Friday Feature – Galactic Career Day 5/31/2019

This week’s Friday Feature is courtesy of player Jacobus with contributions by Kelta. Thank you for the excellent breakdown of EiF’s profession choices!


For those of you familiar with the rise and fall of Star Wars Galaxies during live, you’ll remember several professions to choose from during the Pre-CU and CU eras.  NGE shrunk that number to nine linear professions. There was good and bad to be found in both systems and the developers of Empire in Flames have combined all of the good into one brand-new system!

The developers here put it best:
“Think of the professions as what you do and the skill trees as how you do it.”

With Empire in Flames you build your template by investing skill points into branches across several skill trees ranging from rifleman to pistoleer, artisan to armorsmith, or musician to image designer.  All of that, I’m sure, sounds familiar. However now there are eight trees which have been set aside as “professions.” These professions allow you to play with builds you enjoy while also finding a unique niche in the galaxy!

Professions

Bounty Hunter

Bounty Hunters have a whole slew of special abilities which can be used with any weapon from sword to pistol, rifle to pike, in order to apply states, bleeds, fire, or just unadulterated levels of damage.  Bounty Hunters also make use of the Bounty Hunter Mission Terminals to get access to NPC bounties which have some rather profitable payouts in addition to a chance to drop some decent loot.

Unique Skills & Abilities

  • Droid Track: The ability to use droids to track NPC bounties across the galaxy.
  • Rich Movepool: Bounty Hunters have access to more specials (and therefore more states and debuffs) than any other profession making them a powerhouse when it comes to DPS.

Commando

The commando has access to heavy weapons and blast damage allowing them to deal serious damage against turrets and walkers in GCW events, as well as anything else with those specific vulnerabilities. As Masters of heavy weapons, they can use:

  • plasma flame throwers and their specials to inflict action burns
  • acid launchers to do the same to the mind pool
  • launcher pistol with blast damage and access to all of the pistol specials one may learn as a pistoleer.

Unique Skills & Abilities

  • Rocket Launchers & Grenades: With these weapons, commandos can do massive amounts of damage in one volley.

Doctor

Doctors are some of the best healers in the galaxy.  What gives the Doctor their edge is in their abilities to heal states, heal from a distance, and heal over an area. Those skills make them a much better healer for groups or large-scale engagements than the pocket/single-target healer that is the typical medic.  Additionally, they are able to buff players beyond their normal levels to bolster the numbers found floating in their health and action pools for an added edge in combat. Also, a doctor with a good understanding of crafting can produce some very good medicines for themselves or those in the market.  

Unique Skills & Abilities

  • Area Heal: In large engagements where many players are taking damage, this is a welcome reprieve.
  • Ranged Heals: Able to heal from a range, a doctor is able to keep themselves further from danger and therefore healing longer.
  • Heal States:  Be it something like blind, dizzy, or stun or something more pressing like bleeds and fire, the doctor is able to cure the state and remove the disadvantage.
  • Buffs: Though not necessary like they once were given the redistribution of HAM stats in Empire in Flames, buffs are still a necessary bonus when every point matters.

Entertainer

Entertainer is a great complement for the other professions that were a part of its line on live. They are able to earn a new fame stat which increases the payout for entertainer missions and they get access to more flourishes and instruments than one otherwise would as just a dancer or musician.

Unique Skills & Abilities

  • Fame: Money tight?  Well for anyone famous enough, the NPCs on the mission terminals will be more than happy to pay larger sums for someone worth the notoriety.

Merchant

Merchants are able to run a business like no other. They set up vendors and have some interesting ways to cut costs when it comes to things like overhead, maximizing their profits or the profits of those utilizing their unique service.  As a Merchant, crafters can make some serious money by getting their product out there rather than just waiting for referrals or requests. With the server’s reliance on merchants over the bazaar terminal, their services are invaluable!

Unique Skills & Abilities

  • Lower Maintenance Costs: This helps cut down overhead on your place of business for better profit margins.
  • Hire & Dress Vendors: This will allow for branding as well as organization of your goods for your shoppers.

Ranger

Rangers are the explorers and frontiersmen of the galaxy, having better terrain negotiation and burst run duration than any of the other professions, an ability to track players, NPCs, and animals, as well as added defenses against wild creatures they may encounter.   Additionally, they can craft and throw traps in order to apply all sorts of debuffs and snares to both creatures and players. All of that coupled with a unique ability to harvest organic resources from felled animals makes them unrivaled hunters. Lastly, when all is said and done, rangers can also craft and set camps in the wild in order to provide the benefits otherwise found back in cities.

