Buried in Time - Where Are Those Damn Eggs?

I've mentioned in the past that I have a bit of a love/hate relationship with the GSI dailies. In theory I like the concept of having more (mostly) non-combat missions, but with the way the GSI dailies work in practice, they are sadly often tedious to do. I still remember scouring three different instances of Alderaan for Big Red for example.

One mission I recalled being pretty pleasant though is Buried in Time on Tatooine. It requires you to dig up three "fossilised egg clusters" near some Krayt Dragon skeletons, and since the environment consists of sand dunes and there are almost no mobs around, it's easy enough to find them. Or at least it should be. I definitely remember it being that way for me in the past.

Having done the GSI weekly a couple of times for Galactic Seasons though, my experience was very different this time around, and I would easily spend half an hour or more driving in circles without finding more than a single egg cluster. I even took breaks and tried to switch instances, but to no avail.

I did some googling to find out whether this was a known issue that other people were having too, and while I could find some posts from players bemoaning that they were indeed having the same problem and wanted to blame it on some kind of bug or lack of respawns, there were always lots of replies along the lines of, "I don't know what you're talking about, it's as easy as ever for me!"

The best lead I found were multiple mentions about it potentially having something to do with graphics settings and view distance, and this seemed to align with some of my own experiences. For example there was one time I found an egg cluster next to a rock, thought "neat" and just went a few steps to the right to harvest an archaeology crystal... and when I turned around, the eggs were gone. I eventually got them to reappear by running back to the original spot and running around for a little bit. Another time I saw someone else doing the quest, and I could see that player successfully deploy their seeker droid and dig something up, but on my screen there was nothing there.

Eventually I managed to narrow it down to a problem with zoom, though it might also be tied to graphics settings. (I play with everything close to maxed out; I don't know if the problem also occurs on lower settings.) I play with the camera pretty far zoomed out nowadays, and as it turns out the fossilised egg clusters don't visually pop into existence until you're nearly on top of them when you play that way, which was what made them so impossibly hard to find.

When I finally did a test run with the camera closely zoomed in, I found four or five eggs within only a couple of minutes, and I noticed that if I stood still with an egg cluster in sight and then zoomed my camera out, it would disappear, and then come back once I zoomed back in. This creates a bit of a paradox as zooming further out usually allows you to see things further away from your character, but in this particular instance you'll see the eggs from further away when you're closely zoomed in. It's weird!

Anyway, as part of struggling with this whole process, I took some screenshots of known egg cluster spawn points to make it easier to find them again in the future, and I thought I might as well share them here. So if you're having the same problem as me, remember to zoom in closely and then just run around checking the spots below. (It's not a comprehensive list of all spawns, but it's a start.)

Near X -1141, Y -809, in the sand tracks leading away from the skull of the smaller Krayt Dragon skeleton.

At X -1155, Y -979 near the nose of the larger Krayt Dragon skull.

Around X -1162, Y -994, under the group of flappy birds near the larger Krayt Dragon skull.

Near X -1193, Y -756, next to the spine of the larger Krayt Dragon skeleton.

Around X - 211, Y -819, next to a large bone sticking out from the smaller Krayt Dragon skeleton.

At X -1223, Y -1016 where the larger skeleton's tail ends, close to the cave entrance with a class story phase.

Approximately X -1225, Y -861, a small distance away from the larger Krayt Dragon skeleton.

Around X -1226, Y -920, next to one of the bigger Krayt Dragon's ribs where there's also a Scyk spawn point.

At X -1286, Y -965 where the larger Krayt Dragon's tail loops down towards the cave entrance.

Around X -1340, Y -1104 above the cliff leading down to the bone pile below the cave.

Near X -1346, Y -820, some distance away from the larger Krayt Dragon skeleton and near where another Scyk spawns.

At X -1357, Y -977 next to a large rock.


Andor Stuck the Landing

When I wrote my post about Andor last month, I commented that "for all I know the writers could still mess up horribly and ruin everything, but at the moment that doesn't seem likely to me". I'm happy to say that the writers did in fact not mess up the finale. The last episode came out this week, and it was great.

With the entirety of season one behind us now, I've seen people say that this is the best Star Wars has been in decades. Some might even say that it's better than the original trilogy itself. I don't know where I'd put it myself, but I've never been good at ranking pop culture items. Andor's definitely got to be somewhere at the top though.

