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Find out in the GCW2 Space Update coming soon to a galaxy near you!

by credits4swg on Jun.03, 2011, under SWG GUIDE

Welcome back everyone! It’s great seeing you in the game and on the forums again. As part of our “Make Good” program, every active SWG account is receiving a Boba Fett Slave ITM miniature ship model with our thanks. We are also running the Bonus Everything Weekend from now until the Tuesday after Memorial Day!

The team has been working hard on the next game update, Bounty Hunting in Space, which is scheduled to go live this week. With this update, we have added a new domestics product called “Synthetic Bait” to make fishing a little easier for all those anglers out there (and we made the odds better too). Oh, the fish are already jumping out of the lakes in anticipation!

And, we are making great progress on the Galactic Civil War 2 – Space Update. In addition to new GCW scenarios in space, we will also be 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!

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SWG Star Wars Galaxies Architect Guide

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

Hello all and welcome to my guide to becoming an architect. This guide is designed to discuss specifics of architect and so will try no to get bogged down with subjects covered in the crafting guide. Found at www.starwarsgalaxiesonline.com also there is some reference to the architect calculator found at the same site.

Couple of notes to begin with. At the time of writing this guide, a couple of things are worth noting, Architects never get rich of their constructions, Architects require huge amounts of resources to both master the profession and craft the various items available, and there are few opportunities to experiment when crafting.

Despite all this, Architect can be a great deal of fun as a crafting profession, giving you the ability to supply various items to both the public and your friends. Personally I don’t craft to sell (at the moment) I craft to provide for my guild, ensuring that the members have what ever they need to achieve their own goals. And build myself whatever housing takes my fancy at the time.

Most servers have low prices on buildings, thus making it very difficult to make a living on this, and with only 10 slots, its even harder to compete with the multi-account, and super guilds that have large numbers of harvesters (upwards of 150) supplying the thirst for resources. Furniture (in particular the white furniture made by master) can fetch a good price (10 – 20 credits per unit) and if you want a viable business, this will be the provider of most funds.

Finally the final choice of career would be in interior design, look around at some of the malls, there are some fantastically imaginative designs for rooms. And this can on occasion prove a lucrative business, charging for both the items used and the time to place them.

OK so where to start? You are going to need artisan, if you intend to mine your own resources, (cheapest method of collection) then your will need to work up the surveying tree. (see crafting guide for details on this). Regardless of this you need to work your way up the engineering tree.

Beginning as an artisan:

Start by acquiring (either by mining or purchasing) a metal, (steel is normally good) then begin making as survey tools. Actually create the 1st tool, then use practice mode for the rest. To speed things up you can use the macro below to save some time.
/ui action toolbarSlot01; //uses first tool in F2 box
/selectdraftschematic 33;
/pause 5; // this pause is to add resources, change to suit
/nextC;
/nextC;
/nextC;
/createprototype practice no item;
/createprototype practice no item;
/pause 2;
/ui action toolbarSlot02; //uses 2nd tool in F3 box
/selectdraftSchematic 33;
/pause 5;
/nextC;
/nextC;
/nextC;
/createprototype practice no item;
/createprototype practice no item;
/pause 2;
/ui action toolbarSlot03;
/selectdraftSchematic 33;
/pause 5;
/nextC;
/nextC;
/nextC;
/createprototype practice no item;
/createprototype practice no item;
/pause 2;
/ui action toolbarSlot00; /loops macro
To use this macro, place the macro in the F1 slot of one of the toolbars, and place 3 generic crafting tools in the F2, F3 and F4 slots. This will run untill you type the following command:

To stop the macro:
/dump
This macro can be explained in more detail, in the crafting guide. And all that is required is the entering of the resources each time. (Hint: double click on resources to add them).

Use this and get trained on the engineering tree untill you reach engineering level 3, then you can now switch to building personal harvesters, again create as many of these as you want, then use practice mode to prevent your inventory becoming clogged.

This will earn XP at a much quicker rate and you will reach level 4 in no time, then carry on right through to Novice Architect.

Now you have Novice Architect, a decision must be made, you can either grind the profession, (takes about an hour but very, very heavy use of resources) or the more “traditional” method, taking time, storage but creating objects that are required later in your career.

Grinding Architect

Be warned this method takes a great deal of resources, and if you decide to buy these, it will cost a great deal of money.

First thing you need to do is build yourself 5 structure crafting tools, and place them in the F2 – F6 slots of a new toolbar.

Now you need to build “Structure Modules” you can modify the artisan crafting macro to work with all 5 crafting tools and utilizing the correct schematic. You need to build these modules in groups of ten, then use these 10 structure modules to craft a wall module, then begin the process again, keep the wall modules somewhere safe for use later.

Once you have gained enough XP for your first skill box, go and get trained in “Structures 1″ this will allow you to create the gungan head statue, and thus grind the remainder of architect.

