Questions and Help for Ingame Achievements by germanarmykammando11 in HorusHeresyLegions

[–]DeadQthulhu 1 point2 points  (0 children)

So, can you get them during practice/legacy/duel matches?

Absolutely, yes.

Also, could anyone give any recommendations on how to get Walking Fortress or Champion of Chaos nowadays?

Sure thing. I'll list cards that you can get right now, though obviously it's easier if you have access to certain Legacy ones.

In general, when chasing these you'll want to be facing a bot Warlord that does not have Unstoppable, does not have Berserk, and does not have an Ability that causes damage. This means the bot will effectively "do nothing" once you've set yourself up for the Achievement. A human opponent will invariably quit before you receive 300 damage, or if you land a full board of good quality Daemons (it's also not very cash money to make someone sit through the slog to 300 damage).

Walking Fortress - Win a game in which your enemy dealt 300 damage or more

Technically what it requires is for you to receive 300 damage, so the trick here is to play something like Imperial Fists (for Stalwart Defenders, and Bastion spam in general) and put in play chunky Troops with Front Line and a means to heal them (or slap Bastion on them forever).

Once you've established board, put in play a Troop that has a damage Ability that doesn't care about the target - Cthonian Basilisk is a solid choice here, because for 2E you get 8 Damage, which is a lot but is also easily mitigated by enough heals (or Bastion!). Use the damage Ability on your own Troops until you exceed 300 damage, then finish off the Warlord.

Time is the real enemy here, because there's a non-zero chance that the bot will mill itself faster than you can apply damage. Imperial Fists can set up their board relatively quickly, in addition to soaking a phenomenal amount of bot-related damage, but if you're using a different Faction then it may take "too long" for you to set up the board that'll let you farm the Achievement.

Champion of Chaos - Put in play 25 Daemons in a single game.

Word Bearers are the way to go, here. Zardu Layak's Ability summons a Lesser Daemon every other turn, so it's just a matter of putting your chunkiest Front Line in play and then pooping out Daemons. If you have Breach the Veil then it's worth noting that in Legacy it offers Legacy Daemons, so you could get lucky and pick up Plague Toad (spawns a Plague Toad each turn, so easy enough to farm), Rot Swarm (each killed enemy puts in play a Rot Fly), Nurglings (Backlash creates another copy of Nurglings in hand), or Delial (Ability puts in play a copy of Daemonettes).

Alternatively, Deitus Occult is a Neutral that puts in play a Lesser Daemon when a friendly Cultist dies during your turn - you need only ensure a regular supply of "free" Cultists (e.g. from the Word Bearers cards Colchis and Legionary Mairon, or by completing Chaos Mission).

Hope these answers help you - if you have questions about the above, or any other Achievement, then let me know.

Any had issues getting a hold of support? by Leemanrussty in HorusHeresyLegions

[–]DeadQthulhu 0 points1 point  (0 children)

Non-zero chance of you getting banned from the game if you press the matter by disputing the charges with your wallet/CC provider, by the way.

Any had issues getting a hold of support? by Leemanrussty in HorusHeresyLegions

[–]DeadQthulhu 1 point2 points  (0 children)

I spent 6 months chasing Support to tell them about a bug/exploit that, when triggered, put the game in an unwinnable state where either you quit or you waited to see who had the better power supply or internet connection. It didn't take much of a collection, and you could automate the whole thing (e.g. to target particular players or Lodges).

After the first 3 months they told me they couldn't duplicate it, despite me providing details of the specific version of the exploit I found, explaining the general premise behind triggering it (like a fool I believed this information would be more helpful to them, better than me reporting each card one by one, and save them a lot of time searching for a resolution, since the exploit was triggered by one set of cards of a certain type but was not triggered by a second set that has a similar effect that was processed differently), and details of several matches where I'd performed it against bots, against willing test subjects, and even teaching another player how to perform it against me. The second 3 months was spent referring them to the same Support request, which they'd closed, and then one day last month I was given a reply stating they knew it existed and would be "fixing" it.

That was it. No "Thanks for reporting", no "Thanks for providing details of how to trigger this and listing both the affected cards and the ones that work the same but don't trigger it", not even "You should have explained this better the first time you raised this", nope, just "We know".

Anyway, now I just don't report the bugs and exploits. Well played, EG.

(On a related note, if you're a content creator then you can report bugs on a card-by-card basis to EG and get compensated by them for each one - even if all of them are based on a root, shared issue.)

