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  • C

    With thanks! I like this. -Removed link for security-


    Hi there. You may have noticed I removed your link, can you describe to me what you were trying to show?
  • C

    I'm returning to SWG from way back when, and I've been really enjoying this server! I've been playing for a few weeks now and I'm looking to make some friends and join a guild as solo adventuring is fun and all, but more people is better. My characters are generally imperial aligned and I've got one character that just needs to grind out the heroics to make jedi. Let me know if you're looking for new members for your guild or city! Or you can message me in game. My primary character names are Astrid, Karmilla, and Vanla. Though Astrid is my main. Thanks!


    i can not seem to find the discord link to join
  • CiaphasC

    Greetings from the late, great Wanderhome. I started my SWG journey about 6 months before the NGE. I was there when the lights went out. Very sad. I played on the Legends server for a few years, but it's so overpopulated I just couldn't stretch my legs. I love that Evolve created a hybrid CU/NGE. So much more functional and rewarding. I've created 3 characters, J'fan, Lannaca, and Smurr Fette. J'fan and Lannaca were the names I had live, and have carried them for years. Hope to make some new friends here. I really enjoy the flight sim, and have already gotten Lannaca Smuggler's Alliance Master Pilot. Just gotta make some credits to really geek out in space.


    Hello and welcome, former wanderhomie myself.
  • Evolve StaffE

    The Next Generation of SWG Has a New Home

    Today, we are proud to officially launch the new SWG: Evolve website.

    This redesign is more than a visual update. It was built to reflect what Evolve has become: the next generation of Star Wars Galaxies and a platform engineered to move SWG forward.

    Evolve’s modern foundation now includes:

    • A fully 64-bit game client and server
    • A Vulkan rendering backend
    • In-engine graphical tuning and ReShade-style controls
    • Modern Java services backed by Oracle Database 26ai
    • The first-ever native Linux client for Star Wars Galaxies
    • Rebuilt gameplay systems, classless progression, and continuously expanding content
    • Live, connected player tools designed around the modern Evolve platform

    The new website provides a clearer look at these advancements while making it easier to join and explore the galaxy. Players can now find platform-specific installers, live server telemetry, announcements, community updates, patch notes, player tools, support resources, and a refreshed Evolve Wiki in one cohesive experience.

    Our community forums have also moved to forums.swgevolve.com, while the main website is now focused on introducing players to Evolve and showcasing the technology, systems, and community behind the project.

    Much of the new site remains connected to our existing platform. Forum announcements and patch notes are surfaced automatically, and the new Wiki presentation stays synchronized with the knowledge maintained by our staff and community.

    This launch represents another important step in our continued modernization of Star Wars Galaxies. Evolve is not simply preserving the galaxy we remember—we are building modern SWG for what comes next.

    Explore the new site at swgevolve.com, and let us know what you think.

    Thank you to everyone who has contributed, tested, documented, supported, and played. The galaxy continues to evolve because of you.

    — The SWG: Evolve Team


  • Y

    Placing a brief guide here along with a few images of how the setting turned out visually on the new 64bit Client.

    Please consider some adjustments listed at the end of this guide if you have trouble running multiple clients or have computer hardware that may be lacking.

    Graphics

    Particle Limit - 1022 (50%) (Can significantly affect fps, but set to low and you can not see WB Bombs)
    Gamma Correction - .85 (Lowered this to offset Bloom)
    Saturation - .80 (Was aiming to balance between Saturation and Vibrance, but not blow out colors to much)
    Vibrance - .50 (Was aiming to balance between Saturation and Vibrance, but not blow out colors to much)
    Disable Animation Priorities - Check (I check this thinking it may effect ability activation response)
    Enable Bloom - Check (Mostly enabled this to get that blue glowy feel back again with holograms)
    Bloom Intensity - 1.0
    Sharpness - 1.0 (I like things very sharp, adding higher resolution (Render Scale) will take this even further)
    Render Scale - 200% (Consider it as Resolution tweaking, at 1080p its like 4k, if you are at 1440p or 4k already consider not enabling this)
    (I cannot run 200% and 8 clients at a time, I run only 1080p).
    SSAO - Check (These are shadows, mostly noticed indoors at corners, defaults are to much and distort)
    SSAO Strength - .48
    SSAO Radio - .75
    View Distance - 0.0 (Largely effects only the distant hills which are out of range of detail, affects fps alot)
    Depth of Field - Check (This will blur distant object and builds I like it just slightly enabled)
    DoF Focus Range - 100
    DoF Blur Strength - .05
    Hologram Transparency - .50 (Default had too little Transparency, Aim was to rekindle the old Hologram Obi Wan look)
    Hologram Tint - .75
    Hologram Shine - 2.0
    Water Shine - 2.0
    Water Waves - 0.00 (Waves were ugly)
    Particle System Level Detail - 0.25 (Unsure about this correlating to Particle Limit, default is 100%)
    Render Shadows Ground - Check (Greatly improves depth and feel of building exterior)
    Character Shadows - Volumetric Check
    Non Character Shadows - Volumetric Check

    Terrain

    Global Terrain - 2.33 (Largely affects only the distant hills which are out of range of detail, but can significantly affect fps)
    Render Non-Collidable Flora - Uncheck (On naboo it places bushes that are different then the Grass from Near Flora)
    Near Radial Flora Draw Distance -64.0 (Nearby grass)

    Images below are with Render Scale 200%. In Vulkan.

    Screenshot (20).jpg
    Screenshot (22).jpg
    1786086504022.jpeg
    1786086612108.jpeg
    1786165746764.jpeg
    1786170801580.jpeg
    1786170832271.jpeg

    Even with a decently specced PC you may experience the game running rough on the 64Bit Client. I am going to give you a brief rundown of my PC and a few suggestions to improve performance moving forward since the 32Bit Client will be discontinued in the near future for SWG Evolve.

    My computer Spec

    CPU - Intel i7 12700F
    RAM - 32GB DDR4 2666
    GPU - Nvidia RTX 3080ti
    Display - LG 4k OLED TV 120hz running at 1080p Resolution
    Hard Disk - 1TB System and 2TB Game NVMe SSD

    I try to run 8 clients constantly and found that the game ran well on 32Bit Client but with the 64Bit Client no matter what settings I had graphically the game consistently ran rough. This may improve as optimizations and bugs are fixed but until that happens here is a suggestion.