Unique Skills & Abilities

  • Harvest: Rangers are the only profession able to harvest animal resources for crafters, giving them a rare niche in the galactic economy.
  • Traps: Throw these can help prevent animals or players from escaping and can complement your build with debuffs you may not otherwise have access to.

Smuggler

Right now this profession is waiting for the Underworld Release which will come after the Jedi Release on the current development road map.  However that does not make them useless by any means, as they have access to some specials that are unique and damaging and (just as is the case with bounty hunter) weapon agnostic.  Smugglers also have the ability to purchase faction points, effectively buying their way into the good graces of either the New Republic or the Empire. Skilled slicers, Smugglers can also assist crafters by slicing weapons and armor for better results and they are able to slice mission terminals for bigger paydays.

Unique Skills & Abilities

  • Slicing: Be it a terminal for a larger payout or improving weapons and armor, this is how a smuggler will make their money.

Squad Leader

As the name implies, this is a profession designed to lead groups into battles and other content. Squad Leaders possess abilities which can increase the damage output of their group, increase the group’s speed and mobility, help with wounds, utilize system messages for better communication, etc. They are a valuable asset in the increasingly tough instanced dungeons being released and an absolute necessity in the large-scale PvP offered by the Galactic Civil War events.

Unique Skills & Abilities

  • Retreat: This temporarily allows for better movement speed and terrain negotiation for everyone in the group.
  • Volley Fire: Makes the attacks of those in the group more effective as a whole.

Jedi

 

 

 

 

 

 

 

 

 

 

Sandarie
Community Manager

Friday Feature: Last Six Months! Whew!

I took a little hiatus and returned recently to so many updates and additions to an Empire in Flames. I started to compile the list and realized I likely wasn’t the only one who would like to know what EiF has been up to! It was a lot of fun turning the devs loose on the list I started. I was able to see which areas were important to each staff member. EiF is blessed to have gathered a diverse group of people who give so much to the community. Contributing to this article was Halyn, Anishor, Jeil, Kelta, Phoenix, and Abi.

Enjoy! If you haven’t visited EiF in awhile, this is the time! The Easter event is coming and Anniversary Week is around the corner!

Content

  • Planets
    • Coruscant
    • Moncal
      • Screenplay added
    • Kuat
      • Screenplay added
    • Chandrila
    • Hoth
  • Instances
    • Sith Shrine
    • Nym’s Auction coming soon!
  • Loot
    • Tatooine, Dantooine, and Dathomir have receive major loot overhauls
    • 650+ new paintings added
    • Corvette SBD Loot Tables Fixed
  • Faction Recruiters
    • More items
  • GCW
    • Warfame
    • New planetary control system
    • Planetary Control Bonuses
  • Painting Vendor
    • AOJ’s Original Artwork
  • Annual Events
    • Anniversary Riddles
    • Boonta Eve
    • Galactic Egg Hunt
      • Sponsored by A.M.A.
  • EiF Events
    • Jato RP Campaigns
    • The Exchange – Black Market (Get sponsor 😛 )

Crafting

  • Architect
    • New wall appearance added
    • Some furniture has color choices added
    • New craftable houses
  • Armorsmith
    • New craftable armor types
  • Artisan
    • Flooring appearances – 100+
  • Bio-Engineer
    • Backpacks can now be crafted with BE tissues.
  • Droid Engineer
    • C1 Droids
    • Wearable Dark Trooper Exoskeleton
    • BB Droids coming soon!
  • Tailor
    • Backpacks can now be crafted with BE tissues.
    • Armored dusters
  • Weaponsmith
    • Updated Proton Carbine with original fire & sound effects.

Quality of Life

  • Newsnet Terminals in Starports
    • Patch notes
    • GCW updates
      • Galactic Politics Results (Imperial Council/NR Senators)
      • Planetary Control
    • Current events
      • Player Sponsored
        • Weekly Game Night
        • New Zeltros Lottery
        • Galactic Racing Circuit
      • EiF Sponsored
    • Around the Galaxy
  • Player City banks also have a Bazaar terminal
  • /Rattle can be used to make your pets/droids “Talk”
  • NPC droids now come in variety of colors.
  • New armor encumbrance calculations – minisuits now equivalent to full suits
  • Player buildings can now have additional lots added to increase storage – assign as many of your 10 lots as you’d like to a building you own
  • Locked briefcases can now be sliced
  • HIgh-speed airspeeders – T-16 Skyhoppers, T-47 Airspeeders, Twin Pod Cloud Cars

Combat Professions and Skills

Smuggler

  • Last Ditch has been updated – use it as a last ditch.
  • Added Shoot First – used to initiate combat
  • Added Lucky Strike – roll the dice and be rewarded with a high damage special

Doctor

  • Revive Player now revives player with more than 1 health.