Grinding gungan head statues gives 5250 xp per item on practice mode (advice you practice as they take valuable storage space) to master Architect you will need to build a total of 258 if these statues, and each uses 2000 units of ore and 1000 units of gemstone. This is where things get expensive.

Resources required to grind:

Total of 516,000 of any ore

Total of 258,000 of any gemstone
If you are lucky you can buy these materials at 2 credits per unit (CPU) thus total cost will be 1,548,000 providing you don’t make any mistakes, this as you will agree is a large sum of cash. To harvest the resources, you would need several BER13 mineral harvesters (at approximately 100k each) and the time required to mine these quantities. Thus if you seriously want to grind the profession then be prepared to spend a lot of money.

Advantages of buying the resources and grinding the profession is that it can be done in less than an hour providing a trainer is near by (I ground near coronet starport, trainer is in front of the entrance)

Once you master Architect feel free to go off and build what ever your heart desires.

Mastering by “traditional” method:

This is the same as most professions, you will spend a great deal of time building structure modules and walls, but other items provide interest and a good learning curve to the methods required by an architect.

Architect as a profession

As already stated, due to buildings technically lasting forever providing they are maintained, there is a serious limit to the demand for you services. However new guilds, player cities could provide a good supply of bulk orders, furniture is where you will make the most money.

As you build more complex items, you will require items crafted by other professions. One good example is the power converters and energy distributors required for large houses and guild halls, these are built by a master artisan, so if you want to create these yourself you should master the artisan profession. It is possible to buy these items and many others at a small cost so this may be worth considering.

Something worth serious consideration is the crafting stations, an architect has the schematics to create these, but the experimentation points are Artisan points, therefore mastering both artisan and architect would provide better quality stations.

Factories, note that the structures factory occupies 2 slots instead of the normal 1, so be aware. Many of the more advanced structure require sub components that are created in a factory, and are thus identical to each other, so I have a couple of hints for factory manufacture.

Always use the same resources to create the manufacturing schematic as you place in the factory for production, a different batch of the same resource may get rejected by the factory, and it could take 2 or 3 minutes for the factory to detect this.

If you are creating an object in a factory (eg power core for guild halls) that require other components (generator turbine) you must first create a batch of the sub component in your factory, then use one of these to create the schematic before using the remainder to complete the construction of main component.
ie build 5 generator turbines in factory, then take 1 to create power core schematic, place remaining generator turbines in factory to create the power core items.
Experimentation is limited to heavy extractors and the fusion ion generator, thus you only need very high quality components if crafting these items, purchase the best resources you can find, experiment fully on every component and stage of construction, and you should be able to produce BER 13 installations, these are always in good demand and fetch between 100 and 150k in the servers.

OK finally when building items for your friends think a little about how much things actually cost. I personally buy all my resources, as mining with only my 10 slots would take far too long to create the larger items. However this does mean for example, it costs at least 100k to actually build a guild hall, so giving them away freely is very expensive. I have seen many architects come to hate the profession because there guild or player city expect the items for free, not realising just how much it costs to create these items. Weaponsmiths and armorsmiths can ask 100 – 500 CPU for good items, where as an architect is only looking at between 3 and 5 CPU for buildings and between 5 and 20 CPU for furniture. So don’t be bullied, if it’s a large item or a great deal of items, then tell them how much it is actually costing you just to build it, when people realise this, they are normally surprised but happy to help cover your expenses.

Finally before I forget, I have created an automated calculator to help with determining total resources required for items, and factory run times, this will help show quickly how much things cost, and determine how much to sell items for, what resources are required and factory run time calculator.

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SWG Star Wars Galaxies Crafting Guide

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

Due to the fact I have such a dull job, I thought I would write a guide on macroing your way through artisan. I will write both the macros I use personally and the command line meanings, its always better ot write your own specific to your character.

Artisan is generally split into two halves experience wise, crafting and surveying. any one looking at going into one of the elite crafting professions would be advised to concentrate their efforts on the engineering tree and the surveying trees. Now regarding the merchant path very quickly, this makes vendors available to the player, so allowing them to sell their goods.

However I have heard that the merchant elite profession is a throw away profession, in that once you unlock more vendors you can then surrender your skill points without losing any of the vendors you aquire, this is to be confirmed, and will post update as to if it still the case.

Surveying

This is as important as the crafting its self. if you want to be able to make competitive products then you will have to mine your own resources, without survey 4 it will take a great deal of time to track down good areas for mining.

OK so surveying and sampling is dull when grinding it for xp, so how to speed things up. first select your survey tool, then goto one of the metals then click survey, some numbers will appear on the small map, these percentages are the quantity of the mineral in that area, find a metal with good percentage (70% +) then move to the waypoint created for highest spot. survey again and move to highest, keep doing this till you are in the highest concentration area. (hint look for harvesters already placed).

Now I did this as TKM hence the meditate command, I would also strongly advise getting medic and a good quantity of stims.

All macros are both case and space sensitive if it doesn’t work check your typing, all else fails delete offending line and re-type carefully.