    1. Change the Render from Vulkan to Direct X 11 outside of the game in settings. I found that this provided a 1/2 GB less RAM usage for each client this solved my lack of RAM while running 8 Client Windows.

    2. Changing to Direct X 11 however provided a less crisp image, Volumetric Shadows render more crisp they are more ugly Disable them. Play around with the Render Scale to adjust to your liking.


    Added further comments about Render Scale 200%, found I could not maintain 8 client windows while at that Render Scale.
  • P

    Didn't see a thread for questions like this... but the past two Corellian Fiberplasts that appeared in the Resource list have not shown up when using the chemical survey device. The first time it was a pretty good quality and I thought maybe it disappeared a day early. But the current one doesn't show up either?


    orton, post: 4838, member: 2006 wrote: Hi! Thanks for bringing this to our attention. This can happen because some resources spawn in a deed-only state, meaning they exist in the resource list but are not actually available to survey or harvest. At the moment, our resource tools do not distinguish between a normal spawn and a deed-only spawn, so they will still appear in the resource listings. I noticed the same thing myself with the current Corellian Fiberplast, and we're actively looking into it to determine whether this is simply a deed-only resource or if there's another issue preventing it from spawning correctly. With so much of our development effort currently focused on getting the 64-bit client ready for full release, we appreciate your patience while we investigate and work through issues like this. Reports like yours help us identify potential problems, so thank you for taking the time to let us know! Orton Evolve Community Manager I have seen a pair of previous Corellian Fiberplast available in the Bazaars in large quantities. It's a needed item to make Advanced Battle Corps. Unfortunately, it's far too expensive for a fairly new player to afford (quantities of 100k for 1 mil credits). I'll try dropping a harvester to see if it might really be there. Nope. That didn't work.
  • Y

    Any chance we could get an indication of which side we are helping as Mandalorian Faction Helper.

    Example placement.
    1783739809949.jpeg


    Yatoya, post: 4769, member: 1107 wrote: Any chance we could get an indication of which side we are helping as Mandalorian Faction Helper. Example placement. [Unavailable historical attachment #2201] Hey there, Great suggestion! Having a clearer indication of which side you're supporting as a Mandalorian Faction Helper is a really reasonable quality-of-life request. We'll pass this along to development for potential implementation. Thanks for the feedback — keep it coming! Orton Evolve Community Manager
  • D

    Hoth armor has cold protection with 11 piece bonus. Would like more with other elements like heat and acid


    Doom, post: 4775, member: 14 wrote: Hoth armor has cold protection with 11 piece bonus. Would like more with other elements like heat and acid Hey there, Great suggestion, and good timing — expanding elemental protection sets beyond cold (like heat and acid) is actually already on our roadmap. There are some exciting things planned in this space for the near future, so stay tuned! Keep the great suggestions coming — feedback like this genuinely helps shape our priorities. Orton Evolve Community Manager
  • D

    Don't know if it would be posable but i think account shared box of achievements would be nice to have.


    Doom, post: 4790, member: 14 wrote: Don't know if it would be posable but i think account shared box of achievements would be nice to have. Hey there, Thanks for the suggestion! Just want to confirm — are you referring to a box that would hold all of your achievement tokens/rewards, shared across your account? If so, good news — this is actually already possible using the Shared Account Bank system that was introduced in Chapter 6.1 (07/04/2026). Here's a quick recap of what that update added: Shared Account Bank Added a new Bank Manager NPC to Mos Eisley Bank Introduced a Shared Account Bank accessible by all characters on the same account Shared bank provides 250 storage slots Shared bank access is restricted to one character on the account at a time Characters on the same account may now store No Trade Shared items inside the Shared Bank, and trade No Trade Shared items directly through the normal trade window You should be able to use this to store and share your achievement tokens across characters on your account. Let us know if that addresses what you had in mind, or if you were picturing something a bit different! Orton Evolve Community Manager
  • Y

    The following clothing items are available only at character creation from what I have observed, and would be nice if they were available elsewhere, aside from deleting and creating a new character which is frowned upon.

    I would like to suggest that the following clothing be added to crafting or purchase via tokens.
    If not brought to Tailor for basic crafting, would suggest adding them to Entertainer Token Vendor (especially the Entertainers Skirt), or perhaps the Chronicles Vendor.

    Obtainable through Outdoor Outfit during Male character creation.
    1785353204024.jpeg

    Obtainable through Outdoor Outfit during Male character creation.
    1785353273307.jpeg

    Obtainable through Outdoor Outfit during Male character creation.
    1785353324041.jpeg

    Obtainable through Comfortable Outfit during Male character creation, Outdoors Outfit during Female creation.
    1785353452393.jpeg

    Obtainable through Outdoors/Utilitarian Outfit during Female creation.
    1785353689720.jpeg

    Obtainable through Military Outfit during Female creation.
    1785353911405.jpeg

    Obtainable through Utilitarian Outfit during Female creation.
    1785354075061.jpeg

    Obtainable through Elegant Outfit during Female creation.
    1785354215070.jpeg

    Obtainable through Wookie Casual Outfit during character creation.
    1785354493845.jpeg

    Obtainable through Wookie Elegant Outfit during character creation.
    1785354677668.jpeg

    There is also Multipocket Bandolier obtainable through the Wookie Utilitarian Outfit, same appearance as the Weaponsmith Tool Set. But is not crafteable except through the Weaponsmith Tool Set schematic.


