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Star Wars The Old Republic SWTOR Class Guides

6.1 Madness Sorcerer PvE Guide by Potter

Intro

Madness Sorcerer, previously known as ‘Sadness Sorcerer’, in 5.0, got some good loving from Bioware in the most recent expansion – 6.0 ‘Onslaught’. A fairly easy class to learn the basics, but takes a while to master, Madness Sorcerer is a dot spec class that is excellent in single target and AoE damage situations.

Republic Side equivalent – Balance Sage 


Update 6.1.3

Over the last couple of months since first creating this guide, there have been some minor changes to passives, set bonuses, gearing and new findings regarding rotations. 

Recent Changes 

Update 6.1 
  • Force Horrors – Lvl 36 Increases all periodic damage dealt by 15% (Changed from 10%)
Update 6.1.1
  • Gathering Storm Rebalance 
    • (2) +2% Mastery
      (4) Force Speed makes your next direct Force attack deal 20% more damage and Force attacks deal 20% more damage while Polarity Shift is active.
      Changed – (6) Activating Force Speed reduces the cooldown of Polarity Shift by 5 seconds (down from 10seconds), and the duration of using Polarity Shift is 5 seconds (down from 10 seconds). The set bonus no longer requires Polarity Shift to be used whilst Force Speed is active to extend the duration. 
  • Disintegration – Lvl 32 Increases the critical chance of Force Lightning and Lightning Strike by 15%. (Changed from 5%)
  • Fulminating Current – Lvl 64 Dealing damage with Force Lightning increases the critical chance of your damaging periodic effects by 3% (Changed from 2%) for 10 seconds. Stacks up to 4 times.
  • Tempest of Rho – Parse name was updated to avoid confusion when using it
Update 6.1.3
  • Unnatural Preservation no longer generates threat.

Rotation

Due to the changes mentioned above the Madness rotation can be slightly altered. For single target DPS, there are currently two schools of thought. The Lightning Strike rotation explained below, and the Force Lightning Spam rotation. The differences between the two rotations in terms of DPS output in live (operations, flashpoints and possibly PvP) is minimal in most situations. The differences being that the Lightning Strike rotation has a higher minimum DPS and a lower maximum whilst the Force Lightning rotation has a lower minimum but higher maximum DPS. 


Gearing

All gear pieces gathered from Flashpoints and Operations or brought from the vendor on the fleet.

Set Bonus

Gathering Storm 6 pieces with 1 piece of Amplified Champion – Ideally, you would want the headpiece to be Amplified Champion as it won’t compromise the set bonus whilst doing Hateful or Dreadful Entity

Gathering Storm`

  • (2) +2% Mastery
  • (4) Force Speed makes your next direct Force attack deal 20% more damage and Force attacks deal 20% more damage while Polarity Shift is active. 
  • (6) Activating Force Speed reduces the cooldown of Polarity Shift by 5 seconds (down from 10seconds), and the duration of using Polarity Shift is 5 seconds (down from 10 seconds). The set bonus no longer requires Polarity Shift to be used whilst Force Speed is active to extend the duration. 

Amplified Champion

  • Additional Combat Amplifier on the gear piece of the first prototype (blue) quality.

Tacticals

Tempest of Rho – Single Target

Lightning Strike has a 100% chance and Force Lightning has a 50% chance to cause Creeping Terror to tick an additional time whenever they deal damage. 

Slow Mercy – AoE

Death Field spreads Force Slow’s effect. Demolish hits all nearby targets affected by your Deathmark and Force Storm does 15% more damage to targets affected by your Deathmark.


Amplifiers

  • Force Sensitivity (+1.00% – Increases the damage dealt by Force attacks)
    • Total +9.40% (9 Versatile 80s Armorings + 1 amp champ) 

OR 

  • Periodic Intensity (+2.20% – Increases the damage dealt by periodic effects)
    • Total +20.68% (9 Versatile 80s Armorings + 1 amp champ)

The difference between Periodic Intensity and Force Sensitivity is very minor. In terms of single target DPS fight, you’d get virtually the same benefit from either amp. Force Sensitivity would be slightly better if using the Lightning Strike rotation. With the Force Lightning spam rotation, both amps will work, but you’ll benefit more from Periodic Intensity if you’re lucky with Tempest of Rho procs, but if your unlucky Force Sensitivity will balance it out. Ultimately it is a personal choice, Force Sensitivity will buff all your damage and if you play Lightning you won’t need two armor sets or have to swap armorings, whilst Periodic Intensity will make your dots tick harder which for AoE fights would be better. 


Stats

  • Accuracy – 1590 (Initiative R-14, R-15, R-9 + Kyrprax Proficient Stim + 1 Acc Aug
  • Alacrity – 1213 (1.4 gcd) (Nimble R-14 x2, R-12)
  • Critical – 3278 (Adept 80, 13 Crit Augs, Earpiece, 2 Implants 1 Crystal)
  • Power – 9989 (R-2 Mods + 1 Crystal) 

*Note – These stats are optimised for unscaled content – Nature of Progress (Dxun) Operation. All other PvE content is currently scaled with a hard cap on Endurance/Mastery and Power. Without optimising enhancements to get the most Power out of them, you will sit around 9300 power.

Left Side

  • Earpiece & Implant
    • Sha’Tek Adept Package MK-19
  • Relics
    • Uncapped – Serendipitous Assault & Focused Retribution 
    • Capped – Devastating Vengeance & Primeval Fatesealer 

Utilities

Skillful

  • Sith Defiance – 3% Damage Reduction (Always Take)
  • Empty Body – 5% Healing Received (Doesn’t affect stolen life) (Always Take)
  • Tempest Mastery – 25% increase on Force Storm (Situational)
  • Corrupted Flesh – 15% Damage Reduction on Periodic Damage (Situational)
  • Torturous Tactics – Reduces Electrocute cooldown by 10 sec. When Electrocute wears off, the target deals 25% less damage for 10 sec. (Situational)

In most cases, Sith Defiance, Empty Body and Tempest Mastery are the utilities you want. Only take Corrupted Flesh when there is uncleansable periodic damage like Tyrans with Affliction or Red Venom for Apex Vanguard. In relation to Apex Vanguard, specifically for NiM, depending on your job in relation to the theft droids, you will want to take 4 utilities in Skillful. In regards to Torturous Tactics, this utility is very underrated and highly useful in certain situations. The utility is good for Brontes, on the orbs to take significantly less damage without using the traditional Cloud Mind/Unnatural Preservation combo or even bubble. In Dxun, using your stun on strategic targets like Thrasher’s, Shadow Walkers, and Hunters will help your team take significantly less damage. 

Masterful

  • Surging Speed – Reduces the cooldown of Force Speed by 5 secs, Force Slow by 3, Force Barrier by 30secs. Force Speed lasts 0.5 secs longer, Polarity Shift increased movement speed by 100% while active, active cooldown on Force Speed finished when Force Barrier ends. (Always Take)
  • Suppression – 25% Damage Reduction on Cloud Mind (Situational)
  • Dark Resilience – Unnatural Preservation heals 30% more. Extrication increase target’s damage reduction by 25% for 6 sec.(Situational)
  • Lightning Barrier – Your Static Barrier crackles with electricity, shocking attackers with x energy damage when it absorbs direct damage to you. Does not affect allies and cannot occur more than once each second (Situational)
  • Electric Bindings – Overload binds its targets in electricity, immobilising them for 5secs. Direct Damage after 2 secs ends the effect prematurely. Swap with Lightning Barrier when needed(Situational)
  • Haunted Dreams – Whirlwind activates instantly. If your Whirlwind breaks early from damage, the target is stunned for 2 sec.(Situational)

The Masterful utilities for Sorcerer are almost always situational and will be interchangeable depending on the fight. Surging Speed is the only utility that you should take in every fight, and that simply due to the CDR on Force Speed which synergises quite well with Gathering Storm. 8 times out of 10, you’ll take Surging Speed, Suppression and Dark Resilience. On the few fights Lightning Barrier is good for, you swap out Dark Resilience for it. For Styrak, you take Electric Bindings instead of either. Only in NiM Dxun does your utilities in Masterful change quite frequently between the fights. For Red and Mutant Trandoshans, Lightning Barrier can be a 1k dps increase, in Encounters 1 & 2 both Electric Bindings and Haunted Dreams are very useful. Depending on your role for Huntmaster, Haunted Dreams is a must take and for Apex Vanguard as stated earlier in Skillful, you might only take 2 utilities in Masterful. 

Heroic

  • Force Mobility – Thundering Blast, Force Leach and Innervate may be activated while moving. (Always Take)
  • Shapeless Spirt – Reduces all damage taken while stunned by 30%. Additionally, reduces damage taken from area effects by 30% (Always Take)
  • Unnatural Vigor – Unnatural Preservation increases your damage reduction by 15% for 6 secs. Additionally, reduces the cooldown of Unnatural Preservation by 5 secs. (Situational)
  • Emersion – Force Speed grants Emersion, removing all movement-impairing effects and granting immunity to them for the duration. Swap with Unnatural Vigor when needed. (Situational)

Fairly straightforward, Emersion is a very situational utility, in the fights that you need it swap with Unnatural Vigor. 

Standard Utility Setup


Passives and Abilities 

Passives

Madness – Lvl 12 Force Lightning no longer has a cooldown. In addition, your Resurgence increases your armor rating by 30% while it heals you. 
Sith Efficacy – Lvl 16 Reduces the pushback suffered while activating Force Leech by 75% and Force Lightning by 100%. In addition, each time your Force Lightning deals damage, you recover 2% of your total Force.
Deathmark – Lvl 20 Death Field places a deathmark on affected targets, increasing the amount of damage the targets suffer from your next 15 periodic damaging abilities by 15%. Lasts 30 seconds.
Wrath – Lvl 24 Dealing damage with Force Lightning produces a stack of Wrath. At 4 stacks, Wrath causes your next Lightning Strike, Crushing Darkness, or Demolish to activate instantly, consume 50% less Force, and deal 25% more damage.
Pestilence – Lvl 28 Death Field spreads your Affliction and Creeping Terror to the targets it damages, as long as it damages targets already affected by your Affliction and Creeping Terror. In addition, Death Field overwhelms its targets for 45 seconds. Overwhelmed targets take 10% more damage from area attacks 
Disintegration – Lvl 32 Increases the critical chance of Force Lightning and Lightning Strike by 15%.
Force Horrors – Lvl 36 Increases all periodic damage dealt by 15%.
Lightning Burns – Lvl 40 Damage dealt by Force Lightning has a 20% chance and damage dealt by Force Leech has a 60% chance to restore 2 Force and deal x energy damage to the target.
Lingering Nightmares – Lvl 44 Increases the duration of Crushing Darkness and Demolish by 3 seconds
Creeping Death – Lvl 48 Increases the damage dealt by periodic effects by 15% on targets below 30% max health. In addition, Force Leach restores 15 force when used on a target affected by your Deathmark,
Parasitism – Lvl 52 Increases the life stolen by Death Field and Force Leach by 100% and causes Affliction and Creeping Terror to steal life from enemy targets, healing you for 10% of the damage they deal
Lightning Barrage – Lvl 56 Force Lightning channels and ticks 33% faster but deals 25% less damage
Devour – Lvl 60 Force Leach deals 30% more damage when used on a target affected by your Affliction. In addition, each time a charge of your Deathmark is consumed, you gain 2 force 
Fulminating Current – Lvl 64 Dealing damage with Force Lightning increases the critical chance of your damaging periodic effects by 3% for 10 seconds. Stacks up to 4 times.
Dark Echo – Lvl 68 Targets hit by Death Field have a 50% chance to emit a Dark Echo, damaging itself and up to 7 targets within 5 meters for x internal damage.

Abilities

Rotational Abilities
Affliction – Force 32 – Range 30m
Casts a powerful Force affliction upon the target that deals x internal damage over 18 sec.
Creeping Terror – Force 16 – Range 30s
Paralyzes the target in fear, dealing x internal damage over 18 seconds and immobilizing it for 2 seconds. The immobilizing effect cannot occur more than once every 9 seconds.
Death Field – Force 45 – Range 30m – Cooldown 15secs
Creates a death field at the target location dealing x – x internal damage and stealing life from affected targets to heal you for  10% of the damage dealt. Strikes up to 8 targets with a 5-meter radius.
Demolish – Force 27 – Range 30s – Cooldown 15s – Activation 2s
Crushes the target with devastating force, dealing x – x kinetic damage initially, plus an additional x  kinetic damage over 9 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Replaces Crushing Darkness.
Force Leach – Force 45 – Range 30m – Cooldown 12s – Activation 1.50s
Steals life from an enemy, dealing x – x internal damage to the target and healing you for 50% of the damage dealt.
Force Lightning – Range 30m – Channeled 2.01s
Deals x energy damage to the target and consumes 40 Force over the duration of the channel. Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies.
Lightning Strike – Force 36 – Range 30m – Activation 1.50s
Fires a charge of lightning at the target, deals x – x energy damage.

Non-Rotational Abilities
Expunge – Range: 30m – Force: 14 – Cooldown: 12s
Cleanses a friendly target of up to 2 negative mental or Force effects.
Phase Walk – Activation 0.5s  Cooldown 1.5mins
Activating this ability marks your current location for 10 minutes. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. Phasewalk goes on cooldown for 60 seconds when used to return to the marked location.
Dark Heal – Range: 30m – Activation: 1.5s – Force: 63
Heals a friendly target for x – x health.
Force Storm – Range: 30m – Channeled 3s
Calls down a Force Storm over the target area, consuming 60 Force and dealing X energy damage to up to 8 targets within 8 meters over the duration of the channel. Standard and weak targets have a 33% chance to be stunned by the storm each second.
Reanimation – Range: 30m – Activation: 1.5s – Force: 27 – Cooldown: 5 minutes
Revives an incapacitated ally. This ability is usable while in combat. When used, all group members can neither use nor be the target of an in-combat revival for the next 5 minutes.
Shock – Range: 30m – Force: 36 – Cooldown: 6s
Shocks the target for x – x energy damage. Standard and weak targets are additionally stunned for 3 seconds.
Force Slow – Range 30m – Force – 9 – Cooldown 9s
Deals x – x kinetic damage and slows the target’s movement speed by 50% for 6 seconds.
Extrication – Range: 30m – Force: 27 – Cooldown: 1 min
Lowers the target’s threat by a moderate amount and, if the target is a group member, pulls the target to your location.
Volt Rush – Range 30m – Force 45 – Cooldown 10s
Deals x – x energy damage to your target and energizes you for up to 5 seconds. The Energize effect can stack twice, with each stack increasing Volt Rush damage by 30%. The ability has 3 charges and recharge timer of 10 seconds.
Offensive and Defensive Cooldowns
Cloud Mind – Cooldown 45s
Wipe your enemies thoughts, instantly lowering your threat by a moderate amount
Grants 25% damage reduction for 6 secs with Suppression utility.
Unnatural Preservation – Cooldown 25s
Immediately restores x – x health to you. Cannot be used on others
Grants 15% damage reduction and lessens cooldown by 5 secs with Unnatural Vigor utility.
Force Speed – Cooldown 15s
Increases movement speed by 150% for 2.5 seconds. Does not break Stealth.
Gathering Storm 4 piece – 20% more damage on next direct Force attack (Stacks with Polarity Shift effect).
Polarity Shift – Cooldown 2mins
Your connection to the Force shifts, granting 20% alacrity and immunity to pushback and interrupts for 10seconds. Gathering Storm 4 piece – Force attacks deal 20% more damage while Polarity Shift is active (Stacks with Force Speed effect).
Force Barrier – Channeled 8s – Cooldown 2mins 30s
Projects a Force Barrier around you, granting immunity to all control, damage, and negative effects while channeled. This ability does not respect the global cooldown and can be used while controlled. While you are protected by Force Barrier charges will build up and grant you Enduring Bastion, a shield that absorbs an amount of damage based off the charges that are present when Force Barrier  ends. Enduring Bastion also grants immunity to interrupts.
Advanced Kyrpax Attack Adrenal – Cooldown 3mins
Increases Power by 1005 and reduces all healing done by 20%. Lasts 15 seconds.
Static Barrier – Force 41 – Range 30m
Surrounds the target in a lightning shield that lasts 30 seconds and absorbs a high amount of damage.  The target becomes deionized and cannot benefit from Static Barrier again for 20 seconds.
Recklessness – Cooldown 1min 30secs
Grants 2 charges of Recklessness, which increases the Force critical chance of your direct attacks and heals by 60%. Each time a direct Force ability critically hits or a channeled Force ability is activated, 1 charge is consumed. Lasts 20 seconds.
Unlimited Power – Force 45 – Cooldown 5mins
Increases mastery, endurance and presences for you and your Operation group members within 40 meters by 10%. Lasts 10 seconds.
Resurgence – Range: 30m – Force: 45 – Cooldown: 6s
Immediately heals the target for X-X, plus an additional X over 9 seconds. Resurgence increases your armor rating by 30% while it heals you.

