SWTOR with My Brand New Logitech G13

Posted by on Feb 17, 2012 in Blog, Star Wars: The Old Republic | 2 comments

Shortly after New Years I noticed my G15 keys got stuck at times. It started with the backspace key but others followed shortly after that. I’ve had been cleaning it with canned air a couple of months ago already. But the keyboard is at least 3 years old and looks pretty yucky. Guess it’s time for a new solution.

My “G15”  is actually a G11, which replaced an even older worn out G15. I never had much use for the LCD display, which was hidden underneath the monitor stand most of the time anyway. The problem is, Logitech doesn’t produce G11 or G15 anymore. They have been replaced by G19, G110 and G510. The G510 has a LCD display and 18 G-keys, but the other two have only 12 G-keys. I want at least 18 extra keys and just don’t want to pay $120 for the 510.

Thus, I decided in favor of a G13 gameboard with 22 G-keys, a joystick and 2 thumb keys. It was on sale at CompUSA (formerly TigerDirect) for $60. As a regular keyboard I was using one of the many I have already in my house. While researching for this post I found out that Logitech has cut prices by $17- $22 for gaming keyboards by now. I am not sure about the current pricing through retailers. Ask your favorite search engine.

Just to clarify things upfront, I am right handed and my setup of course reflects that. I am aware of the many problems lefties face, but I can’t offer any advice in that direction.

Setup

Setup was easy. I just replaced the old G11 with a regular keyboard and plugged in the additional G13. The old Logitech software did recognize the game board, but I had to upgrade the software later in order to use the joystick properly. As I’ve said before, I use the Logitech keyboard only to map hotkeys, almost never to record and replay macros. Thus, I quickly assigned Shift-F1 to Shift-F12 and Alt-F1 to Alt-F11 (skipping Alt-F4) to my 22 G-keys. I assigned WASD to the direction indicators of the joystick, TAB to the left fire button and the Q-key to the bottom fire button. You do have the option to use the joystick as a generic joystick, but SWTOR doesn’t recognize this setup. What I am missing after a couple of days of usage is quick access to the space bar or any other key mapped to jump.

Association

The G13 has two rows with 7 keys each, one row with 5 keys and one row with 3 keys. For SWTOR, I have no choice but to map them to the 2 hotbars on the bottom of the screen. The top hotbar is being assigned to G1-7 and G15-G19. The lower row is assigned to G8-G14 and G20-G22, leaving the last two fields unassigned. I do need the visual association between the hotbars and the row of keys. I can’t blindly assume that for instance G12 is mapped to “Ravage” on my Sith Juggernaut. I will always have to locate the ability on the hotbar, put my hands on the game board and feel my way to the exact key. It’s just the way I am wired. YMMV.

Ability Mapping

Given the key layout on the board, I’ve put the most often used abilities on G4 and G5. In the case of my Sith Warrior, those are Assault and Thundering Assault, the rage builders. G1, 2 and 3 are next, occupied by Force Charge, Smash and Force Scream, the typical opening sequence when questing. G7 is occupied by Disruption, a rarely used ability, but easily accessible when it is needed in emergencies. Right now, the second row of the keyboard has only 3 keys used, G10,11 and 12 with high DPS moves. My fingers usually rest on G3, G4 and G12 which of course makes this the preferred place for frequently used abilities.

The third row has only one key, G19, used for now. It’s the Saber Ward ability. I plan to put other defensive abilities into this row, most likely filling them up from the right. Which follows once again the way my hand is resting on the keys. In the fourth row I am currently using only G20 with an AE snare, which in fact I haven’t used, ever. I am looking at it as a placeholder for crowd control function which could go here.

As I said above, I’ve mapped TAB and Q to the fire buttons of the joystick. In game I have “target nearest NPC” and “companion/pet attack” assigned to them. This way I can quickly change target and also send in my companion whenever it is needed.

Mouse or Keyboard to Move?

Why am I not using the standard assignment with WASD for G4 and G10, 11 and 12? Two hard facts: It’s faster to turn using the mouse and it is faster to push keys than to move the mouse and click to trigger actions. Which has me using the mouse in the right hand for movement and leaves the left hand exclusively for abilities. This of course is absolutely personal preference. You should do whatever you feel most comfortable with. Indeed, you should always keep an eye on what your hand is doing and adjust your keyboard assignment accordingly.

