SWTOR Class Story Reviews (Part 2)

More on SWTOR class stories today, as I finished another one last night which gives me a nice grouping to work with. I wanted to talk about these thematically, starting with the “member of a military organization” pair, because I think they work well as story pairs. Part of this is the duality of Republic vs Sith, but really I think it has to do with source material and inspirations.

SWTOR Class Story Reviews (Part 2)

For this part, I want to go into the Sith Inquisitor and Sith Warrior stories. These two have the clearest source material– Emperor Palpatine and Darth Vader, respectively, and I feel like they live up to their inspirations in interesting ways. They’re also two stories written VERY differently, which I want to talk about a bit, because it’ll come up later when I’m less kind about a particular class story. As before, expect spoilers here.

Without further ado:

SWTOR Class Story Reviews (Part 2)

SITH WARRIOR

Sith Warrior is, among other things, a story about privilege. You start as an acolyte who is sped through the Sith training process, handed everything on a silver platter, and disliked intensely by your rival, who by all accounts worked hard to get to where he is. From here you move to being the favored apprentice of a powerful Darth, given both free reign and high-profile assignments.

Your first three companions exacerbate this– Vette is a former slave, Quinn is bound by military discipline, and Jaesa is wrapped up in Jedi teachings. You have none of their limitations, which is the source of both their interest in you and conflicts between you and these party members. I bring up companions here because the Sith Warrior’s story is bound into its companions more than any of the others I’ve played. The entirety of Act 1 is a lead-in to Jaesa– you first hear about her at level 13 or 14, and finally acquire her as a party member around level 30, as the crowning finale of Act 1. You are Darth Vader, tempting Luke Skywalker over to the Dark Side, and it takes quite a bit of doing.

This Darth Vader throughline lasts throughout the entire story, and it’s great. You get a lot of moments that feel like you’re a powerful Sith Lord without taking directly from any of the movies. What I get a lot of from the Sith Warrior storyline as well is a sense that my choices matter. Of all of the classes, this is the one I’m most likely to play a second time, because the variance between the Light Side and Dark Side feels pretty significant. Depending on how far to one side or the other you are, the outcome of Act 1 can change drastically, giving you a literally different Jaesa depending on what your choice is.

SWTOR Class Story Reviews (Part 2)

Act 2 moves in a different direction, with you working to turn the cold war between Republic and Sith into all-out war, at Darth Baras’ direction. You’ve gotten hints all through Act 1 that Baras has plans within plans, and in Act 2 it starts to become apparent that not only is he manipulating the two sides into war, he’s also using the conflict to push his own agenda. Your role in this is eliminating key Republic officials to get the ball rolling and ensure the Sith have a strong position, and by the end of Act 2 you’ve openly gotten a war started, and fought alongside another of Baras’ apprentices to eliminate Baras’ superior and propel him onto the Dark Council. Throughout all of this, Baras is more and more open about how much of a pawn you are, up to and including taking credit for your work when you’re not around. For all that he’s given you, it’s the point where you start to resent him.

Act 3 ramps this up: in your very first mission you’re set up and left to die in a bombed-out cave. It’s blatant that Baras is behind it and expect you to have died, and this Act centers mostly around revenge. You’ve dealt with/heard about a lot of people who have a bone to pick with Baras, and in this chapter you’re working with them to bring down your former master. The timing here is great. Right at the point where you’re tired of taking orders from Baras, you start working against him directly. In this chapter, a bunch of Sith mysticism stuff starts to come into play, but it’s an extremely light touch. Mostly you’re disrupting Baras’ power base, so the details of the mysticism he’s employing aren’t terribly important insofar as you can ruin it.

SWTOR Class Story Reviews (Part 2)

One of the things I like a lot about Act 3 here is that it inverts a lot of what you’ve gotten used to in the rest of the story. Throughout the storyline’s first and second acts, you land on a planet and get immediate respect and obedience from everyone you talk to, because they’re afraid of Baras, if not you. Starting in Act 3, you no longer have that buffer and people will openly defy you, forcing you to take other routes. It’s a bit of friction that works really well in the story and drives home that underlying theme. No longer propped up by the system, you start working outside of it to get your goals accomplished.