    Yatoya, post: 4811, member: 1107 wrote: The following clothing items are available only at character creation from what I have observed, and would be nice if they were available elsewhere, aside from deleting and creating a new character which is frowned upon. I would like to suggest that the following clothing be added to crafting or purchase via tokens. If not brought to Tailor for basic crafting, would suggest adding them to Entertainer Token Vendor (especially the Entertainers Skirt), or perhaps the Chronicles Vendor. Obtainable through Outdoor Outfit during Male character creation. [Unavailable historical attachment #2244] Obtainable through Outdoor Outfit during Male character creation. [Unavailable historical attachment #2245] Obtainable through Outdoor Outfit during Male character creation. [Unavailable historical attachment #2246] Obtainable through Comfortable Outfit during Male character creation, Outdoors Outfit during Female creation. [Unavailable historical attachment #2248] Obtainable through Outdoors/Utilitarian Outfit during Female creation. [Unavailable historical attachment #2249] Obtainable through Military Outfit during Female creation. [Unavailable historical attachment #2250] Obtainable through Utilitarian Outfit during Female creation. [Unavailable historical attachment #2251] Obtainable through Elegant Outfit during Female creation. [Unavailable historical attachment #2252] Obtainable through Wookie Casual Outfit during character creation. [Unavailable historical attachment #2253] Obtainable through Wookie Elegant Outfit during character creation. [Unavailable historical attachment #2254] There is also Multipocket Bandolier obtainable through the Wookie Utilitarian Outfit, same appearance as the Weaponsmith Tool Set. But is not crafteable except through the Weaponsmith Tool Set schematic. Hey there, Thank you for such a detailed and well-organized suggestion — this is a great catch, and clearly took some real observation and effort to compile. You're right that a number of clothing items are currently locked to character creation only, with no way to obtain them afterward short of deleting and remaking a character, which obviously isn't a solution we'd want to encourage. Making these items available through crafting (Tailor), the Entertainer Token Vendor, or the Chronicles Vendor is a reasonable approach, and the Entertainer's Skirt in particular seems like a natural fit for token vendor availability. The Multipocket Bandolier note is also a great catch — sharing an appearance with the Weaponsmith Tool Set but not being craftable independently is exactly the kind of inconsistency that's worth addressing. Right now our development focus is heavily concentrated on the 64-bit client release, but as that work winds down we'll be looking to shift attention toward additional content like this. We'll pass this along to development to add to the list of tasks for consideration. Thanks again for taking the time to put this together — suggestions with this level of detail make it much easier for us to evaluate and act on. Orton Evolve Community Manager
  • M

    I was thinking a good idea may be Hard mode tressure maps that would take advantage of bigger groups


    mochachris, post: 4827, member: 354 wrote: I was thinking a good idea may be Hard mode tressure maps that would take advantage of bigger groups Hey there, Thanks for taking the time to share this — hard mode treasure maps that incentivize bigger groups is a genuinely great idea, and it's exactly the kind of content suggestion we love seeing from the community. Right now, our development focus is heavily concentrated on getting the 64-bit client fully released and ironing out all the bugs players will inevitably run into along the way. This has been a massive undertaking for the team, and we want to make sure we get it right before shifting focus elsewhere. That said, as we move into the final phases of that rollout, content ideas like this are exactly the kind of thing we'd love to explore further. We'll be keeping this suggestion in mind! Thanks again for the feedback and for helping shape where Evolve goes next. Orton Evolve Community Manager
  • ChavexC

    1786015553240.png

    Greetings Evolve!

    Just a friendly reminder to finish up your Empire/Remembrance Day quests/content. The event will be ending next week (10 August) during our weekly restart.

    Thanks to all those who participated in the event and helped us identify any bugs/issues. We appreciate it!


  • Y

    The goal of this guide is to provide a straightforward guide to creating attachments for those that want to perform the least amount of Reverse Engineering but still want there Weapon and Armor equipped with Attachments.

    Attachments are such a personal decision and crafting multiple types for a variety of different players can be problematic, hence why I am creating this guide.

    First you will need 4 points of Expertise in Reverse Engineering, that's it. You do not need to worry about the Stat generated on the attachment going down, nor are we crafting PowerUps in this guide, so we do not require extra Luck or Reverse Engineering Chance.
    1785878339593.jpeg

    Second make some purchases. Reverse Engineering Tool. Found under Container.
    1785878566372.jpeg

    Also purchase +35 Power Bits. You will need both 2nd and 3rd Order Power Bits. Generally found under Wearable Container, look for something like "Power" or "35's".
    1785878732768.jpeg
    You will need on average 24x2nd Order Power Bits, and 12x3rd Order Power Bits to complete most suits of Armor/Clothing/Weapon.

    You will need harvest or purchase a little bit of Metal resource, to create Modifier Bits.

    Every new player receives a Tuned Crafting Tool use the tool and switch over to the Misc Tab, there you will find the majority of Modifier Bits that can be created.
    1785880226677.jpeg

    Note when crafting Exotic Attachments you must start with a Exotic Modifier Bit (Example 1H Damage, Block Chance, Heal Potency Modifier Bit) instead of a base Stat Modifier Bit (Example Luck, Strength, Agility). Exotics can be placed only on a Chestplate, Shirt, Weapon.

    For this guide I am going to craft 3 different Stat Modifier Bits Strength, Precision, Luck (You cannot stack the same stat on one attachment).

    Once you have 3x Power Bits (1st or 2x2nd and a 3rd), along with 3 Modifier Bits we will begin creating an attachment.
    Place a 1st or 2nd Order Power bit into the Reverse Engineering Tool along with a Modifier Bit.
    1785880807862.jpeg

    Right click the Reverse Engineering Tool, First Select Swap Attachment (choose which type you want to create), then right click again and select Create Skill Enhancing Attachment.
    1785880953697.jpeg

    Next take the generated Attachment and place it along with a 2nd Order Power Bit and Modifier Bit into the Reverse Engineering Tool.
    1785881154715.jpeg
    Repeat the Create Skill Enhancing Attachment. This will add a 2nd Stat onto the Attachment.

    Now repeat the process one more time with a 3rd Order Power Bit.
    1785881377753.jpeg

    The result is a 3x Stat Attachment.
    1785881444832.jpeg
    Drag the attachment onto a piece of unequipped Socketed Armor/Weapon/Clothing appropriate to the type of Attachment.

    If you already had a previous stat on a Piece of Armor/Weapon/Clothing, that you do not want, you can use what is known as a Socket Retrofit Kit to remove a previous stat.
    Place the gear into a Socket Retrofitting Tool and select Retrofit, then you can place a new attachment on to the gear.
    1785881688570.jpeg

    Hope this guide is helpful to those looking to create there own specialized Armor/Clothing/Weapon with there own desired stats.


  • SiddviciousS

    Exlpore the Ryatt Trail on Kashyyyk during this Original SWG Evolve Event!
    We will travel from the Common paths to the Shadow Lands, facing Dangerous Kashyyyk mobs the entire way!!!!
    RYATTTRAIL.jpg


  • Y

    Goal of this guide is to start compiling details and ideas of completion.
    Note the listed drop rates are approximate not definite more information needs to be gathered.
    Almost all mobs seem to have a drop rate of about 1/20. While the Boss mobs have a Double Drop Rate of 1/2.