Rotation

Opening Rotation

Precast Demolish + Force Speed > Polarity Shift + Creeping Terror > Recklessness +Affliction > Adrenal + Raid Buff + Death Field >Force Leach > Force Lightning > Lightning Strike > Force Lightning > Force Lightning (clipped 0.2sec remaining) > Demolish.

Basic Rotation

Demolish > Creeping Terror > Affliction > Death Field > Force Leach > Force Lightning > Lightning Strike > Force Lightning > Force Lightning (clipped 0.2 s remaining) > Demolish.

The basic rotation for Madness is still basically the same as it was in 5.0, just with a lessened gcd from 1.3 to 1. 4. Using the Tempest of Rho tactical will ensure you get the most damage out of this rotation

The expanded rotation for Madness, just got a whole lot of fun with the new set – Gathering Storm. As stated earlier the Gathering Storm set, makes the next direct force attack deals 20% more damage after using Force Speed. Also, whilst Polarity Shift is active, you deal 20% more damage with Force attacks. So, before your heavy hitters Death Field and Force Leach, you would want to pop your Force Speed and Polarity Shift, adding Recklessness, Adrenal and your raid buff if applicable will ensure that Death Field and Force Leach deal a lot of damage.

Rotationally, you will want to use Force Speed after Death Field, so it proc’s on Force Leach, as Force Leach will deal more damage than Death Field. Force Speed can be used for Death Field, but I would recommend it only when hitting 4 or more targets. Recklessness should always be used on Death Field and Force Leach. Adrenal after applying Dots and before Death Field.

For fights such as Dread Council in Dread Palace or Mutant Trandoshans in Nature of Progress (Dxun) and you are kiting Raptus or Graeus respectively, you will want to stay on the move, only stopping to cast 1 Force Lightning – optimal times may change per kiting patterns, while the bosses are channelling an ability is a good time, after moving out of the way of course. All other abilities in Madness can be cast whilst on the move.

AoE Rotation

The key thing for the AoE Madness rotation is that you want to maintain your 4 stacks of Fulminating Current as it will maintain the crit chance on your periodic abilities. When using Slow Mercy, you want to make sure you use Demolish after Death Field, so you spread all your dots and debuffs to each target. If you Fulminating Current stacks are about to drop, throw in a quick clipped Force Lightning to maintain the stacks, and spam Force Storm. An important thing to note, Force Storm will only deal the extra 15% damage as long as your targets are affected by Death Mark, so once Death Mark drops, Force Lightning to regain the 4 Wrath stacks for proc’d Demolish and continue the rotation. 

Slow Mercy Tactical

Not all fights are suited to run Slow Mercy. The second and third boss fights in Dxun both SM and HM are prime candidates for Slow Mercy usage. In the old content, there are a couple of fights where Slow Mercy can be used.

Disclaimer – This is by no means a recommendation to run Slow Mercy on these rights, in all cases Tempest of Rho will give you higher DPS. For Slow Mercy to truly shine, you need Demolish to last on the targets, and get a use out of Force Storm. Out of all the fights listed – Grob’Thok, Corruptor Zero, and Calphayus, for Calphayus though, you will be significantly weaker during the first phase against the Defiler, so only take Slow Mercy if you are very confident. In Dxun, Encounter 2 in all modes and Huntmaster in NiM are the best for Slow Mercy. 

  • SnV
    • Dash’Rode
    • Thrasher
    • Cartel Warlord’s
  • Temple of Sacrifice
    • Revanite Commanders
  • Terror from Beyond
    • Writhing Horror
    • Dread Guards
  • Dread Fortress
    • Gate Commander Draxus
    • Brob-Thok
    • Corruptor Zero
  • Dread Palace
    • Bestia
    • Calphayus (starting right side only)
  • Ravagers
    • Sparky

Sample Parse

Here is a link to a sample parse. This is by no means a perfect parse, nor am I in full BiS gear. The parse was done with no guild perks.


About Me

Hi, I am Potter, APAC NiM raider, Guildmaster and co-founder of Tauntaun War Veterans on Satele Shan. I’ve been playing the game on and off since Beta, taking a few large breaks in between. I returned to the game in October 2018, and practised for a long time to get into Hard Mode raids and then Nightmare (Master Mode) raiding in late February 2019. As of writing this guide, I am 26/26 with timed with 16m achievements, 3 of 5 in Nightmare Gods of the Machine, and 5 of 6 in Nightmare Nature of Progress (Dxun). If you have any questions you can reach on Discord – https://discord.gg/es2d2pc – Potter#8669, or on Twitch – https://www.twitch.tv/pottypotter.

Special thanks to all the people that helped me write and edit this guide, and bounce ideas off. Your help has been invaluable.

Categories
Events Star Wars The Old Republic

Feast of Prosperity Event Guide

Updated with info on how to get the ‘What did you Put in This?‘ Hidden Achievement which grants the ‘Spicy’ Legacy Title!

The “I Don’t Have to Put up with This” Achievement will not be possible to obtain this year. Details – http://www.swtor.com/community/showthread.php?p=9893851#post9893851

Last Updated – 10th November


Welcome to my Feast of Prosperity Event Guide!

The Feast of Prosperity is a brand new annual In-Game Event in Star Wars The Old Republic introduced in Game Update 6.1.4.

  • Date: October 20th – November 10th, 2020 (BEGINS AND ENDS AT 11:00 AM PDT/6:00 PM UTC/5:00 AM AEDT)
  • Requirement: Level 20+

Over the years, the Hutt Cartel’s reputation has taken a hit. The once-powerful organization no longer instils respect and fear. To restore the Cartel’s influence, two up-and-coming Hutts, Gaboorga the Abundant and Duuba the Magnanimous, are throwing the most lavish “charitable banquet” in history for the galaxy’s underprivileged. And if the Cartel happens to advance their business interests during the Feast, everyone wins!

To get started with the Feast of Prosperity, head to your Faction’s Fleet.


How to Get Started – Introductory Mission

Speak to the Festival Crier located outside the Cartel Bazaar entrance on your factions fleet to do the Introductory Mission.

IMPERIAL FLEET
REPUBLIC FLEET

After Speaking to the Festival Crier, you will be directed to head to Nar Shaddaa to investigate the Event. The Event is located on the Upper Promenade not far from where the GSI Vendors/Mission Terminals are located.

PRO TIP: If you have the Nar Shaddaa Stronghold, you can use it as a quick way to get to the Promenade on Nar Shaddaa. All you have to do is travel to your Nar Shaddaa Stronghold via the Stronghold Management Window, then hit ‘exit area’ (near mini-map) and click the ‘exit to Nar Shaddaa’ option. You will then find yourself on the Promenade. Just head up the ramp north of the golden Hutt statue to the Upper Promenade and you’re right at the Event!

Speak to Gaboorga the Abundant then Duuba the Magnanimous to learn more about the Event. Once you’ve finished this Mission, you will gain access to the Event Dailies.


Event Overview

After completing the Introductory Mission, the Dailies and Weeklies will become accessible. They can be found close to Gaboorga and Duuba at Mission Terminals.

The Dailies can be divided into 3 categories.

  • Ingredient Requests – go to other planets and get ingredients
    • Prep Work
    • [World Boss] Special Request (World Boss)
  • Cantina Rush – you can only have one Cantina Rush Daily at a time but once you finish one daily you can go pick up the other one
    • Cantina Rush: Lunch (Easy)
    • Cantina Rush: Dinner (Hard)
  • Kitchen – you can only have one kitchen daily at a time but once you finish one daily you can go pick up the other one
    • Cooking
    • Challenge Dish

Weeklies

  • [WEEKLY] Cantina Rush
    • Complete Cantina Dash Dailies: 0/3
  • [WEEKLY] Kitchen Duty
    • Complete Cooking Dailies: 0/3
  • [WEEKLY] Ingredient Acquisition
    • Complete Ingredient Dailies: 0/3
  • [WEEKLY] World Boss Ingredients
    • Complete World Boss Ingredient Dailies: 0/3
  • [WEEKLY] The Feast of Prosperity
    • Complete Weekly Missions: 0/3

Mission Rewards

  • Event Currency – Prosperity Tokens
  • Currency Limit – 10,000
  • Legacy – Yes

Along with the usual Credits and XP/Renown XP, you will also get a new currency, Prosperity Tokens, from completing dailies and weeklies. This currency can be spent on items found on the Feast of Prosperity Token Vendor.

DAILIES/WEEKLIESTOKENS
Prep Work Dailies100
[World Boss] Special Request Dailies200
Cooking Dailies75
Challenge Dish Dailies100
Cantina Rush: Lunch Dailies (Easy)75
[Bonus] Perfect Rush (Easy)10
[Bonus] Perfect Rush (Hard)20
Cantina Rush: Dinner Dailies (Hard)125 (all rounds)
[Weekly] Ingredient Acquisition750
[Weekly] World Boss Ingredients750
[Weekly] Kitchen Duty750
[Weekly] Cantina Rush750
[Weekly] The Feast of Properity2500

Prosperity Tokens also have a small chance to drop from random mobs anywhere in the galaxy.


Dailies

Cantina Rush Dailies

Remote control a service droid and serve food to patrons in the Banquet Hall.

Basic Explanation

When a table orders their dish, a colour-coded symbol and clock will appear above the table indicating what dish they want and how long you have to deliver it. You then go to the kitchen and pick up the dish they want (by clicking on it) then you take it to the table by clicking on the dish in your ability bar.

Step 1 – Wait for table to order dish.
Step 2 – Pick up dish from kitchen.
Step 3 – Serve dish to table.
Detailed Explanation

There are two difficulties, easy mode and hard mode. In the easy mode, there is only one course served and if you miss 5 meals the mission does not fail (you just don’t complete the bonus mission). In hard mode, there are 4 courses with each one getting progressively harder. If you fail in the first course, you fail the mission if you fail in one of the other courses you get kicked out of the Banquet Hall and the Daily completes with lesser rewards.

When a table is ready for their dish, a symbol will appear above the table. The symbol will indicate the dish that they want. Around the symbol is a clock indicating how long since the table ordered their dish. As time goes on the clock changes colour to indicate how long the patrons have been waiting for their dish.

You have 45 seconds to deliver a dish to a table.

  • Blue – 0 seconds
  • Green – 10 seconds
  • Yellow – 30 seconds
  • Red – 40 seconds
0 seconds
30 seconds
10 seconds
40 seconds

If you fail to serve a dish in 45 seconds, the clock will disappear and the table will glow red and you will no longer be able to serve that table a dish until the table ‘resets’.

To select a dish to serve to a table, all you have to do is click on the corresponding dish at the kitchen. Each dish is colour coded. Once you click on a dish, it will highlight the dish as an ability in your temporary ability bar.

Honey Glazed K’lor’slugRed
Vegetarian ComboYellow
Full Huttese Breakfast PlatterGreen
Swamp Lentil SoupBlue
Roast Bog SnarlerPurple
Temporary Ability Bar

When you reach a table, simply click on the matching dish you picked up from the kitchen on your ability bar to serve the dish.

The droid can carry up to 5 dishes. However, the more dishs the droid carries, the slower it goes.

A scoreboard will keep track of how many dishes you have successfully served and how many you failed to deliver. In challenge mode, the totals vary per course (see below).

Scoreboard is in the kitchen under the dish images.

Cantina Rush: Lunch Rush (Easy)

  • Number of Courses – 1
  • Number of Dishes to Serve – 25
  • Number of Fails – 5

Serve 25 dishes to 25 tables.

Cantina Rush: Dinner Rush: (Hard)

CourseDishesFails
1255
2205
3184
4153

As each round progresses, the number and frequency of dish requests increases. If you have multiple dishes to take out, it is better to drop off the closest ones first even if they haven’t been waiting as long to lighten your load so you can travel to further away tables faster.


Cooking and Challenge Dish Dailies

These dailies require you to create dishes using the ingredients located in the kitchen. There are two modes.

  • Cooking – easy, no time limits, ingredients highlighted as you need them
  • Challenge Dish – harder, time limits, no individually highlighted ingredients

Basically, with Cooking dailies, you cook a specific dish through a step by step process the mission guides you through with no time limits while highlighting each ingredient as you need it.

To use an ingredient, click on it then a temporary ability bar will pop up. Click on the food and throw it at the objective. Make sure you’re a good distance away from the objective for it to work. Eg. If you need put an ingredient on the grill, make sure you are far away from the grill then throw the ingredient.

Aim the reticule onto the grill surface from a good distance away to successfully throw the food.

In Challenge Dish Mode, the mission will again guide you through a step-by-step process. However, all the ingredients are highlighted and you have a time limit to complete most steps/find ingredients. The timer does not start until you do the first step.

Kitchen Tour

Here is a look at where all the appliances are in the kitchen you will be doing the Dailies in.

Ingredients

The ingredient locations can be divided up into two areas. The Freezer area and the Door area.

Ingredients Table

Here is a table of all the ingredients in the kitchen, where they are located in the kitchen and what they look like.

Ingredient NameLocationImage
Bitter Kibla GreensBasket – Freezer Side
Fresh, Slimy Vel SlugTable – Freezer Side
Tart BloatgourdTable – Freezer Side
Earthy GlowshroomsTable – Freezer Side
Perfect Ice CrystalsBucket – Freezer Side
Thick Gloat SlurryCabinet – Freezer Side
Balmorran VinegarCabinet – Freezer Side
Fatty Scyk BellyStove – Door Side
Salinated Soz JuiceStove – Door Side
Starchy Bekbek RootTable – Door Side
Sweet VromfruitTable – Door Side
Chewy Nexu TongueTable – Door Side
Rich Primeval Bone MarrowTable – Door Side
Sour BellfruitBoxes – Door Side
Gelatinous Geo Beast BrainBoxes – Door Side
Ingredient Location Diagrams

Here are images of showing where all the ingredients are located in the kitchen.

Ingredient Locations Door Side
Ingredient Locations Freezer Side
Seasonings

Once you have completed a Dish, you get the option to add seasonings to your dish. In Cooking mode, it does not matter which seasonings you use. In Challenge mode, you have to use specific seasonings and it doesn’t tell you which ones but instead gives you clues.

IconSeasoningDescription
Crushed Black Hole PepperAdds a bit of brain-bending heat to the dish.
Comet DustAdds a unique tingling salty flavor to the dish.
Gloambean SauceSprinkle a bit of the sauce to add a rich, deep heartiness to the dish.
J4-SN’s Seasoning ComboA bit of this secret combination makes any dish better.
Cooking Dailies – Step-by-Step

Here are the step-by-step instructions for some the Cooking Dailies for reference. The ingredients can vary sometimes.

