Wednesday, February 29, 2012

Darth Negalus

That's right.  I tried out the Sith Inquisitor and the Sith Warrior over on  the Lord Ieldis server.  The Inquisitor is probably the most fun class.  I love lightning powers.  The fact it's purple doesn't bother me at all.  If only I could be a lightning shooting Mace Windu.  He would whoop all y'all's *censored by Chuck Norris who currently owns copyrights on everyone's bottoms* (Curse you SOPA!).  I feel that the Inquisitor is already more powerful than the Consular at level one.  You should have seen what the preview model for the Sith race looked like when I was looking at which race to pick for my Inquisitor.  The male looked like he had a fish for a head.

Also, I invite fellow Jedi to friend me on Jedi Covenant.  Remember to check the lfg social tab for MEGALUS.  I can always use some help on the battlefront.  No one ever knows what they are doing in pvp.  It's like they all eneter the warzone and alt+tab over to Youtube or something (then again, if they were surfing Youtube, then they would be able to see how you pvp).  On top of that, is it just me, or do all the good pvpers always go to the evil faction in an MMO and use a stealth class as if they think they're being so zomg leetzorz bad*censored by Chuck Norris*?

Zap On!  (Zap on, zap off!)

Sunday, February 26, 2012

Strong In The Force This One Is.

I just wanted to give a quick update.  I'm focusing on my shadow (of course) and I just played my knight a little (Jedi for the win; the Council is leetzorz).  I'm also getting an urge for the smuggler again.  The good news is I've gotten to the Taris bonus series quests which is the continuation of Taris's storyline past the point at which you should head to Nar Shadaa.  This is, as the name implies, optional, but I want to do as many quests as possible.  My affection with Qyzen (the first companion for the Consular) is getting along really well.  However, I think we are a little mis-matched in our roles.  Both Qyzen and I are battle-hardened off-off-tanks.  The extra defense is nice though and it kind of beats C2-N2's weak healing abilities and weak default attack.  I can't imagine how hectic it would be if I had gone sage and was using C2-N2 as a body shield, although I have a slight feeling (just a teeny-tiny feeling) that a tank would have an easier time trying to heal than C2-N2 would have tanking (just sayin').  It is fun, though, to gather a bunch of little Rakghoul and have them jump on Qyzen like posessed dolls (no joke; I swear one of them rotated its head 180 degrees and glared right at me).  I can't believe it takes 40,000 credits to buy the speeder skill from your trainer.  That's how much it takes to unlock your second cargo bay.  In other news, I've almost mastered the Javaal space combat mission.

Jedi On!

Tuesday, February 21, 2012

Codexter's Archives

Alright, I'm gonna do a massive codex plug with credit given to TORHead:

Commando

Trained in superior tactics and weaponry, Commandos charge onto the battlefield with massive assault cannons, overwhelming their enemies with brute firepower. Whether taking out a bunker or driving back an Imperial charge with a hail of concussive bolts, the Commando�s high-powered hardware dominates the scene, laying waste to all who fall within its range.

All Commandos learn to use powerful assault cannons, and can opt to learn the skills of a Combat Medic, using proven Republic medical training to heal and protect allies; Gunnery, utilizing a variety of assault cannon loadouts to burn, crush and incapacitate enemies; and Tactics, specializing in explosives and weapons that penetrate a target's armor.

Gunslinger

Master of the trick shot, the first to dive for cover and able to take advantage of every opportunity, the Gunslinger and his dual blasters are the perfect team. There's a right target for ending every disagreement, and the Gunslinger knows enemy vulnerabilities like the inside of his ship.

All Gunslingers learn how to fire two blasters at once, specializing in long-range combat and methods to keep enemies at a distance. Gunslingers can also opt to learn the skills of the Saboteur, using grenades and demolitions technology that cause fire damage and ignore enemy armor; the Sharpshooter, shooting from cover and focusing on precise, high-damage attacks; and Dirty Fighting, crippling and bleeding opponents using underhanded tactics.

Guardian

A wall between the Republic and its enemies, the Jedi Guardian stands firm in the face of overwhelming odds and dares opponents to attack. Perfect concentration and use of the Force allows smooth movement even in heavy armor--making the Guardian a hard target to take down. Leaders on and off the battlefield, Guardians also inspire allies to amazing feats, making them invaluable for conflicts of any size.

