Skip to content

World

Topics from outside of this forum. Views and opinions represented here may not reflect those of this forum and its members.

A world of content at your fingertips…

Think of this as your global discovery feed. It brings together interesting discussions from across the web and other communities, all in one place.

While you can browse what's trending now, the best way to use this feed is to make it your own. By creating an account, you can follow specific creators and topics to filter out the noise and see only what matters to you.

Ready to dive in? Create an account to start following others, get notified when people reply to you, and save your favorite finds.

Register Login
  • G

    Hey there.

    I'm looking to buy a few items. Not having much luck on the bazaar. So I'm looking for:

    • a basic carbine, a CDEF or another.
    • a house deed, any will suffice.

    The toon name is Taakudemar.

    Thank you and see you around 🙂


    Thank you guys! Yeah I deleted the carbine. Levelled up a rifleman but respecced. Still trying to figure things out. Played last in 2005. I'll check both out
  • XaruulX

    So lately when trying to theory craft some builds, ive failed to make rifles feel good to use. Currently it feels like there is a very stream lined meta in weapon preference these days.( I.E use 2-H melee, or use Heavy weapons) otherwise the DPS required to make proper successful builds (not just a singular meta build) is difficult. I propose maybe rifles get a dps bump or make them higher in elemental proc chance. For example weapons like darksting assassin is fun to play in pve for its .4 speed but it pales in comparison to normal rifles and pretty much isnt worth it over all. Then rifles in general vs heavy weapons lets say, you can do everything save sniper shot from rifleman with a heavy weapon defeating any real desire to play rifles other than appearances. So in conclusion my ideas to make rifles a little more on par competitively for both pve and pvp... make the option for rifles to have really high elemental proc/penetration but lower range (lets say it scales.. 35m like darksting would have max elemental and really fast but low dmg per hit, 45m so under a carbine range would have .6 speed and medium elemental) then normal rifles ranges get bumped up to 80m (instead of 75 to compensate for server lag amongst players to server connections) giving an edge to rifles over a heavy weapon and add some more diversity to playing fields for both pve (elemental dmg on npcs) and pvp. Further more legendary rifles or future heroic rifles would have the option maybe as well for either increased range and normal stats or 64m with high elemental furthering the fact they are legendary.


    Certainly agree rifles can use some love as well, although there is a few smuggler abilities I also saw unavailable to use while using a heavy weapon but your right in almost every way a heavy weapon is just better overall. It also shows as there are far more people rocking heavies than rifles.
  • D

    Drop em off at my vendor -6589 -4979 on naboo (city of pandemora)

    Overload bits 500k per point (so one with a value of 4 is 2mil)

    Weapon Slicing Bits 2mil each

    Armor Slicing Bits 2mil each

    Junk Loot: 1 mil each
    Warhead Electronic
    Damaged Droid Power Cell
    Grenade Detonator
    Grenade Casing

    i will also put together 35+'s for folks that provide the parts if people need!


  • J

    🏙️ Babylon Needs Citizens!

    The city of Babylon is actively recruiting settlers, traders, crafters, fighters, entertainers, and ambitious pioneers to help us grow into a fully recognized Research Facility City.

    Located deep in the peaceful boonies of Dantooine at 6641, -2819, Babylon offers a fresh opportunity to help build something from the ground up alongside a growing and dedicated community.

    Whether you're:

    • A master crafter looking for a permanent home
    • A combat player wanting a supportive city
    • A merchant seeking future traffic and growth
    • Or simply someone looking for an active community…

    Babylon wants you.

    🎁 New Citizen Bonus

    All new citizens who join Babylon will receive a FREE Small Naboo House to help you get established and start your journey immediately.

    Settle in, decorate your home, and become part of the city’s future from day one.

    ⚡ Our Goal

    With enough active citizens, we plan to rapidly expand Babylon into a thriving research hub and respected destination across the galaxy.

    Every new resident brings us one step closer.

    📡 Interested in Joining?

    Reach out anytime!

    Discord

    Jer
    [URL unfurl="true"]https://discord.gg/Hskw86fBfC[/URL]

    In-Game Contacts

    • Jer
    • Catora
    • Worley
    • Kad
    • A-A
    • AmanAman
    • Pintwo

    🌠 Help Shape the Future

    Don’t just live in the galaxy…

    Leave your mark on it. Join Babylon today.

    Attachments

    • ad.png

    We are now rank two on pace to hit rank 3 this weekend. A couple more people would help push us to rank 4 status and beyond. Come help us shape the lower east side of dant
  • T

    RLS chest update proposal:
    Removal of anything currently in the RLS that is obtained through other means in game. War terminal, prayer mobile, AT-ST helmet... Perhaps the Mustafar injector? That is a pretty easy quest, but at the same time can be nice not having to run toons through it. REPLACE those items with other things. There is a guild hall and some houses in Mos Eisley around /wp 3267 -4863 and they have some very nice decorations in them, paintings, rugs, vases, plants,... there is a neat little table somewhere but I would have to find it again... There are some very nice chairs in the capitol buildings in Bestine and Coronet. All stuff that is not available to players. This is stuff that could be added to RLS and exclusive only to RLS, keeping RLS true to being RARE.

