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1/02/09 12:36:56 AM#41
Originally posted by Reklaw Artisan: The basic crafting profession. All of the other crafting professions, such as Tailor, Armorsmith, and Chef, spawn from these disciplines. Disciplines: Engineering, Domestic Arts. Buisness, and Surveying. Brawler: The basic melee profession, proficient in hand to hand combat and with a number of simple weapons. Other melee professions, that is skills dealing with close ranged weapons, spawn from these disciplines. Disciplines: Polearm, One Handed Sword, Two Handed Sword, and Unarmed. Entertainer: The basic 'buff' profession. Entertainers (and later, Dancers and Musicians) can offer dances and music which can empower your character or heal wounds. Disciplines: Image Design, Musicianship, Dancing and Entertainment Healing. Marksman: The basic ranged combat profession. All other professions which require use of a blaster or long ranged weapon require some of this professions disciplines as prerequisites. Disciplines: Pistol, Carbine, Rifle, and Ranged Support. Medic: The basic healing profession. Players investing in these disciplines are able to heal damage and wounds given to players in combat. The Doctor and Combat Medic require much of this profession be trained. Disciplines: Diagnostics, First Aid, Pharmacology, and Organic Chemistry. Scout: The basic light-weight profession. Scouts are initially proficient in movement and fauna identification and gathering. Advanced scouts can look forward to the professions of Creature Handler and Ranger. Disciplines: Exploration, Hunting, Survival, Trapping. Advanced/Elite Requirements: Artisan(Engineering) Disciplines: Furniture, Construction, Installations, Buildings Armorsmith: This profession is similar to the Weaponsmith, and will allow players to construct armor for other players to use. It most definitely requires background in the Artisan field. Requirements: Artisan(Engineering) Disciplines: Personal Armor, Layers, Deflectors, Technique. Bio-Engineer: This profession is used to breed animals to be stronger and faster. It requires kowledge of the Scout and Medic fields. Requirements: Scout(Hunting), Medic(Organic Chemistry) Disciplines: Clone & Tissue Engineering, DNA Sampling, Techniques. Bounty Hunter: The ultimate track and kill profession, the player bounty hunter will be both a certified scout and expert combatant. You will likely require some backing in the Scout profession, as well as Marksman. Requirements: Master Scout, Master Marksman Disciplines: Investigation, Bounty Carbine & Pistol, Light Lightning Cannon. Carabineer: This advanced Marksman professions specializes in the use of ranged carbines. Requirements: Marksman(Carbine) Disciplines: Assault Tactics, Marksmanship, Counterinsurgency, Special Abilities. Chef: An accomplished Chef can create foods that will temporarily improve player's attributes. A chef requires the player to already be an accomplished Artisan. Requirements: Artisan(Domestic Arts) Disciplines: Entrees, Desserts, Mixology, Cooking Combat Medic: This profession allows players to heal others and fight in the field of battle. To be a combat medic, you will require skills from the starting Medic profession. Requirements: Master Medic, Marksman(Ranged Support) Disciplines: Healing Distance, Healing Speed, Medicine Crafting, Support. Commando: A commando has the combined skills of a Brawler and a Marksman, and is deadly in both melee and ranged combat. Requirements: Master Marksman, Brawler(Master Unarmed) Disciplines: Field Tactics, Heavy Weapons, Flamethrower, Acid Rifle Creature Handler: The Creature Handler is an advanced Scout profession, and allows players to tame and train creatures to obey their commands. Requirements: Scout(Hunting), Scout(Exploration) Disciplines: Creature Taming, Training, Empathy, and Management. Dancer: This profession is an advanced form of the starting Entertainer profession. It allows players to perform dances that heal and/or increase the abilities of all those who watch. Requirements: Entertainer(Dancing) Disciplines: Technique, Wound Healing, Knowledge, Fatigue Healing. Doctor: The Doctor is an advanced Medic who has a greater capacity to heal then his starting profession counterpart. Requirements: Master Medic Disciplines: Wound Treatment, Treatment Speed, Medicine Knowledge & Crafting. Droid Engineer: A Droid Engineer is an advanced Artisan profession which allows players to construct droid components and combine them to create doids. Requirements: Artisan(Engineer) Disciplines: Blueprints, Production, Refinement, Construction Techniques . Fencer: The Fencer is an advanced Brawler proficient in pointy one-handed weapons. A fencer is fast and deadly in melee combat. Requirements: Brawler(Master Onehanded Sword) Disciplines: Styles and