RSS

Category Archives: Leveling

Are you struggling to level in Wildstar?

Since Wildstar launched, I’ve kept a pretty close eye on the #Wildstar hashtag on twitter for information and feedback from the players. One of the trends that I’ve seen since about the third day of launch is that people tend to have trouble leveling up in Wildstar.

I’m not talking about the whole “get to level 14 and get sucked into housing” thing, I’m talking about people who get to level 10 and then stop playing the game because it’s boring. People who get to level 25 and then feel like it’s just too grindy to push forward. People who think that leveling a DPS Medic offers about as much appeal as sawing off your own leg with a rusty butter knife.

In the past, I have taken this kind of feedback as a challenge, to see for myself whether or not those claims are true, and to see if there is a way around it. So I’m putting a call out to you, readers, to tell me the struggles that you’ve personally had with leveling, and I want details. If you’re having trouble with a particular class, level range, zone, or something else in the leveling process then I want to know what it is.

As I said, I’ve seen a lot of these complaints on twitter. But, the nature of twitter’s 140 character limit means I don’t get much detail, so I want to open the blog to this instead.

This isn’t just a place for you to log every complaint you have about Wildstar in general, I’m looking specifically at struggles you’ve had in the leveling process. If you don’t like how today’s hot fix only included three official fixes for 90 minutes of downtime, I don’t care about that crap. But if you’ve struggled with leveling, I want to know about it.

Advertisements
 
15 Comments

Posted by on June 26, 2014 in Leveling, Wildstar

 

Tags: ,

Warlock Leveling: 1-30 Affliction

I’ve done a lot of playing around on low level Warlocks over the last couple of months, and it’s been hard to find one that really felt right in all the ways that low level alts need to in order for me to keep playing them rather than simply deleting them before I really have a chance to see what they have to offer. Having played a Warlock off and on over the last couple of expansions, I was surprised by how much things felt…off at low levels across the different specs. We’ll get into that a bit later on in the article. I did eventually find a spec that really felt right to me, and we’ll discus that as well.

For now, let’s take a look at the Affliction Warlock, what makes them (and their DoT’s) tick, and how you can become a successful soul-sucking, DoT’chucking overlord of death.

Turn the page to find out more…

 
10 Comments

Posted by on January 24, 2013 in Caster, Guide, Leveling, Warlock, World of Warcraft

 

Tags:

Death Knight Leveling: 55-75 Frost DPS

I’d like to tell you that leveling up as a Frost Death Knight is a hard thing to do, but then I would be lying. You see, Frost Death Knights have this thing called a God Complex where they think they can kill whoever they want to without harm or repercussion to themselves, all the loot belongs to them, their DPS is through the roof putting everyone else to shame, and so on. The bad news is, occasionally that will come back to bite you in the butt and score you a trip to the spirit healer. The good news is, that whole God Complex thing started because the majority of it is actually true.

Enough with the intro, let’s take a look at how to go about leveling and playing a Frost Death Knight.

Turn the page to find out more…

 
9 Comments

Posted by on December 14, 2012 in Death Knight, Guide, Leveling, Melee, World of Warcraft

 

Tags:

Sage/Sorcerer Leveling: 10-20 Healing

For the first 10 levels of playing a Sage/Sorc healer, you’re no different than any other Consular/Inquisitor out there, so I’m going to refer you to my 1-20 DPS Guide for information about how to level and what spells you get during the 1-10 range if you feel you need it.

This guide is aimed specifically at leveling as a healer which takes place from level 10 on, so that’s where this guide is going to start. I will be discussing how to deal damage in the healing spec, and how to go about questing and so forth, I’m just going to assume that you’re already at least level 10 for the purpose of this specific guide.
Turn the page to find out more…

 

Tags: , ,

Sage/Sorcerer Leveling: 1-20 DPS

Playing a Sage/Sorcerer
For the most part, playing a Sage/Sorc is much like playing a spell caster in any other MMO. In the world of SWTOR, they’re the only real spell casters in the game. While you can get a caster feel from some of the ranged classes (Trooper, Smuggler, Bounty Hunter, Imp. Agent) most of what they do doesn’t really feel like casting, at least not to me, unless you’re playing their healing spec.