In the end, my game board is mapped in a way that keeps standard action sequences, frequently used keys and similar functions in close vicinity of each other. This way, I get my brain and my fingers much easier in sync. What I haven’t mentioned so far, are the two sidebars on the left and right. They are filled with rarely used, non-critical abilities, like stances, quick travel and buffs. I’ve also lined up all my med packs on the top right. Those are easily accessed with the mouse, and healing myself is more important then moving in that particular moment in time.

Conclusion

The G13 is usable and very useful to me. However, I find myself fingering my way to certain keys or  wrongly pushing the neighboring key. Which tells me that there are to many keys around without any physical distinction. In that sense, the old G11/15 layout was great, since you could feel you are pushing the left, right or middle key of a group of keys, including top or bottom row. Occasionally, my hand would rest in the wrong group out of the three, but I have learned to deal with it. Of course, this is all part of the natural resistance to change. Time will tell if my hand will be able to deal with my minor problems with the G13. It’s all ergonomics.

 


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Community Q&A Feb-10 2012 posted

Posted by on Feb 11, 2012 in News, Star Wars: The Old Republic | 0 comments

SWTOR posted the previously announced community Q&A on their website. This weeks issue answers questions about the legacy system, more PvP features, social gear and population and faction balance. The soon ™ to be released update 1.2 will cover many of the items mentioned. Other questions regarding character transfers, housing and guild features, how feedback gets to the developers, rare items and how bugfixes are prioritized. Another set of answers where provided for questions about dual spec, appearance and customization, UI issues, Warzone queuing and expansions to the endgame.


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Trademarks are the property of their respective owners. LucasArts, the LucasArts logo, STAR WARS and related properties are trademarks in the United States and/or in other countries of Lucasfilm Ltd. and/or its affiliates. © 2008-2011 Lucasfilm Entertainment Company Ltd. or Lucasfilm Ltd. All Rights Reserved. BioWare and the BioWare logo are trademarks or registered trademarks of EA International (Studio and Publishing) Ltd. You may not copy any images, videos or sound clips found on this site or "deep link" to any image, video or sound clip directly.
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In a Rush: Soloing on Tython

Posted by on Feb 3, 2012 in Guides, Star Wars: The Old Republic | 0 comments

This guide will take you on a fast tour through Tython, from creating your Jedi character to the point where you are ready to pick your advanced class. It will not skipping any content or take any wild shortcut. It leads a Jedi Consular or Knight through the newbie zone, including the heroic quest and you’ll pick up three datacrons as a bonus. This is not a step-by-step guide. If you see a quest I didn’t mention on your path, pick it up. I will only point out key moments and places.

The Gnarls

Once you’ve taken the taxi from the start point, use the binding post. Your class quest will take you along a route where you pick up a side quest right away and another one a bit further along the path. Finish those quests. The class quest will eventually lead you to the Jedi Temple.

Jedi Temple

As you arrive at the Jedi Temple, bind and register at the taxi stand. On your way into the temple you will be offered the first “Combat Leadership” quests, if you are at least level 3. More will follow as you progress through levels and class quest. Now continue with your class quests, see your trainer and head toward Kalikori Village.

Kalikori Village

Once you arrive at the village, register at the taxi stand and bind as well. Pick up the side quests and move your class quest forward. Do the quest “The Thousand Steps” before you head out into the Flesh Raider territory. But make sure you are level 4 before you attack the level 5 elite in front of the tower at the end of the uphill path.

Within the Flesh Raider territory, near the first cave, you’ll find Bloodskin, a level 9 elite. Ignore him for now and come back later if you want to. Finish up your side  and class quests and return to the village for turn ins.

Jedi Temple

The Jedi Knight quest will send you from the Kalikori Village directly to Kaleth while the Consular quest has its next step at the Jedi Temple. However, Jedi Knights should stop at the temple nonetheless for training and the next step of “Combat Leadership”. On your way from the temple to Kaleth you can pick up two more side quests. You will eventually arrive at the forward camp “Elarian Trail”

Kaleth

One of the side quests has a stop at the Elarian Trail. Bind there and register at the taxi stand, than continue toward Kaleth itself. Within Kaleth you’ll be picking up one more side quest: “Flesh Eating Baby”. Finish your current set of quests within Kaleth. Then turn them in at the Elarian Trail and along your path to the Jedi Temple. Jedi Knights are actually being sent directly to the Kalikori Village by their class quest, but have to stop at the temple anyway for another turn in and to train. And everybody gets to do another step of “Combat Leadership”. Consulars are being sent to Kalikori Village after they’ve visited their master at the temple.