Grips, Footwork, Technique, Finesse. Image Designer: Players who invest in this profession, which stems from the Artisan profession, can alter the appearance of other players - tattoos, hair styles, etc. Requirements: Entertainer(Image Design) Disciplines: Hairstyling, Facial, Body & Marking Customizations. Jedi: This elite profession requires a character be Force Sensitive. It contains all the Jedi skills. Requirements: Force Sensitivity. Disciplines: Force Wielding. Merchant: This profession allows players to create shops and shopkeepers and sell/buy wares. The merchant profession requires previous experience in the Artisan skill tree. Requirements: Artisan(Buisness) Disciplines: Advertising, Efficieny, Hiring, Management. Musician: The musician is similar to the Dancer in the fact that their abilities heal and/or increase the abilities of others. Requires backing in the Entertainer skill tree. Requirements: Entertainer(Musical) Disciplines: Technique, Wound Healing, Knowledge, Fatigue Healing. Pikeman: A pikeman is an expert in long, blunt melee weapons. He is fast and accurate up close. To be a pikeman, you will need experience as a Brawler. Requirements: Brawler(Master Polearm) Disciplines: Stances, Offensive & Defensive Techniques, Support Abilities. Pistoleer: Similar to the Carabineer profession, except with smaller and more accurate (at close range) weapons. Requirements: Marksman(Pistol Specialist) Disciplines: Tactics, Marksmanship, Stances and Grips, Special Abilities. Ranger: An advanced profession that extends directly from the Scout profession. A ranger is proficient in movement over rough terrain and tracking. Some of the Ranger's disciplines are likely prerequisites for a bounty hunter profession. Requirements: Master Scout Disciplines: Wayfaring, Frontiering, Field Bioscience, Advanced Trapping. Rifleman: The rifleman is extremely skillful with long ranged and accurate weapons. Will require a background as a Marksman, for sure. Requirements: Marksman(Rifle Specialist) Disciplines: Sniping Accuracy, Concealment Tactics, Counter-Sniping, Special Abilities. Smuggler: A smuggler is proficient at moving illicit materials past security or 'faction police'. Requirements: Marksman(Pistol Specialist), Brawler(Master Unarmed) Disciplines: Underworld, Slicing, Dirty Fighting, Spices Squad Leader: A squad leader is an accomplished Scout and Marksman. This profession specializes in skills that aid their group in movement and defense. Requirements: Scout(Exploration), Scout(Survival), Marksman(???) Disciplines: Mobility, Strategy, Leadership, Tactics. Swordsman: This profession contains disciplines related to the use of two handed swords and other such weapons. Requires backing as a Brawler. Requirements: Brawler(Master Twohanded Sword) Disciplines: Offense, Techniques, Defense, Finesse. Tailor: A proficient tailor is capable of creating new and unique clothing for players. A player can change their entire look with the help of a tailor. Requires Artisan skills. Requirements: Artisan(Domestic Arts) Disciplines: Casual Wear, Field Wear, Formal Wear, Tailoring. Teras Kasi Artist: Some of the most deadly unarmed Brawlers become Tera Kasi Artists, capable of rending a great deal of damage with only their fists. Requirements: Brawler(Master Unarmed) Disciplines: Meditative & Power Techniques, Balance, Precicion Striking. Weaponsmith: The weaponship profession contains disciplines for the creation and maintenance of weapons. Will require backing as an Artisan. Requirements: Artisan(Engineering) Disciplines: Melee Weapon, Firearm, Munitions, Technique. Politician: A Politician has the powers to govern a player city. As a politician advances, his or her player city is able to expand and can include better and more efficient services. Requirements: Apprenticeship XP read original > http://www.swgalaxies.net/database/index.php?id=89 Ooooweee! that's the world I remember :) Good times, good times. If I could play a pre-cu server right now, I'd go in a heartbeat...long as SOE isn't part of it :P. My inner child isn't allowed to play at Smed's house. |
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1/02/09 8:58:33 AM#42
Originally posted by ArcAngel3
and what's stoppin' ya? all ya need is swg CDs and LPE... 8) |
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1/02/09 3:09:32 PM#43
Originally posted by SkeeSkee