    To begin your adventure of Undead Army Hardmode visit Buc Wile in Mos Eisley.
    (It requires 6 players to keep the instance open and from automatically failing, 8 players max).
    /waypoint tatooine 3540 5 -4868 Buc Wile (Hardmode Entrance);
    1785478503823.jpeg

    The Hardmode uses the same floor plan as OG ISD but with added challenge.
    1785487777944.jpeg

    Part 1 - Vheer Saxon

    Much like the OG ISD you will deal with Grenadier's on the balcony along with a Boss in the Center.
    Now called Death Watch Grenadier (Red Dot) on the balcony that are non-Elite but with more health.
    The Boss in the Center of the Hangar is now named Vheer Saxon - Boss (Gold Star).

    Click the terminal on the East side of the Hangar to begin the encounter, Vheer Saxon - Boss will give a speech and the battle will begin.

    First Focus on killing the Death Watch Grenadier first on the balcony first. Pikeman can reach the Grenadiers with a Kashyyyk 8m Pike. Jedi can use Force Jump to jump up on the balcony to one of the Grenadiers and later Force Jump down on Vheer Saxon - Boss.
    Tip turn on All Object Names to see grenades on the floor and avoid there blast radius, put all pets and familiar away before battle begins or you may get added grenades.

    Second Focus on the boss, if you are ranged stay at range, if you are melee stay out of the flames.

    Part 2 - Defeat the Squad Leader

    Much like the OG ISD you will need to find the Squad Leader before proceeding.
    The mobs in the corridor are Death Watch Alor'ad - Elite (Orange Dot), they don't hit all that hard if you are a Tank but they can hurt DPS characters, let the Tank(s) draw aggro.
    Reach the end of the corridor out of the east of the hangar and chat with the hologram of Commander Kenkirk? (Blue Dot) He will inform you to find the Death Watch Squad Leader.

    (Note there are four Death Watch Droideka (Orange Dot) in the donut room west of the elevators this is accessible later).

    After chatting with the hologram of Commander Kenkirk you will start to engage Death Watch Ver'alor - Elite (Orange Dot) which come from the elevators in the hangar you were previously in and the corridor you are presently in. There will be three sets of three Ver'alor that spawn before the Death Watch Squad Leader (Yellow Dot) spawns. Note these mobs including the squad leader can spawn in any elevator including in the hangar, be sure to kill the Death Watch Squad Leader before he despawns.

    Tip lure the Death Watch Squad Leader to where the hologram of Commander Kenkirk was and kill him there, otherwise you may keep dealing with respawn after the Squad Leader is dead.

    Part 3 - Map Room - Death Watch Droideka and Death Watch Ver'alor.

    Much like the OG ISD you will need to defeat three rounds of mobs, but first need to clear the room of Death Watch Droideka.

    Tip you can a Tank may be able to Area Aggro the room and lure them all to the corridor to the west of the map room and bunch them all up for AoE DPS to kill quickly.

    Once the Death Watch Droideka start thinning out three sets of Death Watch Ver'alor will spawn just like in OG ISD, clear them out and you may proceed to the AT-AT Hangar.

    Part 4 - Death Watch AT-AT Boss Hangar

    Stop before you enter the AT-AT Hangar, this boss can easily aggro once inside the hangar and if players start dieing the AT-ST (Gold Dot), if players start dieing AT-ST start respawning and make proceeding very difficult.

    Best practice here is let the Tank go in first. The Tank be ready to fire off a Defense Cooldown such as Stasis, or Void Walk..., as soon as the battle begins four AT-ST spawn use Area Aggro, they must die before you can deal damage to the AT-AT Boss (Gold Star). Depending on how long this battle goes you may burn through a couple Defense Cooldowns. It can be especially beneficial to stack two or more Damage Debuffs on the AT-AT Boss such as Flurry, Enfeeble, Thyroid Rupture.

    Doctor follow behind the Tank and focus on keeping the Tank alive, you may need to place them in Stasis.

    DPS of the group focus on taking down the AT-ST as fast as possible, once the AT-AT Boss is debuffed and the AT-ST are down the Tank may be able to hold aggro from the Boss alot easier.

    Part 5 - Death Watch Droideka Corridor

    Next you will proceed through some corridors until you can chat with Commander Kenkirk Hologram again.

    Tip the Tank can lure the Death Watch Droideka from the corridors to the round feature in the center of the room where the hologram of Commander Kenkirk is, there then the AoE DPS members can quickly destroy them.

    Part 6 - Rally Master Dal'e Shysa Boss

    Next you will deal with a Death Watch Grenadier's and two Death Watch Ver'alor (Orange Dot's)before reaching the end of the corridor to the west where the Boss Rally Master Dal'e Shysa is located.

    Have the Tank lure half or more of the Death Watch Grenadier and Death Watch Ver'alor a corner of the room you just came from for the AoE DPS members to quickly destroy.

    Then have the Tank focus on Rally Master Dal'e Shysa and the Interogation Droid's (Yellow Dot).

    Interogation Droid's like to drain action so it can be beneficial to have a GA in group.

    Part 7 - Chat Chief Olum

    Just like OG ISD you need to chat with Chief Olum and follow him to the elevator which leads to the Engine Room.
    There is a Droideka around the corner if you want a chance at loot kill it, but recommend having Chief Olum walking to the elevator first, you cannot chat with him while in combat.

    Part 8 - Corridor to the Engine Room and Death Watch Boarders

    Just like OG ISD you need to clear the mobs in the Engine Room before you can proceed. Just like OG ISD you can skip the mobs in the corridor by running past them and clear the Engine Room and run back to the elevator.

    There is a low chance every one of these mobs will drop loot.

    In the corridor you will encounter Death Watch Crusaders (Orange Dot), and Death Watch Boarder (Yellow Dot).
    Death Watch Boarder deal AoE damage and if you have enough stacked together they can hurt alot.
    When you kill a Death Watch Crusader you generally cause more Death Watch Boarder's to spawn. You can lure one by one with a pet and keep your distance, if you have two tanks in the group you can have one tank hold aggro of one Death Watch Boarder while the other hold multiple Death Watch Boarder's around the corner, or skip the mess and clear out the Engine Room.

    Remember there is an upstairs and downstairs to the Engine Room.

    Part 9 - Armorer Kasteel and his Death Watch Battle Droid

    The next Battle is nothing like OG ISD, this is one of the most difficult battles for this instance.

    Tip it was found early on that its easier to manage this battle if you lure the Armorer Kasteel Boss to the AT-AT Hangar, Note this may be patched in the future.