Also when running macros for prolonged periods of time client can get confused, best bet is to try stopping macro and restarting or exit swg and re-enter.

SURVEY XP MACRO:
/survey;
/pause 3;
/sample;
/pause 120;
/stand;
/tenddamage self;
/pause 3;
/tenddamage self;
/pause 3;
/meditate;
/pause 60;
/stand;
/pause 3;
/ui action toolbarSlot 00;
Code meanings:
“/survey” simply surveys the area (don’t need it but I found it helped keep reliable xp come in)
“/pause” pauses the macro whilst character is doing action, time is in seconds.

“/sample” this samples and extracts the area, and it is this that gives you xp.

“/tenddamage self” is the heal self command, sampling uses action, this restores your actions at the expence of mind wounds.

“/meditate” for TKM this heals your wounds.

“/ui action toolbarSlot00;” this is a very very useful command and u will see it quite often, it basically points to the F1 box at the top of the screen. so if you place your new macro in the box it will loop the macro
Now if you aren’t TKM there are 2 options available to you, 1st is to use stims, (same command as in game, look at action box ctrl-A for command if not sure) this will recover your action without wound cost. alternatively you can use the “/sit;” command followed by “/pause 60; placing what ever time is required to recover your action. be sure to allow action to fully recover before it loops otherwise you will eventually catch up with yourself and be unable to sample. experiment with times to find best combination of time sampling and time recovering.

Ok this macro is completely automated and fully looped, requiring no input by the user at any time. so how do you stop it to go and get trained?

Create another macro:

END MACRO:
/dump;
/dump;
/dump;
and place this in your toolbar aswell. reason for 3 of same line is on occasion dump doesn’t always work and so multiple attempts may be required. NOTE: dump command only works when in pause section of macro! ie macro paused whilst character is doing last commanded action.

Ok so this makes the whole XP thing quite easy, on a good patch you should be able to get 1000 – 2000 xp per hour, not a lot, but better than manual. esspecially when u leave it running and goto bed.

Right so what can u do whilst you are sampling? When you have reached the 1st or second level you will have enough metal to start crafting, and strangely enough you can craft (MANUALY) whilst running this macro. simply build lots and lots of wind survey or solar survey tools. I reached level 2 business and engineering whilst running this macro in waking time (was AFK for the rest), simply place the metal you have extracted into the tools and create the 1st for real and the subsequesnt ones as “PRACTICE” items, (so not to waste storage). (see holo help ctrl-H for crafting basics)

Right now you have level 4 surveying and made some way towards your engineering, how can you pick up the pace on crafting? very simply using below macro. to start with you need to build a total of 3 – 5 generic crafting tools and structure crafting tools. then place each type in a row starting with F2 in a new toolbar. (ie one set of generic and one set of structure).

Now you need to find your schematic number. untill you have level 3 engineering we will be practice building survey tools (solar or wind are good) when have level 3 will be building small harvesters.

Goto datapad and click on schematics (DO NOT SORT THE LIST BY CLICKING ON ANY BUTTONS!!!!) and count down to the item you want, then place in following macro. (eg 33rd item)

FIND SCHEMATIC NO:
/ui action toolbarSlot01;
/selectdraftschematic 33;
Then run it, it will open the crafting tool in F2 and open a schematic, if this is the one you want then great, otherwise close and adjust the schematic number. basically there is no definite way of getting the schematic number, but counting down the datapad list will give you a rough area, eg 33 + – 5 (28 to 38) so trial and error within range to find it.

When u have schematic number we can build the crafting macro. Now crafting macros do everything automatically except adding resources, this is impossible without cheating programs that will get you banned but its only a double click to add them anyway

Place the following macro in box F1

CRAFTING:
/ui action toolbarSlot01; //uses first tool in F2 box
/selectdraftschematic 33;
/pause 5; // this pause is to add resources, change to suit
/nextC;
/nextC;
/nextC;
/createprototype practice no item;
/createprototype practice no item;
/pause 2;
/ui action toolbarSlot02; //uses 2nd tool in F3 box
/selectdraftSchematic 33;
/pause 5;
/nextC;
/nextC;
/nextC;
/createprototype practice no item;
/createprototype practice no item;
/pause 2;
/ui action toolbarSlot03;
/selectdraftSchematic 33;
/pause 5;
/nextC;
/nextC;
/nextC;
/createprototype practice no item;
/createprototype practice no item;
/pause 2;
/ui action toolbarSlot04;
/selectdraftSchematic 33;
/pause 5;
/nextC;
/nextC;
/nextC;
/createprototype practice no item;
/createprototype practice no item;
/pause 2;
/ui action toolbarSlot00; /loops macro
Meanings:
“/selectdraftschematic 33;” selects schematic number 33 and places in crafting tool.

“/nextC;” or /nextcraftingstage basically goes to next stage in crafting.

“/createprototype practice no item;” creates a practice item.
I will double check how to actually create the item if u want to do so and post later.

