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  • Quest Oriented Avatar Guide
    By: Gresk Drimlaw, Posted at: Fri, Feb 6th 9:31 PM 2004
    Rated 2.60 by 5 people

    A guide to building a quest orientated Avatar.

    There are many guides out there which define the best path to a single profession, and in the case of the more specialised professions a rough guide as to how to achieve the pre-requisites is usually provided too. The aim of this guide is to assist a NEW player in establishing their place in the SWG itself and not be left on the side lines wanting for money or friends.

    As we all know, yet some seem to forget! Entering the SWG can be a daunting prospect. With little idea of how the game works and little idea of how the players will react on your server is the first thing that needs to be over come in order to get you underway in a smooth and effortless manner*.

    *I say effortless but no matter how many characters you have there is always some hard work needed.

    CHARACTER CREATION SCREEN

    There is obviously a mixed opinion on this as all players play differently but again this is just my guide so this is my latest build that I find very amicable to both the casual/hardcore/HoloGrinding player.

    I would suggest using a Trandoshan, Human, Wookie or Bothan for your character and then choose either Marksman or Brawler as your profession, the reasoning behind this is that you need to have a character that is suitable for a front man combatant. Combat plays a bigger part in SWG than people would have you believe. Although the Devs are striving to make holocrons more accessible to the non-combat orientated player I still think it will be a while before they manage to incorporate a non-exploitable method into the game. Best of luck to them though.

    INTO THE GALAXY

    First off I cannot stress enough how much you need to read the manual with regards the huge amount of HUD screens that are available to you and your avatar. The faster you can navigate through these and look for the required information is one of the keys to survival within SWG. Spend some time, maybe the first hour or so browsing through these and writing down anything that you don��t understand. Once you have compiled your list, use Ctrl+H to enter the Holocron and search for your answers there. The Holocron is not widely used yet is an invaluable source of information�K�K�KYou should use it!

    OK, it��s now 1 hour later and you know all the screens that you are going to be using for the rest of your time in SWG. Next thing to do is workout where in the Galaxy you want to base yourself from. I��d suggest Tatooine, Anchorhead or Corellia, Coronet to base myself as both offer free teachings and plenty of hunts to start you off.

    Next on the agenda should be a 1 hour monitor of the general chat that is happening around you? You need to determine whether the players in your area are Roleplayers or just general chatters. Why��s this I hear you ask? Well people are a tad more charitable when you talk to them in the manner that they are using. Going up to an RP��er and saying ��Hiya bud, im new to this game can you give me cash or a weapon?�� isnt going to get you far. Politeness in a situation is also paramount to a sucessful start, don��t get upset if people don��t give things up or even get a little nasty towards you.

    Some examples of what I have attained in this manner are listed below

    Sliced FGW5 with a 65-220 hit at a 1.2 (Yes 1.2 seconds) rate of fire. (Free)
    A Graul pet fully grown and not trained so I could get the XP for myself (Free)
    A tip of 70,000 credits for healing a Tera��s Kasi Artist as he used specials that depleted his HAM
    A tip of 30,00 credits just for diverting from my path to sit in a Ranger camp for 5 minutes
    A SpeederBike at 95% durablity (For 8000 credits)

    OK, so you��ve met a few people and probably had a few laughs and you��ve only been in the Galaxy about 2 hours. It��s time to start thinking about what professions will be the most beneficial for you to progress in your ultimately final preferred profession.

    Search for the following trainers and take the professions listed below, I have given my reasons for these choices next to each profession.

    (If you chose Novice Brawler as your FIRST choice then dump it now, I wouldn��t advise being a brawler until you build up enough skills to fall back onto in time of need.)

    Novice Marksman: This is your main combat element, when fighting in groups even if you are not the strongest of the combatants to start with, over time you will gain valuable Rifle/Pistol/Carbine skills that will aid in larger battles.

    Novice Medic: This is the lifeline that all players should have, even the lowest of medic skills are beneficial to a player as you are not always guarenteed to be in a group with a medic, and even harder to find is a good precise medic that can get around a group to heal everyone.

    Novice Scout: This makes life sooooooo much easier once you gain the mask scent ability, plus you get the added bonus of being able to run faster up hills and over rough terrain. (Point to note: You will need to get a Generic Crafting Tool from someone/somewhere once you take this.)

    That��s your professions sorted at basic level and it��s time to rock ��

    ��Stand on the shoulders of giants whilst you walk amidst the wee folk�� is my motto to start with and should stand you in good stead so long as you don��t take them for granted. This leads to the next aim in this guide�K�K�K�K�Kmaking friends.