All Jedi Guardians learn to move in heavy armor and build extra energy to perform spectacular feats. Guardians can opt to learn Vigilance, developing attacks that power through weaker opponents with ease and concentrating on fewer strikes that hit harder; Defense, redirecting enemies' attacks against the Guardian's allies toward the Guardian's sturdy self; and Focus, specializing in advanced Force techniques to increase the potency of lightsaber attacks and perform telekinetic feats to hamper opponents.

Sage

The mysteries of the Force are endless. A Jedi Sage, devoted to uncovering its esoteric secrets, knows this better than anyone. Sages are famed for their wisdom and empathy as much as for their powerful healing and defensive skills. In troubled times, a Sage brings together the insight of the past with raw power to change the flow of galactic events.

All Jedi Sages embrace the teachings of the Force and can opt to learn the art of the Seer, healing wounded allies and protecting them from harm--restoring their life force and literally pulling them out of danger; Telekinetics, distorting reality and moving massive waves of energy that tear apart a Sage's enemies; and Balance, deploying the power of the Force to enhance lightsaber techniques and debilitate foes in combat.

Sentinel

Control and focus are the hallmarks of the Jedi Sentinel. Through years of training, Sentinels learn the art of using two lightsabers in tandem to create an intricate web of damage almost impossible to evade. By manipulating the Force, Sentinels can see holes in the enemy's defense, potential flaws in their own techniques and how best to plan for both.

All Jedi Sentinels can wield two lightsabers in combat, using speed and precision to strike enemies where they are weakest. Sentinels can opt to learn the ways of a Watchman, becoming a peerless lightsaber combatant and using the Juyo form to debilitate foes; Combat, taking advantage of the Sentinel's lighter armor and using the agile Ataru form to perform incredibly swift strikes; and Focus, specializing in advanced Force techniques to increase the potency of lightsaber attacks and perform telekinetic feats to hamper opponents.

Shadow

A Shadow serves the Jedi Order by being a silent observer and, when action is necessary, a subtle hand. Shadows go unseen, employing Force techniques that cloud enemy minds to slip into hostile territory and, when necessary, striking enemies down with deadly efficiency. Shadows embrace the synergy between lightsaber and Force combat.

All Jedi Shadows use the Force to conceal themselves and move invisibly behind enemy lines, as well as learn to use double-bladed lightsabers in either an offensive or defensive capacity. Shadows can also opt to learn Infiltration, becoming masters of stealth and ambush who forgo the head-on attack for the vulnerable flank; Kinetic Combat, utilizing a double-bladed lightsaber as either an acrobatic weapon or a bulwark of defense; and Balance, deploying the power of the Force to enhance lightsaber techniques and debilitate foes in combat.

Scoundrel

The Scoundrel doesn't have time for polite and doesn't do fair fight. In addition to a trusty blaster, the Scoundrel packs a stealth belt, a scattergun and a medpac--everything you need to get in, knock the enemy for a loop and get out alive.

All Scoundrels learn how to move stealthily--sneaking past or surprising enemies--and various close-quarters fighting techniques that do damage at short range and prevent an enemy from fleeing. Scoundrels can also opt to learn the skills of the Scrapper, using scatterguns to deal even more damage close-up; the Sawbones, applying medicine and damage prevention techniques to heal and protect allies; and Dirty Fighting, crippling and bleeding opponents using underhanded tactics.

Sniper

Focused on long-range tactics and eliminating sensitive targets, Snipers are the most elite and professional marksmen in the galaxy. After extensive training, the Sniper learns to target enemies' vulnerabilities and strike at the perfect moment to turn the tide of battle.

All Snipers learn how to use deadly sniper rifles and specialize in long-range combat, keeping their enemies at a distance. Snipers can also opt to learn the skills of Engineering, using probes and other gadgets to deal additional damage; Marksmanship, shooting from cover and focusing on precise, high-damage attacks; and Lethality, utilizing deadly toxins to poison their enemies.

Vanguard

Unstoppable and utterly fearless, Vanguards wade into battle wearing advanced heavy armor. They are the first and best line of defense in the Republic military, ignoring personal risk and stepping into the line of fire to divert danger from allies and innocents. Though their tactical role is inherently dangerous, Specialists have an uncanny survivability due to their expert defensive tactics and technology.

All Vanguards learn to use personal shield generators and can opt to acquire the skills of an Assault Specialist, relying on shield power surges and energy blade attacks to do damage at short range and prevent an enemy from fleeing; the skills of a Shield Specialist, further training in advanced armor and defenses in order to absorb damage and protect allies; and Tactics, specializing in explosives and weapons that penetrate a target's armor.