Alternate Andor poster from starwarsnews.net

I've just continued to be amazed by the craftsmanship that has gone into this show on all levels, resulting in something that is both artistically and thematically incredibly coherent. Just this morning I was reading an interview with composer Nicholas Britell, who was responsible for the show's sound and music, and I couldn't help geeking out about all the little details. Did you know that the intro was slightly different for every episode? I'd seen people comment that the number of stars in the background increased as the season progressed, but I hadn't known about the acoustic side of it.

You know how with some shows, you have a good time in general, but then there'll be a scene or episode that kind of makes you go, "I don't know... that doesn't really make sense to me"? Hopefully you won't take it too seriously and will still be able to have fun, but it's a bit of a distraction nonetheless. Andor has been the opposite of that for me, in that there've been moments that made me go "huh, that's really clever/interesting" and then I see a comment or read something in an interview afterwards that suddenly makes it even better because it reveals additional connections or details that I'd missed. It's just such a beautiful work of art.

It's really fascinating how much they managed to do with the character of Cassian Andor alone. While rewatching Rogue One last month, it struck me again that while I did enjoy the film myself, the criticism that its characters never really got fleshed out were definitely very valid. You can basically see tiny glimpses of depth and if you're able to fill in the rest in your head that's great, but I can't fault people for whom that didn't work. It's absolutely true that the film itself didn't give viewers a lot to work with.

After seeing Andor, one has to wonder whether Tony Gilroy just prefers having more time to flesh out a whole cast of characters, as he certainly gets a lot done over the course of twelve episodes. (This is where it gets spoilery by the way.) Cassian starts out as someone who already hates the Empire, having lost many loved ones to its violence, but that by itself hasn't been enough to make him take meaningful action against it. He derides the Empire and steals from it, but ultimately he's still trying to just get by. It's not explicitly said like that, but there's a sense of: That's just how it is, what can you do? It's not like he's ever known the world to be any different.

He's also a slightly unusual main protagonist in that he's not instantly remarkable in some way. He's not particularly charismatic, strong or fearless; he's a fairly quiet guy who is rightfully and visibly scared when in danger. However, he's also very observant, intelligent and good at understanding what makes people tick - no wonder he makes for a good rebel spy!

When he finds himself conscripted into a rebel heist, he has no moral qualms about what they're doing, he's just not sure it's worth the risk, an assessment that turns out to be quite astute when about half the team dies in the process. In a way it's not really a surprise that he decides to simply take his cut and go. He just wants to get away from it all.

However, the world (specifically the Empire) doesn't let him get away. In a scene that feels both weirdly realistic but also humorous, he ends up being arrested for basically nothing due to just being in the wrong place at the wrong time and "looking nervous" - a massive irony after he just got away with a huge crime.

He ends up in a dystopian prison that doubles as a forced labour camp, which is more than he can bear, and planning an escape becomes his only means of survival. It's interesting though that here too, he doesn't suddenly transform into a charismatic leader but rather manages to push and encourage another inmate whom he knows others will listen to and follow.

Yet even after all that, it still feels like he's briefly considering just trying to get away from it all once again. He still has his hidden stash of cash, so if only he can get back to his elderly mother, they could both be okay... but of course Maarva is not okay; she's dead. And even as Cassian sneaks off to attend her funeral, you can tell that he's feeling lonely and lost. It's only when he sees the recording she made for the ceremony that it hits him that there's something left for him, that there are people whom he can help, and it feels fitting that he's not there anymore when the Imperials come looking for him because he's decided to go off and save Bix.

In a way I feel like even summarising it like that is perhaps simplifying it too much - the point is that his motivation isn't just "grr, revenge" or "I have nothing left to live for". It's complex and layered and feels very real.

This is true for the rest of the show's ensemble cast as well - because despite the title, it's not just about Andor. There's Luthen for example, who's what I suppose you could call a rebel spymaster: resourceful, devious and with eyes and ears everywhere. However, even though he's on the side we're cheering for, his behaviour is often appalling, as he's so removed from it all, it sometimes seems as if he's just treating people's lives and deaths as some sort of game. Of course, then he has an amazing speech at the end of episode ten in which he reveals that he's fully aware that many of the things he does are despicable but that he sees no other way of building a better future - a future he himself doesn't think himself worthy of and that he doesn't expect to ever see.