    MAKING FRIENDS

    There is a worry out in the Galaxy that people have which generally equates to them refraining from joining a PA or Guild until they are a strong character. Phooey What a waste of the resources that your friends will provide you with. Join a PA, immediately socialise and find a PA that is appropriate to your style of play.

    Then stay in a group of at least 3 people or 2 people + 1 pet, this will increase your mortality 300 fold.

    Don��t be afraid to die!! There are so many people in SWG that have an unhealthy aversion to death and recloning. Don��t worry about it whilst you are weak, you are not going be keeping the same clothes/armour or weapons for long so who cares if they degrade or even break.

    You should now be looking at doing the most expensive jobs that your team can handle, ie hunting packs of animals or NPC��s. One thing to bear in mind is that if your after XP it��s best to take the Animal missions but if your just after fast cash take the NPC missions as there a less things to kill.

    Once you have built up your stats to levels that you are comfortable with then it��s time for you to choose your desired elite profession and go for it.

    TAKING THE NEXT STEP

    There are so many elite professions within the SWG world that are beneficial in their own right but as this is my idea of a good all-round self sufficient character then you can just take this as a base idea and use the flexibility of the Star Wars Galaxy to mould your avatar to suit your requirements.

    I decided that I would primarily devote my avatar to a combat orientated individual, this then led me to the question�K�K�K�K.What is required when tackling combat situations?

    Ranged Attacks : The sooner you can start hitting an enemy the better so ranged attacks are vital to your survival in SWG. I decided after careful thought though that the only time that you can successfully attack an enemy without sustaining damage is whilst it is either searching for you or running directly to your location. So on average your actually only in need of ranged attacking for about the first 20-40 seconds of encountering a mob/npc.

    There seemed no real point in Mastering one of the ranged professions such as Pistoleer or Carbineer so I opted for just maxing the skill tree within Marksman to suit my needs. As pistols have the fastest rate of fire within SWG I chose to only take 0/4/0/0 in the Marksman profession. This gave me the bonus of DOT attacks (Damage Over Time) Such as the HealthShot and also gave me a decent amount of weapons to choose from, including the FGW5 pistol.

    Up Close And Personal : So after 40 seconds max of not sustaining any damage I noticed that most NPC��s and almost 99% of creatures would get up close and personal for some good old fashioned Melee attacking. What better way to fight fire than with fire? I chose to have my main combat damage dealer as melee and for this I chose the route of Tera��s Kasi Artist as after careful scrutiny of the profession bonuses this seemed to offer the greatest overall damage per minute with the least amount of HAM cost. I chose to fill my paths in the following manner�K�K�KTKA 2/4/4/0 thus giving me the most powerful of the TKA attack paths and sacrificing the accuracy and precision targeting areas, with Knockdown 2 and Dizzy Attack no-ones going to need a precision hit to kill, not even the Force Sensitive NPC��s.

    You��ll never walk alone! : Why take on a Force Sensitive NPC alone when you can get some handy help from your local friendly Kimogila/Rancor? Having a tank at hand when in close melee combat is a blessing that we all need so what better way to tank than with a Kimogila? This is why I chose to Master Creature Handler. Need I say more?

    As I stated at the beginning I also said that one of the best Basic Professions to choose was Medic and on this I decided to put my stat points into this order�K�K�K�K.4/4/0/0 thus giving me reasonable and fast medic abilities to heal both myself and my friends/pets.

    Can a combateer ever be as rich as a good crafter?

    Well the answer is yes! Plain and simple business knowledge provides my avatar with a comfortable amount of credits throughout my time in SWG.
    Making money in SWG is a hard thing to do unless you take the right approach, as I said at the start making friends is a good way to go, friends are a blessing so go get some NOW!!!!!!! Lol ��

    The other way is buy low, sell high. When you find a store that is selling swoop bikes for 15,000 credits then buy their entire stock then sell them at the starports or creature caves for 20,000. People cannot be bothered to run all the way to their favourite vendor to get a good deal they will part with their money to get a quick deal there and then. Don��t set your profit to over 25% or you may never sell the items in question.

    Et Viola ! You have yourself one nifty little self-sufficient character that will be a benefit to any team and just fine and dandy on solo missions.

    Feel free to criticise, change, discuss any of the things that I have put in this guide but bear in mind this was my idea and so it��s a personal preference and may not conform to what you feel is the perfect all-rounder.