    The original concept was for Armorer Kasteel to be battled in the office corridor while to avoid his AoE damage you would get out of range by hiding in the offices. All the while also dealing with respawning Death Watch Battle Droid.

    The AoE damage from Armorer Kasteel can be seen as Beams of Light (around 10m range) and a few Grenades (Action Drain, a GA can be very beneficial) on the floor avoid them if possible, these are easier to avoid in the AT-AT Hangar.

    To begin the battle have a Beast Master lure with a pet the first two Death Watch Battle Droid to the AT-AT Hangar, kill them.
    Then have the Beast Master lure the next two Death Watch Battle Droid and likely also Armorer Kasteel to the AT-AT Hangar.

    The longer the battle lasts the more likely the group will become overwhelmed by respawning Death Watch Battle Droid. If you have two Tanks in group have one focus drawing aggro from the boss, while the other focuses drawing aggro from the Death Watch Battle Droid. There needs to be a balance of dealing damage to Armorer Kasteel and destroying Death Watch Battle Droid for the first half of the battle, then everyone focus on Armorer Kasteel before becoming overwhelmed by droids.

    Once Armor Kasteel is down you can take the elevator to the Bridge section behind his post.

    Part 10 - Bridge Crew and Final Boss

    Worst of this instance is now over, onward to the final boss.

    Is the team tired yet, you can lure the final boss to the elevator and kill him and avoid the rest of the mobs.

    The Bridge Crew consists of Death Watch Droideka and Death Watch Alor'ad.

    A good tank or two can lure eight or more of these into a pile and have the AoE DPS group members destroy them.

    Final Boss Duke Ara'nov Kerlet is a straight forward boss, let the Tank hold his aggro while the rest of the group deals the damage.


  • Y

    Goal of this guide is to start compiling details and ideas of completion.
    Note the listed drop rates are approximate not definite more information needs to be gathered.

    To begin your adventure of Undead Army Hardmode visit Buc Wile in Mos Eisley.
    (It requires 6 players to keep the instance open and from automatically failing, 8 players max).
    /waypoint tatooine 3540 5 -4868 Buc Wile (Hardmode Entrance);
    1785478291525.jpeg

    The Hardmode is broken into 4 Phases each phase becomes increasingly more difficult.

    Phase 1 - Clear the Cantina.

    Much like regular regular OG Tusken King (TK) the first step is to clear the Cantina, below is a mob map of what you will encouter.
    You will encounter many Undread/Undead Creeper, Berserker, Savage these are non-Elite but higher level and can mildly hurt. (Drop Rate of about 1/20)
    Undead Rancor are Elite and hit reasonably hard. (Drop Isomeres)
    Undead Horde Master are non-Elite but drop a little additional credits. (Drop Rate of about 1/5)
    Experiment Boss show up after you clear the Cantina. (Double Drop Rate of 1/2)
    1785475663429.jpeg
    The mob map above displays enemies from Phase 1 and 2. Like normal OG TK the outer edge has mobs on patrol, likewise there is mobs patroling around the outside of the Starport, Medical Center, and Watto's some mobs will not show up until you approach the area or you begin Phase 2.

    Phase 2 - Clearing Buildings and killing Experiment Bosses.

    (Note to handle Experiment Bosses you will want a good Tank, Tanks should be built with a good amount of Damage Decrease at least 16% or more from Expertise, and should also have 1-3 Defense Cooldowns such as Stasis, Void Walk, Stand Fast... also should have 1 or 2 Damage Debuffs available such as Flurry, Enfeeble, Thyroid Rupture, Choke (Strangulation).

    Just like OG TK we need to clear the primary buildings that Experts and Citizens will arrive at. We also need to protect the Cantina. Then we have an added challenge Experiment Bosses.

    1st leave someone to defend the Cantina, generally a secondary Tank, they may need help from time to time if they get over whelmed, on the map above there will be two groups of Undead marching in from the north and south entrance, consisting of Champion and Blood Hunters, they don't hit a good Tank hard but they can overwhelm the Tank eventually if not cleared. Stay in contact with the Tank defending the Cantina and come to there aid if they need it. (You may decide to have a DPS assist the Tank)

    2nd a group consisting of a Tank, Doctor, multiple DPS clear there way to the Starport (note you can clear buildings in any order you want but there is an added incentive to start at the starport and work your way clockwise). Clear the smaller mobs inside the Starport (Remember Rancor hit harder, let the Primary Tank draw aggro). Experiment 3? (Bug Queen) Primary Tank draws aggro and everyone else engages after. (Note at some point in clearing out the Experiments there will be another type of mob that spawns Plague Master mini-Boss).

    3rd Head South and clear the mobs between the Starport and the Shuttleport/Parking Garage. Experiment 2? (Black Krayt) (This Experiment can glitch in appearing be sure to turn of LOD manager to see this boss). It has been suggested that all team members not protecting the Cantina engage Experiments as the damage is said to disperse across the team.

    4th Clear the backside of the University and then make your way to the front and kill Experiment 1? (Undead Rancor), followed by clearing out the University.

    5th Clear your way to the Medical Center, be sure to kill the Undead Rancor patrolling outside to get credit for clearing.

    6th Clear your way to the Hotel, clear out the Hotel.

    7th Clear your way to the Cloning Center (you may possibly cross paths with the Undead marching into the Cantina), clear out the Cloning Center and do not forget there are mobs at ground level and in the basement.

    8th Clear your way to the Combat Hall, clear out the Combat Hall.

    (Before you complete Experiment 4 and Watto you may want to clear out the remaining mobs in the streets if you have not already done so).

    9th Clear Experiment 4? (Bug Queen 2) or Clear out Watto's and the court yard outside, don't forget to kill the Undead Rancor's patrolling outside and inside Watto's. (I have been in only one group in which I lead the group to clear buildings, not sure which is preferable to clear first).

    (Note I have seen Experiment 4? have several small mobs surrounding it the one time I lead the group).

    10th Clear Experiment 4? (Bug Queen 2) or Clear out Watto's and the court yard outside, don't forget to kill the Undead Rancor's patrolling outside and inside Watto's. (I have been in only one group in which I lead the group to clear buildings, not sure which is preferable to clear first).

