skull or whatever) is a do not attack, or a star is the enemy to be taken out first, etc.

I’ve even done this to players in PVP – it’s funny how long a player can stay stuck in a whirlwind in PVP – likely because everyone playing on the other side knows not to attack and while that player is caught in the whirlwind they are effectively outnumbering the opposition.

The image below shows the whirlwind in action. The guy on the right hand side is powerless while my companion and I attack the other two:

Well that’s me done for another week – let me know if you have any questions and I’ll be back same time, some bat-channel (website) next week!

2012 SWTOR Guild Summit: Evidence of Longevity

With Day 1 of the 2012 SWTOR Guild Summit totally done and dusted (our coverage of the key panels here, here, here,here and here), there’s one very striking theme that resonated with me.

SWTOR is here for the long haul.

A lot of you will rightly say “what, you only just worked that out?”. I suppose I’ve always realised this is a game that has a good lifespan ahead of it, but today’s panels really brought home the depth and breadth of developments BioWare are working on in relation to the game. Sure, any MMO has never-ending development requirements and yes, there’s no shortage of stuff some people argue should have been in the game before launch anyway.

All that aside, the amount of new stuff on the horizon, whether officially on the development roadmap or on the “wall of crazy” referred to during the day, is enormous. I see that as nothing but a sign of a game that has a lot of fun twists and turns ahead.

Another encouraging observation was the obvious interplay between members of the Dev team. Although like any team there’d be tensions and conflicts, there was an obvious robust respect between the panel members and humorous comments where there were philosophical differences in approach to the game. Assuming it wasn’t a front (and I doubt it was given how long the panels went for and the obvious good humour), this also bodes well for the game.

So for me overall, the Guild Summit is more than just an event for BioWare to schmooze some of the more hardcore players in the game. It’s also been an interesting illustration of an engaged development team and a long list of future improvements to the game which should see its viability continue for a long time yet.

Do you agree?