Concerning Sage/Sorc DPS, there are two primary trees available to you and they each have their own feel. The Telekinetics/Lightning tree is the turret casting tree, where you’ll spend the majority of your time remaining stationary while you simply turn left or right as needed while you spam-cast your spells. You do have some spells that you can use on the move, but you’ll have a loss of overall DPS if you use them without needing to move. The Balance/Madness tree relies on damage over time (DoT) effects and channeled spells for the majority of it’s damage and is much more mobile as most of the spells you’ll use in those trees are instant cast either by design or thanks to talent-based procs.

When you reach level 10 and take your advanced class of Sage/Sorcerer there’s going to be a complete change in how you handle combat. Out of all of the classes and advanced classes, the Sage/Sorc AC has the largest shift in playstyle because you’ve just spent 10 levels killing things primarily with melee attacks with some occasional spells thrown in (maybe) and now you’re never going to use another melee attack again. Some players do play low level Consulars/Inquisitors trying to focus on spell casting, but since both of your damaging spells have cooldowns you’re really better of just beating things up in melee.

In addition to the switch from melee to casting you’re also going to notice that your spells now actually have a decent range on them. Telekinetic Throw(Force Lightning) jumps up to 30 meters by default as does Project(Shock), and your new spam-cast spell, Disturbance(Lightning Strike), is a 30 meter cast as well. You also get to quintuple your Force pool from 100 to 500, and your primary crowd control spell Force Lift(Whirlwind) goes from an 8 second duration up to 60 seconds. All of these changes combine to make one heck of a shift in playstyle, so you’ll want to find a few things to kill to get a feel for your new life as a real caster.
Turn the page to find out more…

 

Tags: , , , , , ,

SWTips: General Leveling

I’m getting ready to start posting some of the SWTOR leveling guides for each class, similar to what I’ve been doing with WoW for the last three years. But before I dive into those I wanted to go with a simple leveling guide that can be used as a general source for everyone. So today I give you tips for leveling in general. Things to keep in mind or consider for leveling your characters. I’m sure that by now everyone who has the game is already on the road to level 50 if they haven’t already reached it, so some of this may only be applicable to your alts.

Turn the page to find out more…

 
11 Comments

Posted by on January 11, 2012 in Crew Skills, Leveling, SWTOR

 

SWTips: Part I

The last few weeks I’ve put a lot of time into playing Star Wars: The Old Republic (SWTOR) and today I’m finally getting around to sharing some of my experiences with you.

I know that most of my readers come here for WoW related information on leveling and heirlooms, but for the immediate future I’m shifting gears over to SWTOR. I signed up for WoW’s annual pass so I’ll still be playing WoW at least until October 2012, and hopefully we have a chance to experience Mists of Pandaria by then to see whether or not there’s a chance that I’ll continue longer. For the time being I’ll be breaking my first rule of MMO gaming, which is that I never play more than one game at a time. All of that is for another post and another day.

This is going to be the first SWTips (SWOH-tips) post in which I share all of the nifty little tricks that I’ve found that can help you. This first post is going to be a bit of everything that I’ve found so far instead of being directed at a specific activity or something because I’m more eager to just share some information with you than I am to break this up into several posts.

Also, I’ll apologize in advance for the poor selection of screenshots. Apparently I’ve only taken seven since I started playing, and six of those are of PvP scoreboards. I’ll…try to fix that.

Classes & Advanced Classes
I wanted to start off with this one because it’s probably the hardest thing for people to wrap their heads around if they’re coming from other MMO’s.

SWTOR has 4 base classes per faction. Each faction’s base classes have unique names, but they’re actually the same classes on both sides with different names for everything.