Archeology

Archaeology is the study of crystal formations and archaeological finds. Crystal formations contain crystals that an Artificer can use to construct lightsaber modifications and armor for Force users. Archaeological finds contain artifact fragments of Force-imbued technology. These valuable items contain ancient formulas and algorithms used in the crafting skills Artifice and Synthweaving. Archaeologists can send their companions on missions to gather resources.
Armormech

Armormech is the ability to work with hard metals, alloys and synthetic materials to construct armor for non-Force users. Vendor-purchased fluxes are used during the armor creation process to refine the materials to ensure suitability. Armormechs can reverse engineer their crafted armor and possibly discover new ways to improve armor creation. The gathering skill Scavenging provides crafting resources for Armormech.

Recommended Gathering Skills: Scavenging (Scavenged Metals and Compounds).
Recommended Mission Skills: Underworld Trading (Underworld Metals).

Armstech

Armstech is the ability to work with hard metals, alloys and synthetic materials to craft blasters, blaster modifications and melee weapons. Vendor-purchased fluxes are used during the weapon creation process to refine the materials to ensure suitability. Crafted blasters include blaster pistols, blaster rifles, sniper rifles, assault cannons and shotguns. Blaster modifications include blaster barrels. Melee weapons include vibroblades and electrostaves. Armstechs can reverse engineer their crafted items and possibly discover new ways to improve their creation. The gathering skill Scavenging provides crafting resources for Armstech.

Recommended Gathering Skills: Scavenging (Scavenged Metals and Compounds).
Recommended Mission Skills: Investigation (Researched Compounds).

Artifice

Artifice is the delicate skill of constructing lightsaber modifications, enhancements, generators and focii. Lightsaber modifications include color crystals and hilts that augment a Force user's combat attributes. Color crystals determine beam and bolt color for lightsabers and blasters. Enhancements are modification upgrades for weapons and armor. Artificers can reverse engineer their crafted items and possibly discover new ways to improve their creation. The gathering skill Archaeology provides crafting resources for Artifice.

Recommended Gathering Skills: Archaeology (Power Crystals, Color Crystals and Artifact Fragments).
Recommended Mission Skills: Treasure Hunting (Gemstones).

Bioanalysis

Bioanalysis is the practice of collecting genetic material from creatures and vegetation. Genetic materials include cell fibers, bacterial strains, toxic extracts and medicinal fluids. Biochemists use these materials to create medpacs to restore health, stimulants (single-use injections) that provide a boost to physical abilities, and biological implants that enhance combat prowess by stimulating neural networks and regulating brain stem functions. The crafting skill Biochem utilizes Bioanalysis resources. Bioanalysts can send their companions on missions to gather resources.

Recommended Crafting Skills: Biochem.

Biochem

Biochem is the skill involved in crafting medical supplies, performance-enhancing chemical serums and biological implants. Biochemists can create medpacs to restore health, stimulants (single-use injections) that provide a boost to physical abilities, and biological implants that enhance combat prowess by stimulating neural networks and regulating brain stem functions. Biochemists can reverse engineer their crafted implants and possibly discover new ways to improve implant creation. The gathering skill Bioanalysis provides crafting resources for Biochem.

Recommended Gathering Skills: Bioanalysis (Biochemical Samples and Compounds).
Recommended Mission Skills: Diplomacy (Medical Supplies).

Cybertech

Cybertech is the skill to assemble droid armor, earpieces, grenades, armoring, mods and miscellaneous gadgets. Armoring and mods are upgrade modifications that augment combat ability. Earpieces are external mini-computers that are worn on or near the ear. They enhance combat prowess by giving audio and visual feedback to the wearer or through direct neural feedback via an external nerve relay. Cybertechs can reverse engineer their crafted items and possibly discover new ways to improve their creation. The gathering skill Scavenging provides crafting resources for Cybertech.

Recommended Gathering Skill: Scavenging (Scavenged Metals and Compounds).
Recommended Mission Skills: Underworld Trading (Underworld Metals).

Diplomacy

Diplomacy is the art of conducting and managing negotiations. Sending your companions on diplomatic missions can influence your light side or dark side standing. In addition to light side and dark side influence, possible Diplomacy rewards include medical supplies used to construct prototype and artifact implants, medpacs, stimulants, adrenals and gifts for companions to raise their Affection rating.