Cooking: Jellied Growshroom Stew

Turn on the Stove -> Prepare Glowshrooms 0/3 -> Add Kibla Beans -> Lower Heat -> Simmer Until Fragrant -> Raise Heat -> Get Scyk Belly -> Add Scyk Belly -> Get Balmorran Vinegar -> Add Balmorran Vinegar -> Take Dish from Stove -> Place in Flash Freezer -> Wait for Thin Layer of Ice -> Remove Dish from Freezer -> Place Dish on Expo Station -> Add Seasonings 0/3 -> Await Judgement

Cooking: Braised Scyk Belly

Tenderize Scyk Belly -> Add Scyk Belly to Pot -> Get Vormfruit -> Add Vormfruit to Pot -> Get Geobrain -> Add Geobrain -> Turn up the Heat -> Get Soz Juice -> Add Soz Juice -> Turn on Grill -> Collect Dish from Stove -> Place Scyk Belly on Grill -> Wait for Perfcect Char -> Remove Dish from the Grill -> Place Dish on Expo Station -> Add Seasonings 0/3 -> Await Judgement

Cooking: Exotic Medly Delight

Fire up the Grill -> Get Vormfruit -> Add Vormfruit to the Grill -> Get Primeval Bonemarrow -> Add Primeval Marrow to Grill ->Turn on Stove -> Prep Vegetable Medley 0/3 -> Add Medley to Pot -> Get Nexu Tongue -> Add Nexu Tongue to Pot – > Collect Stewed Ingredients, Collect Grilled Ingredients -> Place Dish on Expo Station -> Add Seasonings 0/3 -> Await Judgement


Prep Work and Ingredient Aquisition Dailies

Prep Work Dailies require you to go to other planets and collect rare ingredients. These ingredients are found in specific areas or drop from World Bosses. Typically, ingredients are located close to the World Boss spawn locations. You will go to the following planets:

  • Tattooine
  • Nar Shaddaa
  • Hoth
  • Belsavis
  • Corellia

Pro Tip: Use the Activities Window for a quicker and free means of travel to each of these planets. All you have to do is go to the Activities window under the content menu then go to the Solo header then under Planetary Missions select the planet you wish to go to than press Travel. For example Content->Activities -> Solo -> Heroic Missions: Belsavis ->Travel. Travelling using this method is not only free but also bypasses the spaceports saving you extra time.

Both dailies reset every 12 hours rather than every 24 hours. The respawn timer for World Bosses (at least the Event ones) is now only 3-5 minutes instead of 2 hours.

Prep Work Dailies
Prep Work: Primeval Marrow
  • Location – Belsavis: The Tomb
  • Closest Base Imperial – Signal Monitoring Center
  • Closest Base Republic – Oasis Republic Post

Kill Released Primeval Prowlers, Released Primeval Hunters and/or Released Supreme Stalkers in the Ancient Stasis Zone located in the northernmost area of The Tomb to retrieve Primeval Bone Marrow.


Prep Work: Sour Bellfruit
  • Location – Belsavis: The Tomb
  • Closest Base Imperial – Signal Monitoring Center
  • Closest Base Republic – Oasis Republic Post

Collect the Bellfruit in the northernmost area of the The Tomb.


Prep Work: Perfect Ice Crystals
  • Location – Hoth: Glacial Fissure
  • Closest Base Imperial – Thesh Outpost
  • Closest Base Republic – Outpost Senth

Collect Ice Crystals in the Crystal Wastes located in the southern part of the Glacial Fissure near Snowblind’s (World Boss) spawn area.


Prep Work: Larval Geo Beast Brains
  • Location – Hoth: Glacial Fissure
  • Closest Base Imperial – Thesh Outpost
  • Closest Base Republic – Outpost Senth

Collect Larval Geo Beast Brain from ‘Geo Beast Larva’ south of Snowblind’s spawn location in the Glacial Fissure. Respawn times are currently slow. Geo Beast’s do not count. Mobs can be found all the way around and up the volcano.


Prep Work: Nexu Tongue
  • Location – Corellia: Axial Park (Coronet Zoo)
  • Closest Base Imperial – Axial Park South
  • Closest Base Republic – Axial Park North

Collect Nexu Tongue’s from ‘Escaped Nexu’ at Coronet Zoo located in the Center of Axial Park. Jaggalor’s do not count.


Prep Work: Lost Recipe Data
  • Location – Nar Shaddaa: Network Security District (Bonus Series Area)
  • Closest Imperial Base – Upper Industrial Sector or Network Security District (Bonus Series)
  • Closest Republic Base – Lower Industrial Sector or High Security Lockdown (Bonus Series)

Retrieve Lost Recipe Data from ‘Renegade Droids’ in the Network Security District near the World Boss R4-GL.


Prep Work: Scyk Belly

Retrieve Scyk Belly from ‘Sandskimmer Scyks’ in the Dune Sea near the World Boss, Trapjaw.

  • Location – Tatooine: Dune Sea
  • Closest Imperial Base – Outpost Zaroshe
  • Closest Republic Base – Outpost Thorazan

World Boss Special Request Dailies

These dailies require you to kill a world boss and loot it for the required ingredient. The following world bosses have a daily.

  • Lucky – Corellia
  • The Primal Destroyer – Belsavis
  • Snowblind – Hoth
  • R4-GL – Nar Shaddaa
  • Trapjaw – Tatooine

Pro Tip – If you’re on the Satele Shan Server, you can join the custom endgame channel to make it easier for you to find and join groups for world bosses throughout the Event. Type /cjoin Endgame to join the channel. This way you don’t have to sit around on Nar Shaddaa or the planet the world boss is on to start or join a group.


[World Boss] Special Request: Corellia – Lucky

Retrieve Rancor-Beast Liver from Lucky.

  • Location – Corellia: Axial Park (Coronet Zoo)
  • Closest Base Imperial – Axial Park South
  • Closest Base Republic – Axial Park North

Lucky is located in an enclosure with 4 different openings as indicated on the map below.

Note you should summon your group from outside the enclosure otherwise it will instant kill the group members as they load in.

Basic Mechanics

  • Tank –1
  • Heals – 2
  • DPS – rest
  • Group size minimum – 8+ (more than 8 highly recommended)

A long tank and spank fight. Far easier than it used to be. Some damage going out fairly regularly to the tank and raid but should be easily healable by two healers or one competent one. Best to have as many DPS as possible to get the boss down faster otherwise it’s quite slow with a group of 8 (6 DPS, 1 Tank, 1 Heals).

If you want to make the fight even easier, interrupt Lucky’s ‘Ground Smash’ ability to significantly reduce AOE damage going out to the raid.


[World Boss] Special Request: Belsavis – The Primal Destroyer

Retrieve Parasitic Clingmoss from the Primal Destroyer.

  • Location – Belsavis: The Tomb
  • Closest Base Imperial – Signal Monitoring Center
  • Closest Base Republic – Oasis Republic Post

Basic Mechanics

  • Tank – 1
  • Heal – 2
  • DPS – rest
  • Group size minimum – 6-8+

Tank and spank. Tank boss with back to the rocks. Ignore adds that spawn and heal through the damage. Once the boss is down, kill adds. You must kill the adds or the boss will bug out and not respawn.


[World Boss] Special Request: Hoth – Snowblind

Retrieve Ice Cat Whisker from Snowblind.

  • Location – Hoth: Glacial Fissure
  • Closest Base Imperial – Thesh Outpost
  • Closest Base Republic – Outpost Senth

Mechanics

  • Tank – 1
  • Heals – 1-2
  • DPS – rest
  • Group size minimum – 6+

Basically a tank and spank. Some healing needed. Boss periodically knocks back melee players and disappears in a blizzard. Raid should stack up when this happens.


[World Boss] Special Request: Nar Shaddaa – R4-GL

Retrieve Poola BLossom Threads from R4-GL.

  • Location – Nar Shaddaa: Network Security District (Bonus Series Area)
  • Closest Imperial Base – Upper Industrial Sector or Network Security District (Bonus Series)
  • Closest Republic Base – Lower Industrial Sector or High Security Lockdown (Bonus Series)

How to get to R4-GL

Imperial – Upper Industrial Sector -> Republic Research Division -> SYSTECH WEST ELEVATOR -> Network Security District

Republic – Lower Industrial Sector -> Imperial Intelligence Gadget Warehouse -> SYSTECH EAST ELEVATOR -> High Security Lockdown -> Network Security District

Basic Mechanics

  • Tanks – 0-1
  • Heals – 1
  • DPS – rest
  • Group size minimum – 4+

A pure tank and spank fight. No notable mechanics. Minimal healing needed.


[World Boss] Special Request: Tatooine – Trapjaw

Retrieve Wraid Ampulla Jelly from Trapjaw.

  • Location – Tatooine: Dune Sea
  • Closest Imperial Base – Outpost Zaroshe
  • Closest Republic Base – Outpost Thorazan

Mechanics

  • Tanks – 1
  • Heals – 1-2
  • DPS – rest
  • Group size minimum – 6+

Basically a tank and spank fight. The tank will take spike damage. Periodic AOE damage going out as well. May be able to get away with no tank if the DPS ‘fake tanking’ has adequate heals.


Feast of Prosperity Token Vendor

Here is a table and previews of all the items you can purchase from the Feast of Prosperity Token Vendor with Prosperity Tokens. There is no Reputation Track with this event so all you need is currency! The Vendor is located right near the mission terminals for the Event on the Promenade.

Note a couple of previews are missing and will be added ASAP.

ITEMTYPECOST
Arrangement: Braised Vel SlugDecoration850
Arrangement: Exotic Medley DelightDecoration850
Arrangement: Feast SpreadDecoration1,875
Arrangement: Galactic SamplerDecoration850
Arrangement: Glowshroom StewDecoration850
Arrangement: Meal for ThreeDecoration1,500
Basket of FruitDecoration750
Basket of Root VegetablesDecoration1,125
Basket of VeegetablesDecoration750
Crate of GrainDecoration750
Daichyura Feast CelebratorDecoration – Personnel1,875
Disguise Terminal: Cantina DasherDecoration2,250
Disguise Terminal: Ultimate ChefDecoration2,250
Duuba’s GuardDecoration – Personnel1,875
Duuba’s ProtectorDecoration – Personnel1,875
Earthen ThurrbPet1,875
Emote: Feel the GrooveEmote3,750
Emote: OvereatEmote3,750
Emote: Toast of ProsperityEmote3,750
Enhanced Seasoning for New CooksTactical2,250
Feast Attire BeltArmor1,500
Feast Attire BootsArmor2,250
Feast Attire ChestplateArmor3,750
Feast Attire GauntletsArmor2,250
Feast Attire HelmetArmor3,000
Feast Attire RobesArmor3,750
Feast Ingredient TransportMount3,750
Feast Preparation HatAmor1,500
Feast of Prosperity Food LauncherToy7,500
Feast of Prosperity Poster IDecoration750
Feast of Prosperity Poster IIDecoration750
Hairless MudhornPet1,875
Improved Axel GreaseTactical2,250
Meditative SatiationRegen Toy2,250
Overstuffed Food SackToy3,750
Refreshments ProbeDecoration – Personnel1,875
Single Use Food LauncherToy150
Title: The Finest IngredientTitle1,500
Title: Well SeasonedTitle1,500
Ugnaught Feast CelebratorDecoration – Personnel1,875

Decorations

Pets

Earthen Thurrb
Hairless Mudhron

Armor

Feast Preparation Hat
Festival Attire

Emotes

Toys and Mounts

Feast Ingredient Transport
Meditative Satiation Regen Toy
Food Launcher Effect
Overstuffed Food Sack

Tacticals

Please note it is not worth buying these tacticals at all.


Conquest Objectives

Objectives and Points

Conquest ObjectiveTypePointsSH Bonus Points
Feast of Prosperity: Expedited ServiceInfinite7501,875
Feast of Prosperity: Front of House ManagerDaily Repeatable3,3508,375
Feast of Prosperity: Galactic DelicaciesDaily Repeatable41,750104,375
Feast of Prosperity: Hutt-treme EpicureDaily Repeatable44,850121,125
Feast of Prosperity: Ingredient ConnoisseurDaily Repeatable19,88049,500
Feast of Prosperity: Master ChefDaily Repeatable3,3508,375
Feast of Prosperity: Prepped for SuccessInfinite3,3508,375
Feast of Prosperity: Sous-ChefInfinite7501,875
Feast of Prosperity: StoryInfinite6,40016,000

Objective Descriptions

Conquest ObjectiveDescription
Feast of Prosperity: Expedited ServiceComplete any Cantina Rush mission during the Feast of Prosperity event.
Feast of Prosperity: Front of House ManagerComplete the mission: [WEEKLY] Cantina Rush during the Feast of Prosperity event.
Feast of Prosperity: Galactic DelicaciesComplete the mission: [WEEKLY] World Boss Ingredients during the Feast of Prosperity event.
Feast of Prosperity: Hutt-treme EpicureComplete the mission: [WEEKLY] The Feast of Prosperity during the Feast of Prosperity event.
Feast of Prosperity: Ingredient ConnoisseurComplete the mission: [WEEKLY] Ingredient Acquisition during the Feast of Prosperity event.
Feast of Prosperity: Master ChefComplete the mission: [WEEKLY] Kitchen Duty during the Feast of Prosperity event.
Feast of Prosperity: Prepped for SuccessComplete any Prep Work mission during the Feast of Prosperity event.
Feast of Prosperity: Sous-ChefComplete any Cooking mission during the Feast of Prosperity event.
Feast of Prosperity: StoryCompelte any Feast of Prosperity Story mission during the Feast of Prosperity event.

Hidden Achievements

Here are all the Hidden Achievements for the Feast of Prosperity Event.

Food Fight!

Events -> Feast of Prosperity -> General

“Threw food at banquet attendees from the kitchen of Bog’s Bounty Banquet Hall.”

After picking up an ingredient, while doing a Cooking Daily, throw it at a table in the banquet hall.


What did you Put in This?

Events -> Feast of Prosperity -> General

“Added an unconscionable amount of Black Hole Pepper to dishes during normal Feast of Prosperity cooking missions and become a master of Bog’s Bounty Banquet Hall through hard mode cooking and cantina rush missions.”

  • Complete 25 Challenge Cooking Missions
  • Complete 25 Hard Cantina Rush Dailies (you can fail it and it still counts)
  • Added 75 Black Hole Pepper in Easy Cooking Mode (complete 25 Easy Cooking Missions and add 3 Black Hole Pepper each time)

With the Hard Cantina Rush dailies, all you have to do is pick up the daily and enter the instance then fail the daily to get completion credit towards the achievement and complete one round. You should get credit if you complete one round and fail the next tone.

All you have to do is complete 25 Easy Cooking Missions and add 3 Black Hole Pepper each time to get 75 Black Pepper for the achievement.

To see your progress towards getting this achievement, you have to inspect someone’s achievements who has already earned the achievement then link it in chat and click on it. This will then show your progress. If they link it to you, it only shows their completion and not your progress.

Thank you very much to Dyro, Kira_Jaga (along with EmpressShaynra & Randomno_2) and darkwolf for sending me the tips for this achievement.


I don’t have to Put up with This

Unfortunately, there appears to be an issue or bug with this achievement (which the developers have acknowledged). Therefore it is not possible to obtain it this year (2020).

It is being removed from the ‘Master of the Feast’ meta-achievement in the coming weeks (hopefully by the end of 2020) so we will be able to complete that achievement and get our ‘Galactic Chef’ Legacy Titles (assuming you completed all the other required achievements).

Details – http://www.swtor.com/community/showthread.php?p=9893851#post9893851


Cantina Rush: A Perfect Lunch Rush

Events -> Feast of Prosperity -> Dailies

“Complete Cantina Rush: Lunch Service without missing a table.”


Cantina Rush: A Perfect Dinner Rush

Events -> Feast of Prosperity -> Dailies

“Complete Cantina Rush: Dinner Service without missing a table.”


Special Thanks

Thank you to everyone who contributed to the guide! Special thanks to Kat/Ash-es and his <Severed Hand> guildies plus my <Hates You> and <Korvus> guildies who helped me test the World Bosses. Special thanks to my Patrons! Your ongoing support helps make guides like this one possible.

And finally, special thanks to Andynul for begrudgingly helping me out with various tasks. I hate your guts.

Categories
News Star Wars The Old Republic

SWTOR DPS Guard Changes – A Step in the Right Direction?

News

Recently, Bioware Gameplay Designer, Chris Durel, announced changes coming to Guard for DPS on the Forums. These changes will be tested on the PTS first.

Hi all,

I wanted to communicate some changes we are making to guard for 6.1.4 that are going to be live on PTS soon. We’ve heard your feedback about Guarding in PVP and we are hoping to address some of those concerns with this change.

We’ve added a 50% damage penalty to DPS disciplines while they are guarding allies. The full text of the new DPS guard is:

“While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you.
You deal 50% less damage while guarding.”


All this means is that while you guard allies as a DPS discipline, you do less damage while you are guarding that ally. It’s worth noting that this only applies to the DPS disciplines, Tank disciplines do not suffer this penalty and can freely guard as usual with no penalty.

The purpose of this change is to discourage the use of guard in every situation in PVP. While we feel like guarding is a useful skill and important to the advanced classes that have access to it, it has become clear that it is being abused in PVP by guarding and guard switching with no penalty. This makes PVP unbalanced towards the disciplines that have access to guard.