    Phase 3 - Plague Master's Marching Groups and Recurring Experiments

    Once you have cleared the Experiments and Buildings from Phase 2 you start Phase 3.
    The Cantina mobs are all cleared instantly and the Tank protecting it is free to leave.
    Much like OG TK you need to protect Experts and Citizens, but this time they just spawn and run to there destinations on there own, no giving orders.
    At the close of Phase 2 I have found that two Plague Masters tend to be between Watto's and the Cantina, it is best therefore for the primary group to clear these two Plague Masters to provide quick access for the Secondary Tank (and perhaps a DPS) to make there way to the Green Star up North.
    1785476553372.jpeg
    Green Stars are where groups will make there stand.

    On the North if a Tank is strong enough and can handle 1 Plague Master mini-Boss, 1 Undead Rancor - Elite, and 8? non-elite they can hold the North preventing Plague Master Marching Groups from entering the city. (I normally can Tank the North but dealing with two Plague Masters is to much for me, hence why clearing the two between Watto's and the Cantina is beneficial).

    On the South the primary group has the same size of Plague Master Marching Groups but an added task. There will be an Experiment Boss that will occasionally spawn to the West of the Cantina outside of the Hotel, it is important to get this Boss lured to the South stand location and to be killed quickly and safely.

    (Note Experts and Citizens are dumb and may easily try and attack the Experiment at a distance or been known to attack players).

    Phase 4 - Final Stand

    If you have succeeded in getting the Experts and Citizens safely to there destination Phase 4 will begin, its time to leave the Plague Master Marching Groups and meet between the Cantina and the Starport just like in OG TK.
    1785477959001.jpeg

    First Wave consists of .... and is rather easy.

    Second Wave consists of 4 Plague Masters and the Final Boss.
    Suggestion on handling the Second Wave, Tank one tanks the Final Boss, while Tank two does an Area Aggro and burns through Defense Cooldowns, hopefully by the time both Tanks have exhausted there Defense Cooldowns the Plague Masters are cleared and the Final Boss is all that remains.


  • Y

    This is not an end all guide to making macros, I will cover a basic design for making combat macros, assist macros, miscellaneous macros.

    First off lets get the 3rd row on the Abilities Bar,
    Hit "O" which brings up Options window, select Interface, then check Expand Toolbar to a Third Row.
    1727878638413.png

    Section 1: Combat Macros

    Typical Abilities Bar Example:
    1732336255712.png
    I have many attacks and healing abilities along with some utility abilities and items.
    We can make the use of all these much easier then pressing "1" through "=" or Shift+"1" through "=" by making macros.

    Hit ";" to access your Command Browser (Abilities), select the Macro tab, select New Macro.
    1723049677057.png
    1723049952532.png

    Give the macro a Name, an Icon, and then in the macro text we will start typing up the macro.

    Section 1: Combat Macro's

    What is typically in a combat macro?
    Your attacks, heals, repeatable item buffs/stims.

    What commands are typically used?
    /ui action toolbarSlotxx (where xx is correlates to the button on the abilities bar, NOTE the command is case sensitive it needs the capital "S").
    /pause xx (where xx correlates to duration of a pause between the last command given and the next one to follow, lowest possible pause between is .1).
    /macro xx (where xx correlates to the macro that will be called, typically by placing this at the end followed by the present macro will create a loopback, or repeat of the command).
    /dump (cancels all macros, may need to be pressed multiple times due to lag).

    Below is a general guide to the layout of toolbarSlotxx:
    1730579049013.png
    3rd TOP Row
    2nd MIDDLE Row (Keyboard Shift+"1" through "=")
    1st BOTTOM Row (Keyboard "1" through "=")

    Macro Name: Dump

    /dump

    Explained: Most important macro, because it cancels all other macros, this is important because when you start a looping macro, it will not stop unless you use this command /dump.

    Macro Name: 0-Start

    /macro 1-Combat
    /pause .5
    /macro 1-Combat
    /macro 0-Start

    Explained: This will start the button smashing macro, then pause for 0.3 seconds, then loop the macro back on itself.

    Macro Name: 1-Combat

    /ui action toolbarSlot12;
    /pause 0;
    /ui action toolbarSlot13;
    /pause 0;
    /ui action toolbarSlot14;
    /pause 0;
    /ui action toolbarSlot15;
    /pause 0;
    /ui action toolbarSlot16;
    /pause 0;
    /ui action toolbarSlot17;
    /pause 0;
    /ui action toolbarSlot18;
    /pause 0;
    /ui action toolbarSlot19;
    /pause 0;
    /ui action toolbarSlot24;
    /pause 0;
    /ui action toolbarSlot25;
    /pause 0;
    /ui action toolbarSlot26;
    /pause 0;
    /ui action toolbarSlot27;
    /pause 0;
    /ui action toolbarSlot28;
    /pause 0;
    /ui action toolbarSlot29;
    /pause 0;
    /ui action toolbarSlot30;
    /pause 0;
    /ui action toolbarSlot31;
    /pause 0;
    /ui action toolbarSlot32;
    /pause 0;
    /ui action toolbarSlot33;
    /pause 0;
    /ui action toolbarSlot34;
    /pause 0;
    /ui action toolbarSlot35;
    /pause 0;
    /ui action toolbarSlot12;

    Explained: It will press all the abilities on the ability bar between 12-19 and 24-35.
    1730579049013.png

    To begin the macro you can type /macro 0-Start or place the macro on the abilities bar, and to end the macro you could type /macro Dump or place the macro on the abilities bar.

    Lets make it much more simple.

    Hit "O" which brings up the Options window, select Keymap, then the Custom tab. Navigate to Start-att, select Rebind.
    1723052589927.png
    I typically assign my combat macro to "Q" as it is close to my directional keys WASD.
    *Dont forget to assign the macro Dump. I typically assign my dump macro to "E"

    Section 2: Assist Macro's

    If you have alternate characters (alts) that you want to travel with your main character (main), and don't want them to be useless, this is the basic guide for you.
    Note before proceeding please follow AFK Rules and general kindness to other players when running around with a small army (some players are very sensitive to having alts in pvp, even if its outside of pvp zones and events, please use discretion as there is not yet a rule involving every aspect of these two scenarios).

    Evolve Rules and Policies
    [URL unfurl="true"]https://www.swgevolve.com/index.php?threads/130/[/URL]

    So we already have a combat macro created so that's great we can activate that and then switch to our alt and select a target then switch back to our main. But that takes time, we want things to be fluid and seamless.

