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  • Clackdor's Starting Professions Guide to SWG
    By: Clackdor, Posted at: Fri, Jun 20th 4:38 PM 2003, Last Edited: Mon, Sep 13th 7:34 AM 2004
    Rated 4.91 by 142 people

    This guide is meant for those just starting the game and will probably have very little helpful information to those that have been in beta and have had the ability to try everything out.

    Some very important things to remember:
    - Each starting profession requires 15 skill points (you start with 250).
    - Each starting profession requires 100 credits to train from their respective trainer.
    - You can train in multiple starting professions, but you only start the game trained in one.
    - There are many different kinds of experience based on what type of skill you wish to advance in.
    - Advanced professions can require mastery of one tree in a starting profession, multiple trees of separate starting professions, or mastery of an entire starting profession.

    Artisan Profession
    The Artisan profession is the major crafting profession of SWG. The crafting system in SWG is very complex and requires its own guide to fully comprehend. Your major tool is the General Crafting Kit. With this, you can make everything you would ever need. The other important tools are your resource survey devices. With these devices, you can find materials with which to build your wares. Characters starting off as artisans start with a General Crafting Kit and a Mineral and Flora Surveying Tool. Characters that pick up the Artisan skill in game must find an existing artisan to make these products for them. Artisans can make a range of starting weapons, armor, clothing, and food which gives them a market in the �just starting out� crowd. Artisans can use the Bazaar terminals located in all cities to help sell their wares.

    Engineering Tree:
    This is the tree that all of your technological products come from, including crafting tools, surveying devices, armor, and weapons. You advance in this tree through General Crafting Experience which is gained each time you craft an object, plus a bonus if somebody other than the crafter then uses the product. The tree is a pre-requisite for the Weaponsmith, Armorsmith, Architect, and Droid Engineer advanced professions.

    Food/Clothing Tree:
    This is the tree that deals with both food and clothing in SWG. Food is used to temporarily �buff� your character in one or more stat pools. Advancement here is also gained from General Crafting Experience with the same bonus if somebody uses your product. This tree is a pre-requisite for the Chef and Tailor advanced professions.

    Sales Tree:
    This is the tree that deals with NPC merchant vendors in SWG. Advancement here is also gained through General Crafting Experience, though the first tiers of the tree are totally useless as they offer no advancement of skills. The third tier gives you the ability to hire a vendor to sell your wares while you are offline or otherwise engaged. This tree is the pre-requisite for the Merchant advanced profession.

    Surveying Tree:
    This is the tree that deals with obtaining materials in SWG. There are 7 different kinds of surveying devices which scan for minerals, organics, water, energy, etc. Use your surveying device to find a high concentration of a material and use the sample command to obtain small quantities of it. These materials provide you with enough quantity to make several products. You can also use harvesters to obtain significantly larger quatities. Advancement is gained through Surveying Experience which is gained by sampling resources.

    Master Artisan:
    Mastery of the Artisan profession requires advancement in all four trees. Master artisans are the exclusive producers of many components that are necessary for most high level crafted items from advanced crafting professions, making the Master Artisan a valuable tool in the economy.

    Brawler Profession
    This is the starting profession for all forms of melee combat in SWG. The man who said, �Don�t bring a knife to a gun fight,� never met a brawler in SWG. If they get close enough, they are quite deadly. There are four different types of melee combat strategies.

    Unarmed Tree:
    This tree determines your effectiveness as an unarmed combatant. Advancement is gained through Unarmed Combat Experience from combat with creatures and NPCs. This tree is a pre-requisite for Commando, Smuggler, and Tera Kasi Artist advanced professions.

    One-Handed Tree:
    This tree determines your effectiveness with one handed weapons such as vibroblades and stun batons. Advancement is gained through One Handed Combat Experience. This tree is the pre-requisite of the Fencer advanced profession.

    Two-Handed Tree:
    This tree determines you effectiveness with two handed weapons such as the vibroaxe. Advancement is gained through Two Handed Combat Experience. This tree is the pre-requisite for the Swordsman advanced profession.

