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SWG Galactic Civil War 2 – Space Update

by credits4swg on Jun.26, 2011, under Swg Credits

We all know that space has needed some help in SWG for a while. It’s still reayyl awesome but it needs more. It looks like they’re working on it, and it looks good.

In addition to new GCW scenarios in space, they are also introducing the ACE Pilot System where you can battle against some of the best pilots from classic Star Wars™ lore. How would you fare against Wedge Antilles or other famous Star Wars characters? Find out in the GCW2 Space Update coming soon to a galaxy near you! I cant wait!!

Being able to fly against Wedge or maybe even Anakin, what a hoot that would be. He was supposed to be one of the best!! I’m interested to see these new scenarios they have lined up for us and there better be more than 1 for each faction.

Mark SWG Guru

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SWG: New Community Manager

by credits4swg on May.26, 2011, under SWG Cheats

Star Wars Galaxies Community Manager Lydia “Zatozia” Pope is moving to other titles in SOE, making way for her replacement:

“Greetings Star Wars Galaxies players! Zatozia has been a part of your community for quite some time and not only brought mountains of feedback to the Development team, but created some exciting forum activities as well. She has truly made the Star Wars Galaxies community stand out among our products, and we wish her well as she moves to other games within SOE. “At this time we would also like to introduce your new Community Manager Mepps. An MMO veteran, he looks forward to working with you all and making Star Wars Galaxies one of the best MMO communities to be a part of. Look for him to say hello in the very near future.”

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SWG: Free character transfers being launched on April 26th

by credits4swg on May.19, 2011, under Swg Credits

Free character transfers between servers are being launched on April 26th, allowing players the freedom to move characters with impunity.

Eligible characters must be at least 90 days old and on a game account currently in good standing. In addition, the character to be transferred must be on one of the original 10 ground planets (Corellia, Dantooine, Tatooine, Endor, Dathomir, Lok, Naboo, Rori, Talus, or Yavin 4). Assuming those conditions are met, any player will be able to execute a free character transfer upon logging into Star Wars Galaxies. For more details on the free service, check the official announcement. (And no, Starsider is not an eligible destination.)

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SWTOR: Launch of new Star Wars after 2011 fiscal year

by credits4swg on May.19, 2011, under Swg Credits

The bosses at Blizzard believe that Bioware’s jump into the space could lead to the biggest MMO boom since World of Warcraft first released some years back. Frank Pearce and Mike Morhaime of Blizzard recently talked to MCV about Bioware’s move into the market.

With some of the biggest names in the industry jumping into the scene, MMO’s could have a renaissance in the coming years. Another Activision published developer, Bungie, is rumored to be working on an MMO that will be competing directly with SWTOR and WoW, as well as the Titan project that Blizzard is currently developing. EA recently announced that the we won’t be seeing a launch of the new Star Wars themed MMO until after the 2011 fiscal year.

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Star Wars: The Old Republic rumored for spring in 2011

by credits4swg on May.05, 2011, under SWG GUIDE

A long time from now, in a game store probably not too far away… you might be getting your copy of Star Wars: The Old Republic. Well, all right, spring of 2011 might not be all that far along, but if you’re one of the many eagerly looking forward to Bioware’s entry into the MMO arena, it certainly feels like an eternity.

ShackNews has recently reported on a rumor that John Riccitello, CEO of Electronic Arts, mentioned that they were looking forward to their next big MMO launch in spring of 2011 while discussing the company’s financial outlook. Although he was cautious and stated they had not announced a launch date, he did mention that the team was making “great progress” toward that timeframe.

Obviously, the game was not specified by name, which does technically mean he could have been referring to another game. But unless they’ve secretly been developing Warhammer Online II: The Warhammering, in all likelihood we can expect to see Star Wars: The Old Republic early next year. Which might be good news if you’re a Bioware fan anyway, since Dragon Age: Origins and Mass Effect 2 are making enough of a dent on your wallet this year.

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Star Wars Galaxies’ Galactic War update jumps onto test server

by credits4swg on May.05, 2011, under SWG GUIDE

When patches hit the test server, it’s almost like an official patch day, but without the luster of permanence. Still, Star Wars Galaxies players can now check out (and help bug test!) the Galactic War update on the game’s test server. The update is loaded with a substantial ranking system that aims to supply players with a bevy of new rewards to earn — seriously, the amount of rewards is simply staggering.

Seems like a pretty good deal, assuming you’re interested in fighting for your faction. Then again, what member of the Rebels or Empire wouldn’t want to kick butt and take names for, well, glory? Mmm, glory, it’s almost as delicious as bacon with twice the daily fiber content. You can check out the enormous list of new mechanics on the official SWG site, and if you’d like to dive deeper — and maybe give some input — there’s always the official forums, too.

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Star Wars: The Old Republic releases more intel on the Imperial Agent

by credits4swg on May.05, 2011, under Swg Credits

One of the frequently-voiced concerns about Star Wars: The Old Republic is the possibility that the non-Force classes will wind up becoming almost irrelevant. Who’s going to pay attention to being a spy when you can wield an energy sword and fling lightning, right? As a matter of fact, the Imperial Agent would like very much if no one ever notices they exist. They’re quite happy to stand in the background and never be observed, because as the latest developer’s entry explains, that’s precisely what the Agent does best. They exist in the shadow, the man of many faces and a hundred names, a presence whose influence is strongest when it isn’t evident at all.