To help put things in persepective for those that never played the Pre-CU/NGE system. The average prices on my old server, Ahazi, were a tad bit different. Weapons were maybe 10k lower. Top end Composite was closer to 300k. I'd say Food / Drink / Spices were the same per crate. Combat characters can easily accrue the money to get their needs. A full template character could go to a Mission Terminal (for NGE-only players, those things sitting around cities and settlements that nobody uses anymore) and get up to 2 stored missions for 15k credits per mission. Group up with people and you can get higher yield missions / rewards. Good example were the huge groups getting Lv36 or so Enraged Rancor missions. IIRC, the rewards were 36k / mission. Naturally these rewards were split in a group, but the group would ADD their missions together for the rewards that everyone can split. Not to mention Pre-CU, there were XP **bonuses** for working in proximity of your group, compared to the majority of MMOs today where they **penalize** your XP gains for being in a group... And they say they support group play... HA! Sorry to drift, but back on topic... A good example of Group Mission / Hunting were the famous Hunting Groups on Dathomir. We'd gether in large groups and actually WORK together, mission to mission, with all our missions added together. Credits were split but we reaped good XPs while at it. We'd get almost a dozen missions added up that we'd knock out 1 after the other. It was fun stuff back in the day. There were bigger ways to make money with missions as a Combat player. But the Hunting Groups enabled you to do stuff that you weren't normally able to do. You'd also get good money, great XPs, and work with a very wide variety of people. And the crafters were right there afterwards, competing for your money. Everything was kept in check with the economy. No one group had the upper hand. Edit to add: The various Terminals are still there in the NGE. I'm pretty sure they can be used the same way as before. It's just that it's irrelevant now to the NGE style. Especially when things cost in the MILLIONS now "I have only two out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold." (First Lieutenant Clifton B. Cates, US Marine Corps, Soissons, 19 July 1918) |
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1/02/09 5:07:16 PM#44
Originally posted by Warmaker SOE finally realized that they couldn't provide enough content to level you all the way to 90 so they introduced a system where you could get a ton of xp for terminal mission but limited it to ten payouts per day. After the first ten missions they work the same as they always did but the money rewards aren't enough to keep up with the massive inflation everywhere else. |
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1/03/09 7:51:59 PM#45
Originally posted by pdxgeek SOE finally realized that they couldn't provide enough content to level you all the way to 90 so they introduced a system where you could get a ton of xp for terminal mission but limited it to ten payouts per day. After the first ten missions they work the same as they always did but the money rewards aren't enough to keep up with the massive inflation everywhere else.
Most unusual, IMO. SOE realizes they didn't have enough content to bring you to 90, so they enable a revised Terminal System to help you in getting there, but only for so many times a day. The monkeys at SOE never fail to boggle the mind. What about the monetary rewards? Did they go up with the revision? Or are the credit rewards still in the 15k-36k range for a Lv90? "I have only two out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold." (First Lieutenant Clifton B. Cates, US Marine Corps, Soissons, 19 July 1918) |
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Tzimiscechi
Novice Member
Joined: 8/04/07
Ah my favorite brain soup: cream of no where. What''s the matter kid, don''t you like clowns? |
1/07/09 1:52:43 AM#46
Originally posted by Lustmord
Only read the first post - so here they are from memory. Basic Classes: Artisan, Brawler, Entertainer, Marksman, Medic, Politician, Scout Elite Classes: Armorsmith, Weaponsmith, Droid Engineer, Businessman, Chef, Architect, Tailor, Swordsman, Pikeman, TK artist, Fencer, Dancer, Musician, Image Designer, Carbineer, Pistoleer, Rifleman, Doctor, Ranger, Creature Handler Hybrids Classes: Commando, Smuggler, Bounty Hunter, BioEngineer, Squad Leader, Combat Medic, Probably missed some, but these are the ones I remember.
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1/07/09 2:22:32 AM#47
Originally posted by Warmaker
The system now is that you get an XP bonus for the first 10 missions per "galactic day" which runs from noon GMT +7 to noon the next day, GMT +7, which is noon Pacific Daylight Time in the US. Missions beyond that offer no additional XP bonus, and the credit rewards start to deteriorate, as a check on the gold farmers. The other serious way to earn XP for those level 65 and up is the Meatlump Theme Park, which offers a number of repeatable quests that have nice XP payoffs for those leveling up. Generally you can only do these once a day as well. CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested. Once a denizen of Ahazi |
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