    Polearm Tree:
    The tree determines your effectiveness with polearm type weapons such as a staff. Advancement is gained through Polearm Combat Experience. This tree is the pre requisite for the Pikeman advanced profession.

    Master Brawler:
    Mastery of the Brawler profession requires advancement in all four types of melee combat. There is no real advantage to going this route other than personal play style.

    Marksman Profession
    This is the starting profession that deals with ranged combat. Blaster fights in the movies seem to be the most famous type of Star Wars fighting, and this is how you get that effect. There are three different type of range weapons available.

    Rifle Tree:
    This is the tree that deals with rifle type weapons such as the bowcaster. Rifle weapons are optimal at long range, doing greater damage to targets far away. Rifle weapons also have the tendency to do more mind damage to a target. Advancement is achieved through Rifle Combat Experience. This tree is the pre-requisite for the Rifleman advanced profession.

    Pistol Tree:
    This is the tree that deals with pistol type weapons like the one Han Solo uses in the movies. Pistol weapons are optimal and close range, doing greater damage to targets very close by. Advancement is achieved through Pistol Combat Experience. This tree is a pre-requisite for the Pistoleer and Smuggler advanced professions.

    Carbine Tree:
    This is the tree that deals with carbine type weapons like the ones the stormtroopers were using in the movies. Carbine weapons have a medium optimal range somewhere between pistols and rifles. Carbine weapons also have a tendency to do more action damage to target. Advancement is achieved through Carbine Combat Experience. This tree is the pre-requisite for the Carbineer advanced profession.

    Ranged Support Tree:
    This tree gives special moves and skills available to all three ranged weapon classes. Advancement is achieved through Combat Experience which is gained concurrently with the type of weapon experience you get with your choice of weapon. This tree is a pre-requisite for the Combat Medic and Squad Leader professions.

    Master Marksman:
    Mastery of the Marksman profession requires advancement in all three types of weapons and the ranged support tree. Master Marksman is a pre-requisite for the Bounty Hunter and Commando advanced professions.

    Entertainer Profession
    The Entertainer profession is one of constant partying. Entertainers heal all mind shock wounds (the blue bar) and battle fatigue. Battle fatigue can only be healed by entertainers in a cantina, while mind wounds can be healed in a cantina or in a camp of your fellow adventurers. The Entertainer profession also has a tree dedicated to image design. Those who choose Entertainer as their starting profession start out with an instrument. Many entertainers like to acquire flashy clothes from tailors.

    Image Design Tree:
    This is the tree that deals with character appearance after the character has been created; however, you will find that most people do not want to change what they have done in the character creation screen. Advancement is very tough and requires Image Designer Experience. This tree is a pre-requisite for the Image Designer advanced profession.

    Music Tree:
    This is the tree that deals with the skill of a musician. Advancement gives you the ability to learn new instruments and new songs to play. Many people join bands for a more enjoyable playing experience. Musicians have what are called flourishes, which are special moves for a musician that generate a slightly different musical combination and a dancing move to accompany it. Advancement is obtained through Music Experience. This is a pre-requisite for the Musician advanced profession.

    Dancing Tree:
    This tree is very similar to the music tree only it deals with dancing. As you advance, you learn new dances, but you don�t require any sort of instrument. Entertainers also have flourishes which all do different dance moves. Advancement is obtained through Dancing Experience. This is a pre-requisite for the Dancer advanced profession.

    Entertainer Healing Tree:
    This is the tree that deals with your ability to heal. As you advance, you are able to heal mind wounds and battle fatigue faster. Advancement requires Entertainer Healing Experience which is gained when somebody is being healed by your playing/dancing. This tree is a pre-requisite for the Musician and Dancer advanced professions.

    Master Entertainer:
    Very few people pursue master entertainer, but instead choose to focus on their chosen profession. There is very little value gained from advancing this far.