There's also Mon Mothma, a character from the original trilogy whose personal life wasn't ever really fleshed out in great detail, not even in the old EU as far as I can tell. In Andor she presents an interesting contrast to the rebels on the ground in that her role of providing financial support to the rebellion seems very easy on a superficial level, seeing how she continues to live a life of luxury as a senator on Coruscant in the meantime. However, we soon learn that she has to make sacrifices of a different kind, as she has barely anyone she can trust and has to keep up a facade in front of absolutely everyone, including her husband Perrin and her rebellious teenage daughter Leida.

Perrin was actually an interesting side character to me - I've seen many commenters deride him as boring or annoying, but my read on him was that he's just a guy who wants to live a good life and hates how with Mon everything has to be super serious and/or about politics, which is why the two are rather estranged. We learn that their marriage was arranged when they were very young, so it's not like they were ever deeply in love or anything, but my impression was that there was at least affection there once, and that it's just another thing that's crumbling for Mon. She finishes the season by arranging a marriage for her own daughter and wrongly accusing Perrin of having gambling debts in front of a known Imperial spy, all in order to cover her own tracks of financial wrongdoing, making heavy sacrifices in a different way.

And of course there are the Imperial antagonists, Dedra Meero and Syril Karn, whom we end up feeling for at times as well, even while we don't want them to win. Possibly my favourite scene from the first story arc was the one where Syril discusses Cassian's killing of two guardsmen with his supervisor, and the supervisor's assessment of the situation is completely spot-on, yet at the same time you can understand Syril's opposing viewpoint of wanting justice for his colleagues and feeling enraged by what he sees as corrupt handling of the case. He's kind of an Imperial idealist, in that he actually believes the propaganda about maintaining order and being rewarded for excellence, even as the system tries to beat him down over and over again. Honestly, I found him weirdly relatable at times, especially when he was exchanging snark with his mother - let's just say that when my own relationship with my mother was at its worst, I was quite familiar with being told that I was a disappointment too.

In general, all the characters feel like real people, so that you find yourself weirdly caring even about the minor players that hardly have any lines. I'm already excited for season two, though that won't be ready for another two years. We already know that its events will start about a year after the end of season one and will finish just before the start of Rogue One, with bigger time jumps between individual story arcs. It's just a shame we won't get more than that...


Master of the Feast

I've been doing pretty well for myself during the seasonal events this year. While I missed out on the coveted High Roller Shades last year, I finally managed to acquire them this year, two days before the Nightlife event was about to end again. I probably should have made a blog post about that, but for some reason I only felt like posting a brief comment on Twitter at the time, something I kind of regret now... here's what it said:

Finally, I waited more than a year for this! I feel I can make my peace with the Nightlife event now (until they add another prize I really want I guess...)

And this week I finally managed to complete the last achievement I was missing from the Feast of Prosperity. I had completed all the basic activity- and story-related ones ages ago, but there's one achievement in particular called "What did you put in this?!" which is hidden until you actually complete it, but at the same time features requirements that you might not hit automatically without tracking and specifically going for them.

Now, there's a very roundabout way in which you can check your progress even while the achievement is hidden, but I'd forgotten what it was. Fortunately Swtorista provided the answer (as usual) - you basically need to find someone who already completed the achievement, inspect them and shift-click their achievement into chat. Then you can click on that yourself and it will show your own progress.

It sounded like the kind of thing I can imagine being extremely awkward (how do you randomly find someone who's got that achievement?), but I guess I got lucky in that it didn't take me long at all to do so while chain-inspecting people around the Feast event area. Finally seeing my own progress was a major revelation as it clarified why I still hadn't got the achievement myself - I'd been barking up the wrong tree all along.

See, it has three requirements: to do 25 of the hardmode cooking missions, 25 hardmode cantina rushes, and to use pepper 75 times while preparing meals. I was convinced that it was only the pepper that was holding me back, since I seemed to remember only using it rather sparingly before I'd become aware of the achievement's existence. However, it turned out that I was actually done with peppers and all I was missing was nine more cantina rushes. I'd been thrown off by the fact that I already had the 25 completions achievement for that mission, however that achievement counts both difficulties, so I had clearly overestimated my willingness to take on the harder version. (To be honest, it's not really harder - it just takes twice as long for little extra reward, which I guess is why I hadn't done it more often.)

So I've dutifully been doing Feast dailies all week (not just the cantina rushes, but also the other types since I do still like the world boss hunts in particular), until I finally managed to tick the achievement counter over on Monday. Sadly I didn't manage to capture the moment of the achievement actually popping up, but it sure felt good to finally hit that 100% score for the Feast category. I've often said that I'm not much of an achievement hunter, but sometimes it just feels good to get that last thing done.