Melee Damage SEAs turned on, gives up to 5% extra damage

Sandarie, Community Manager

A Guide to the Sith Shrine

The Sith Shrine is the newest, hottest content on Empire in Flames. Set in a Sith temple buried deep on Coruscant, adventurers are asked to investigate…in spite of the disappearance of previous teams. Up to five players can venture into the Shrine to confront danger and potentially emerge with previously-unacquirable loot!

The Sith Shrine starts by speaking with a very grumpy Dug in a diner in the Collective Commerce sector on Coruscant.

Ultimately, there are six boss encounters along the way, though two of them are relatively easy. Players should be prepared in advance with equipment, food, and drink. Some suggestions are included.

The server team has run the Shrine with multiple groups and found, in general, the best groups include a main tank, an off tank, and at least one doctor. Remaining roles have been filled with a variety of classes and skill setups with varying degrees of success.

Every player should be equipped with a suit of armor, PSG, and at minimum a very good weapon. Doctor and entertainer buffs are highly recommended; in event of a wipe mid-instance, at minimum the tank characters should be re-buffed with doctor buffs. Suggested food and drinks are included in boss fights tips.

Players should be familiar with their specials – even basic DPS players should be using several. Boss characters should always be stated with as many states as possible. Intimidation is the most important, as it reduces damage output from NPCs. Bleeds and burns are also important on high-health bosses, as those cause boss characters to rack up battle fatigue, which reduces the effectiveness of their armor.

 

Boss 1: The Hulking Dark Trooper

Known exclusive loot: Dark Trooper painting, Elite Dark Trooper painting, Droid Armor Mesh schematic, Dark Trooper Exoskeleton armor schematic

The Dark Trooper is your first boss, a massive war machine left in place by the Shrine’s master. He is completely stationary, but has a nasty rotating cannon he uses at range and is a powerful melee fighter in close.

During the fight, he occasionally spawns four astromech droids around the room. If those droids are not destroyed, they will repair any damage the Dark Trooper takes during the fight. If the astromechs are not suppressed, the fight will take a long, long time.

Primary tactics: Tanks fight the Dark Trooper directly. Doctor focuses primarily on heals, with secondary focus on shooting astromechs. Remaining players focus on droids the moment they spawn and offer DPS on the Dark Trooper when droids are all down.

Suggested food and drink: Accaragm (action regeneration), Vasarian brandy (mind regeneration)

 

Boss 2: Terentatek

Known exclusive loot: none

The Terentatek is a creature of the dark side, twisted into being by devotees of the Sith. They are ugly, hungry beasts who seek out and destroy Jedi. However, a well-armed group of adventurers should be adequate to the task.

Primary tactics: tank and spank. Keep ranged fighters well back to prevent them from being caught by the terentatek’s massive AOE knockdown.

 

Boss 3: The Dark Side Sorcerer

Known exclusive loot: Various zombie paintings.

A devotee of the dark side, the Sorcerer has delved deeply into unnatural abilities. He will call upon the shadow of the Force to attack adventurers with lightning and telekinetic abilities, but most disturbingly, he will raise an army of undead to fight on his behalf.

Worse, if these undead are struck down, he draws strength from the destruction, regenerating health with each of his minions struck down!

Primary tactics: One tank focuses on the sorcerer. Secondary tank taunts all zombie spawns to keep the focus away from the group. All characters use single-target specials to fight the sorcerer and prevent unexpected deaths of zombies that prolong the fight.

Secondary tactic: Ideally, the “zombie magnet” is not a primary or secondary tank. Most ideally, the character is a fencer, as they dodge attacks entirely. Swordsman tend to do poorly in this role, as counterattack secondary defense means the zombies will die during the fight and prolong it. The character in this roll will take a lot of small attacks and likely stack up large amounts of battle fatigue and take reduced heals, which is detrimental during the Sun Guard fight.

Suggested food and drink: Pikatta pie (defense), synthsteak (damage reduction), exo-protein wafers (damage reduction)

 

Boss 4: Terentatek (redux)

Known exclusive loot: none

Players have already fought a Terentatek once; exercise those tactics again, and this Sithspawn will not be a problem.

Primary tactics: tank and spank. Keep ranged fighters well back to prevent them from being caught by the terentatek’s massive AOE knockdown.

 

Boss 5: The Sun Guards

Known exclusive loot: Sun Guard armor schematics

Sith cultists or loyal mercenaries, depending on the source, the Sun Guard is one of the most feared mercenary groups in the galaxy…and for good cause.

