Sunday, May 13, 2012

SWTOR Community Q&A: May 11th, 2012

05.11.2012
We’re back with a selection of answers to your community questions! Please note that in some cases we’ve combined multiple questions into one, and we that have edited some questions for clarity.
As a reminder, we previously suggested a shift in focus in your questions. As development plans are always subject to change, questions about future features will often get vague answers which can be repetitive and sometimes annoying. With that in mind, the development team is more interested in questions about current in-game features or systems, or questions about why development decisions were made. You’re still welcome to ask questions about future features and we’ll continue to answer them where appropriate – just expect the occasional ‘soon.’
In order to maintain the quality of questions and answers, we will be allowing more time for questions to accumulate, which means that the next Q&A blog will be in two weeks on May 25th. We’d like to focus the next Q&A blog on Game Update 1.3, so please be sure to ask questions on anything related to Game Update 1.3.
We have now opened an official thread for that week’s Q&A, which will stay open until 2pm CDT on May 22nd, 2012 (12pm PDT/3pm EDT/8pm BST/9pm CEST/5am AEST). We welcome your questions in that thread and hope you enjoy the answers below.
If you want to discuss any of the answers given, please use this Forum thread!

nakomaru: You have mentioned DPS, healing and tanking "targets" as objective methods of balancing the roles in the game. Are there hybrid targets (e.g. healing & dps spec) as well? It seems some hybrid specs are viable on certain classes and out of the question on others. I suppose this has to do with objectively balancing lower tier skills across the classes.
Austin Peckenpaugh (Senior Designer): Yes and no. In your example of a healer and DPS hybrid, by and large, whatever damage you sacrifice you should pick up in healing. For example, if you gave up 10% damage, we'd expect you to pick up 10% healing. Sometimes that's the case, but sometimes you lose or pick up synergies that move you above or below an even shift. Because "hybrid" in our skill trees means "virtually any combination of points," it's certainly not the case that we have targets for every combination. However, we do have expectations, and we're happy with hybrid builds so long as they don't radically stray from our expectations.

Freeborne: Alacrity as a stat seems to be encouraged in "Energy Based' classes (Troopers/Smugglers) through our talent trees. However, Alacrity seems to be a terrible secondary stat for us. The faster we use abilities, the faster we lose our energy - and the less energy we have, the less energy we regenerate. Are there any plans to review Alacrity, or at least its place in some class talent trees?
Austin: I agree. We're exploring ways of improving Alacrity that we hope to get working for a future Game Update. As much as I'd like to, I can't provide details on this plan yet. It's possible that we'll address passive Alacrity boosts in the skill trees, but those changes need to be solid and work for the long haul; it would be unacceptable to have a ‘temporary’ skill in place that we planned on removing at a later date.

Deewe: With the locked companion specs, some of us feel like being forced to use specific companions versus choosing them for their personality and look. Is there in the works any kind of feature mitigating this issue (hint: companions kits)?
Daniel Erickson (Lead Game Designer): Companions in BioWare games have always been fully developed characters with their own backgrounds and skills. While you can change between a couple different approaches with each, we do not presently have plans to make Companion Characters interchangeable.

RKLimes: I recall a developer post indicating the results of transferring a character with a Legacy from one server onto another where a Legacy also exists, the highest level legacy would simple be applied rather than added. Since higher Legacy level does not necessarily equal greatest number of Legacy unlocks, will any and all unlocks be granted from either Legacies, or only those of the highest?
Daniel: Legacies will be merged in the most advantageous possible way for the player. They’re your rewards, you earned them, we don’t want to prevent you from moving them wherever you like. So any unlocks gained by the character you’re moving will come with that character, even if the Legacy they are moving into is a lower level.

Rickety: I'm currently the Division Captain for The Old Republic within The Older Gamers community. I am responsible for multiple guilds spanning all three regions. Several of our guilds have issues with the current guild limit of five hundred Characters. Are there any plans to increase this limit or alternatively, to introduce an in game 'Guild Alliance' system?
Damion Schubert (Principal Lead Systems Designer): We've definitely talked about an ‘Alliance’ system, and even thrown around a basic design. This feature is lower in priority than some other guild needs, though, that were identified at the Guild Summit.

Gidoru: Currently in Huttball, certain classes have huge advantages, to the point where, without them, you have a considerably lesser chance of winning. The classes I speak of are namely Sages, Guardians, and their Imperial counterparts that are able to leap and pull across the map granting great mobility. Any chance of changes that prevent the ball carrier from using abilities like leap or being pulled?
Gabe Amatangelo (PvP & Endgame Designer): It is something we considered early in development of the map. However, we aimed to ensure every class had a role as opposed to effectively turning classes off when they carry the ball. Granted, some of those roles are not as obvious or have a steeper learning curve than simply getting the ball over the line (i.e. controlling the middle, cover defense, controlling hazard lines, etc.). The team composition win ratios suggest those roles are playing out for the most part. For example, teams with all Sages and Guardians do not even appear in the top 100 win ratios and the composition with the highest win ratios include a fairly even distribution of Advanced Classes. That, of course, is not an absolute conclusion, especially considering full team compositions rely on matchmaking. We’ll pay close attention to the variance in composition win ratio considering rating when full team queuing is enabled.