This macro uses 4 tools, adjust depending on how many tools and schematic you use. also adjust timing to get smothest run. and allow plenty of time to double click resources.

As a level 2 engineer building wind survey tools I was getting 18,000 XP per hour using just three crafting tools whilst practice building wind survey tools. use this till you reach level 3 engineering.

Now once you are at level 3 engineering build or buy the constrction tools mentioned earlier, goto a new toolbar and follow same proceedure as above, this time we are going to be building mineral harvesters. minimum of 400 xp per item. now for the rest you are going to need a lot of resources, ore, metal and aluminium, once aquired these then you can run the macro for harvesters, and you sould be able to get about at least 2000xp per minute. (tip: adjust the times for entering resources to 10-15, there are more resources and it takes longer to load this schematic). with this you will have level 4 and your novice specialisation in no time.

The macro can be adjusted and place on other toolbar for other crafting tools, and the basic principals can be used in any crafting, meds to weapons

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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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What is the point of Star Wars Galaxies?

by credits4swg on Jan.13, 2011, under SWG Credit Farming Guide, SWG Farming Guide, SWG Leveling Guide

For years now the developers have given the cryptic answer To Live in the Star Wars Universe. Many people get this and have wanted to do just that for well over 20 years. However Living in the universe is too vague for some gamers (heck, most people don’t quite understand what the point of living in the real world is I’ll give you a hint to be good to one another).

So for the goal minded folks out there, here is the Point of playing SWG:

1) Learn the basics of the game for a while so you don’t appear to be a newbie.

2) Accomplish all the different types of missions, from the quick and straight forward Mission Terminals to the multi-legged and more varied NPC static quests. You may need to travel beyond your starting city to find the more involved ones.

3) Gain enough money to buy (or gain enough skill to make) a good weapon and other equipment that suits your character.

4) Finish a themepark such as getting all the way to Jabba’s Throne Room. Beat at least 1 �dungeon� on every planet.

5) By doing factional missions or joining battlefields, gain enough faction points to rise up through the ranks in the Empire or Rebellion. Make enough points to try out all of the perks.

6) Join a Player Association that fits your play-style. Help others members to accomplish their unique goals and they will help you with yours.

7) Keep tabs on your Badges. You want to get over 100 of these to consider yourself a success in SWG.

8 ) Spend all of your skill points to master several professions. (Be sure you surrender some skills and learn new ones to find the character combination best for you)

9) Search the galaxy to find the spot you want to call home and build a house there so you can leave your mark on that galaxy. (Be sure to furnish it as an empty house doesn�t count)

10) When you are done with all that, work on figuring out how to unlock the Force Sensitive slot. If you can do that (and very few of you will and it will take several months, at least), then repeat the process with your new Jedi character until you are able to get the Jedi Master title.

When you have accomplished these 10 not-so-easy steps, you can say you have won the game. There you have it. But please note, this list is subject to change as we add new content such as player cities, player vehicles, more quests, and full expansions.

Now, of course, feel free to substitute any of the above with other activities you enjoy in the game, such as becoming a famous entertainer, well-sought after crafter, always in demand doctor or highly feared bounty hunter. Or just have fun exploring, fishing, dueling, getting married, attending parties, meeting new people, helping people stuck in step one or even hosting your own events for each other. Definitely try to Role Play (it isn’t hard, you don’t have to act goofy, just don’t bring real world conversation into the spatial chat).

Thanks for your reading. By the way, we provide Star Wars Galaxies Credits with the lowest price and the best service. Please contact with us any time.

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Star Wars Galaxies Cheats

by credits on Nov.23, 2010, under SWG GUIDE

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Rebel PvE Battlefield Guide

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

This guide is limited to JUST the Rebel PvE as I have not yet tried PvP battlefields or the Imperial ones (I don’t have an Imperial character yet). Also, I am not going over the most basic details as they are covered in this Friday’s feature that has been added to the SWG online manual. Please go there for the basics.

Where to go?

Here’s the thing. There is only one Rebel PvE battlefield working correctly – at least as of today August 23, 2003 on the server Chilastra. I can’t speak for the other servers, but what we found is that when the battlefield warps you into the battlefield it is set to the coordinates 3785, -4037. That’s fine if you are on Corellia, because that’s where it is supposed to send you. However, if you are on Rori, you are out of luck.

This means the only battlefield to play Rebel PvE on is the Corellia Rebel PvE.

Temporary Enemy Flag

Many times you cannot get into a battlefield when you have a temporary enemy flag (TEF). Unfortunately the game does not ever give you direct feedback on what gives you a TEF, so it’s hard to tell what it was for certain, but it appears that healing yourself or others or fighting anything even mobs without any faction gives you this flag. If anyone can test to narrow this, then it would be great.

How do you fix it? Sit around. Don’t heal anyone, don’t fight anything. Watch tv for 10 minutes and come back. You should be able to enter the battlefield then.