    ��Stand on the shoulders of giants whilst you walk amidst the wee folk��
    Gresk Drimlaw (Starsider)
    Master Squad Leader (Once upon a time)
    Master Creature Handler (In the near future)
    Bloody good chap! ��

    SWG: General: Quest Oriented Avatar Guide, by Gresk Drimlaw
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    3 threads, 1 page(s) long 
       Thanks :) Reply...
      Posted @ Mon, Feb 9th 7:11 PM 2004
      By: GreskDrimlaw
      5 posts
      Score: Decent [3.00]

      Thanks for the replies, I have had this build in progress for the past month or two and would safely say that even when I was at Pistoleer 2/3/4/2 I really wasnt all that effective as a combateer, plus I was using a pre-nerf FGW5 that had the 61-220 with the speed of 1.2 seconds. After monitoring other players who chose to focus on melee classes it became apparent that they could dish out a subsantial amount of damage in a very very short space of time. I am tempted at looking into going up the marksman tree with the rifle instead of the pistol, this way I can take out the mind as much as possible. Because I did not take the 4th tree in TKA I cannot specify the particular HAM pool so I generally tend to destry all of the pools at the same rate. As we all know the mind pool of most mobs is lower than the rest so this may be a good weak point that I can focus on for quicker kills. I have also noticed that the order in which a mob is attacked is a definitive way of either drawing in or keeping a mob at distance. If I use a special move on a mob then it's anger is focussed at me, then a re-tell to a pet to use, say a special attack will then draw the creatures attack again. This way keeping a mob from hitting you is quite an easy task.

      Thanks once again for the comments though and I hope that everyone can gain one thing at least from the guide and hopefully bring up opinions like the ones you have posted as to variants on an all-rounder build.

      Stand on the shoulders of giants whilst you walk amongst the wee folk.

      Gresk

       
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      Carbuncle Server
      BST 9 (And growing) MNK 30 WHT 8 BLK 17
      WAR 16 THF 8
      TheMuppetGang/TheBeastieBoys
      0 Replies
       Personal points Reply...
      Posted @ Sun, Feb 8th 11:47 PM 2004
      By: TOGJanus
      2 posts
      Score: Decent [3.00]

      Pretty good guide, Gresk.

      But if you're going Master Creature Handler - then would it really matter what combat class you pick up?

      You'll have the creature to keep them at range, and if you like fighting with blasters, carbines and rifles, then why not go up Pistoleer, Carbineer or Rifleman?

      Providing that we're staying with your suggestion of Pistol IV from the Marksman tree, if you go with one of the ranged Elite professions, it actually gives you a few more points to put into Medic - for more effective as well as faster heals.

      All in all, still a good guide, and for the new player it'll give a good selection of what SWG has to offer.  They can always experiment a bit more once they're comfortable with the game.

       
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      [url=http://eq2players.station.sony.com/en/pplayer.vm?characterId=137830102][img]http://sig.stupendous.net/tog.php/137830102/0[/img][/url]
      0 Replies
       Pretty Good Guide Reply...
      Posted @ Sun, Feb 8th 8:13 AM 2004
      By: Morhea
      4 posts
      Score: Decent [3.00]

      It's a pretty good guide for people who are new to SWG, I think that all newbies would find this informative.                                                                

       
      1 Reply
         RE: Pretty Good Guide Reply...
        Posted @ Sun, Jun 20th 11:26 AM 2004
        By: TripleXXX
        1 posts
        Score: Decent [3.00]

        LMFAO, im sorry but this is a very poor guide. one thing, "its hard to make money in swg" lmao, as if. u ever heard of a little purple planet called dantooine? if u go there and join a solo group, u can get missions for 30k, that take 2 mins to do, i made over 1.5 mil the other day doing missions so lmao to that. and u got up tkm and didnt even go for master, LMFAO. if u actually use your common sense and read the stat bonuses from the precision striking tree which in my view is the 2nd most important tree in tk, you get melee defence from that tree which is essential for tk's. and master, u get loads more speed and unarmed 3 and +70 unarmed damage, let alone the centre of being bonuses. u must hit for what, 1200 damage at most with a vibro knuckler on? tkms hit for over 2200 with a vk on. not a bad guide, except its pish. a guide for a noob written by a noob, how ironic. a guide to all new players in the game, get up marksman and master it, get up scout 4040 and then decide what u wanna do, if u wanna do crafting which is very boring then go for it. altho if u wanna actually have fun and not sit in your house for weeks on end crafting stuff, then go for a short range combat profession and a longe range combat profession. a very nice combo prof is master teraskasi, master rifleman, with novice fencer 4000 (lvl 4 grips tree for the melee defence) that leaves enough points for either novice scout and 1 skill on it or novice medic and 1 skill for it. you will be untouchable unbuffed, own at pvp and be able to solo almost anything in the game. making money is easy so dont get obsessed with it, do some quests and have fun.

        Edited, Sun Jun 20 11:29:30 2004

         
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