The question is now: Am I "done" with the event? I'm not usually someone to farm a world event endlessly for all the rewards, so once I've achieved everything I personally wanted to get out of it, I don't tend to go back very often. Then again, the Feast only comes around once a year, so maybe I'll feel ready for some more cooking, serving and killing delicious world bosses by this time next year anyway.


Alts and Endgame

This week, I took some time to review the state of my alt stable on Darth Malgus. Nine months after Legacy of the Sith raised the level cap, I've got fourteen characters at level 80. You might consider that a lot or not, but to me it feels rather low, considering that I had twice as many characters at the old level cap and the expansion only added five more levels.

I think there are several different reasons for this. One that I already mentioned previously is that levelling from 75 to 80 can be relatively slow by SWTOR's standards, unless you're all caught up with the current story or like to spend an hour or two cheesing the penultimate boss in Nathema. Some avenues for levelling that were available in the past have also been closed off. As someone who spends a lot of her time in flashpoints and operations with guildies, I used to just take my close-to-max level characters along to social runs of master mode flashpoints or story mode operations, but both of these are now unavailable until you actually hit the level cap (presumably for the sake of pugs who hated having non-max level players along). If I had a penny for every time I've looked at my selection of alts to pick one for a group activity and found myself thinking "oh yes, that one", just to then realise that the character in question wasn't 80 yet and therefore couldn't come...

In a lot of content that you can access at lower levels, such as daily zones, certain rewards such as the daily currency are also unavailable if the character doing the content isn't 80 yet. This has often pushed me towards playing my existing 80s for the rewards rather than spending time on getting more characters to the level cap.

The way you gear alts nowadays has also felt somewhat clunky to me. I wouldn't say it's alt-unfriendly (I did still level and gear fourteen of them after all) but it just feels less smooth. Onslaught's loot showers that were always based on your existing item rating (and where hitting the maximum was easy to achieve) made it very easy to gear alts as you could just throw some of the excess into your legacy bank and pull out a full gear set on any new alt as soon as it hit the level cap. Gearing that way was obviously not going to be 100% optimised, what with missing augments etc., but it was pretty solid for how easy it was.

In 7.0, the way you could only upgrade your gear to item level 330 via master mode operations made it kind of awkward to do the same, as just getting your gear up to that level took a lot more time. And once you got there, more 330 drops could only be acquired by continuing to kill master mode bosses (whose loot drops were scarce when compared to 6.0), meaning it wasn't easy to get a full set of gear, what with all loot being randomised fixed-stat items with no mods. Plus there was a certain incentive to dissemble the gear for more ops currency at times because if you wanted weapons for your alts for example they had to go through a whole chain of upgrades as well.

I initially tried to save up gear for my alts the same way I had done in Onslaught, but it was just awkward to end up with six pairs of gloves and no chest pieces for example. Plus because I wasn't generally taking my alts into master mode ops, they themselves could only contribute non-Rakata gear to the overall gear pool (which only went up to 326 max).

With 7.1 Bioware added a gear vendor on the fleet, who - once unlocked - sells you 330 mods that you can send to all your alts. Easy, right? Well... easi-er I guess, but still clunky as the unlock is not account-wide, so you either need to do it multiple times or do all your shopping on one character who then has to mail dozens of mods around your legacy, eight letter attachments at a time.

Also, I hope you've got suitable moddable gear on all your alts to put all those mods in! I mean, armour sets and weapons are straightforward enough, but if I put you on the spot right now and asked you where to get a moddable generator for example, would you know? (I asked my guildies and they pointed me to the adaptive gear vendor in the supplies section of the fleet, next to the level 10 mod vendor. That one's actually very affordable, but you've got to know about it.)

Oh, and I haven't even mentioned the legendary implants yet! At first I thought the little mission to unlock them after hitting level 80, asking you to gather "activity points", was quite cute, but after the tenth time it becomes a bit of a chore to be perfectly honest, just to be able to access the implant vendor. It's all... not terrible, but just noticeably more clunky than back in Onslaught and I've got to admit I'm not loving it.

If you're a certain type of raider, you might wonder why I bother to get any gear for my alts at all - since it's all legacy-bound, many of my guildies just operate with a single gear set (plus weapons for different combat styles and such) that they constantly shuttle back and forth between all their alts. The reason I don't do that is that I simply find it annoying. It feels dumb from an immersion point of view to effectively strip all your characters bar one naked most of the time, and it's annoying to always have to wait for people to send their gear back and forth (never mind the inevitable delays when someone can't find their Tactical of whatever), especially when all you're doing is a story mode where you really don't need to be wearing gear that is 100% optimised. I'm a bit more sympathetic when it comes to progression.