    Medic Profession
    The Medic profession is the profession that heals all damage and wounds to the health and action pools (red and green bars) of a player. These wounds can be healed in a Hospital or Medical Center or out in the field camp with your fellow adventurers. A medic�s major tool is stimpacks. Applying stimpacks of different kinds heals different kinds of damage and wounds. These stimpacks can be made with the Food and Chemical crafting kit that every starting medic comes with.

    First Aid Tree:
    This is the tree that determines your ability to use medicines. As you advance you are able to use more advanced medicines and less advanced medicines more effectively. Advancement is gained through Medical Experience which is obtained by simply healing other players, but not yourself.

    Diagnostics Tree:
    There is a down time between every action you take as a medic. This tree simply reduces the amount of imposed downtime and allows you to heal at a faster rate. Advancement is gained through Medical Experience.

    Pharmacology Tree:
    This tree deals with a variety of miscellaneous medical skills, such as medical forage, which allows you to forage for organics you need to craft your stimpacks. Advancement is gained through Medical Experience.

    Organic Chemistry Tree:
    This is the tree dealing with your ability to make stimpacks and other medicines. As you advance, you gain the ability to make more advanced medicines which heal more damage. Advancement is gained through Medical Crafting Experience which is obtained simply by crafting different sorts of stims and medicines. This tree is a pre-requisite for the Bio-Engineer advanced profession.

    Master Medic:
    This may be perhaps the most popular master starting profession. You must master all four trees of the medical tree to advance here. It is a pre-requisite for the Doctor and Combat Medic advanced professions.

    Scout Profession
    The Scout profession is a very good support profession for SWG. It is probably the most popular starting profession and is a good supplement to either a brawler or marksman. Several skills come out of the scout tree that helps your character in various ways.

    Exploration Tree:
    This is a very important tree for many people because it enables your character to walk faster over harsh terrain. Even at a rudimentary level, you walk a great deal faster than a non-scout up steep hills. Of course, this skill has very little use if you plan on walking around on perfectly flat ground all the time. Advancement is gained through Scouting Experience which is obtained from harvesting organic resources off of large game. This tree is a pre-requisite for the Squad Leader and Creature Handler advanced professions.

    Trapping Tree:
    This tree deals with setting traps for animals you are hunting as well as other foes you might face. These traps can curtail your foe�s ability to fight. Traps are created using the General Crafting Tool. Advancement is gained through Trapping Experience which is obtained by using your traps on foes.

    Hunting Tree:
    One of the most important kinds of resources is those that come off of animals. These can only be harvested by scouts. You can harvest bone, meat, and hides which have applications in a wide range of products including furniture, armor, and food buffs. Hunting skill increases the amount you harvest from each animal and, also, gives you more information about animals when you use the consider command than the non-scout player. Advancement in this tree is gained through Scouting Experience. It is a pre-requisite for the Combat Medic and Creature Handler advanced professions.

    Survival Tree:
    Two important skills come from this tree, the ability to make camps and the ability to forage for food. Camps are important because they give a place where medics and entertainers call heal your wounds in the field. Camps are made of bone and hide with your General Crafting kit. Advancement is gained through Wilderness Survival Experience which is obtained by foraging for food and for other players using your camps to heal and rest. This tree is a pre-requisite for the Bio Engineer and Squad Leader advanced professions.

    Master Scout:
    Mastery of the Scout profession is gained by specializing in all four of the scout trees. It is a pre-requisite for the Bounty Hunter and Ranger advanced professions.

    Advice
    My advice to any beginning player is to pick up all six starting professions as soon as possible, especially if you are having a hard time figuring out what kind of character you want to be. You will find yourself increasing faster in the skills you like and lagging behind in skills you though you might have liked before you started playing. Also, having beginning medic and entertainer skills gives groups a reason to want to take you adventuring even though your fighting skills might not be as advanced as some others in your group. All six starting professions give you something to contribute to the community, and since you can surrender skill points as you advance in order to focus yourself, there is no reason not to get all of them.