    Malfosa world boss:
    Currently has the same common drops as its regular counterpart. Propose ADDING rarer glowing loot that drops from bosses (including instance bosses) on Mustafar, ones with higher Mustafar token costs. 1, maybe 2 glowies each kill?

    HK47 world boss:
    Currently shares the same common drops as its regular counterpart. Possibly remove the YT2400 deed, and glowing reactive antidote (The reactive antidote only has one use, the Omniglobular Syringe to unlock Sher Kar, which with the QOL of being able to buy Mustafar instance unlocks with tokens, really makes the reactive antidote obsolete) Propose adding the rarer/higher token priced glowies to this also.

    An extra idea I have: adding the HK47 jetpack pieces to the HK47 world boss. I know they can drop from the Mustafar instances, but it has been some time since anyone has put together at Mustafar run. While we are able to easily solo Droid Army and HK instances, the two Droid Factories instances are not really easily done solo due to the mechanics of the instances. Perhaps adding just the two pieces from the Droid Factory instances, instead of all four to the world boss? Obviously keep the drop rate low to keeps it rarity, but at the same time giving another potential means to get them, And honestly, where better to have HK47 jetpack pieces than on World Boss HK47?

    Attachments

    • screenShot0101.jpg
    • screenShot0102.jpg
    • screenShot0103.jpg
    • screenShot0104.jpg
    • screenShot0105.jpg
    • screenShot0106.jpg
    • screenShot0107.jpg
    • screenShot0108.jpg
    • screenShot0109.jpg
    • screenShot0110.jpg

    tormak, post: 4590, member: 3087 wrote: RLS chest update proposal: Removal of anything currently in the RLS that is obtained through other means in game. War terminal, prayer mobile, AT-ST helmet... Perhaps the Mustafar injector? That is a pretty easy quest, but at the same time can be nice not having to run toons through it. REPLACE those items with other things. There is a guild hall and some houses in Mos Eisley around /wp 3267 -4863 and they have some very nice decorations in them, paintings, rugs, vases, plants,... there is a neat little table somewhere but I would have to find it again... There are some very nice chairs in the capitol buildings in Bestine and Coronet. All stuff that is not available to players. This is stuff that could be added to RLS and exclusive only to RLS, keeping RLS true to being RARE. Malfosa world boss: Currently has the same common drops as its regular counterpart. Propose ADDING rarer glowing loot that drops from bosses (including instance bosses) on Mustafar, ones with higher Mustafar token costs. 1, maybe 2 glowies each kill? HK47 world boss: Currently shares the same common drops as its regular counterpart. Possibly remove the YT2400 deed, and glowing reactive antidote (The reactive antidote only has one use, the Omniglobular Syringe to unlock Sher Kar, which with the QOL of being able to buy Mustafar instance unlocks with tokens, really makes the reactive antidote obsolete) Propose adding the rarer/higher token priced glowies to this also. An extra idea I have: adding the HK47 jetpack pieces to the HK47 world boss. I know they can drop from the Mustafar instances, but it has been some time since anyone has put together at Mustafar run. While we are able to easily solo Droid Army and HK instances, the two Droid Factories instances are not really easily done solo due to the mechanics of the instances. Perhaps adding just the two pieces from the Droid Factory instances, instead of all four to the world boss? Obviously keep the drop rate low to keeps it rarity, but at the same time giving another potential means to get them, And honestly, where better to have HK47 jetpack pieces than on World Boss HK47? Attachments [image: 2102-31120ea3c4ef-screenShot0112.jpg] [image: 2103-e53365f83228-screenShot0113.jpg] [image: 2104-11642656c102-screenShot0114.jpg] [image: 2106-1f300d1f3bcc-screenShot0116.jpg] [image: 2107-752a6b64c727-screenShot0117.jpg]
  • Y

    I have withdrawn this suggestion as I get the feeling this is a hard No!

    I feel good about my purchases from other players after running Hardmodes yesterday. But I feel for those that joined but looted 0 value items, with no reward given to everyone at the end makes contributors feel sad.

    Suggestion create a sub category of loot.

    First idea that comes to mind is break up the overload bits, create a sub loot that when combined creates a 1 power overload bit. These sub loot overload bits would drop from the smaller mobs.

    Second idea break the slicing components into sub components divided out to the smaller mobs.

    Third idea for sub loot possible items ancient flawless pearls, flawless pearls, and possible hard to grind components.


    Tbh this game has too much trash loot. There are a ton of shit we spent numerous hours developing for this update. The entire overload bit system to get +40 with their own new advanced retool. A new slicing system with its own slicing bits and its own tool. New food drop in these instances. 6th gen lightsabers. New junk loot for jedi and grenadier exotics. New 3 piece jewelry sets. All these things drop from these instances and no they aren't handed out like candy and no it's not meant to get everything in a week and people get bored again. Even without blender items this was a ton of work. Historical reactions: Like × 1
  • Z

    My journal does not update for any of the pre quests for heroics nor for the token box. The npc acts like it's giving me the quests but nothing happens and they just give over and over. I know there are work arounds, but I was trying to do it the old fashion way. Not sure if this is broken as I was able to do it on my main toon about a month ago.