In battle, the Sun Guard will fight exclusively melee with force pikes with a full range of deadly polearm attacks. They also fight as a unit, and will heal each other periodically in combat. Success against previous bosses is no guarantee of victory here; many have died at their hands.

Primary tactics: Main and secondary tanks each take a Sun Guard and draw them to the back wall. Doctor focuses exclusively on healing from the front wall, which should be just out of reach of the Sun Guards’ AOE attacks. Non-melee characters also cluster against the front wall to keep doctor healing requirements at a minimum.

Secondary tactics: The Sun Guards will periodically compare HAM, wounds, and battle fatigue; when they do, each Sun Guard reverts to the higher level of each. As such, they must be brought down together rather than focusing one and then the other. While stating is important in all boss fights, during the Sun Guard fight it is critical as a non-intimidated Sun Guard can quickly put down a tank.

Ideally, a fencer should not tank a Sun Guard. While it is possible, fencer’s low toughness means he will rack up damage faster than other melee classes and put more pressure on the doctor to keep up.

It’s important for players focusing on burns and bleeds to switch targets constantly to lay a consistent level of bleeding and burning on each boss, or much of their effort will go to waste.

Players must keep a very close eye on food and drink during this fight; failure to do so may result in party wipe. It’s also worthwhile for tanks with meditate to power boost before this fight.

Suggested food and drink: Pikatta pie (defense), exo-protein wafers (damage reduction)

(Due to the long nature of this fight, tanks will get more use out of the low-filling wafers than they would out of high-filling synthsteak.)

 

Boss 6: The Sith Initiate

Known exclusive loots: Nightsister bicep schematic, Sith mask schematic, Mandalorian mask schematic, Lightsaber pike schematic, Holocron, Sith Holocron

There are always two Sith Lords – a master and an apprentice. However, there are initiates, candidates, and others who have pursued the dark arts but not risen to the rank of Apprentice.

These initiates can be deadly and dangerous in their own right…

The Sith Initiate will not fight players alone, but with three telekinetically controlled floating lightsabers!

Primary tactics: Area attacks are king. Draw the floating lightsabers in and use area attacks to bring them down along with the Initiate.

Secondary tactics: Keep an eye on the initial spawn of lightsabers. They have a tendency to all pick a single player and focus on him. If that player is the primary healer or a ranged character and isn’t ready, they could rapidly be killed. Once past the initial spawn stage, the fight tends to be much easier than the Sun Guard battle. Burns and bleeds can bring the initiate down much faster than strictly DPS.

Suggested food and drink: Pour on everything for this fight – it’s your last, so don’t let your stomach space go to waste!

Patch Notes – 3-9-19

Change Notes:

  • The Sith Shrine heroic is now available to test. (Loot drops are disabled until we have received and implemented feedback on difficulty.)
  • 100+ new flooring items have been added to artisan. Speak to your local artisan to get metal, hardwood, or tile flooring objects to put down in your house.
  • A very odd protocol droid has been spotted on Naboo, selling high-quality paintings for cash.
  • Mon Cal and Dac cities have both received another upgrade. Mon Cal has received a terrain upgrade (to accomodate Mon Cal City upgrades).
  • Dac City and Kuat Drive Yards now have proper citizens.
  • Certain factional spawns have been upgraded.
  • NPC astromech droids now come in a variety of colors.
  • Ship houses now show “locked” on the radial if they are unavailable for entry.
  • SWGEmu-implemented bugfixes. (Check their patch notes for details.)
  • New Republic marine armor bracers and gloves now render correctly on male characters.
  • AV-21 schematics are now holograms.
  • Rattle can now be used while sitting.
  • Sleeveless duster added. (Not player-acquirable at this time.)
  • STAP and Swamp Speeder schematics added. (Not player-acquirable at this time.)
  • Leather armor chestplate schematics now drop in three versions instead of one.
  • Removed deprecated Object Manager calls from all EiF screenplays.
  • Added new city framework script for faster population of new cities.
  • Added random name generation for BB and C1 droids.
  • Reenabled FRIENDLY tag for mobiles.
  • Updating cloning point for Sith Shrine and Nym’s Auction structures.
  • Heroic framework implementation for faster content development – automatic instance tracking and safety, lockout timers, spawning functions, shutdown timers, and more.

GCW Recruiter and Quartermaster Loot!

(Our feature today is a guest post by Demiurge. Well done and thank you!!!)

Galactic Civil War Rewards and You!