With this change, we are hoping that guard is used more thoughtfully in PVP while still retaining its usefulness in certain situations. We’d love to hear your feedback on this change, specifically if you think it helps the PVP experience overall if the penalty feels fair, and after you get your hands on it if there’s any noticeable difference to guarding and team composition in PVP.

Thanks!

Basically, they are reducing the damage you do as a DPS while Guarding. While these changes are aimed at addressing Guarding in PvP, it will affect PvE as well.

Theorycrafters Discord – Chris Schmidt, Game Design Director

Discussion

DPS guarding in PvP has been an issue for many, many years now. DPS being able to guard is very powerful in PvP. Not only are they protecting someone but they are also able to dish out a lot of damage unhindered. It can effectively change the outcome of matches in the hands of the right players. It is nice to see the developers finally addressing this issue. I believe it makes sense for there to be some sort of sacrifice for DPS to use a ‘tanking’ ability. Reducing DPS output makes sense and is overall a good first step.

Will this actually fix the problem?

Even with a reduction in damage output, a Guard will still be quite valuable in Ranked PvP scenarios. If anything it could prolong ranked matches where even skill match up is present. For regs, it will probably be used less but will still, again, be useable in certain scenarios nonetheless.

I guess the question for the developers is do they want DPS to be able to Guard at all?

If they don’t want DPS to guard, wouldn’t it be better to just chuck the Guard ability in Discipline trees? I guess this would take more development effort but might be a better long term solution.

How will this affect PvE?

In certain encounters and scenarios, it is not unheard of for DPS to guard in more difficult Operations content. This is why you’ve probably seen some PvEers complaining about this change. Yes sometimes DPS will Guard in easier content but realistically, this change should not have a negative impact on easier content eg. Flashpoints or Story Mode Operations (content should still be clearable despite DPS loss).


Either way, this change is a positive step in the right direction for PvP. Hopefully, it will get tested thoroughly on the PTS. At this stage, I don’t see this happening without further rewards and incentives from Bioware.

Categories
Star Wars The Old Republic

SWTOR Beginner Tips and Advice – Which Class Should you Play?

Are you a new or returning player to Star Wars The Old Republic? Having trouble deciding which class to play? Well, I’m here to help!

There are multiple questions to consider when choosing which class to play in The Old Republic. These can be boiled down into three broad categories.

Do you want to choose your class based on combat ability or proficiency? Or do you want to choose a class based on Star Wars story and/or lore? Or do you want to choose a class based on aesthetics? Or even a mix of all three?

Before we delve into the various questions, lets quickly breakdown how classes work in The Old Republic.


What is a Class?

There are a total of 8 base classes in The Old Republic. Four per faction with two force-user classes and 2 non-force user classes. Unlike most MMO’s, class names and abilities look different based on the faction you choose.

The base classes per faction.

Imperial

  • Sith Warrior
  • Sith Inquisitor
  • Bounty Hunter
  • Imperial Agent

Republic

  • Jedi Knight
  • Jedi Consular
  • Trooper
  • Smuggler

Each base class has two advanced classes to choose from. Note you must now choose your advanced class during character creation (in earlier updates, you chose your advanced class at level 10).

Imperial

  • Sith Warrior
    • Sith Marauder
    • Sith Juggernaut
  • Sith Inquisitor
    • Sith Sorcerer
    • Sith Assassin
  • Bounty Hunter
    • Powertech
    • Mercenary
  • Imperial Agent
    • Operative
    • Sniper

Republic

  • Jedi Knight
    • Jedi Guardian
    • Jedi Sentinel
  • Jedi Consular
    • Jedi Sage
    • Jedi Shadow
  • Trooper
    • Commando
    • Vanguard
  • Smuggler
    • Gunslinger
    • Scoundrel

Each advanced class then has three Disciplines to choose from. These disciplines are either a Tank, Heal or Damage based.

  • Sith Marauder (DPS)
    • Annihilation
    • Carnage
    • Fury
  • Sith Juggernaut
    • Immortal (Tank)
    • Vengeance (DPS)
    • Rage (DPS)
  • Sith Sorcerer
    • Corruption (Heal)
    • Lightning (DPS)
    • Madness (DPS)
  • Sith Assassin
    • Darkness (Tank)
    • Deception (DPS)
    • Hatred (DPS)
  • Powertech
    • Shield Tech (Tank)
    • Pyrotech (DPS)
    • Advanced Prototype (DPS)
  • Mercenary
    • Bodyguard (Heals)
    • Arsenal (DPS)
    • Innovative Ordinance (DPS)
  • Operative
    • Medicine (Heals)
    • Concealment (DPS)
    • Lethality (DPS)
  • Sniper (DPS)
    • Engineering
    • Marksmanship
    • Virulence
  • Jedi Sentinel (DPS)
    • Watchman
    • Combat
    • Concentration
  • Jedi Guardian
    • Defence (Tank)
    • Vigilance (DPS)
    • Focus (DPS)
  • Jedi Sage
    • Seer (Heal)
    • Telekinetics (DPS)
    • Balance (DPS)
  • Jedi Shadow
    • Kinetic Combat (Tank)
    • Infiltration (DPS)
    • Serenity (DPS)
  • Vanguard
    • Shield Specialist (Tank)
    • Plasmatech (DPS)
    • Tactics (DPS)
  • Commando
    • Combat Medic (Heals)
    • Gunnery (DPS)
    • Assault Specialist (DPS)
  • Scoundrel
    • Sawbones (Heals)
    • Scrapper (DPS)
    • Ruffian (DPS)
  • Gunslinger (DPS)
    • Saboteur
    • Sharpshooter
    • Dirty Fighting

Now that you have a breakdown of Class structure in SWTOR, you’re probably wondering, how on earth am I supposed to pick a class? Well, I’m here to help you make that choice! Alternatively, you can skip to the end to see my recommendations, if you prefer.


Choosing a Class Based on Combat Ability

This section is for experienced gamers. If you’re not all that familiar with or experienced with gaming or are more interested in lore and aesthetics, you can skip down to those sections.

There are plenty of combat-related questions to draw on when considering which class to play based on your previous gaming experience.

  • Do you prefer melee or ranged classes?
  • Do you prefer to play as a Tank, Healer or DPS (Damage)?
  • Do you want your abilities to be Force (magic) based or weapon-based abilities?
  • Do you prefer to deal DOT (damage over time) damage or direct damage?
  • What end-game content do you want to do?
  • Would you rather play an underdog class or an OP class?
  • Would you prefer to start out with an easy class to play and learn or a harder class?

Tables

Melee and Ranged Classes

Here are lists of all classes/advanced classes based on if they are melee or ranged. For melee classes, you generally have to be within 4-10 metres of the target to affect it. For ranged classes, you generally have to be within 30-35 metres of the target to affect it. There is some overlap, of course, but broadly speaking here is how the classes are categorised.

Imperial Melee

  • Sith Warrior – all advanced classes and disciplines
  • Sith Assassin – all disciplines
  • Powertech – all disciplines
  • Operative – all disciplines

Imperial Ranged

  • Sith Sorcerer – all disciplines
  • Mercenary – all disciplines
  • Sniper – all disciplines

Republic Melee

  • Jedi Knight – all advanced classes and disciplines
  • Jedi Shadow – all disciplines
  • Vanguard – all disciplines
  • Smuggler – all disciplines

Republic Ranged

  • Jedi Sage – all disciplines
  • Commando – all disciplines
  • Gunslinger – all disciplines

Tank, Heal or DPS?

Here is a list of all advanced classes and disciplines based on if they are a Tank, Heal or DPS role.

IMPERIAL

  • Tank
    • Juggernaut – Immortal
    • Assassin – Darkness
    • Powertech – Shield Tech
  • Heal
    • Sorcerer- Corruption
    • Mercenary – Bodyguard
    • Operative – Medicine
  • DPS
    • Marauder – All Disciplines
    • Juggernaut
      • Vengeance
      • Rage
    • Sorcerer
      • Lightning
      • Madness
    • Assassin
      • Deception
      • Hatred
    • Mercenary
      • Arsenal
      • Innovative Ordinance
    • Powertech
      • Pyrotech
      • Advanced Prototype
    • Operative
      • Concealment
      • Lethality
    • Sniper – All Disciplines

REPUBLIC

  • Tank
    • Guardian – Defence
    • Shadow – Kinetic Combat
    • Vanguard – Shield Specialist
  • Heal
    • Sage – Seer
    • Commando – Combat Medic
    • Scoundrel – Sawbones
  • DPS
    • Sentinel – All Disciplines
    • Guardian
      • Vigilance
      • Focus
    • Sage
      • Telekinetics
      • Balance
    • Shadow
      • Infiltration
      • Serenity
    • Commando
      • Gunnery
      • Assault Specialist
    • Vanguard
      • Plasmatech
      • Tactics
    • Scoundrel
      • Scrapper
      • Ruffian
    • Gunslinger – All Disciplines

Force or non-force user?

Here is a list of all force and non-force user base classes. Each base class has its own type of resource to manage based on whether they are force or non-force users.

Force Users

  • Sith Warrior/Jedi Knight
  • Sith Inquisitor/Jedi Sage

Non-Force Users

  • Bounty Hunter/Trooper
  • Imperial Agent/Smuggler

DOT or Direct Damage

Here is a list of all Disciplines based on whether they primarily have DOT or direct damage abilities. There is, of course, some overlap with some of these classes abilities’.

DOT DAMAGE IMPERIAL

  • Marauder – Annihilation
  • Juggernaut – Vengeance
  • Sorcerer – Madness
  • Assassin – Hatred
  • Powertech – Pyrotech
  • Mercenary – Innovative Ordinance
  • Operative – Lethality
  • Sniper – Virulence

DIRECT DAMAGE IMPERIAL

  • Marauder – Carnage
  • Marauder – Fury
  • Juggernaut – Rage
  • Sorcerer – Lightning
  • Assassin – Deception
  • Powertech – Advanced Prototype
  • Mercenary – Arsenal
  • Operatie – Concealment
  • Sniper – Marksmanship
  • Sniper – Engineering

DOT DAMAGE REPUBLIC

  • Sentinel – Watchman
  • Guardian – Focus
  • Sage – Balance
  • Shadow – Serenity
  • Vanguard – Plasmatech
  • Commando – Assault Specialist
  • Smuggler – Ruffian
  • Gunslinger – Dirty Fighting

DIRECT DAMAGE IMPERIAL

  • Sentinel – Combat
  • Sentinel – Concentration
  • Guardian – Vigilance
  • Sage – Telekinetics
  • Shadow – Infiltration
  • Vanguard – Tactics
  • Commando – Gunnery
  • Smuggler – Scrapper
  • Gunslinger – Sharpshooting
  • Gunslinger – Saboteur

What Endgame Content do you want to do?

Depending on what endgame content you wish to do, you may have better luck or an easier time getting into that content depending on the role or class you choose.

If you want to get into endgame raiding, obviously Tank and Healer classes are going to be in more demand than DPS. Tanks and healers indeed becoming increasingly more scarce and harder to fill for raid groups. When it comes to DPS it comes down to knowing your class in pulling high numbers and currently you can’t away with

In PvP, however, things are a little different. DPS and Healers are obviously useful but tanks, not so much. Instead, skank tanks are favoured as they can taunt and guard while being able to deal a good amount of damage.

In the game in its current state, you can get into endgame content with pretty much any class. If you take the time to know and understand your class, you will do well.


Underdog and OP Classes

Now, this is a bit more subjective than all the other queries so far. But this should give you an idea of what classes are desirable or not so desirable in certain types of content. Just because a class is considered to be an underdog class doesn’t mean it can’t perform well in the right hands.

When it comes to PvP it’s a bit more of a mixed bag. For unranked PvP, any Discipline can do really well. In Ranked PvP however, where DPS and utility are extremely important, it is very punishing for certain Disciplines to participate in Ranked. But ultimately to be successful in PvP you need to know your class inside and out and that takes practice.

PvE OP Classes

  • DPS
    • Powertech/Vanguard – Both DPS Disciplines
    • Sorcerer – Lightning/Sage – Telekinetics
  • Tank
    • Assassin – Darkness/Shadow -Kinetic Combat
  • Heals
    • Mercenary – Bodyguard/Commando – Combat Medic
    • Operative – Medicine/Scoundrel -Sawbones

PvP OP Classes

  • DPS
    • Sniper – Marksman or Engineering/Gunslinger –
    • Powertech – Advanced Prototype/Vanguard – Tactics

PvE Underdog Classes

  • DPS
    • Marauder – Carnage/Sentinel – Combat
    • Sniper – Marksman/Gunslinger – Sharpshooter
  • Heals
    • Sorcerer – Corruption/Sage – Seer

PvP Underdog Classes

  • DPS
    • Juggernaut – Vengeance/Guadian- Vigilance
    • Sniper – Virulence/Gunslinger – Dirty Fighting
    • Operative – Lethality/Scoundrel – Ruffian

Easiest and Hardest Classes to Learn and Play

Some classes are easier to pick up and learn than others. If you’re looking for an easier time, combat wise, while exploring the game, these are the best choices

Easiest Classes

  • Mercenary – Arsenal / Commando – Gunnery
  • Sorcerer – Lightning / Sage – Telekinetics
  • Powertech – Advanced Prototype / Vanguard – Tactics

Hardest Class

Some classes, however, are a bit more complicated, complex or take a longer than other classes to learn and master. Here is the hardest class to learn and play.

  • Mercenary – Innovative Ordinance / Commando – Assault Specialist

Why Innovative Ordnance/Assault Specialist? This discipline, in particular, has the most complex optimal rotation in the game and most difficult resource management of any class in the game.


Choosing a Class Based on Star Wars or Old Republic Era Story and Lore

Here are a bunch of lore questions to consider when picking a class to play.

  • Do you want to play a character that fulfils an iconic role from the Star Wars Movies or TV Shows?
  • Do you want to mimic a particular Star Wars character?
  • Do you want to play a Republic or Imperial character?
  • Sith or Jedi?
  • What are the best class stories in SWTOR?
  • Which is the best class story to play if you’ve played KOTOR 1 and 2?

Iconic Star Wars Roles and Star War Characters

Most of these are pretty straight forward and there’s some subjectivity, seeing as some of these characters can fit into more than one class role. But it should give you some ideas at least. This isn’t an exhaustive list but I attempted to select a variety of characters from the movies and TV shows that fairly easily fit into various SWTOR class roles.

Force Users

  • Obi-Wan – Jedi Guardian
  • Anakin Skywalker – Jedi Guardian
  • Ahsoka Tano – Jedi Sentinel
  • Yoda – Jedi Sage
  • Luke Skywalker – Jedi Guardian
  • Kanaan Jarus – Jedi Guardian
  • Darth Maul – Sith Assassin
  • Asajj Ventress – Sith Assassin
  • Count Dooku – Sith Juggernaut
  • Kylo Ren – Sith Juggernaut

Non-Force Users

  • Han Solo – Smuggler
  • Lando Calrissian – Smuggler
  • Sabine Wren – Mercenary
  • Hera Syndulla – Smuggler
  • Agent Callus – Operative
  • Commander Cody – Vanguard
  • Din Djarin (The Mandalorian) – Powertech
  • Cara Dune – Commando

Republic or Imperial? Sith or Jedi?

Both factions stories mimic tropes and ideals portrayed in the more well known Star Wars mediums. However, the main difference between the Old Republic era and the Skywalker era is, you get to experience the Star Wars galaxy with the Sith and Jedi in somewhat equal numbers fighting each other. This forms the core conflict of the overall story, broadly speaking, in the game.

The Sith Empire mimics a lot of the ideals/traits you see in the Galactic Empire in the original trilogy. However, the difference is, in the Old Republic, you get to experience the Empire more or less at its peak in a time where the Sith were plentiful. You get to see a side of Star Wars that isn’t always portrayed in the main Star Wars media and indeed more fully experience certain background/minor character roles.

Likewise, the Republic mimics a lot of the ‘stereotypes’ and tropes of the Republic seen the prequels with elements of the Rebellion in the original trilogy as well. You get to experience the idealism and the corruption, the hope and the desperation. You also get to experience the Jedi as well who, in some ways, aren’t that much different to their counterparts in the Prequels and the Clone Wars.

