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Rain Plays SWTOR: Full Index
If you enjoy these guides and find them helpful please like and share!
Player Guides and Tips New Player Tips Surviving Toxic Players Avoiding the Fleet Tatooine Shortcut to Avoid Outlaws Den Rest Up Avoiding Shared Tagging
Tech Fragment Suggestions Decos on a Budget Part 1 Decos on a Budget Part 2 Contending with Bugs Light It Up: Illuminated Armor Avoiding GTN Gouging Preparing for Preferred Preparing for Preferred Pt. 2 Unlocks Worth Considering
Reputation 101 Curing Womp Rat Fever!
Flashpoints A Traitor Among the Chiss Athiss (solo) Hammer Station (solo) Call to Arms #1: Boarding Party Call to Arms #2: The Foundry Spirit of Vengeance Directive 7 The Nathema Conspiracy Crisis on Umbara False Emperor
Other missions Dread Seeds/Seeker Droids Solo Macrobinoculars Solo (most of it) Pt. 1 Macrobinoculars Solo (most of it) Pt. 2 Macrobinoculars - Video of Maki'Voro fight solo Veteran Star Fortresses Veteran Star Fortresses Revisited Veteran Star Fortresses: Exarch Fight Video Veteran Star Fortresses: Exarch Fight 2 Video Mek-Sha Explorer Mek-Sha Tradehouse Missions Saboteur Quests Echoes of Oblivion Galactic Seasons Help Galactic Seasons Help 2 Where to Find Instanced Mobs HK-51 Quest Chain Flirron Friend - Onderon Loyalist and Saboteur Locations More Loyalist and Saboteur Locations
Swoop Bike Rally Extra Area on Ziost KOTET Voss Walker, KOTET Chapter 1 How to Save Bergola and her friends, KOTET chapter 6 Uprisings
Part 1: Firefrost, Fractured, Crimson Fang Part 2: Inferno, Divided We Fall, Trench Runner Part 3: Landing Party, Destroyer of Worlds Pt 4: Trial and Error Uprising Achievements and Finding the Inferno Agent Bosses Defeating Revan (solo, Shadow of Revan fight) HK-47: The Foundry Vaylin: KOTET
Daily areas/Events Oricon Black Hole: End of Torvix Puzzle Rakghoul Tunnels Sensors Matrix Shards Section X: Aurora Cannon Easy/Fun/Pointless Quests
Harlow Ricks The DvL Holocrons Yavin 4 Sensors Companions Optional Companions: Reviews
Rain Plays SWTOR: 7.0 Damage Control
Huh, I said I had done my last Rain PLays SWTOR for a while, and here I am. I've been keeping an eye on the dev announcements and streams, and I wanted to do a guide to help anyone who may still have loose ends in the game. The devs have apparently decided to completely alienate anyone who isn't a NiM raider of a certain stripe, and I honestly don't think the game will survive it. I have already decided I will not be playing once 7.0 drops. Bioware has made it clear that players who are not raiders are not welcome, and frankly I don't think a lot of raiders will be happy with the changes either. They are making characters slower, more squishable, with less abilities and far fewer opportunities to tailor your gear to your own needs. They are pushing everyone into the same daily and weekly areas to force more grouping. Frankly it all sounds extremely unpleasant to play, and my goal is to finish up with my remaining characters, enjoy SWTOR while I still have it, and then leave it at 7.0. If they reverse some of these changes later, I may return, but it would have to be an entire sea change, and I'd have to be convinced that SWTOR actually accepts its non-raider playerbase. Having said that - if you are interested in playing 7.0 or hopes to come back later, or you have loose ends to tie up, here are some suggestions to do damage control on the things the devs are about to nuke. Mods
IMHO this is one of the most egregious and unforgivable changes being made with 7.0. The devs have decided that only the top echelon of gear will be moddable, and that will at least initially only be available to raiders. Anyone else? SOL. Everything else will be static, and as per the PTS forum, isn't exactly optimized. If you want any mods for your gear at the lower levels - get them now. Hang on to some 306 stuff if you think you will have a character reaching 75 in future. Your crafters can learn recipes to craft mods through the high 200s. My crafters have been unable to retrieve schematics for higher ranked mods, hilts or enhancements by reverse engineering, but 268-274 should at least get your characters through level 75. I don't know if they will disable the ability of crafters to make the mods/hilts/barrels/enhancements once 7.0 rolls around if they already know the recipes. That isn't how it's worked with other things like certain crystals which have schematics that are not obtainable now. As long as you have the recipe and mats, you can still make the item.
Having said that the devs are being especially evil with removing anything that offers players any semblance of choice on how they play or gear their characters - so put nothing past them. Artifice - hilts Cybertech - enhancements, mods Armstech - barrels Armormech - armoring
Social points In 7.0, social points will only be earned through group finder. Because Bioware apparently feels that it's not social to hang out with your actual friends, but it IS social to be involuntarily paired with complete strangers in group finder. Okay then. From what I understand, and I will freely admit I don't understand the social points system entirely - the social rank you have will remain in 7.0, they won't be erasing that. I believe they have also said the vendors will still be there. Having said that if this is important to you and you would like to be social with people you know and not random dudebros, now might be the time. DvL tokens
Currently, you earn one Dark Side or Light Side token depending on your alignment when you hit a renown level, if that side is winning the galaxy. For example, if you hit a renown level and are aligned LS, and the LS is currently triumphant, you get a LS token. But if the DS is triumphant at that moment you don't get the token. Reports seem to be that there will not be a way to earn DS or LS tokens in 7.0 and that the ability will only eventually be returned with DvL bosses. Thus, if you want to earn these tokens, you need to do it now. The LS and DS tokens can be used to buy some very cool looking armor, weapons, pets and vehicles. It seems that the vendors will remain after 7.0 drops, but you need to have the currency in advance because you will no longer have a way to earn it. DS/LS aligned gear Unless I've read the dev announcement incorrectly, everyone's LS/DS level will be reset in 7.0. If you have already reached DS or LS V on characters those achievements will remain - but nobody will be that rank anymore. In 7.0 you are also unable to adjust the toggle to your desired alignment and you will only be getting DS/LS points from conversations/etc. Some armor and weapons require a specific LS/DS alignment to be equipped, even if it's only in outfit designer. If you want any of that armor or gear on your characters, add it now. As it stands at the moment, what matters is your alignment when you equip the armor - Viri was more or less LS aligned during her class story run and thus was able to unlock those pets and armors. She can still use them because they're already in her outfit designer slots, but I can't add them again now that she's DS aligned. Hopefully that will be the case in 7.0. Having said that, again - I put nothing past the devs to make things absolutely miserable here, too.