ZeusThunder: Why were the vendors removed from Warzones? They seemed to be harmless and the community didn't appear to mind them.
Gabe: A number of players would queue up for a quick vendor/repair and leave the match to go back to whatever else they were doing. This impacted enough matches that the cons started to outweigh the pros. We plan on getting tech to disable the sell and repair functions on a vendor, at which time we’ll be able to justify turning them back on for those players who want to purchase consumables mid-match, etc.

HoboWithAStick: What is the reasoning behind letting some classes have moddable offhand items but not others? I find this to be a little unfair to those of us who mod absolutely every piece of gear possible to obtain the best results.
David Hunt (Systems Designer): It’s due to arcane technical details. There’s no direct design reason, although there are some awkward situations and implementation details to address. We’ve been talking about options for how to fix the inequality between offhand items recently, and we’re about to start R&D on a potential fix.

Paladinnight: I am wondering why the decision was made to allow PvP crafters the ability to buy the schematics for the PvP orange gear, versus obtaining the schematics similar to PvE players which are forced to play the reverse engineering game in the hopes of obtaining a schematic. This decision has resulted in an economy that the only crafted orange boots and gloves require the buyer to PvP. Could we possibly get schematic boxes purchasable via credits (or Black Hole commendations) added to the vendors? If this is not possible, can we at least be allowed to reverse engineer the Black Hole gear instead of only Campaign gear?
David: In either PvE or PvP, you need to consume a certain amount of that content to gain the appearance associated with the highest level gear. PvE and PvP will never have identical distribution mechanisms because of their inherently different progression. The PvP boxes were necessary to ensure that PvE gear wasn’t the best PvP gear due to the augment slot gap. In Game Update 1.2, this means there’s the inequality you mentioned for obtaining orange boots and gloves. There are ~75 new orange PvE hand and feet schematics in Game Update 1.3 (each). We can’t make schematic boxes for Campaign items, because it would conflict with the reverse engineered versions of those items.
I’d like to allow any gear to reverse engineer for discoveries, but there’s a limit to how many recipes players can acquire. We’re looking at ways to improve that and apply systems more universally, but it’s not currently possible. Only Campaign can be reverse engineered because if we make both a Campaign and Black Hole a reverse engineering recipe, they will be the same result with different names but they will both count against the upper limits.

Wookieluva: In a previous Q&A it was stated that there will be a way to add augment slots to existing items! I like the idea but was wondering about how it is planned to put it in. Would it be by adding a crafted item to the armor? Or would it be put in by some long-winded quest? Or both?
David: Adding an augment to an item through the augment table will require an augment kit and credits. The kits can be traded and are created by crafters. Reverse engineering crafted items will give you the materials required to create augment kits. You can also see other previously answered questions and my answers in regards to this topic here.  

Tuesday, May 1, 2012

SWTOR 1.2.2 patch notes 5/1/12

Classes and Combat

    General
        * Corrected an issue that prevented damage shields (such as Force Armor) from re-applying properly when activated before the current damage shield expired has been addressed.

    Trooper
        Commando
            * Plasma Cell now correctly deals its damage 3 times per application.


Companion Characters

    General
        * Corrected an issue that caused companion stat bonuses from equipped items to be miscalculated when the companion was resummoned.


Crew Skills

    General
        * Corrected some performance issues related to opening the crafting window if it contained a very large number of schematics.

    Crafting Skills
        * Some gear that could be reverse engineered but erroneously displayed the "No Research Available" tooltip has been corrected.

    Gathering Skills
        * Slicing: Premium Slicing lockboxes now yield the correct amount of credits.


Flashpoints and Operations

    General
        * An issue that prevented Hard Mode Flashpoints from dropping loot based on group composition has been addressed. Drops usable by a person in the group are not 100% guaranteed, but the system now properly takes composition into account.
        * The "Exit Area" button in Flashpoints and Operations is now disabled during combat.
        * Corrected an issue that prevented Operation Group leaders from being added to the Operation Officer Chat channel.

    Operations
        Explosive Conflict
            * Pulsar Droids in the Warlord Kephess encounter now have the correct amount of health in 16-player Hard Mode.
            * Kephess now uses the Gift of the Masters ability during 16-player Hard Mode.


Items

    General
        * Mysterious, Unusual, and Wondrous Eggs can now be sold on the Galactic Trade Network.
        * An issue that could prevent hair from showing on Jedi Knights while wearing certain visors has been addressed.


Missions and NPCs

    General
        * The weekly Nightmare Pilgrim mission now rewards 4 Black Hole Commendations.
        * If a player logout causes a mission to fail, the player is now transported outside of that mission's phase when logging back in.

    World Missions
        Corellia
            Black Hole Area
                * The previous mission requirements for The End of Torvix (Imperial) and Chasing the Shadow (Republic) have been removed. Players can now accept these missions at any time within the daily restrictions.
                * Players not on the mission The End of Torvix (Imperial) or Chasing the Shadow (Republic) can now use the elevators inside the phase to assist group members with the mission.

        Taris
            No Escape: Corrected an issue that could prevent an encounter associated with this mission from resetting if the group was defeated and re-entered the phase.

    Class Missions
        Jedi Consular
            Marked: Corrected an issue that prevented the player from speaking to Lord Shendan if they exited the phase before speaking with him.

        Smuggler
            Heist of the Millennium: The map now indicates the correct elevator on the step “Return to the Shuttle.” Several map note issues have been addressed.

        Trooper
            Stay Frosty: This bonus mission no longer occasionally fails to end even after the player completes the primary mission.