    This isn't a ticket Zach, under the support tab at the top you can submit a bug report. But I saw you posted in Discord and we're looking into it.
  • D

    Hello I'm new to the server, and have no clue how to make a character build with this servers expertise system so I'm wanting to be able to survive well, use both melee and ranged and a pet. Any advice on build?
    I hope to get this build done soon tyvm and may the force be with you


    Here is an example of my carbineer build with doctor, some CM and full beast master Attachments [image: 2072-2fbc600e755b-screenShot0823.jpg] [image: 2073-0aa87838b218-screenShot0824.jpg] [image: 2074-89f9d146027a-screenShot0825.jpg] [image: 2075-6ed7f55730e2-screenShot0826.jpg] [image: 2077-eb4660b4fa95-screenShot0827.jpg]
  • ChavexC

    1779577511346.png

    Greetings Evolve!

    Over the past several months, this project has grown into something far larger than a simple update or content patch. It has been a massive undertaking; one built not by a paid studio, but by a passionate, all-volunteer team that continues to pour its time, creativity, and energy into making this community something special.

    I want to take a moment to recognize the incredible work our staff team has put in behind the scenes.

    There have been late nights that stretched into early mornings. Countless hours spent troubleshooting issues, reviewing systems, testing mechanics, balancing content, answering questions, preparing features for release, and keeping the community informed and engaged through our social media efforts. Many members of the team have worn multiple hats at once — developer, tester, designer, moderator, event planner, community support, social media team, and more — often jumping wherever they were needed most without hesitation.

    What this team has accomplished together is genuinely impressive.

    None of this happens without sacrifice. Time away from family, work, personal obligations, and free time has gone into building and improving this project because of a shared belief in what this community can become. That kind of dedication cannot be overstated, and it deserves recognition.

    I also want to extend a sincere thank you to everyone who participated on Test Center throughout development. Your feedback, bug reports, testing, suggestions, and willingness to jump into unfinished content helped shape this release every step of the way. Community involvement during development is invaluable, and your contributions directly helped us refine systems, catch issues, and improve the overall experience for everyone.

    This project has always been built by people who care deeply about the game and the community surrounding it. What we are releasing is the result of countless collaborative efforts from staff and players alike, and I could not be more proud of what has been accomplished together.

    To the staff team: thank you for the commitment, professionalism, patience, creativity, and passion you continue to show every single day.

    To the community and Test Center participants: thank you for believing in the vision and helping us make it a reality.

    Are there going to be things we need to tweak following the release? Of course. Rome wasn't built out of hay (I think that's how the saying goes anyway), but we know with your help, we'll address them in a timely manner and focus on what's next.

    We’re excited for the path forward and we appreciate you being here with us.

    -Chavex


  • SiddviciousS

    Any Mandalorian that needs a home is welcome! I will try to keep a camp up for shuttle as much as possible until we make level 3.
    Zoning not enabled. Please do not place anything directly in front of City Hall.


    This is the way i am
  • H

    Currently, when you obtain a Bounty Hunter mission it remains in your datapad until either you or another hunter complete it. I'm not sure about now, but in the old days, there is an amount of missions that each player has posted to the boards (lets say five). So if five hunters log in and all obtain the same mission - there are no more missions of that player to try to get. I don't believe that system is currently is place here. But what happens when the target player logs off? The mission remains in the hunter's datapad. This doesn't really mean or do anything other than someone out there has your mission.

    I may seem biased, but when I login to play a toon I know has a bounty, I always check to see if someone is actively hunting me. This is confirmed by doing a BH or smuggler check on yourself. If someone has your mission it'll show you are "actively being hunted" even when the bounty hunter may not even be online.

    My suggestion is to forcefully remove bounty hunter missions from hunter datapads upon a logout. This will allow your mission to go back up on the board (if maximum amount has been obtained on the terminals) as well as allowing the target to ***accurately track when they're being hunted. ***Example being: If I'm on my BH and I grab a mission from the terminal and log out, the target may check themselves and still see they are being hunted - even when I go offline.


    This makes sense. I never used the check to see if someone is "actively being hunted". Personally makes sense at logout state to clear it, that is you lose you Entertainer Inspiration Buff, you will likely need to obtain a new Entertainer Buff before proceeding to hunt the player anyways. But not to be cleared if you just get a short LD / Link Dead.
  • H

    As we all know on this server, the original content is pretty dang easy. So easy that most of us solo this content for either tokens, loot, or enjoyment. The HK-47 instance is a good one because it's easy enough to solo in a decent amount of time. And with the Evolve Buff Bot providing officer buffs as well as doctor buffs,* ***is there really a need for this instance to purge off your buffs? **I personally don't think so. If you're in a groove and want to bang out all the Mustafar content by yourself, chances are you'll have to go reapply at least some of the buffs not provided with the Evolve Buff Bot (drinks, foods, entertainer, inoculation, etc)

    Just seems like a wasted mechanic and more of a waste of time. Even newbie players can solo this instance to competition with the buff purge.


  • A

    First off, this is pretty cool, I need to play around with it more. Second, I wasn't sure where to report this, but out in the world if i select an object I get the "Enable Movement Gizmo" option and even though it says you have to be an admin to move an object it still let me move and confirm, so something isn't restricting the way it should. I tested on that rebreather table in DWB in the med center area where that guy has the quest for the mines. I did put it back, was wanting to see if it would actually let me move it.