Star Wars: The Old Republic faces the difficult task of making the Sith — traditionally the villains of the franchise — into a playable and likable faction rather than monolithic evil. As the developer entry points out, the Imperial Agent is a major part of that, of giving the chance to look at someone who is quite possibly a proud citizen of the Empire and happy to serve in keeping the peace and bring down the Republic. It’s also a look at the parts between the lines of the films, the spies and intel operators whose role was important but whose faces were rarely seen. But you might decide not to look at the full discussion of the class anyway — and as we’ve mentioned, really, that’s what the agent would want

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Rydia’s Guide to Medicine in Star Wars Galaxies

by credits4swg on Feb.22, 2011, under Swg Credits, SWG GUIDE

ntroduction

So you want to know more about medicine. Awesome and welcome! You’re about to learn about what I personally feel is the most rewarding aspect of all of Star Wars Galaxies (SWG) to date. Yours will be the power of life and death; your well-being is directly linked to the success of your entire team, no matter where you are. People will depend upon you, trust their lives to you, and look to you when they have little else.

At the same time, unlike any other profession in SWG I feel that medics have a duty. We’re obligated to heal, not just for experience but for the others. Every person we refuse is damned to hours of sitting online waiting for their wounds to heal, or a search to find another healer. Yes, we have the right to refuse healing but be cautious as to whom you exercise this upon.

In this guide, I’ll describe each of the core medical disciplines: medic, doctor, and combat medic. I’ll begin first by telling you a little about each of them. Then I’ll go into how we relate to the other starting professions, continue with a discussion of each one in depth, and I’ll end with some comments about our tools, life as a medical professional, and the Master of Medicine.

Medical Profession Overviews

Medic – This is the starting level profession and still a highly useful one. While the other professions can choose which lines to specialize in with little penalty, the medic truly requires all their skills for they work together. Medics become adept at healing damage, which is white on a Health-Action-Mind (HAM) bar. This isn’t to say that a doctor or combat medic is not better at healing damage; they are. But all of a medic’s skills relate to healing damage. Medics also have the capacity to heal wounds (black damage to a HAM bar), but their skills are very limited in this respect. There are really two types of medics in the game: field medics and serious clinicians. I’ll go into each of these a bit later on.

Doctor – It has been said before that if medics are the masters of damage treatment, doctors are the masters of wound treatment. Doctors have the capacity of healing any sort or type of damage in the game that isn’t mental. They can treat states, make a mockery of even the most serious wounds, and eventually learn to resuscitate the dead. Again, there are two types of doctors: field docs (resuscitation specialists) and clinicians.

Combat Medic – The combat medic is the medical profession’s offensive line. In my opinion this is the most difficult of all the medical professions for several reasons. One is that in addition to mastering medic (the requirement of a doctor), you have a requirement of field training in a ranged weapon. Second, the components of your medicines are drastically specific, and you will be on goose chases to find them all. Finally, your abilities appear paltry at first. (There’s also several major development issues with current combat medics, but I have faith that these will be resolved quickly). In return for all this difficulty, combat medics gain something that no other line of medicine truly has: you can directly and effectively help people on the front lines. When I get into combat medicine, I’ll tell you what I mean.

Medicine and the Other Professions

Brawler – Medics and Brawlers get along very well together. Traditionally the brawler steps up to the enemy and begins to pound the damage out. Traditionally, brawlers take a lot of damage. A good medic behind the brawler will keep him alive and well, and unless the brawler’s mind pool is low this is a tactic to almost assured victory. Remember well that no medical profession can heal the mind, and remind your brawler that retreat is sometimes a necessity.

Marksman – The medical profession that has the most to offer a marksman is the combat medic. Marksmen typically are sniping and not taking damage, or they’re running and shooting. Only a combat medic can heal for any sort of range. In addition, combat medics can poison and disease the stat that most of the marksmen are aiming for. Doctors do have a very necessary role to the marksmen, for they often don’t run soon enough and end up as corpses.

Artisan – Medicine relies on the artisan in many ways along its path. First and foremost, the artisan has the abilities medicine needs to get its resources. (Forget medical forage; it’s a waste of a command because it will never get you enough of any one resource to create a medicine). This becomes really important when looking for the stranger things in life like Lokian Wild Wheat or Dolovite Iron. Second, no medic is complete without a host of droids, including medical droids for healing and crafting on the run and combat droids to protect us while we heal and resuscitate. The factory is also a necessity, as we cannot make our highest level medicines without their aid. A few words about medic/artisan characters – this combination as well as scout/artisan has the ability to survey AND sample for organic materials. This ability makes choosing an organic resource much easier when setting down a harvester.

Entertainer – By far the medic’s best friend. When a player dies so many times that their HAM bar is entirely black, the entertainer always has to treat them first (medicines have greatly reduced effectiveness in the presence of battle fatigue). In addition, entertainers are the only people that can keep medics themselves going. I remember well my first days in Mos Eisley. It was day 2 of the game (couldn’t log in on day 1), the clinic was filled with wall to wall people bearing some of the most horrendous wounds, and I didn’t know what a woundpack was yet. I would come crawling into the cantina with hundreds of fatigue and gaping mental wounds from tending all day, and I remember well the kindness with which the entertainers put me back into the clinic.

Scout – Scouts are invaluable to medics in the field. Their tents allow us to heal wounds (remember that the higher tents come very close to hospital quality in terms of helping us heal wounds, so if there’s a lot of wounded in the party ask for the best tent possible). Their tents also allow us to call upon our droids for crafting or field wound tending. Furthermore, scouts harvest organic materials that serve excellently for components (and are required for some medicines). With a good scout in the group, a medic can work indefinitely with a stock of inorganic materials and a crafting tool.

An In-Depth Discussion of Medics

As I’ve said before, medics are trained to treat damage. At master medic level, a clinician has learned every they will ever know about the treatment of damage; the difference with doctors and combat medics is that the latter gain more experimentation points and higher level schematics.