PvP

    Warzones
        General
            * Corrected an issue that could cause multiple sounds to play on top of each other when receiving multiple medals at once.

        Huttball
            * A rare issue that could grant players rewards for two Huttball wins at the end of a match has been corrected.

        Voidstar
            * Corrected an issue that occasionally caused both teams in the Voidstar to receive less rewards than intended.


Space Combat
    General
        * Corrected a UI issue that could prevent players from firing their ship's weapons.
        Female characters' companions now play the proper voice-over during Space Combat Missions.


UI

    General
        * Pressing the Enter key on the prompt that displays when purchasing an expensive item now cancels the window instead of accepting the cost.
        * Corrected an issue that could cause completed missions to reappear in the mission log and tracker.
        * Pressing the R key to reply after receiving multiple tells now correctly displays the name of the player that will receive the reply.
        * Moving items in the inventory no longer affects their display in hotbars or in the mission tracker. This also corrects an issue that could prevent items in hotbars or the mission trackers from being used from those locations.

    Galactic Trade Network
        * The Search button is now correctly disabled for categories that do not have a subcategory when there are no search results.

    Groups and Targeting
        * The "Always Show Class Symbol" preference is now disabled by default.
        * Target Markers can now be bound to keys in the preferences menu.

    Guilds
        * Guild Banks now display on the map even if the player is not in a guild or the player's guild does not currently have a Guild Bank.


Miscellaneous Bug Fixes
    * Corrected a rare client crash that could occur for characters with full banks, inventories, and a full ability list.
    * Some text errors in the French and German clients have been corrected.
    * An issue that could cause display errors in fullscreen windowed mode has been corrected.
    * Corrected an issue that could cause the primary graphics to display to not be selected as the startup monitor when running the game for the first time on machines with multiple graphics devices.

Tuesday, April 24, 2012

SWTOR 1.2.1 Patch Notes 4/24/12

Classes and Combat

    Jedi Knight
        Sentinel
            * Zen (with Ataru Form) now correctly reduces the global cooldown of Cyclone Slash.

    Smuggler
        General
            * Charged Burst's damage has been increased by approximately 5%.
        Gunslinger
            * Damage for Aimed Shot, Speed Shot, and Quickdraw has been increased by approximately 5%.
        Sharpshooter
            * Trickshot's damage has been increased by approximately 5%.

    Imperial Agent
        General
            * Snipe's damage has been increased by approximately 5%.
        Sniper
            * Damage for Ambush, Series of Shots, and Takedown has been increased by approximately 5%.
        Marksmanship
            * Followthrough's damage has been increased by approximately 5%.

    Trooper
        Commando
            Gunnery: Havoc Rounds now applies the correct healing increase to Kolto Bomb. It previously applied a smaller increase than intended.


Companion Characters

    General
        * Companion quickslots now update correctly when a new companion is summoned, correcting an issue that could cause the previous companion's abilities to continue displaying on the new companion's hotbar.
        * Earpieces and implants now properly apply their stat bonuses when equipped on companions. - REDACTED


Flashpoints and Operations

    Flashpoints
        Lost Island
            * Resolved an issue that could cause Doctor Lorrick's lab door to become stuck while closed when the fight was not active.
            * Players now appear on Project Sav'Rak's platform after the encounter. This addresses an issue that could prevent players from completing the Flashpoint if all group members exited the area before using the bridge controls.

    Operations
        Explosive Conflict
            * The range of Stormcaller's Electric Discharge and Firebrand's Missile Barrage has been increased to 35 meters.
            * A total of 4 mines must now be successfully defused in order to complete the minefield encounter.
            * Chests in Hard Mode no longer drop Black Hole gear.


Items

    General
        * The cost for PvP consumables has been reduced to 10 commendations.
        * Corrected an issue that prevented item rolling prompts from appearing for Custom (orange) items.
        * The cost for Rated War Hero PvP gear has been reduced. This does not impact the time required to obtain base War Hero gear.


Legacy
    * The Rocket Boost ability can now be used inside and isn't restricted by areas that do not permit vehicles. It cannot be used in combat or in Warzones.


PvP

    Warzones
        Alderaan Civil War: Players can no longer be knocked off of speeders while traveling to the battlefield.
        Voidstar: Players no longer earn defender credit for defending a previously destroyed objective.


Space Combat
    * Corrected an issue that could cause Space Combat audio to fade out or pan inappropriately from the left to right speaker.
    * Drexel Sweep: Corrected an issue that caused the first several enemies ships to disappear upon loading into this mission.
    * Makem Te Assault: An issue that could cause the Smuggler player ship to clip through enemies at the beginning of this mission has been corrected.


UI

    General
        * Helmets now work correctly when unifying colors on the character sheet.
        * An issue that caused stackable items to display incorrect stack numbers when replaced on the hotbar with another stackable item has been corrected.
        * The dialog for setting keybindings is now canceled properly if the player presses the "X" button to close it.
        * Corrected an issue that prevented the mail window from opening after refreshing the UI with the mail window open.
        * The World Map will now properly update as missions complete and/or progress.
        * Corrected an issue that sometimes prevented "new mail" notifications from functioning.

    Character Creation
        * During character creation, Legacy Cyborg appearance options are now labeled.
        * The display of selected options in character creation has been improved.

    Groups and Targeting
        * Group frames now appear correctly when the option "Use Operation Frames as Group Frames" is toggled off.