    This is currently and experimental feature and while its true some of the objects appear to move on your client, there are server side validations so they dont move for anyone else and appear as they should if you logout and back in
  • Evolve StaffE

    1779335992682.png

    Chapter 6: Return of the Mandalorians Patch Notes

    New Content

    New Items

    New Jewelry Sets

    • Hunter’s Pursuit
    • Feral Pact
    • Battlebond
    • Ravager’s Momentum
    • Iron Vanguard
    • Deadeye Protocol
    • Gunslinger’s Gambit
    • Tactical Adaptation Suite
    • Counterforce Barrier
    • Adventurer’s Grit
    • Jedi Survivor

    New Junk Loot Stats

    • Grenade Damage
    • Grenade Critical Chance
    • Grenade Action Cost Reduction
    • Saber Burst Damage
    • Jedi Strike Damage
    • Jedi Sweep Damage
    • Force Lightning Damage
    • Damage Over Time (DOT) Damage
    • Area of Effect (AOE) Damage

    [HR][/HR]

    Mandalorian Content

    [HR][/HR]

    Creature Handler Revamp

    Creature Taming & Progression

    • Added a new level-scaling taming system

    • Adult creatures above level 50 must now be weakened below 30% health before taming

    • Added baby creature taming as part of the new Creature Handler progression loop

    • Babies now naturally spawn throughout the world and can be tamed

    • Creature acquisition methods now use separate progression paths and stat pools:

    • Wild adult tames

    • Baby tames

    • Rare egg creatures

    Exotic Stats

    • Tamed creatures can now generate randomized Exotic Stats
    • Exotic Stats provide rare bonus attributes and increased breeding value
    • Exotic traits can be inherited through generational breeding
    • Rare egg creatures can obtain Exotic Stat combinations unavailable from standard wild tames

    Rare Egg System

    • Creature Handlers can now discover rare creature eggs using the “Search Lair” ability
    • Rare eggs have a chance to appear when searching creature lairs across the galaxy
    • Rare egg creatures use unique stat pools with stronger long-term breeding potential
    • Rare egg discoveries are intended to be uncommon and valuable progression rewards

    [HR][/HR]

    Breeding & Barn Systems

    Breeding

    • Creature Handlers can now breed compatible male and female creatures of the same species

    • Tamed creatures now generate randomized:

    • Gender

    • Offspring count

    • Exotic Stat traits

    • Offspring inherit and combine parental traits across multiple generations

    • Breeding can produce stronger future generations with improved stat potential

    • Rare breeding combinations may create creatures with enhanced Exotic attributes

    • Creature breeding types are now displayed in creature descriptions to identify compatible pairs

    Barn Improvements

    • Tamed creatures can now be deposited directly into Barn storage
    • Creatures stored in Barns can participate in breeding sessions
    • Creature Breeding Times have been set at live standards of 6 hours per session now that testing is nearing completion
    • Added the ability to remove creatures from breeding slots
    • Added a breeding cleanup option to clear stalled breeding sessions
    • Multiple backend improvements added for breeding reliability and creature management

    [HR][/HR]

    Creature Combat

    Combat Roles & Balance

    • Creatures can now utilize DPS and Tank combat profiles
    • Updated pet ability usage and combat pacing
    • Adjustments improve survivability and overall balance in solo and group encounters

    Revive Restrictions

    • Creature Handler pets can no longer be revived while actively in combat
    • Pets must now be revived outside combat situations
    • This change reduces infinite revive chaining during difficult encounters
    • Mounted combat and pet survivability were adjusted to offset the increased risk

    Mounted Combat

    • Expanded mounted combat support for Beast Masters and Creature Handlers
    • Beast Master and Creature Handler mounts now support mounted combat
    • Beast Masters can now mount and dismount during combat
    • Beast Master mounts no longer automatically store when dismounting
    • Beast Master combat pets and mounts can now remain active simultaneously
    • Beast Master and Creature Handler mounts received increased health pools
    • Creature Handler mounts can now be ridden by non-Creature Handlers

    [HR][/HR]

    Beast Master Updates

    • Expertise Revamp

    • Reduced Total Point Spend

    • New starting abilities

    • Novice Beast Master and Creature Handler now begin with Revive, Heal, Attack, and Create Mount abilities

    • Heal Improvements

    • Increased the base effectiveness of Beast Master healing abilities

    • Beast healing now properly scales with normal Heal Potency calculations

    • Improved heal responsiveness and priority handling during combat

    • Buff Persistence

    • Beast Master pet buffs will now properly store and reapply when pets are dismissed or recalled

    • Improves buff consistency during travel, mounting, and pet management activities

    • BM Combat Pets & Mounts Simultaneously

    • Mount Summoning Improvements

    • Beast Master mounts no longer automatically store when dismounting

    • Beast Master mounts can now be mounted and dismounted during combat

    • Beast Master combat pets and mounts can now remain active at the same time

    • Improves overall mount usability and combat flow for Beast Masters

    [HR][/HR]

    Combat Updates

    • DOT Rate Increases

    • Increased Fencer and Jedi one-handed DOT application rates from 8% to 12%

    • Improves consistency of one-handed damage-over-time builds in combat

    • Pistoleer Dead Eye Jewelry Set

    • Increased the DeadEye set Action Damage bonus from 1500 to 2500

    • Improves burst damage potential for Pistoleer builds utilizing the DeadEye set

    • Grenadier Remote Detonator Buff

    • Increased the base damage of Remote Detonator

    • Improves burst damage potential for Grenadier builds using explosive abilities

    • Reduced Shadow’s Embrace 5-Piece Bonus Stealth Strike Dodge Chance

    • Default Evasion/Strikethrough Adjustments

    • Reduced default level 90 Evasion and Strikethrough values from 10% to 0%

    • Places greater emphasis on player stat investment, gear, buffs, and build choices for defensive scaling