    SWG: Starting: Clackdor's Starting Professions Guide to SWG, by Clackdor
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    26 threads, 1 2 page(s) long Next Page
       ships Reply...
      Posted @ Thu, Mar 31st 11:56 PM 2005
      By: Arvenien the Vile
      14 posts
      Score: Decent [3.00]

      how and when do you get a ship                                                                             

       
      0 Replies
       teras kasi Reply...
      Posted @ Fri, Aug 22nd 3:53 PM 2003
      By: Anonymous
      Score: Default [1.50]

      is a teras kasi good?
                                                                                   

       
      2 Replies
         RE: teras kasi Reply...
        Posted @ Thu, Sep 4th 10:12 PM 2003
        By: Anonymous
        Score: Default [1.50]

        iv been looking for a sight that will show me how to set me guys stats and stuff up your health and things my guy is a teras kasi and a scout just scout for camps if you know a web sight like this or know good way to set them up send email to shamanboy5769@aol.com thx.                         

         
        0 Replies
         RE: teras kasi Reply...
        Posted @ Wed, Aug 27th 2:51 PM 2003
        By: Clackdor
        Scholar
        20 posts
        Score: Decent [3.00]

        Yes, if you can get in melee range.                                                                             

         
        ----------------------------
        Clackdor
        "Still in search of a signiture quote."
        0 Replies
       Where's the Force?? Reply...
      Posted @ Fri, Aug 22nd 7:22 AM 2003
      By: Anonymous
      Score: Default [2.00]

      Has anyone unlocked the Force Skills? is one handed weapons necessary? will jedi be something in the new expansion?                                                                

       
      2 Replies
         RE: Where's the Force?? Reply...
        Posted @ Wed, Aug 27th 2:50 PM 2003
        By: Clackdor
        Scholar
        20 posts
        Score: Decent [3.00]

        I haven't really been trying to figure out the Jedi secret, but there are several people including a friend of mine who seem to think they are very close.                                                   

         
        ----------------------------
        Clackdor
        "Still in search of a signiture quote."
        0 Replies
         RE: Where's the Force?? Reply...
        Posted @ Fri, Aug 22nd 11:55 AM 2003
        By: Anonymous
        Score: Default [1.50]

        No one has unlocked force yet, Its not so much as unlocking the force from the sound of it, its more like completing a task thats specific to each person (meaning its not the same for everyone) which adds another character slot to the server you play on. Which you can make a force sensative character there in the new slot. Jedi have one thing that is majorly a pain though, perma-death... there's more info on SOE's Jedi FAQ page. It wont be implamented for 2-3 months at the soonest, maybe longer.

         
        0 Replies
      1 message(s) skipped by filter settings
       Windows Ver. Reply...
      Posted @ Fri, Aug 1st 5:41 PM 2003
      By: Anonymous
      Score: Default [2.00]

      Clackdor--you seem like a smart fella. Mabey you can help me out-- I used to play Everquest and certain Windows versions, particulary Windows ME had a lot of bugs/game crashes. I am currently bulding a computer(for SWG) and I was wondering if you know what Windows version runs best while playing SWG. I could imagine it would be 98, or XP Pro. Post hear or send me a email if anyone has any insight on this catagory.
      Thanks,
      DooPA
      doopa77@yahoo.com

       
      1 Reply
         RE: Windows Ver. Reply...
        Posted @ Wed, Aug 27th 2:47 PM 2003
        By: Clackdor
        Scholar
        20 posts
        Score: Decent [3.00]

        Haven't checked this in awhile, so I hope you aren't too upset at me.

        I don't really know the best operating system to use.  I've played on both Win98 and WinXP Pro. I found WinXP be more stable for Alt-tabbing, but the gameplay is about the same.                         

