Showing posts with label trooper. Show all posts
Showing posts with label trooper. Show all posts

28/05/2026

Master's Enigma Prepares Us for the Big Finale

I'm way behind in terms of reviewing SWTOR's most recent story update "Master's Engima", which came out in 7.8.1. In fact, 7.9 and Legacy of the Sith's finale are only mere days away! That said, I've been putting extra effort in these past couple of days to get this review out just under the wire, before there's even newer story to think about. As usual with these posts, expect full spoilers and stop reading if you want to avoid them.

"Master's Engima" starts us off with a view of Sa'har and Ri'kan in a shuttle, with Sa'har being back to being Ri'kan's prisoner. I've got to admit I groaned a bit at seeing these two again. I don't mind the Kateen siblings as characters, but their dynamic has definitely become a big stagnant. You'd think that after the big showdown where Sa'har openly turned against Ri'kan and the Hidden Chain, she'd be done with constantly begging him for forgiveness, but no, we're back to her usual MO of being meek and apologetic.

A perpetually grumpy looking Ri'kan turns back towards his sister in the back seat while piloting a shuttle

Fortunately however, we don't spend too much time on this before returning to Odessen, where our character gets notified by Lana that she urgently needs to meet with you about something. While you make your way over, you get another call, this one from either Tau or Rivix (depending on your faction, obviously) who warn you that your faction's leadership is about to descend onto Odessen to moan at you about recent developments. Even if you've been fully cooperative and open about everything with them, they are not keen on the whole business with your former ally Shae helping Malgus escape.

You do still catch up with Lana first, who tells you that the urgent business is another message from Jadus, this time telling you to go to a specific set of coordinates, with no additional information (because of course). You barely have time to think about this before your faction's leadership arrives.

They are not doing things by half either: On Republic side the Supreme Chancellor herself is there, accompanied by Admiral Rava, Master Sal-Deron, Tau, Arn, and a whole host of Republic troops. For Imperials, it's the Empress or Emperor, accompanied by Darths Krovos, Xarion and Rivix as well as Major Anri and a matching set of Imperial soldiers.

An unhappy looking Supreme Chancellor Rans flanked by Admiral Rava, Master Sal-Deron and Tau Idair
Empress Acina delivers an unhappy speech while flanked by Darths Xarion, Krovos and Rivix

Unhappy faces as far as the eye can see, regardless of your faction. 

A confrontation ensues regardless of how helpful and nice you've been in the past, though I've heard reports that this bit feels satisfyingly more justified if you've been playing as a saboteur (I haven't had a chance to verify that one for myself yet). You get to make a whole number of important-feeling choices here, even if I think they have limited impact on the immediate story outcome. It just feels good that you get to take a stand! You can decide to tell your visitors about Jadus or not (at several opportunities) and can acquiesce to various requests or be argumentative. I can imagine some players disliking the fact that their faction leadership treats them so badly here, especially if they've been loyalists, but I absolutely loved this part. Yes to political drama in my Star Wars! Inject it right into my veins!

Critically, there's a further incident when Master Sal-Deron or Darth Krovos touch Darth Nul's holocron and get thrown across the room, which leads to you being accused of tampering with it and the Supreme Chancellor/Empress/Emperor ordering you to stay cooped up on Odessen until further notice. Obviously not great considering you were just about to follow that Jadus lead!

Arn Peralun and Tau Idair bathed in red light inside Odessen base

Tau or Rivix have the same thought and suggest that you sneak out and follow the lead anyway. (They justify it by saying that clearly someone up top, whether it's Admiral Rava, Darth Xarion or whoever, has been scheming and is baselessly turning leadership against you.) Lana is on board (as is Theron, if he's around) and concocts a plan to sneak you out through some secret passages originally utilised by Theron during his traitor days. Arn or Anri overhear and aren't exactly opposed, but both stop you briefly before you leave, expressing concern about the dangers of defying your faction and running off by yourself like that.

This next bit has you sneaking out next to Tau or Rivix while dressed up as a Republic or Imperial soldier and OMG, this part felt like it was literally made for me. I mean, objectively it wasn't that exciting in terms of gameplay, just a bit of RP slow walking through the base in disguise, but the Republic trooper disguise looked a lot like the sort of armour my trooper actually wore around level 30 or so and it was extremely nostalgic. The game seemed to acknowledge this experience with my trooper even commenting that "this takes me back". Republic trooper nostalgia overload!

Shintar the trooper passes between two regular Republic troopers while disguised as one of them

You successfully sneak out and escape on a shuttle with Tau or Rivix, and you have Darth Nul's holocron with you whether you wanted it or not. (Whether to try and take it with you is one of those earlier decisions, but even if you say that no, you're happy to leave it with the Jedi or Sith, Tau or Rivix just steal it themselves. Sal-Deron and Krovos' security must suck!)

You travel to the coordinates specified by Jadus and find an odd derelict spaceship which is later revealed to be the "Enigma", formerly property of Darth Nul. You meet Jadus holding court there, posing in front of a throne and everything.

He's also traded his lobotomised cyborg followers from the base game for much cooler looking Sith troopers. In fact, it occurred to me that they look a bit like that Sith from the Disorder trailer who fights Sa'har and Master Orr before getting killed by Darth Malgus. Coincidence or extremely deep call-back? You decide!

Three cool-looking Jadus acolytes, wearing helmets that give them angry red faces and otherwise all-black get-ups.

When you quiz Jadus about what exactly he wants this time, he says that he wants to stop Malgus from using Darth Nul's machine (which Heta has already largely rebuilt, damn it) because it would just cause chaos and he wants to bring order to the galaxy. My real life reaction to this was "are you for real, bro" because wasn't Jadus' whole thing in the agent story that he also wanted to sow chaos and fear? I guess he might have changed his angle since then; I just would've liked to be able to comment on that as an agent at least. Either way, he wants you to unlock the full power of Darth Nul's holocron for him instead - fortunately what I thought as the only logical answer to that was available as a conversation option in this dialogue: that if the goal is to stop Malgus from using the machine, and the machine won't work without the holocron, surely not unlocking it and just keeping it away from everyone is the way to go?

To that he retorts that you haven't been very good at holding on to it recently, and your companion points out that you're perhaps not in the best position to pick a fight right now, considering how outnumbered you are. (We didn't fully think this one through, did we?) So you either agree to proceed into the depths of the ship to play around with whatever Nul left behind there to power up the holocron, or you briefly turn against Jadus and get to mow down some of his lackeys in a cool cut scene before he makes you pass out with the Force, causing you to reawaken deeper inside the ship either way.

What follows is a (to me) pretty interesting exploration/puzzle section. You investigate two biomes within the spaceship: The biome of balance is a pretty idyllic pastoral environment (it even has a nice fake blue sky box), while the biome of ferocity is an icky swamp filled with predators. Each one is guarded by a holographic remnant of Darth Nul, with the twist being that she split off different aspects of herself (one hologram is evil Sithy Nul, while the other still calls itself Master Ranaiah) and put each one in charge of the biome that doesn't align with that aspect's values.