Renown Renown is going away, so if you want any of the achievements for reaching Renown level 100 or 999 on one or more classes, now's the time. If you still have Renown boosts, time to use them up. Daily area reputation The weeklies will not be available for every area every week - and as per the devs, they intend to shove everyone onto the same mission. They are also tying it to gearing in an attempt to once again recycle older content. Thus, count on the daily/weekly areas being an absolute zoo once 7.0 drops. If you're interested in raising your rep in these areas to Legend, it might be wise to tackle that now. Daily areas involved with story arcs By the same token, if you need or want to finish Oricon, Ossus/Jedi Under Siege or the Yavin 4 section of Shadow of Revan - best do it now. Those areas are daily areas as well as story areas, and they stand to be very, very crowded once 7.0 drops. 6.0 armor Some of the 6.0 armor sets that drop from Conquest/Tradehouse Missions/etc. are actually pretty cool for your character to wear, and they are clones or close cousins to armor that was previously available from things like ranked PvP. So if you want your character to wear any of these sets, buy them now. Also, if you're interested in any of the achievements for collecting all pieces of armor for a set, those will be unattainable in 7.0 so do them now. Any difficult solo content Bioware seems to have adopted the NiM dudebro elitist code of "you don't need that armor if you're not a raider, and how dare you try to solo content we wanted to force you to group to do." The armor that is being given to anyone who is not a raider - that includudes not only solo players but also PvPers and fans of Veteran/NiM flashpoint group content - appears to be poorly optimized and is not moddable. They are saying it's good enough to do the solo/story content. That probably means it's not good enough to strike out on your own and challenge yourself by soloing more difficult stuff. So - if you have any lingering Veteran Star Fortress companions to collect, you want to do the Dread Seeds or most of the Macrobinoculars, you want to solo veteran flashpoints or do the Uprisings - carpe diem.
SWTOR: Getting Away from Shared Tagging
This is likely going to be my final Rain Plays SWTOR game guide post at least for a while. I love SWTOR. I want it to do well. But it's hard to keep writing a guide for a game where the devs have made it very, painfully clear they don't want players like me, ie, solo players who just want to be left alone. They have tried every way they know, and then some, to shove players into grouping, and now they've added shared tagging for 7.0.
That's a deal breaker for me. It's not about not wanting to share credit or loot - it's about the fact that playing with others, especially strangers, is extremely upsetting and distracting to me, and there will now be no way to stop that. That makes the game unplayable for me. I literally cannot see what is going on when several players and their companions are bouncing around on screen with me, and I get very overwhelmed.
So...once 7.0 drops I doubt I'll want to play at all, since open world will now be off limits to me. I just want to be left alone to play solo in the game and it's not what Bioware wants, apparently. Anyway, if you are like me and find the idea of having to play with strangers all the time extremely upsetting, here are the places in SWTOR that you may want to avoid or can still play after 7.0 drops. If you're trying to get content done, this is also stuff to keep in mind. Right now, once they've reached the Meridian Complex, everyything after that is instanced. But on the other hand there will be major combat changes and set bonuses are getting nuked in 7.0 so you may still want to look into doing them now. In the meantime, thanks for reading Rain Plays SWTOR.
Lost Cause: Forget about these missions. There's no way to do them without significant open world content, even if they have a lot of instanced areas and cut scenes. Class story: All Planetary arcs: All Planetary bonus series: All Oricon story arc Oricon daily area Ilum (up until flashpoints) Shadow of Revan: Rishi Shadow of Revan: Yavin 4 Onslaught: Onderon Onslaught: Mek-Sha CZ-198 daily area Dantooine daily area Rakghoul tunnels Gree daily area Most KOTFE-era Alliance Alerts Star Fortress recruitment missions Makeb (both factions) Jedi Under Siege Ossus daily area Onderon daily area Feast of Prosperity: Gathering and story quest missions Heroics: Some.
What does that leave you with? Some open world but still has several instanced areas or is still patially doable without shared tagging: Iokath (the daily area has a lot of instanced quests and most of the story arc is instanced) Black Hole daily area (several instanced missions) Section X daily area (several instanced missions) GSI macrobinoculars missions GSI seeker droid missions Swoop Rally races (open world, but no mobs to be tagged) Instance, Glorious Instance: KOTFE (there's a tiny snip of open world content but 98% of this is instanced) KOTET (all) Echoes of Oblivion Relentless Ambition and other small Alliance cut scenes Flashpoints Shadow of Revan: Prelude (all flashpoints and cut scenes) Traitor Arc (all flashpoints and cut scenes) Eternal Championship Later Alliance Alerts Star Fortresses Feast of Prosperity: kitchen and cantina missions Heroics: Some.
Rain Plays SWTOR: The Nathema Conspiracy
Continuing with our "play before 7.0" series: The Nathema Conspiracy is the third flashpoint in the traitor arc, also known as Fractured Alliances. Your character will return to Nathema to deal with more fallout from Valkorion/Tenebrae's legacy - but Nathema is no longer a desolate wasteland. There's gorgeous scenery in the jungles with lush waterfalls and plants. There are also a number of suitably creepy abandoned temples holding deadly secrets.