Battlefield entry

Once you get in, it’s time to scramble away before you have a turret spawn right on top of you and a stormtrooper to boot. Run away from the structure you see. If you are entering a battle that is in progress then there is a good chance that these have already spawned and you will die upon spawning. Which makes it important that you follow the next step.

After you’ve entered you should take out the small turret and Imperial trooper that spawns outside the wall where other Rebels come in. You’ve already bugged out from their firing range. The trick is to move just inside range to get aggro on the stormtrooper, then run out of range of the turret. Turrets hit hard, so be sure to have a medic with you. After you are out of turret range, take out the stormtrooper. Then you go back and start hitting the small turret. Turrets can be beaten by moving in for a few hits, then moving back out of range to heal before re-engaging.

Winning the Battlefield

Okay, you’ve secured the route for people who spawn in. Hopefully they will fix the spawn point so that you don’t need to do this, but this is a decent stop-gap.

Now it’s time to start doing your objective, blowing up the 4 objects that were given waypoints in your datapad. The trick to this is to attack from afar and do not engage the stormtroopers inside. This is a bug, but you can shoot base structures without pulling aggro as long as you are out of range of the stormtroopers. You will notice that walls, and what not are in the way, and that’s okay because a cool thing about battlefields is that you can blow up all the walls, etc. by shooting them.

Clear out all the waypointed structures and you win!

Bugs and General Information

1. The biggest bug/exploit is the lack of aggro by the stormtroopers. This makes battlefields incredibly easy, but it probably is known by the devs already because the reward for winning is terrible. We wanted to engage the stormtroopers, but there are like 8 all standing together. They would have killed us within seconds if we had engaged one and we were trying to learn. Dying and waiting for the new BF to spawn would have slowed us down. They do not move around at all, so you can’t use pulling tactics or even patience. The troopers outside the walls move, but those inside are completely stationary. I don’t think they’ve worked out how to do mobs and walls yet. Even on faction missions the mobs love to warp outside of walls and don’t really know how to follow a wall to exit a building. The warping is probably there because of this. . . to keep them from getting stuck, etc.

2. Low Rewards. You do not receive points for each of these structures, but instead receive a base reward of 25 points. Whenever you take out a certain number of stormtroopers you receive a message stating that you have earned a battlefield ranking of 1.0. My guess is that this number goes up if you kill many NPCs, so that winning the battleifield can be worth more if you have fought harder to attack it than others. If this rating were to go to 2.0, you would receive 50, 3.0 = 75, etc. Even if this is the case, the reward is terrible for the amount of running that is necessary to reach the battlefields and the strength of the NPCs. The stormtroopers give only one faction point, when they would normally give nearly the whole battlefield’s worth in faction points by doing missions from faction terminals. The battlefield is interesting and fun, but very risky and very low reward.

3. There is no way to call pets (except for the declared residence exploit). Unfortunately, you cannot set up camps in battlefields. Accordingly, you are not allowed to use pets of any kind in PvE unless you have the declared residence bug/exploit (Not sure which to call it because those with it did not TRY to get it).

4. Artisans are out of luck in PvE. Everyone heard about the ability to make structures that can help in battlefields? Well, in PvE this is not possible unfortunately because there is not a Rebel base. This may be possible in the PvE battlefields that are for defending, but the current bug that warps players to the Correlia PvE coordinates keeps us from finding out. Artisans can still go and have a good time, but their special skills will not be as useful as they are supposed to be in other types of battlefields.

5. Difficulty is either super high or super low. You can use the guide above and win very easily with two players, but trying to win without exploiting (I don’t plan to do this again except when testing – I don’t have a huge group willing to run forever in order to test and fight legitimately unforutnately) would be INCREDIBLY difficult for a small group, but fairly easy for a large one. 8 stormtroopers are bad, but not at all impossible. One party of 20 with advanced players could wipe the battlefield clean in a few minutes.

6. Warp point is too close to the base. Players should load in somewhere safe! Please follow the guide as the people to initally warp in get a few seconds to load in and get out of range while things spawn, but lets keep sending /bug reports until the devs hear us and move these spawn points somewhere less ridiculously under fire.

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Group-leader / Group-member guide

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

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Welcome to my first attempt of making a playerguide.
This is directed towards everybody who likes to lead as well as participate in smaller as well as larger groups.

First, let me start out by saying that there is no right or wrong here and the following guide is my own personal interpretation of the optimal way of leading or being a member of a group in SWG.

While everybody might not agree with this playstyle, I encourage you all to seek out the playstyle you like, because what it all comes down to is getting the best experience possible out of the game. Joining a group that either is too serious/not serious enough when you personally seek the opposite won’t make it fun for you whatsoever.

So while reading this, please keep in mind that this is my take on explaning how a serious group could function, and not in any way meant to come down on those who don’t appreciate this gamestyle. So if you don’t agree, please refrain yourself from making unnessecary posts in the thread, but instead just acknowledge that this is one way of going about it.