Trees, green grass and blue skies inside the balanced Biome aboard the Enigma

In other words, you have evil Sithy Nul working on the balanced biome and being annoyed that the animals in it don't fight each other enough, and Jedi-minded Master Raniah locking up all the animals in the ferocity biome because she doesn't like them fighting and eating each other, causing them to quietly waste away in their pens instead. Your mission in each biome (and what makes up at least half of the gameplay in this update) is to talk to the Nul fragment holograms, figure out what's going on by reading some research notes, and then take actions to restore each biome to its originally intended state. Like I said, I found this quite interesting and I thought it did a good job of showing just how much of a mad scientist Darth Nul was. (Splitting off parts of your personality and then giving them tasks that are going to drive them nuts just to see what'll happen is pretty crazy.)

Once you've restored both biomes to a working state, the guardian holograms are satisfied and upload themselves to the Engima's mainframe. You proceed further into the bowels of the ship yourself, just to find the two holograms fighting and siccing their minions on each other inside. In an attempt to stop the chaos, you plug Darth Nul's holocron into a convenient nearby socket, and after some waiting and fighting off random minions (this bit was unfortunately buggy and confusing on launch) peace is restored and the two holograms are united into a single "personality matrix" representing Darth Nul.

She tells you once again about the machine and its purpose, and that she'd be able to help whoever has it to fine-tune its workings. She also reveals that its location is crucial to reaching as many Force sensitives across the galaxy as possible, and that if Elom is no longer available, the next best option would be the moon Khar Shian, which meant nothing to me personally but apparently has a lot of existing Old Republic lore attached to it. (Ted talks a bit about that in the most recent episode of the State of the Old Republic podcast.) So now you know where you'll find Heta, Shae and Malgus!

My Twi'lek consular looking angry as she draws her lightsaber next to a hologram of Darth Nul

Naturally this is the time for a sudden and inevitable betrayal (if you agreed to work with Jadus at least), as he shows up to collect the holocron and leave you in the dust. The burns he delivers to an agent in particular are pretty harsh! However, there's a twist: he's not the only one that's betraying you, as Tau/Rivix are turning against you as well, trap you in a forcefield and hand the holocron over to Jadus willingly.

I guess Rivix being a turncoat shouldn't have been entirely surprising, considering he's always come across as kind of smarmy, though that doesn't mean that a betrayal at this particular moment was obvious. I actually played through the story on my Republic main first, however, and Tau's backstabbing was truly shocking to me and felt like it came completely out of left field. Fortunately she has a believable (if still frustrating) justification in that she's desperate to save Sa'har and thinks this is the way to make it happen. Naturally she's wrong about that though: Jadus doesn't give a shit and Force-lightnings her to... death? I literally went "nooo" at my screen, as I hated to see it, even with Tau just having betrayed me. It does turn out though that she's not actually dead, as Jadus and his minions decide to drag her not entirely lifeless body away with them - presumably he still has some sort of plan for her.

Meanwhile he leaves you behind in the forcefield trap, which is something that would seem foolish for a lot of villains but is totally in character for Jadus, who's more like a cat playing with a mouse. Why kill you outright when there's more fun to be had?

My human agent lost in a star-specked nightmare of destruction

You actually manage to break out of the forcefield using sheer willpower and immediately pursue Jadus, though you get slowed down further, as nightmares of betrayers and former allies turned enemies invade your mind and force you to fight them.  

You reach Jadus' shuttle just as he's about to take off, and I'm not gonna lie, if it had been down to me I would've taken the L at that point and simply retreated to fight another day, but my character turned out to be a lot more persistent than me and pulled a rocket launcher out of nowhere in one final attempt to manually shoot the shuttle down. Shintar the trooper is even more of a badass than I thought! (As a Jedi or Sith you get to pull at the shuttle with the Force, which I guess is a little less crazy.) The attempt fails however, and you end up falling down and dangling off a piece of metal at the bottom of the ship like Luke under Cloud City at the end of Empire Strikes Back.

Shintar the trooper hanging off a piece of metal under the Enigma

Fortunately you have allies that never listen to your instructions to stay behind, so either Arn or Anri show up with a shuttle to rescue you. Lana radios you from Odessen to let you know that your escape has been discovered and things are not good with the faction leaders, but you have another priority now: to go to Khar Shian. 

We conclude with a final look at what some of our antagonists have been up to in the meantime: Jadus attempts to make a deal with unknown terms with Heta Kol, Ri'kan attempts to get back into Heta's good graces by delivering Sa'har and gets threatened with a knife for his efforts (honestly, seeing her be as sick of his crap as I felt was very satisfying), and Malgus and Shae, too, have just found out that their next destination is Khar Shian by crushing a few more Hidden Chain soldiers. It's show time, baby! 

I know I've remained more positive about this storyline than a lot of (at least the loudest parts of) the player base, but I absolutely loved this update. I have criticised it in the past when it felt like an installment didn't really move the story forward much, but ever since Desperate Defiance we are definitely going somewhere, and Master's Engima continued this trend.

Heta Kol looking determined while a holo of Darth Jadus looks over her shoulder

This particular story installment also really managed to hit me in the feels in so many places: the callback to being a simple trooper, the political drama, Jadus' machinations (you can tell that he'll use you and turn against you, but he does it in such a manner that it still burns) and the sudden betrayal by your companion. So many great moments!

I'm excited to see how it'll all wrap up in a week or so.

09/08/2023

Romance Review: Base Game Guys for Gals

A couple of months ago (wow, this has been sitting in my drafts for a while!), Intisar wrote a blog post in defence of the romances with Doc and Corso, after they'd been panned pretty hard in one of Swtorista's livestreams. I had thoughts on this that I wanted to share in reply, but I figured that I might as well do so in a blog post of my own. It just took longer than expected to get it out...

I'll open by saying that I'm far from the most knowledgeable person when it comes to the in-game romances. Unlike many players, I'm not tempted to hit absolutely every flirt option I see, and in general the concept of romancing an NPC in a video game has less appeal to me nowadays than it might have had maybe fifteen years ago. I've also just been really inept at virtual romance in the past. My first post about companion romances on this blog talked about this at some length, including mention of my akward attempts at romance in Dragon Age. However, that doesn't mean that I don't have opinions on the stuff I have seen, and I thought I might as well compile them all in a single post.

This will only talk about romanceable companions by the way - flirting with random NPCs you encounter along the way can still be fun and memorable, but it just doesn't quite have the same weight in my opinion. I'll also limit myself to the base game companions, and more specifically to those available to female player characters, because almost all my characters are female. It's only more recently that I've dabbled a bit in also trying to level a couple of male characters, but none of them have made it far enough in the story to see their major romances. Something to explore over the next decade I guess. Anyway, here's what I've got to say now:

Republic

Trooper - Aric Jorgan

My main is a trooper and she's never kissed anyone. As I mentioned in the post linked two paragraphs ago, I wasn't instantly sold on Jorgan, and by the time he kind of started to grow on me and I might've considered a romance, I had missed my chance. So all she's done is flirt relentlessly with Jonas Balkar, and I could see something developing with Rass Ordo depending on how things go with him in the future... we'll see.