None of your decisions can prevent your character from taking major losses in this story segment, but you still have a win, in one respect. In another: if you have romanced Lana or Theron you really, really do not want to miss this one.
How to get it:
If you are playing through the story progression you will be given this mission after completing Traitor Among the Chiss. There will be a short story mission beforehand, as well as some story-specific scenes during and after the flashpoint.
If you are playing this as a standalone you can pick it up from your activities menu: Activities -> Solo -> Flashpoints -> The Nathema Conspiracy. Or go to the Odessen base and pick it up from the terminal - it's across the hall from Umbara.
General caveats:
1. If you are doing this as part of the story progression you will have two companions to help you through most of this flashpoint, including all of the boss fights except one. They are companions you may have influenced in the story already, and one is melee while the other is ranged. It's a good team that can handle a lot, and the difficulty should be on the level of Umbara or Copero.
If you are doing this as a standalone solo flashpoint, it's going to probably seem more challenging than Umbara or Copero. The reason of course is that you are handling content with only one companion instead of the two you get in the story. There's no combat assistance droid.
2. This is also a bit longer than Umbara - easily 40 minutes simply because of the thick mobs.
3. ACCESSIBILITY ADVISORY: There are several sections of this flashpoint that have very low light and paths that may be hard to see. If you have any armor with illumination you may want to put it on your character for these stretches.
4. ACCESSIBILITY ADVISORY #2: The Guardian Droid, which is the second boss in this flashpoint, makes a very, very loud and jarring repeated noise during the stage of its fight cycle where it curls into a ball and spins. If you have sensory sensitivities you may wish to mute your audio or turn it way down during this fight.
5. CONTENT ADVISORY: If you're playing the story progression, there will be a cut scene before the last set of bosses that shows several dead bodies. The corpses will be visible for the rest of your time in this area and you will have to interact with the cases they are in. There's no blood or guts, you're just told they are dead and their eyes are closed. Another character will have visible blood and injuries on their face, so be aware that is coming.
If you are just playing the standalone flashpoint you will not get these scenes, but you will still see the dead bodies around the edges of the area and have to smash the cases they are in. But there are no closeups of the corpses.
6. Some cool decos drop from every boss, including plants, statues, temple arches and even a waterfall. There are also a few decos that seem pretty creepy to me, like crypts of essence, and I don't personally keep those. But if you're building a scary stronghold, maybe they will work.
There's also a bonus mission to find seven treasure chests, which will grant you the choice of a Valkorion or Dramath holo. Hey, if you want Dramath's ghost lurking around your stronghold, here's your chance.
7. This is to my knowledge the only flashpoint where you can actually earn a companion - the droid H2-4F drops sometimes from the bosses. The droid actually keeps up well and is a good healer, especially when leveled up.
Rain Plays SWTOR: False Emperor
As we continue the "play it before 7.0" theme, I'm going to talk about False Emperor, the second of the two flashpoints at the end of the Ilum story arc. The Ilum flashpoints are long. As in, Suvia (Sith Inquisitor Assassin, level 75 with 306 gear and a companion at level 50 influence,) stealthed her way through, watched all cut scenes, made steady progress and had no deaths, and False Emperor took her more than 30 minutes. If you are actually fighting the mobs, count on being there for far longer. This flashpoint and Battle of Ilum the predecessors to Spirit of Vengeance: long, tedious and boring. It's mob after mob. I only do this flashpoint now as part of the story on Viri's clones (my main) or stealthers. Quite frankly there are IMHO only probable five reasons you'd want to play this: 1. You haven't and want the achievement. 2. You really want the deco offered at the end (a large statue of a hooded man - could be the Emperor but also could be headcanoned as another Sith) 3. You want your main to do all the story content. 4. You are doing the HK-51 quest. There is a component in this flashpoint you need and cannot get anywhere else 5. You have a stealther who can skip most of the enemies and walk through Have I scared you off? No? You need to do this for the story? Here we go. Where do I pick this up? If you're doing the story quest that began with "Crystal Ball" (it was granted to you at the end of the class story) this flashpoint is the culmination. It will be granted automatically when you complete "Battle of Ilum" in the story AND the subsequent cut scene. If you are doing this as a standalone, go to your activities tab -> solo -> scroll down to flashpoints and choose "The False Emperor." The mobs are mobs. They're there. They are large in numbers and tedious. There isn't much I can tell you about them, so we'll concentrate on the bosses. Like Battle of Ilum and Directive 7, this has a lot of mini-bosses you cannot skip. This flashpoint also has a lot of platforms. With one exception all the bosses and mini-bosses you will fight will be in areas where you can get yeeted over the edge, and so will most of the mobs. Mind your step.
Mini Boss #1: Tregg the Destroyer
You're on a very narrow bridge here, and Tregg's got a knockback. One part of the bridge (shown above) has walls on both sides. Try to stay in there so Tregg can't send you flying to your doom. Otherwise, no tricks.
So...after playing Ziost for years I discovered there was an area I'd never seen. I was trying to figure out why I could not find one of the walkers needed for the Aegis achievement, did some Googling, and the comments at Dulfy's were actually useful this time. So you know after you finish the showdown at the People's Tower and go back to the orbital station? When you approach the console again, you get this message?
Caption: Ziost transportation terminal: You notice a warning that planetary sensors detect a "planetary anomaly." A widespread crisis might be imminent. If you choose to investigate, further travel to Ziost's surface may become impossible, leaving any open concerns unresolved. That is - "if you haven't done any of the side quests you wanted to do, or want to look around again, this is your last chance before Vitiate eats the planet." I've never chosen the first choice, "Go to landing zone," because I've always finished the quests (well one time I forgot to go back to the crate for that speeder mission by the People's Tower, but otherwise...). Today I did. Entirely new area of Ziost appeared. There is a taxi here to go back to any of the other three areas you quested through, but it's intriguing in its own right.