First-Aid: This line of medical training teaches the medic how to treat damage more effectively. Every dose of medicine you use becomes more potent and more useful. In addition, advancement in this line grants the ability to cure bleeding and is thus a core necessity for field medics.

Diagnosis: This line allows the medic to heal damage more quickly. A novice medic must wait six seconds between damage treatments; mastering this line reduces that time to three seconds. This has obvious applications in the field.

Pharmacology: This line allows the medic to use more advanced medicines. An early note here about medicine at the medic level – a novice medic with no other training is capable of administering B level medicines. Pharmacology IV is required to use the next level, C. (It is possible via experimentation to reduce the required level to the Pharmacology III range on level C medicines). Thus, pharmacology is really a field that should be reserved for those aspiring to go on to higher medical education.

Organic Chemistry: This line provides more experimentation points and more schematics for the medic to use. A field medic needn’t worry about this line as they can ask a clinician to produce the medicines they need. Thus, this line can also be reserved for those wishing to be field self-sufficient or those who are going on to higher medical education.


Types of Medics

There are really two types of medics, field medics and serious clinicians. I use the term ‘field medic’ to refer to a character for whom medicine is not a focus but a suppliment. These characters tend to spend a lot of time in the field, and so they need or desire little medical education. The bare minimum you need to administer any medicine is Novice Medic. My personal recommendation is to get novice medic and first aid to the second level: this will allow you to treat any damage or wound on the field (with the acquisition of appropriate medicines) and you will also be able to treat bleeding. I also recommend purchasing your medicines from a master doctor, who has the most experimentation available to make the highest quality medicines. You want to purchase StimpackBs by the crate, perhaps two packs of health/action woundpacks, and one woundpack each for strength, stamina, constitution, and quickness. That should serve for most expeditions you go on.

Serious clinicians are those who intend to go onto further medical education, whether it be as a doctor or combat medic. You have no other option but to master medic first. My recommendation is to move up first-aid and diagnosis simultaneously, saving pharmacology for last. Craft all your medicines yourself, even if they aren’t as effective. If you have extra medicine, donate it to other medics below you.


Gaining Experience as a Medic

This section really only applies to serious clinicians, as field medics will have little problems getting the small amount of experience they need on the field. A few notes about medical experience in general:

1) Wounds grant experience at a 2:5 rate. Thus, two wounds treated equals five experience.
2) Damage grants expereince at a 5:2 rate (as far as I can tell). Thus, for every five damage treated, two experience is granted. Note that you can treat action and health damage simultaneously.
3) Medical crafting experience is not at a strict 1:2 resource to experience ratio as it is in most artisan fields. Some components of medicine give more, coming as close as 1:3 resource to experience. My personal experience is that crafting biological effect controllers is the most resource to experience efficient at 6/6 organics/inorganics for 35xp. The fastest crafting experience is Stimpack Bs, which can be made completely without a crafting station. These give about 200 xp when hand-crafted from bare resources.

Some tips for levelling your medic quickly:

– Novice Medics: At this level you’re just starting out. You can only make stimpack As, and rarely does someone come into the clinic with white damage. So what do you do? Get a pile of organics, whether by bazaar purchase, donation, hook, or crook. Get a pile of inorganics, and get a generic crafting kit. Walk into the local cantina and start crafting Stimpack As and using them endlessly on the entertainers. Entertainers have a neverending supply of damage for you to treat, and as long as you are using stimpacks you’ll get experience as well. If the local cantina is full, find out where all the artisans are macro-harvesting and repeat.

– Intermediate and Advanced Medics: At this point you have figured out the basics of a woundpack. Once you have Action and Health woundpacks, you are now ready to handle a small frontier clinic yourself. No, you won’t be able to handle the wounds coming in but people are generally patient as opposed to having to purchase a roundtrip ticket to the nearest healer. You also can serve excellently as an apprentice to a doctor in a medium or large city clinic. Doctors generally handle major wounds, as their skills and medicines are wasted on the smaller ones. An apprentice handles the light wounds, and if your mentor is decent you’ll also get free teaching and a portion of the tips as well.

– Mastery level Medics: You’re now ready to handle a small city clinic with the help of an assistant or two. Craft more medicines than you need, and give them to your apprentices for their use. You’re almost ready to go on! Congratulations!

An In-Depth Discussion of Doctors

As said before and earlier, doctors are the masters of wound treatment. When an entry level medic can heal perhaps 8-10 wounds every 20-30 seconds, you can heal 600+ per 10-15 seconds at your peak. You have the ability to add 1000-2000 to any stat you’d like (barring mental) for as much as an hour or more. Your stimpacks aren’t rated for humanoids; you can heal 3-5k HAM pets with ease. And you can revive the dead. A master doctor is just as formidable in their element as a master of Teras Kasi, or Bounty Hunter, or even creature handler. Let’s look at your skills:

Wound Treatment: This line is your bread. With it, you heal more wounds per application of medicine. A master of wound treatment has the potential to revive a player, although you’ll need more than this to apply the resuscitation kit.

Wound Treatment Speed: This line is the butter that goes on your bread. Healing wounds every half minute is novice medic level. With this line, you can cut that down to quarters of a minute (sometimes it seems faster). A master of this will walk into a hospital full of heavily wounded patients and clear it in a few minutes.

Doctor’s Medical Knowledge: Your higher level medicines have some insane requirements, and this is the only way you’ll be able to use them. For simple stimpacks, it’s possible to get a StimC into the 2000s with perfect resources and advanced components. If you’re going to triage a medical tent in a major assault yourself, you want E level woundpacks under your arms. And the resuscitation kit’s requirement is not a trifle, either.

Doctor’s Crafting: Only a master of this can create resurrection kits. Most doctors will know a master of this line if they are not one themselves. In addition, mastery grants up to ten total experimentation points for medicine.