         
        ----------------------------
        Clackdor
        "Still in search of a signiture quote."
        0 Replies
       Reply Reply...
      Posted @ Mon, Jul 21st 12:30 PM 2003
      By: AphaeaWindRider
      1 posts
      Score: Decent [3.00]

      That's a lot of really helpful info, Clackdor. I'm going to go for human scout/ranger/markswoman, but am totally lost as to understanding the stat pools. If you know of a good link that explains it better than what I've seen here, could you maybe post a link? Thanks :)                         

       
      ----------------------------
      Dream as if you'll live forever. Live as if you'll die tomorrow.
      ~James Dean~
      1 Reply
         RE: Reply Reply...
        Posted @ Sun, Jul 27th 9:20 AM 2003
        By: Clackdor
        Scholar
        20 posts
        Score: Decent [3.00]

        Health, Action and Mind are obviously, the respective pools that take damage and are used for special moves.

        Strenght, Quickness, and Willpower affect how much Health, Action, Mind it takes to perform special moves, respectively.

        Constitution, Stamina, and Focus affect how fast you regen those pools.                         

         
        ----------------------------
        Clackdor
        "Still in search of a signiture quote."
        0 Replies
       PAX guilde on Scylla Reply...
      Posted @ Wed, Jul 16th 3:51 PM 2003
      By: Anonymous
      Score: Default [2.00]

      Clackdor,I've been trying to find information about your guild.  I know you all are Imperial, but that is about it. Are you a roleplaying guild, are you recruting and if so what are your needs. If your guild has a website running I'd love to see if. So far your the only Imperial guild with real numbers that I've seen. Please email me at storytell_tim@yahoo.com.

      Waffe Von'Reich
      Marksman-Scout
      Scylla

       
      1 Reply
         RE: PAX guilde on Scylla Reply...
        Posted @ Sun, Jul 27th 9:21 AM 2003
        By: Clackdor
        Scholar
        20 posts
        Score: Decent [3.00]

        www.paximperius.com

        there is a "How to Join" section there.                                                                

         
        ----------------------------
        Clackdor
        "Still in search of a signiture quote."
        0 Replies
       $? Reply...
      Posted @ Sun, Jul 13th 7:33 PM 2003
      By: Anonymous
      Score: Default [2.00]

      Whats the story with SWG, once you buy the game you have to pay to play???                                                                

       
      1 Reply
         RE: $? Reply...
        Posted @ Wed, Jul 16th 11:39 AM 2003
        By: igordin
        136 posts
        Score: Decent [3.19]

        That's correct. U have to pay to play ANY MMO games to cover game running costs (I heard it's quite profitable :)                                                                

         
        ----------------------------
        igordin
        0 Replies
       Could It Happen Reply...
      Posted @ Mon, Jul 7th 10:23 PM 2003
      By: Mhouser
      3 posts
      Score: Decent [3.00]

      Would I be able to master art, scout, and marksman professions???

      Or is this not possible at all??                                                                

       
      2 Replies
         Possible but not wise IMHO Reply...
        Posted @ Wed, Jul 9th 2:47 PM 2003
        By: igordin
        136 posts
        Score: Decent [3.00]

        each starting pro costs 77 skill points to master so entertainer + scout+ marksman would cost 231 point total out of 250 pool. This means U can't master any hybrid or elite pro for 64 points each.                                      

         
        ----------------------------
        igordin
        0 Replies
         RE: Could It Happen Reply...
        Posted @ Wed, Jul 9th 11:09 AM 2003
        By: Clackdor
        Scholar
        20 posts
        Score: Decent [3.00]

        Probably.  Try the character builder on this site.                                                                

         
        ----------------------------
        Clackdor
        "Still in search of a signiture quote."
        0 Replies
       army recruitment Reply...
      Posted @ Mon, Jul 7th 1:34 AM 2003
      By: Anonymous
      Score: Default [2.00]

      how do i join the rebel army or the imperial army or organized crime? i wanna fight in battles!
                                                                      

       
      1 Reply
         RE: army recruitment Reply...
        Posted @ Wed, Jul 9th 11:11 AM 2003
        By: Clackdor
        Scholar
        20 posts
        Score: Decent [3.00]

        You have to do missions from Imperial or Rebel mission terminals.  There is no organized crim faction yet. Once you get 200 points, you can talk to a recruitment officer. For more details see the "How to become an Imperial" and "How to become a Rebel" guides.