There’s a note about the Sith Warrior that I want to make before moving onto the Inquisitor. This storyline, despite being about a lightsaber-wielding Sith Lord in a Star Wars game, is a fully fleshed out story on its own. You don’t need to know anything about Star Wars to appreciate the story, it stands on its own without the trappings of the setting (much like the Agent and Trooper stories do). Put another way, it’s a good story that happens to be in the Star Wars universe, not good Star Wars that happens to be formed into a story. Moving on:

SWTOR Class Story Reviews (Part 2)

SITH INQUISITOR

This is a fascinating story when compared to the Sith Warrior, because it’s the opposite in many ways. You start as a slave, who happens to have a talent for the Force and thus gets shuttled off to be a Sith acolyte. Whereas the Sith Warrior is handed success on a silver platter, the Sith Inquisitor is set up for failure from the word go, with an overseer who is openly prejudiced against you and is trying to keep you down. It’s a stark contrast, and when you get matched up with a Darth, there’s the distinct impression that it’s because of your perseverance in the face of adversity, not your raw awesomeness that overcomes your flaws.

Whereas the Sith Warrior presents you with a position that you can be proud of, with others fearing and respecting you, even once you’ve made it as the apprentice of Darth Zash, you’re still criticized and disrespected by other Sith. Zash isn’t as feared or respected as Baras, and as her apprentice you’re even less respected. As a point of comparison– when you first land on Dromund Kaas as a Sith Warrior, you’re met by a groveling servant whose biggest fear is that you won’t tell Baras he did well. As an Inquisitor, your welcome is a face-to-face with another Darth, who threatens you and then laughs in your face if you speak up against him.

SWTOR Class Story Reviews (Part 2)

Act 1 of the Inquisitor storyline is all about setting the groundwork for a ritual for Zash. Unlike Baras, who is pretty clear in his authority, Zash is almost cloyingly sweet to you unless you back-talk her directly, and you’re warned multiple times, sometimes explicitly, that Zash is going to betray you. This starts early, before level 20, when you wind up in a tomb facing an ancestor of yours. As it turns out, you’re the ancestor of an old Sith Lord whose ghost is interested in maintaining its legacy through you, and helps you out through the story. He warns you first of Zash’s impending betrayal and while you’re working through setting up for Zash’s ritual (which she promises will make you incredibly powerful), he’s providing you defenses against her. Ultimately, when the ritual occurs, it turns out it was a possession ritual– Zash knows you’ll be more powerful than she is so seeks to possess your body, combining her knowledge and your talent. Instead, she winds up possessing one of your companions. More on this a bit later.

The “communing with ghosts” theme runs through the story, and it’s one of the most-criticized aspects of the Sith Inquisitor storyline. Frankly, I think it works– the idea that you’re digging for more power through ancient mysticism is a pretty reasonable one, and since you can’t take power the usual way because the system is keeping you down, you take a more obscure path.

Act 2 of the Inquisitor storyline is about gaining power. Zash’s power play attracted the attention of another Darth, a hyper-traditionalist who seeks to discredit and dishonor Zash and eliminate her entire power base as a posthumous punishment for her arrogance. This includes you, and the start of Act 2 is this new Darth, called Thanaton, trying to get you killed. When this fails, you return and fight him directly and he beats you down pretty thoroughly, using powers you have no real defense against. Act 2 then becomes about finding defenses against Thanaton’s powers, which in this case involves enlisting the aid of other spirits beyond your ancestor. Essentially, you’re taking an extreme shortcut to power by robbing the dead.

SWTOR Class Story Reviews (Part 2)

It’s at this point that I want to go off on a tangent and talk a bit about the Sith Inquisitor’s companions and supporting NPCs. The companions are (unfortunately) mostly forgettable, and you’re stuck with your first one for quite a while. This companion is a big monster in a loincloth who is disagreeable, talks down to you, and ultimately winds up getting possessed by Zash, which both he and she resent. This companion represents my biggest criticism of the Sith Inquisitor storyline, which comes up a lot. Your first companion, Khem Val, is something called a Dashade, which is some kind of Force-resistant something something Sith assassin something something ancient Sith Lord something. It’s a one-shot of obscure Star Wars lore that’s largely irrelevant to the story but feels like a reference to some obscure piece of Star Wars mythos. This kind of thing litters the Sith Inquisitor storyline, and I think leads to the “ghostbusters” critique you see a lot. On the other hand, a lot of the incidental people you meet on various planets are rather important to the story and quite interesting, and you return to them quite a bit in Act 3. I particularly like the cult you start as a quick route to acquiring an artifact, which keeps returning and being relevant later on.