Types of Doctors

Similarly to medics, they are dabblers and then there are serious clinicians. Field docs care only about the ability to revive their comrades, and thus must master wound treatment and touch upon medicine knowledge. Gaining experience for you is simple; go into battle and stimpack the incapacitated. Each administration should be good for 300-400 experience, and by this time you can perform that every three seconds.

Serious doctors belong in the clinics. In a medium to large city, you will be the cornerstone of the medical effort. Any wound over 150 should be brought to your attention, and you’ll have to deal with everything if you aren’t fortunate enough to have an assistant. Get a crafting droid because you’ll almost never have time to run out to a private station. Eventually you’ll need access to crates of components; I recommend collecting all the doctors on a planet and distributing cost and access time. One factory can probably serve the component needs for five to ten doctors. You are essential to the health and well-being of your community, just as a doctor is in real life.

The only real tip for levelling a doc is to go where the wounded are. On Tatooine, I had a network of medic assistants in most cities, and when seriously wounded came in I took the shuttle over and helped them. Towards the end of my career enough docs had surfaced and I just concentrated on my own clinic in Mos Eisley. When your PA or faction is involved in a siege, set up a triage tent with a ranger and treat the wounded there. And so on. The tips for getting through your massive crafting requirements are the same as with a medic: get a pile of organics and inorganics and go craft biological effect controllers or StimpackBs. As a doctor, you can either donate, destroy, or sell the StimBs you produce (with your training, they are very useful to field medics).

An In-Depth Look at Combat Medics

Havoc walks in your footsteps. With an arsenal of diseases and poisons at your command, you are among the masters of damage over time (DOT) in SWG. Picture this: your faction is drastically outnumbered and being sieged. The enemy is collecting for their final assault. One lone combat medic goes out, and from fifty meters throws an Area Mind Disease. Can you imagine the horrors as one in five of their offensive line slowly watches their charcter take direct wounds to their mind? This sort of damage can only be treated with the combination of a skilled doctor (to cure the disease) and an entertainer (to cure the mind wounds). You’ve just doomed at least 20% of their force to 15 minutes in the cantina if they were ready for you. And that’s if they had disease resistances.

With ranged stimpacks, you can be as much as fifty meters away from your tank and keep his or her life well replenished. In terms of field work you trump a doctor save for resuscitation skills: your stimpacks are nearly as powerful, ranged, and only require a little bit more materials for a casing. Let’s not forget about area stimpacks as well. And should it be necessary, you still have the wound treatment abilities of a master medic. Your skills:

Combat Medicine Healing Speed – similar to the medic skill but your ranged stimpacks (and attacks, I believe) base their rate of fire upon this skill.

Combat Medicine Range – This acts as a multiplier, as much as doubling the range on your arsenal. With decent materials and no advanced components my ranged D stimpack has a range of 26 meters base. Doubling this to 52 meters is quite useful.

Combat Medicine Support – This is your ability to use more advanced combat medicine. This is much more important for combat medicine than the other medical professions, because combat medicine has its own technique for using it. You won’t be able to apply the lowest level disease units without a level or two in this track.

Combat Medicine Crafting – As with doctor, this adds an additional 5 experimentaion points (to a max of 10) as well as gives you access to more powerful schematics. As with the other lines, medical experimentation is extremely powerful.


Types of Combat Medics

There’s really only one type of combat medic. You’re in the field, healing from afar and supporting your group with diseases and poisons. Depending on which weapon you chose to fulfill your combat experience requirement, you’ll probably specialize in one of the diseases/poisons. Stat poisons and diseases seem only effective against player characters, but it’s a load of fun watching the enemy wookie Teras Kasi master take slow strength wounds until the point of ineffectiveness. A combat medic really isn’t much better than a medic in town, save for the fun of sitting at the other end of the cantina and lobbing stims at the entertainers.

There are two strategies for levelling a combat medic. One: master medic, get into the field, and get to work. Two: Master Doctor first. Medical experience is medical experience, and when you can throw around 600+ wound heals for 1.5k experience a shot it doesn’t take very long. This is the route I took, and I went from Novice to Master Combat Medic in under sixty hours including power crafting and good sleep. I believe you could do it in 48 hrs. Even if you intend to surrender doctor afterward, I suspect it’s a good deal faster than combat medicine alone. Additionally, you don’t need to really bother with doctor crafting if you acquire the good woundpacks another way. And you can keep the resuscitation skills if you so choose.

The Medical Tools

Part of learning what medicine about is dealing with the various components and medicines we can create. Here I’ll describe each of them and give a few thoughts.

–Main Commands

* /tenddamage – This basic medic command requires no medicine and heals damage (white injury to HAM). Be warned that this will cause around 180 mind damage to you, as well as inflict battle fatigue and mind, willpower, and focus wounds. Note: this command grants no experience points.
* /tendwound – This basic medic command requires no medicine and heals a wound type (health, action, constitution, strength, stamina, or quickness). This command will cause about 350 mind damage and double the wounds as /tenddamage.
* /healdamage – This command uses the first stimpack in your inventory to heal your target. The command will select between ranged and small stimpacks depending on your distance to the patient.
* /healwound – This command uses the first woundpack in your inventory to treat the largest wound your patient has.
* /firstaid – This command requires first-aid II and will treat bleeding. Several applications may be necessary to completely stop the bleed.
* /quickheal – This first-aid IV command obliterates your mind bar to quickly heal damage to your target. I can’t even tell you the wounds it causes because I never use it. Keep some stims handy.
* /resuscitate or /revive – Master Surgeon (Wound Treatment IV) command to bring a player back to life. Successful use of this command *requires* that your patient is a) either in your group or has given you /consent, b) is within 5 meters of you, and c) has not cloned yet. If in a group, advise your groupmates to not hit OK on the clone window until you have told them resuscitation is beyond hope (usually due to aggros sitting on them that you can’t distract with your droid). Don’t close the clone window either; they will clone. You can send and recieve tells when in corpse state, so use this to gain consent and revive targets. Revives give 750-1k medical experience per application and should be followed immediately with a stimpack. Note that resuscitation is not necessary for incapacitated patients; use a stimpack only for that.
* /applypoison – Combat Medic command to administer a poison to the target. At time of this writing, four in five poisons fail. If successful, the target will take damage to the poisoned stat.
* /applydisease – Combat Medic command to administer a disease to the target. At the time of this writing, four in five diseases fail. If sucessful, the target will take wounds to the diseased stat (not as quickly as poison).