Anyway, on the subject of Aric: I obviously made alts later and have romanced him since then, though it's been a while since I played through those conversations, and I've got to admit they haven't been particularly memorable. In this post from 2016 I wrote that Jorgan kind of acts like a clichéd action hero in the sense that he likes to let the tough guy hang out most of the time, only confessing his feelings under certain amounts of pressure. It's hard to picture him in a proper committed relationship where he'd actually have to act like a normal person most of the time. And yeah, I don't really have much more to add to that. I kind of want to get my Vanguard through Fallen Empire at some point, to see whether the reunion with Aric in chapter eleven adds any more depth to the relationship.

Smuggler - Corso Riggs

Ah, the frequently maligned Corso. I'll come out right away and say that I like him. Honestly, even if you don't want to romance him, taking him along everywhere and watching him squirm by intentionally pushing all his buttons is hilarious. However, even as a romance he's got some things going for him. Like Intisar says, he's the kind of guy who'll always have your back no matter what's going on. He's kind of old-fashioned in his protectiveness and ideas about loyalty... and yes, this is where the problem with the sexism comes in.

I can't really blame anyone for being put off by this, but to me it ultimately wasn't that big a deal because unlike many sexist ideas in real life, Corso's sexism is utterly toothless. He'll always pipe up about how he thinks that a lady shouldn't do this or that... but ultimately he never tries to stop you, ignoring his objections doesn't diminish his affection for you, and if you push back on any of his silly complaints, he never has a good comeback. His ideas about ladies don't come from some deep conviction, but rather from a place of being a young bumpkin growing up on a backwater planet who just repeats what he's been told growing up, which ultimately just means that he's kind of naive, which I don't find that big of a deal personally. Plus he does show some growth over time.

Jedi Knight - Doc

Next we have Doc, the other guy Intisar went to bat for, and I agree with him, though for different reasons. I get why people might find him unappealing if they're looking for a character who'll be their one true love - but I always loved Doc for offering a more casual romance option. Doc flirts with every woman he meets from the moment you first encounter him, so you know exactly what kind of guy he is. And that can still be fun! There's something attractive about a man who finds something nice to say about absolutely every woman he meets, as long as you don't let yourself get dragged in too deep.

Ultimately, Doc's brave, easygoing and optimistic, and some days that's just the kind of pick-me-up you need after a hard day of saving the galaxy. I think he might also be the only companion who's actually happy if you turn down his marriage proposal. I just think he's a fantastic buddy with benefits.

Jedi Consular - Lieutenant Iresso

My first impressions of the consular romance were not very positive (again I refer you to the old blog post linked at the beginning), as I apparently flirted with both Tharan and Felix without meaning to and it all got very weird. I still don't really care for flirting with Tharan, but Lieutenant Iresso was really charming when I entered a relationship with him intentionally on an alt consular. He's probably got the most mature of all companion romances, with no major tension or drama, just two adults that really like each other and slide into being more than friends really easily.

Empire

Sith Warrior - Malavai Quinn

Quinn is another companion that is hated by many, though he didn't do badly on Swtorista's romance tier list. His betrayal in the main class story makes many people's dislike understandable I think, though if you can look past that, he's got another pretty unique experience to offer. I actually never forgave him on my own Sith warrior - she didn't hold a grudge on Iokath but also came to realise that she was kind of over him and that she preferred casually shacking up with Lieutenant Pierce.

Either way, in the earlier part of the class story, Quinn is pretty delightful to romance as he's basically the male equivalent of a blushing schoolgirl. He's super turned on by the Sith warrior's power and confidence but doesn't quite know how to deal with it at first, which makes for many a fun opportunity to make him squirm. It's an entertaining dynamic that you don't see this way round in media very often - more commonly it's the strong man whose appealing qualities make the woman blush.

Sith Inquisitor - Andronikos Revel

Andronikos is the classic "bad boy". He even gifts you a knife at one point! I remember the thing I enjoyed the most about romancing him was that he starts out very chill and views the relationship as pretty casual. I'll never forget how much I cracked up when I flirted with a guy on Alderaan and Andronikos' reaction was to approve and tell me that he was gonna go off to entertain himself with some girl from house staff in the meantime. He does get more possessive later on from what I remember, but it's still an interesting dynamic. He's easily the fiercest of the male love interests.

Imperial Agent - Vector Hyllus

Vector is the one romance that worked for me from the beginning and that I've never changed my mind about. I find it hard to make a female agent without romancing him. I just love how he's this calm, dedicated geek, and how the early flirtations with him are very low-key and playful. His love is deep but he doesn't want to make any drama about it. What's not to love?

Bounty Hunter - Torian Cadera

Torian is superficially attractive, but I've got to admit I never found his romance terribly compelling. I'll always remember the various conversations where he just says something to you in Mando'a with no subtitles and I was simply like: "Huh?" How am I supposed to judge whether that's romantic or not? His voice actor also uses a pretty flat affect most of the time, which to me comes across as Torian being "too cool to care", which I in turn don't care for myself.

On replaying his romace more recently I found it a bit more appealing, as I think it actually works better if your own bounty hunter isn't too weighed down by morals and approaches things with a colder "just in it for the thrill/money" kind of attitude. (My first hunter who romanced Torian was very light side and e.g. letting a potential target go for "moral" reasons didn't generally sit well with him.)

Overall Verdict

All in all, I've got to say I rank the base game romances for female characters pretty highly - even if they don't all appeal to me personally, I think it's really impressive what a wide range of love interests the writers managed to come up with for these: from shy to boisterous, from loyal to promiscuous, from goodie-two-shoes to bad boy, they offer quite a wide variety of experiences.

In fact, just writing this has made me want to do some romancing on alts just to see the ones again that I haven't played through in a while...

18/02/2023

Bugged for a Decade

I have a low-level trooper on Satele Shan that I created ages and ages ago - I don't remember when it was exactly, but it must've been at least close to a decade ago. It was before you chose an advanced class at level one, and looking at my achievements for Ord Mantell it might've even been before the achievement system was introduced with Rise of the Hutt Cartel.

I originally created this character to say hi to Redbeard on whatever server he was playing on at the time and which later got merged into something else. I also remember that I only got to level seven because I ran into some sort of bug that prevented me from progressing - which didn't bother me too much at the time because it was just a random alt and I figured I'd just come back to it at a later date, by which time the bug would hopefully have been fixed.

Only... that never happened. I made other alts on Satele Shan, but for some reason I remained reluctant to go back to this one. I remembered making a lot of dark side decisions during those early missions and felt kind of bad about that in retrospect. So she just sat there, for years and years.

However, this week one of the weekly seasons objectives was to do fifteen missions on a trooper, so I thought I might as well use that as an opportunity to dust off this particular alt on Satele Shan. I logged in, cleared out a decade worth of subscriber reward emails and ran around a bit to pick up some exploration missions. Then I talked to a twi'lek NPC just outside Fort Garnik for my class story. When the conversation finished, my personal holocom popped up and the mission instructions changed to tell me to take the call. So I clicked on the holocom and... nothing happened, except a short voice line from Aric Jorgan telling me to get a move on already. I could get that to repeat by clicking again, but no conversation would actually start. In fact, I could not move at all.