    What commands will you typically use for assist macro's?
    /pause xx (where xx correlates to duration of a pause between the last command given and the next one to follow, lowest possible pause between is .1).
    /join (to automatically join a group)
    /follow xx (xx corresponding to the avatar you want follow)
    /mount (to automatically mount a vehicle that lands on the reticle, sometimes you will need to manually target the vehicle with an alt)
    /assist xx (xx corresponding to the avatar you want to assist)

    My basic assist macro's:

    Macro Name: Join

    /join;
    /pause 1;
    /follow xx;
    /pause 1;
    /mount;
    /macro Join

    Explained: This macro will cause the character to automatically accept invites to groups, followed by follow the main character represented by xx, then attempts to mount a targeted vehicle.
    (Replace xx in the macro with the name of the main character you run around with that will be assisted)

    Note I slow down this macro some as these command do not need to be activated as often. I also occasionally at /harvest xx (xx corresponding to meat, hide, bone) to this macro, sadly you may have to occasionally manually target the creature to harvest these resources as the command needs to be issued while the reticle is hovering over the corpse, you will run into a similar issue on occasion with the /mount command in which the target reticle needs to be highlighted on the vehicle.

    Macro Name: Assist

    /assist xx;
    /pause .1;
    /macro Assist

    Explained: This macro causes the character running the macro to assist the main character representing xx, in which what xx targets will cause this character to also target.
    (Replace xx in the macro with the name of the main character you run around with that will be assisted)

    Now occasionally you want to assist the leader of a group (especially in pvp) that way all in the group focus on a specific target that is called out. You will want to use the following command.
    /ui action targetGroup0

    I typically assign this macro to "R" on my keyboard for easy access.

    Section 3: Miscellaneous Macros

    These are a few special case scenarios where I want a macro that does a specific thing.

    What commands will you typically use for specific thing's macro's?
    /harvest xx (xx corresponding to meat, hide, bone)
    /loot (loots the reticled corpse)
    /deathblow (deals deathblow to reticled player corpse)
    /forage (forages off the group, find enzymes, treasure maps, bait)
    /mount (mount the reticled vehicle)
    /ui action cycleTargetOutward (Cycles target outward from your location, repeated will cycle further out based on camera angle, you also can replace Outward with Inward, it is case sensitive)
    /ui action targetSelf (Targets yourself)

    Macro Name: Loot

    /loot
    /harvest hide
    /mount
    /forage

    Explained: When I use this macro it will attempt the following on my highlighted reticle, loot, harvest hide, mount, forage.
    Note /forage causes a delay to the activation of your abilities, so you will not want to run this on a repeat macro, or possibly remove this command from the macro all together, at the very least make sure its at the end of the macro otherwise it will prevent the commands that follow.

    Macro Name: Death

    /deathblow
    /pause .1
    /deathblow

    Explained: Primarily used in PVP will attempt a deathblow to an incapped player highlighted by the reticle.
    Note /deathblow causes a delay to the activation of your abilities much like /forage, so if you decide to run this on a repeat macro you may want to slow it down.

    Macro Name: Turret

    /ui action targetSelf;
    /pause .1;
    /ui action cycleTargetOutward;
    /pause 2;
    /ui action cycleTargetOutward;
    /pause 2;
    /ui action cycleTargetOutward;
    /pause 2;
    /target corpse;
    /pause .3;
    /loot;
    /m turret

    Explained: This macro targets yourself then cycles the target outward from you, does this 3 times then loops and does it again.
    Combine this with Ctrl+Shift+S to begin bullet-time/screen-pan, camera will rotate around your avatar, and cycle outward from your location. Run Start-att alongside and you will automatically pickup new targets and use combat specials on them. Simple AFK farming, be sure to respect AFK farming rules.
    (Note added looting to the macro as I generally use this macro in Revanite and Deathwatch Dailies, could remove the target corpse and loot from the macro).

    Macro Name: SmugglerDebuff

    /ui action toolbarSlot04;
    /pause .1;
    /ui action toolbarSlot04;
    /pause .1;
    /ui action toolbarSlot04;
    /pause .1;
    /ui action toolbarSlot04;
    /pause 6;
    /ui action toolbarSlot05;
    /pause .1;
    /ui action toolbarSlot05;
    /pause .1;
    /ui action toolbarSlot05;
    /pause .1;
    /ui action toolbarSlot05;
    /pause 16;
    /ui action toolbarSlot06;
    /pause .1;
    /ui action toolbarSlot06;
    /pause .1;
    /ui action toolbarSlot06;
    /pause .1;
    /ui action toolbarSlot06;
    /pause 40;
    /m SmugglerDebuff

    Explained: This macro activates Break the Deal on Slot 5, Spot a Sucker on Slot 6, and Skullduggery on Slot 7. With appropriate pause breaks to insure activation and no overlapping providing the benefits of the 3 abilities from Smuggler on my Entertainer Build while the regular Combat Macro is active.

    Final Thoughts:

    Once again I want to emphasize that I play as a button smasher, that is I don't carefully time my abilities.
    Carefully timed abilities can provide better damage output, healing timing, and utility.
    Note on healing timing you waste heals using them on a macro such as this.
    Note on utility that is abilities that end on a cooldown and would have been better activated at a specific moment in combat verses random. Examples would be Debuffs (Stun), DoT's.
    Some players find it better to run a macro with a .3 timing versus .1 timing, they say it causes less miss fires.
    Using macros like these also can cause miss fires for manually selected abilities like Position Secure, which you may activate it and it goes on cooldown but doesn't actually apply, in this event you may want to dump your macros apply the ability and then start back up the macros.

    Historical reactions: Like × 2


    Adjusted Combat macro from .3 repeat to .5 repeat. Since the Server upgrade I found .3 was no longer necessary, this has an added benefit of improving FPS on multiple toons.
  • G

    Did force drain action ever get addressed because it still doesn't seem to be working.
    Just asking for a friend 😂
    Thanks 👍


  • Y

    Goal of this build was to provide a ranged AoE build for Revanite Revenge Hardmode (EK HM). But what I quickly found out even thou this build deals decent AoE Ranged Damage using Devastation and Heavy Weapon AoE, the real damage came from DoT placement and how it scales easily even when not running with bonus Damage from Damage Stance. Note Heavy Weapons only have a 5m AoE.

    Content Solo:
    Sher Kar - YES
    Revanite Daily - YES
    Hracca Daily - YES

    Pros:
    64m Range with Heavy Weapons
    DoT's can stack rather high for damage.

    Cons:
    Much of the survival relies on 2 debuffs and is only good 1v1.