Republic Trooper = Empire Bounty Hunter
Republic Jedi Knight = Empire Sith Warrior
Republic Smuggler = Empire Imperial Agent
Republic Jedi Consular = Empire Sith Inquisitor

Each of those base classes holds the key to the confusion, because at level 10 you choose to take an Advanced Class (AC). Each base class has two advanced classes, and choosing one prevents you from ever having access to the other. So basically the base class is like a tutorial to give you a feel for two different play styles at once. Once you reach level 10 you drop your base class and move on to your advanced class – for ever.

With 2 AC’s for every base class we’re really left with 8 unique classes for people to be. You’ll always be a Sith Inquisitor if that was your base class, but you’re actually either a Sorcerer or an Assassin as far as what your actual class is because it’s your Advanced Class that defines your character.

Each AC has it’s own set of three talent trees to spend points in, and even though one of the three trees is “shared” between both AC’s for every class, the talents themselves often change between the two AC’s. So while both the Sorcerer and Assassin have access to the Madness tree, the talents within that tree work differently for both specs because they’re completely different (caster vs. melee).

As the game stands right now you can pay to reset your talent points, so there is an option to repsec. However, there is (currently) no dual spec option so if you want to switch roles you’ll have to respec. Bioware has discussed, but so far declined, the possibility of changing your Advanced Class. At this time you cannot change your AC once you’ve selected it. So if you decide to be a Sith Assassin, you cannot become a Sith Sorcerer without rolling a new character. While I would personally like to have this ability, I can understand why they would not allow it and I will support their decision on how to handle it either way.

A lot of people get a bit upset at not being able to switch their AC, and that’s perfectly understandable. With the way that classes are handled though, if you were to relate this to WoW you’re basically asking for the ability to class change your Mage into a Rogue, or your Druid into a Warrior, your Death Knight into a Priest. Advanced classes are like classes unto themselves, and asking for the ability to change them on the fly is a bit much.

That being said, with how AC’s are handled in the first place, it can really suck for people to invest time into a character that could be either a Rogue or a Priest only find out at level 20 that you really wish you would have chosen the other AC, or you find that your guild needs a healer but you chose an AC that can only tank and dps and your only option is to reroll another character.

Free Experience
There’s a lot of “free” experience to be had in SWTOR. “Free” meaning that all you have to do is click on something and you get experience for it. These are typically called Codex entries which basically means that you’re exploring and learning about the galaxy.

You get codex entries for all kinds of things. Killing strange creatures, clicking on glowy blue objects, accomplishing objectives in PvP warzones, or talking to special NPC’s. Your character will make codex entries for those which gives you experience and gives you a place to look up information about the subject.

Glowy Blue Items: if you see something in the world that’s glowing with a dull, blue light – click on it. It’s either a quest item that you need anyway, or it’s a lore item that’s going to give you experience for a codex entry. These things come in all shapes and sizes from little datapads the size of your hand to massive rock formations. If it’s glowing, click it.

Monster Codex: If you’re out exploring and you see a strange creature roaming about – click it. In some cases you just need to be close to it and click it, and others you have to attack and kill it. If clicking doesn’t do anything, try to kill it. If you get an entry you get more experience, and if you don’t then just move on and ignore those creatures unless you have a quest to kill some more. Don’t just go for monsters that have health bars though, you can also get entries for friendly beasts.

Datacrons: These will have their own section further below since they’re kind of a big deal, but these are a great source of free experience with the added bonus of also increasing your attributes. Datacrons can be found on (I believe) every planet in the game, and there’s anywhere from 3-6 datacrons on each one. Some datacrons are incredibly easy to reach while other require extensive amounts of jumping, running, navigation, and even team work in order to reach them. I’ll give you some links for how to find these in the Datacrons section down below.