And in that moment I remembered that it was this exact bug on which I had gotten stuck last time - it was still there a decade later! I did a quick Google search to find whether other people had any experience with this bug in "The Ambush" and whether there was some sort of workaround, but all I found was someone complaining on the forums back in 2015 that this bug still wasn't fixed even though it had originally been reported in 2012. I've got bad news for you, buddy...

I tried the usual standard procedures to deal with that kind of thing: relogging, resetting the quest, restarting my entire game... and while those allowed my character to move again, I could not get past that bugged holocall. Eventually I submitted a customer support ticket describing the situation and asking whether they could move me past that step of the quest somehow. And to their credit, they did! I got a response within less than 24 hours that the matter had been handled, and I found that my trooper was now level eight and on the next step of the quest, meaning I could finally continue.

I was just kind of surprised that such a game-breaking bug was still around after more than a decade, and that there was so little documentation about it. I can only guess that it's pretty rare and triggered by an obscure set of circumstances, seeing how I've taken many troopers through Ord Mantell myself without ever running into the issue. Fortunately it wasn't a big deal for me since the character was just one of a million alts and customer service responded within a reasonable time frame. I'm just a little worried whether she's still bugged in some other way as I noticed that while running around and questing I kept getting constant "out of range" error message pop-ups without doing anything...

08/02/2023

I Still Miss My Abilities

In her video "Is SWTOR worth returning to in 2022" from a few months ago, Swtorista had this to say about 7.0's update to class abilities: "High-skill players who were using every single one of their abilities often express frustration about missing having all their useful abilities at once, and that includes me - though six months later, I care a lot less. I haven't missed it quite as much."

When I first heard this, it made me think. We're coming up on the one-year-anniversary of Legacy of the Sith's launch, and back then I said in my first impressions that I wasn't sure yet how I felt about the ability pruning, as I liked some aspects of it but found myself somewhat frustrated by others. Do I also care a lot less twelve months later? Sadly, the answer is: not exactly.

To be clear, I don't miss every single ability that has been removed or that I've had to forfeit. Especially on classes that I don't play that often, it's not like I had ever truly memorised everything in the first place. However, on my Commando, I still have issues.

Specifically, I still don't like the level 68 ability choice, which at the start of 7.0 forced you to choose between Hold the Line, a movement speed increase that breaks snares and roots while also making you immune to them for a few seconds, Echoing Deterrence, a reflect that can be activated while stunned and that heals you for any direct damage reflected, and Cryo Grenade, the trooper's hard stun.

The main problem for me is that I just can't go back to a life without Echoing Deterrence, because I remember all too well just how much of a punching bag healing Commandos were before its introduction. Even if it's not quite as powerful these days as it used to be, not least because most players actually know to stop attacking you when it's up, I still can't imagine wanting to PvP without it. But even if I just look at PvE, it's saved my life so many times when I got healing aggro on trash or a tank was slow to pick up adds on some boss fights. It's just utterly irreplaceable for me.

Having to make do without Cryo Grenade has mostly been okay, except that I still haven't quite managed to shake the habit of reflexively wanting to stun people in the fire in Huttball, and I still get caught off guard by being unable to do it, but I'll fully admit that that's an edge case. Hold the Line was much more of an issue though, as Commandos don't have much mobility without it.

Now, over the course of several months I painstakingly trained myself to rely more on Propulsion Round instead - which doesn't help with roots, but it can get you from A to B more quickly. The only "problem" is that it goes backwards, so it's easy to get yourself in trouble with it as you can't exactly see where you're going.

And then what does Bioware do with 7.2? They swap out Hold the Line and Propulsion Round, meaning the the former is now baseline and the latter has to be chosen, meaning that just as I got used to relying on Propulsion Round, I can't have that anymore and now have to re-train for Hold the Line only. Argh!

My only temporary saving grace has been that the system is a bit buggy, meaning it granted most of my Commandos and Mercs Hold the Line or its Imperial equivalent without taking Propulsion Round away... this seems to be quite a common bug that fixes itself as soon as you switch loadouts - which has of course meant that I've tried hard not to do that. I dread the day when I either forget and accidentally make the switch or Bioware fixes the bug.

As mentioned, it hasn't been as bad on other classes that I don't play as much, but still, there are others where I'm in a similar situation of just struggling to pick one of two abilities over the other. For example my Guardian tank always feels like she's missing either Saber Reflect or Blade Blitz for quick threat, and while having to choose between Phase Walk and Force Lift as a Sage is not totally unreasonable, it feels like I find myself stuck in combat and looking for whichever ability I don't have at that particular moment way too often.

How do others feel about the ability pruning a year later? Do you also have that one choice that still feels bad? Do you have several? Or have you adapted just fine?

16/05/2022

The Big Decision

Almost from the moment combat styles were announced as Legacy of the Sith's big new feature, I was pretty sure that they weren't for me. I tried to think of some ways that I could potentially make use of this new option, but it was honestly a bit of a struggle to come up with use cases for myself. I didn't think that it was a bad idea by any means; I just wasn't really the target audience. I like to lock my characters into specific play styles, and if I want to play in a different way, I just change characters.

So the expansion came out, people around me changed combat styles left and right, and I did nothing. All of my characters stuck to their single combat style and that was that. However, I'd be lying if I claimed that I didn't think about the process at all, especially in the context of running operations with my guild and watching my fellow raiders swap frequently between tanking and dps - or melee and ranged dps - on the fly. The closest I came to doing something similar myself was to switch to healing on my Scoundrel on some nights... but as I noted previously, the new way in which Bioware has decided to handle the weekly ops missions encourages you to not change characters for any boss as it leads to you missing out on mission credit and rewards.

So as the weeks went by, I started mulling over my options. I became increasingly convinced that I'd have to choose a second combat style eventually, at least on my main - but what to go for? In my post from last year I was considering Mercenary, and while that would have had some RP value, it wouldn't have added any practical utility. Looking at the reality of my day-to-day ops experience, I figured that I was looking at either Vanguard or Scoundrel, with each one having its pros and cons.

Vanguard:

Pros:

  • Would stay true to the trooper origin as it's the original second combat style option for troopers.
  • I would actually get some old abilities back that Commandos used to have before they were limited to Vanguard only, such as Stockstrike and Pulse Cannon!
  • Since a Vanguard's roles are tank and melee dps, it would enable my main to truly become a jack of all trades.
  • From my experiences on alts, I quite enjoy Vanguard tanking and dps at least in casual content.

Cons:

  • In terms of practical use, I don't think I've ever been in a situation where we wanted to have one less healer but one more tank, and in terms of dps we tend to have too much melee already anyway.
  • It may sound wishy-washy, but I never considered my trooper to be the sort to face-tank things. It just seems a bit out of character.

Scoundrel:

Pros:

  • Scoundrel healing is incredibly overpowered right now, to the point that having or not having one can make a big difference to how doable a fight is, and my progression team doesn't always have someone else wanting to play that role, so me being able to swap can be very useful.
  • Scoundrel is at least somewhat adjacent to the trooper archetype, since I remember Elara Dorne being pretty much a Scoundrel healer when she first joined your squad early in the game, coming with a blaster with Cunning on it (the old smuggler stat) and a very similar ability set.
  • Cut scenes always show tech users wielding a single blaster pistol anyway, so it's kinda canon that my trooper has and uses one already.
  • Having access to stealth is handy in many situations, both when soloing and in small group content.