For the purpose of this guide, I’m going to focus on making a well-functioning group for Hunting Expeditions(HE). Many of the issues brought up by the guide will have alot of reference to chain of command and keeping a proper structure and dynamic of the group which I believe is one of the key-ingrediences for having a well-oiled fighting machine.

First some general guidelines. These are extremely important and a vital part of the success of the HE.

NEVER ATTACK ANYTHING WITHOUT CLEARANCE

The group leader should (unless he have given someone else the responsibility) always be the one that directs and controls the combat.
If you as a group member engange in combat by your own initiative it will and can have several affects which in several cases will lower the strength of the group.

1) You have directed your attention elsewhere and will therefor not be able to keep full focus on the group.
2) Should the group unfortunately be attacked as a result of an aggro mob from fx. an unlucky spawn, then you wont be available to assist.
3) If the creature you attacked is among the larger creatures and everybody wasn’t ready to engage, it can result in deaths / incaps.
These are just a few of the possible scenario’s by un-timed combat. So remember. Do not attack anything unless it’s a good-2-go.

KNOW YOUR POSITION & PROFESSION
This is not only profession wise but also location wise when moving.
As for the location, watch it when your moving around. The golden nr. here is 64m. The group leader might have send you and a few others out to take a flanking role, and this is precisely one of the times where you should be extra careful. Don’t run around randomly. Stick with the group or the position your supposed to be in.

Profession wise… remember what you can do and should do.
For scouts and combat. Remember to use traps if you can. They can stun/slow movement etc. on the creature you may be fighting and greatly benefit the group. And as for movement, remember to use /maskscent if you have Exploration III. This again lowers the chance that the group will get jumped. As well as combat and traps.

For marksman and combat. Remember in close combat and in danger that you can use Warning Shot to temporarily get the creature of your back and thereby buying yourself time for a possible heal from a medic.
For brawlers and combat. Remember to try and taunt and direct attention to yourself instead of ranged combateers who don’t have the same defense ability as yourself.
For people that have medic skills. Remember that a heal can save lives. Remember to set up hotkeys for heal as well as cycling through group members as that will easen as well as speed up the process of healing.

DO NOT RUN WHEN YOU GET ATTACKED
A very vital and important thing to remember. Several people have a tendency to panic a little when they get attacked by one of the larger creatures and then start running around. Doing so will result in a few things.
1) The second you start running, the rest of the group will have a harder time aiming and hitting the enemy. Thereby slowing the process of killing it.
2) If there are close range/melee fighters in the group, they wont be able to do damage to the enemy.
3) If there are medics in the group, they won’t be able to heal you in most cases.
Take use of the communication protocol there should be in place (look under the group leading section). If there are experienced marksmen in the group, they will also be able to use Warning Shot to drive the creature away.
So remember this… always stand still when you get attacked.

FOR GROUP LEADERS:

When forming a group, you first need to think about what the purpose of the group should be (Exploration, Hunting, PvP) and build your group according to purpose and size.
When you have gathered your group members. Always make sure you make it clear what your group consists of profession wise. Combateers (Ranged, Melee), Scouts, Medics and so on. This will provide you with a overall look of what you need to take into consideration when heading out. We’ll get back to this later.

CLARIFY COMMUNICATION PROTOCOL
Here there are specifically two things to keep in mind.
1) How to initiate combat.
2) Distress call if attacked.
Make sure you from the beginning clarify these two things. It is highly important that you time your attack since it will result in a much better damage potential in a short amount of time.
How you will time it is entirely up to you and could even vary from enemy to enemy. Going up larger creatures a proper timed attack is more important than towards a smaller creature naturally since the risk is lower. Could be anything from “Ready, GO!”, to something like “3, 2, 1, FIRE!”.
Agreeing upon a proper distress call for group members should also be established. When running, people will be spread out and it won’t always be possible to keep an eye on everybody. At least not if your leading a larger group. Therefor, think of a good way people could give notice if they are being attacked so available fighting powers can be directed towards the one under attack.
One I like to use during my own group leadings is “UA”. Simple and short for “Under Attack”.

MOVEMENT
Remember to consider movement tactics of the group. Remember, the group is never stronger than it’s weakest spot so think about possible weaknesses that might open up during movement. Don’t split people up of each section of the group can’t handle themself or if the rest of the group isn’t close enough to assist in possible problems.
Remember to walk carefully and take use of possible counter measures or skills that may make movement easier. (Conceal, Mask Scent etc.)