Remember how Lana said in the story arc that Vitiate was staying around New Adasta? This seems to be an area outside of New Adasta proper - one rogue walker, but otherwise nobody is possessed. Just very frightened and trying to get off the planet.
You see civilians waiting to get on an evacuation shuttle that is right behind them.
There's a glimpse at Ziost's railway system, which looks a lot like the one on Dantooine, doesn't it?
Remember these two droids. HMC-10 and B-7G2? You see them in the Ziost daily area when you pick up the macrobinoculars mission. They're here too. The missing Aegis walker is here, but other than that, the only enemy NPCs are some random bogwing type critters.
I just can't believe that after all this time there was an area on Ziost I missed. It's a really cool one.
Additional caveat to this: if you complete all the side quests on Ziost, you will not get this option to go back. The easiest to leave open is the world boss at the top of the hill near the People's Tower. I am not sure if 'Temporary Residence' (the bonus quest where you save civilians outside the People's Tower. It is very very bugged and most mobs don't give you credit even if the civilian is right there. I usually leave that and the mini world boss incomplete. I didn't consider the mini world boss an actual quest - but apparently it has been enough to leave access to Ziost open.
But just remember that or you will not have the option to return and explore the extra area.
Rain Plays SWTOR: Crisis on Umbara
We're continuing with our "play it before 7.0" series with Crisis on Umbara. This is the first post-KOTFE/KOTET flashpoint, and it's got a few changes from the older flashpoints. We're not going to discuss the story of Crisis on Umbara - it was very deeply upsetting to fans of a specific character, and even if that isn't my personal fave, I fully respect and want to show sensitivity that it was upsetting to that character's fans. It was another tired betrayal storyline (as though SWTOR hasn't already had about 500 of those), so beyond the character issue, it took the story back into boring territory IMHO. We're talking strictly about the gameplay here.
Crisis on Umbara is a train heist that turns into a (literal) train wreck. The design of Umbara is spooky and intriguing. This is another planet I wish we'd get to visit again, because running around in this gothic sci-fi landscape is pretty amazing.
From this flashpoint onward you will not have the assistance of a combat droid, even in story mode. However, if you are playing this to get through the story, you will have two of your own companions (no choice; the story dictates who joins you) to help you through the section with mobs. One of the companions will leave after the train section, but the rest of it is honestly like an open world planetary area. You'll also have access to a flamethrower and a lot of incendiary barrels to help you along. This flashpoint will occasionally drop holo decos of the bosses, but they are not guaranteed.
Basic caveats:
1. This is a very short flashpoint. With Viri and Lana moving right along at level 75/306 gear rating in solo mode, it took about 25 minutes. If you're going through the story you will have some cut scenes before, during and after, but it's still not a very long stretch of story.
2. In my own experience, the section on the train tends to have a fair amount of lag. Be aware that enemies may take a second or two to render, your character may be moving slowly, and it may look very choppy.
3. You know what to do to the medics, right? There are some in just about every group on the train and in the part of the wreckage where you're dealing with the Umbaran soldiers. They should be your first priority to dispatch!
4. You will have a lot of exploding barrels to work with in this flashpoint, and they can significantly cut down on your fighting time.
5. From this flashpoint on, there is a new type of kolto station that you may not have seen before. They had these in the Uprisings, but if you've played through story you may not have seen these yet. You need to run through them instead of clicking them. They also tend to be a little more hidden than they were in the older flashpoints, but they're still there.
6. On the train only, there will be one room with kolto barrels you can click on to receive some heals.
7. There is no combat assistance droid in this flashpoint, or any of the ones to follow.
If you're doing this as part of the story, you will have two specific companions that you cannot choose or change who accompany you on the train, but will lose one when the train wrecks. If you're going through the flashpoint as a standalone, you will have one companion of your choice.
Rain Plays SWTOR: Full Index
If you enjoy these guides and find them helpful please like and share!
Player Guides and Tips New Player Tips Surviving Toxic Players Avoiding the Fleet Tatooine Shortcut to Avoid Outlaws Den Rest Up Avoiding Shared Tagging
Tech Fragment Suggestions Decos on a Budget Part 1 Decos on a Budget Part 2 Contending with Bugs Light It Up: Illuminated Armor Avoiding GTN Gouging Preparing for Preferred Preparing for Preferred Pt. 2 Unlocks Worth Considering
Reputation 101 Curing Womp Rat Fever!
Flashpoints A Traitor Among the Chiss Athiss (solo) Hammer Station (solo) Call to Arms #1: Boarding Party Call to Arms #2: The Foundry Spirit of Vengeance Directive 7 The Nathema Conspiracy Crisis on Umbara False Emperor
Other missions Dread Seeds/Seeker Droids Solo Macrobinoculars Solo (most of it) Pt. 1 Macrobinoculars Solo (most of it) Pt. 2 Macrobinoculars - Video of Maki'Voro fight solo Veteran Star Fortresses Veteran Star Fortresses Revisited Veteran Star Fortresses: Exarch Fight Video Veteran Star Fortresses: Exarch Fight 2 Video Mek-Sha Explorer Mek-Sha Tradehouse Missions Saboteur Quests Echoes of Oblivion Galactic Seasons Help Galactic Seasons Help 2 Where to Find Instanced Mobs HK-51 Quest Chain Flirron Friend - Onderon Loyalist and Saboteur Locations More Loyalist and Saboteur Locations
Swoop Bike Rally Extra Area on Ziost KOTET Voss Walker, KOTET Chapter 1 How to Save Bergola and her friends, KOTET chapter 6 Uprisings
Part 1: Firefrost, Fractured, Crimson Fang Part 2: Inferno, Divided We Fall, Trench Runner Part 3: Landing Party, Destroyer of Worlds Pt 4: Trial and Error Uprising Achievements and Finding the Inferno Agent Bosses Defeating Revan (solo, Shadow of Revan fight) HK-47: The Foundry Vaylin: KOTET
Daily areas/Events Oricon Black Hole: End of Torvix Puzzle Rakghoul Tunnels Sensors Matrix Shards Section X: Aurora Cannon Easy/Fun/Pointless Quests
Harlow Ricks The DvL Holocrons Yavin 4 Sensors Companions Optional Companions: Reviews
Rain Plays SWTOR: Call to Arms Arc Pt. 1
Call to Arms is an Imperial-only purple story mission that comprises the Boarding Party and Foundry flashpoints. Of course, you can play through these flashpoints at any time individually, provided you're a high enough level - but the actual story that ties the two together is not repeatable.
