Bethany Corcoran
21Dec/110

SWTOR: Thoughts on levels 30-37

After the server maintenance for the launch day of The Old Republic, I played the game a bit more and got myself another level, and have since played myself up to level 37. Once again, thoughts follow.

  • At a little bit into level 37, my /played is now 2 days 22 hours.
  • I completed chapter 1 of my class story! After wrapping up Taris and Alderaan, I had a quest to go to a space station to conclude the chapter. Don't want to give away any spoilers, but my worries that the story would basically just end with "you haven't saved the day, the same mission continues in chapter 2" were unfounded - the story of chapter 1 (and by extension the prologue) is a separate package from chapter 2. When chapter 1 ends, I "get a break from my duties" before returning and asking for more, where I am given an entirely new overall mission to complete. So that's now what I am doing.
  • Near the start of my chapter 2 story line (when I was about level 31-32) I returned to Tatooine, as part of the quest line. On my first visit to Tatooine, the intended questing progression took me through some of the planet but left large amounts of it unexplored. While I'm sure that much of this is to keep Republic and Empire players separated to an extent, it's also clear to me now that some areas are simply for higher levels. In other words, while a planet may have a certain level range listed, for some of these planets this is simply the level range for your first visit there, but you may have the opportunity to return later on to experience some more content. So while the planets have a very obvious level progression path at face value, BioWare have spread content around to create a better overall narrative.
  • Another example of the point above is Nar Shaddaa. There's one area in Nar Shaddaa, a planet that is (off the top of my head) marked for levels 20-24, that contains heroic areas around level 30. Later on you can return there as part of some quest lines, which for me included a companion quest line.
  • I seem to be on the losing team more often than not in warzones, which is rather annoying. Hmph.
  • I've finally figured out the potential contained within the modular items system in TOR. It's pretty interesting actually. Basically, armour and weapons of a better-than-average quality don't simply have a base set of stats but have slots to fit upgrades in, and generally have enhancements already fitted. So, for instance, an assault rifle may have a colour crystal, a barrel, a mod and an enhancement. Any of these modifications can be removed or replaced at any time, and doing so can improve your item. Also, aside from increasing the bonus stats that the item provides, upgrading these items can actually change the most basic stat - damage dealt for a gun, or armour for armour - depending on the quality and level of the modification inserted. As a result, you can potentially stick with the same gun for many many levels by simply modifying it to keep it competitive. It's an interesting system that is worth doing a video about some time.
  • Since starting on chapter 2 of my class story, I've now been to a few additional worlds - Balmorra, Quesh, and Hoth. Balmorra is another large world, but Quesh is pretty small, about the size of 1 zone on other maps. I've only just started on Hoth, but I suspect there will be a fair amount of content here since it is an iconic planet of the film series.
  • I decided to start going around with my head-slot item hidden. I miss seeing Fneb's face. At the same time though, it feels weird to see her running around in heavy armour without a helmet. Would have loved for there to be an option of "remove helmet in conversation" - just like that clone trooper dude does in episode 3, removing the helmet whenever talking to someone. I imagine that'd be a nightmare for the production team though, particularly with all the different hairstyles available. Anyway, for now I'll be going with head-slot hidden, but I may change back, who knows!
  • I was worried about running out of ammo (the Trooper's ability resource mechanic) when healing, or having to form a specific ability rotation to ensure I don't dip into lower regeneration rates, but so far in both PvP and party-size play I've been okay. The occasional time where I've had to really burn through and just spam heal someone has been rare enough that I can use my ammo regen-boosting cooldown to save the day. I'll be honest, though; I'm still worried that I'll have to simply form an ability rotation to maximise healing output in larger groups, particularly larger operation in PvE, in a similar fashion to an aimed shot/multishot rotation for a Hunter in classic WoW (which was something that bored me to tears). But doesn't seem to be a problem in party-level content or in PvP.
  • A couple of abilities worth mentioning regarding healing as a Trooper: Advanced Medical Probe and Trauma Probe. The latter is gained from a talent and is super handy - a small heal whenever you're hit, can only happen every 3 seconds or more, 10 charges. But it doesn't consume any ammo to cast, is an instant cast, has no cooldown, and if you're in a group then it stacks. Aside from the obvious "cast it on your main tank in a party" use, it's also super-useful elsewhere. In solo PvE I can cast it on my tank, and it'll give him enough life that I can damage enemies down for a fair while and generally have a much easier time. Warzone PvP is where it's really helpful. In disorganised warzone play Trauma Probe allows me to not have to worry about healing myself so I can stick with healing others, unless someone specifically begins to focus me down. I can just shrug off stray shots and AoE damage. Handy stuff.
  • Advanced Medical Probe, without any talents in healing, seems a bit dumb. Compared to Medical Probe it uses less ammo (2 compared to 3), casts slightly quicker, heals for a little less but has a cooldown. But with talents it improves a lot. The cooldown is reduced (I believe from 12 seconds to 9), but AMP will also put a HOT (heal over time) and a 10% armour buff to the recipient of the heal. And for good measure, it'll reduce the cost of your next MP to 1, meaning that you can cast both AMP and MP for the same cost as normally casting MP. Much better!

Posted by Bethany

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