Training Crew Skills: When you first arrive at the Imperial/Republic fleet for the first time on a new character you’ll receive a quest to go train your crew skills and to talk to one of your trainers a second time after choosing the profession. However, since crew skills give codex entries, you’ll get free experience from talking to every skill trainer regardless of which three you’re going to choose and whether or not you’ve already chosen/accepted them. Take a peek at the Crew Skills section below for a tip on how to gain three levels just from talking to these guys.

[Update: Added] Companion Story/Dialogue Quests: As you start to gather your companions you’ll notice that every now and then they’ll want to talk to you someplace private. These take place in either a cantena or on your ship, and your companion will have a quest marker when they’re available. These quests allow you to get to know your companion more, build affection (or lose it) with them, and sometimes assign them special positions or roles within your character’s story. Every time you complete a portion of your class quest that’s somewhat significant, there’s a good chance that at least one of your companions wants to have a chat with you. Quests are quests, and that means experience.

PvP: Player versus Player Combat
PvP is something that I’ve been a huge fan of in WoW for the last 2-3 years and something that I’ve really enjoyed in SWTOR so far as well. In fact, I think I might even go so far as to say that I prefer SWTOR PvP to WoW PvP and that’s actually saying quite a bit.

No Brackets: Right now there is only one PvP bracket, meaning that all characters that can participate (level 10-50) will face each other in the same bracket. There is a mechanic in place, Bolster, which evens the playing field stats-wise (for the most part) so that the only difference between a level 10 and a level 50 is that the level 50 has access to 40 extra levels worth of spells. Don’t let level differences fool you though, it’s entirely possible for a level 10 to kill a level 50 in a 1v1 fight with Bolster. It’s not necessarily likely, but it is possible.

No Cross Server Queues: Because there’s no brackets, there’s also no cross server grouping. Instead, every time you step foot into a warzone, you’re facing other players on your server. Their main reason for doing this was to establish a community. When you’re facing the same batch of people over and over in PvP, you start to recognize names. This was something that had me a bit concerned when I first saw it, but after having experienced it I find that I actually love this feature. This is the one saving grace of Huttball after I got burned out on it, because you can face your own faction there. There are two people that I’ve developed a relationship with in SWTOR PvP because of these two features combined.

One of them I’ve only ever been teamed up with, but as we’re both healers we’ve done some of the most amazing node defense and defending the ball carrier that I’ve ever seen. The other is with an Imperial Agent who I frequently have both on my team and on the opposing team. When we’re working together we can take down level 48’s while we’re in our teens, but while facing each other we’re both the number one kill target for the other. Unfortunately for him, I have stealth.

Bolster: This is a buff that raises your stats to be comparable to those people who are higher level than you in the warzone. Bolster’s buff is percentage based, so it increases your current stats by the percentage associated with your level. What that means is, when you’re in gear that’s appropriate for your level, Bolster will make you as strong as a level 50 character in level-appropriate gear. If you’re undergeared though, that percentage doesn’t increase itself to make up for your lack of gear, it just increases your weaker stats. So if you’re level 14 in level 14 gear, you’ll be about the same as a level 50 in level 50 (non-PvP) gear, but if you’re a level 20 in level 15 gear then you’ll be roughly as strong as a level 50 in level 38 gear.

Resolve: Is a bar that shows up under players’ nameplates that marks how much crowd control (CC) they’ve been hit with recently. When that bar is full (it’s a whitish-bluish color) that player is immune to CC. There is a lot of CC in SWTOR and almost every class has several CC abilities by level 10 (melee force users don’t get reliable CC until level 24). Watch your opponent’s resolve bar carefully when you’re trying to decide whether it’s best for you to CC them or go for the kill as you may find that going for the kill is your only option and that one wasted global cooldown on CC when they’re immune can be the difference between victory and defeat.