So to sum up, if you want to experience Republic politics and the Jedi play a republic character. If you would like to see the galaxy from the Empire’s perspective, instead of always seeing the story from the ‘good guys’ perspective, play the Imperial side.


What are the best Class Stories in SWTOR?

This is, of course, subjective but there are some stories that are consistently placed at the top or the bottom of class story rankings by players. Here is a general ranking of all the Class Stories in SWTOR.

  • Imperial Agent
  • Sith Warrior/Jedi Knight
  • Sith Sorcerer
  • Bounty Hunter/Trooper/Smuggler
  • Jedi Consular

In terms of the overall lore and story of the game, some Class Stories have more of an impact and make more sense than the others especially once you start getting into various expansion storylines. If you want to get the full lore experience, I would highly recommend the following two class stories.

  • Sith Warrior
  • Jedi Knight

Playing both of these stories is crucial to the overall lore of the game. Both classes have characters and moments in their class stories that have a significant impact on the game. Both of these classes also fit better than the other classes in expansion storylines.


Which Class Story to play if you played Knights of the Old Republic 1 and 2?

The Jedi Knight storyline is widely regarded as the KOTOR 3 story. It follows in the footsteps of Revan (after Chapter 1 anyway) so fits perfectly with KOTOR 1 and 2.


Choosing a Class Based on Aesthetics

  • What weapons would you like to use?
  • What are ability animations like between the factions?
  • What species can I play as?

Weapons

Depending on your class, you are restricted on the weapons that you CAN use and it does not always mirror for the opposite faction, especially for non-force users.

Force Users

  • Sith Marauder/JediSentinel – two lightsabers or two Vibroswords
  • Sith Juggernaut/Jedi Guardian – one Lightsaber or one Vibrosword
  • Sith Sorcerer/Jedi Sage – one Lightsaber or one Vibrosword
  • Sith Assassin/Jedi Shadow – one Double-bladed lightsaber or one Electrostaff

Non-force users

  • Imperial
    • Powertech – Blaster Pistol
    • Mercenary – Two Blaster Pistols
    • Operative – Blaster Rifle
    • Sniper – Sniper Rifle
  • Republic
    • Vanguard – Assault Rifle
    • Commando – Assault Canon
    • Smuggler – Blaster Pistol
    • Gunslinger – Two Blaster Pistols

Ability Animations

The vast majority of abilities in The Old Republic look completely different depending on what faction you’re playing. It would be quite impossible for me to fit in every single ability animation in the game in this guide. Instead, I’ve selected 8 (4) abilities to demonstrate shown side by side with the opposite factions mirror ability.

Force Choke – Sith Warrior
Force Lightning – Sorcerer
Flame Sweep – Powertech
Debilitate – Operative
Force Stasis – Jedi Knight
Telekinetic Throw – Sage
Explosive Surge – Vanguard
Dirty Kick – Smuggler

Species

To start out with, you are limited on the Species you can play as per Class. Once you level a character of a particular species to level 50 eg. a Jedi Knight Twi’lek, you will then automatically unlock the species for all other Classes.

Here is a list of base classes and what species you can play as. A couple of things to note

  • Access to Species varies between Free to Play and Preferred accounts. Species that are accessible to preferred and subscribed players will be indicated as (Pref).
  • Zabrak species appearance varies depending on faction. This means, for example, you have level a ‘dark side’ Zabrak to be able to play a dark-side Zabrak on a Republic Class.
  • Sith Warrior
    • Human
    • Cyborg
    • Zabrak
    • Sith Pureblood (Pref)
  • Sith Inquisitor
    • Human
    • Cyborg
    • Zabrak
    • Rattataki (Pref)
    • Sith Pureblood (Pref)
    • Twi’lek (Pref)
  • Bounty Hunter
    • Human
    • Cyborg
    • Zabrak
    • Chiss (Pref)
    • Rattataki (Pref)
  • Imperial Agent
    • Human
    • Cyborg
    • Zabrak
    • Chiss (Pref)
    • Rattataki (Pref)
  • Jedi Knight
    • Human
    • Cyborg
    • Zabrak
    • Miraluka (Pref)
    • Mirialan (Pref)
    • Twi’lek (Pref)
  • Jedi Consular
    • Human
    • Cyborg
    • Zabrak
    • Miraluka (Pref)
    • Mirialan (Pref)
    • Twi’lek (Pref)
  • Trooper
    • Human
    • Cyborg
    • Zabrak
    • Mirialan (Pref)
  • Smuggler
    • Human
    • Cyborg
    • Zabrak
    • Mirialan (Pref)
    • Twi’lek (Pref)

Three additional species have been released since launch but they are only available via the Cartel Market.

  • Cathar
  • Togruta
  • Nautolan*

*Was free for subscribers for a limited time prior to Onslaught’s launch in October 2019.

Some species that are available to other classes will have character customisation options only available to certain classes. For example, a Human Trooper has different Tattoos to a Human Sith Warrior.


My Class Recommendations

Now that I’ve gone over some questions to consider when deciding which class to pick, here are some of my Class recommendations!

In terms of DPS, the first class I ever played was a Jedi Sentinel, Combat discipline. It is still one of my favoured DPS classes (along with Carnage Marauder too) even though it is underperforming these days. Other DPS classes I enjoy include.

  • Powertech – Pyrotech
  • Sorcerer – Lightning/Sage – Telekinetics
  • Sniper – Engineering

Lightning/Telekinetics is currently my favourite DPS class in PvP.

What I am more well known for, however, is being a Mercenary/Commando Healer. It has been my favourite class since 1.0 and is still my go-to for all content, especially PvP. I have played the other healing classes as well but I always come back to my Mercenary.

In terms of the class stories, I find almost all of them to be decently enjoyable for various reasons. There are good and bad elements to all these stories but the Sith Warrior makes the top of my list. The only class story I don’t find that enjoyable is the Jedi Consular. Here is how I rank the class stories.

  • Sith Warrior
  • Imperial Agent
  • Jedi Knight
  • Bounty Hunter
  • Smuggler
  • Trooper
  • Jedi Consular

So what do I personally recommend?

For healing go with Mercenary/Commando.

For DPS I recommend Lightning/Telekinetics, Pyrotech, Engineering and Carnage/Combat. All of these classes cover various playstyles and most have good class stories as well.

Final Tip – if you don’t like the ability animations of the class you’re playing, check out the mirror class on the other faction to see if you like their ability animations better.


In the end, the choice of what class to play is ultimately yours and it can be for any reason you like! My first character was a Jedi Sentinel purely because I wanted to have two lightsabers.

Categories
News Star Wars The Old Republic

Overview of all Ranked and Unranked PvP Changes – July 2020

Last updated July 29th.


The developers have recently made and have announced some further changes coming to PvP. These changes affect both Ranked and Unranked gameplay. Since this information has been spread via multiple posts/sources, I have gathered all the information into one handy guide!

The PvP Reward changes and Conquest changes have already been implemented (6.1.2b). Most of the other changes launched in 6.1.2d on July 28. Match Selection may come in a future update.

Summary

  • Season 13 of Ranked PvP will be starting on the 28th July (6.1.2d)
  • A return to unique seasonal rewards once all previous seasons replicas have been cycled through (at a faster pace)
  • Win Requirement for completing Unranked and Ranked Weeklies
  • Deserter Queue of 15 minutes added to Ranked and Unranked PvP
  • Removal of Quesh Huttball and Vandin Huttball Maps due to performance issues
  • Devs are committed to exploring letting us choose which warzones we want to queue for
Sources

PvP Reward Changes

The following reward changes were implemented in Game Update 6.1.2b.

The developer’s guiding principles for PvP Rewards include:

  • Meaningful rewards for meaningful effort
  • A compelling reason to play each newseason

To achieve this, the developers in the short term are making some adjustments to rewards for dailies, weeklies and match completion.


Ranked

General Changes

  • Increased the number of Renown points and Tech Fragments received from PvP Missions.
  • Warzone Medpacs and Adrenals have been added to PvP Missions.
  • Players will now receive Legendary Ember as rewards in the following Missions:
    • [DAILY] Arena of Death!: 1 Ember
    • [WEEKLY] Go Berserk!: 5 Ember
    • [WEEKLY] Time for Pain!: 1 Ember
Solo Ranked

Players now receive a Premium Warzone Crate for a Solo Ranked loss, and a Prototype Warzone Crate for a Solo Ranked victory.

The following changes have been made to the Daily Ranked Warzone Lockbox:

  • Increased chance at a random set bonus or tactical item
  • Now receive 4 equipment pieces (up from 3)
  • Now receive 4 mods (up from 3)
  • 5% chance for a Legendary Ember
  • New chance for a Satchel of Crafting Mats (Grade 11)
  • Warzone Adrenals and Medpacs have been removed from lockboxes
  • Renown Trophies have been removed from lockboxes

The following changes have been made to the Weekly Ranked Warzone Lockbox:

  • Increased chance at a random set bonus or tactical item
  • Now receive 8 equipment pieces (up from 5)
  • Now receive 8 mods (up from 5)
  • 10% chance for a Legendary Ember
  • Now receive 2 Medium Satchels of Crafting Mats (Grade 11) (the equivalent of 18 of the current satchels)
  • 36 rolls for Processed Isotope Stabilizers, which practically means you will receive about triple what you receive now
  • Warzone Adrenals and Medpacs have been removed from lockboxes
  • Renown Trophies have been removed from lockboxes
Group Ranked

From the Game Update 6.1.2b Patch Notes.

Players now receive a Prototype Warzone Crate for a Group Ranked loss, and an Artifact Warzone Crate for a Group Ranked victory.

Group Ranked now contains its own reward boxes, the Daily Group Ranked Warzone Lockbox and Weekly Group Ranked Warzone Lockbox.

  • The Daily Group Ranked Warzone Lockbox contains:
    • Increased chances at set bonuses and tacticals compared to the Daily Ranked Warzone Lockbox.
    • 5 equipment pieces relative to your item rating.
    • 5 mods relative to your item rating.
    • 12 Prototype Isotope Stabilizers.
    • 10% chance for a Legendary Ember.
    • A collection of Satchel of Crafting Mats (Grade 11).
  • The Weekly Group Ranked Warzone Lockbox contains:
    • Increased chances at set bonuses and tacticals compared to the Weekly Ranked Warzone Lockbox.
    • 10 equipment pieces relative to your item rating.
    • 10 mods relative to your item rating.
    • 72 Prototype Isotope Stabilizers.
    • 20% chance for a Legendary Ember.
    • A large collection of Satchel of Crafting Mats (Grade 11).

Unranked

From the Game Update 6.1.2b Patch Notes.

Players now receive a Standard Warzone Crate for an Unranked loss, and a Premium Warzone Crate for an Unranked victory.

  • The following changes have been made to the Daily Unranked Warzone Lockbox:
    • Increased chance at a random set bonus or tactical.
    • Now receive 3 equipment pieces (up from 2).
    • Now receive 3 mods (up from 1).
    • New chance for Satchel of Crafting Mats (Grade 11).
    • Warzone Adrenals and Medpacs have been removed.
    • Renown Trophies have been removed.
  • The following changes have been made to the Weekly Unranked Warzone Lockbox:
    • Increased chance at a random set bonus or tactical.
    • Now receive 6 equipment pieces (up from 3).
    • Now receive 6 mods (up from 1).
    • New chance for Satchel of Crafting Mats (Grade 11).
    • Warzone Adrenals and Medpacs have been removed.
    • Renown Trophies have been removed.

Conquest Changes

The following Conquest changes were implemented in Game Update 6.1.2b.

New PvP Conquest objectives have been added for Solo Ranked, Group Ranked and Unranked PvP.

Solo Ranked Objectives

  • 9750 points: Achiever – Weekly Repeatable (Complete Weekly PvP Mission)
  • 4000 points: Infinite Domination – Infinite Repeatable (Win 10 or more matches)
  • 1100 points: Medalist – Infinite Repeatable (Gain 8 Medals in a single match)
  • 9750 points: Total Domination – Weekly Repeatable (Win 10 matches)
  • 2000 points: Victorious – Daily Repeatable (Win a match)
  • 5800 points: Victorious 2 – Daily Repeatable (Win 2 matches)
  • 7500 points: Victorious 3 – Daily Repeatable (Win 3 matches)

Team Ranked Objectives

  • Achiever – Weekly Repeatable, 13500 points.
  • Infinite Domination – Infinite Repeatable, 7500 points.
  • Medalist – Infinite Repeatable, 2100 points.
  • Total Domination – Weekly Repeatable, 13500 points.
  • Victorious – Daily Repeatable, 3000 points.
  • Victorious 2 – Daily Repeatable, 6500 points.
  • Victorious 3 – Daily Repeatable, 9750 points.

Unranked Objetives

  • Achiever – Weekly Repeatable, 5800 points.
  • Infinite Domination – Infinite Repeatable, 3000 points.
  • Medalist – Infinite Repeatable, 850 points.
  • Total Domination – Weekly Repeatable, 5800 points.
  • Victorious – Daily Repeatable, 1750 points.
  • Victorious 2 – Daily Repeatable, 3000 points.
  • Victorious 3 – Daily Repeatable, 5800 points.

Win Requirement for Weeklies

In the update kicking off Season 13 (July 28), all missions will be changed to require wins for completion and rewards. This includes unranked PvP weeklies as well.

Requiring wins for mission completion allows us to increase the quality and quantity of rewards, in addition to lowering any incentive to play poorly or farm gear and materials via losses. The goal is to increase the overall quality of the matches.

Here are the new adjusted daily and weekly win requirements taken from the 6.1.2d Patch Notes.

  • [DAILY] March Them Down – Now requires 1 Victory (previously required 4 points).
  • [DAILY] No Quarter – Now requires 1 Victory (previously required 4 points).
  • [DAILY] United We Stand – Now requires 1 Victory (previously required 2 points).
  • [DAILY] Zero Tolerance – Now requires 1 Victory (previously required 2 points).
  • [WEEKLY] The War Front – Now requires 10 Victories (previously required 5 points).
  • [WEEKLY] Conspicuous Valor – Now requires 10 Victories (previously required 20 points).
  • [WEEKLY] The Spoils of War – Now requires 10 Victories (previously required 20 points).
  • [DAILY] Arena of Death! – Now requires 1 Victory (previously required 10 points).
  • [DAILY] My Kind of Scum – Now requires 1 Victory (previously required 10 points).
  • [WEEKLY] Go Berserk! – Now requires 6 Victories (previously required 50 points).
  • [WEEKLY] Time for Pain! – Now requires 8 Victories (previously required 50 points).

There will also be an increase in rewards for winning matches, anywhere from 2x to 4x Tech Fragments and Embers, especially if you are disassembling the additional mod and gear rewards.


Deserter Queue

A Deserter queue of 15 minutes was introduced for Ranked and Unranked matches in 6.1.2d. This, according to the developers, is to disincentivise leaving matches early and to encourage better games and fair gameplay.


Season Rewards

When we moved to bringing back prior Season (Replica) rewards, we did this to help supplement existing Seasonal rewards. In general, we weren’t distributing as many larger, unique rewards as we did previously and so we wanted to make sure there was a larger quantity to choose from. There was also certainly a desire to be able to earn those retired rewards. We know there was friction around the ending of Season 12 and lack of clarity around the Season 3 Replicas.

The remaining replicas will be brought back throughout Season 13 and into the start of Season 14.

  1. Predacious Weapon Set (Season 6) and Commanding Weapon Set (Season 8) 50,000 pvp tokens for each Weapon Set
  2. Gladiator Weapon Set (Season 5) and Giradda’s Acklay Mount (Season 7) 50,000 for the weapon set, 200,000 for the mount
  3. Furious Armor and Weapon Sets (Season 3) 100,000 each for the armor sets (there are 4), 50,000 for the FULL Weapon Set

The currency for the remaining Replica Rewards will not be Season specific tokens, but the non-seasonal Ranked PvP Reward Tokens. We will also convert this currency into a Legacy currency in a future update, so feel free to earn tokens on whichever character you like until then.

The remaining Replica versions of previous seasons Mounts will also make a return at some point. The plan for these will be revealed in the future.