While the overall arc for the Sith Inquisitor is very good, it suffers from a lot of these one-shot lore bombs, where you’re told about some obscure bit of Star Wars backstory whose only relevance to the story is that it’s the next thing you’re going to go collect. As a result of this, Acts 1 and 2 can feel like a long fetch-quest with some interesting bits laced throughout, because really you’re just going and acquiring ancient power for the first forty levels or so. It boils down to “go to planet, collect artifact/ghost” six or seven times in a row, making the first two arcs feel very repetitive if you aren’t bought into the lore. If you are bought into the lore, it’s a cool lens into some obscure Star Wars mythos, which is where I draw the distinction between the Sith Warrior and Sith Inquisitor storylines. Sith Inquisitor is a bunch of good Star Wars lore mashed together into a story, rather than a good story set in the Star Wars universe.

SWTOR Class Story Reviews (Part 2)

This changes in Act 3. Having proven that you can stand up to Darth Thanaton and survive at the end of Act 2, Act 3 is about consolidating your powerbase and facing Thanaton for good. There’s a bit of a snag, though, in that your extremely quick route to power is destroying you. While fending off Thanaton and building a solid powerbase, you’re trying to find a cure for the degeneration your stolen power is causing. This takes things in a new direction, where rather than acquiring tchotchkes, you’re following vague hints and scraps of lore for notes. The thread of “obscure Star Wars mythos” continues in this chapter, but it’s directly tied to the story and completely relevant, so they feel a lot more meaningful. Effectively, you’re seeing a technological and spiritual cure for your condition, and as you do so you’re putting together a front against Thanaton.

The Inquisitor Act 3 is an interesting inversion of the Sith Warrior. Up to that point, you’re kind of disrespected as a Sith and often have to use force to get any kind of consideration. In Act 3, between your powerbase and your increasing allies, you’re taken more and more seriously as a legitimate rival to Thanaton, and get the according respect and assistance you might require. You go from being outside the system and the machinations of the Sith to playing a direct part in them, and your allies and powerbase are helping you the entire way through. You finish the story having earned a place on the Dark Council, which is notably a step further than even the Sith Warrior gets. While the Warrior is a lone badass operating outside the lines, the Sith Inquisitor is a legitimate member of the Dark Council with a network of allies and agents spanning quite a few planets.

SWTOR Class Story Reviews (Part 2)

The big difference in the two that I want to call attention to is that the Inquisitor’s main storyline is possibly the least interesting thing about the class. The writing of the individual planets is far stronger than the overall thread, and the incidental characters you meet are interesting and fun, even when they’re temporary or short-lived. Whereas Sith Warrior has a compelling thread all throughout, Sith Inquisitor has a lot of good moments, even without the thread. Inquisitor’s Act 3 pulls everything together quite nicely, which is also somewhat rare; I tend to dislike Belsavis and Voss on most characters, whereas they’re interesting on the Inquisitor and feel more tied into the class story, as opposed to incidental (they feel INCREDIBLY incidental to the Sith Warrior and Trooper stories).

Of the two, I like the Sith Warrior more, but Inquisitor is also rather good if you buy into the Star Wars mythos it’s built on. I think the use of mysticism is generally fine, but I think Act 3’s direct link between action and lore is stronger than the Acts 1 and 2 lore tie-ins that mostly serve to make it feel like going to a planet and finding some macguffin or another is more interesting. That being said, both deliver on the feeling of being a powerful Vader-type character or a shadowy, schemeing Palpatine figure extremely well, particularly with the payoffs at the end.

So you’re New to Nexus…

Many friends and acquaintances have been checking out WildStar now that it is free. Some are returning after a long break, others are here for the first time. All of them have questions, because WildStar is an established, complex MMO and not everything is presented clearly in-game. Many of the guides that I rely on are more focused on end-game, or are adapted from a time when Moxie was a stat (nostalgic sigh). So I figure I’ll take a stab at a super simple introduction here. The goal is adding guidance to supplement what the game tells you, rather than explaining everything from scratch. If I’ve left out something important or if you have more questions let me know in the comments and I’ll try to clear things up!