Rewards: PvP is actually incredibly rewarding, especially at lower levels. Each victory will earn you roughly 1,000 credits, 40-90 commendations which can be used for gear upgrades, and experience that’s pretty close to what you would get from on-level quests. You can get your first PvP weapon at level 14, and it will take you 5-10 warzones worth of commendations to purchase it, but it will be significantly better than anything else you can get your hands on at that level. Level 20 is when the first set of armor becomes available which is also extremely powerful. Now, just to clarify here, this gear does not have the PvP stat Expertise on them, they’re just gear pieces that you can get only through PvP. Expertise is only available on level 50 PvP gear.

Expertise: This is the PvP stat, the one that increases your performance in PvP-only, and has no effect at all on PvE. This is only available at level 50, and it’s the one thing that make level 50’s harder to kill in PvP than anyone else. Right now a level 50 with full PvP gear on can defend a node form 4-6 people by themselves. BioWare is working towards splitting the level 50’s off into their own bracket once there are enough 50’s to actually have a bracket, but until then this is the major source of imbalance in PvP right now.

PvP: Warzones
There are three warzones in SWTOR at this time, and they should all have at least some amount of familiarity if you’ve done PvP in other MMO’s.

Alderaan: This is a resources map similar to Arathi Basin or Battle For Gilneas if you’re a WoW player. There are three nodes (left, right, and mid) and you need to stay in control of any 2 of those for the majority of the fight in order to win. You can see who controls which nodes as well as the current standing of each team by looking at the icons in the top-right corner of your screen. Your turrets and your bar are colored green, your opponents’ is colored red, and uncontrolled turrets are grey. The longer you control the turret nodes, the more damage they deal to the opponent’s ship, and the faster you win.

The best tip I can give you for this warzone is to always cap the node from the opposite side of the enemy spawn locations. The nodes themselves grant Line of Sight, so unless the opponent has an AoE that they can target to get around the node, they have to spend extra time running in order to get to you and that extra time can be the deciding factor in capping a turret. People are constantly trying to capture these nodes at the wrong angle and letting the enemy hit them with a basic ranged attack to prevent a capture that they could have easily had if they would have taken 2 steps to the side.

Actually, the best tip I could give you is something that’s been chiseled into the foundation of the world since PvP became PvP – FIGHT ON THE FLAGS! Always, always, always fight on the flags. Never let your flag be captured because you weren’t paying attention or weren’t able to react in time because you were too far away from the node.

There’s a lot I could talk about in regards to the layout of this warzone and how to get around quickly and such, but I think I’m going to leave that for an actual Alderaan-specific guide that I’ll write later.

Voidstar: This is a defend and assault style map where each side gets a chance at being both offense and defense. It’s basically Strand of the Ancients for you WoW players. There are three walls that you have to get through in order to reach a computer terminal which is the primary objective. You get through the walls by planting bombs (8 second timer) which then have a 20 second countdown before they explode. The defenders are trying to prevent you from planting bombs in the first place, or defusing them (3 second timer) once you do get them up before they blow the doors open. Once one door is opened in a section, all the doors in that section open and push combat into the next section.

The second and third sections each have another gating mechanic that requires another 8 second timer to open the gate to reach the doors in the first place, but those happen instantly if you get the 8 seconds completed. There are two gates in the second section, and three in the third. Gates are opened singularly, so if you open only the left gate in section 2, the right gate stays closed. As an attacker, you want to open all of the gates, where the defender wants to keep all of them closed only until one is opened at which point their focus should be strictly defending the final doors.

Stealth classes have an edge in this map because they can maneuver around the map and plant a bomb while the defenders are away. That’s why defense and fighting on the flags is so important in this match. You should never leave the doors unguarded if you’re defending. Zerg tactics can sometimes work on this map, but team composition can make a huge difference as well. The team that the most AoE and/or the most CC typically wins.