–Medicines

* Stimpacks – Stims are our damage (white HAM injury) healers. They heal much more damage than a woundpack can heal wounds, and can treat health and action simultaneously. Stimpacks found as loot have been reported to treat mind as well. Advanced stimpacks require berries and fiberplast as base components.
* Woundpacks – These treat wounds. They are not found as loot and are crafted only by medics and doctors. You must have a woundpack for each of the six types you can treat (health, action, constitution, quickness, stamina, or strength). If you have all six, using the radial and selecting ‘heal wound’ will show you a list of what medicines you can apply (and thus rule out which areas are not wounded). Advanced versions require tubers and polymer for components.
* BioEnhancements – Doctor only medicines that boost stats for a period of time. You can look at the duration by examining the drug. (NOTE: At time of writing these are severely bugged. Administration of a health or action boost freezes the HAM bar, and all other stat boosts wear off in about five minutes. Good for experience, though). Advanced versions require avian meat and reactive gas.
* Biological Effect Controllers – These are required in every healing medicine beyond level B. They are most directly related to how powerful the medicine is. Advanced BECs require Lokian Wild Wheat and Tatooinian Fiberplast. Higher level medicines require more than one BEC, and thus they must come from a factory.
* Chemical Release Mechanisms – These are required in every healing medicine save for resuscitation kits beyond level B. They control a good deal of the medicine’s power as well as the number of doses. In stimpacks, they seem to share the load for decay resistance with liquid suspensions. Basic versions require chemicals and any organic base. Advanced chemical mechanisms require class 4 petrochemicals and herbivore meat.
* Solid Delivery Shell – These are required for woundpack and bioenhancer construction. They relate most closely to the decay resistance but also affect overall power. Basic versions require any metal and any organic base. Advanced versions require dolovite iron and domesticated oats.
* Liquid Suspensions – These are required for stimpacks and resuscitation kits. They enhance power, doses per pack, and decay. Basic verions require water and any organic base. Advanced components require Talusian water vapor and Dantooinian berry fruit.
* Ranged Stimpacks – Similar to ordinary stimpacks save that they can work at range. Require additional materials for a weapons casing (non-ferrous metal).
* Area Stimpacks – Again similar to small stimpacks and requiring a dditional materials.
* Injection Amplifiers – Component required for poison and disease units. Basic versions require reactive gas and aluminum. Advanced versions require eleton gas and titanium aluminum.
* Dispersal Mechanisms – Component for poison and disease units. Basic versions require Liquid Petrochemical Fuel and Inert Petrochemicals. Advanced versions require Class 2 Petrochemical fuels and “fiberplast_yavin” (a bug at the current time; fiberplast from yavin will not work).
* Resilience Compounds – Component for Poison and Disease Units. Basic versions require reactive gas and radioactives. Advanced versions require Tolium Gas and Class 1 Radioactives.
* Poisons – Combat Medicine that does damage (white injury) to the target’s stat over time. These can be crafted to affect any stat, including the mental ones. Much faster and of limited duration than diseases. Requires fungi and liquid petrochemical fuel.
* Diseases – Combat Medicine that causes wounds (black injury) to the target’s stat over time. These can be crafted to affect any stat, including mental ones. Much slower, but of longer duration than poisons. Require insect meat and radioactives.
* State Packs – Doctors can, given the right ingredients, cure any status including blinds, dizzy, poison, and disease. Very few of these are of long enough duration to require curing, so I haven’t experimented much with them.

Some advice on surviving as a medic

The practice of medicine in SWG is very similar to real life: all of the respect, none of the money. Seriously, you’re looking at one of the poorest professions in all of SWG. The economy of a healer is based largely on tips. Most players believe they’re entitled to free healing since they’re giving you free experience, and very few tip in general. Initially, when I played I read a beta FAQ that suggested asking for five credits per wound point healed. The amount of shun I recieved was so great that I learned a valuable lesson about medical economics in SWG. To this day, other doctors have reminded me of that shame in meetings of our colleagues. Don’t make that mistake.

Never let a patient go unhealed unless their offense against you is great. This doesn’t mean that you can’t put people typing in all caps, speaking d00dish or l33t, or cursing you until you heal them at the back of the line. This also doesn’t mean that you can’t give priority for those who are willing to tip. It’s is the truth of SWG that harvesters require money, power generators require money, factories require money, and if you’re in the clinic all day then you can’t go out to get the money.

My personal experience (supported by the Intergalactic Health Association on Starsider) is that in a public clinic (in a town) everyone should be healed in time. Ask for tips, and if asked for an amount suggest one credit per wound point healed. Feel free to give priority to those who can pay, or ask an assistant to handle the others. In a private clinic, I believe it’s really your choice. You’ll survive or you’ll fail, in your own hands. Alternatively, scouts and artisans who bring tips of organic and inorganic resources can be a thousand times better. In most of my days I never had a harvester, relying on donated materials to keep going.