    • Major Defensive Abilities can no longer be used while mounted

    • Saber Burst, Lightning Burst, Blaster Burst & Razor Slash will now stack up to 10 times after finding previous code providing evidence to work as such. As a result, each stack now gives +15.00% damage increase of above ability, removing the Increase Damage Taken modifier

    [HR][/HR]

    Class Updates

    Bounty Hunter

    • Reveal Bounty

    • Reveal Bounty has been separated from the Master Bounty Hunter expertise box

    • Players can now unlock Master Bounty Hunter without automatically opting into the bounty system

    • Selecting Reveal Bounty will now clearly indicate BH system opt-in requirements

    • PvP Bounty Scaling Adjustments

    • Increased bounty gains from PvP deathblows on opted-in targets from 500 to 2,500 credits

    • Increased bounty gains from successful bounty missions from 1,000 to 5,000 credits

    • Improves bounty value growth and overall bounty hunting activity within the PvP system

    • BH Token Changes

    • BH Tokens are now excluded from token bonus weekend multipliers

    • High-tier Bounty Hunter missions now have a chance to award additional BH Tokens

    • Expands token earning opportunities through endgame bounty content

    FRS Jedi

    • Weekly Bounty Increases

    • Increased weekly bounty growth for FRS Jedi

    • FRS Jedi below Rank 4 now receive 100,000 weekly bounty increases

    • FRS Jedi Rank 4 and above now receive 500,000 weekly bounty increases

    • Rank 3 will now make you permanently Special Forces and permanently opted-in to the Custom Bounty system. Ranks 2 & below will not force Special Forces Status or Opt-In Status. Make sure to disable Opt-In Status from the command browser under “Other”

    • FRS Adjustments

    • Fixed an issue preventing non-FRS Jedi from properly entering Leave status

    • Improves reliability of Jedi leave functionality and state transitions

    Jedi

    • Extensive reviews and concepts for Jedi have been on-going through the testing of Chapter 6. As such, the below changes are made in mind with much more significant and impactful changes coming in a future chapter as Jedi is aligned to its overall potential and less on a PvP/FRS-Focus. Further information will be provided in the future
    • 5th Generation Old Republic Hilt, Battlefield & Juyo Lightsabers, upon logging in, will have their special bake-in core attributes & stat mods removed. Ancient Sith Knucklers will retain their special bake-in for Chapter 6
    • Polearm Lightsaber Stance has had it’s +3m range modifier removed to prevent conflicting issues with the new 6th Generation Polearm which will be a 0-8m range weapon
    • 6th Generation Lightsabers, during the crafting process, will allow bake-in stats, Weapon Enhancements & Weapon Augmentations, like non-Jedi weapons. Ancient Sith Knucklers have not been adjusted to match
    • Force Stasis now works correctly, applying to other targets except the caster. Force Stasis (Self) still works as intended, only usable on the caster.
    • Using the Jedi Unlock Holocron no longer requires being aligned with a faction
    • Jedi are now able to resign from their faction
    • Jedi are now able to go on leave
    • FRS Flagging is no longer based on player faction. This system is being revisited in the future where FRS may become more roleplay based while the pvp elements shift to becoming a secondary optional PvP system for all players

    Doctor

    • Stasis Field now works correctly, applying to other targets except the caster. Stasis Field (Self) still works as intended, only usable on the caster.

    Commando

    • Stand Fast now works as intended after rigorous testing
    • Second Fire Chance in On Target now gives 4% per point spent, down from 10%

    Teras Kasi Artist

    • Melee Damage Increase has been adjusted from 5% per point to 3% per point under the Unarmed Damage Box in Row 2
    • Moved Flurry from Swordsman to Row 6 after Master Box

    Fencer

    • 1-Handed Melee Damage now gives 4% per point spent, up from 3%

    Swordsman

    • Cooldowns slightly increased on Dizzy and Vital Strike to better align with the role of Two-Handed Weapons
    • Moved Flurry to Teras Kasi Artist and re-adjusted the Striker’s Jewelry Set as a result