With the onset of Empire in Flame’s Galactic Civil War patches, players now have the opportunity to spend those hard earned faction points from PvE activities or War Fame gained from Invasion testing and upcoming PvP events.  The purpose of this Friday Feature is to familiarize players with the options available to them from their faction’s Recruiters (Faction Points) and Quartermasters (War Fame). Hopefully this information helps you make informed decisions concerning the items you are purchasing from these vendors.  Because most of the items purchased come in the form of schematics, there is no way to actually “see” what the finished product looks like. That’s where this Friday Feature comes in. We will be reviewing the rewards, so you don’t waste those precious points!

We will examine the rewards purchasable from your faction’s recruiters using regular Faction Points first.  Keep in mind all prices listed are non-smuggler prices.

Let’s examine the list of items available to Imperial players:

Armored AT-AT Pilot Bodysuit (1800 Faction Points)

Armored Imperial AT-AT Pilot Helmet (1800 Faction Points)

Imperial Stormtrooper Armor (Total Set = 23,400 Faction Points)

Imperial Assault Trooper Armor (Total Set = 23,400 Faction Points)

Imperial Scout Trooper Armor (Total Set = 23,400 Faction Points)

 

Now let’s take a look at the faction rewards offered by the New Republic Recruiter:

New Republic Trooper Helmet (1800 Faction Points)

New Republic Marine Armor (Total Set = 23,400 Faction Points)

New Republic Assault Armor (Total Set = 23,400 Faction Points)

New Republic Battle Armor (Total Set = 23,400 Faction Points)

 

3 Different versions of the A280 Firearm.  One rifle, one carbine, one pistol. Each version costs 5500 faction points and are energy damage types.

 

Now we will look at the new items introduced via faction quartermasters using War Fame.  Many of these items are available to both rebel and imperial factions. We will identify which are unique to a particular faction and which is available to all.  Again, let’s look at the Imperial rewards first.

Imperial Galactic Marine Armor (Total Set = 1,500 War Fame)

Battle Tested Stormtrooper Armor (Total Set = 1,000 War Fame)

Battle Tested Shocktrooper Armor (Total Set = 1,000 War Fame)

Battle Tested Scout Armor (Total Set = 1,000 War Fame)

(Entire set available.  This is obviously only two pieces of it…)

ARC-170 Flightsuit (75 War Fame)

Imperial Armored Duster (250 War Fame)

Imperial Galactic Marine Backpack (150 War Fame)

 

Now we will take a look at the items available specifically to New Republic forces.  

 NR Special Forces Armor (Total Set = 1,500 War Fame)

 Battle Tested Assault Armor (Total Set = 1,000 War Fame)

Battle Tested Battle Armor (Total Set = 1,000 War Fame)

Battle Tested Marine Armor (Total Set = 1,000 War Fame)

 + DIRT (Real Picture not available)

New Republic Armored Duster (250 War Fame)

NR Snow Trooper Backpack (150 War Fame)

 NR Flight Suit – Recolorable (75 War Fame)

 

Now let’s take a look at some of the items available to both sides.  These include houses, decorations, and a ton of new weapon options.

The Spire House (1,000 War Fame) – 3 Lots

The VIP Bunker (500 War Fame) – 1 Lot

The Commando Bunker (500 War Fame) – 1 Lot

Keep in mind, the Commando and VIP Bunkers are smaller, one room buildings.

A Bacta Tank (150 War Fame)

A Command Console (150 War Fame)

A Map Table (150 War Fame)

A TK Knuckler (250 War Fame) – ACID DAMAGE

A Polearm (250 War Fame) – ELECTRICITY DAMAGE

A One-Handed Sith Sword (250 War Fame) – STUN DAMAGE

A Two-Handed Sith Sword (250 War Fame) – COLD DAMAGE

A DLT19 – Heavy Blaster Rifle (250 War Fame) – ENERGY DAMAGE

A Prototype Sniper Rifle (250 War Fame) – ENERGY DAMAGE

A Legendary Blaster Rifle (250 War Fame) – ELECTRICITY DAMAGE

A Heavy Carbine (250 War Fame) – ACID DAMAGE

A Proton Carbine (250 War Fame) – COLD DAMAGE

A Bothan Carbine (250 War Fame) – ELECTRICITY DAMAGE

An Intimidating Pistol (250 War Fame) – KINETIC DAMAGE

A Legendary Pistol (250 War Fame) – ENERGY DAMAGE

An Insurgent Pistol (250 War Fame) – ENERGY DAMAGE

These are currently all of the items available to players.  Save your points and plan ahead/accordingly in order to outfit your characters however you see fit.  

Good Hunting!