Rewards: In story/solo mode you are awarded a science station deco, plus a wall trophy, for completing Boarding Party.
Where do I get it?
Once again, if you are doing these flashpoints once for the experience, I urge you to do the full story mission so you get the whole picture. This story chain is important for two reasons: Revan and Malgus. And if you played KOTOR you will encounter another old pal, although he won't exactly greet you warmly. Chronologically, it follows the Republic's story chain with Taral V and Maelstrom Prison.
The quest giver astromech for the non-repeatable story chain is on the Imperial Fleet right next to the one for the Shadow of Revan Prelude. It's near the elevator between the Galactic Trade Market and the section where you buy mods and enhancements and find Kai Kyken.
A short cut scene will play and you will be directed to meet with Moff Phenir on the White Nova. Use your quick travel (you have it automatically) to get to the White Nova quickly, and then find the instanced room. You'll speak with the Moff and Darth Malgus, and then leave the room to enter the flashpoint nearby.
Alternative: If you have already done the story or just want to play the flashpoint without it, you can pick up the solo/story version by clicking on it from your solo tab on the activities console. Press CTRL+G, go to the solo tab, and scroll down to flashpoints to find Boarding Party.
Story: The Boarding Party is the first part of the Call to Arms quest. You will be commandeering a Republic cruiser. You've done this before, with the Black Talon. Simple enough.
This isn't the flashiest or the most interesting flashpoint, but you'll need to get through it for the story.
General caveats:
1. Kill. The. Medics. The medics in this flashpoint are really slick and like to hide behind boxes and ships. No joke. Get rid of them. You will notice that two of the bosses have healers. Same drill.
Rain Plays SWTOR: Call to Arms Arc Pt. 2
Call to Arms is an Imperial-only purple story mission that comprises the Boarding Party and Foundry flashpoints. Of course, you can play through these flashpoints at any time individually, provided you're a high enough level - but the actual story that ties the two together is not repeatable.
Rewards: In story/solo mode you are awarded a Rakata chamber and a wall trophy for completing The Foundry.
Where do I get it?
If you are doing the Call to Arms story chain you are granted this flashpoint as a purple mission after completing Boarding Party and speaking to Malgus and the Moff. You will find the entrance to The Foundry flashpoint on the deck of the White Nova very close to that instanced area.
Alternative: If you have already done the story or just want to play the flashpoint without it, you can pick up the solo/story version by clicking on it from your solo tab on the activities console. Press CTRL+G, go to the solo tab, and scroll down to flashpoints to find Boarding Party.
Story: The Foundry is the second and final part of the Call to Arms quest. You will be taking the commandeered cruiser to the mysterious Foundry, a space station on an asteroid which Malgus surmises is one of the mythical Star Forges.
General caveats:
1. I'd strongly suggest a ranged companion for this flashpoint. For the HK-47 and Revan fights it will be very important to have a companion who can physically stay away from them.
2. Kill. The. Medics. The medics in this flashpoint are really slick and like to hide behind boxes and ships. No joke. Get rid of them.
3. This is a very long flashpoint - close to an hour even if you're moving right along - but it's interesting. However, know that you're in for a workout here.
4. Once again, make sure you have your Legacy Field Repair Droid perk, because there's only one at the very beginning of the flashpoint.
5. If you're working on companion kill count achievements, you'll find it very easy to rack up big numbers here.
Bonus Quests:
As in Boarding Party, you're given numerous opportunities for bonus quests.
1. Kill 50 enemy NPCs
2. Kill Extermination Droids
3. Click 4 generators
4. Click 20 ancient terminals
5. Click 2 shield terminals.
You will begin this flashpoint with a short cut scene on the bridge of the Republic ship you've commandeered. You have a few minutes to give your team an encouraging speech, if you wish, before you head into the asteroid itself. The mobs you face will be a mixture of droids, Jedi and Republic troopers. It's quantity over quality, and you will want your combat assistance droid's help. Look around at the cool Rakata decor.
Boss #1: Guardian Droid
This boss is very similar to the first boss in Boarding Party. I found that Viri was actually safest standing directly under the droid.
Continue through the ship, fighting more droids and Jedi. You will eventually have a cut scene with HK-47 - yes, that one - who tells you all about the Republic's genocide program against Sith. The HK-47 fight can be extremely difficult, and I actually have dedicated an entire post to it in the past. To recap:
The HK-47 fight does not auto-start. You can use the time to make sure you and your companion and combat droid are ready to go. I’d suggest starting the fight behind him or to his side. I use the time to go around the room, do the bonus quest to click the four generators, and make sure I'm really set for the fight.
Rain Plays SWTOR: A Traitor Among the Chiss
For now, Rain Plays SWTOR is going to highlight content you may wish to try or enjoy as a solo player before 7.0. Given the way combat is drastically changing, one's ability to complete this content (or interest in playing) may also change.
Today: A Traitor Among the Chiss.