    Guilds
        * Corrected an issue that could cause insufficient Guild Bank funds for repairs or respecs to appear even if sufficient credits were available.
        * Players will no longer become "stuck" and unable to receive a guild invite if they were sent an invite just before entering a cinematic or while the loading screen is present.

    Social
        * Corrected an issue that prevented players from adding offline players to their friends list.
        * Players now correctly see a red phase gate (and are appropriately blocked from entering) if they are not permitted to join a group member's class phase.
        * Chat tabs now preserve the selected font size if they are detached from the main chat window.
        * The list in /who now automatically updates when the window is opened with the /who command.


Miscellaneous Bug Fixes
    * An issue that prevented players from logging out of the game if the ESC button was used to close the logout window has been addressed.
    * Corrected a sound issue that caused a loud, unintended sound on the Republic and Imperial Fleets (and potentially other areas with many characters present).
    * Corrected some issues with French and German in-game text/dialogue.
    * Corrected an issue that could cause characters in cinematics to appear grey in color.
    * Objects that can be interacted with will no longer stop glowing if players get too far away from them and then return.

Monday, April 23, 2012

SWTOR Community Q & A 4/20/2012

04.20.2012

Two weeks ago, we asked for your questions and unfortunately, we had to delay posting the answers to the Q&A until today. Please note in some cases we’ve combined multiple questions into one, and we have edited some questions for clarity.
We have now opened an official thread for next week’s Q&A, which will stay open until 2pm CDT on April 24th, 2012 (12pm PDT/3pm EDT/8pm BST/9pm CEST/5am AEST). We welcome your questions in that thread and hope you enjoy the answers below.
If you want to discuss any of the answers given, please use this Forum thread!

BlackMink: Could you please explain SWTOR's threat mechanics? What exactly do the de-taunt abilities do, and how exactly is threat generated? Is threat directly related point for point to the damage you do, or does each individual ability generate a pre-set amount of threat?
Cameron Winston (Combat Designer): Threat is calculated based on damage done, plus or minus certain modifiers, with one damage translating directly into one point of threat. These modifiers are always called out in the abilities which adjust them. For example, Soresu Form increases your threat generation globally, while Crushing Blow or Hilt Strike specifically generates extra bonus threat when activated.
De-taunt abilities reduce your threat level by a flat percentage of its current value. Healing generates less threat than damage and is split evenly among all enemies you are currently fighting.

Keldain: Love the stuff for 1.2! I think you guys are doing a great job on addressing the issues of the community. Just one thing I would really like an update on: is there any movement on getting an option to toggle hoods on and off?
Damion Schubert (Principal Lead Systems Designer): This is totally in the plan, but we are unsure at this time when it will get to you. 

Pierre-olivier: Will it be possible to create a guild uniform or get a distinctive sign. I mean other than the name displayed above the character?
Damion: At some point, this will be possible.  No ETA yet, but we have a design fleshed out.

Irouven: What is the idea behind the selection at the equipment vendor for planetary commendations? Sometimes you get boots, sometimes chest-armor, never a potential "full" outfit.
Damion: We don't want you to get all of the pieces of an armor set from any one source of gear.  We want you to do multiple activities in the game to build out a full set of gear.  This is a conscious decision on our part to encourage and reward playing multiple facets of the game.  So you should do other things -- heroics, check the GTN, etc -- the full set of gear is out there.

TheCritter: If I delete a character with Legacy unlocks do I lose those unlocks? For example, if I have a human female Sniper at level 50 with Act 3 completed will I lose the race unlock, Heroic Ability, and class emote for my other characters if I delete her?  
Damion: You will keep all unlocks that you have managed to unlock so far. 

Zawny: Any chance there will be an effort to develop account storage somewhat similar in nature to guild banks so that characters on an account can access items rather than mailing them under what the current plan appears to be?
Damion: We have a plan for this.  However, since there is currently a workaround for this (mailing items to your alt), this is a lower priority than some of the other improvements we have earmarked for the legacy system. 

DarthBloodloss: Why doesn't ranked War Hero armor (or the new tier of PvE armor) have augment slots?
Georg Zoeller (Principal Lead Combat Designer): It is possible to obtain ranked War Hero appearance with augment slots from crafters on the GTN. The schematics for the those items can be found on the PvP vendor and a critical success while crafting them will result, as with other armor, in an additional augment slot.
It is also worth noting that we will be adding a way to add an augment slots to existing modifiable armor in a future game update.

Aikiyc: Can we get a clarification on how interceptions in Huttball work? Currently, it seems to be mostly random, with a somewhat increased chance of intercepting if all the allied receivers are stunned. Does the number of allies VS enemies factor in? Closest to the center of or edge of the passing zone?
Gabe Amatangelo (PvP & Endgame Designer): The player closest to the center of the landing spot circle who is not stunned or mezzed will receive the ball, regardless of what team they are on.

Grandmthethird: It seems to me like some companions have a hard time when it comes to gear. I’m sure there is more but I’m thinking specifically of Torian and Skadge. It seems impossible to get aim melee weapons. Is this an oversight? Or am I simply missing something?
David White (Systems Designer): Aim melee weapons are used by a very small subset of companions.  For this reason we tend to distribute those items through either vendors or class specific quest rewards.  Our goal is to make these items reasonably available without constantly putting essentially “worthless” items in front of players who do not care about them.  We also make the items customizable (orange) when possible to make it easier to keep them up-to-date by swapping out the Mods and Enhancements.  Ultimately it’s a delicate balance to make sure they can be reasonably found and maintained by the players who care about them without them becoming a nuisance to players who might not even understand why they exist.