LOOT PROCEDURE / EXP SHARING
Everybody should get a fair share in the HE. This goes both for loot and EXP.
Make sure the same people don’t always run up and harvest the corpse because they are closest to the mob.
Make sure take initiative to even out the experience points from combat. Ranged people normally get a great deal more experience than melee people since combat mostly is initiated from range. One way I personally take use of to even this out, is by letting melee fighter alone do the lairs.
Make sure there is a clearing about who sets up camps.
Make sure there is a clearing about who heals people in camps. (Let full medics do this instead of people that only are part medics. Part medics is ok in combat since it can save lives)

BASIC COMBAT TACTICS
Depending on the size of the group, there is several ways to go about this. Could be one big group, or even two or three squads.
One thing that you always should remember is to spread out the group before starting combat. If it’s possible to draw a triangle between the groupmembers and the enemy, your basically good to go. Triangular combat will buy you seconds since the creature will be confused and uncertain of who to charge, so the more spread out… the better (Tho never far enough to bring yourself in danger).
When the people get into position, also make sure that no group member never is too far away than they have all group members without shooting range. That way you will be able to shoot at the enemy no matter where it charges. Again, watch where you move to get into position. You don’t wanna get another enemy aggro at you.
Melee fighters always stay in the middle of the triangle with your group so you will have an easier time reaching the target depending on where it charges.
The same goes for medics. Stay at an optimal position where you will be able to move in the same direction the enemy does because that is more likely where the healing will be nessacary (given the fact that it doesn’t use ranged attacks).
Remember these things as well as the issues mentioned in the ‘KNOW YOUR POSITION & PROFESSION’ section.

FOR GROUP MEMBERS:

How do you be a good group member. Well naturally first of all you should seek out groups that have a playstyle you enjoy. Like I mentioned in the top of this rather long post, do not join a group that have a playstyle like this if you know in the beginning your going to hate it. There is a limit to how much compromise you should do to get experience. Besides, for a group of people that all love one way of playstyle and then having a group member that has another will create a bad atmosphere if it’s reflected in the behaviour.
There isn’t much to add specifically in this section if you have read the above. Understanding and approving of those issues will certainly already put you well on the way of accompaning a serious group that uses this playstyle, but let me summarize two very important issues anyway just.

MOVEMENT
Don’t run randomly around. Stick with the group or the position you have been given. Failure to do so can not only get yourself killed but also create unnessecary hassle for the rest of the group.

LOOTING
Don’t constantly hawk all the loot just because your the fastest to the stop. It is disrespect and will give you a bad reputation and make the rest of the group members annoyed.

SHOW RESPECT AND BE SERIOUS
Listen carefully to your groupleader, because he’s the one who’s supposed to run the group. If what he does and say just seems too whacked, then there can be two issues. He’s incompetent or the way he wants to run the group just doesn’t comply with you. For that there is two ways to solve that problem for you.
1) Leave the group and find another. (One with a better leader or one with a playstyle you like)
2) Help and educate the group leader. He might be taking leadership for the first time because he wants to learn that as well. Come with constructive ideas and opinions. Offer your input but do so in a proper fashion
Remember to go into the group with the proper attitude. Don’t disrespect the group leader. Don’t disrespect the group members. Doing so will again create a bad atmosphere and only ruin it for the rest, and you don’t wanna do that unless your a downright moron.

I guess there isn’t really much else to be said. I hope you enjoyed the reading.

All constructive feedback and comments are highly appreciated, and please excuse me for any typoes or grammars that might appear in this text as english isn’t my first language.

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Single Pull in SWG

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

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The first thing to understand is when one would want to single pull, and why. The answer to “when” is; all the time. Why? Simple math.. every player can deal a fixed average amount of damage per second to creatures, so the amount of time it takes to kill two creatures with a total of 10,000 hit points is fixed, whether you fight them seperately, or at the same time. Lets say for the sake of this exercise it takes 1 minutes, 40 seconds to kill the two creatures. Thats 100 seconds of combat in which we deal 10,000 hit points of damage, so we dish out 10 damage per second. Generally, creatures deal out much more damage than we do. So lets say that each creature can deal 20 damage per second. If you fight them one at a time, you would engage the first 5,000 hp creature for 50 seconds after which it would be dead, and then the second one for another 50 seconds and it would be dead too. During these two fights, you will have recieves 20,000 hit points of damage (which we’ll just say was healed). Thats 10,000 damage from the first creature and 10,000 from the second. Now lets change things a little and say you engage them simultaneously. You can’t change how fast you kill them, so the fight will still last 100 seconds, but now you are taking twice as much damage for the duration of the fight, so 40,000 hit points of damage instead of 20,000.
Assuming that you could actually survive the extra 20,000 damage you took (because the damage went to a pet, or you had doctors healing you the whole time), it still cost you twice as much in stims to get through one fight.
There are plenty of good reasons to fight creatures one at a time, but that one alone is enough to make it worth doing. You are more likely to survive the fight and it will cost you less to do so. In the case of a large group, this would mean that you probably don’t have to stop to make a camp and heal everyone now, so you can keep right on hunting, thus making you more effective in the long run.