This installment will cover the basics you might want to know in your first play session, like: What is a path? How do telegraphs work? and How do I claim my login rewards?

So you’re New to Nexus…

Time for a brand new you!

Character Creation

Not all races can be every class. Make sure to look at each to see what your options are. Your choices are displayed under the race name. The tiny symbols can be confusing, so click on the different races if you want to see your options more clearly. Race doesn’t give any in-game advantages, just flavor. Every class has both a damage-dealing and support role. No class can both tank and heal. Check out the class descriptions if it is important that you have the option to play a specific support role.

So you’re New to Nexus…

If you can’t tell if those tiny class symbols are lit or not you are not alone.

Paths are a secondary means of advancement, pick one that appeals to the kinds of things you enjoy in-game. None of their abilities will directly affect combat, but they can impact your general play experience. Scientist and settler have abilities that are particularly useful for group content (summons and repair bots), but all of the paths are fun and have cosmetic rewards. I prefer explorer myself!

So you’re New to Nexus…

Choose the one the seems the most fun for your playstyle.

If you experience a long login queue, consider transferring to or creating a character on Entity-2 or Jabbit-2. These new servers have short or no queue times and seem less laggy as well. Keep in mind you will still be able to communicate with your account-level friends on other servers, but will not be able to group with them. These servers will eventually be merged back with their originals and you’ll be able to keep your name and all your progress.

I recommend choosing the “Novice” option at character creation, even if you’re not new to MMOs. It will only add a few extra minutes of play time but should help you get acquainted with the controls and combat. You will also get to experience everything from the other two options by choosing this route.

Basic Gameplay

WildStar has a fast-paced action combat system that may take some adjustment if you’re coming from other MMOs. Most abilities are telegraphed rather than targeted. If you mouseover an ability on your action bar you can see an outline of its telegraph. “Melee” classes like stalker have more small, boxy telegraphs, while ranged classes like spellslinger have more long, narrow ones. Almost all abilities in WildStar can be used while moving, but jumping will usually interrupt your cast. The low level zones are a great place to practice aiming your telegraphs while also moving to avoid enemies’ red ones.

So you’re New to Nexus…

Check out my blue telegraph and the enemy’s red one. I need to move out of the bad!

Some keybinds are slightly different from other MMOs. Your character screen is accessed by “P”, and inventory is “I”. The “C” key will answer calls from your datachron. You can re-bind these (and many others) from the keybinds menu if they feel unintuitive enough to bother you.

Your quest tracker is on the right side of the screen, and is set to prioritize quests close to you by default. It splits quests by category, and you can hide any category you like if you want to minimize clutter. I try to prioritize world and zone story quests because I enjoy the overall lore of the game! Clicking on the name of any quest on the tracker will display an arrow on the screen pointing you toward the nearest objective and displaying a distance. Right-clicking on a quest in your tracker will give you more options, like viewing the full quest text in your log, or hiding it from the tracker.

The “F” key will allow you to interact with most items in the world, while the “V” key will vacuum up your loot from the surrounding area. Some quests require you to use a special item or ability. For normal quests, the default key for this is “T”, while for path quests it is usually “G”. Some of this definitely got lost in the streamlined introduction zone, but when in doubt look at your quest tracker. Quests that use this will have a small box showing the ability and a tiny letter to tell you which key to press.

So you’re New to Nexus…

Challenge Begins!

Challenges also appear in your quest tracker once you’ve discovered them. These are like optional, timed quests that are usually tied to a specific location. Starting one will give a “Challenge Begins!” voiceover and a meter at the top of your screen will track your progress. Completing a challenge at any rank will earn you some challenge points, going the extra mile for gold or silver will net you extra points. Successful completion will result in a green button at the top of your screen which displays how many points you earned. Clicking this, or opening the challenge tab on the quest log (default “L”) will show a bar with large rewards at the end and smaller rewards at intervals along the way. You can choose your rewards or see your options by clicking on any of the little treasure chests, or clicking the green arrow next to the gold chest to show an extra reward window. Make sure to check your challenge log often since the points will reset and you can start filling the bar again once you earn the highest rewards! Challenges can be repeated once every 30 minutes. Clicking the gear next to the challenge name on your quest tracker will let you restart one you’ve done before.