Cons:

  • Considering how unbalanced Scoundrel healing is right now, I wouldn't be surprised to see it get nerfed soon, at which point I'd be "stuck" with just having two different healing styles, somewhat reducing the usefulness in ops.
  • Wearing medium armour just isn't as cool.

Late last night I finally made my decision and launched the mission to choose a second combat style for my Commando. I hadn't looked into what to expect from that experience at all, so I was kind of pleasantly surprised to find that there was a little "mini story" attached to the process, similar to the little conversations you used to have on the fleet back in the day to choose your advanced class.

A GSI droid being your "trainer" is a bit odd but works for all tech classes, and I liked how you could ask it for a little demonstration of each combat style which then shows you a mini cut scene of your character pulling off some moves typical of that combat style.

So the deed is done - I thought of titling this post "Going Scoundrel", but that would have given the game away from the start! I can't really see it changing the way I see my trooper though, because I still vastly prefer the Commando healing play style in groups - it'll just be nice to have the option to synergise with my fellow healers better where appropriate without switching characters every time.

09/07/2021

What Will Combat Styles Mean for Me?

As mentioned in my post about the expansion announcement, there's still a lot about the new combat styles feature that we don't know, especially relating to how changing between different styles will work and whether there'll be any sort of limitations on when and how often you can do it, but it does seem pretty clear that you'll be able to swap between the existing advanced classes with everything that entails - including both their weapons and abilities - and I see no reason to assume that e.g. older characters will be excluded from this feature (though I did see that line of thought floating around on Twitter as well).

With that said, what is this going to mean for my stable of alts?

The thought of Shintar the Commando being anything other than, well, a Commando seems kind of absurd. I mean, it's in the blog name! And I've always had a giant assault cannon on my banner! That said... no, I don't think I'll change her play style, though depending on the ease of swapping, I might experiment with using Mercenary style some time. Same basic gameplay, but two blasters. Plus I mean, all tech-using classes have canonically always had at least one blaster anyway, considering the ever-present oddity of wielders of big guns and rifles suddenly holstering their weapons in cut scenes to threaten their enemies with a small blaster instead.


Looking at my alts, I honestly can't see myself making a lot of changes to them either, because I've never been fussed about weapon choice and if I made them one specific advanced class over another, there was usually a reason for that. Still, I could imagine some use cases for swapping combat styles:

One is for Force users whose alignment doesn't match their faction. I have thought occasionally that it's a bit weird that my Sith Sorcerer is still shooting lightning all the time, considering how much of a goodie-two-shoes she is. So I could see myself changing her to Sage for the more appropriate visuals. I think on a low-level character it would feel a bit strange to use opposite-faction Force powers, because you'd think that would be very alarming to your fellow Sith or Jedi, but if you're already the Commander of your own Alliance, I reckon you don't have to worry about hiding your true nature anymore if you don't want to. The same would apply to my light-sided Juggernaut tank.

I've said before that I'm terrible at playing dark-sided characters, so there aren't many contenders for a transition the opposite way among my Republic alts. The closest is probably my somewhat ruthless Sentinel, but I'm not sure she's evil enough.

Speaking of my Sentinel though, that does bring up another interesting line of thought. I've made alts of every single advanced class over the years because I simply wanted to know what they played like, but I can't say I actually enjoyed them all. Sentinels and Marauders look cool with their two lightsabers, but the play style has never appealed to me at all. My second least favourite is probably Sniper/Gunslinger.

So the question here is: Would it be worth speccing out of the advanced classes that I don't like very much? It has sometimes struck me as a bit of a shame that I find myself avoiding playing these characters purely because I don't enjoy the way they play very much, even if their story choices would make for some interesting content to experience. But at the same time, I specifically created them because I wanted to have a Sentinel, a Sniper and so on. Is that still going to be that meaningful when we can all swap combat styles though? Something to think about at least.

And of course there is always the option of new alts. As if I need even more of those! But then, there could be synergies with other things I want to do. For example I've talked about how I like to play healers in lowbie PvP, but just how many times do I really want to start over as a consular or inquisitor? Now I could level up through the knight and warrior stories to add more alts to the stable while having a bit more variety in my story content.

Do you see yourself making use of the new combat styles feature?

25/08/2020

The Best Classes to Take into Onslaught

With the recent Steam launch having brought many new and returning players (back) to SWTOR, there's been a resurgence of curiosity about many basic aspects of the game. One question that returning players with a stable of multiple characters might have is which class they should pick up first to get the most out of the new story additions since they last played.

My post about the best classes to take into the "Knights of..." expansions is one of the most popular posts on this blog, but we've had a fair amount of new story since then, with the arc about Valkorion and his family more or less wrapped up and abandoned. I think it's fair to wonder whether the storylines that have come after are better suited for a different set of classes, or if there is one class that's just best for everything, meaning KotFE/KotET and everything that comes after. My answer to the latter is "yes, and it's the Sith inquisitor", but I'd really like to go into a bit more detail than that. So get ready for some minor content spoilers and mention of companion returns post-KotET, but I'm not giving away any major plot points or anything.

First off I think that on the whole, the post-KotET content has been much more neutral in terms of which classes it's suitable for. Your character is now the commander of the Eternal Alliance (whatever you may think of how they ended up there) and they are back to dealing with the two big factions, which is easily justifiable in my opinion, whether you originally started out as a Sith or a Republic trooper.

When Bioware first eased their way back into this style of writing they seemed to struggle a bit, and the Iokath storyline that followed KotET was pretty bland and awkward as a result. This was followed by what has been dubbed the "traitor arc" since then, which again started poorly but got better as it went along. It's also probably the single most class-neutral storyline we've had since KotET, simply because it focuses very much on your personal relationship with the traitor, which depends more on how you feel about that particular character than your class choice. That said, the last flashpoint in the series, The Nathema Conspiracy, features a nice callback to your class story with a lot of different permutations based on your choices there.

From there it's off to Jedi Under Siege, which takes place on the planet Ossus, and where the current ongoing storyline kicks off. While this is still fairly class-neutral content as a whole, Bioware started to include a lot more references to the original class stories from this point onwards, which is what I will use to justify most of my rankings. Also noteworthy is that from Iokath onwards you're given the option to start sabotaging your old faction, which is something that might be greatly suited for characters that were played as never having been that attached to their original faction to begin with.

With all that out of the way, I would recommend prioritising the classes as follows if you're uncertain:

1. Sith Inquisitor

The Sith inquisitor is in the lucky position that they were a great fit for KotET/KotFE but the new content fits them like a glove as well. They basically enjoy ruling their own little faction, and whether you decide to go back and help the old Sith Empire or would rather scheme against them because it's the Sithy thing to do, opportunities for intrigue abound.

Jedi Under Siege starts with a call from your old friend Moff Pyron (who remembers you of course), and if you sided with Khem Val over Darth Zash at the end of his companion arc in the base game, you'll get to reunite with Khem on Ossus. Even better, you get to romance him too if you're into that kind of thing!