PRE-REQUISITE: Where should you fight?
Once you have determined where the lair is, you should try to fight in a clear spot (no other aggressive creatures around) which is at least 80m (90-100 is better) away from the lair. Bring all your creatures to your chosen place and fight them there. Don’t send pets in early while the creature is running to you, don’t use suppression fire before it gets there, and don’t charge it or go to it to fight. The reason for this is simple. As you are fighting, MORE creatures will continue to spawn. They generally will spawn and/or wander within about 45m of the lair (there are exceptions). If one appears or wanders that far in YOUR direction, and you are at 80m from the lair, it is now only 35m away from the fight.. getting close. So if you are in a precarious situation, this is the MOST important thing to remember (it is also the thing most people seem to ignore, and then die) . DO NOT FIGHT ANYWHERE WITHIN THE SPAWN AREA! More creatures will come and you will die. Ok, now that you’ve chosen a place to fight, bring the creatures in for the slaugher one at a time.

So how exactly can we separate one “mob” (mobile object, a creature or humanoid that is hostile to us) from the others? There are many cases, I will try to illustrate each one, from easiest, to hardest.

1) Non-social Creatures – (such as Tortur)

This is the easiest case.. just make sure everyone in the group attacks the same creature. Only one until it is dead, then move to the next. Position is irrelevent. This will ensure the fastest hunting over time.

2) One social creature positioned far from its friends

This is mostly simple, just stand as far from its friends as you can, so they don’t come after you, and attack the one that is alone. It doesn’t matter if the creatures are aggressive or not (red dots vs yellow dots). There is only one thing to consider. Make sure you are close enough to the creature you are about to engage and make sure you are standing and thay you do NOT have maskscent or camoflauge engaged. If the creature can’t immediately determine where the attack is coming from, instead of charging you, it may wander first looking for you. In some cases, this could lead to it wandering towards its friends, and then you’ve got multiple mobs to contend with. Make sure you PULL, the creature, don’t charge it. Attack with ranged weapons first, let it come to you and fight it where it is safe.

3) Two social creatures close to each other, far from any other friends

This is just as easy to single pull as the previous example, but requires a different method. SWG assist logic works in such a way that creatures assisting the one being attacked automatically know where you are and charge you, regardless of other circumnstances. We will take advantage of this. Move to a distance beyond 65m. You MUST be outside of successful attack distance for this to work. Target the farther of the two creatures and fire on it. Nothing will happen because you are too far to fire, but the assisting creature ‘knows’ its buddy is being attacked, and knows where to find you, so it comes running, while the one you attacked stays put. Change target to the charging creature, and let it come to you. Dont go to it, as you will probably end up getting the one you first shot at join in to help its friend if you fight too close.

4) A pack of social aggressive mobs

Believe it or not, hunting aggressive mobs is much easier than the non-aggressive ones. As long as the mobs have ANY amount of distance between them (they’re not standing on top of each other) this is pretty easy. Make sure you don’t have maskscent or camo on. Now, before you start, hit the peace key. This is the MOST important thing. When you hit ‘peace’ and aren’t in combat, what it does is prevent you from auto-firing at the next mob that agro’s on you. You’ll know you did it via the peace symbol that shows up next to your HAM bar. Pick out the target you wish to pull. It should be the closest one, because when a mob starts chasing you, if it runs by its friends, they MAY join in. The closest one will run away from his friends. It helps at this point if you know the agro range of the mob you are pulling. Run to the edge of its agro range, that’s to say the maximum distance you can stay at and still get it to agro on you, and run sideways in front of it.. side to side, but don’t get closer, and definately don’t run closer to any of its friends. It will eventually start to chase you by itself, and its friends won’t help, UNLESS you forgot to hit peace first. In that case, you will auto fire on it, and as a reaction to your attack, its friends will come running. Once it has chased you to where you want to fight, kill it. Rinse, repeat.

5) A pack of social, NON-aggressive mobs

These are a little more tedious to pull than the aggressive ones. It is harder to do well, but is safer. What you want to do here is change the situation into either #2, or #3. By running around at what I can only call the agro range (even though they don’t actually agro, being non-aggressive), some of the creatures will react to you. One of two things can happen. If the creature are afraid of you (not many of those anyone cares about), they will run away. Otherwise, they will ‘bluff’ charge you as if to attack. By running the right way when they charge you (or run away), you can take them to a spot of your choice. Once you’ve succeeded in getting one or two of them far enough away from its/their friends, proceed with pulling as described in case #2 or #3 as needed.

This should be enough for any group or individual to hunt mobs within their capability safely and successfully.

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Star Wars Galaxies Macros

by credits on Nov.05, 2009, under Uncategorized

Falling asleep while trying to go over the same key sequences for hours? Got bored as repetitive tasks take up a huge part in your online routine? We have a solution. Sign up at Strategy Freaks and download SWG macros. Discuss them with other members and our employed experts as they reveal their latest Star Wars Galaxies macro scripts and techniques to deploy them at maximum efficiency. Bring your force with you and go PvP the life out of other players. Have all the fun you ever want while in front of the screen and run Star Wars Galaxies macros when you are away. Don’t be afraid that our programs will be too complicated.

Our community has gathered multiple Star Wars Galaxies macros ranging from simple point and click recording to expert scripting tools. Subscription fee you pay will be used on supporting private developers and employing full time moderators to take care of community content. With all benefits stated above, there is no reason not to join.

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