So you’re New to Nexus…

Possible rewards depend on what zone you do the challenge in.

Movement

A great quality of life addition that came with F2P is perma-sprint. Out of combat you will always move at your fastest possible speed. In combat, pressing “SHIFT” will give you a shorter burst of speed, measured by a small vertical bar that will appear to the left of your character. The other important movement ability in combat is dash. Double tap any movement key (WASD or the arrow keys) to dash in that direction. You get 2 dash charges that slowly refill over a few seconds. You can use dash to quickly move out of a large enemy telegraph, and it will also let you recover more quickly from a knockdown.

Returning players may have some mounts or hoverboards waiting in their account inventory. You can start using these right away. If you don’t have these options you can buy provisional mount licenses, which allow you to summon a temporary mount to get around the early zones faster. As you level, there are vendors in the capital cities that will let you upgrade your ride speed or purchase new mounts. You can also purchase the fastest speed via the in-game shop. Speaking of which…

In-game Shop and Account Inventory

The shop is full of everything you’d expect from a F2P cash shop. There are costumes, mounts, dyes and pets galore. What you might not know is that every single item except for Madam Fay’s gambling tokens can be bought without real money. Omnibits are earned randomly through in-game activities and can be used as alternate store currency. There is a soft cap of 120 omnibits per week, after which their drop rate decreases from about 1 every 10 minutes or so to ~1 every hour or two of play time. These are those bright pink flashy loot drops you get once in a while. Omnibits are shared across your account and you can see your total at the top of the store interface.  For a detailed look at all your in-game currency you can click on the gear icon in the upper right of your inventory. Clicking on a currency here will display it on your main inventory screen right above your gold total.

So you’re New to Nexus…

This thing is loaded with fun cosmetic goodies.

When and if you make a purchase in the store, pay attention to whether it is applicable to your whole account or just a single character. You can get more bang for your buck if you stick to account-wide unlocks. Note that costumes often can only be claimed by one character, but once you add them to your holo-wardrobe all of your characters will have access!

So you’re New to Nexus…

Note how the Nexus Survival Kit is single-claim while the rest are multi-claim

Your account inventory can be reached either through a tiny button on the lower left portion of your screen, or through the “claim items” button at the top of the store menu. This is also where you claim your daily login rewards. Some in-game store purchases can be gifted to your friends. When you open your account inventory they will be displayed on the left side and you can choose to gift them or bind them to your account. Items on the right side are yours and can be claimed by any character. The small symbols to the right of the items tell you whether they can be claimed on all your characters (3-person icon) or only once (1-person icon). Make sure you’re on the right character before claiming any single-use items! Once you claim something from your account inventory, it will show up in your normal inventory and you can use it as you see fit!

More to come!

Phew there’s a lot to talk about! The next installment will look more closely at combat, and class abilities. Stay tuned!


So you’re New to Nexus…

So you’re New to Nexus…

Many friends and acquaintances have been checking out WildStar now that it is free. Some are returning after a long break, others are here for the first time. All of them have questions, because WildStar is an established, complex MMO and not everything is presented clearly in-game. Many of the guides that I rely on are more focused on end-game, or are adapted from a time when Moxie was a stat (nostalgic sigh). So I figure I’ll take a stab at a super simple introduction here. The goal is adding guidance to supplement what the game tells you, rather than explaining everything from scratch. If I’ve left out something important or if you have more questions let me know in the comments and I’ll try to clear things up!

This installment will cover the basics you might want to know in your first play session, like: What is a path? How do telegraphs work? and How do I claim my login rewards?

So you’re New to Nexus…

Time for a brand new you!

Character Creation

Not all races can be every class. Make sure to look at each to see what your options are. Your choices are displayed under the race name. The tiny symbols can be confusing, so click on the different races if you want to see your options more clearly. Race doesn’t give any in-game advantages, just flavor. Every class has both a damage-dealing and support role. No class can both tank and heal. Check out the class descriptions if it is important that you have the option to play a specific support role.

So you’re New to Nexus…

If you can’t tell if those tiny class symbols are lit or not you are not alone.