Season 13 Rewards
  • Brand new armor set
  • Other standard Seasonal rewards, such as the Seasonal Titles, Flairs, Frames, and Battle Flags.
Screen grab taken from July 21st Developer Livestream

Return of Unique Seasonal PvP Rewards

The developers will be returning to creating unique, special seasonal rewards for ranked PvP. The armour set for Season 13 is the first step in that direction. Once all the replicas have been released, all rewards going forward will be brand new, unique rewards.

At that point, it is our intention to move back to higher-quality PvP rewards than we have been giving you recently. To be frank, we want to make new, unique PvP prestige rewards worth battling over! This is many months away, so there aren’t a ton of specifics to share yet, but just know that our intention is that PvP should be a fun, fair place to battle it out, and one where you are properly rewarded for those efforts! We will share more when we get closer.


Performance

The developers are looking at performance issues in PvP and have removed a couple of warzone maps from the queue until they are fixed.

We hear you that performance in warzones continues to be an issue, especially since the 6.0 update. In particular, you have all indicated performance in the Vandin and Quesh Huttball maps are especially egregious.

What we’re doing about it: In the short term, in the upcoming patch 6.1.2d, we will remove the Vandin and Quesh Huttball maps from rotation until we can solve the performance issues with those particular maps.

Longer-term, we are profiling the root of performance issues in general (de-syncs, hitches, slide show experiences) across the board in order to provide you with a smooth, fun experience. No ETA on this, but we have already begun in earnest and are committed to fixing it.

Chris reaffirmed on the Developer Livestream onthe 21st July that they are determined to fix desync issues in PvP.


Map Preference

We hear you that you would rather choose which maps or modes to play, to avoid the ones you don’t like and play what is the most fun for you. In particular, Odessen Proving Grounds comes up often as one of the least popular modes, in particular in Unranked since it can be difficult to coordinate team play in a random queue situation.

So let’s talk a bit about the map rotation. Currently, and for some time now, we favor map variety over match type variety.

We categorize match types into 5 categories, plus arenas:

  • Capture Point
    • Alderaan Civil War
    • Novare Coast
    • Yavin Ruins
  • Huttball
    • Nar Shaddaa (Original map)
    • Quesh
    • Vandin
  • Odessen Proving Grounds (OPG)
  • Ancient Hypergates
  • Voidstar

Currently, each map has an equal chance to pop.

In Game Update 6.1.2d (28th July), they adjusted the queue to favour match variety over map variety.

What this means is that you will have an equal chance to have a Capture Point, Huttball, Ancient Hypergates, or Voidstar match type pop. They will also be reducing the likelihood of Odesen Proving Grounds Popping.

Choosing Match Types

Longer-term, we agree that a welcomed and healthy addition to the game would be the ability to choose which match types and/or maps you want or do not want to play. As with any new feature, this requires investigation and an assessment of the scope of work before we can commit to a timeframe, however that work has already begun. We are committed to this feature and will update y’all with more information, especially on timing, when we have it.

In the Developer Stream on the 21st July, Chris reaffirmed the Developers are committed to adding the option to choose match type or map for Unranked PvP.


I will keep this updated if further changes or amendments are made by the developers.

Categories
News Star Wars The Old Republic

Upcoming SWTOR Developer Livestream – July 21st

The Star Wars The Old Republic Developers have announced a Developer Livestream!

The livestream will go live on the Tuesday 21st July:

  • 9:45 am PDT
  • 11:45 am CDT
  • 4:45 pm UTC
  • 5:45 pm BEST
  • 6:45 pm CEST
  • 2:45 am AEST (22nd July)
  • 4:45 am NZ (22nd July)

You’ll be able to watch the livestream on their Twitch channel – https://www.twitch.tv/swtor

The reason for the odd time is to allow for any issues since this is their first developer stream since they started working from home. So they are anticipating some issues. The last developer stream they did was to show off the Alderaan Stronghold back in January.

What will the Stream be about? They’ll likely be giving us a preview of the brand new armour set reward for Season 13 of Ranked PvP, so there may be some discussion of some of the recently announced PvP changes as well. But otherwise, who knows?

Be sure to have this Bingo Card by Aviriia handy while you’re watching the livestream! A higher quality version of the image can be found here.

Categories
Star Wars The Old Republic

New Nightlife Event Additions Guide – New Dailies, Rewards plus more!

An overview of the new additions and rewards plus a comprehensive guide of the new dailies introduced for the 2020 Nightlife Event in Star Wars The Old Republic.


How to Get Started – Basics

Head to the Fleet to pick up the introductory mission from the floating terminal in the inner ring of your factions fleet. Then head to Nar Shaddaa. The event is located at your factions Casino.

  • Imperial – Star Cluster
  • Republic – Club Vertica

New Location

You can now also participate in the Event on Mek-Sha! The Event is located in the Three Points sector in The Bazaar area.

Note the Event is still on Nar Shaddaa as well.


New Slot Machine – Emperor’s Grace

This year, they have introduced a new type of Slot Machine called the Emperor’s Grace. To use this Slot Machine, you need an Emperor’s Casino Chip. You can get them from completing the Dubious Odds Daily or from Kingpin Slot Machines.

Emperor’s Grace Slot Machine

New Rewards

There are some new rewards to grab from this year’s event. Decorations you can purchase from the Casino Prize Vendor, Elzza Bysuun and a new Mount you can only win from the Emperor’s Grace Slot Machine.

Kingpin Predator Mount (images courtesy of Bioware).


Gold Taxidermy Decorations


New Dailies

You can pick up dailies from two locations on Nar Shaddaa only. An Advertisement Terminal tucked away in the corner and some additional dailies from Yan Pengu.

Yan Pengu
Advertisement Terminal

There are also two new achievements associated with completing the dailies. One for per faction.

Events -> General -> Nar Shaddaa Nightlife


Dubious Odds
  • Mission Giver – Advertisement Terminal
  • Location – Nar Shaddaa – Star Cluster/Club Vertica Casino
  • Rewards –
    • Credits – 23,406
    • Renown Points
    • 1 Emperor’s Casino Chip

Complete the following dailies:

  • Boss Said Knock You Out
  • Data Driven Services
  • Fair Play Enforcer
  • Buy In, Sell Out
  • CounterfitTokens: Mek-Sha
  • Counterfit Tokens: Nar Shadda

Buy In, Sell Out
  • Mission Giver – Advertisement Terminal
  • Location – Nar Shaddaa – Star Cluster/Club Vertica Casino
  • Rewards –
    • Credits – 15,004
    • Renown Points
    • Light/Dark Side Points
    • 5 Smuggler Casino Chips

Click on a Gullible Patron, Tough Customer or Affable Clientele NPC then, use the ‘Universal Bonds and Bounty Pamphlet’ mission ability to advertise for the Universal Bonds and Bounty.

Use a microphone stand (click on it) to advertise for Artellan Securities. Microphones can be found under the walkway’s or by the Kingpin Slot Machines.

Use Dancefloor (click on it) to advertise for Bugrep Rare Metals. Dancefloors can be found in the back corners of the Foyer area or under a walkway near the ‘VIP’ area.


Fair Play Enforcer

This daily hasn’t changed from previous versions of this Event and still rewards a Kingpin Casino Chip.

  • Mission Giver – Yan Pengu
  • Location – Nar Shaddaa – Star Cluster/Club Vertica Casino
  • Rewards –
    • Credits – 23,336
    • Renown Points
    • 1 Kingpin Casino Chip

Scan the SabaccTablesforthe cheating device. Use the provided Macrobinoculars and go halfway up one of the walkways to get a good view of all the scanning points.


Boss Said Knock You Out
  • Mission Giver – Yan Pengu
  • Location – Nar Shaddaa – Star Cluster/Club Vertica Casino
  • Rewards –
    • Credits – 15,004
    • Renown Points
    • Light/Dark Side Point
    • 5 Smuggler Casino Chips

You can pick up this daily from Yan Pengu once you’ve completed ‘Fair Play Enforcer’.

You get a temporary ability, ‘Expel from the Premises‘ which you can use on any of the green NPC’s to expel them.

All you have to do is select the NPC you wish to expel and use the Expel from the Premises ability. The NPC will either run away or they will aggro but they have very little HP so are easy to kill.

Expelling ‘problem’ guests.

Data Driven Services
  • Mission Giver – Yan Pengu
  • Location – Nar Shaddaa – Star Cluster/Club Vertica Casino
  • Rewards –
    • Credits – 15,004
    • Renown Points
    • Light/Dark Side Points
    • 5 Smuggler Casino Chips

You get three temporary abilities to help you complete this daily which are basically persuasion tools you use on the green NPC’s.

Temporary Ability Bar
Aggressive Marketing‘Listen things can go very easy or very difficult for you, here’
Manipulative Argument‘It sounds like you’ve already given yourself a bias. Where did you even get your information from?’
Sunk Cost Fallacy‘You need SOMETHING to show for your efforts’

Here’s which persusion abilities to use on the different types of NPC’s.

  • Tough Customers – Manipulative Argument
  • Gullible Patron – Sunk Cost Fallacy
  • Affable Clientele – Aggressive Marketing

Click on an NPC, then the ability you wish to use on them to complete the daily.


Counterfiet Tokens: Mek-Sha
  • Mission Giver – Yan Pengu
  • Location – Nar Shaddaa – Mek-Sha – The Red Zone (Imperial)
  • Rewards –
    • Credits – 23,406
    • Renown Points
    • Dark Side Points
    • 15 Smuggler Casino Chips

The informant can be found in The Red Zone on Mek-Sha for Imperial players. The rest of the mission takes place in the area and involves some combat.

Travel south to face off against the counterfeit circuit leader and crew.

Once you have completed one Counterfit Token Mission you can go back to Yan Pengu and pick up the other one.


Counterfeit Tokens: Nar Shaddaa

(THIS MISSION IS CURRENTLY BUGGED FOR IMPERIAL PLAYERS)

  • Mission Giver – Yan Pengu
  • Location – Nar Shaddaa – Lower Promenade – Corellian Sector (Imperial)
  • Rewards –
    • Credits – 23,406
    • Renown Points

The informant is located on the Lower Promenade on Nar Shaddaa for Imperial players.

The Marked Site is located in the Corellian Sector directly east of the Taxi Point. Currently, the NPC’s do not respawn. The only way to get them to spawn is via a fresh instance.

Categories
Events Star Wars The Old Republic

SWTOR All Worlds Ultimate Swoop Rally Event Guide

Welcome to my ‘All Worlds Ultimate Swoop Rally’ Event Guide!

Yes! It’s finally happened! Star Wars The Old Republic has introduced Swoop Bike Racing into the game via a brand new event! This event will be added to the rotating roster of other events currently in the game.


Go to Republic or Imperial Fleet to start the Event!

There are three different Swoop Bike Racing Tracks and with three different factions which each have their own special course. Each course (for each faction) alters the objectives of a race track.

Race Tracks

  • Dantooine – South of the Nova Blade Cave Hideout (heroic instance)
  • Onderon – East of the Oasis
  • Tatooine – The Dune Sea, Wreck of the Stardream (north of Outpost Thorazan)

Factions

  • Blatant Beks – Fireworks and Explosions
  • Horizon’s Razors – Speed
  • Pit Screamers – Jumps, Hoops and Flairs

The race tracks are not instanced meaning you could be completing a course with other players. This means some objectives are shared with other players. These objectives take roughly 2-3 second to respawn. You can explore the race tracks without initiating a course.

Once you reach Newcomer Rank, each Swoop Gang Faction has its own story mission. Completing these rewards you with a small amount of reputation.


How to Start the Event and Introductory Mission

Click on a News Terminal on your faction’s fleet. News Terminals are located near the entrance to any of the lifts on the outer ring.

Once the cutscene is completed, you will get the mission ‘The All Worlds Ultimate Swoop Rally‘. This mission directs you to investigate the Swoop Gangs on Dantooine.

Once you arrive on Dantooine, head to the Swoop Bike Race Track and speak to Zella. For Imperial players, it is quicker to Quick travel to the Scout Camp, if you have it unlocked, instead of travelling all the way from the Hidden Imperial Base.

Once you have spoken to Zella, speak to the various gangs in the Swoop Bike garage area located just to the north of Zella’s position.

Once you have spoken to them, return to Zella. Then, you will be directed to visit the Rally Mission Terminals. When you get close to them, the mission will auto-complete.


Dailies and Weeklies List and Mission Rewards

The Daily and Weekly Terminals are only accessible once you have completed the introductory Mission ‘The All Worlds Ultimate Swoop Rally‘. See the ‘How to Start the Event and Introductory Mission’ section, above, for details.

The Daily and Weekly Terminals can be found in the garage areas at all the race tracks except on Dantooine. On Dantooine, the Daily Terminals are located next to the bar and across from Zella. The Weekly Terminal is in the garage area.

Tip – Each Daily comes with a Priority Transport! So once you have finished all 3 Swoop Gang Factions Dailies on one planet, you can go back to the Mission Terminals and pick up a daily for another planet.

Dailies

  • [DAILY] Pit Screamers: Dantooine Course
  • [DAILY] Pit Screamers: Onderon Course
  • [DAILY] Pit Screamers: Tatooine Course
  • [DAILY] Horizon’s Razors: Dantooine Course
  • [DAILY] Horizon’s Razors: Onderon Course
  • [DAILY] Horizon’s Razors: Tatooine Course
  • [DAILY] Blatant Beks: Dantooine Course
  • [DAILY] Blatant Beks: Onderon Course
  • [DAILY] Blatant Beks: Tatooine Course

Weeklies

  • [WEEKLY] Blatant Beks Courses – Complete Blatant Beks Courses: 0/3
  • [WEEKLY] Horizons Razors Courses – Complete Horizon’s Razors Courses: 0/3
  • [WEEKLY] Pit Screamers Courses – Complete Pit Screamer Courses: 0/3
  • [WEEKLY] Swoop Rally Champion – Complete Challenge Courses: 0/6

Mission Rewards

MISSION NAME/TYPECREDITSRENOWN POINTSOTHER REWARD/S
Faction Daily14,94515,000Faction Token & Blue Faction Reputation Token
Faction Weekly23,31320,646
Swoop Rally Champion Weekly31,38526,289Choice of one Purple Faction Reputation Token

How to Begin a Race Course

After completing the introductory mission, you need to pick up a daily from the Rally Mission Terminals found on Dantooine, Onderon and Tatooine. You can only have one daily for each course type, at a time, for the planet you are on. For example, if you pick up the Pit Screamers Daily for Dantooine you cannot pick up the Blatant Beks and Horizon’s Razors Dailies for Dantooine.

Once you select a daily, click on the factions Swoop Bike indicated by the animated green arrow.

Once you get on the Swoop Bike, and experience/spacebar the cutscene, make your way to the starting line. The Swoop Bike automatically moves forward so you just have to direct it with the ‘A’ and D’ keys or by holding down the right mouse button and moving your mouse (mouse turning). While in this mode the Swoop Bike will move at ‘Safety Speed’.

Once you reach the starting line, the Swoop Bike will stop and a countdown will begin. The objectives will also pop-up and appear in the Mission Tracker.

Once the countdown is complete, the race will begin and the Swoop Bike will start moving forward at a faster speed. Complete all the objectives to complete the course and the daily.

Once you complete the course and objectives, you will automatically be dismounted from the Swoop Bike.


Race Track Basics

Start Line

When you get on a faction Swoop Bike after picking up the daily, proceed to the Start Line to start the course.

Objectives

Each course type has a set of objectives you must do to complete the course. These will show up in your Mission Tracker. Some objectives are shared with other players meaning you may have to wait for an objective to respawn. Objectives take roughly 2-3 seconds to respawn. Objectives that are ‘shared’ with other players will be marked as shared below (see details for each factions course objectives below).

Checkpoints

You must pass through all the checkpoints on the race course to complete the challenege and the daily.

Finish Line

Once you’ve done all the objectives, pass through the finish line to complete the course and daily.


Race Track Hazards

If you run into or through one of these hazards, it will slow your Swoop Bike down and/or cause you to be thrown up into the air.

  • Dantooine – Pirate Mines (thrown up in air & slow)
  • Onderon – Beast Trap (slow)
  • Tatooine – Sandstorms (slow)
Pirate Mine
Beast Trap
Sandstorm

Blatant Beks Swoop Bike Abilities and Course Objectives

An overview of the Blatant Beks Swoop Bike abilities and course objectives.