Recommended Crafting Skills: Biochem.
Investigation

Investigation is the skill of researching, gathering, analyzing and decoding secret information. Sending your companions on Investigation missions can yield valuable items in the form of researched compounds used to construct prototype and artifact weapons and blaster barrels, prototype schematics for all crafts, and gifts for companions to raise their Affection rating.

Recommended Crafting Skills: All (for schematics), Armstech.
Researched Compounds are obtained from Investigation missions.

Scavenging

Scavenging is the art of salvaging useful parts and base materials such as metals, alloys and synthetic compounds from potential technological resources--junk piles, fallen droids, abandoned cargo and broken-down vehicles. The crafting skills Armormech, Armstech and Cybertech utilize Scavenging resources. Scavengers can send their companions on missions to gather resources.

Recommended Crafting Skills: Armormech, Armstech, Cybertech.

Slicing

Slicing is not a skill required for crafting. Slicing is the art of accessing secure computer systems and lockboxes to acquire valuable items, credits and rare tech schematics. Common slicing targets include electronic safes, data stations, security mainframes and biometric footlockers. These targets contain credits, rare tech schematics used to construct Cybertech gadgets, vehicles and space upgrades, and mission discovery objects that unlock challenging missions that can potentially yield great rewards. Slicers can send their companions on missions to retrieve these valuable items. Other possible mission rewards include augments that can be slotted into exceptionally crafted items.

Recommended Crafting Skills: All (for mission discoveries), Cybertech (for tech schematics).

Slicing (Gathering and Missions) rewards lockboxes of graduated quality and quantity, but does not supply any crafting materials.
Synthweaving

Synthweaving is the process of fabricating synthetic materials out of crystals, various chemicals and artifact fragments to construct armor for Force users. Vendors provide premade solutions, suspensions and composites that are used during the Synthweaving process. Synthweavers can reverse engineer their crafted armor and possibly discover new ways to improve armor creation. The gathering skill Archaeology provides crafting resources for Synthweaving.

Recommended Gathering Skills: Archaeology.
Recommended Mission Skills: Underworld Trading (Luxury Fabrics and Underworld Metals).

Treasure Hunting

Treasure Hunting is the ability to track down and recover valuable items by following a series of clues. Companions sent on Treasure Hunting missions can return with rare gemstones used to construct prototype and artifact enhancements, hilts, color crystals, focii and generators. Other possible rewards include lockboxes that can contain valuable items or credits and gifts for companions to raise their Affection rating.

Recommended Crafting Skills: Artifice.
Underworld trading

Underworld Trading entails the exchange of goods and services on the galactic black market. Sending your companions on Underworld Trading missions can yield luxury fabrics and underworld metals used to construct prototype and artifact armor, earpieces, grenades, space upgrades, and weapon and armor modifications. Other possible rewards include gifts for companions to raise their Affection rating.

Recommended Crafting Skills: Armormech, Cybertech, and Synthweaving.
Underworld Metals and Luxury Fabrics are obtained from Underworld Trading missions.

Codex On!

Monday, February 20, 2012

Full Crystal Biochemist

The chemist is in the hizzouse.  So I seem to be spending half of my time collecting crafting materials as I quest on Corruscant.  I have a couple of piles of resources in my cargo hold.  At least I shouldn't run out of the level 1 resources any time soon.  I'll be going crazy with rubat crystals once I get an artificer.

Here is another codex entry:

Satele Shan

Grand Master of the Jedi Order and leader of the Jedi Council, Satele Shan was born on the Core World of Brentaal Four and is descended from legendary Jedi Bastila Shan. Both a gifted warrior and wise teacher, Satele was personally responsible for rediscovering Tython and its hyperspace route. Ever since, she has devoted herself to the Jedi resettlement of Tython and the revitalization of the order.

Satele has played a key role in recent galactic history in other ways, as well. She fought on the front lines of several major battles--including the battles of Alderaan and Rhen Var--and was present as a Padawan during the Imperial retaking of Korriban, the first modern contact between the Sith Empire and the Republic. She is greatly respected by certain members of the Republic military, and her advice is often sought by the Supreme Chancellor. In person, Satele's strength in the Force is matched with a keen intelligence and a subtle sense of humor.

On a side note, I need a ship and a speeder and I need to get my shadow's white-haired, green hide off of Corruscant (which I believe I am about to do).

Green Goo On!