Paths are a secondary means of advancement, pick one that appeals to the kinds of things you enjoy in-game. None of their abilities will directly affect combat, but they can impact your general play experience. Scientist and settler have abilities that are particularly useful for group content (summons and repair bots), but all of the paths are fun and have cosmetic rewards. I prefer explorer myself!

So you’re New to Nexus…

Choose the one the seems the most fun for your playstyle.

If you experience a long login queue, consider transferring to or creating a character on Entity-2 or Jabbit-2. These new servers have short or no queue times and seem less laggy as well. Keep in mind you will still be able to communicate with your account-level friends on other servers, but will not be able to group with them. These servers will eventually be merged back with their originals and you’ll be able to keep your name and all your progress.

I recommend choosing the “Novice” option at character creation, even if you’re not new to MMOs. It will only add a few extra minutes of play time but should help you get acquainted with the controls and combat. You will also get to experience everything from the other two options by choosing this route.

Basic Gameplay

WildStar has a fast-paced action combat system that may take some adjustment if you’re coming from other MMOs. Most abilities are telegraphed rather than targeted. If you mouseover an ability on your action bar you can see an outline of its telegraph. “Melee” classes like stalker have more small, boxy telegraphs, while ranged classes like spellslinger have more long, narrow ones. Almost all abilities in WildStar can be used while moving, but jumping will usually interrupt your cast. The low level zones are a great place to practice aiming your telegraphs while also moving to avoid enemies’ red ones.

So you’re New to Nexus…

Check out my blue telegraph and the enemy’s red one. I need to move out of the bad!

Some keybinds are slightly different from other MMOs. Your character screen is accessed by “P”, and inventory is “I”. The “C” key will answer calls from your datachron. You can re-bind these (and many others) from the keybinds menu if they feel unintuitive enough to bother you.

Your quest tracker is on the right side of the screen, and is set to prioritize quests close to you by default. It splits quests by category, and you can hide any category you like if you want to minimize clutter. I try to prioritize world and zone story quests because I enjoy the overall lore of the game! Clicking on the name of any quest on the tracker will display an arrow on the screen pointing you toward the nearest objective and displaying a distance. Right-clicking on a quest in your tracker will give you more options, like viewing the full quest text in your log, or hiding it from the tracker.

The “F” key will allow you to interact with most items in the world, while the “V” key will vacuum up your loot from the surrounding area. Some quests require you to use a special item or ability. For normal quests, the default key for this is “T”, while for path quests it is usually “G”. Some of this definitely got lost in the streamlined introduction zone, but when in doubt look at your quest tracker. Quests that use this will have a small box showing the ability and a tiny letter to tell you which key to press.

So you’re New to Nexus…

Challenge Begins!

Challenges also appear in your quest tracker once you’ve discovered them. These are like optional, timed quests that are usually tied to a specific location. Starting one will give a “Challenge Begins!” voiceover and a meter at the top of your screen will track your progress. Completing a challenge at any rank will earn you some challenge points, going the extra mile for gold or silver will net you extra points. Successful completion will result in a green button at the top of your screen which displays how many points you earned. Clicking this, or opening the challenge tab on the quest log (default “L”) will show a bar with large rewards at the end and smaller rewards at intervals along the way. You can choose your rewards or see your options by clicking on any of the little treasure chests, or clicking the green arrow next to the gold chest to show an extra reward window. Make sure to check your challenge log often since the points will reset and you can start filling the bar again once you earn the highest rewards! Challenges can be repeated once every 30 minutes. Clicking the gear next to the challenge name on your quest tracker will let you restart one you’ve done before.

So you’re New to Nexus…

Possible rewards depend on what zone you do the challenge in.

Movement

A great quality of life addition that came with F2P is perma-sprint. Out of combat you will always move at your fastest possible speed. In combat, pressing “SHIFT” will give you a shorter burst of speed, measured by a small vertical bar that will appear to the left of your character. The other important movement ability in combat is dash. Double tap any movement key (WASD or the arrow keys) to dash in that direction. You get 2 dash charges that slowly refill over a few seconds. You can use dash to quickly move out of a large enemy telegraph, and it will also let you recover more quickly from a knockdown.