In Onslaught you're also given the opportunity to reclaim your old seat on the Dark Council if you wish (and in an appropriately Sithy manner as well).

Oh, and Andronikos and Ashara also come back in post-KotET Alliance alerts but that's really just the icing on the cake.

2. Jedi Knight

The Jedi Knight is another character that gets along well with the KotFE/KotET storyline and manages to continue into the new content quite seamlessly. You'll get recognised both as an important Jedi and a military commander, and no fewer than three of the original knight companions make their return as part of the storyline from Ossus onwards: Doc, Kira and Scourge. The latter two haven't had that much to do yet (that'll be in the content drop we're anticipating towards the end of the year), but all three are fully integrated into the storyline and reuniting with them is quite interesting. Kira can now also be romanced by female knights and Scourge is open to either gender. I haven't been able to find confirmation whether Doc swings both ways as well now...

3. Imperial Agent

The reason I rank the Imperial agent highly is mostly because of the saboteur option. You don't have to take it if you don't want to, but of all classes the agent was the one for whom it could (potentially) make the most sense to want to betray the Empire by the end of their class story. This was the sort of story thread that I think most of us didn't expect to ever get picked up again once Bioware said that there weren't going to be any more class stories, but the saboteur option has effectively revived it and even made it more "mainstream" so to speak.

Vector returns in a post-KotET Alliance alert, which is nice enough if you like him or even romanced him, and agents also get an exclusive little chat with him after the Task at Hand interlude that serves to remind you that he's still there and involved in the agent's life and decisions.

4. Jedi Consular

Similar to the knight, the consular is recognised for previous achievements on Ossus, and there are opportunities to both fight and be diplomatic.

In terms of companion returns, the consular was a bit of a black sheep during the KotFE/KotET era as no consular companions were involved in the main storyline and Qyzen was the only one that could be re-acquired via an Alliance alert. Post-KotET however, Lieutenant Iresso returns in an alert, you reunite with Nadia as part of the Ossus storyline, and Tharan comes back during Onslaught. Good times!

5. Sith Warrior

I ranked the Sith warrior as fairly high in terms of its suitability for KotFE/KotET, but to be honest I never pictured the warrior as someone who wants to sit on a throne and rule - better to leave that to someone with an interest in politics while they go out and smash faces. Ossus and Onslaught offer some nice opportunities here as you get back onto the front lines of the war and get the option to leave all that pesky planning to other people if that's more up your alley.

Quinn returns on Iokath and you get the option to finally get closure in regards to "that thing" he did during your class story. Jaesa returns in an Alliance alert after Ossus too, both her light and dark side versions. The former can now also be romanced, and the latter can also be killed if, like me, you always found her pretty annoying.

6. Bounty Hunter

You finally get Mako back in post-KotET Alliance alert, but it's a bit lacklustre to be honest. There is an interesting moment in Onslaught where bounty hunters get a slightly different reaction from an NPC than other classes, but other than that it doesn't offer anything particularly exciting for the class. The main reason I still rank it above trooper and smuggler is that bounty hunter is another class for whom the option of wanting to change sides in the war makes more sense than for most others.

7. Smuggler

Corso, Risha and Akaavi come back in two post-KotET Alliance alerts but they are short and not that great in my opinion. And while part of Onslaught takes place on a planetoid where a smuggler could feel right at home, nothing much is made of how this might make for a different experience for this class.

8. Trooper

Elara Dorne makes her comeback during Iokath but it's not very exciting. In the aftermath of Onslaught you get another little scene with her though (like the agent does with Vector), which is nice. Other than that there isn't anything going on that feels particularly tailored towards troopers.

Looking back at the final ranking, I'm kind of surprised by how similar it is to my KotFE/KotET ranking, with knight and inquisitor coming out on top once again, and smuggler trailing behind yet again. That said, I think it's important to repeat that overall, the newer content doesn't feel nearly as badly suited for some classes as KotFE/KotET did, and that there's much less of a difference between how much you'll enjoy playing through it as an inquisitor vs. a smuggler.

Got a different take on how different classes experience the current expansion and the content leading up to it? Feel free to leave it in the comments!

29/06/2020

That Other Patch Notes Post

I said in my last post that there were random parts of the patch notes for 6.1.2 that I wanted to comment on before the issues with the welcome window distracted me... I decided that I'm still going to make that post, and this is it. Note that I'm not reproducing the patch notes in full - if you're looking for the full notes, you can find them posted here on Vulkk or here on MMO Bits.

Nar Shaddaa Nightlife - The Nightlife event returns with new Missions and rewards! Get your credits ready for July 14th - August 11th.

At last, maybe I'll finally get to spend those casino chips that I forgot to use last year! Then again, it's only a month - requiring me to remember to spend my chips within such a short time frame is asking quite a lot, you know...

The following set bonus has been added to the game at level 75, available for all Guardians:
Fulminating Defense

(2) +2% Endurance
(4) Challenging Call gets two charges.
(6) Enure increases Elemental and Internal damage reduction by 75% for 3 seconds.
Source: The Nature of Progress Operation on Master Mode difficulty, and a small chance from Unidentified items on the Spoils of War vendors.

That four-piece set bonus looks mighty sweet for flashpoint tanking... but of course the main source of this is Dxun master mode, which I'm unlikely to ever clear. I do wish there was more of a connection between where you get certain sets and what they're good for - then again, having no clue what the encounters look like in Dxun master mode, maybe having two stacks of your AoE taunt is really vital in there.

The following set bonus has been added to the game at level 75, available for all Sages:
Undying Protector
(2) +2% Mastery
(4) Activating Force Barrier heals all allies around you.
(6) Activating Force Barrier puts a barrier on nearby allies, absorbing damage for up to 8 seconds and granting them an additional 25% elemental damage reduction while active.
Source: The Nature of Progress Operation on Master Mode difficulty, and a small chance from Unidentified items on the Spoils of War vendors.


This is a very odd-sounding set bonus to me, in that I could imagine it being quite useful in a small number of specific fights where you can already use Force Barrier in a calculated manner instead of as an emergency cooldown (such as Dread Guards in TFB). Or it could be useful in PvP as well, where you use Force Barrier more than anywhere else after all. I wonder how useful that set bonus will be in master mode Dxun...

The following set bonus has been added to the game at level 75, available for all Shadows:
Ballast Point
(2) +2% Endurance
(4) Deflection grants Ballistic immunity for 6 seconds, giving you immunity to movement impairing effects, knockdowns, and physics.
(6) Increases Elemental, Internal, Kinetic and Energy damage reduction by 3%.
Source: The Nature of Progress Operation on Master Mode difficulty, and a small chance from Unidentified items on the Spoils of War vendors.


Did Shadows really need another way of making themselves immune to things? (Insert PvP-inspired sigh here.) Again, this sounds more like something that would be useful in PvP more than anywhere else.

The following set bonus has been added to the game at level 75, available for all Gunslingers:
Ballistic Concentration
(2) +2% Mastery
(4) When you deploy Scrambling Field, each group member within it grants a stack of Ballistic Concentration, increasing your energy regeneration rate by 1 for 20 seconds. Max 8 stacks.
(6) Each stack of Ballistic Concentration also increases the damage you deal by 5%.
Source: The Nature of Progress Operation on Master Mode difficulty, and a small chance from Unidentified items on the Spoils of War vendors.