Kalikori Village

Jedi Knights will turn in their class quest here and pick up 2 side quests afterwards. One of those side quests was offered to a consular already at the temple. Thus, both classes should now have similar quests. A third side quest can be found when following the main path into Flesh Raider Territory. Make your way toward the Flesh Raider Cave finishing the side quests. Watch out for security chests along the path. There are a couple of hot spots. Both class quests continue inside the Flesh Raider Cave.

You’ll probably have to do the first step of the “New Recruit” quest still, before you can return to the village. This is a good time to use your fast travel option. Do your turn ins at the village. Jedi Knights have one extra step before they can continue to the Temple.

Jedi Temple

From the village continue to the temple for more turn ins, training and another round of “Combat Leadership”. Your class quest will sent you again to Kaleth.

Kaleth

At the taxi stand, pick up your heroic quest, but ignore it for now. We will solo it after we’ve finished the full class quest line. Head into Kaleth. You’ll see stairs leading around the corner into upper Kaleth. From there, go through a doorway (location=-620, 60) and climb the toppled pillar and find another toppled pillar on the top. Consulars actually have a stop for their class quest at the first doorway. Climb that one as well and you’ll see the red shimmer of a datacron in the distance (willpower+2, location=-640,-70). Now head back to either Kalikori Village or the temple, depending on your class.

Both class quests will send you back into the area of the Elarian Trail taxi stand, this time into the mountains. You’ll pick up another side quest at the taxi stand. Follow the path to the next step of “New Recruit”.  Below the signal fire is the entrance to a cave at (location= -31,20). This cave leads to another datacron (endurance+2). Return through the cave and finish the “Horranth Control” quest, then head into the Waterfall cave for the class quests, which will lead you to the forge.

The Forge

Jedi Conselors will have to enter the “Fount of Rajivari” before they can enter the caves to the forge itself. On the way to those caves, you’ll find “Grand Chieftain Keshk”, a level 9 elite for some extra loot. Further uphill, get on the ledge at (location=-135,1005) and jump onto the next higher grass patch. At the other end of this grass patch jump into the area below. Watch out for some more fleshraiders. You’ll find the last datacron(blue matrix shard, location=-90,920). Leave the area by running up a toppled pillar, across the wall and back past the Chieftain, now for real to the Forge cave.

Jedi Temple

Finish your lightsaber quest and, if you can, use fast travel to return to the Elarian Trail. Turn in “Horranth Control”, then head to the Kalikori Village to turn in “New Recruit” and finally return to  the temple. Most likely you’ll still have to do “Combat Leadership: Mark V”. Turn-in your class quest and see your trainer. If you don’t feel sure about being able to solo the heroic quest at this time, you can even go to the fleet, pick your advanced class and your crew skills and come back.

For the final heroic quest on Tython, head back to upper Kaleth and create havoc. At the end of the cave, you will also find a level 7 elite droid, for blue or green gear drops. Final turn in is again at the Elarian Trail.

Conclusion

The Jedi quest line on Tython is the most involved of all SWTOR class quests and will take a bit longer than the other newbie areas. To balance this a bit, there’s only one heroic quest. Don’t worry about the “lost” blue gear, by the time you are level 13, you’d be replacing it already with better gear, especially if you plan to go for the first flashpoint  “The Esselles” right afterwards. Similar, don’t obesess over not being able to get 8 commendations for your blue chest piece, things really aren’t that much gear dependent anyway. And don;t waste your money buying any equipment at in-game vendors while on Tython.


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Trademarks are the property of their respective owners. LucasArts, the LucasArts logo, STAR WARS and related properties are trademarks in the United States and/or in other countries of Lucasfilm Ltd. and/or its affiliates. © 2008-2011 Lucasfilm Entertainment Company Ltd. or Lucasfilm Ltd. All Rights Reserved. BioWare and the BioWare logo are trademarks or registered trademarks of EA International (Studio and Publishing) Ltd. You may not copy any images, videos or sound clips found on this site or "deep link" to any image, video or sound clip directly.
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In a Rush: Soloing on Hutta

Posted by on Jan 28, 2012 in Guides, Star Wars: The Old Republic | 0 comments

This guide takes you from creating your character to the point where you are ready to pick your advanced class in an expedited manner, without skipping content. It leads a new Bounty Hunter or Imperial Agent through the newbie zone on Hutta, including the heroic quests. This is not a step-by-step guide. I will only point out the general direction and key moments in the storyline.