Blatant Beks Swoop Bike Abilities
ICONNAMEDESCRIPTION
Speed BoostGrants a short burst of speed (8 sec cooldown)
Emergency BrakeSlow down for better handling (instant)
Toss ExplosiveThrow an explosive (3 sec coodown)
Activate FireworksUse your remote detonator to activate nearby firework platforms
DismountDismount the Swoop Bike
Blatant Beks Course Objectives

Dantooine

  • Complete the Course
  • Explode the Targets: 0/10
  • Activate Fireworks Platforms: 0/5
  • (Bonus) Gratuitous Explosions – Explode the Targets: 0/14
  • (Bonus) Blatant Beks: Time Trial – Course Bonus Timer: 2m

Onderon

  • Complete the Course
  • Destroy Targets: 0/10
  • Activate Fireworks Platforms: 0/5
  • (Bonus) Gratuitous Explosions – Explode the Targets: 0/15
  • (Bonus) Blatant Beks: Time Trial – Course Bonus Timer: 2m

Tatooine

  • Complete the Course
  • Destroy Targets: 0/8
  • Activate Fireworks Platforms: 0/5
  • (Bonus) Gratuitous Explosions – Explode the Targets: 0/12
  • (Bonus) Blatant Beks: Time Trial – Course Bonus Timer: 1m 45s

Explode the Targets (shared)

To explode targets, click on the ‘Toss Explosive’ ability then place the targeting reticule over the explosive canisters (similar to placing an AOE damage or healing ability). You have to ‘explode’ 10 targets to complete the course.

Activate Fireworks Platforms (shared)

When you are near a fireworks platform, click on the ‘Activate Fireworks’ ability to set off the fireworks on the platforms.


Horizon Razors Swoop Bike and Course Objectives

An overview of the Horizon Razors Swoop Bike abilities and course objectives.

Horizon’s Razors Swoop Bike Abilities
ICONNAMEDESCRIPTION
Speed BoostGrants a short burst of speed (8 sec cooldown)
Emergency BrakeSlow down for better handling (instant)
Turbo BoostConsume 3 boost orbs to move at MAX SPEED
DismountDismount the Swoop Bike

How to use Turbo Boost

Collect 3 Turbo Orbs, in quick succession, to be able to use the Turbo Boost Ability. Each Turbo Orb must be collected within 4 seconds of the previous one to increase the Tubo Boost abilities’ boost charge. Once you get 3 Boost Charges you have 4 seconds to use the Turbo Boost ability.


Horizon’s Razors Course Objectives

Dantooine

  • Complete the Course
  • Hit Speed Boosts: 0/8
  • Collect Turbo Orbs: 0/12
  • (Bonus) Horizon’s Razors: Time Trial: 1m 40s
  • (Bonus) Addicted to Turbo – Collect Turbo Orbs: 0/10

Onderon

  • Complete the Course
  • Hit Speed Boosts: 0/10
  • Collect Turbo Orbs: 0/12
  • (Bonus) Horizon’s Razors: Time Trial: 1m 40s
  • (Bonus) Addicted to Turbo – Collect Turbo Orbs: 0/18

Tatooine

  • Complete the Course
  • Hit Speed Boosts: 0/12
  • Collect Turbo Orbs: 0/12
  • (Bonus) Horizon’s Razors: Time Trial: 1m 30s
  • (Bonus) Addicted to Turbo – Collect Turbo Orbs: 0/20

Hit Speed Boosts

Drive over the Speed Boosts to hit them.

Collect Turbo Orbs (shared)

Drive through the Turbo Orbs to collect them. When you collect 3 Turbo Orbs in quick succession, you will be able to use the Turbo Boost Ability.


Pit Screamers Swoop Bike Abilities and Course Objectives

An overview of the Pit Screamers Swoop Bike abilities and course objectives.

Pit Screamers Swoop Bike Abilities
ICONNAMEDESCRIPTION
Speed BoostGrants a short burst of speed (8 sec cooldown)
Emergency BrakeSlow down for better handling (instant)
FlairShow off for you adoring fans
DismountDismount the Swoop Bike
Pit Screamers Course Objectives

Dantooine

  • Complete the Course
  • Complete Major Jumps: 0/5
  • Pass Through Hoops: 0/20
  • Use Flair Near Stands: 0/3
  • (Bonus) Smooth Maneuvers – Pass Through Hoops: 0/25
  • (Bonus) Pit Screamers: Time Trial Bonus Course Bonus Timer: 2m

Onderon

  • Complete the Course
  • Hit Major Jumps: 0/4
  • Pass Through Hoops: 0/18
  • Use Flair Near Stands: 0/3
  • (Bonus) Smooth Maneuvers – Pass Through Hoops: 0/24
  • (Bonus) Pit Screamers: Time Trial Bonus Course Bonus Timer: 2m

Tatooine

  • Complete the Course
  • Pass Through Hoops: 0/20
  • Hit Major Jumps: 0/4
  • Use Flair Near Stands: 0/3
  • (Bonus) Smooth Maneuvers – Pass Through Hoops: 0/25
  • (Bonus) Pit Screamers: Time Trial Bonus Course Bonus Timer: 1m 40s

Complete Major Jumps

Pass Through Hoops

Use Flair Near Stands

Click on the ‘Flair’ ability when near stands as pictured below. The ‘Flair’ ability as an activation time.


Faction Reputations and Rewards with Previews

Note – currently Pets aren’t able to be previewed.

There are three new Reputations based on the Swoop Bike Gangs. You can earn up to 17,500 Reputation per week for each gang.

Reputation earned from each token type with the 15% Guild Bonus

  • Green Reputation Token – 276
  • Blue Reputation Token – 828
  • Purple Reputation Token – 1656

Legacy Titles

Here are the Legacy Titles you can earn from each reputation:

  • The Blatant Beks
    • Friend Rank – Demolitionist
    • Legend Rank – Explosive Personality
  • Horizon’s Razor
    • Friend Rank – The Fast
    • Legend Rank – Speed Demon
  • The Pit Screamers
    • Friend Rank – High Flyer
    • Legend Rank – Daredevil

Reputation Vendor Rewards

The Reputation Vendors are located on your factions fleet on the inner ring or at the Race Tracks near the garage. Each Swoop Gang faction has its own reputation vendor.

All three Reputation Vendors have an armour set, mounts, decorations, tacticals and a pet.

Imperial Fleet
Republic Fleet

Currency

Each Swoop Rally faction is its own token currency. These tokens are stored in your Currency Tab in your Inventory under Event Currencies and are Legacy Bound.

  • Blatant Bek Token
  • Horizon’s Razor Token
  • Pit Screamer’s Token
Blatant Beks Reputation Vendor
NAMEITEM TYPEREPUTATIONCOST
Banner: Blatant Bek (Hanging)DecorationFriend40
Banner: Horizon’s Razor (Standing)DecorationHero30
Bek Support DroidPetHero125
Bek’s Dismount FlourishTacticalLegend300
Bek’s Pre-Boom PrecautionsTacticalChampion300
Blatant Bek Fan PosterDecorationNewcomer20
Blatent Bek Standard MountMountFriend150
Blatent Bek’s BeltArmorNewcomer25
Blatent Bek’s BootsArmorHero40
Blatent Bek’s BracersArmorNewcomer25
Blatent Bek’s ChestplateArmorChampion60
Blatent Bek’s GauntletsArmorFriend40
Blatent Bek’s GreavesArmorFriend40
Blatent Bek’s HelmetArmorHero40
Lit CandleMountLegend350
Swoop Hype Poster I (Imperial)Decoration25
Swoop Hype Poster II (Imperial)Decoration25
Swoop Rally Course FlagDecorationChampion80
Horizon’s Razors Reputation Vendor
NAMEITEM TYPEREPUTATIONCOST
Banner: Horizon’s Razor (Hanging)DecorationFriend40
Banner: Horizon’s Razor (Standing)DecorationHero30
Horizon’s Razor Fan PosterDecorationNewcomer20
Horizon’s Razor Standard MountMountFriend150
Horizon’s Razor’s BeltArmorNewcomer25
Horizon’s Razor’s BootsArmorHero40
Horizon’s Razor’s BracersArmorNewcomer25
Horizon’s Razor’s ChestplateArmorChampion60
Horizon’s Razor’s GauntletsArmorFriend40
Horizon’s Razor’s GreavesArmorFriend40
Horizon’s Razor’s HelmetArmorHero40
Razor Support DroidPetHero125
Razor’s Forward MomentumTacticalLegend300
Razor’s KickstartTacticalChampion300
Swoop Hype Poster I (Imperial)Decoration25
Swoop Hype Poster II (Imperial)Decoration25
Swoop Rally HoopDecorationChampion80
The BladeMountLegend250
Pit Screamers Reputation Vendor
NAMEITEM TYPEREPUTATIONCOST
Banner: Pit Screamers (Hanging)DecorationFriend40
Banner: Pit Screamers (Standing)DecorationHero30
Pit Screamer’s BeltArmorNewcomer25
Pit Screamer’s BootsArmorHero40
Pit Screamer’s BracersArmorNewcomer25
Pit Screamer’s ChestplateArmorChampion60
Pit Screamer’s GauntletsArmorFriend40
Pit Screamer’s GreavesArmorFriend40
Pit Screamer’s HelmetArmorHero40
Pit Screamers Fan PosterDecorationNewcomer20
Pit Screamers Standard MountMountFriend150
Screamer Support DroidPetHero125
Screamer’s Finishing PoseTacticalLegend300
Screamer’s Introductory FlairTacticalChampion300
Screaming DemonMountLegend350
Swoop Hype Poster I (Imperial)Decoration25
Swoop Hype Poster II (Imperial)Decoration25
Swoop Rally Small RampDecorationChampion80

Decoration Previews
Armour Previews
Blatant Beks
Horizon’s Razor’s
Pit Screamer’s
Mount Previews
Blatant Beks Standard Mount
Lit Candle
Horizon’s Razor’s Standard Mount
The Blade
Pit Screamers Standard Mount
Screaming Demon
Tacticals

Hidden Achievements

There are a couple of hidden achievements you can aquire from the Event.


Sorry, Sarlac

Events ->The All World Swoop Rally Event ->Tatooine

Get on a Swoop Bike, as if you’re about to start a course, and head directly north-west from the garage area towards the Sarlacc Pit.

When you get closer, you will see a ramp. Go towards the ramp.

Then go up the Ramp, and flyyyyyyyyyyyy!


Perfect Idiot

Events ->The All World Swoop Rally Event -> General

Hit every obstacle (Hazard) on every track on Dantooine, Onderon, and Tatooine. See the ‘Race Track Hazards‘ section above for details on the hazards (obstacles) for each track!


Thank you Peter the Selkath and Marcus Khaar for the Hidden Achievement Tips!

Categories
News Star Wars The Old Republic

Game Update 6.1.2 Patch Notes

The Patch Notes for Game Update 6.1.2 have been released. Maintenance for Game Update 6.1.2 will occur June 24, 2020.

  • 6 am – 9 am PDT
  • 9 am – 12 pm EDT
  • 2 pm – 5 pm BST
  • 3 pm – 6 pm CEST
  • 11 pm – 2 am AEST (25th June)

Highlights

  • Nature of Progress: Master Mode Difficulty – Master Mode difficulty has been added to the Nature of Progress Operation on Dxun! With this increased difficulty comes new challenges, but those skilled enough to beat them can get new and powerful rewards.
  • New In-game Event: All Worlds Ultimate Swoop Rally – This new recurring in-game event will take place on Dantooine, Tatooine, and Onderon as players take on swoop challenges unique to each planet. New Daily Missions, rewards, and more! This event will initially run from June 30th – July 7th.
  • Nar Shaddaa Nightlife – The Nightlife event returns with new Missions and rewards! Get your credits ready for July 14th – August 11th.
  • Ranked PvP Season 12 – Season 12 of Ranked PvP has come to a close. New rewards can be found at Giradda the Hutt on the Fleet and players will receive rewards based off of their highest-ranked rating when Season 13 starts later this Summer!
  • Galactic Guide – A new Galactic Guide can be found near the chat panel when first logging in. This new feature will showcase the current (or oldest) Story Mission, the active Conquest, and the current Featured Offer from the Cartel Market.

Cartel Market

  • The description of the Improved Speeder Piloting unlock in the Cartel Market now includes the movement speed increase.
  • Fixed a visual issue where the Dark Honor Guard’s Unstable Lightsaber blade changes when throwing it, using interactables, or looting when in combat.
  • The visual of the Pragmatic Master’s Armor Set in the Character Sheet and Preview Window is now the same.
  • The Furious Gladiator’s Helmet no longer appears on characters who can’t display headpieces on the Character Select screen.
  • The Cyber Agent’s Helmet no longer appears on characters who can’t display headpieces on the Character Select screen.

General

  • The descriptions of the Improved Speeder Piloting Legacy Perks now include their movement speed increases.
  • Darkside corruption now appears as intended on Nautolans in the Preview Window.
  • Fixed some visual issues when moving the camera while on the roof of the Coruscant Taxi pad near the Senate.
  • Fixed cinematic cameras in the Imperial Agent’s ship undocking sequence on the Imperial Fleet.
  • Unintended small blue squares will no longer appear on Story Mode Flashpoint Gates.
  • Fixed a visual issue on the connecting door between the Western and Northern Lodging in the Alderaan Stronghold.
  • The ESC key now closes the Combat Proficiency window.

Classes +Combat

Jedi Knight

Jedi Knight Set Bonuses

The Force Bound set bonus has been slightly redesigned and its effect has changed to:

  • Enemies affected by your Awe have their Force and Tech Accuracy reduced by 70% for 6 seconds after Awe wears off.

Sentinel
Sentinel Set Bonus

The following set bonus has been added to the game at level 75, available for all Sentinels:

  • Comet Champion
    • (2) +2% Mastery
    • (4) Killing an enemy generates 2 Focus and grants you a speed boost for 1 second, stacking up to 5 times.
    • (6) Activating Zen deals kinetic damage to up to 8 enemies within 5 meters around you.
    • Source: The Nature of Progress Operation on Master Mode difficulty, and a small chance from Unidentified items on the Spoils of War vendors

Guardian
Guardian Set Bonus

The following set bonus has been added to the game at level 75, available for all Guardians:

  • Fulminating Defense
    • (2) +2% Endurance
    • (4) Challenging Call gets two charges.
    • (6) Enure increases Elemental and Internal damage reduction by 75% for 3 seconds.
    • Source: The Nature of Progress Operation on Master Mode difficulty, and a small chance from Unidentified items on the Spoils of War vendors.

Guardian Tacticals

  • The Throwing Arm Tactical can now only be used with Guardian’s Saber Throw ability.
  • The Obfuscate debuff now appears in the targets debuffs bar when using the Throwing Arm Tactical.

Sith Warrior

Sith Warrior Set Bonuses

The Force Bound set bonus has been slightly redesigned and its effect has changed to:

  • Enemies affected by your Intimidating Roar have their Force and Tech Accuracy reduced by 70% for 6 seconds after Intimidating Roar wears off.

Marauder
Marauder Set Bonus

The following set bonus has been added to the game at level 75, available for all Marauders:

  • Comet Champion
    • (2) +2% Mastery
    • (4) Killing an enemy generates 2 Rage and grants you a speed boost for 1 second, stacking up to 5 times.
    • (6) Activating Berserk deals kinetic damage to up to 8 enemies within 5 meters around you.
    • Source: The Nature of Progress Operation on Master Mode difficulty, and a small chance from Unidentified items on the Spoils of War vendors.

Juggernaut
Juggernaut Set Bonus

The following set bonus has been added to the game at level 75, available for all Juggernauts:

  • Fulminating Defense
    • (2) +2% Endurance
    • (4) Threatening Scream gets two charges.
    • (6) Endure Pain increases Elemental and Internal damage reduction by 75% for 3 seconds.
    • Source: The Nature of Progress Operation on Master Mode difficulty, and a small chance from Unidentified items on the Spoils of War vendors.

Juggernaut Tacticals

  • The Throwing Arm Tactical can now only be used with Juggernaut’s Saber Throw ability.
  • The Pacify debuff now appears in the targets debuffs bar when using the Throwing Arm Tactical.