Finally, as with entertainers never forget to role-play. People tip well if you say hello and talk to them a bit rather than running over with an arm full of medicine and ramming it into them. You’ll never even need to ask for tips, because for the five you don’t get paid for someone will tip you 5,000 credits. You also get to learn about the world around you, what’s going on and who’s who. Just as in real medicine, it cures the monotony and makes the practice very exciting.

Some advice on surviving as a medic … in combat

Rule #1 – Never enter combat. If you must, take a few shots and then peace. Your role is to support (heals and resurrections, poisons and diseases if you have them). Especially for doctors; as long as you are alive, your party has a chance at resurrection.

Rule #2 – If you hear combat music, hit burstrun. Train until reflex. See Rule #1.

Rule #3 – Advise your group members that if they need attention to send you a tell. The yellow splits it out nicely from combat spam and you can get to who needs you. Also make full use of the ability to select a group member from the group profiles bar and use the tilde key to radial or hotkeys for the appropriate therapy.

Rule #4 – If a party member is incapacitated, throw them a stim. Unless they’ve fallen to mind damage that’ll be enough to get them on their feet without waiting on the incapacitation timer.

Rule #5 – If one or two aggros are camping a patient’s body or corpse, send a droid or have a party member distract while you perform medical rescue. Healing on the spot is usually the best alternative, though dragging is an option.

Rule #6 – If you are attacked in combat, run into your group, /peace, and see rules 2 and 1.

Rule #7 – If you are in PVP combat, take off your title. Trust me on this one. Ow.

Rule #8 – It is possible to healdamage in combat to yourself or others. Do not use any special maneuvers and enter the command. It will take a few combat rounds but it will come through.

Rule #9 – A crate of stimpacks in your backpack is invaluable on long campaigns.

Rule #10 – Overestimate the number of resusciation kits you need by 200%. Never forget to account for players who self-darwinate and the surrounding collateral evolution.

Crafting Medicine

Like other crafting disciplines, crafting to full effect requires good materials and experimentation. This includes your components! For medicine, overall quality is the most important thing regarless of intended application. Make sure to examine everything that you put into medicine and check for good quality. Second, experiment as much as you can.

Pricing Medicine

I’ve gotten a lot of questions on how much people should charge for medicines. In general, I believe a good rule is 3 credits per resouce involved plus extra for your time, factory time if needed, power, any travel (for advanced components) and the like. That comes out to around 50 credits for A level medicines, 150 for B and C levels, 300 credits for D levels, and 400 credits for E level medicines. If you add any advanced components or use special resources, go ahead and raise the prices. For that matter, feel free to charge what you wish; for example I need to add a little on Dantooine because it’s so hard for me to get some resources. I normally asked for about 500 credits per resuscitation kit given normal materials when I was on Tatooine (easy to get resources from the market).

The Master of Medicine

You’ve done it. You’re a master medic through long hours in the cantina or on the field, a master doctor through even longer hours in the clinic or grinding, and a master combat medic. You’ve got two lines in Marksman, one for your weapon of choice and another for your ranged support. And you have four points left to spare. Sweet.

Seriously though, life as a Master of Medicine has been something I never really expected. It was always a goal and never really came a thought of ‘what next’. As a master of medicine I can generally walk into any hospital and clear it in a few minutes regardless, or be in any battle situation and keep the group alive. Coupled with another resuscitating doc, there really is little I can’t do in my realm.

There are shortfalls. You can’t control enough harvesters for all the resources you need, especially from the combat medic side. You have almost no points left. You surrender your surveying ability from artisan, your small bit of entertainer you picked up on the side, your scout ability to make tents… it’s all gone.

What I can tell you is that the journey itself is worth it just to see the surrounding countryside as you travel. You’ll meet hundreds of great people, become an invaluable resource to all who know you, and have accomplished what little others will ever do in their SWG careers.

As a Master of Medicine, life does go on. From joining PA guilds to opening up a little shop, there are more doors open to you than you may initially think. One of my hobbies is to offer anyone who needs healing my services for free, so long as they pay travel. When there’s a group of people on Lok who need help, splitting 5k four ways doesn’t seem so bad. And I have a little shop, on a river on Dantooine. My advice to you is to get out of the clinic, teach whomever needs it, continue to serve the people around you, and explore the galaxy. And do whatever else you want!

To all the Masters of Medicine out there, send me an email. Just let me know how the trip was, and what you think of the summit. I’m still having trouble catching my breath.

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SWG Star Wars Galaxies Cheats

by credits on Jan.13, 2011, under SWG Cheats

Cheats in a MMORPG are very uncommon. There would be no point to implement them as the developers would not want other players to have god like powers and abilities over others. If there were any, they would be for special characters like developers designated by Sony Online Entertainment and could only be used by those certain characters. The use of cheats in gaming comes from single player games where the developers hide certain codes in the game which give the players abilities which make the game a whole lot easier.

There really are no Cheats in Star Wars Galaxies, but some people choose to refer to them as exploits. Exploits are bugs in the game which can give the player an unfair advantage over others.

There are no known public databases of cheats or exploits in Star Wars Galaxies but there is a large and updated database of SWG exploits at Skryer.

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Brief Guide To Starting Out In Star Wars Galaxies

by credits4swg on Jan.13, 2011, under swg characters, SWG GUIDE, SWG Leveling Guide

When you first start out in SWG you should have picked a profession during the introduction. So upon starting the game you should have Novice in that profession. You can also train in any other profession you would like but you only have 250 skill points to learn professions and every time you learn something new it takes some skill points to learn them (Click CONTROL+S to see a list of your current Skills or click the ALL PROFESSIONS tab on top of the Skills menu to see all the skills you can learn). If you are looking for fighting missions you need to train in either Brawler Novice or Marksman Novice. You can find NPC (Non-Playing Character) trainers by holding your Control key and pressing V. Your planetary map menu will pop up.