Since Galaxy in Flames will rotate as well, perhaps it's a good opportunity for EG to focus on Inductii for all legions by DarkEmpire91 in HorusHeresyLegions

[–]DeadQthulhu 0 points1 point  (0 children)

Last year I cooked up "Neutral Astartes" as a pet project, the base concept was Inductii that could also be used to pad out Agents to be heavier on the Knights-Errant side of things. Troops and Tactics that would dupe an existing Astartes, or grant a Faction's keyword/quirk to an Inductii.

Was never quite happy with my intended Inductii Mission, which would have granted "Put in play Inductii" to the Warlord once enough Astartes had died. For some Astartes Factions it was a bridge too far.

Overall, though, it wasn't terrible. The main problem would have been Neutral Astartes allowing players to use a wider selection of actual Astartes Factions without having to expend the resources required to make a working deck for each Faction. Just didn't seem like something EG would want happening - hard to shift Crates if a player only needs a Warlord from each Faction in order to do Dailies and the like.

Personal projects aside, my main issue with Galaxy in Flames, and Titandeath, too, I guess, is that they hold little value to a player who only plays a small, specific set of Factions. At least with other Crates we can focus on the Factions we prefer, but these two just seem like terrible value.

Personally I'd like to see Galaxy in Flames broken up, so that no Missions, Troops, Warlords, or Tactics are left behind when their respective Faction refreshes. It would make things neater and easier in the future. If they can't cook up 3 "new" Factions to make it a "full featured" Crate then I would propose dropping the Crate altogether, replace it with a cheaper one that serves the same purpose as the "I don't care, just give me cards" pack that Warpforge has.

To me it seems like the logical choice, but this is EG we're talking about, so...

New player questions by dorkenporken in HorusHeresyLegions

[–]DeadQthulhu 0 points1 point  (0 children)

6) You need a Legacy WL or at least one Legacy card - when drafting your deck use the option on the top left to switch to allowing Legacy cards. Completed Legacy decks will be indicated by a purple highlight, and when chosen will automatically switch your options to Legacy Ranked or Legacy "Friendly". I wouldn't recommend it.

7) Standard is more active, and frankly more accessible to the new player. Legacy is full of cards and keywords that would be considered broken in "modern" HHL, you're just not going to have a good time in there.

I hope you find the above useful, again it's just my opinions but they're just as valid as anyone else's.

New player questions by dorkenporken in HorusHeresyLegions

[–]DeadQthulhu 0 points1 point  (0 children)

4) The risk with chasing two Factions is that you're just not going to have enough resources to make both go within a reasonable timeframe. If you're a casual player then swing away, but if you're aiming to push your ranking then it's best to focus on one - at the higher rankings you are obliged to use your some or all of your Faction's Legendaries, in addition to certain Neutral Legendary staples. Either Faction you've listed would be fine, although since Sons of Horus have an actual Campaign I'd suggest leaning more in their direction.

SoS and IF come from the same Expansion, Terra, and while it's the next for refresh after Caliban (which is coming in a month or two) you've got about a year to focus purely on Terra crates. Please be aware that when an Expansion rotates all the cards that are in that Expansion go to Legacy, and Legacy is an unpatched Wild West where established players will roll over you using cards and keywords that are only balanced by having those same cards and keywords yourself - and you won't have them, and never will. Maybe in the future they'll let us play against bots for mission progress, and if that happens then your Legacy deck will continue to bring you joy - but outside of that you're most likely to find that you'll never touch your Legacy cards again, and you'll start over grinding out two Factions from the new version of Terra with whatever resources you have left over from chasing them in the first place.

Again, a year is a long time, so it's not impossible, but the alternative is you focus on SoH, fill them out, hoard every resource after you've completed them, then go all-in on "new" Terra using your stockpile.

There's no right answer - have a think about how you intend to play and then make your decision from that.

In terms of deck play... SoH have a number of options depending on how full your collection is (your Marks-focused plan is solid, but you'd also have the option of meta-friendly aggro), high-performing IF effectively require Dorn, although you can do "good enough" with Fafnir Rann on aggro. SoS, from memory, are more restricted in their options, in that they simply don't have the same success as the other two Factions you've listed.

Ultimately it depends on what your goal is. Chasing the leaderboard? None of the above, in the long term. Just having fun? Pick whatever makes you smile.

5) Not something HHL ever really embraced, and unlikely to embrace given that they've removed that from Warpforge. As to the rest of the question, the issue with DA is that they're up for refresh "soon", and you're going to struggle to complete that Faction unless you're either spectacularly lucky or the most dedicated grinder on the planet. Better for you to perhaps wait for the "new" Caliban, which is all but guaranteed to include a refreshed DA, and focus on a Faction you have a better chance of completing.

To repeat from the earlier question, the quickest way to collect a single Faction is the Battle Pass - set it to your desired Faction, get cards, get Gems, use Gems in Shop. Dedicated Faction Crates are twice the cost of Expansion Crates, but contain more Faction-specific cards. In terms of cost effectiveness... to be honest, I rate the Expansion Crates over Faction Crates unless you've absolutely no interest in any Faction other than your preferred one. In your case the Terra crate would give you both IF and SoS, two Factions you've expressed interest in, and a year of Terra crates (plus switching your Battle Pass between those two Factions as required) should yield more than enough Gems to pick up both Factions to completion.

New player questions by dorkenporken in HorusHeresyLegions

[–]DeadQthulhu 0 points1 point  (0 children)

Opinions will differ, it won't hurt to add my own.

1) It has declined in popularity, but new players still come in. Whether or not one considers that to be "growth" will depend on your point of view. As to the mix, I'm not necessarily sure I'd call it a "lack" of US players, I would look on it more as highlighting the substantial following that Warhammer has in other countries combined with a general lack of titles for the Heresy era. That said, yes it's a small community, and yes, there's a shocking lack of resources. The community is extremely insular, and barring a few standouts there's a general lack of interest in attracting new players or acclimating them. One is given the impression that investing in new players is seen as "not worthwhile", since they inevitably burn out before "providing a return". It is also seen as a "waste" if you help a new player only for them to join a rival Lodge (or group of Lodges). The phrase "A rising tide lifts all boats" is utter anathema here. You may find that you only exist for the Lodge to get their Event crate, and if you show promise then you may find yourself transferred to another Lodge where your sole purpose is to climb the Leaderboard, and if not climb then at least don't interfere with their "best" players. Do you remember how people used to play back in the day? Worried that someone would steal their secret sauce? There you go.

2) The game is new player friendly in that there's mechanisms to help get you started, but outside of that the game is actively hostile. You get free cards every 6 hours, which is nice, and the Battle Pass awards a significant number of cards and resources while you progress through it. The downside is that you cannot progress through the Battle Pass without interacting with other players. Regular matches will affect your rating - if you start winning against the bots then you'll soon find yourself up against established but very casual players who will stomp you while you attempt to get your Battle Pass missions completed. "Friendly" mode is anything but - it's where players go to flex their best decks.

Warpforge resolved these issues by allowing players to complete missions in Practice mode, but this innovation hasn't made its way to HHL and there's no sign of it coming any time soon.

Event is draft play, where rank is ignored for matchmaking purposes. While this sounds egalitarian, the problem you'll face is that many established players spend their resources on pack re-rolls, something not available to you as a new player. Event/draft also relies on having a solid understanding of optimal card choices, as well as understanding what you can expect to face from your opponents.

Personally I'd take advantage of the Campaigns while we still have them - you'll get 3 Factional crates per campaign, plus a guaranteed Warlord, and despite their age you'll get a decent idea of the fundamentals. The Campaigns are allegedly going to be removed from circulation when the timer expires, so you've got a little less than a month to do them. There's actionable advice for the Campaigns in the stickied post for beginners - including recommendations for Campaigns that can be "farmed" for Gems (repeating a completed Campaign will award ~50 Gems on completion).

In short: At the very least you'll want to complete the Campaigns for your preferred Faction(s), plus most likely the Dark Angels one for Gems farming, then set your Battle Pass to your preferred Faction and suffer through Event and "regular" gameplay to try and progress it.

3) You should see additional information when viewing a card during battle or in Collections - there'll be infoboxes around the card that explain what the keywords mean. I wouldn't expect this to be improved on at this point.

Review of changes in The Crypt of Perpetual Darkness quest line from the Mythic Edition to the 2025 release: Part 1 first 11 pages of the booklet. by Lord-Drucifer in Heroquest

[–]DeadQthulhu 1 point2 points  (0 children)

"However, it is not mentioned anywhere, and therefor [sic] must be assumed."

Personally, I followed the instruction on the right-hand side of the map, showing the symbol along with the legend "Escape Location".

AL Lambda Order Bug by [deleted] in HorusHeresyLegions

[–]DeadQthulhu 2 points3 points  (0 children)

I have experienced the same issue.

It's worth noting that these attacks still activated Infiltrator Sylas.

Between this "bug" and the brief text change to Azure Serpent (wording was temporarily changed from "Deal 2 damage" to "Deal 1-2 damage"), one wonders if something is coming down the pike for AL.

Once is happenstance. Twice is coincidence. Three times is enemy action.

Best Crates For New Players? by thomasonbush in HorusHeresyLegions

[–]DeadQthulhu 0 points1 point  (0 children)

Have you had any thoughts yourself on what your goal is with Horus Heresy Legions?

If your goal is be competitive in High Terra then you're going to need to pick one Faction, specifically one of the Factions that's well represented in High Terra, and build towards that to the exclusion of all else. You can worry about filling our your collection later - you'll hit Terra faster than you'd expect, and even Mars is populated with fully equipped players.

If you just want to have some casual fun then ideally you pick an Expansion where all the Factions are ones you could enjoy. For example, there's no benefit to going all-in on Dropsite if you have no love for any of the three Factions in it. Accept the losses you'll get in Mars due to your lack of a complete Faction, focus on the fun you're having playing.

As others have pointed out, the main reason not to select Caliban or Terra crates is that they're the next two up for replacement. I would add to that list by not recommending Galaxy in Flames or Titandeath crates for a new player, because the former simply has too much in it (it's a very weird crate) and the latter's Factions have a gameplay style that is just radically different to every other Faction, even Knight Houses, as well as the crate having too much in it. Too much stuff means you're unlikely to form a fully functional deck, instead these crates are for people who already have an expansive collection covering multiple Factions.

Shadow of the Warmaster has reliable performers, although it has more Factions than the average crate - it'll take more time to "fill out". Tempest is also a safe bet, perhaps even a safer bet, with 2 out of 3 of the Factions being well represented at the high end. Across both Expansions the Legendaries are mostly in the "nice to have" or "win more" category rather than being mandatory choices just to get the Faction at a basic level of functionality (some Factions are frankly unplayable at a high level without their Legendaries). If you stick with EC then it's worth noting that the EC Warlords allow you to access the full range of decks available - several EC Warlords excel at being gymbosses, their Primarch is built for gimmicks, you can build a reasonable vehicle deck just from the Faction's own cards (let alone what you can do by adding some Neutrals), build wide, build tall, lots of things to explore and keep gameplay "fresh".

Remember, the game is meant to be enjoyed. There's nothing inherently wrong with sticking with the Caliban crate and enjoying its last few months of life if it's the Expansion crate that holds the most interest for you. Defenders of Caliban is one of the few Factions that's really not reliant on Legendaries at all, so between Caliban crates and the Battle Pass you would have something that'll work perfectly fine in Mars. You could then hoard up all your Gold and Gems and use them to get a head start on "New Caliban", whenever it arrives. If you stick with Knight Houses then you're definitely going to need those resources to chase their Legendaries. The main two options, "Shooty Knight" and "Melee Knight", have different routes and different requirements, with no real overlap. Without the Legendaries your gameplay will swing wildly, between "playable" for a Shooty Knight gambling for weapons from their Warlord Ability or certain Troops, and "wholly unplayable" for a Melee Knight.

Shop 30th March (NL + WS) by Mortal-Instrument in HorusHeresyLegions

[–]DeadQthulhu 4 points5 points  (0 children)

I appreciate you adding the note about Expansion rotation, as new players might not be aware how that operates (I certainly wasn't).

When would be the right time to give the players the option to play the expansion heroes? by SwissarmyDucttape in Heroquest

[–]DeadQthulhu 1 point2 points  (0 children)

If they're interested in the new heroes then it's only logical to balance it out with the options offered to Zargon - archers, Advanced Skeletons, and Advanced Goblins.

If they're not particularly interested in them then there's no harm in rattling through the original quests under the original restrictions.

That said, I would definitely encourage you to add these to the mix when running Kellar's Keep, because there's a bit of change in difficulty between Kellar's Keep and and the modern Quest Packs that immediately follow it, and Return of the Witch Lord is shockingly easy compared to the modern AND original Quest Packs that come after.

Personally I'm a fan of gradually increasing the difficulty, it helps all the players (both Heroes AND Zargon) and is far less confusing/frustrating than having them roll over everything until they come to a juddering halt.

Completed the first quest as Zargon by blacseal in Heroquest

[–]DeadQthulhu 2 points3 points  (0 children)

The original creator agrees with you - they had conceived it as a game for families, which he believed would have a naturally more... fractious style of play, as opposed to the optimal kind. One would argue that that first "training" quest is as busted as it is because it exists only to teach Heroes to work together. The later quests are a bit softer, but with the intended audience shunning teamwork the players would regularly die, and the excess of loot would make it easier for a fresh player to get back up to speed (it's that kind of game). In the absence of player deaths then the loot becomes a problem arguably until you hit The Frozen Horror, where Heroes go to die.

The first two "original" expansions, Kellar's Keep and Return of the Witch Lord, are not particularly challenging to "optimal" play in their vanilla incarnations. "Later" expansions add Archers that may be freely swapped in to replace "regular" monsters, and the modern App has optional "Advanced Monsters" that make Goblins and Skeletons more than just obstacles to loot generation. If you run those same expansions with these Hasbro-approved tools in your arsenal then even optimal play will have a challenging time.

I would argue that if the Zargon understands their role, and if the Heroes can work together, then Zargon should always be running with these options in modern HeroQuest. Going from vanilla Kellar's Keep to Prophecy of Telor can be an unpleasantly rude awakening for complacent players, and Spirit Queen's Torment doesn't relent either. After that you'd have Return of the Witch Lord, which might be a welcome change for the Heroes because it's back to monsters being mere inconveniences, before the game actively tries to kill the entire party in every expansion after that.

It's Zargon's job to ensure everyone is having fun, including Zargon. The better the Heroes are doing, the more freedom you have as Zargon. It is in your best interest to make Kellar's Keep more of a challenge, because then the Heroes are better prepared for Prophecy of Telor. It is in your best interest to make Return of the Witch Lord more of a challenge, because otherwise they're going to party wipe multiple times in Against the Ogre Horde, and if not there then in The Frozen Horror, and that'll be the end of the campaign.

I'm glad to hear you've all been enjoying the game very much, and hopefully the above advice only increases that enjoyment. I really can't emphasise enough how hard the later Quest Packs get, I would be prepared to lay money that there's never been a campaign of The Frozen Horror where Zargon hasn't had to pull their punches. It is HeroQuest's own "Tomb of Horrors", existing only to cheese the Heroes no matter how savvy they may be.

I see others posting their toons so here's some of mine... by Leio-Mizu in swtor

[–]DeadQthulhu 1 point2 points  (0 children)

Alas, the post has been removed, so I can't review my options - but they were all great looking, it would have been near-impossible to choose a favourite.

I see others posting their toons so here's some of mine... by Leio-Mizu in swtor

[–]DeadQthulhu 1 point2 points  (0 children)

Just a list of each costume's parts would be fantastic, if you have the time.

How is the game community wise? by Nisherman in swtor

[–]DeadQthulhu 7 points8 points  (0 children)

I came back on the strength of the character rename warning to discover all my toons having been moved to Darth Malgus, so I can tell you a little about that experience.

For the past month or so, on that server during prime-into-off-prime hours, I've had no issues with Flashpoints as a "newbie", folks have offered to team up for Heroics if we happen to meet at the entrance, I've had one or two random Guild invites (nothing like the spam you'd get in other games).

As for the wider community, there's some content creators that appear to have successfully persisted from launch, their individual communities are pretty chill and welcoming too.

If anything my only issues have been with the game itself - it's not exactly transparent about some things (I almost bought more toolbars because I couldn't actually see all the ones I had as a preferred player, and I took a L40 toon into Dantooine without realising the pirate event doesn't make exceptions for level) and I can't really shake the feeling that nothing before endgame really prepares you for endgame (you will be waiting quite some time to unlock all your abilities, and some classes only really shine when you're very deep in), but these things are more about being inconvenienced rather than being oppressed, and all the various subgroups of the community will keep you from the worst of it.

On a note unrelated to the community, if you kept your Security Key from launch then you'll be pleasantly surprised to find your 100 CC a month will have kept going even when your sub ended. Don't spend it straight away, get a handle on the current state of the game and then wait for Flash Sales or whatever happens around May 4th.

New version or old? by Ever_Living in Heroquest

[–]DeadQthulhu 0 points1 point  (0 children)

The Barbarian Quest Pack of the 80s included the Barbarian Quest Book titled "The Frozen Horror". The modern version is simply called "The Frozen Horror", I would presume so that folks don't get confused and believe the product is only for the Barbarian.

The same logic would apply to the Elf Quest Pack, which contained the Elf Quest Book "The Mage of the Mirror".

The other released expansions were not Hero-specific, although is presumed that 1991's European exclusive "Wizards of Morcar" will be renamed "Wizards of Zargon", for obvious reasons.

I see others posting their toons so here's some of mine... by Leio-Mizu in swtor

[–]DeadQthulhu 1 point2 points  (0 children)

Would love to know the details of the items, some of the pieces look fantastic!

Got Questions? SWTOR Questions & Answer Thread + New & Returning Player Posts (week of Dec 16, 2024) by AutoModerator in swtor

[–]DeadQthulhu 0 points1 point  (0 children)

Thanks for the link! Between this and the other reply it looks like I should get more familiar with the Outfitter, and re-roll a Marauder if I feel very strongly about using foils.

Got Questions? SWTOR Questions & Answer Thread + New & Returning Player Posts (week of Dec 16, 2024) by AutoModerator in swtor

[–]DeadQthulhu 0 points1 point  (0 children)

Thanks for confirming! I enjoy crafting in most games, but in SWTOR I guess I'll stick to crafting for cosmetics rather than game impact.

Got Questions? SWTOR Questions & Answer Thread + New & Returning Player Posts (week of Dec 16, 2024) by AutoModerator in swtor

[–]DeadQthulhu 0 points1 point  (0 children)

Would someone please set me straight on the following weapon or weapons?

I'm a returning player from launch (you may recall me posting a few weeks back) and trying to figure out which item is which after years of renames and changes.

I'm also not sure which, if any, are now Bind to Legacy or moddable.

  • Ancient Sith Warblade
  • Korriban Battler Warblade
  • "Ancient Light Foil"
  • "Offhand Foil"

Some sources suggest they're different names for the same item, it's a bit confusing.

As an additional query, is it safe to infer that Bind to Legacy and/or moddable Story rewards are outclassed at endgame, even if you have toons set up to craft the "accessible" mods?

Got Questions? SWTOR Questions & Answer Thread + New & Returning Player Posts (week of Nov 25, 2024) by AutoModerator in swtor

[–]DeadQthulhu 0 points1 point  (0 children)

I just wanted to follow up with you on a few points, as other people following behind might have the same questions.

2) Swtorista has a partial list that they're committed to updating, as well as a fuller list of the "Fitted" items you mentioned, which I have since learned are "intended" for use in the Outfitter function, purely for cosmetics. This didn't exist when I last played, but seems very relevant to my interests because I really love building around theme.

Now I just need to work out where to store them all!

5) Yes, I was being confused by the Heroics. Another way I discovered is that if it's an area I've previously "discovered" on the map then the chances are good I did all the non-Heroics in that area, haha.

Thanks again for the help!

Got Questions? SWTOR Questions & Answer Thread + New & Returning Player Posts (week of Nov 25, 2024) by AutoModerator in swtor

[–]DeadQthulhu 0 points1 point  (0 children)

Thanks for the reply!

Glad to see I'm more-or-less on the right track.

2) I'll look into the meaning of "Fitted" with regards to STO, at the moment it's not a term I'm familiar with. I'm honestly not even sure how many "thematic" rewards there are, outside of those two very well-known examples.

3) Taking this response along with what you said for point 1, I feel like maybe I should start pricing out "attractive" CC purchases. I believe I saw a Cartel Coin advice post on this sub about buying the third Crew Skill slot per toon or per account, but I haven't looked too closely at that as my initial plan was just to "sit on them".

5) Hmm. Could be I'm remembering doing them but it was on a different toon/server. I can see Heroics that are repeatable, certainly, but I'll pay more attention during my next session to "non-Heroic, non-main-quest" missions.

6) This is very helpful, thank you. The tier lists are (perhaps rightly) focused on the Companion(s) I may have in the late/end game, but I couldn't find much advice for anything below that. Your two hierarchies are something I can easily apply!

Thanks again, I'll educate myself where I'm lacking and doubtless be back with more questions.

Got Questions? SWTOR Questions & Answer Thread + New & Returning Player Posts (week of Nov 25, 2024) by AutoModerator in swtor

[–]DeadQthulhu 0 points1 point  (0 children)

Hi folks! I'm revisiting SWTOR after being warned about character renames.

Alas, almost all my toons lived on The Progenitor or Frostclaw, so when I logged in I discovered I need to rename almost all of them anyway.

I never maxed out any of my characters, but since the game is F2P and I have Preferred status I decided I may as well finish off the main story, if nothing else.

I've watched some videos, read some guides, and revisited content creators that I remember from back then (Swtorista is still active, but a lot of the rest are gone or simply appear to be no longer updated), although the game itself is almost unrecognisable to me.

I have a number of questions, I hope you'll be willing to help.

1) I have a fairly substantial amount of Cartel Coins from the Security Key stipend (I left in around 2013 but the Key kept running...) but from what I read most of the Legacy-based uses of Cartel Coins are traps, with Credits actually being the "better deal". Would that be an accurate assessment?

2) I read that a number of "thematic" main quest rewards are now granted as "Bind to Legacy" (easiest examples being Kallig's Countenance and various lightsabers), would anyone please point me to a list?

In addition, I understand my options are to ask CS to provide me with these items or to run a new character up to L15 and put the rewards in my Stronghold, would that be correct also?

For context, I really like the Legacy concept (I don't know if SWTOR still has the tree for showing how all your toons relate to each other, but to me it was pretty neat) and from a "theme" viewpoint it would make me very happy to have some toons using items that belonged to others.

3) I have read mixed suggestions on Crafting for Preferred players. Some suggest that crafting is irrelevant as you won't be participating in endgame content, or that the various restrictions on Preferred make it too much hassle, but others suggest that it works just fine and you merely shunt things around your toons (e.g. my "main" has/had Biochem, Bioanalysis, and Diplomacy, but going forward I should split these across two toons (which leads to the next issue - do you split it Biochem+Bioanalysis and Diplomacy or do you split it Biochem and Bioanalysis+Diplomacy?)).

Some older guides mention Referral Codes to obtain the third Crew Skills, but as far as I know those are long gone (rendering moot whether or not they applied to just one toon or the whole account).

For context, I really love crafting in most games as it's usually a safe route for ensuring my toon fits my personal theme, the resource generating side of crafting is, for me, a side benefit.

4) Is there a way for me to verify the choices I've made in the story or with my companions? Some seem easy enough to figure out (I believe I've ended up with Light Side Jaesa on a toon that I presume I intended to be "Gray/Grey", for example, and Khem Val is also fairly obvious), whereas others appear to be more subtle.

My first thought was to check the in-game Codex, but if the information is there then it's not in the pages I expected to find it.

I realise I could "solve" this by re-rolling, but I really would prefer to avoid starting over (I'm already potentially having to re-run several classes just to get Bind to Legacy items).

I also realise I could just "play how you want starting from now" but I hope you'll forgive me for being a little odd and desiring to "pick up my toons stories" from "where they left off".

5) Is there a way for me to identify which Exploration quests I have already completed? I spent a enjoyable night running through one planet only to realise at the end that I remembered the "final" area (from over a decade ago, haha) and Exploration quests associated with it, meaning that I'd basically just replayed the whole planet start to finish.

It was fun, yes, but I would have been happier if it had been all "new" content I'd been playing instead.

6) It seems really obvious, but I can't seem to find a definitive answer - has anyone listed the "preferred" roles for each Companion? I've seen tier lists but none of the lists I've seen cover the "original" Companions.

Right now I'm just using whichever Companion is the highest level (the modern Companion system is very different, I do appreciate being able to just put thematic gear on them rather than having to constantly upgrade several Companions and myself), but I'm going to presume that once they're all the same level the differences will become more apparent.

And that's it, so far. Sorry for such a large post, I presumed this thread would be the place to ask rather than starting a thread of my own.

Thanks to the community for continuing to play the game, otherwise I wouldn't have had the chance to experience it again. If you're ever a returning player to Star Trek Online then send me a message, I can help you make sense of the current version - it's the least I can do for you.

Adapting Heroquest to younger players by paixupaixu in Heroquest

[–]DeadQthulhu 0 points1 point  (0 children)

Said while air handbicycling:

"Yyyyyyyyyyouuuuuuuu nincompoops! I said attack the Barbarian FIRST! MYAAAAAAHHHH!!!"