Poison Pit Cantina

You arrive here to get your class quest started. You are also given two side quests. Bind at the entrance of the cantina and activate the taxi stand. Finish those quests, pickup and finish the 3rd side quest before you head to Nem’ro’s Palace.

Nem’ro’s Palace

Follow your class quest line and pick up another side quest. They’ll both lead you to the Evokii Work Camp. As you leave Nem’ro’s Palace, you’ll see Nem’ro’s Bazaar to your right, which is  the vendor and trainer area. Side quests should point you to your trainers. Perhaps you repair equipment and sell off the vendor trash in your bags as well. On your way to the work camp, you’ll pass the bind point and taxi stand for Nem’ro’s Bazaar.

Evokii Work Camp

Along the path to the work camp, you will see a few animals. Shoot at least one of each species for the lore entries and the extra XP that comes with them. At the work camp you pick up another side quest and your first heroic quest. Here’s also a stop for the Imperial Agent class quests. The quests will lead you further south into an Evokii village, where you will find another side quest on a holopad. Don’t forget the to touch the Evokii totem, a lore object.

Continue south past the village. There you’ll find a level 5 Champion droid. You will need help to kill him. Finish the “Tech Jealousy” quest in this area. On the north side of the swamp is a toppled silo. Climb it and continue over the hill to your first datacron ( aim+2, location= -100,860). Jump down, continue north and finish “Trophy Hunter”.

Evokii Swamp

Leave the work camp, turn south and follow the wall eastward. You’ll see another Evokii village with a totem lore object for more XP. Turn back a bit and move north through the wall. There’s another bind point and a side quest, which will lead you further north. Remember you’ll have to jump onto the boxes to get to the quest object.

Don’t turn in the quest just yet. Continue north instead along the left side of the river. You’ll find a holopad for another quest. Kill chemilizards for the bonus quest. The head back south to location (-75,400) to kill a Wookie. Continue south and turn in your quests. Use your fast travel to return to Nem’ro’s Palace.

Nem’ro’s Palace

As usual, turn in your side quests and continue your class quest, eventually picking up 2 more side quests. Don’t forget to train. Then head for Nem’ro’s Bazaar taxi stand and continue to the location for “To Boom or not to Boom”. After that, you should see another heroic quest (location=0,200) on your way to the Rustyards.

Rustyards / Chemical Marsh

Hand in the quest that brought you here, pick up two new ones, bind and register at the taxi stand. Then head north through the nearby gate and take a walk around the factory buildings, picking up quest objects and bonus quests. Ignore the stops for heroic quests. This route will also lead to all generators that need to be disabled for the Bounty Hunter class quest. At the north side of this route (location=500,0) you’ll see pipes leading out to the water and onto an island. Hop on those pipes and follow them to the next datacron (presence+2) on the island. When you return, finish your tour around the factory and enter it from the south.

Insite the complex head upstairs first. The remaining quests are straight forward and you can return to the Rustyards hub using your fast travel option. After turning in your quests head to Nem’ro’s Palace using the taxi.

Nem’ro’s Palace

Again, turn in your quests and move the class quest forward. The class quest will send you into Fa’athra’s Palace. On your way out, pick up a side quest. See your trainer and get another side quest on the east wall of the bazaar. From here, take the taxi to the Chemical Marsh. Pick up yet another side quest on your way to the Palace.

Fa’athra’s Palace

Bounty Hunters will have a bonus quest to collect bounties for some named Lieutenants located in the area outside the palace. Enter the palace and use the lore tag right at the entrance. The questing within the palace is straight forward including the class quests. Make sure you don’t forget Fa’athra’s stash after you’ve freed Oren Ward. There’s also a lore carbonite block next to Oren Ward’s. And to top it off, there’s a good chance to find a security chest in both rooms neighboring this one. Fa’athra’s stash may or may not be guarded by Gajoru the Vault Guardian, an elite, for additional loot.

Once done with the palace, use your fast travel option to the Chemical Marsh for the first turn in, then continue to Nem’ro’s Palace.

Nem’ro’s Palace

Turn in your side quests and wrap up the class quest, including a trip to the space port. Head back to the bazaar for the lore object quest coming with your customizable weapon. Finally see your trainer, either in the bazaar or even at the fleet to pick your advanced class. Return for the heroic quests.