    Pikeman

    • Polearm Damage now gives 4% per point spent, up from 3%

    Martial Artist

    • Unarmed Damage now gives 4% per point spent, up from 3%

    Mounted Combat & Vehicles Command BARC health increases Basilisk War Droid experimentation expansion Expanded hitpoint experimentation options for Basilisk War Droids Increases customization and survivability potential for Basilisk-mounted combat builds Vehicle Upgrade System Added a new vehicle upgrade system for ground vehicles Vehicles can now be upgraded with improvements to health, maximum speed, and acceleration Upgrade components can be obtained through the new Hardmode instances Expands long-term progression and customization options for vehicle gameplay Mount combat functionality improvements Improved mounted combat support for Beast Master and Creature Handler mounts Mounts can now be more reliably used during active combat situations Updated mount behavior and combat flow for improved usability and survivability [HR][/HR] Space Updates New Ships B-Wing Light Variant - Improved maneuverability with lower mass Space Improvements Convoy updates Added new Tier 6 Pirate Convoys Updated convoy reward crates to provide fewer items with higher overall quality Added Nym’s Starmap and Lord Cyssc components, B-Wing light variant schematic, POB chair & couch schematic, and ARC-170 Flight Suit to piracy crate loot table Other changes Using the Operations Chair on POBs is no longer factionally restricted Increased the maximum active space asteroid chunks from 3 to 9 [HR][/HR] GCW & World Updates New planet Tralus opened for travel and settling Mandalore & New Mandalore are open for travel New Mandalore can have cities and houses but only if you join the Mandalorian Faction Dathomir and Endor opened for Player Housing and Cities City rank requirement reductions Reduced Rank 4 city requirements from 24 to 20 citizens Reduced Rank 5 city requirements from 36 to 28 citizens Reduced Cloning Center requirements from Rank 3 to Rank 2 Reduced Shuttleport and Theater requirements from Rank 4 to Rank 3 Static GCW base persistence Static GCW bases will now retain faction ownership through server restarts Improves long-term faction control and territorial progression within GCW systems Added Mandalorian cloners and camps to static bases on Naboo, Corellia, and Talus Tralus Harvester Bonus: Harvesters placed on Tralus will have an innate 5% bonus to extraction rate, hopper size and energy use efficiency [HR][/HR] User Interface & Quality of Life Multi-item inventory selection Added CTRL + Left Click and SHIFT + Left Click multi-select support for inventory management Allows players to move multiple items between containers more efficiently Improves large-scale inventory organization and item transfer usability Text Size Increase Various UI windows have had their text increase as a result from multiple sources of feedback. If you have the No-Squint mod that has been provided in the past, you MUST remove it prior to launching the game or it won’t launch Object Mover system Added an experimental Object Mover command under the “Other” menu Allows players with house admin access to reposition objects inside structures Mayors can now reposition city decorations using the system Includes updated X, Y, and Z positioning controls for object placement adjustments This system is currently experimental and will continue receiving future improvements and refinements, credit to Bubba Joe Renamable containers/backpacks Added rename functionality to multiple existing storage containers and lootable backpacks Updated reward and loot backpacks to support custom naming Junk Box system Added a new Junk Box for storing junk loot items Functions similarly to the Heroic Token Box system Improves inventory management for players collecting large amounts of junk loot items Area Invite ability Added a new Area Invite ability added to commands as a button in the “other” tab Datapad trading Creature Handler pets can now be traded directly through the datapad Barn storage improvements Tamed creatures can now be stored directly inside Barns Improves long-term creature organization and management Added cleanup options for stalled breeding sessions Backend improvements have been added to improve creature storage reliability Mustafar taming fixes Implemented fixes related to taming creatures on Mustafar Resolved issues that could prevent certain creatures from being successfully tamed Improved reliability of Creature Handler taming interactions on Mustafar creatures No Trade Item Updates Removed No Trade restrictions from 43 additional items Updated Shatterpoint and Cloak of Hate to No Trade Shared [HR][/HR] Bug Fixes & Miscellaneous Festival Sign Fixes Fixed issues preventing the use of Ewok Festival of Love standing and hanging signs Resolved additional Festival of Love sign interaction issues Space Fixes Fixed MK1 missile and launcher functionality Fixed a Tier 2 droid spawn issue tied to Naboo/Rori duty missions Removed faction restrictions from Ship Operations Chairs Jewelry Fixes Fixed issues related to the Jewelry Set Gift selection system Removed the back button from the Trader Jewelry Set Gift to prevent accidental selections Cantina NPC Fixes Added Shalera the Hutt back to the Tyrena Cantina Fixed issues causing Kav and Boba to be incorrectly pulled through cantina interiors during instances Animation Fixes Fixed an issue causing Razor Slash animations to interrupt movement incorrectly Loot Fixes Fixed deconstruction issues for Hoth Imperial Scout armor pieces Instance Fixes Adjusted Hraaca instance auto-close timing for consistency Added fixes for clone auto-close behavior Misc World Cleanup Removed unused buildings and debris from Mos Eisley Relocated several token vendors near the Bazaar Fixed multiple missing strings and world interaction issues Misc Other New loading screens for all planets, courtesy of Scorpius Von Guts
  • Y

    6/5/26 Update
    Flurry was moved to Teras Kasi Artist and is no longer feasible to obtain in this build.
    Not recommended for Hracca Daily, adjusted comments to reflect the change.

    Difference from this build compared to the Ranged version is that I wanted 8% more Damage Reduction which is obtainable from Melee. This is my Assist/Buff-Bot Doctor/Squad Leader build designed for new players, and to assist my main character. New players will want to pay attention to get Enhancement Specialist from Doctor and Experienced Leadership from Squad Leader.

    Overview:
    Assist, not to be played as an active Doctor. Run an assist macro, and button smasher macro for abilities.
    Being on assist you can direct spot heals to other players by selecting other players in group as the assist macro will cause the character to target then the member of the group.

    Content Solo:
    Sher Kar - YES (4-6k DPS w/ Weapon Damage Powerups, No Doctor Stance)
    Revanite Daily - YES
    Hracca Daily - No

    Pro:
    Great Healing power passively including 2 AoE heals and Multiple direct heals.