Thanks for all of your questions, and thanks to the team for answering them. If you’d like to put forward a question for next week’s Q&A, please visit this Forum thread!

Originally posted here.

Friday, April 13, 2012

Daily Quests and PVE Gear in SWTOR Patch 1.2


Hey everyone, with the release of 1.2, there is going to be a big rush to do dailies for credits and also leveling alts to gain benefits of the legacy system. I have created this guide here to help you with all the dailies (new and old) in 1.2 and also the ways to get geared up in patch 1.2 once you have reached 50.

Lets start with a nice big inforgraphic showing you the entire gear progresssion in 1.2!





















Recruit Armor
Recruit armor is a set of PvP armor you can directly purchase at the PvP vendor for around ~300k for the full set. This is a good starter set, even for fresh 50s doing PvE content. The side bonus is that you can also jump into PvP with this set.
Piece Credits
Chest 31700
Legs 31700
Head 31700
Gloves 26200
Boots 26200
Belts 20500
Bracers 20500
Ear 17000
Implant 17000×2
Offhand 19300
Mainhand 38600
Relic 11300×2
Total 320000
You might be wondering how it stacks with custom modded orange armor obtained from doing dailies. Below I will give you a comparison of 5 pieces, using the Recruit Force Master set (sorc/sage DPS) and custom modded gear using armoring/mods/enhancements from dailies. I am going to use the Slave Girl outfit as the custom armor base since it has 5 pieces and everyone is familiar with it!
For the Custom piece, I used the slave girl set as the base and then used Advanced Resolve Armoring 22 (purchased from Daily Vendor),
Advanced Aptitude Mod 22
(Belsavis heroic daily reward), 2x Advanced Quick Savant Enhancement 22
(Ilum heroic daily reward), and 3x Advanced Battle Enhancement 22
(Ilum heroic daily reward). I realized that you could get the Q23 armoring from the daily vendor but the goal here is to use only mission rewards and save Daily Commendations for the ear, implants, and relics.
Here is the character builder with Recruit 5-piece
http://swtor.askmrrobot.com/character/a93c8d7f-98da-403c-a6a7-af7edc98e446
Here is the character build with custom modded 5 –piece
http://swtor.askmrrobot.com/character/8c8206db-a7a2-47cd-8a9d-fb6f35133a75
How do they stack up?
  Recruit Custom
Endurance 545 585
Willpower 575 665
Power 120 189
Crit 72 81
Surge 84 117
Alacrity 126 78
Anyways, as you can see, the stats are not too terribly different between the two sets. Custom modded armor using stuff from dailies do offer you more options – you can sort of choose the stats you want.
If I were a fresh 50, I would grab the Recruit set first and then over the time as I do dailies, update them with custom modded armor.
Dailies:
Before we jump into dailies, let me offer you a nice chart with all the dailies tabulated for 1.2!
1.2dailieslist

There are now three planets to do dailies in: Belsavis, Ilum, and with 1.2, the Black Hole area in Corellia. Keep in mind that Black Hole is a separate zone within Corellia and you will need to take a shuttle to get there (the shuttle is right next to the spaceport).
Why do dailies you ask? Campaign relics (better than the relics from Nightmare KP), and Rakata ear/implants for fresh 50s. The new Recruit gear has made the Q23 armoring/barrels/hilts you can purchase and the Q22 enhancements/mods from heroic dailies a bit less of an upgrade but they are still there if you want to completely customize your armor for PvE.
You can also get some legacy armor kits for your alts in your legacy. Artificers can also purchase some schematics to make the color crystals for weapons. Here is a list of the new stuff included in the Daily Vendor in 1.2.
Note: The relics are actually BoP (Bind on Pickup) and not BoE as the tooltips here indicates
Name Cost
Campaign Relic of Boundless Ages
200
Campaign Relic of Dark Radiance
200
Campaign Relic of Elemental Transcendance
200
Campaign Relic of Ephemeral Mending
200
Campaign Relic of Imperiling Serenity
200
Campaign Relic of Shield Amplification
200
Campaign Relic of the Cerulean Nova
200
Campaign Relic of the Kinetic Tempest
200
Campaign Relic of the Primeval Fatesealer
200
Campaign Relic of the Shrouded Crusader
200
Schematic: Advanced Blue Eviscerating Crystal
20
Schematic: Advanced Blue Hawkeye Crystal
20
Schematic: Advanced Blue Indestructible Crystal
20
Schematic: Advanced Red Eviscerating Crystal
20
Schematic: Advanced Red Hawkeye Crystal
20
Schematic: Advanced Red Indestructible Crystal
20
Birthright Headgear Construction Kit 250
Birthright Leggings Construction Kit 200
Inheritance Boots Construction Kit 100
Inheritance Jacket Construction Kit 200
For Belsavis and Ilum dailies, you need to finish your class quest first and then you can receive the Ilum and Belsavis bonus series which you can complete to unlock all of the dailies.  It is not known if you need to complete your class quest to receive the Black hole starter quest but you should be finishing your class quest anyways. Btw, for those wondering, you don’t need to finish the Corellia planet quests to receive the Black Hole quests.
Black Hole – Corellia
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  • The starter quest that leads you to the Black Hole area can be picked up on the Fleet. For the Imperial fleet this is Sergeant Karloss on the imperial fleet inner ring.
  • 5 solo dailies, rewards 6 Daily Commendations in total (one [AREA]quest has multiple stages and rewards 2 daily commendations). You get ~ 7k credits in per quest, except for the multi-staged one, which rewards you ~ 11k credits. That is about 40 k credits at least per day from all the solo dailies.
  • One heroic H4+ daily, can be 2-manned if you are geared. Reward you with 3 Daily Commendations and either a blue prototype box or an orange piece.
  • One weekly, requiring to complete all the solo and group dailies once. Reward you with 6 Black Hole Commendations and 16k credits.
  • All of the solo dailies are fairly easy to do but can get annoying if there are quite a few people doing them as the area isn’t exactly packed with quest mobs.
  • All of the dailies are picked up at the quest terminal, you can pick up the heroic after you done all the solo dailies for the day.
  • Total Rewards/day: 9 Daily Commendations and 56, 043 credits
Here is a list of the quest names for both the Empire and Republic side. I will also do a short write up on both the Empire and Republic dailies below. Skip if you already know how to do them :)
Type Empire Republic Reward
Solo Daily Hypermatter Directive Counter Eco-Terroism 1 Daily Commendation, 7175 credits
Solo Daily Glow Forced Labor 1 Daily Commendation, 7175 credits
Solo Daily Control the Battlefield Stolen Victory 1 Daily Commendation, 7175 credits
Solo Daily No Trace Left Eyes and Ears 1 Daily Commendation, 7175 credits
Multistaged [AREA] solo daily Asset Liquidiation Criminal Crackdown 2 Daily Commendation, 11196 credits
Heroic  4+ The End of Torvix Chasing Shadow 3 Daily Commendation, 16147 credits
Empire-Hypermatter Directive
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  • Steal 5 emergency hypermatter supplies.
  • No mobs are initially present but there are probes constantly being deployed that scans within a certain radius. If you are “scanned”, a strong mob will spawn and attack you.
  • Has sort of a stealth/Splinter Cell feel to it.
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Empire-Glow