Either way I kind of find myself missing the simplicity of Onslaught's gearing, and being able to ease characters into endgame more gradually instead of having to hit max-level first. I know there've been other times in the game's life when gearing was more convoluted and even less alt-friendly than it is now, but that was so long ago now. The ease of 6.0 is still much fresher on my mind and easy to miss.


7.2 Livestream Thoughts and Impressions

I'm writing this shortly after having watched the official livestream about 7.2, because I'm actually excited by what I saw! I honestly went into this one with no real expectations, probably because both 7.0 and 7.1 have turned out to be somewhat disappointing to me, and I couldn't even think of anything to look forward to beyond the next story update (which is something that usually only gets touched on lightly in these streams to avoid spoilers). However, it turned out that based on what we were shown, 7.2 looks like it's actually going to be quite a meaty patch.

Story-wise, we'll be going to the planet Ruhnuk (pronounced "Roo-nik") to go after Heta Kol as hinted at the end of the previous story update, and that's all I'm going to say about that, even though there was some more talk about the characters we're going to meet there. Seek out additional information about that at your own discretion.

The first big surprise was that Ruhnuk is not just going to be a story location, but a proper open-world planet, with dailies, a new faction to earn reputation with, a world boss and even a new datacron! I've got to admit that this one completely blind-sided me, I guess because my thinking was that after they had to delay the release of the Manaan daily area, I wouldn't have thought that they'd already be working on another daily area at the same time, and one with more real estate than we got during what was supposed to be the main expansion patch 7.0.

I'm 100% here for a new planet though, even if I don't expect it to be very large. They showed a little flyby video which kind of gave me Athiss vibes.

Next they talked about changes coming to PvP, which started with Musco telling us that they're planning to abolish the ranked queue and that it's all just going to be the same thing now. My first thought was "Are we all going to be ranked all the time then?" but no, it seems they are simply getting rid of the whole concept of publicly ranking players and rewarding prizes based on ranking altogether. I mean, I can't claim to personally be sad about that, considering that I never really cared about ranked, but presumably there are people who do? Wonder how they're feeling about this...

Instead Bioware will introduce a PvP season track similar to the way Galactic Seasons work, where you "level up" through PvP and earn rewards within a limited time frame. I'm not really sure how I feel about that. Galactic Seasons have quickly grown on me, but I'm also quite content with having breaks between them. I'm not sure I really want another bar to fill for rewards running at the same time? I guess we'll see how compelling this turns out to be.

Other PvP changes included with the update will mean no more PvP restrictions for non-subscribers, and separate queues for 8v8 warzones and 4v4 arenas. Now, while I consider this a welcome change, it also cracks me up in a way because when arenas were first introduced nine years ago, I was quite unhappy with the fact that they were mixed in with the "regular" 8v8 warzones and not a separate queue, but then I quickly came to the conclusion that I didn't really mind them too much. I mean, if given the choice I'll probably only queue for 8v8 from now on, unless I know it's quiet and arenas give me a better chance of getting a pop, in which case I'd be fine with queueing for both. It's just not a huge deal for me at this point.

Finally, they'll also retune PvP medals a bit because they consider some of them too easy to get at the moment, and they'll add a new arena located on Onderon that looks like it should provide a lot of opportunities to play hide and seek.

There was a short note about gearing changes, in that both the minium item level dropped from all sources as well as the maximum item level attainable from all sources (except R-4) will increase by four to six levels. I guess this is the belated opportunity for people to gear up for R-4 veteran mode without actually having to kill anything in R-4 veteran mode first, but I'm not sure how much of a difference it's going to make at this point.

The final major item was that they're continuing to make updates to the user interface. The most exciting thing they mentioned in this context was that they'll finally be adding a colour-blind mode! As Mr Commando is red-green colour-blind and has often complained about the challenges of seeing certain kinds of circle mechanics, that's great news.

They are also changing the map so that no part of a planet is ever fully hidden anymore even if you haven't explored it yet, but instead you can see all the terrain from the beginning and it's just kind of greyed out. I guess my tips for how to get the Galactic Explorer achievement will become a bit outdated whenever that goes live. You'll also be able to have a semi-transparent map up on screen all the time, which is fine but didn't seem that big a deal to me considering the current map already goes semi-transparent if you have it open and want to move. I remember that was hailed as a very useful feature at launch, since you could keep it open while moving around. But I guess the functionality is becoming more granular/customisable.