    Con:
    Not designed for active gameplay.
    Very low DPS.

    Expertise:

    Brawler: Focusing on getting Swordsman to deal more damage with new Kashyyyk Weapons.
    1766386938270.jpeg

    Swordsman: You get additional Block chance with 8% Damage Decrease (Reduction) while still in Doctor Stance. Note because this is melee you may not get as many Inspiration procs from General's set as you have 2 less attack abilities compared to the ranged version of this build.
    1766387076680.jpeg

    Teras Kasi Artist: Teras Kasi provides the greatest well rounded defense. Goal here is more Block Chance, also Project Will is a decent attack. Notice you get less Block Chance with this build then you do with Ranged version, good thing grabbed extra Block through Swordsman.
    1766387156725.jpeg

    Doctor: New players will likely want to take Enhancement Specialist to gain Doctor Buffs until they are able to obtain Combat Evolve Buff Bot from Restuss Commendation vendor. Seretonin Boost cures debuffs and Cure Affliction cures DoTs. Depending on need I would transfer a point into Bacta Cloud if trying to provide party protection from debuffs. Notice you have 1 less Bacta Concentration so you may want to back off on Bacta Burst for area DoT heals.
    1766387253467.jpeg

    Squad Leader: New players will want to take Experienced Leadership until they are able to obtain Combat Evolve Buff Bot from Restuss Commendation vendor. Squad Leader provides some of the best buffs ingame and synergies well with Doctor. Bacta Surge which is a second AoE heal, and Defibrillator providing yet another Resurrect in combat. I do not run Scatter on my macro, instead I use Charge, this could be optimized with a better macro that would place them back to back. Toughen is great for improving party defense. High Yield is also a nice damage boost for the party and could benefit from a better macro timing Toughen and High Yield.
    1766387350346.jpeg

    Preferred Buffs and Gear:
    Usual Stacked Buffs - Doctor, Squad Leader, Junk Dealer, Favor of the Elders, Tactical Stim, Lasting Performance, Familiar, Mustafar Injector.
    Entertainer Inspiration - 3000 Kinetic, 3000 Energy, 6% Second Chance Heal, 5% Evasion, 240 Luck.
    Jewelry Set - General's Set
    Attachments - 8 Piece Luck, Constitution, Block Value.
    Exotics - 3 Piece Critical Hit Reduction, Healing Potency, Luck.
    Powerups - 3 Heal Potency (Healing)

    Final Notes:
    Note I focus alot on Luck, Luck can reset your heals and revives. With Generals Jewelry Set the party is unlikely to ever need action recovery.


    Gilcraft, post: 4314, member: 3155 wrote: Do you have any examples for assist macros to use this build? Sorry I thought I already replied to your message. Yes I do have macro's I use. [EMBED content="thread-839"]https://www.swgevolve.com/index.php?threads/839/[/EMBED] My bots/alts run a combination of Combat Macro (Place the heals in the ability slots for combat), Join Macro, Assist Macro.
  • Disavowed113D

    according to the mission info from here
    [URL unfurl="true"]https://swg.fandom.com/wiki/Cries_of_Alderaan[/URL]
    the data disk was removed. would it be possable to add it back in?


    I don't remember the particulars on how to do it, but there used to be a way to skip part of that quest and you were able to get the badge and the Alderaan Flora to make the item or use as deco. Just tried, you can talk to the coordinator, who sends you to the information officer, then back to the coordinator. Round 2 at the coordinator gives you a waypoint, but nothing is there when you get there, and have tried three times, on leave and as combatant
  • B

    I love the new changes to chef that have been made! But have one small ask, A lot of the subcomponents were changed to stack in 1000 when completed in a factory which is great but Alcohol was overlooked from that update if you could just change it to come out in 1k stacks like the rest of the subs due to it being used in many different drinks in large volume. This change would be a great QoL to go along with all the other great evolutions here on the server, thank you for your time and hard work!

    Attachments

    • screenShot0122.jpg
    • screenShot0121.jpg
    • screenShot0120.jpg

    This has been fixed and will be released with the Chapter 6 updated May 22nd Orton Evolve Community Manager
  • AithosA

    Suggestion: Reintroduce SWG-style pet special attacks, add tactical formations, and allow dyeing of Creature Handler tamed pets to restore CH viability, identity, and meaningful gameplay depth.

    IMO Creature Handler has always felt, frankly, lackluster with no depth or progression (and I know I’ve sounded like a broken record since joining). Pretty sure it's one of the major reasons why no one plays Creature Handler. ( minus myself....) I’d love to see formations, pet special attacks, and the ability to dye tamed creatures added for CHs.

    As it stands, **CH-tamed creatures don’t compete with BE pets....**even a 40-point BE pet will reliably win a 3v1 every time. In PvE, CH pet DPS simply isn’t worth the point investment. The risk, cost, and management of CH pets are still not very rewarding.

    Reintroducing creature special attacks, modeled after Pre-CU SWG, would add meaningful depth and allow CH pets to contribute through control, debuffs, and synergy, not raw damage. This would open up tactical combinations with combat professions and make the skill line far more rewarding to play.