    Marksman: Goal here is to increase Dodge which roles over into Block.
    1785215379011.jpeg

    Heavy Weapon Specialist: Juggernaut Jewelry Set for increase Devastation Chance. Lethal beam would provide yet another single target hit and does okay damage but I preferred to place points elsewhere. It Burns and Burn Down, take Burn Down may as well hit multiple targets vs just one target, they share the same timer.
    1785215452373.jpeg

    Assassin: Focus on getting Savagery to increase Critical Hit Damage by 15%, this coupled with Citrus Snow (Food) and Jagged Edge (Expertise) this gives the build 39% Critical Hit Damage. Its a toss up between Citrus Snow as the build focuses more on DoT damage but for the initial hit Critical Hit Damage is preferred.
    1785215609832.jpeg

    Combat Medic: Goal here was initially to get Thyroid Rupture, then I realized how much damage DoTs can do and started experimenting with various DoT abilities. Be careful with Nerve Gas it has a large AoE and may cause you to have more enemies on you then intended.
    1785215747700.jpeg

    Commando: Armor Splash is amazing coupled with high Devastation, it provides a nice 1-2 punch to raw hits, when hitting clusters of PVE enemies you hit for 5-9k with normal hits then an additional 5-6k with Armor Splash. Then there is an additional chance to land a Acid DoT.
    1785216115376.jpeg

    Doctor: The all important Bacta Ampule, one of the most useful quick heals available, doesn't hurt also to have a small heal over time.
    1785216208119.jpeg

    Teras Kasi: I know this is a ranged build and Parry doesn't work with a ranged weapon equipped but Teras Kasi provides the highest amount of uplift to Block Chance. We also may want the Damage Stance and Tank Stance.
    1785216289915.jpeg

    Beast Mastery: I run 1 Points in Beast Master this causes the build to have -25% Damage Output debuff to my character when a pet is out, its surprising thou how little this affects DoT Damage, I do not recommend thou turning Tank Stance on along with having a Pet out. Pets provide around 3-3.5% additional defense across the board. I highly recommend learning Enfeeble 5 from Krayt Dragons and training a compatible Pet. Enfeeble 5 deals a -20% Damage Output debuff to targets, this grants the build 2 abilities with -20 Damage Output debuffs, Thyroid and Enfeeble.
    1785216347973.jpeg

    Preferred Buffs and Gear:
    Usual Stacked Buffs - Doctor, Squad Leader, Junk Dealer, Favor of the Elders, Tactical Stim, Lasting Performance, Familiar, Mustafar Injector, Imperial/Rebel Flag Buffs (all 9).
    Less Common Buffs - Large Aurilian Crystal, Bantha Surprise, Wookie-ookies, Hoth Chocolate.
    Food/Drink Buff - Karkan Ribenes (DoT Damage) or Citrus Snow Cake (Critical Hit Damage) and T'ssolok (DoT Damage).
    Pet Buff - YES or No
    Entertainer Inspiration - 3000 Kinetic, 3000 Energy, 6% Second Chance Heal, 5% Evasion, 240 Agility.
    Jewelry Set - Juggernaut Jewelry Set.
    Attachments - Precision, Strength, Block Value.
    Exotics - Devastation, Heavy Weapon Damage, Weapon Damage. (Note with +40 Powerbits you can gain +1 Devastation with a Bake-In)
    Powerups - 3 Weapon Damage
    Stance - Damage Stance or No Stance since Tank Stance hurts DoTs to much, and Damage Stance hurts Healing to much.


  • Y

    The goal of this build was to obtain 5 AoE attacks with Pikeman while having something close to the damage of my Melee Assassin Build.
    Note this build is seudo 5 AoE, 2 of the abilities are Cones, one of which has a long timer.

    Overview: Hits rather hard for a Pikeman providing some good AoE Damage for Hardmode at 8m reach.

    Content Solo:
    Sher Kar - YES
    Revanite Daily - YES
    Hracca Daily - YES (with defense cooldowns like Shield)

    Pros:
    Powerful Cooldown Defenses via Bounty Hunter
    Good defense with Steel Body Jewelry set.

    Cons:
    Not particularly powerful for single target damage lacking Armor Neglect and Strikethrough.
    Lacking Heals.

    Brawler: Focusing on Pike to advance into Pikeman.
    1785214128853.jpeg

    Pikeman: Grabbing the Glancing Blow and Damage Decrease for a little bonus defense, thou I would have preferred to have Bacta Ampule from Doctor just could not find 5 points only 4 and seemed fitting to place it in Defense. Although primarily using Steel Body in this build one can switch to Pikeman for a little extra AoE damage.
    1785214195613.jpeg

    Assassin: Focus on getting Savagery to increase Critical Hit Damage by 15%, this coupled with Citrus Snow (Food) and Jagged Edge (Expertise) this gives the build 39% Critical Hit Damage.
    1785214297004.jpeg

    Bounty Hunter: A good well rounded class of Expertise providing excellent damage increase, damage abilities, and defense abilities. This is where 2 cone AoE abilities come from, Burn and Confusion Shot.
    1785214517966.jpeg

    Teras Kasi: Grabbing Master Teras Kasi for Damage Stance and want Flurry to help with survival. Teras Kasi provides the largest amount of Block Chance along with large increases to melee damage. Sweeping Kick provides the 3rd AoE ability. Although primarily using Steel Body in this build one can switch to Pikeman for a little extra AoE damage.
    1785214596509.jpeg

    Preferred Buffs and Gear:
    Usual Stacked Buffs - Doctor, Squad Leader, Junk Dealer, Favor of the Elders, Tactical Stim, Lasting Performance, Familiar, Mustafar Injector, Imperial/Rebel Flag Buffs (all 9).
    Less Common Buffs - Large Aurilian Crystal, Bantha Surprise, Wookie-ookies, Hoth Chocolate.
    Food/Drink Buff - Citrus Snow Cake (Critical Damage), Durindfire (Weapon Damage)
    Pet Buff - NO
    Entertainer Inspiration - 3000 Kinetic, 3000 Energy, 6% Second Chance Heal, 5% Evasion, 240 Strength.
    Jewelry Set - Steel Body, or Pikeman
    Attachments - 9 Piece Strength, Luck, Precision.
    Exotics - Weapon Damage, Polearm Damage, Strength.
    Powerups - 3 Weapon Damage Increase.
    Stance - Damage