Heroic Quests

Head for the sewer entrance to do “Factory Recall”. Once inside the sewers, you can go straight for an champion droid, a security chest and a datacron (blue matrix shard, location=-25,320). You should have sabotaged the boxes by now and can leave through the other exit. Factory recall continues in the next building. Make sure you go to the second floor for a security box at the end of the balcony. Hand in your quest and go to the location for “The Man with the Steel Voice”. That quest isn’t hard at all, but it leads you to “Hostage Situation”, which starts a bit to the west of it.

Hostage Situation will eventually lead to the basement of the Muckworks, where you have to kill a champion guard for some bonus loot. Part 2 leads you to the roof, to blow up the first Evokii space ship. You’ll have to defeat Baranj, the Starseeker (champion) first.

Turn in your quests and head for the space port.

Wrapping Up

Once you have turned in your last heroic quest at the Evokii camp, you can follow the road from the Evokii camp east until you cross a bridge. To the left on a wall is the final Evokii lore totem. Some closing remarks: don’t obsess over gear. It’s not worth your time to grind for that 8th commendation to get your blue chest piece. By the time you are 13, you’ll have it replaced already. Similarily, don’t buy any gear from the vendors. What you get through quests is good enough for the zone and will last you for a while on Dromund Kaas as well.

 


© Disclaimer: Star Wars: The Old Republic
This site is not endorsed by or affiliated with LucasArts, BioWare, or Electronic Arts.
Trademarks are the property of their respective owners. LucasArts, the LucasArts logo, STAR WARS and related properties are trademarks in the United States and/or in other countries of Lucasfilm Ltd. and/or its affiliates. © 2008-2011 Lucasfilm Entertainment Company Ltd. or Lucasfilm Ltd. All Rights Reserved. BioWare and the BioWare logo are trademarks or registered trademarks of EA International (Studio and Publishing) Ltd. You may not copy any images, videos or sound clips found on this site or "deep link" to any image, video or sound clip directly.
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In a Rush: Soloing on Ord Mantell

Posted by on Jan 26, 2012 in Guides, Star Wars: The Old Republic | 0 comments

This guide will help you leveling a  Trooper or a Smuggler on Ord Mantell as fast as possible, without leaving out anything important. You will end up level 10 or 11, having done the heroic quests and ready to pick your advanced class. This is not a step-by-step guide. I will only point out the general direction and key moments in the storyline.

Drelliad Village

You are sent here after your class dialogue. Finish those quests, check if there is a security chest in the one building with open access. After turning the quests in, move onto Fort Garnik. Pick up the quest to kill snipers along the way.

Fort Garnik

When you arrive, you can’t miss the taxi stand, the bind point and your class trainer. There’s a lore object to the right of the smuggler trainer. Continue with your class quest dialogues. You will be sent to Talloran village. Take the side quests along the way. Next to the Cathar lady you’ll find another lore object.

Talloran Village

Once in Talloran, the Scavenger Hunt quest will lead you beyond town to the the beach and  to an island. The quest “Mercy” is a bit harder to pin down, since only separatist commandos carry the medicine and the quest helper’s location changes depending on the commandos being alive or not. There’s a chance for a security chest deep inside the second safe house. Head back to Fort Garnik and  turn in all side quests. Then continue your class quest, which will eventually lead you to.

Mannett Point

Again, pick up two side quests when you leave town, a third one at the walker near the bridge and a fourth on the shore before you cross the water to Mannett Point. Bind at the shore as well and pick up the taxi stand. Make sure to get to both ends of the bridge, because there might be a security chest on either side. Once you’ve crossed the water, don’t head into town right away, follow the shore to the left to your first datacron (red matrix shard, locaiton=750,150). It is guarded by a level 6 Elite.

Once inside town, just follow a left hand rule and finish off quests as you see the targets. That way you won’t overlook any quests. When done, head back to the shore and hand in your first quest, then run back to town handing in the remaining side quests along the way.

Oradam Village

Your class quest line will send you to Oradam Village next. See a trainer before you head out. On your way to the village you’ll pick up two more side quests. You should finish the first one “Generator Problems” right away. Occasionally there’s a security chest behind the generator building.

Once you arrive in town, head straight for the taxi stand at the north end and bind there. Pick up the two heroic quests and another regular quest while in town. Smugglers also have one stop for their class quest. Leave town through the west gate. Just outside the gate you’ll pick up a third heroic quest. Ignore the heroic quests until you are done with your class quests.