A Traitor Among the Chiss, AKA Copero, is IMHO my favorite flashpoint in the entire game. The planet is so well designed and heavy on the detail, there are several different sections with puzzles and mazes so it's not just "kill mobs for an hour," there are great rewards, and I just think it's neat.
When this flashpoint was first released it was notoriously mob-heavy and long, but they've scaled it back quite a bit.
Why would I want to play it?
Here's one big reason: Copero has some of the nicest decos you can get in the game and they drop with every boss. There are some industrial decos like air vents, but you can also get palm trees, paper lanterns, elegant chandeliers, fountains, wall fountains, a full bar and more.
You can also get pieces of Ascendancy armor, although these unfortunately are not guaranteed to always drop and they're bound to your individual toon.
Many bonus missions and achievements exist in this flashpoint that will grant a Copero Propaganda decoration. You will get 999 of them, even.
How do I get it?
1. If you are doing the main story you will be granted the mission that includes this flashpoint after completing the Crisis on Umbara section. This will include some non-repeatable story cut scenes.
2. If you're just doing the flashpoint solo: press CTRL+G. Go to the solo tab. Scroll down to A Traitor Among the Chiss and highlight it on the list. Click the green button. Voila.
General caveats:
1. Kill. The. Medics. First.
In this flashpoint, they're helpfully labeled for you and are all the same model NPC. They're very weak so you can probably kill them in one or two shots, but if you let them live they will make your fights complicated and long. They hang at the back of the mob and won't usually run to you, they'll just quietly heal their compatriots and fire a shot from their vantage point now and again. Kill. The. Medics. First.
2. Always repair your gear.
This flashpoint has a lot of medical droids, and it's great. Don't pass by a medical droid without repairing your gear, because it's going to take a beating.
3. It's long but not as bad as some of the other long flashpoints.
There are several sections that are combat-light and mostly rely on solving easy puzzles and navigating mazes. Your wrists and hands will get a break from the fighting.
4. Take some time to look around.
Sure, you can crash through this flashpoint at warp speed - but you'll miss a lot. It's worth it to take some time to explore all the nooks and crannies, especially while you're in town. This is, in my opinion, one of the most richly decorated and designed areas of the entire game. Wander around. Take in the view. Come back and look again. You won't regret it.
When you pass by this holoscreen in a cafe area, you will get an update on the state of the galaxy after Iokath, as well.
Ready? Let's go.
1. Town
You'll land in the urban heart of Copero. If you stop to look around anywhere, let it be here. You'll find alleys and concert stages and outdoor cafes, lovely gardens with fountains and waterfalls, and truly beautiful views. The heaviest mobs in the game are in this section. Some of the snipers and operatives vanish and reappear, so you won't necessarily see them all at once.
There are several opportunities for bonus missions:
Good Listener: Plant listening devices on the towers.
Supply Demands: Destroy the supply barrels
Rain Plays SWTOR: Directive 7
Directive 7 is one of the solo flashpoints set during the class stories or shortly thereafter, that you can play. If you've never gone through, I'd suggest trying it out now, before 7.0 drops.
Rewards: In story mode, Directive 7 drops this cool deco. It's technically a mentor processing core, but it looks Voss, and it looks neat in a wide variety of settings.
trStory:
Directive 7 is basically an Order 66 type deal - the liberated droids are going to send out a galaxy-wide signal that will compel every single droid on every single planet and system to murder all the organics (yes, we're basically dealing with the droid version of Vitiate). The head of the rebellion, Mentor, has also connected almost all the other droids to their own hivemind. Luckily, one of the liberated droids, C5-M3, tips you off and assists you. Off you go to the planet Zadd to stop Mentor before the slaughter signal can be broadcast.
Where to get it: If you plan on doing this flashpoint once for the experience, I'd strongly suggest getting the full story experience. Imperial side, you can find the droid quest giver either on the fleet near the GTN and gift vendors (upper tier) or on Corellia by the Imperial War Camp. I could not find the Corellia quest giver for the Republic, but there's one on the fleet in the same area - it is marked "Galactic Trade Market" and is the section where you buy companion gifts or browse the GTN terminals. Talking to the droid will give you the Immediate Vengeance story chain.
There will be a short cut scene with the droid, in which you will learn that your faction's soldiers were murdered en masse by their own droids. And the other faction isn't responsible. Board the nearby shuttle, which will take you to the Ziost Shadow (Imperial) or Gav Dagaron (Republic) fleet ship. There will be a nearby instanced area for another short story scene. After you finish the flashpoint you will return here for another cut scene to complete the mission.
Now, the interesting thing here is that it's a purple - that is, main story - mission. The flashpoint was considered critical to the story and given a solo mode. To the best of my knowledge, however, you never hear anything about the planet Zadd or these droids again. There isn't even a Codex entry for Zadd. Vestiges of a discarded plotline, perhaps?
Alternatives:
If you don't care about the story or have already done the mission, you can pick up the flashpoint by a) talking to the droid outside the instanced area on the Ziost Shadow or b) Press CTRL+G to bring up your activity panel. Go to the 'solo' tab. Scroll down to the flashpoints and choose Directive 7.
Basics:
1. This is a long flashpoint. With Viri (Sith Warrior Vengeance Juggernaut, level 75/gear 306) and Lana (influence level 50, set to heals) moving right along and skipping the bonus missions, it took about 45 minutes.
2. Expect heavy mobs in a lot of places. It's quantity, not quality, but you can get overwhelmed. Make sure you use the combat support droid that is provided to accompany you! And remember you can re-summon the droid if it dies (look on your mission tab in your inventory for the device to re-summon)
3. The only repair droid is at the shuttle where you land, so make sure you have the perk to summon your own.
4. If you are trying to get a companion kill count achievement, this is a good place to work on it. Without any effort you can defeat more than 100 droid NPCs in here.