Thursday, February 16, 2012

Someone Absent This Way Comes

What is this web page?  It feels as if I've posted here before...  oh... right, I've... abandoned it for over a week... *que awkward face*  It's... it's not my fault... the SWTOR made me do it... yeah, that's right it was SWTOR.  Don't worry, I can stop playing SWTOR whenever I want.  No really I can.  I just don't want to.

I've been playing SWTOR non-stop long enough to get my shadow to 18, my smuggler to 9, my knight to 5, and just this afternoon, play a trooper to level 9.  Too bad I can't focus on just one character.  I think I need to go to Altoholics Anonymous.  I've heard their alienware labtops have built-in screens along side the keyboards and some killer progression raid runs... I mean... *force persuades* Altoholics Anonymous does not have killer phat loots or awesome little mouse droids and V.I.P. Lounge Wristbands handed to you as you walk in the door every meeting (score!!!!!).

Now let's get down to business.  I want to offer another lore segment that is totally not copied right from the codex.  (It is totally copied from the codex.)

Jedi Weapons:  The lightsaber is the iconic symbol of the Jedi.  Through the Force, it becomes an extension of the wielder; serving as both a powerful tool for defense and a devestating weapon against the dark side.  Padawans, however, typically use electroblade training swords until they have proven themselves worthy.  Only then can a padawan make a pilgrimage to the Forge on Tython to construct a lightsaber in accordance to ancient Jedi tradition.

Lightsabers come in both single- and double-bladed forms, and their blades can be a variety of colors.  Blue, green, and yellow are the most common among the Jedi, though there are example of other hues such as magenta and cyan.  The color of a given lightsaber's blade is largely determined by the crystals in the hilt that power the weapon.  Different crystals confer varying properties on the weapon, allowing each lightsaber to be customized by its creator.

Well there you have it.  Now we know that there is a cyan crystal option that I will probably want to use once I see how nice it looks.  However, for the record, I LOVE YELLOW!  Yellow, yellow, yellow, I want yellow!  *ahem*  I guess that's it for now, but I would really like some comments on my posts.  After all, my ego isn't going to inflate itself (+50 dark side).

Republic On!!

Tuesday, February 7, 2012

The Consulate is in Session

Well, after a gruelingly frustrating weekend, I finally have a consular.  I decided to use my product registration code friday afternoon.  That backfired.  An error occurred when I entered it and when I entered the code a second time, I got the message that my code was already in use.  So I waited all weekend for customer support to correct that.  They didn't.  I checked my e-mail on Monday only to find out that someone corrected it first thing yesterday morning.  Murphy's Law didn't fail me.  So there went my entire weekend of play.  Then, I found out that I couldn't play my first thirty days worth of game time until I either subscribed or redeemed a game time card.  Off to GameStop!

Finally, at 7 PM, I was home and ready to play.  I encountered the exact same graphical issues that I did in Beta.  I had video lag and my computer shut off on me twice.  The second time it shut off on me, I was fighting some flesh raiders.  Now to log back in and see where my dead consular ended up.

Well, I'm progressing very well through the tutorial.  I'm halfway!  I'm looking forward to Huttball.


Hey there good lookin'!

Thursday, February 2, 2012

Star Wars: The Old Predicament

I have been a little uncertain recently about which specialization I want my main consular to go down.  I want to be a Jedi Shadow (the Republic's asassin class), but I'm thinking about specializing as a Jedi Sage (the Republic's priest/cleric class).  The fact that they both use the energy mechanic (called force) is a little discouraging to me as I like to have mana which doesn't drain as fast.  I know that choosing your build is a pain in MMO's and that few people escape such a vile beast.  I honestly am not happy about being saddled with throwing rocks when I could be shooting lightning from my hands.  I think that both kinetic skills and force lightning should be interchangeable based upon which side of the force you choose to be on.  Give me your thoughts on swtor below or send me an e-mail at megalusdoomslayer@ymail.com.  You can also send me a tweet at @MEGALUS.  Also, check out the AQ3D project being conducted by AE.  You will have to search for it in Google since the URL hosting the details on it will be changing.  Don't forget to check out AE's games at aq.com, puttherecordon.com, dragonfable.com, mechquest.com, battleon.com, warpforce.com, epicduel.com, and herosmash.com.

Predicament On!!!! (Man, why do I keep embarrassing myself with such cheesy puns?  Then again, I could have gone with May The Force Be On You... oh, oh that is just wrong!)

P.S.  Here's a video of the shadow.
And here is a sage video.