This set continues a trend Bioware started in 6.0 of giving defensive cooldowns a damage-increasing effect. Personally I find these a bit annoying because they kind of encourage you to make these defensives part of your dps rotation instead of saving them for when you might actually need them to survive, but this particular example is one case I don't mind too much if it actually encourages Gunslingers to use their domes more often. (In my experience they rarely do unless you actively yell at them to do it.) Then again, once again this would only apply to Gunslingers doing Dxun master mode anyway (so nobody that I play with on a regular basis).

The following set bonus has been added to the game at level 75, available for all Commandos:
Rapid Response
(2) +2% Mastery
(4) Activating a healing ability has a 15% chance to cause your next Medical Probe to be critical.
(6) Healing an ally with Medical Probe applies a buff to them for 10 seconds. Each enemy defeated by this ally increases your healing by a 2%, stacking up to 5 times.
Source: The Nature of Progress Operation on Master Mode difficulty, and a small chance from Unidentified items on the Spoils of War vendors.


I don't know how good this is numbers-wise, I just know that there's already another set called Rapid Response (and it's still there, unchanged - I checked), which is unnecessarily confusing if you ask me.

The Rocket Fuel Vapors tactical item has been redesigned:
Kolto Pods heal for an additional 5% and last a second longer, gaining an extra tick of healing.
The HP-5 Dart Device tactical item has been redesigned and renamed to SC-4 Treatment Scanner:
Successive Treatment heals for an additional 5% and generates Supercharge stacks while channeled, up to 4 stacks for a completed channel.


The Running Rapid Restoration tactical item has been redesigned and renamed to Running Restoration:
Increases the healing output of Advanced Medical Probe by 15% and allows it to be activated while moving.


This just highlights again that I'm not a fan of Bioware redesigning what Tacticals and set bonuses do after the fact. I freaking loved the old Rocket Fuel Vapors and it significantly changed my rotation... now that they changed it I feel I need to re-learn how to best do AoE healing all over again. Plus the new functionality just sounds incredibly boring and lacklustre, even if I'm not yet sure how it works out numbers-wise.

Running Rapid Restoration was my Tactical of choice in more single target focused fights, but they changed it so that the "cast while moving" now only works on a different ability with a cooldown. Also a nerf if you ask me.

Finally, the HP-5 Dart Device was complete rubbish and people basically binned it all the time if they got it, but now it sounds like it might actually be somewhat decent? Made me glad that I had left one lying around in my legacy bank, but at the same time "make sure to save one of every Tactical and set bonus item just in case Bioware ever decides to make it good" frankly doesn't sound like the greatest system to me (and very casual-unfriendly).

The Unidentified Boxes from the Spoils of War Vendor now grant the correct Set Bonuses based on the player’s Class.

I had a guildie report that he got things like gear for knights when shopping there on his trooper... while funny, it wasn't very productive.

Corrected an issue where the entire Rapid Response Set was available from the Unidentified Helmet Box.

So they do know that there's already another Rapid Response set! Come on, Bioware!

If a character is at the weekly or global cap for a reputation, reputation items will no longer be auto-consumed. Instead, they will be granted as normal items that can be used later or vendored.

Yes! I was not a fan of the tokens just not being granted if you're already at the reputation cap, so I'm pleased to see this.

The Plasma Emitters in the Iokath Daily Mission “Systems Go” have been fixed. They will now appear in an inactive state, allowing players to complete the Mission.

I only ran into this bug fairly recently - I thought I was just having bad luck with someone else already having used all the emitters and them being super slow to respawn. Glad they fixed that.

Players who choose to flirt with Elara Dorne in the “Squared Away” Mission no longer find themselves on top of a table in the cantina when the scene ends.

I have no idea what this is about but it sounds hilarious. Must have been quite a racy flirt to end with you waking up on top of a cantina table afterwards!

Corrected an issue where the Conquest timer showed too many digits in the seconds section.

Haven't seen that in a while, but when I did it was rather funny to see that a Conquest event had exactly 12.93882374842792932692736 seconds left to go.

The “Makeb: Defeat Enemies 2” Conquest Objective now properly appears in the Objectives list after players complete the “Makeb: Defeat Enemies 1” Conquest Objective.

Oh! I was wondering why there was only one for Makeb!

Increased the requirement of planetary Mission Complete Conquest Objectives to require 2 Mission completions (up from 1).

That... seems fair. It should cause my class missions to advance a little faster too.

Conquest Objective point Decreases:
Credits for Junk – Daily Repeatable, decrease from 2000 to 1750
Amp Reroll – Daily Repeatable, decrease from 2000 to 1750
Take a Taxi – Daily Repeatable, decrease from 2000 to 1750
Harvesting Pinnacle – Weekly Repeatable, decrease from 9750 to 5800
Utility Point – Daily Repeatable, decrease 2000 to 1750

Again, that seems quite fair. I don't mind having these objectives, but they probably shouldn't be quite so lucrative compared to others that require actual gameplay.

New Conquest Objectives:
Play PvP 2 – Daily Repeatable, 2000 points
Play PvP 3 – Daily Repeatable, 3000 points
Win Arenas 2 – Daily Repeatable, 3000 points
Win Arenas 3 – Daily Repeatable, 4000 points

More objectives for PvP = win.

Reduced the amount of lower rating items players can receive from Ranked and Unranked Warzone Lockboxes while at an overall item rating of 306.

Finally! That only took them... what, eight months? I hope nobody's tried to actually gear up via PvP in that time, because it basically didn't work.

Players are able to modify their Utility Point selections and swap out pieces of equipment (which includes Tactical items) while waiting in the queue for a Warzone or Arena.

Yes! Another good change, as the fact that this was locked the moment you entered the queue used to drive many of my guildies who change their utilities a lot to distraction whenever we did PvP as a group.

All in all, lots of good/interesting stuff in there. There's already another patch queued up for tomorrow, but that one's only small and simply meant to fix a few bugs. More importantly, we'll see the start of the new swoop racing event! I'm sure I'll have things to say about that.

05/05/2020

Apex Predator At Last

When I was reviewing Onslaught's new gearing system one month into the expansion, I mentioned some frustration with being unable to acquire the Apex Predator set on my Commando. I eventually settled for a different vendor-bought set instead, which may be equally as good anyway (there seems to be some disagreement about this), but nonetheless the Apex Predator set remained somewhat of a holy grail for me. I just hated that I wanted it and couldn't have it!

Over the course of the last four months I slowly managed to acquire another four pieces of it - I'm not 100% certain I remember correctly, but I believe the legs dropped from Soa in an Eternity Vault run, and three other pieces eventually showed up on Kai Zykken, enabling me to purchase them for tech fragments. However, that still left me one piece short of the coveted six-piece set bonus.

I actually saw the gloves drop off the first boss in Eternity Vault once, but we have a guild rule that you should only roll need on things for the class you're actually using during the run (unless nobody else wants them of course), and I was playing an alt at the time, so I watched them go to a friend instead. I didn't begrudge them their luck, but inwardly I did sigh a little.