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  • You will need to kill mobs and grab the Anti-Rad injector they drop, these injections will protect you from 10 ticks of the toxic water.Do not fight in the water, fight in the land whatever possible.
  • First console where you need to reroute the Hypermatter pipeline is immediate in front of you as you enter the “instance”, guarded by a group of mobs where you will receive your first Anti-Rad injector.
  • Reroute the remaining 3 Hypermatter pipeline located throughout the room (see the pictures below).
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Empire-Control the Battlefield

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  • Kill and easy, kill 12 mobs (same mobs required by Asset Liquidation) and turn in!

Empire-No Trace Left

  • Also very easy, identity 3 spies located in the same room as the quest terminal using the quest item they gave you. Each time you use the item, it will tell you how close you are to the spy (i.e. 15m, 10m, 5m).

Empire-[AREA] Asset Liquidation

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  • Automatically received when you get off the shuttle and enter the Black Hole area.
  • Multiple stages: stage 1- kill 20 mobs, stage 2- destroy 6 munition caches, stage 3 – destroy the Com Tower and recover T-5R7 memory core.

Empire-[HEROIC 4+] – The end of Torvix

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  • You will need to complete all the solo dailies (except the multi-staged [area] one) first to pick this one up.
  • Fairly challenging heroic 4+ but can be handled by two people with 2 companions if geared.
  • Having CC (Crowd Control) abilities will make this one easier.
  • Multiple steps, it is not a quick and easy one like the Belsavis/Ilum ones.
  • Puzzle at the end: goal is reroute toxic liquid from the left side of the wall to the right using 3 buttons on the consoles, each button handles a different pipe so play around with it until everything connects!
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Republic – Counter Eco-Terrorism
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  • Do not go into the toxic water! Kill the mobs around the water to obtain an Anti-Rad Injector that will give you 10 stacks of protection against the toxic water.
  • You will need to disable the holes in the tanks that are leaking toxic water (marked in the picture below). Each injector will allow you to disable 2 of these holes before you will need to run out.
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Republic – Forced Labor
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  • Rescue 5 Drall eningeers stuck in a holding cell. Pretty simple mission but the area is not “instanced” do it is best if you group up and all get credit at the same time.
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Republic – Stolen Victory
  • Recover 15 stolen prototype weapon, which are in chests scattered around the quest area and also dropped by mobs guarding the chests.
  • Fairly easy quest, but can be annoying to get it done if there are a lot of other players around; luckily, the respawn timer on chests/mobs is not too bad.
Republic – Eyes and Ears
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  • “Stealth” mission similar to Empire’s Hypermatter Directive.
  • You will need to plant 5 listening devices, but there are probes being deployed constantly around the room. If these detect you, a strong mob will spawn and attack you.
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Republic – [AREA] Criminal Crackdown
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  • Automatically received when you get off the shuttle and enter the Black Hole area.
  • Multiple stages: stage 1- kill 15 mobs, stage 2- destroy 4 weapon containers (if you have CC abilies, you can CC the strong mob, kill the weak one ,destroy the container and leave before the strong mob wakes up), stage 3 – Destroy the Sensor Hub and kill Quick-Hands Quarl (He has an ability called Artillery that you should interrupt if you can).
Republic – [HEROIC 4+] – Chasing the Shadow
  • You will need to complete all the solo dailies (except the multi-staged [area] one) first to pick this one up.
  • Fairly challenging heroic 4+ but can be handled by two people with 2 companions if geared.
  • Having CC (Crowd Control) abilities will make this one easier.
  • Fairly short (much shorter than the Empire equivalent) and ends in an epic boss fight.
  • Koric, the last boss has a two main abilities: First one is the grenades which he throws on a random player and pulls a nearby group member to that person. It has a small DoT (400 damage per tick) and slow effect.
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  • The second ability is a giant yellow circle on the ground which lasts for a few seconds before an airstrike  lands. It doesn’t really hurt but it is best to get out of it.