Follow the path in a south west direction until you hit the Volcano camp. Bind and pick up the taxi stand. On your way to the camp, troopers should start hunting the scavengers for their class quest, smugglers will have to go to the beach past the volcano camp. Both classes should head to the beach anyway to pick up the next datacron. Once you leave the camp turn right to the beach, then follow further southwest (presence+2, location = -1000, 200).

Smugglers should use your fast travel option to return to Fort Garnik, Troopers have a stop in Oradam Village.

Fort Garnik

Continue with the next step of your “Hail the liberators” quest, turn in the others and move on with your class quest. Smugglers will now have their companions at their side, Troopers will have to do the next location alone. And to top it off, Bioware forgot to add that little quest that gives you an endurance mod for your new weapon. Pick up the side quests and see your trainer before you head out to Oradam Village again, where you then turn in “Hail the Liberators”.

Go to the Volcano camp and leave southwest bound, going uphill where you went to the beach earlier. At the next turn, you will pick up yet another side quest, which can be missed if you aren’t paying attention. Continue to the Separatist Stronghold.

Separatist Stronghold

The Stronghold is pretty straight forward for Smugglers now. Troopers will have to overcome some difficulties with the first step in the class quest there. The room has multiple groups with level 10’s classified “strong”, and you will simply run out of steam at some point. If you are level 9 at that point, things are a bit easier, otherwise, die once or twice, but make sure, you can reduce the group size of your opponents at least by one.

The remaining storyline is easy. Finish it up together with the side quests and return to Fort Garnik to finish up the class story.

Savrip Island

This is the heroic area with 3 quests and a bonus quest. Start by moving onto the island and clearing a path toward the Savrip Champion. The fight is doable for a level 10 with companion. After that destroy the southwest beacon and move to the droid escort. Do the quest and get onto the ledge to your right and head toward the hilltop for the last datacron ( Aim+2, location=-650,-570). From here you can just head downhill and attack the Savrip Champion one more time. The rest of the heroics is simple, go on a killing spree and destroy the beacons.

Winding Down

In winding down I want to say just one more thing: Don’t obsess about gear. Pick up what you can, but don’t go out of your way to get that eighth Ord Mantell Commendation for your blue chest piece. It’s also a bad deal to forgo the blue pieces of equipment from the heroic quest in favor of a Commendation. By the time you turn 13 you’ll have it replaced already, even as early as the next flashpoint. Plus, in this level range things really aren’t gear dependent. Also, don’t waste your money buying gear from the vendors at all during your time on Ord Mantell.

 


© Disclaimer: Star Wars: The Old Republic
This site is not endorsed by or affiliated with LucasArts, BioWare, or Electronic Arts.
Trademarks are the property of their respective owners. LucasArts, the LucasArts logo, STAR WARS and related properties are trademarks in the United States and/or in other countries of Lucasfilm Ltd. and/or its affiliates. © 2008-2011 Lucasfilm Entertainment Company Ltd. or Lucasfilm Ltd. All Rights Reserved. BioWare and the BioWare logo are trademarks or registered trademarks of EA International (Studio and Publishing) Ltd. You may not copy any images, videos or sound clips found on this site or "deep link" to any image, video or sound clip directly.
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Totalbiscuit Interview: Gabe Amantangelo

Posted by on Jan 26, 2012 in News, noindex, Star Wars: The Old Republic | 0 comments


Here’s an interview by Totalbiscuit with Gabe Amantangelo, SWTOR lead developer of operations, flashpoints and pvp. Various topics are being covered from flash points, immersion, faction balance, pvp only skills, endgame, operations, UI configuration and mods, crew skills


© Disclaimer: noindex
© Disclaimer: Star Wars: The Old Republic
This site is not endorsed by or affiliated with LucasArts, BioWare, or Electronic Arts.
Trademarks are the property of their respective owners. LucasArts, the LucasArts logo, STAR WARS and related properties are trademarks in the United States and/or in other countries of Lucasfilm Ltd. and/or its affiliates. © 2008-2011 Lucasfilm Entertainment Company Ltd. or Lucasfilm Ltd. All Rights Reserved. BioWare and the BioWare logo are trademarks or registered trademarks of EA International (Studio and Publishing) Ltd. You may not copy any images, videos or sound clips found on this site or "deep link" to any image, video or sound clip directly.
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