Last night we were doing Eternity Vault hardmode for social night once again, and after some um-ing and ahh-ing about which character to bring and for what reason, I settled on my dps Commando. That way I could cap another character for Conquest and play something slightly different but would still be eligible to roll on any Apex Predator gear on the off chance that one of the two pieces I didn't own yet actually dropped.

We did make it through the whole operation without any useful trooper drops that I can remember and I was already thinking that I was out of luck once again when one of the loot roll prompts from Soa revealed a set of Apex Predator gloves. It's funny to think that there was once a time when I was so shy about accepting loot that I physically ran away from my computer just so I wouldn't have to roll on it, because this time around I hit that need button so fast you wouldn't even have had time to blink.

Two other people rolled on it, and the winner turned out to be someone who had been naughty and rolled even though he wasn't on a Commando. One of the other officers told him off and reminded him of the loot rules. "Give it to Gort then," declared the ops leader, and I frantically scrolled up to look at the results of the loot roll in detail. Gort had been the third person to roll on it (and was on his Commando) but his roll had been the lowest! Why was the ops leader ignoring me?!

So of course I piped up on voice chat with: "OR you could give it to me, who actually had the second highest roll" - and instantly felt bad because listening to my own voice I couldn't help but think that I sounded like a greedy jerk. It's not like I would have begrudged Gort the loot, but I did have the second highest roll and didn't want to be ignored! I guess nobody ever said that being assertive always has to feel good.

Anyway, the happy ending of the story is that I was traded the gloves, and everybody was happy for me despite of my doubts (at least everyone who said anything, hah). In fact, Gort (who was a good sport about the whole thing) and the oblivious ops leader invited me to a random master mode run so I could take my new set for a spin, and we got Battle of Rishi, where we one-shot Commander Mokan once again because of course we did.

I guess in the old days I would have included a proud screenshot of me wearing the new set, but to be honest I don't think it looks that good on a trooper, and more importantly the one "spare" piece I don't own is the chest piece, and what I'm using in that slot instead makes the whole ensemble look kind of silly. But I've got it now and I don't even care if it really is the best in slot for Commando healers anymore or not; it just feels bloody satisfying to own and wear after chasing after it for more than six months.

EDIT: Ah what the hell, I found a chest piece in my bank that kinda works with it, especially if you unify colours. Flexing time!

20/06/2019

Once Upon a DvL Event

Can you believe that it's been three years since Bioware announced SWTOR's big Dark vs. Light event? Two days ago Dr. SWTOR polled people on Twitter about what they ended up doing with all the characters they had to create for this event, and the poll results seem to indicate that most players either abandoned or outright deleted them. However, I wasn't the only one who chimed up about missing an option to state that I simply treat them as normal alts now.

This made me think that it would be fun to look back in more detail on what happened to my DvL alts. As a reminder, I took two of the eight through their class story at the time, with the other six levelling purely through flashpoints, PvP and GSF, only doing their class story up to the end of Coruscant/Dromund Kaas in order to get their ship and acquire mobility. As a general rule, the ones on Republic side have received more attention since, simply because I spend much more time playing there, but even there not all alts are equally loved.

My DvL "main" back in the day, Shilu the Scoundrel, on whom I did all the story content achievements such as completing Shadow of Revan and KotFE, as well as all the major group content objectives such as hardmode flashpoints and world bosses, has actually ended up becoming one of only five alts that are all caught up on current content and ready to jump into Onslaught when the time comes.

It's funny because I already had two smugglers that I was quite attached to when I created her, but the fact that I knuckled down and got her through KotFE for the DvL achievement (something I consider a bit of a chore at this point) gave her an edge over the other smugglers from then on in terms of being used for story progression, because I didn't have it in me at the time to go through the whole thing on a second smuggler.


That said, even though she's been my "smuggler story main" for several years now, it's interesting that I still struggle to think of her as my primary smuggler. Checking my /played time, both my old Gunslinger and my first Scoundrel (neither of whom have started KotFE) still have considerably more play time. I do think that the slower levelling process pre-4.0 allowed me to get more attached to characters than the current way of flying through the levels.

Also on Republic side, we have Starberry the Guardian, who was the second to last character I created for the event, but who quickly became a bit of a favourite of mine. I just think that she looks really cute, and playing Guardian tank is super fun. Unfortunately I don't get to tank very often, and even when I do, my Vanguard is still better geared and I'm more comfortable playing her, which forever leads to poor Starberry being sidelined. Though hey, at least I progressed her class story up to Tatooine/Alderaan by now. (Only took me three years...)


The other two Republic characters, Zeresa the Commando and Shin-dow the Shadow, aren't quite as well off. Zeresa still hasn't progressed past Coruscant, while Shin-dow is halfway through both Taris and Nar Shaddaa. Mostly they come out on the rare occasion when a guild run is short on dps for some easy piece of group content, or when I fancy a bit of PvP as a damage dealer.

For the latter I actually prefer playing Commando, as it's quite fun! It's weird to look back at my post about Zeresa's creation and see me complaining about Commando survivability, but that was before the big buff they received in 5.0. As it stands, she's the only dps character I have that makes me feel like I can actually make a dent in an enemy's health in PvP. Shadow is fun for the stealth aspect but I don't like Balance Serenity spec much while not really wanting to respec her either.

A good way to highlight the differences in engagement between Republic and Empire side is (Command) level. All four of the above are level 70 and have been Command rank 300 for a while (if with the help of CXP packs earned by other characters, but it's still telling that I prioritised them as recipients), but on Imperial side none of my four old DvL characters have maxed out their GC ranks, and Cheriza the Juggernaut isn't even level 70 yet.

My favourite over there is undoubtedly my Sniper Corfette, because even though I don't like Sniper gameplay, I loved secretly siding with the Republic at the end of her class story, and ever since this whole loyalist/saboteur thing came into focus on Ossus I've been meaning to make some progress with her as she'd be the perfect candidate to become an Imperial saboteur. I haven't actually got her any further than Rishi yet though.

I'm also quite fond of Shinister the Assassin. Deception is the more fun dps spec for Shadow/Assassin in my opinion, so doing some PvP on her is better for that particular fun fix than using Shin-dow. Only the other day I decided to finally play through her class story on Balmorra and I'd forgotten just how fun some of the inquisitor's lines are... "How do you know I'm not a Colicoid?" Now that I think about it, it's been a long time since I last played through the inquisitor story, so maybe I should give her some more love on that front.


Shi-rah the Merc and Cheriza the Jugg are honestly the least loved of the lot. Shi-rah only hit level 70 last week when I took her to Dantooine on a whim, and Cheriza hasn't had anything to do since 2016 other than a handful of PvP matches and that one time I took her along to a casual guild operation on Imp side. Still, I don't see that as a sign of not caring - after all there are only so many hours in the day, even fewer of them are free time, and I have so many alts to play!

The point is that I do not value these alts any less for having been created during the DvL event. That said, I think that the ease and speed of levelling since 4.0 has generally made it harder for me to get attached to any alts created since then. You just don't spend enough time getting a feel for what you'd like their characters to be or how to play them, and there are fewer opportunities for memorable moments to occur that would make you feel more invested in them.