        You can go to a battlefield without being a member of any particular faction.            

         
        ----------------------------
        Clackdor
        "Still in search of a signiture quote."
        0 Replies
       Bounty Hunter Reply...
      Posted @ Mon, Jul 7th 1:25 AM 2003
      By: Anonymous
      Score: Default [2.00]

      Im new to the game and i have picked a Rodian. Is a bounty hunter a good profession to work for and if so what starting profession should I take?                                                   

       
      1 Reply
         RE: Bounty Hunter Reply...
        Posted @ Wed, Jul 9th 11:13 AM 2003
        By: Clackdor
        Scholar
        20 posts
        Score: Decent [3.00]

        Bounty hunter requires Master Marksman and Master Scout.  I would start with either one of those professions. I know a lot of people who are working towards bounty hunters so I assume they are a good profession.                                      

         
        ----------------------------
        Clackdor
        "Still in search of a signiture quote."
        0 Replies
       Sound advice Reply...
      Posted @ Sun, Jul 6th 1:52 PM 2003
      By: Lumierz
      22 posts
      Score: Decent [2.83]

      What a great idea.. start all 6 paths and find what you like.  You will eventually want to give up the skills you don't like, so you can reclaim those skill points to use on things you do.
      This is sort of the equivalent of an undeclared major in college. Try it all and see what you like. Very good idea!
      Professions in this game are not necessarily like they are in EQ or other games.

      Sabine, novice Entertainer and soon to be Dancer

       
      0 Replies
       great help Reply...
      Posted @ Sat, Jul 5th 4:47 PM 2003
      By: Anonymous
      Score: Default [2.00]

      Thanks for the guide! It really is a great help.  I haven't started playing yet but will be soon and this really does help some. I've been thinking about a wookie smuggler, heehee, and I can see the advantages of picking up a bit of everything. Thanks for the time you took for the guide!

      ...Ondee                         

       
      0 Replies
      1 message(s) skipped by filter settings
       RE: is this really a guide? Reply...
      Posted @ Sat, Jul 5th 11:27 AM 2003
      By: Clackdor
      Scholar
      20 posts
      Score: Excellent [4.50]

      Maybe should should write a better one.                                                                             

       
      ----------------------------
      Clackdor
      "Still in search of a signiture quote."
      0 Replies
       RE: is this really a guide? Reply...
      Posted @ Fri, Jul 4th 1:16 AM 2003
      By: Anonymous
      Score: Default [2.00]

      Im sorry he doesnt live up to YOUR standards                                                                             

       
      1 Reply
         RE: is this really a guide? Reply...
        Posted @ Tue, Jul 8th 1:23 AM 2003
        By: Anonymous
        Score: Default [1.50]

        Notice that the person you are flaming is the person that wrote the article.  What he was most likely saying is : Maybe i will/should write a better one (article). Now i will flame you, when your twelve years old its hard to figure out wtf is going on, isnt it?                         

         
        0 Replies
       untraining Reply...
      Posted @ Mon, Jun 30th 10:03 AM 2003
      By: Anonymous
      Score: Default [2.00]

      sorry if i missed this above, but you can untrain any of these novice skills later to free up skill points??

      B                                                                

       
      1 Reply
         RE: untraining Reply...
        Posted @ Mon, Jun 30th 10:41 AM 2003
        By: Clackdor
        Scholar
        20 posts
        Score: Excellent [4.50]

        You can, which is why I suggest picking up all skills.  As you specialize, you can drop the ones you don't use as often.                                                   

         
        ----------------------------
        Clackdor
        "Still in search of a signiture quote."
        0 Replies
       Pilot Reply...
      Posted @ Fri, Jun 27th 4:14 PM 2003
      By: Anonymous
      Score: Default [2.00]

      I realize that this profession likely won't be available until the space addition, but has anyone heard which tree will be the best to achieve becoming a pilot?                                                    