You will be let off the shuttle on a hillside. Head toward the compound. There are several places to do bonus missions. You can finish the "kill 50 droids" one without any effort on your part at all. When you get to the gate, click on the console for a short cut scene with C5-M3.
Go inside and deal with the first boss, Detector. No real tricks here. Just keep hitting him. Now head down to the end of the dock to click this pile of blue missiles. There will be an explosion, and a bridge will appear behind the column. Cross the bridge to the factory and keep fighting until the next cut scene.
Mentor Assassins Theta, Beta and Zeta: All three droids will attack you at once. You need to hit whoever is not shielded. Other than that, no tricks. BUG: when I've played this, the Assassins have not shown up at first, so I've had to fight invisible enemies. Use your AOEs until they appear.
Rain Plays SWTOR: Spirit of Vengeance Survival Walkthrough
As we head toward 7.0, I thought it would be a good idea to check in with a Spirit of Vengeance Survival Guide, 2.0. I have my own feelings about SoV - namely that it's boring, tedious and was tuned way too high for a main story solo flashpoint - but let's move on to the actual guide.
This is a guide specifically for those of you who just want to get this flashpoint over with so you can move on.
I personally would advise trying to knock this flashpoint out of your story progression BEFORE 7.0. We have no idea how hard content is going to be once you lose some of your abilities and utilities, so if you have any characters who are planned to continue with the main story, I'd take them through now while you have all of the tools in your toolbox and are familiar with them.
After literally months of complaints the devs finally toned down this flashpoint to a more manageable level, but there are still a lot of mobs that hit hard, and it's still really long. When I went through with canon Viri and Lana at level 50, with Viri fully geared toward 306, I moved right along through the flashpoint without difficulty or deaths. It still took almost exactly an hour. It's even longer when you're contending with Rass Ordo and a lot of cut scenes.
You will want to gear as well as you can for this - you should not have to since this is a story/solo flashpoint in the main story, but it will help you here. Remember you DO NOT have to group to get good gear. There are numerous solo missions that will give you gear up to 306 - the Mek-Sha Tradehouse missions, Personal Conquest each week, solo flashpoints, including the Onderon weekly and daily missions. Other suggestions:
1. Buy and use the Supplied Kyrprax Command Stim, available at any medical droid in the flashpoint, including the one when you first land on Ship #1. If you're doing this as part of the main story, you unfortunately still have Rass Ordo as your companion. Rass Ordo, despite being influence level 25, still has the AI of a cardboard box. You'd be better off bringing along a Jawagram as your companion. This stim will up your presence for an hour and make him slightly less incompetent.
2. If you can, equip yourself with the Life Warden tactical. This tactical drops fairly frequently from personal conquest and other gold gear boxes. It essentially gives you an extra heal in a tight situation and can come in handy.
3. Medpac on your abilities bar. You hopefully won't need this, but have it handy just in case. You may want to invest in the Supplied Kyprax Med Unit medpac, which will heal you AND your companion.
Within the flashpoint, some general caveats. You're looking at quantity, not quality here. It's just a lot of NPCs piling in on you.
1. KILL THE HEALERS FIRST. KILL THE HEALERS FIRST. KILL THE HEALERS FIRST. Just about every mob here has healers. They have different names on each ship:
- Varad Churl
- Darmanda Medic
- Ashade Lorekeeper
If you don't kill the medics first the fights will be even more interminable. Get rid of them.
2. Remember there are kolto stations in a lot of the rooms, not just the boss areas.
3. Be very careful because there are a lot of mob groups close together. Watch where you are blasting/Force-whatevering because you don't want to pull more than one group at once.
4. Get your gear repaired as often as you can. If you've fought a tough mob and there's a medical droid nearby, go to it and patch up, even if it means you have to backtrack.
5. Get really familiar with any AOE (area of effect) skills you have. Know where they are on your abilities bar and how to use them. Given the mobs in this flashpoint, anything you have that can clobber several NPCs at once is welcome.
Now, here we go.
SHIP #1:
Banquet room: after you fight the first mob and take the elevator, you will find yourself in a large "banquet room" with a lot of mobs. Pick a straight line and go forward, taking care not to veer too far to the sides. If you wander, you'll invariably pull the mobs on the sides of the room.
The rest of this ship is pretty straightforward; it's just a lot of mob NPCs converging on you at once, over and over again.
Rain Plays SWTOR: Option Companion Reviews/Info
Given that several companions are being offered with Galactic Seasons, it's time to revisit this post on optional companions.
You get five class companions and a ship droid, plus many more in KOTFE/KOTET and onward. Why would you even want optional companions? Simple:
- If you can’t stand your class story companions, they can act as replacements while you quest. You might find that one of your toons seems to get along with one of them. They usually can craft, and some of them, like Darth Hexid, seem really good at it. Some, like Shae Vizla, have very strong DPS; others like Z0-OM have excellent healing.
- Most of the companions also have small recruitment missions attached to them; many have achievements.
- It's fun and adds variety to your game.
Subscription Rewards: As the name suggests, these companions were obtained by being subscribed to the game at a certain time. There was no other action required. All three are now offered in the Galactic Seasons vendor for 5 tokens.
Shae Vizla
Nico Okarr
Paxton Rall
All three of these characters have recruitment missions/conversations that can be accessed once you get to a certain point in KOTFE and complete "To Find a Findsman." However, these characters ALSO come with a “communicator” that you can use to add them to your companion list without the recruitment scene as early as Level 1 if you don’t want to wait (you can still do their recruitment missions later). Yes, you can run around Tython or Korriban with Shae, Nico or Paxton if you want.
If you received Nico, Shae or Paxton as a subscription reward they are unlocked free for your legacy. Every new character you create will receive mail with the item that can summon them. If you received Nico, Shae or Paxton through Galactic Seasons you will need to pay 10 CC to unlock each for your legacy.
