Giving this a whirl for a bit.
ajax34i:
Use the bonus (free) cartel points you get to unlock account-wide things, such as more inventory slots, or various races that you don't feel like playing to 50 to unlock. Keep in mind that you have to initiate the unlocking purchase from the pertinent window (inventory screen or your legacy screen for example), because a lot of these are not specifically offered in the cartel market browse window.
Purchase a speeder from the GTN rather than the NPC trainers, as it is much cheaper.
Companion healer and/or tank may be needed to complete certain harder quests (or a certain companion may be forced on you by the story line). They will function just fine if you simply buy some level-appropriate green gear from the GTN to outfit them with, just before the quest; you don't have to keep them geared up as you go.
The first companion you get (or the romance interest) can typically be chatted up in affection levels via dialogue choices as you play the game. Later companions, you may have to start by giving them the cheap NPC vendor gifts to bring them up to 3000 or so, before you use your conversation options with them for affection increases.
You can definitely skip planets, if you get XP elsewhere. As soon as you get your ship, doing a few space missions is a solid chunk of xp that can allow you to skip the next planet, which may be one of the sucky ones.
Your rails in the game consist of a chain of "personal" quests, which send you to each planet with a specific task. These you must do in order, if you wish to progress your story. The starter planet typically establishes some NPC as your boss, and the personal quests come from him/her/it. However, as soon as you land, each planet also hooks you via someone waiting for you at the docking station, to tell you to go see the planetary governor for an issue of importance. That's the planetary quest chain, and it's long but can be skipped, if you're too high level for the planet. You also get unrelated quests from NPCs on the planet, also optional.
Ingmar:
The planetary main quest chains are all worth doing at least once, and note they tend to give oranges out at the end. They also generally have more interesting dialogue options than side quests, more options specific to the class you're playing, and often at a point during them will let you choose between a couple different ways of completing a step (like, dark side, go murder these guys, light side, go disable these access points, or whatever). The side missions that come at each hub are usually more traditional kill X guys or collect Y things type quests.
Pennilenko:
I settled right into my sith sorcerer, and am getting right down to being the biggest asshole the sw has seen. (storyline wise). Just got my ship. I think my sith lord boss, zash, is planning on screwing me over.
Fordel:
Quote from: Ingmar on August 21, 2013, 06:21:38 PM
- Trooper and Jedi Consular have the most boring stories overall, so if you picked one of those first and are like "this kind of sucks" consider giving another class a try before you punt the game. (Just my opinion, some people are irrationally in love with the Trooper story, like Fordel.) Jedi Knight and Sith Warrior are the most traditionally Star Wars-y of the storylines in my opinion. Smuggler and Sith Inquisitor are the funniest.
The JK is the most StarWars'y because it's the original Starwars story with planets and characters renamed. :oh_i_see:
The JC story is nothing but Jedi Bullshit layered ontop of Jedi Bullshit.
The Smuggler is a random collection of Han Solo tropes.
The Trooper has the best set pieces but some of the worst filler. It suffers the most from the only 1 companion at a time limitation of the game.
The SW story is like, the evil mirror to the JK story.
The SI story is basically retarded, but totally carried by it's Voice Actors and dialogues.
The BH story is just sorta there.
The Imp Agent story is the best story in the game, easily.
Zetor:
I played Trooper, Consular, and Agent to 50 -- and yeah, I'd say agent is the best. The one redeeming feature of the consular storyline was the (PlayerName) Tours The Galaxy With His Amazing Friends In The Magic Consular Bus setup of ... act 2 I think? The end-of-Act missions from the trooper storyline were really good, the others were kinda meh.
Quote from: Fordel on August 23, 2013, 01:06:30 AM
The Trooper has the best set pieces but some of the worst filler. It suffers the most from the only 1 companion at a time limitation of the game.
This is somewhat mitigated by the fact that after you get M1-4X, the other companions may as well not exist*. Do you not love the Republic with all your (flesh or metallic) heart, citizen?! :drill:
* well yeah, if you play Vanguard, you pretty much have to go with Elara 99% of the time. Details!
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