Returning players may have some mounts or hoverboards waiting in their account inventory. You can start using these right away. If you don’t have these options you can buy provisional mount licenses, which allow you to summon a temporary mount to get around the early zones faster. As you level, there are vendors in the capital cities that will let you upgrade your ride speed or purchase new mounts. You can also purchase the fastest speed via the in-game shop. Speaking of which…

In-game Shop and Account Inventory

The shop is full of everything you’d expect from a F2P cash shop. There are costumes, mounts, dyes and pets galore. What you might not know is that every single item except for Madam Fay’s gambling tokens can be bought without real money. Omnibits are earned randomly through in-game activities and can be used as alternate store currency. There is a soft cap of 120 omnibits per week, after which their drop rate decreases from about 1 every 10 minutes or so to ~1 every hour or two of play time. These are those bright pink flashy loot drops you get once in a while. Omnibits are shared across your account and you can see your total at the top of the store interface.  For a detailed look at all your in-game currency you can click on the gear icon in the upper right of your inventory. Clicking on a currency here will display it on your main inventory screen right above your gold total.

So you’re New to Nexus…

This thing is loaded with fun cosmetic goodies.

When and if you make a purchase in the store, pay attention to whether it is applicable to your whole account or just a single character. You can get more bang for your buck if you stick to account-wide unlocks. Note that costumes often can only be claimed by one character, but once you add them to your holo-wardrobe all of your characters will have access!

So you’re New to Nexus…

Note how the Nexus Survival Kit is single-claim while the rest are multi-claim

Your account inventory can be reached either through a tiny button on the lower left portion of your screen, or through the “claim items” button at the top of the store menu. This is also where you claim your daily login rewards. Some in-game store purchases can be gifted to your friends. When you open your account inventory they will be displayed on the left side and you can choose to gift them or bind them to your account. Items on the right side are yours and can be claimed by any character. The small symbols to the right of the items tell you whether they can be claimed on all your characters (3-person icon) or only once (1-person icon). Make sure you’re on the right character before claiming any single-use items! Once you claim something from your account inventory, it will show up in your normal inventory and you can use it as you see fit!

More to come!

Phew there’s a lot to talk about! The next installment will look more closely at combat, and class abilities. Stay tuned!


So you’re New to Nexus…

Sithmas Time Is Here

Merry Sithmas

Sithmas Time Is Here

It has been so surreal since the launch of the Force Awakens toy line.  Everywhere I go the world seems to be teeming with Star Wars enthusiasm and with that… comes a bunch of priced to own kitch.  While we have yet to reach anything close to the hype bubble we experienced before the release of Phantom Menace, it is still extremely noticeable.  A few weeks ago I wrote about re-watching the prequels and how I had wondered if maybe I was just too harsh on them at the time.  After re-watching I decided that no… they really were horrible films.  The problem is that for years I let them have control over my enjoyment of the Star Wars universe as a whole, and that frustrates me.  If you were to completely ignore their existence, then honestly the rest of the Universe is still pretty great.  Sure there was some strange stuff on the fridges of the Expanded Universe, but I cannot discount just how phenomenal the Old Republic Era has been.  I remember picking up one of the first Tales of the Jedi comics and being completely blown away at this concept of a universe set essentially 4000 years before the time of Skywalker.  Then as that universe blossomed over the course of sever comic series, and then came to life in the form of the Knights of the Old Republic game, I was absolutely hooked.  Now that I am back roaming around SWTOR, I am realizing I care about this universe far more than I ever realized.

When the game mentions Freedon Nadd or Exar Kun… I remember who they are and what they did in this worlds history.  I remember awesome characters like Nomi Sunrider from the comics, or Jolee Bindo from KOTOR.  When I see a reference to Casus Fett or Mandalore the Ultimate in game… I know who those characters are and can remember reading about them in the comics.  The thing is… it is not just the Old Republic era that is amazing.  Essentially each time another creative force has been given free reign in the fertile Star Wars universe… really awesome things have happened.  For example while the official Prequels are pretty horrible, the Clone Wars cartoon series is amazing.  No one can deny just how awesome Ahsoka Tano as is a character, and just how much more interesting the interaction is between her and Anakin…  than pretty much ANYTHING in the Prequels.  Now if we scan forward we have Star Wars Rebels… also being allowed free reign in the universe, this time within the constraints of the more well known modern era.  Similar to Shadows of the Empire it is weaving its way in and out of events we already know, and doing a great job of making us care about this new cast of characters.