IMPACT ON MAIN STORY:
Shae Vizla is the only one of these companions with a substantial impact and inclusion in the story. As you may know, you encounter Shae during Shadow of Revan, and again during a chapter of KOTFE. She may send you mail later, depending on story decisions. She's also heavily included in the Spirit of Vengeance storyline and has several cut scenes on the Odessen base.
SHAE IS IN YOUR STORY REGARDLESS IF YOU HAVE THE COMPANION. However, if you do have the companion and bring her along to meet Indigo on Mek-Sha in Onslaught, she will have special, specific dialogue.
If you have Paxton Rall before completing Hearts & Minds, there is one line of dialogue in which he’s mentioned. You can also click on Paxton if he’s in the Odessen cantina or out as a deco in your stronghold to chat with him.
ACHIEVEMENTS:
Paxton Rall: There is a “cantina crawl” achievement not directly tied to the companion. You click on Paxton Rall when you find him in cantinas on the worlds you visit.
Nico Okarr: There’s an achievement for completing Nico’s Alliance Alert. There’s another if you waited until the Alliance Alert to recruit him, ie you didn’t use the holocommunicator to summon Nico before KOTFE.
QUALITY OF COMBAT/HEALING: All three of these companions are formidable, especially at influence level 50. All three are ranged. Shae is known for being a particularly strong DPS with some abilities pulled from the Mercenary rotation, including Death From Above.
Hexid/Ranos Darth Hexid: Originally could be earned by completing three flashpoints or warzones of any difficulty via group finder. Now requires 40 flashpoints or uprisings. Unlocked free for the legacy.
Master Dazh Ranos: This companion was originally a reward in the Dark vs. Light event. She is now available from the Galactic Seasons vendor for six tokens. Can be unlocked for legacy with 10 CCs if you got her through GS. Otherwise, if you earned her through DvL, every character you create will get a mail with the item that summons her.
Both Hexid and Ranos have Alliance Alerts once you get to KOTFE, complete "To Find a Findsman" and get to a certain point. However, like Shae/Nico/Paxton, they come with a communicator that allows you to unlock and use them whenever you want.
IMPACT ON MAIN STORY: Darth Hexid will send you a letter after Ossus which differs with your faction. I’m not sure if Ranos does. Both Ranos and Hexid can also tell you about missing class story Force-sensitive companions who have not yet returned at that point in the narrative, if you ask. Otherwise, none. Ranos and Hexid both hang out in the Force enclave after being recruited; you can click on them to chat.
QUALITY OF COMBAT/HEALING: Like the subscription companions, and Hexid are absolute powerhouses, especially if you get them to influence level 50. I took Ranos through the Umbara flashpoint with my squishiest, hardest to play Jedi character, and they rocked it. Hexid can literally clear content on her own when she's still set on heals. Darth Hexid also has some very charming battle banter and ambient comments.
Caption: Master Ranos: I'm not that kind of Jedi. I don't want to change you, I want to join you.
SWTOR: Echoes of Oblivion Fight Bug
So there's a new lovely (LOL) bug I discovered in Echoes of Oblivion: even when you take Valkorion down to 0% HP, he will automatically regenerate himself to like 60%. Over. And over. And over. There's literally no way to end the fight even if you play it exactly as you've played it on other characters. I've brought 15+ different characters through Echoes now and I've only encountered this recently - on two Bounty Hunters. What I finally did with both bounty hunters was to take them to the edge of the platform and let them jump off and fall to their deaths. That seemed to reset whatever bee was in Valkorion's bonnet, and the fight progressed normally next time. Remember you can always report bugs in SWTOR, even if you are free to play or preferred, by using the /bug function and filling out the form that pops up. If you encounter this bug, please report it!
Rain Plays SWTOR: Mek-Sha Explorer Achievement
I have not seen any guides to the Mek-Sha Explorer achievement, so here you go.
Mek-Sha is a maze, and getting all of the areas you need will require you to really make sure you have explored every alley, nook and cranny. Specific points:
1. It's easier to do this with an Imperial character. There are two points that can only be reached with an Empire-side heroic, unless you want to spend your time doing jumping puzzles.
2. A few of the areas are instanced and you won't necessarily be able to get in. In most cases (most, not all), going up to the red instance curtain will still give you credit for the area.
3. Use a stealth character if you have one. If not - the alleys are very narrow and in a few cases, faction medical/rest stops are right there in close quarters. You will need to take care to stay as far away from them on the street as possible so the guards don't attack you.
4. Look into doing the Mek-Sha Sightseer Achievement. There's a good guide for it at MMOBits. You will be in a lot of the areas where you can find things for this achievement. There are sixteen points you have to find for the achievement. We'll go through them map by map.
Closest QT: Junker's Junction (Republic); Slugfall Harbor (Imperials) Atmospheric Systems Access, Sanitation Access, Drifter's Quarter: Easiest way to do these is to have an Imperial character do the Junking Jott's Crew heroic mission. Pick it up at the main Imperial base in the Red Zone.The mission will QT you right to the correct location AND give you access to the areas you need. Be careful, it's a hard heroic. Do NOT pull more than one mob at once or you will be sorry.
Junker's Junction: This is where Republic players start the main story on Mek-Sha. Imperial players will also visit as part of their story, or you can visit by following the arrows from the Slugfall Harbor map.
Closest QT: Red Zone
The Red Zone is the starting area for Imperial players. You will visit if you're Republic, too. The Scrap Pits and Refugee Camps are just outside the Imperial base, and then north (make a left as you walk out of the Imperial base). Make sure you run up to the red curtains to ensure you get credit for the Refugee Camps. If you are Imperial you can run The Value of Labor mission here. If you are Republic some of your main story will happen in this area.
Last Chance Pier is where Imperials will pick up the taxi to Huttbreaker's Compound. From the Imperial base, go straight down the main street, make a right when you get to the ramp and head toward the taxi droid.