Huttball: This is the capture the flag map, but with a twist – the flag can be passed around. There isn’t really a true enough equivalent to this warzone in WoW, the closest being Warsong Gulch, but I’m told there’s a somewhat similar map in Rift. I did play Rift, but I never did any PvP so I wouldn’t know. The point here is to grab the neutral ball from the middle of the field and carry it to your opponent’s side of the field to score a point. Killing the ball handler will cause the ball to be passed to a nearby member of your team (I think the person who gets the killing blow gets the ball, but I’m not positive), otherwise you’ll pick it up from the spawn point in mid.

There are 4 levels in Huttball. Ground level which has access to all of the other three and contains two acid pits which deal damage and apply a slow effect to anyone inside them as well as two air traps which launch players in random directions around midfield. The Pit, which is the lowest level and is located in front of the goal area by with no immediate access to the goal. Middle Ramp which has one entrance from the ground floor and then two exits onto the scoring portion of the ground floor, and also contains two fire traps on both sides of the field that deal significant damage. And the upper/outer Ramps that are accessed on the outer edges of the ground floor in midfield, which also contain two fire traps on both sides, and has a single exit onto the scoring side of the pits on the ground level.

Because of the multiple levels and the damaging terrain of this warzone, ranged classes have a definite advantage here. Crowd Control is even more deadly on this map than raw DPS thanks to the hazardous terrain, and knockbacks can really screw with your clutch flag captures.

My most important tip for Huttball is to put the spell to throw the ball somewhere on your action bars where it’s easy to get to. The spell name is “Throw the Huttball” and it does just that. It should show up on your bars by default when you entire Huttball for the first time. If your bars are full though, you can find it on the General tab of your skills window. I have my Throw button assigned to my ‘R’ keybind because I want it as accessible as possible when I’m playing Huttball. If you have the ball and you’re low on health, pass it off to a teammate. If you’re in a bad position and someone else is near the goal, pass it. Do not try to be a hero in Huttball. It’s better to pass the ball and get a point than to try to force your way through four opponents only to die with your face on the goal line and the ball in enemy hands.

Throwing the Huttball does require you to click on a target area when you activate it, you can’t just pass it directly to another team member. If your team is in the AoE they should receive the ball so long as they’re not in stealth. If you’re going to die and there’s nobody on your team to pass it to, you should do your best to pass the ball to an open spot on the map so that it’s reset to the middle of the field instead of falling into enemy hands.

If you’re still confused by all of that, just wait for my post on Huttball where I’ll go into a lot more detail and include screenshots and such.

Companions
Companions are sort of like pets/minions from other games, except that every class gets 5 (6) of them throughout the the game. Each class gets specific companions and they are given to you at specific points in your class quest storyline. You’ll get your first companion between levels 7-12 depending on which class you are and how strongly you stick to your class quest versus every other quest out there. Your second companion, the one who’s only a partial companion (no combat skills) comes with your ship which you’ll get someone in your mid-to-upper teens. The third and fourth companions vary somewhat between the classes as far as what level or what stage of your class quest you get them at, but you should get them in your 20’s. For example, my Trooper has 3 companions while my wife’s Smuggler has only 2, even though we’re at the same stage of our class quests.

You can have only one companion actively helping you in combat at a time. The number of companions you can have sent out on Mission quests (see below) or crafting items for you at one time is based on your level. You can only have two companions crafting/questing until you reach level 25 and open up the third.

Remember, companions are tied to your class quest, so if you’re eager for more companions you should consider cutting back on all of the other quests in the area and focus just on your class chain. There are way more quests available than you need to level to 50 anyway, so don’t feel like you have an obligation to do every quest on every planet before moving on. You can always come back later.

For a great source of companion information, I direct you to swtor-spy.com.

Presence: This is a stat that you’ll find on some pieces of gear which gives no direct benefit to you. This stat instead increases the health, damage, and healing abilities of your companions. If you like to play solo, then this is a good stat for you to stack if you like having your companion out to give you a hand. If you’re more of a group player this you can ignore this stat since companions count against your total group size.