The deconstruct window is going to gain a delete section, which sounds just like an accident waiting to happen in my opinion. (Oh no, I just deleted all those things I meant to deconstruct!) However, apparently mass-delete is something people wanted? I can't say I've run into many situations where I had to delete a whole bunch of stuff at once. In fact the only one I can think of off the top of my head is when I opened a bunch of Alliance crates and got a lot of duplicate legacy armour pieces that I wanted to get rid of. Still, wouldn't it be better to come up with a workaround so we don't have to delete quite so much stuff instead of making it easier to delete a lot of things at once, e.g. by allowing more of them to be vendored for one credit? Just my own two centscredits on that one.

Finally on the UI front, they're unsticking a bunch of buttons from the mini map and instead letting you add them in a custom order to the top left or bottom right of your UI. I've got to admit that after just checking out the UI revamp in the latest World of Warcraft patch the other week the parallels to that game's pared-down mini map and tiny icons in the bottom right of the screen were striking. At least you should be able to increase the size of the things in SWTOR.

Last and (in my opinion) least, there are going to be some new rewards for Life Day and new Cartel Market items. Which is fine I guess, just not something I personally care about a great deal. I was just amazed that they featured someone with the job title of "Art Monetisation Director" on the stream as I figure that brandishing the word monetisation in front of players is a bit like waving a red flag in front of a bull. I hope he doesn't get any mean comments.

Anyway, it was a good stream overall, and they said that the PTS should go up soon, but I figure it's going to be a little while until we can actually play this update in the live game. While they proudly advertised it as "coming this winter" as if that's really soon, they don't have a good track record with releasing things in the run-up to Christmas (see the delay of Legacy of the Sith last year), so I personally wouldn't expect to see 7.2 until next year, either in late January or early February, even if that would mean that they'll have to split out the Life Day rewards to actually release them in time for the event.

P.S.: If you're reading this before November 16th, you can claim a free Colonel Gallo poster decoration for your stronghold by redeeming the code LotSGallore.


Warming Up to Combat Styles

I've said since shortly after the launch of Legacy of the Sith that combat styles aren't really for me. I think they're a solid feature that I can see appealing to many, but for me a character's advanced class/combat style is just too big a part of their identity for me to just start changing it willy-nilly. When I decided to add a second combat style to my Commando main back in May in order to be more flexible in harder operations, it was a big deal for me.

I'm happy to say though that as we're approaching eight months of Legacy of the Sith, I'm slowly starting to warm up to the concept. I still have no great desire to make such a big change to the characters I play the most, but I actually went ahead and added a second combat style to two of my lesser played alts the other week. Interestingly, I've actually found it a bit easier to make this choice on characters I'm not quite as invested in, as their identity still feels a bit more malleable you could say.

The first character to take the plunge was my dps Commando whom I created back in the day during the Dark vs. Light event. She's mostly dark side and I've always pictured her as a bit of a brawler who likes to punch people, so Vanguard/Powertech or Scoundrel/Operative all seemed like viable options. In the end I made the final decision somewhat impulsively on a day when I was trying to do some dailies/heroics for Conquest and found myself wishing that I had more suitable alts with stealth to make the process easier. So Zeresa went off to the GSI shop and learned how to be an Operative.

I haven't really done much with this new flexibility other than struggle a bit to get her gear sorted, spend some time trying to find a suitable outfit, and do some of the dailies I made the switch for, but I guess the option is there now.

The other character that acquired a second combat style was my second Sage Tiranea. Interestingly, this one wasn't really inspired by any particular need; I just happened to be reminded of her and it occurred to me that she was uniquely suited to getting a second combat style due to having undergone more changes than most of my characters throughout the years. Plus I also have this vague memory of actually being a bit hesitant when it came to choosing her advanced class originally as I was at least considering Shadow as an option well. Now she can be both.

As this was my first Force user to choose a second combat style and I hadn't looked anything up about how it works, I was kind of surprised to see that they don't get to see any kind of trainer but simply meditate and have a vision that then unlocks their second combat style. Still seems fitting enough though.

I actually have potential combat style ideas for a couple more alts, but we'll see when I get around to them. While the new loadouts feature is very handy for quickly switching specialisation, I'm still not a fan of all the faffing around that's required to get that properly set up in the first place, so I've got to pace myself with those things.