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    Ilum Dailies
    Type Empire Republic Reward
    Solo – Base A Tightened Grip Jamming the Transmission 1 Daily Commendation,10762 credits
    Solo – Base Defend the Shipment Pilot Down 1 Daily Commendation, 10762 credits
    Solo – Base Operation Shatterstorm* A Fair fight 1 Daily Commendation, 10762credits
    Solo – Waystation Rightful Owner Icy Destruction 1 Daily Commendation, 10762 credits
    Solo – Waystation Sabtotage Crystal Clear Sabotage 1 Daily Commendation, 10762 credits
    Heroic 2+ Poisonous Strategy* Darkness on Ilum* 3 Daily Commendation, 13995 credits (Empire), 16147 credits (Republic), Q22 enhancements
    *Operation Shatterstorm have a multi-staged bonus quest that can be only completed once per character that grant you 13,995 credits and 2 Daily Commendations.
    *Poisonous Strategy/Darkness on Ilum also have a multi-staged bonus quest that can be only completed once per character that grant you 2332 credits and 2 Daily Commendations.
    You can get a total of 8 Daily Commendations and 67805 credits per day for all the Empire dailies. Republic dailies will grant you 69957 credits in total.
    Belsavis Dailies
    Empire
    Type Location Name Reward
    Solo Imperial Domination Outpost Invisible Threat 1 Daily Commendation,7175 credits
    Solo Imperial Domination Outpost Unintended Consequences 1 Daily Commendation,7175 credits
    Heroic 2+ Imperial Domination Outpost Lights Out 3 Daily Commendation, 13995 credits, Orange weapon for your companions
    Heroic 2+ Imperial Domination Outpost Old enemies 3 Daily Commendation, 13995 credits,Q22 armoring or blue prototype box 
    Solo Deep Launchpoint Transporter Reluctant Volunteers 1 Daily Commendation,7175 credits
    Solo Deep Launchpoint Transporter Ancient Transmission 1 Daily Commendation,7175 credits
    Solo Deep Launchpoint Transporter Found in Translation 1 Daily Commendation,7175 credits
    Solo Signal Monitoring Center Droid Malfunction 1 Daily Commendation,7175 credits
    Solo Signal Monitoring Center The Carriers of Xenovirus Prime 1 Daily Commendation,7175 credits
    Heroic 2+ Signal Monitoring Center Freeing the Fallen 3 Daily Commendation, 13995 credits, Q22 mods or blue prototype box
    Solo Tunnel North of Signal Monitoring Center Deadly Mutations 1 Daily Commendation,7175 credits
    That is a total of 17 Daily Commendations and 99,395 credits for the Empire Belsavis dailies.
    Republic
    Type Location Name Reward
    Solo Republic Wildness Outpost Strengthening the Chain 1 Daily Commendation,7175 credits
    Solo Republic Wildness Outpost Restraining the Darkness 1 Daily Commendation,7175 credits
    Solo Republic Wildness Outpost Emergent Medicine 1 Daily Commendation,7175 credits
    Heroic 2+ Meltwater Outpost A Lesson is Learned 3 Daily Commendation, 9330 credits, Q22 mods
    Heroic 2+ Meltwater Outpost Open Communications 3 Daily Commendation, 9330 credits, orange weapon for your companions
    Solo Frozen Transport Center Riot 1 Daily Commendation,7175 credits
    Heroic 2+ Frozen Transport Center Stasis Generator 3 Daily Commendation, 9330 credits, Q23 armoring or blue prototype box
    Solo Oasis Republic Outpost Prison Repairs 1 Daily Commendation,7175 credits
    Solo Oasis Republic Outpost Containing the Beast 1 Daily Commendation,7175 credits
    Solo Oasis Republic Outpost Unheard Frequencies 1 Daily Commendation,7175 credits
    Solo Oasis Republic Outpost Sleeping Rakata 1 Daily Commendation,7175 credits
    That is a total of 17 Daily Commendations and 85,390 credits for the Empire Belsavis dailies.
    Space dailies
    Just you thought you were done with your dailies, there is also a daily for the highest level space mission that rewards 2 Daily Commendations and 6540 credits. This daily is called Operation Ascendant Pride on the Empire side and Operation New Eclipse for the Republic side.
    Hardmode Flashpoints
    Starting in 1.2, there are no more daily lockouts for Hardmode flashpoints! This means that you can farm these flashpoints whenever you like!
    All the hardmode flashpoints pre-1.2 will drop only Columi grade gear on the last boss. You can check out this guide to I wrote to see what they drop.
    However, the new Hardmode flashpoint introduced in 1.2, Lost Island, will drop Columi grade loot on every boss and the last boss also drops Rakata loot (Rakata chest). Be warned though, it is fairly diffcult compared to previous Hardmode Flashpoints and you definitely need to have previous gearing from pre-1.2 Hardmode flashpoints or Warzones for a successful run.
    Don’t forget to pick up the following weekly and daily from the mission terminal located on the Supplies section of the fleet.
    [DAILY] Galactic Conflicts – complete any of the Hardmode Flashpoints
    [WEELY] Rakghoul Conflicts – Complete Hardmode Kaon Under Siege and Lost Island