Affection: Is a rating of how well your companions like you (or how much they hate your rotten guts). This increases (or decreases) the success rate of the companion’s Mission quests and impacts the roleplay options you have with that companion, including a chance for romance where it’s available.

Skill Efficiency: This increases the companion’s success rate with a certain skill and also decreases the amount of time it takes them to accomplish it. A mission may say it will take 4 minutes, but with a companion with high efficiency in that skill it may only take 3.5 minutes. Each companion has their own efficiency/critical scores that are already tied to specific crew skills and you cannot do anything to change which skills or what type of bonus they have.

Skill Critical: This increases the chance that your companion will have extra or increased rewards when utilizing your Crew Skills.

Crew Skills
Crew Skills are SWTOR’s version of professions, and for the most part I love them. You, as the player, select three Crew Skills that your Companions will have access to. You get three, and only three. Of those three, only one of them can be a Crafting skill (you don’t have to have a crafting skill, you just can’t have more than one on the same character).

Crafting Skills: Armortech, Armstech, Artifice, Biochem, Cybertech and Synthweaving. These professions all craft gear, consumables, or item mods. You can only have one of these per character. You don’t actually craft anything yourself, your companions do all of the crafting for you.

Gathering/Mission Skills: Archaeology, Bioanalysis, Scavenging, Slicing. These professions are all used to gather items while you’re out questing, and they can be used as mission skills to get specific types of items. Both you and your companions can gather nodes while you’re out in the world(s), but only your companions can go on the Mission quest portion. With the exception of Slicing, these professions all give you the basic materials required by the crafting professions.

Slicing gathers lockboxes which most often contain credits, though it can also give you access to schematics and mission quests for all of the other professions. Slicing received a nerf in the most recent patch 1.0.1 which significantly reduced the amount of credits you can farm with it. Prior to that nerf, I was able to farm 100,000 credits on my level 23 Trooper. After that nerf I get about the same amount of credits from a day’s worth of farming that I used to get in about 3 hours. Exact numbers are still being tested, but it looks like the nerf was fairly significant.

Mission-Only Skills: Diplomacy, Investigation, Treasure Hunting and Underworld Trading. These crew skills, to my knowledge, do not have any nodes that you can gather from, and instead require Mission quests to level. These crew skills are required if you want to be able to make Blue or Purple quality gear with your crafting professions as they are the only reliable method of obtaining the rare materials required to craft them.

Datacrons
Datacrons are shiny little cubes that you can find throughout the various planets of SWTOR. Clicking on them typically gives you a bonus to one of your attributes of +2, though some can give +3-4, while others will give you a Datacron Fragment which you combine with others in special locations to form more powerful datacrons. I haven’t done the combining yet so I don’t know the details for those, but I do know you can do it and have found two of the stations that you do it in, so I’ll know more about it once I find some more pieces and can put them together.

For the best resource I’ve found online for datacron locations, I direct you once again to swtor-spy.com. You can also search for them on YouTube. I prefer video walkthroughs to written instructions and screenshots, so if I can’t find what I’m looking for on one site I’ll try out another.

There are two reasons why you want to hunt these datacrons down. First, because they are permanent increases to your attributes so by not going after them you’re making yourself less powerful than you could/should be. Granted, not all of them are useful for every character, such as +2 Aim on a Force user, but you should at least go for the ones that you can benefit from. Second, these are also Codex entries, meaning you get more “free” experience just from finding them.

More to Come
I’ve got plenty more tips for you, but we’re already pushing 5k words on this one and it’s a big mish-mash of all kinds of stuff thrown together as it is, so I don’t want it to get much bigger.

If there’s anything in particular you would like for me to cover, feel free to leave your suggestion in the comments below. Otherwise I’ll just keep on keeping on with whatever happens to be peaking my interest at the moment when I start writing the next one.

 
1 Comment

Posted by on December 29, 2011 in Crew Skills, Leveling, Player vs Player, SWTOR

 

Tags: , , , ,

 
%d bloggers like this: