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Guide to Soloing

by credits on Jan.04, 2010, under SWG GUIDE

Quite a few people know about these but hardly any that I see actually use these abilities to their full potential.

Both commands make a mob confused and basically keep them from aggroing on you while you shoot them – hopefully until they die.

The key here is that both abilities STACK. Mask Scent is by far more powerful, but when used with threaten shot you can take down white con mobs with ease and often yellow and red cons will to this tactic as well.

The major variable that determines success with this tactic is your choice of weapon. You’ll want to pick out a high damage per second rifle, carbine or pistol if you want to survive. If the choice is between a high damage/low speed weapon and a low damage/high speed weapon with around the same DPS, go with the latter. It helps to have a few more shots when the mob finally aggros on you in case you miss.

Before you attack any Mob solo you should perform these steps. EVERY TIME.

1) Get within 55 meters if you are a rifleman (with other ranged weapons, find the max distance they will function and subtract 10 meters. This will give you a nice cushion). This allows for the MOB to run away from you while you are shooting it and not fall out of range. This is also important because the game rolls against your mask scent each time a mob goes out of and back into range. If mask scent fails during this roll you will probably die, so give yourself a nice cushion.

2) /maskscent.

3) Go prone

4) Use /threatenshot.

5) Blast away

Hunting Creatures Solo:

Note: If you need cash of course take missions and apply these principals on your mission target. I won’t be going into missions any further except to say, do as many as you can before you become numb from boredom. The cash comes in handy.

Non-Aggressive Creatures:

Non-aggressive creatures are much easier to kill than aggressive ones for one simple reason: you can herd non-aggressive creatures.

Dewbacks are a great example. If you run across a lair of Dewbacks you’ll notice that they are all bunched together. If you attack one, another is sure to come with it. Its the old bring-a -friend syndrome.

To disperse the group simply approach the herd until about 40 meters away. You’ll know you�re there when the question marks pop up above the creature’s heads. Then walk slowly up to within melee distance and watch them run. Simply herd on away from the main group and have you way with him. Rinse and repeat.

Aggressive Creatures:

This tactic works with non-aggressive creatures as well. The drawback is it takes patience.

Approach the creatures you wish to kill slowly until you see the question marks appear above their heads (about 40 meters). Then wait. The group will slowly start to disperse.

If there is a scout in the group, do you best to stay away from it. If you engage it, it will run back to the lair and bring of bunch of friends with it to kill you.

Wait until a non scout is approx 14-20 meters away from the rest of the group and target it using the tactics mentioned above. Rinse and repeat for the rest of the mobs. Don’t forget to destroy the lair when you are done as the devs have finally added exp back to the lairs.

Other Skills:

As you gain more skills you will get better at masking your scent and will eventually acquire /warning shot, another helpful ability that sends your target scurrying in the other direction.

If you are fighting a hard mob (yellow or red) using the tactics above and feel that it is about to aggro on you, fire off a /warning shot and mask scent again and re-engage.

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Armor Revealed

by credits on Jan.04, 2010, under SWG GUIDE

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All of the information here is gleaned from watching hours of combat spam. it gives me something to do while I cue up specials. I hear a lot of people wondering about armor, and most dont know how it works. I just figured it out recently as well.

Im going to break it down by stats found on all armor:

Durability

All armor has durability. Most of us have seen its effects. Armor in this game seems to decay in some relation to the damage it takes. The more damage, the faster it decays. As the armors get better, they increase in absorb, and also increasse in durability to make up for it. Use a repair kit to replenish durability, but be prepared to break it and have to buy a new piece.

Protection

All armor has a an AC of 1(as far as I can see, prove me wrong on this) It will absorb 50% of all damage not listed in vulnerabilities PLUS any percentage listed in Protection. Say if you have 10% kinetic(this is a value found on chitin). Damage dealt is 100, the armor will take 50 damage plus 5 more damage. It will say “Blah blah armor absorbs 55 damage” in the combat spam. The offshoot from this system is that small damages get lowered by less than large damages. Which is partly the reason I didnt notice before. For most hits, it will look like your armor absorbs 50%, but at higher damages the secondary number is in effect as well. At first I thought it was a rounding error

a. Special protection

all armors have a type of damage that they are best at absorbing(bone: energy, mabari: heat and blast). I believe this is also where layers will come into effect later(when they work).

b. Normal Protection

this is where the natural defense of the armor shows up. All of the damage types that the armor absorbs are listed here.

Vulnerability

These damage types are what the armor will Not absorb. You will be hit for full damage with these types of attacks. Even if your AC is 1. Some very rare damage types will fall into vulnerabilities, that I can only see players doing. Have you seen an electricity attack from an npc? I havent.

Encumbrance

a. Health This number is subtracted from the secondary stats. It will reduce Strength and Constitution by the given amount. Effected mostly by Chestplates.

b. Action Same as above, only for Quickness and stamina. Leggings and boots effect these areas the most

c. Mind Same as health only for focus and willpower. Helms effect this area greatly

Encumbrance will lower stats by a huge amount for good armor. Even experimented suits will have a large effect. I have a very rough suit of chitin right now, and my strength, constitution, quickness and willpower are dipping into the 100-200 range while my focus is like under 100. This will get better, but I would expect it to only halve, which is still significant(at least for a brawler)

Remember that both creatures and players have armor. The above rules still apply. If you have high enough creature knowledge, you can see all of the stats that matter on creatures. To help you decide what to attack and what not to, as well as pinpoint the vulnerabilities. I assume most people that hunt have no idea what the creatures armor is, and wonder why their lightning gun isnt hurting the creature, or their new blaster of armageddon is only tickling the giant sand beetle.

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New SWG Dev Diary: Online Events

by credits4swg on Dec.15, 2009, under SWG Credit Farming Guide, Swg Credits

In today’s Dev Diary, we get to meet Jason “Pex” Ryan, the Online Events Manager for Star Wars Galaxies and the man who plays Darth Vader and other notable characters in-game! We’re sure that grabbed you by the throat; here’s a teaser:

Anytime you see one of the Star Wars characters interacting with players and being generally where they aren’t supposed to be, it is me behind the keyboard pulling the virtual strings. I get to be Luke, Leia, Darth Vader, Boba Fett, Admiral Ackbar, Watto, Nautalans, droids, Ewoks, etc. Playing these “named characters”, as I like to call them, is fun, but it’s only part of running events for SWG.

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Ask the Dev: Medics & No Trade

by credits4swg on Dec.15, 2009, under Swg Credits, SWG GUIDE

What are you going to do about No Trade? Players don’t like it . –Sassums

No-Trade isn’t going away. It is also not a true statement to say that all players dislike like it. “No-Trade” is a standard game mechanic, and has always been in the game. The very first no-trade item, the Special Edition Goggles, was there at launch. We have reduced the number of no-trade items going into the game. In the past nearly all of the rewards for GMF, Lifeday, and EFoL would have been no-trade. Additionally, we have removed the no-trade flags from some of the existing “no-trade” items in the game (Xeno furniture, etc). We have a system going in to allow you to consume your once per account item and re-claim it on another character.

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SWG Credits Farming

by credits on Dec.01, 2009, under Swg Credits, SWG GUIDE

The easiest way to credit farm is to sell stuff as a smuggler (using the call fence ability) but what about the other combat professions?

Well now all professions can sell stuff to junk dealers on the fly.

1. Talk to a junk dealer to get the ‘sell items’ window open

2. Press alt to go to target mode and hide the window so you can fight with a clear screen.

3. When your Inventory gets full. Press ‘alt’ to display the ‘sell items’ screen

LEAVE AT LEAST TWO ITEMS FOR SALE

If you sell everything you have the window will dissapear. Just leave one or two items there at all times so you dont have to travel.

Location: By far the best place to do this trick in is the dead forrest on Kashyyyk. There are lv30ish Moafs that drop two types of guns that sell for 5k and 7k each. They hang out in small groups and have fast respawn timers.
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New SWG Dev Diary: Online Events

by credits4swg on Nov.28, 2009, under SWG Credit Farming Guide, Swg Credits

In today’s Dev Diary, we get to meet Jason “Pex” Ryan, the Online Events Manager for Star Wars Galaxies and the man who plays Darth Vader and other notable characters in-game! We’re sure that grabbed you by the throat; here’s a teaser:

Anytime you see one of the Star Wars characters interacting with players and being generally where they aren’t supposed to be, it is me behind the keyboard pulling the virtual strings. I get to be Luke, Leia, Darth Vader, Boba Fett, Admiral Ackbar, Watto, Nautalans, droids, Ewoks, etc. Playing these “named characters”, as I like to call them, is fun, but it’s only part of running events for SWG.

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SWG Chapter 6 Interview

by credits4swg on Nov.08, 2009, under Swg Credits, SWG News

Gaming site RPG Vault sat down with LucasArts SWG Producer Jake Neri and Associate Producer Tim Temmerman and interviewed them about Chapter 6: Mastering the Wild. There, they discuss the exciting new features coming to the game , including the Beast Master expertise system, the high-level Azure Cabal quest system, and more.

An excerpt:

The entire development team spends a great deal of time listening to current player feedback in the forums, on the test center, and in community chats, and well feel really good about the features we’re releasing in Chapter 6, and how the players will respond to them.

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Create Your Own SWG Stories

by credits4swg on Nov.08, 2009, under Swg Credits

Ever wanted to create a chapter (albeit non-canon) in the Star Wars saga? You can with the game’s new Storyteller feature!

Storyteller is a system that allows players to place decorations, effects, and even combat NPCs in a powerful set of tools that helps enhance players’ in-game roleplaying stories and community events.

You can learn more about the Storytelling system on this page. Hey, maybe some SWG millionaire can create an event where he gives away millions of credits!

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Pics of Strange SWG Glitches

by credits4swg on Nov.08, 2009, under SWG News

Credit goes to RavenDragonstar for initiating this very interesting forum thread on pictures of strange and funny glithches in the game. Here’s one:

LOL! More funny pics here.

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Welcome to SWG Credits Source!

by credits4swg on Nov.08, 2009, under Swg Credits

Welcome to Star Wars Galaxies Credits Source, your source for Star Wars Galaxies Credits news, tips, and guides. In the following days, weeks, and months, we’ll be bringing you info and announcements galore from the game’s developers and fellow players alike.

Enjoy your stay, SWG gamers.

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