On the right is a list of things you can highlight to find where they are. When ever you highlight something on the right of the planetary map an icon will appear on the map showing where the thing you highlighted is located. There is a Yellow arrow on the map showing where you are on the planet. Click the little yellow box next to TRAINER, then click the yellow box next to Brawler Trainer or Marksman Trainer or whichever profession you wish to learn and keep clicking the trainer names until you see the green mark show up on the planet near where you are. When you find the trainer you want to go to right click their name and click Create Waypoint. Then you can right click the new blue triangle icon on the planet map and click Activate Waypoint or click CONTROL D and then click the Waypoints tab and the waypoint to the trainer will be in there. Right click it and then click Activate Waypoint or just double click it and it will turn on. Double click to turn it off. You’re only allowed 100 waypoints in your data pad so don’t keep any waypoints in there that you don’t need or can find and create later like trainers. Bring up the Waypoint’s radial menu and click DESTROY WAYPOINT to delete a waypoint from your data pad. Then click YES to confirm the destruction of the waypoint. Go to the waypoint by following the blue arrow on your screen and shown on your radar which is on the bottom left hand side of your screen, click on the trainer, then click on CONVERSE when his radial menu pops up. He will talk to you. You click I AM INTERESTED IN LEARNING A SKILL. The only skill you will be able to learn is the Novice until you gain experience to learn more. Click it, it will cost 100 credits to learn Novice in anything and then you will have the novice in that profession. When you have gained enough experience to get a new box in your professions you can be taught by a player who has the same box or from an NPC trainer. It is always better to find a player to train you because it doesn’t cost you anything (Training from NPC trainers always costs money) and the player can gain Apprenticeship Points for teaching it to you. In order to master a profession you need to gain 300 Apprenticeship Points. Mastering a profession doesn’t require experience, it requires Apprenticeship Points that you get by teaching other players the skills you have learned. If you see anyone asking for someone to teach them something that you already have, click on that player until their radial menu comes up, then click on Invite To Group. You must be grouped with someone to teach them anything. Once you have grouped with the person click on them again and then click TEACH in their radial menu and teach them what they have requested. You gain 20, 30, 40, 50 or 60 Apprenticeship Points depending on what level of training you are teaching. The higher the level of tier you teach the more Apprenticeship Points you obtain. Tier 1 = 20 Apprenticeship Points. Tier 2 = 30 Apprenticeship Points, and so on to Master. Teaching someone Master in a profession will gain you 60 Apprenticeship Points. Get Apprenticeship Points whenever you can. Because usually obtaining your Apprenticeship Points to master a profession can be the hardest part about getting Master.

Obtaining Missions For Experience & Credits

Once you have your combat profession novice you need to find a mission terminal. You can goto your planatary map again CTRL+V and there is a section on Mission Terminals on the right side of the planetary map menu. Find a Mission terminal the same way you found the trainer. When you get to the missions terminal click on it and then click LIST MISSIONS from it’s radial menu. A little mission menu will pop up with a list of missions and how much credits you get for doing them that you can go do to gain experience and credits. You can get 2 missions at one time but no more than 2 at a time. It’s always best to get missions in the same direction so you don’t have to travel too far between them and try to find missions that are not too far. The missions listed will also show how far they are by how many meters away they are. When you get your missions there will be orange arrows on your screen and on your radar on the bottom left hand corner of your screen. Follow the orange arrows to your missions until you find them. The arrows will dissappear from your screen when you are within 1000 meters of the waypoint but the arrow will still be on your radar. When you get close to the waypoint it will shift to another location which will be the exact location of your mission. The missions listed will depend on what weapon you have equipped at the time and how good you are with it. So equip your weapon (See Helper Droid Guide below to see about obtaining weapons) and then open the missions terminals menu. At first the missions will be low paying and low experience. As you gain more boxes in your chosen profession the missions will get harder and will reward more money. Some planets have harder missions than others. Dantooine, Dathomir, Yavin IV, and Lok are known as Elite planets and have very difficult missions with a lot of creatures that can kill a new player. I recomend Naboo or Corellia when just starting out.

Your Helper Droid & How It Can Help You

Your helper droid can be a useful tool as well. Click CTRL+D to bring up your data pad. Click the Data tab if it isn’t on that tab already, click on your helper droid in the data pad, then click CALL or CALL DROID (can’t remember which one). Your droid will show up next to you and you can get help from him. I suggest you tell your helper droid you want his help in learning how to work with whichever profession you have chosen by clicking on him and finding the option in the radial menu to help with Professions. The helper droid will help you with any profession not just combat. When you tell him you want help with Brawler he will ask you what part of brawler interests you. Or Marksman depending on what combat profession you want. When you pick the one you want he will place a weapon in your inventory for you to start with. Then he will tell you to go kill a creature on the outskirts of the city you are in. Go to the edge of the city you are in and find a creature. There are always small creatures on the outskirts of most game cities. Once you kill the creature the helper droid will tell you that you have gotten a reward put in your bank account and then he will tell you what you need to do next. It will involve using special attacks and commands you obtain for each profession. Do what he tells you to do and you will gain some more money. As you do the missions for the helper droid you also get a few more things in your inventory. You will get a Travel Voucher that you can use once to get one ticket to any planet or city. You will also gain a Cloning Voucher that you can use to add your cloning information to a specific cloning terminal like you did at the beginning tutorial introduction when you started the game. You don’t have to Clone your information at a specific cloning terminal but it’s good for like when you join a guild or have a house in a player city or near one you can clone your info at the cloning terminal there so when and if you die on that planet you can either clone at the closest cloning terminal or at the one you put your info into. And once you finish all of the missions for the droid (4 I think) you will get a Speederbike rental device to get you a speeder bike for a short time. You can only call this speeder bike 5 times and then it will dissappear. So you need to save up some money to buy yourself a vehicle before your rental speeder expires. To store your droid click on the droid, put your arrow on the DROID OPTIONS on his radial menu, then click STORE and he will be stored in your Data Pad until you call him again or complete another mission he has told you to do in which case he will show up on his own to tell you what to do next.