Jedi Consular

Sage
Sage Set Bonus

The following set bonus has been added to the game at level 75, available for all Sages:

  • Undying Protector
    • (2) +2% Mastery
    • (4) Activating Force Barrier heals all allies around you.
    • (6) Activating Force Barrier puts a barrier on nearby allies, absorbing damage for up to 8 seconds and granting them an additional 25% elemental damage reduction while active.
    • Source: The Nature of Progress Operation on Master Mode difficulty, and a small chance from Unidentified items on the Spoils of War vendors.

Shadow
Shadow Set Bonus

The following set bonus has been added to the game at level 75, available for all Shadows:

  • Ballast Point
    • (2) +2% Endurance
    • (4) Deflection grants Ballistic immunity for 6 seconds, giving you immunity to movement impairing effects, knockdowns, and physics.
    • (6) Increases Elemental, Internal, Kinetic and Energy damage reduction by 3%.
    • Source: The Nature of Progress Operation on Master Mode difficulty, and a small chance from Unidentified items on the Spoils of War vendors.

Sith Inquisitor

Sorcerer
Sorcerer Set Bonus

The following set bonus has been added to the game at level 75, available for all Sorcerers:

  • Undying Protector
    • (2) +2% Mastery
    • (4) Activating Force Barrier heals all allies around you.
    • (6) Activating Force Barrier puts a barrier on nearby allies, absorbing damage for up to 8 seconds and granting them an additional 25% elemental damage reduction while active.
    • Source: The Nature of Progress Operation on Master Mode difficulty, and a small chance from Unidentified items on the Spoils of War vendors.

Assassin
Assassin Set Bonus

The following set bonus has been added to the game at level 75, available for all Assassins:

  • Ballast Point
    • (2) +2% Endurance
    • (4) Deflection grants Ballistic Immunity for 6 seconds, giving you immunity to movement impairing effects, knockdowns, and physics.
    • (6) Increases Elemental, Internal, Kinetic and Energy damage reduction by 3%.
    • Source: The Nature of Progress Operation on Master Mode difficulty, and a small chance from Unidentified items on the Spoils of War vendors.

Smuggler

Gunslinger
Gunslinger Set Bonus

The following set bonus has been added to the game at level 75, available for all Gunslingers:

  • Ballistic Concentration
    • (2) +2% Mastery
    • (4) When you deploy Scrambling Field, each group member within it grants a stack of Ballistic Concentration, increasing your energy regeneration rate by 1 for 20 seconds. Max 8 stacks.
    • (6) Each stack of Ballistic Concentration also increases the damage you deal by 5%.
    • Source: The Nature of Progress Operation on Master Mode difficulty, and a small chance from Unidentified items on the Spoils of War vendors.

Scoundrel
Scoundrel Set Bonus

The following set bonus has been added to the game at level 75, available for all Scoundrels:

  • Superiority
    • (2) +2% Mastery
    • (4) Smuggle maxes out your Upper Hand when activated.
    • (6) Stack the Deck now consumes up to 2 Upper Hand stacks and scales it’s Critical Chance buff with amount consumed, up to 20%.
    • Source: The Nature of Progress Operation on Master Mode difficulty, and a small chance from Unidentified items on the Spoils of War vendors.

Imperial Agent

Sniper
Sniper Set Bonus

The following set bonus has been added to the game at level 75, available for all Snipers:

  • Ballistic Concentration
    • (2) +2% Mastery
    • (4) When you deploy Ballistic Shield, each group member within it grants a stack of Ballistic Concentration, increasing your energy regeneration rate by 1 for 20 seconds. Max 8 stacks.
    • (6) Each stack of Ballistic Concentration also increases the damage you deal by 5%.
    • Source: The Nature of Progress Operation on Master Mode difficulty, and a small chance from Unidentified items on the Spoils of War vendors.

Operative
Operative Set Bonus

The following set bonus has been added to the game at level 75, available for all Operatives

  • Superiority
    • (2) +2% Mastery
    • (4) Infiltrate maxes out your Tactical Advantages when activated.
    • (6) Tactical Superiority now consumes up to 2 Tactical Advantages and scales it’s Critical Chance buff with amount consumed, up to 20%
    • Source: The Nature of Progress Operation on Master Mode difficulty, and a small chance from Unidentified items on the Spoils of War vendors.

Bounty Hunter

Mercenary
Mercenary Set Bonuses

  • Fixed the Apex Predator Set Bonus so that Rapid Scan’s critical chance correctly increases per stack.
  • The Concentrated Fire set bonus has been slightly redesigned and the following bonuses have changed:
    • (4) Gives a 10% chance when damaging an enemy or healing an ally to generate a stack of Supercharge – cannot occur more than once every 5 seconds.
    • (6) Activating Supercharged Gas makes your next Rail Shot, Mag Shot, or Emergency Scan critically hit or heal.
  • The Tech Medic set bonus has been redesigned and the following bonus has changed:
    • (6) Kolto Shot leaves a heal-over-time on the target.

The following set bonus has been added to the game at level 75, available for all Mercenaries:

  • Rapid Response
    • (2) +2% Mastery
    • (4) Activating a healing ability has a 15% chance to grant Combat Medic’s Critical Bonus which causes your next Rapid Scan to be a critical. This effect can only occur once every 30 seconds.
    • (6) Healing an ally with Rapid Scan applies Restorative Drive to them for 10 seconds. Each enemy defeated by this ally increases your healing by 2% for 10 seconds, stacking up to 5 times.
    • Source: The Nature of Progress Operation on Master Mode difficulty, and a small chance from Unidentified items on the Spoils of War vendors.

Bodyguard

  • Reduced the base healing done by Proactive Medicine by roughly 2%.
  • Reduced the base healing done by Healing Scan by roughly 6%.

Bodyguard Tacticals

  • The Rocket Fuel Vapors tactical item has been redesigned:
    • Kolto Pods heal for an additional 5% and last a second longer, gaining an extra tick of healing.
  • The HP-5 Dart Device tactical item has been redesigned and renamed to SC-4 Treatment Scanner:
    • Progressive Scan heals for an additional 5% and generates Supercharge stacks while channeled, up to 4 stacks for a completed channel.
  • The Running Rapid Restoration tactical item has been redesigned and renamed to Running Restoration:
    • Increases the healing output of Healing Scan by 15% and allows it to be activated while moving.

Innovative Ordnance

  • In addition to its previous effects, Speed to Burn now increases critical hit chance by 10% for 10 seconds whenever you gain a stack of Supercharge

Trooper

Commando
Commando Set Bonuses

  • The Concentrated Fire set bonus has been slightly redesigned and the following bonuses have changed:
    • (4) Gives a 10% chance when damaging an enemy or healing an ally to generate a stack of Supercharge – cannot occur more than once every 5 seconds.
    • (6) Activating Supercharged Cell makes your next High Impact Bolt, Mag Bolt, or Bacta Infusion critically hit or heal.
  • The Tech Medic set bonus has been redesigned and the following bonus has changed:
    • (6) Med Shot leaves a heal-over-time on the target.

The following set bonus has been added to the game at level 75, available for all Commandos:

  • Rapid Response
    • (2) +2% Mastery
    • (4) Activating a healing ability has a 15% chance to cause your next Medical Probe to be critical.
    • (6) Healing an ally with Medical Probe applies a buff to them for 10 seconds. Each enemy defeated by this ally increases your healing by a 2%, stacking up to 5 times.
    • Source: The Nature of Progress Operation on Master Mode difficulty, and a small chance from Unidentified items on the Spoils of War vendors.

Combat Medic

  • Reduced the base healing done by Preventative Medicine by roughly 2%.
  • Reduced the base healing done by Advanced Medical Probe by roughly 6%.

Combat Medic Tacticals

  • The Rocket Fuel Vapors tactical item has been redesigned:
    • Kolto Pods heal for an additional 5% and last a second longer, gaining an extra tick of healing.
  • The HP-5 Dart Device tactical item has been redesigned and renamed to SC-4 Treatment Scanner:
    • Successive Treatment heals for an additional 5% and generates Supercharge stacks while channeled, up to 4 stacks for a completed channel.
  • The Running Rapid Restoration tactical item has been redesigned and renamed to Running Restoration:
    • Increases the healing output of Advanced Medical Probe by 15% and allows it to be activated while moving.

Assault Specialist

  • In addition to its previous effects, Blazing Celerity now increases critical hit chance by 10% for 10 seconds whenever you gain a stack of Supercharge.

Flashpoints + Operations + Uprisings

Flashpoints

Maelstrom Prison

  • Fixed a visual issue where if players hit ESC during the “Board Maelstrom Prison in the Shuttle” step, only the ship’s door would appear.

Operations

  • Players may no longer swap Utility Points or Equipment during an active Boss Encounter in Operations.

Uprisings

  • Enemies in all Uprisings are now properly scaled to level 70.

Crimson Fang

  • The first large door in the Crimson Fang Uprising is now centered in the doorframe.

Items + Economy

  • The Unidentified Boxes from the Spoils of War Vendor now grant the correct Set Bonuses based on the player’s Class.
  • Corrected an issue where the entire Rapid Response Set was available from the Unidentified Helmet Box.
  • Satchel of Companion Gifts and Satchel of Crafting Materials (Grade 11) can now be opened without a discipline selected.
  • The missing voice modulation has been added to the Masterwork Ancient War Leader’s Headgear.
  • The M4-Y9 Astromech Droid now shows its real name when summoned.
  • The Periodic Restoration Amplifier tooltip is now showing the Amplifier’s effects on targets.
  • If a character is at the weekly or global cap for a reputation, reputation items will no longer be auto-consumed. Instead, they will be granted as normal items that can be used later or vendored.

Missions + NPCs

  • The Plasma Emitters in the Iokath Daily Mission “Systems Go” have been fixed. They will now appear in an inactive state, allowing players to complete the Mission.
  • Stronghold Commanders on Yavin-4 will no longer be ignoring military mandated breaks and won’t respawn before the intended time.
  • The guidance system respawn timers have been shortened in the Balmorra Mission “Repelling Invasion”.
  • The sensor respawn timers have been shortened in the Imperial Agent’s story Mission “Hunter and Prey”.
  • Players who previously completed the Taris Bonus Series on the Imperial or Republic sides can now repeat the Mission.
  • Players who previously completed the Voss/Tatooine/Belsavis/Balmorra/Alderaan Bonus Series on the Republic side can now repeat the Mission.
  • Ossus Weekly Missions now reward a similar amount of Renown points as all other Daily Areas.
  • Due to its cloaking equipment failing, the invisible tank in the Research Laboratory on Odessen is now visible.
  • Players who choose to flirt with Elara Dorne in the “Squared Away” Mission no longer find themselves on top of a table in the cantina when the scene ends.
  • Enemy defeats made with Doc after his return will properly count towards the Achievements “House Calls” and “Private Practice”.
  • “We’re Wanted Men” is a new Heroic Mission found on Mek-Sha for both Imperial and Republic players. This Mission takes the place of the “Turf War” Heroic Mission which was removed in Game Update 6.1.

Conquest

  • The text of the Guild member point contribution in the Guild Conquest leaderboard is now aligned.
  • Corrected an issue where the Conquest timer showed too many digits in the seconds section.
  • Completing the Objective Meridian Flashpoint now counts towards the “Flashpoint: Rally” Conquest Objectives.
  • The number of kills for the “Rakghoul Tunnels: Defeat Enemies” Conquest Objective in Alderaan, Corellia, and Tatooine was decreased to 30 (down from 100).
  • The “Makeb: Defeat Enemies 2” Conquest Objective now properly appears in the Objectives list after players complete the “Makeb: Defeat Enemies 1” Conquest Objective.
  • Increased the requirement of planetary Mission Complete Conquest Objectives to require 2 Mission completions (up from 1).
  • Conquest Objective Point Increases:
    • Master Operations – Daily Repeatable, Increase from 4000 to 7500
    • Operations Eternal – Infinite Repeatable, Increase 1100 to 2100
    • Master Flashpoints – Infinite Repeatable, Increase 1100 to 2100
    • Crafting: War Supplies – Infinite Repeatable, increase 600 to 850
  • Conquest Objective point Decreases:
    • Credits for Junk – Daily Repeatable, decrease from 2000 to 1750
    • Amp Reroll – Daily Repeatable, decrease from 2000 to 1750
    • Take a Taxi – Daily Repeatable, decrease from 2000 to 1750
    • Harvesting Pinnacle – Weekly Repeatable, decrease from 9750 to 5800
    • Utility Point – Daily Repeatable, decrease 2000 to 1750
  • New Conquest Objectives:
    • Play PvP 2 – Daily Repeatable, 2000 points
    • Play PvP 3 – Daily Repeatable, 3000 points
    • Win Arenas 2 – Daily Repeatable, 3000 points
    • Win Arenas 3 – Daily Repeatable, 4000 points

Warzones

  • Reduced the amount of lower rating items players can receive from Ranked and Unranked Warzone Lockboxes while at an overall item rating of 306.
  • Regardless of their Ranked rating, players will now have their Ranked win/losses count reset on a specific character when transferred to another server.
  • In any PvP queue, players are now locked into their Discipline choice from the moment they enter the queue until after they leave the Warzone or Arena.
  • Players are able to modify their Utility Point selections and swap out pieces of equipment (which includes Tactical items) while waiting in the queue for a Warzone or Arena.
    • Players can also do this while in the pre-game session of a Warzone or Arena, but this ability is suspended as soon as the PvP match starts. If players are between rounds of an Arena, Utility Points and equipment can be changed until the round starts.
Categories
News Star Wars The Old Republic

Season 12 Ranked Rewards

The Season 12 Ranking Brackets and Rewards have been announced on the Developer Tracker!

I previously revealed an exclusive look at the Season 12 Mount which you can view here – Exclusive New Season 12 Ranked Mount


The article associated with the end of Season 12 is on the way, but we wanted to get this information out sooner. Season 12 of Ranked PvP is slated to end in June with Game Update 6.1.2. As this season wraps up, here’s the ratings breakdown, including the win requirement to qualify for certain reward tiers.

Bronze Tier

Solo Requirements: 1225 – 1299 rating and 25 wins
Group Requirements: 1250 – 1399 rating and 25 wins

  • Bronze Season 12 Flair
  • Bronze Season 12 Battle Flag
  • Bronze Season 12 Decoration
  • Bronze Season 12 Title – “(Playername) The Clever”
  • 7,500 Ranked Tokens

Silver Tier

Solo Requirements: 1300 – 1499 rating and 50 wins
Group Requirements: 1400 – 1599 rating and 50 wins

  • Silver Season 12 Flair
  • Silver Season 12 Battle Flag
  • Silver Season 12 Decoration
  • Silver Season 12 Title – “(Playername) The Sly”
  • Bronze Season 12 Title – “(Playername) The Clever”
  • 15,000 Ranked Tokens

Gold Tier

Solo Requirements: 1500+ rating and 100 wins
Group Requirements: 1600+ rating and 100 wins

  • Gold Season 12 Flair
  • Gold Season 12 Battle Flag
  • Gold Season 12 Frame Decoration
  • Gold Season 12 Title – “(Playername) The Slick”
  • Silver Season 12 Title – “(Playername) The Sly”
  • Bronze Season 12 Title – “(Playername) The Clever”
  • 30,000 Ranked Tokens

Platinum Tier – Top 96 (Top 3 of each Advanced Class on the leaderboard)

Solo Requirements: 200 wins
Group Requirements: 200 wins

  • Platinum Season 12 Flair
  • Platinum Season 12 Title – “(Playername) The Cunning (Advanced Class)”
  • 45,000 Ranked Tokens
  • All previous tier rewards (not including token grants)

New Rewards

While competing throughout the Ranked Season, players earned tokens that can be traded in for rewards. Tokens are not season-specific, so if there’s an expensive reward you really have your eye on, you can save up across multiple seasons. This season’s rewards fall into two categories: the new Rombuk Mount (pictured below) and Replica Season 4 items.

With the end of Season 12, we have another batch of replicas of previous Ranked Season rewards. These items look and function the same as the originals, but are branded “Replica” to maintain the prestige of the original Season rewards. This season we have another Replica set of items available for purchase: Replica Swashbuckler Weapon Set and Cutter Mount.

We understand there has been some confusion about replica rewards. To help address any confusion regarding seasonal rewards from this point forward, we will now start announcing the seasonal rewards at the start of each season.


For some reason, Season 3 Rewards have been skipped. No official explanation for why this is the case has been revealed by Bioware.