       
      1 Reply
         RE: Pilot Reply...
        Posted @ Mon, Jun 30th 10:41 AM 2003
        By: Clackdor
        Scholar
        20 posts
        Score: Excellent [4.50]

        Most likely its own starting profession.                                                                             

         
        ----------------------------
        Clackdor
        "Still in search of a signiture quote."
        0 Replies
       Hope this help answer some questions Reply...
      Posted @ Wed, Jun 25th 5:11 PM 2003
      By: Greleah
      6 posts
      Score: Decent [3.00]

      Quote:

      Sounds like the reason to pick up all skills is to be able to solo, or be a low level group member with enough versatility to be useful.  So, this infers that getting groups is hard to do in SWG. Is this true? I know Beta is probably going to be different than Live, but was it hard to find groups in Beta?
      Do you feel Soloing will be more common than grouping, at least at low levels?

      Quote:

      If I may answer this as a beta tester whom solo'd .... alot!!!

      Finding a group is not that difficult ... especially if this group is on a mission ... be it Rebel or Imperial destroy's ... or even a raid on the Tusken City (I spent a lot of time on Tatooine). Solo is not all that difficult either although you do have to watch for yourself. There's a lot of nasty stuff out there in the wilds and a lot of them are VERY hungry. About the only thing I can think of that MAY be a disadvantage from solo'n -vs- grouping is that your skill set point's you receive .... from whatever your doing may not advance as fas as if you were grouped.

      But .... *snicker* ... there's ways around this as well. I only picked up and used 3 skill sets in my "mode" of solo'n. Art's, Scout, and Marksman. Prior to beta end, I achieved Engineer, and Surveyor. Not bad for a 1 week character after a "self" wipe. (with quite a few credits I was tipping out to others as well)

      Hope this helps in your questions.

      Greleah
      Ahazi Galaxy (soon)

       
      0 Replies
       starting advantages Reply...
      Posted @ Wed, Jun 25th 5:09 PM 2003
      By: lucide
      1 posts
      Score: Decent [3.00]

      hi,

      are there some advantages which comes with the starting profession ? in terms of items, credits, or anything else... (maybe a knife for a brawler, a tool for an artisan)

      if there are some advantages, can anyone list them for the 6 basic professions ?                         

       
      1 Reply
         RE: starting advantages Reply...
        Posted @ Wed, Jun 25th 5:34 PM 2003
        By: Clackdor
        Scholar
        20 posts
        Score: Decent [3.00]

        I'm too lazy to provide a link for you, but the differences are describe many places around the net including here at Allakhazam.  Starting race gives a set of advantages to states and other innate bonuses. You start out with different starting stats based on your starting profession. I'll forget something here. Artisans start with a General Crafting Tool and a Flora, Mineral, and Chemical Surveying devices. Brawlers and Marksmen only start with their starting pistol and survival knife. Entertainers start with an instrument. Scouts start with a General Crafting Tool. Medics start with a Food and Chemical Crafting Tool and several medicines.

        You can make yourself anything you might need to start off, so I might suggest you start as an artisan to get your basic gear yourself and use the Stat Migration option to set your stats according to what you think might be better for the profession you are really interested in.

         
        ----------------------------
        Clackdor
        "Still in search of a signiture quote."
        0 Replies
       Soloing Reply...
      Posted @ Wed, Jun 25th 1:21 PM 2003
      By: kbuegel
      7 posts
      Score: Decent [3.00]

      Sounds like the reason to pick up all skills is to be able to solo, or be a low level group member with enough versatility to be useful.  So, this infers that getting groups is hard to do in SWG. Is this true? I know Beta is probably going to be different than Live, but was it hard to find groups in Beta?
      Do you feel Soloing will be more common than grouping, at least at low levels?

       
      1 Reply
         RE: Soloing Reply...
        Posted @ Wed, Jun 25th 5:26 PM 2003
        By: Clackdor
        Scholar
        20 posts
        Score: Decent [3.00]

        Grouping will definitely be more common than soloing.  I suggest getting all the starting professiosn to make you a more group friendly character and to help you if you are uncertain as to what kind of character you want to play. As you advance, you have to give up some starting professions and skill and specialize a bit more to get the top skills in any given advanced profession.            