JTL: A Guide On How To Use Space To Gain Credits, Your Own Ship For Travel & Space Missions While Helping Your New Character/Player Obtain The SWG Necessities

This short guide will explain how to take a brand new character and obtain the necessities in SWG life by solely doing Space Missions and Bazaar Sales.The best way I have found to start a new character since JTL has come out is first you need to buy Jump To Lightspeed expanssion pack and install it, of course lol. Then find a Freelance Pilot trainer and train in Freelance Pilot. I say Freelance because in order to train for Rebel or Imperial you have to gain 200 faction points and join either the Rebellion or the Empire first before you can become a Rebel or Imperial pilot and that takes combat profession skills to do. Converse with the Freelance Pilot trainer till you get your starter ship and your first mission. I recomend going to Corellia to train in freelance pilot and get your starter ship because the starter ship can only be used on the planet you train on and in the space sector of the planet you train on. A starter ship cannot hyperdrive or travel to another planet. And Corellia is the center planet in the galactic map so that would be the best place to train and do your space missions, I think. Go to the Starport and find the Starship Terminal, bring up the menu from the Starship Terminal and click LAUNCH INTO SPACE. You will wind up in your starter ship in space. There will be a Holocron Space Flight Trainer in the cockpit with you to help you understand how to fly and how to engage in combat while in space. Do the tutorial and learn what you need to know about space combat. Then go to the waypoint in space and do the missions you were sent into space to do. Each ship you destroy you will loot credits and usually you loot a ship component too. Do all of the missions for the Freelance Trainer and gain Freelance Pilot 1/1/1/1. After completeing all of the missions for the trainer he/she will give you a Mercenary Bandolier to use as a back pack to carry your items. It is a reward for completing the missions. Goto your inventory CTRL+I, click on the Bandolier and click EQUIP. This will put the Bandolier on your body and now you can take items from your inventory, click on them and hold the mouse button down, and drag them to the bandolier in your inventory and drop them. This will place them in your bandolier and free up room in your inventory. The Bandolier holds 50 items like a back pack does. By the time you are done gaining the first tier in Freelance Pilot you should have almost a full inventory of ship components and a decent amount of credits on a credit chip in your inventory also and some in your bank for completeing the missions. Click the Credit Chip in your inventory (CTRL+I) and then click TRANSFER CREDITS TO BANK from it’s radial menu and it will put the credits in your bank account immediately. Now if you have enough money from the missions and the looted credits go to the Bazaar which is usually near the Banking terminals and find Ship Components on the left, click the little yellow box next to Ship Components and then click Ship Chassis in the list. If there are ship chassis on the bazaar on your galaxy find one just like your starter ship which will be a Scyk Light Fighter or if there is one for a “Dunelizard” Medium Fighter get that one. Purchase the ship chassis. Then open your planetary map CTRL+V, find Ship Chassis on the right, click the yellow box and then click the yellow box for Chassis Brooker and create a waypoint to the Ship Chassis Brooker on your planet. Go to him and converse with him. His top option will be BUY A SHIP. Click it and he will offer to take your chassis blueprints and build your ship chassis for you for 10,000 credits. If you don’t have the 10k credits I will explain how to get the 10k in a moment. After you get the chassis built it will show up in your inventory. Goto your inventory CTRL+I and right click on the Ship and then click GENERATE VEHICLE. This will place it in your Data pad with your other vehicles. Now you go to the Starship Terminal, open it, click on MANAGE and the MANAGE MENU will pop up. Your ship chassis will be shown on the right and the components you can add to the ship will be on the left. Start at the top which will be REACTOR, click the yellow box next to REACTOR and the reactor components you looted while in space should be listed. Click each one, check the specs on the right till you find the one with the most energy level and then click LOAD and it will load it onto your ship. Do the same thing for all of the components and your ship will be built. Now you can travel anywhere in the galaxy without paying for a shuttle ticket by clicking the TRAVEL option in the Starship Terminal menu or if the planet you want to go to is not able to be traveled to, Launch Into Space, click H to access your hyperdrive map and travel to the planet that way.

Now to gain some credits take the rest of your ship components you didn’t use on your ship and go to the Bazaar. Open the Bazaar menu and click the MY SALES tab at the top. There will be a button at the bottom of the MY SALES section that says SELL AN ITEM. Click it and a menu will pop up with your inventory listed. Put all of the ship components you don’t need up for sale on the Bazaar for 6,000. First click the component in the SELL AN ITEM menu and it will appear in the bottom slot. Then click in the AMOUNT section at the top of the SELL AN ITEM menu and type in 6000 then click SELL ITEM. It will remove the item from your inventory and put it on the Bazaar for sale. Do this with as many components you can until you reach your maximum amount of sales allowed (25 sales are maximum on the Bazaar). When someone buys an item you are selling you will get an email telling you who bought it, what it was and how much it was purchased for. I did this and in one night I made 60,000 credits selling 10 of the components. And I continue to make money this way on my new character I just started recently as I work on his ground combat professions and other professions.

We are glad to help you if you have any question or wanna buy Star Wars Galaxies Credits from our website. Just contact with our customer service! Have a good day in the wonder game.

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