    Control / State Effects

    • Area Combo – AoE dizzy, stun, intimidation, blindness
    • Blinding Strike – Single-target blind
    • Crippling Strike – Single-target posture down
    • Dizzy Strike – Single-target dizzy
    • Force Strike – AoE dizzy + knockdown attempt
    • Intimidation – Single-target intimidate
    • Knockdown – Single-target knockdown

    Damage / AoE

    • Area Attack – AoE normal damage
    • Open Wounds – AoE 5× normal damage + 150-tick bleed (20m), stackable

    Disease (HA-based)

    • Mild / Medium / Strong Disease – 1 / 2 / 3 dmg per 40s tick
    • Plague Strike – AoE disease, 150 dmg, random HAM pools, 8-minute duration

    Poison (HA-based, stackable by origin)

    • Mild / Medium / Strong Poison – 60 / 90 / 110 dmg per 20s tick (2 min)
    • Poison Spray – AoE poison, 100 dmg per 20s tick (2 min)

    This approach keeps CH pets distinct from BE pets, emphasizes battlefield control over raw DPS, and restores the unique identity Creature Handler once had in SWG.


    Aithos, post: 3938, member: 1146 wrote: Suggestion: Reintroduce SWG-style pet special attacks, add tactical formations, and allow dyeing of Creature Handler tamed pets to restore CH viability, identity, and meaningful gameplay depth. IMO Creature Handler has always felt, frankly, lackluster with no depth or progression (and I know I’ve sounded like a broken record since joining). Pretty sure it's one of the major reasons why no one plays Creature Handler. ( minus myself....) I’d love to see formations, pet special attacks, and the ability to dye tamed creatures added for CHs. As it stands, **CH-tamed creatures don’t compete with BE pets....**even a 40-point BE pet will reliably win a 3v1 every time. In PvE, CH pet DPS simply isn’t worth the point investment. The risk, cost, and management of CH pets are still not very rewarding. Reintroducing creature special attacks, modeled after Pre-CU SWG, would add meaningful depth and allow CH pets to contribute through control, debuffs, and synergy, not raw damage. This would open up tactical combinations with combat professions and make the skill line far more rewarding to play. Control / State Effects Area Combo – AoE dizzy, stun, intimidation, blindness Blinding Strike – Single-target blind Crippling Strike – Single-target posture down Dizzy Strike – Single-target dizzy Force Strike – AoE dizzy + knockdown attempt Intimidation – Single-target intimidate Knockdown – Single-target knockdown Damage / AoE Area Attack – AoE normal damage Open Wounds – AoE 5× normal damage + 150-tick bleed (20m), stackable Disease (HA-based) Mild / Medium / Strong Disease – 1 / 2 / 3 dmg per 40s tick Plague Strike – AoE disease, 150 dmg, random HAM pools, 8-minute duration Poison (HA-based, stackable by origin) Mild / Medium / Strong Poison – 60 / 90 / 110 dmg per 20s tick (2 min) Poison Spray – AoE poison, 100 dmg per 20s tick (2 min) This approach keeps CH pets distinct from BE pets, emphasizes battlefield control over raw DPS, and restores the unique identity Creature Handler once had in SWG. Check out the updates in Chapter 6 to creature handler. Orton Evolve Community Manager
  • CheatmealC

    Hi!

    Looking thrugh The Junkyard and the crafting tool, there are damage and/or action cost reduction for every prime attack in the game except grenades. You get a nice boost from the Hellstorm set when playing Grenadier but when building your armor suit other than weapon damage and specialized weapon damage like heavy weapon there are no mods that benefits the build other than pure luck/prec stacking. (devastation with heavy weapon will to a point)

    Could we implement these mods into the exotic mod category?


    Cheatmeal, post: 4313, member: 2918 wrote: Hi! Looking thrugh The Junkyard and the crafting tool, there are damage and/or action cost reduction for every prime attack in the game except grenades. You get a nice boost from the Hellstorm set when playing Grenadier but when building your armor suit other than weapon damage and specialized weapon damage like heavy weapon there are no mods that benefits the build other than pure luck/prec stacking. (devastation with heavy weapon will to a point) Could we implement these mods into the exotic mod category? Cheatmeal, post: 4313, member: 2918 wrote: Thank you for the suggestion. Good news, Chapter 6 will be introducing several new exotic junk loot stats, including support specifically for Grenadier builds. The following new stats are planned: Grenade Damage Grenade Critical Chance Grenade Action Cost Reduction Saber Burst Damage Jedi Strike Damage Jedi Sweep Damage Force Lightning Damage Damage Over Time (DOT) Damage Area of Effect (AOE) Damage You can read more about the upcoming Chapter 6 systems and additions here: SWG Evolve Chapter 6 Wiki Orton Evolve Community Manager
  • T

    Proposal increase the flare s swoop to max. This is a cool speeder, that takes some effort to get, and not having it on par with the rest of the max speed vehicles seems silly and lessens the value of an otherwise cool speeder.


    tormak, post: 4344, member: 3087 wrote: Proposal increase the flare s swoop to max. This is a cool speeder, that takes some effort to get, and not having it on par with the rest of the max speed vehicles seems silly and lessens the value of an otherwise cool speeder. Thank you for the suggestion. With the Chapter 6 release, all vehicles will be able to have their speed upgraded through the new vehicle system, including speeders like the Flare S Swoop. This should help bring more value and customization to rare and hard-earned vehicles. You can read more about the new vehicle system here: SWG Evolve Vehicle System Wiki Orton Evolve Community Manager