Excitement Grows

Sithmas Time Is Here

Which leads me to realize…  the times I have really loved Star Wars lately is when someone has been able to wriggle out front under the grasp of George Lucas and run freely creating their own plot lines and characters.  Essentially this is exactly what is happening with Force Awakens… it is all the goodness of the Star Wars universe with none of the harmful effects that Lucas has forced upon it in recent years.  In fact Lucas has been more than a little bit salty when talking about Episode VII and the fact that for the most part Disney ignored his plans to create a movie focused around teenagers.  What is happening is that Disney has become the most powerful marketing juggernaut on the planet, and at the core of their methodology is protecting the bottom line, and with it the long term profitability of the franchises they own.  I am sure there is some computer program somewhere that knows precisely what fans will like, and just how far they are willing to allow the themes to be stretched.  While at some point down the line this might be a bad thing for innovation…  I sincerely doubt they will allow anything even vaguely close to midichlorians to ever happen again.

The only frustration I have with the Disney approach however is that so much of the Universe became ruled “non-canon”.  There were characters like Mara Jade and Grand Admiral Thrawn that were absolutely amazing…  in fact I have action figures for both of them hanging on my wall as well as Clone Emperor Palpatine, Dark Jedi Luke, and Jedi Leia.  Those stories meant a lot to me, and while there were parts of the Expanded Universe that were completely unfollowable… most of it made a certain logical sense at least at one time.  The problem being like most fan centered fiction, it iterated on itself causing the characters to become more distorted and unbelievably heroic as time went on.  It is my hope that they will figure out how to work some of the best characters into the new tales.  There has been rumors that Mara Jade will be introduced as an Inquisitor instead of the Emperors Hand for example, which is fine with me…  so long as she is introduced at all.  Basically I find myself in a strange place, of having hope for Star Wars… when for so many years I lacked it almost entirely.  I imagine as we get closer to the December release of the movie, the cross promotions and Star Wars branded soup cans will start to get annoying.  However in the meantime…  I am reveling in Sithmas.

The Professional

Sithmas Time Is Here

As of last night I have finished Balmorra and Nar Shadda on the Bounty Hunter and just went through the “intermission” that generally occurs there.  I didn’t really expect to be all that into this storyline, because essentially it was one of the ones that I never intended to actually complete.  While I enjoyed the Trooper storyline, the class itself was not that compelling to me.  Largely I think this was the reason why I ultimately fell out of love with SWTOR after pushing three characters to the then level cap of 50.  Bounty Hunter however feels completely different, and much more action packed.  There are little things like rocket punch and the jet pack charge that make it feel more brutal…  even if the attacks are essentially the same as my trooper vanguard.   The funny thing about the storyline is just how much of myself I can pour into it.  I am playing a very grey bounty hunter, who does not kill anyone for free.  Also as the story goes on I am becoming a bit of a softy, and I am wondering exactly when that will bite me in the ass.  Essentially it does not seem like a very “sith side” storyline so far other than the fact that essentially I am doing everything for the sake of payback… and for a girl.

I imagine over the next few days I will rip through the content quickly and before the end of the weekend start work on the last of two classes.  Not sure what I will be doing next, if it will be the Inquisitor and its constant shock treatment… or if I will go for the Imperial Agent.  As it stands now… I am starting to lean towards Agent.  Whatever the case playing all of these stories is making me fall in love with the Bioware writing all over again.  It is also making me look forward to Fallen Empire and its more story driven focus.  When you ONLY play the class quests, SWTOR becomes a much better game because it has a nice clean story arc that does not get muddied by repeating the same planetary quests over and over again.  At some point I will go back and play some of the quests I missed Sith side, but for the time being I want to push through the classes because each one feels like it adds another piece of a puzzle to the central story arc of this game world.  This is also making me want to go back and get KOTOR 2 working, and actually attempt to beat it this time.  It feels like there is a chunk of storyline that I am missing there, and with it several characters that I really only know by name.  Essentially I am saying by all of this… that once again I am proud to be a Star Wars junkie.