    You can also pick up the Vehicle Achievement – [Aratech Ice] from the achievement terminal located in the GTN section of the fleet (next to the guild bank).
    Warzones
    If you like to PvP, Battlemaster gear is also an alternative to running hardmode flashpoints for Columi gear. With 1.2, Battlemaster gear has no more valor requirement to wear. It can now be directly purchased via Warzone Commendations earned by doing warzones.
    While Battlemaster maybe be lacking a bit when it comes to primary stats (i.e. willpower, endurance), it does have a bit more of secondary stats (i.e. crit, surge etc).
    Operations – Rakata Gear
    Hardmode/Nightmare Eternity Vault and Karagga’s Palace all drop Rakata gear, to see which bosses drop what. Please consult this guide here I wrote here.
    The new operation, Explosive Conflict, also drops Rakata gear on storymode (also known as normal mode). It drops some Rakata stuff previously only available to Daily commendation vendors like Rakata implants. Here is a quest list of the loot dropped off storymode EC.
    Explosive Conflict – Storymode
    • Toth and Zorn: Rakata Bracer, Rakata Implant, Rakata Chest
    • Stormcaller and Firebrand: Rakata Belt, Rakata Offhand, Rakata Boot
    • Colonel Vorgath: Rakata Legs, Rakata Gloves, Rakata Implant
    • Warload Kephess: Rakata Helmet, Rakata Mainhand, Black Hole MK-3 Legs
    Remember to pick up [WEEKLY] Deadly Operations which give you 20 Columi commendations for defeating either Gharj or Jarg & Sorno in Hard/Nightmare EV & KP.
    Also pick up [WEEKLY] Galactic Crisis Points for defeating Colonel Vorgath in storymode Explosive Conflict.
    For Vehicles, you can pick up Vehicle Achievement – [Aratech Fire] from the achievement terminal located in the GTN section of the fleet (next to the guild bank), which rewards you with the vehicle for kill bosses in the three operations on storymode.
    Operations – Black Hole Gear
    Black Hole is a new tier of gear (rating 146) introduced with patch 1.2. There are 3 variants: Black Hole MK-1, MK-2, and MK-3. MK-1 gear can be purchased directly from the vendor with Black Hole Commendations (weapons are not available for purchase unfortunately). MK-2 and MK-3 are dropped from Hardmode Explosive Conflict (MK-3 legs also dropped off the last boss of storymode Explosive Conflict)
    Black Hole gear has no set bonus unfortunately and cannot be reverse engineered (mods/earpieces/implants can be RE’ed)
    The exchange rate is as follows
    Slot Black Hole Commendations
    Offhand 50
    Head 60
    Chest 60
    Gloves 50
    Legs 55
    Feet 50
    Bracer 30
    Belt 35
    Ear 35
    Implant 35
    Implant 35
    Total 495
    Where to obtain Black Hole Commendations?
    • Corellia Black Hole weekly – 6 Black Hole commendations/ week
    • Weekly quest Rakghoul Conflicts (complete Hardmode Lost Island and Kaon Under Siege)
    • Nightmare Pilgrim – World Boss on Voss
    • Storymode Explosive Conflict – 2 Black Hole Commendations per boss, 4 per chest (3 chests found so far)
    • Hardmode Explosive Conflict – 4 Black Hole Commendations per boss, 4 per chest.
    • Nightmare Karagga’s Palace
    Operations – Campaign Gear
    Campaign gear is obtained from Hardmode Explosive Conflict and Nightmare Pilgrim – World Boss on Voss.
    The loot table for Campaign gear, once completed, can be found here in that loot list I linked earlier. Keep in mind that tokens for Campaign gear are not class specific (i.e. bosses will drop a helm token that any class can trade in for armor).
    Unlike Black Hole gear, Campaign gear does have a set bonus. It can also be Reverse Engineered for a schematics, which allow it crafters the chance to add an augment slot if they crit while crafting. 
    The point of Black Hole gear is to offer a stats alternative to the campaign gear. If you are curious about what the stats difference between Black Hole and Campaign gear, check out this guide I wrote a couple days ago.
    For Vehicles, you can pick up Vehicle Achievement – [Aratech Nightscythe] from the achievement terminal located in the GTN section of the fleet (next to the guild bank), which rewards you with the vehicle for kill bosses in the three operations on Hardmode (nightmare KP/EV should also work).
    Augmented Gear
    The BiS (Best in Slot) gear is going to come from orange gear with augment slots. You will need a crafter to make you an orange armor shell that has an augment slot. Then you can move your armoring, mods, enhancements into that orange shell and also add an augment for additional stats.
    Unfortunately, the set bonus won’t transfer with armoring for any of the pre-1.2 gear, only Campaign gear (for PVE gear)  has set bonus that transfer with armoring. This means that you won’t be able to wear fully augmented gear until you start clearing Hardmode Explosive Conflict.

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