         
        ----------------------------
        Clackdor
        "Still in search of a signiture quote."
        0 Replies
       Re: Good Info Reply...
      Posted @ Wed, Jun 25th 12:42 PM 2003
      By: cgrabe
      Scholar
      375 posts
      Score: Decent [3.00]

      "With the Scout skills I can make camps to heal myself (not the mind damage sadly) out in the field"

      Was this a recent change?  I haven't logged in the past few days, but I've been able to heal up to 10 points of any type of wound while sitting in my camps. With frequent camping, hospital visits generally weren't necessary.            

       
      1 Reply
         RE: Re: Good Info Reply...
        Posted @ Mon, Jul 7th 9:32 AM 2003
        By: brymyer
        6 posts
        Score: Decent [3.00]

        Camps heal 10 points of wound damage for all stats every 5 minutes, the same as sitting in a hospital. They do not heal battle fatique.                                                   

         
        0 Replies
       Good info Reply...
      Posted @ Tue, Jun 24th 7:13 PM 2003
      By: allbetta
      5 posts
      Score: Excellent [4.50]

      The answer to the Swordsman post is:

      Swordsman is in the Brawler line.

      As for the rest of this guide:

      I can't stress enough what this guide is telling you a the end.  You really really want to get novice in most if not all of these skills.

      I didn't pick up Brawler, but I did get Scout, Medic, Marksman, Artisan, and Entertainer.

      With these skills, I can heal all of my damage (Action and Health via the Medic skills, and Mind damage via the Entertainer skills).

      I can also make some basic cloths, weapons, kits, fishing pole, musical instruments, etc.. etc.. etc.. due to the Artisan line.

      With the Scout skills I can make camps to heal myself (not the mind damage sadly) out in the field, and I can navigate the terrain a bit quicker.

      Marksman is pretty self explanitory, but it is very nice to have some of the "Styles" that you get as you advance in the various skill lines.

      Just my 2 credits ;)

      Allbetta

       
      ----------------------------
      Allbetta
      Trandoshan Holo Grinder
      Bria
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       Swordsman Reply...
      Posted @ Mon, Jun 23rd 8:43 AM 2003
      By: Anonymous
      Score: Default [1.50]

      What profession leads up to the swordsman? Or is that a profession you can chose from the start? thanks.                                                                

       
      1 Reply
         RE: Swordsman Reply...
        Posted @ Thu, Jul 17th 4:39 PM 2003
        By: OFPsycho
        1 posts
        Score: Decent [3.00]

        Brawler. The Brawler Profession is divided into four specializations including: unarmed, one-handed swords, two-handed swords, and polearms. Further specialization in the one-handed swords division can lead to the fencer profession and further specialization of the two-handed swords division leads to the swordsman profession.

        So.

        Brawler --> Intermediate Two-Handed Swords --> Advanced Two-Handed Swords --> Expert Two-Handed Swords --> Master Two-Handed Swords --> Novice Swordsman

         
        0 Replies
       Changes Reply...
      Posted @ Sun, Jun 22nd 6:56 PM 2003
      By: Anonymous
      Score: Excellent [4.66]

      Some Entertainer Profession Changes (Thanks to Shaki'ra Tyl'dak):

      1.) Many people will likely want their av's image designed because the character creation screen is being scaled back significantly. What we got to play with in Beta is everything the Image designer will be able to do in the future. Because the low-level designs will be what is in your character creation screen, there should not be much concern about people practicing on you because you should be able to get your old design back. Even so, they are putting in nerfed XP for working on yourself to get over the "hump".

      2.) Each level of dance does not necessarily give you new dances. Some are the same dances with a different "default pose", such as hands on your hips for one version and hands above your head for another version.

      3.) Master Entertainer will be pursued by several people because it is the only way to get to be able to play certain instruments as a Musician, and the only way to get certain dances for Entertainer.

      --Clackdor

       
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