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Instead of nerfing Biochem...


LordOfTheBees

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Can we just add new recipes to the existing Crew Skills that function the same way as the reusable Biochem ones (perhaps also getting rid of the requirement of having that Crew Skill to use reusables).

 

--Armormech--

-Recipes for (re)usable layers of extra armoring for non-Force users.

* Adds extra mitigation and/or small amount of damage reflect (ie spikes on the armor)

* Modifications to the armor system, small reduction to heat or energy cost of some

skills for a huge reduction, 15-20%, or small reduction to all skills 5-10%.

 

--Armstech--

-Recipes for (re)usable ammunition, scopes.

* Ammo adds increased armor penetration to all ranged attacks, or a small DoT effect.

* Scopes add increased damage to induction skills.

 

--Artifice--

-Recipes for (re)usable crystals.

* Adds increased Force Power, threat generation, armor penetration, or Force skill

cost reduction.

 

--Cybertech--

-Recipes for (re)usable little droids that give out information about the current battle.

* Adds increased defense, shield rating (droid gives out information about what will

happen before it does).

 

--Synthweaving--

-Recipes similar to the Armormech, except for Force-Users.

* Extra mitigation and/or reduction to the cost of Force Powers.

 

 

Just some stuff I thought of off the top of my head, feel free to add some ideas of your own. But keep it civil.

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Im going to +1 this only if they can make consumable versions that can be sold to other players! @_@

 

I would be happy if they even had just a set number of uses, but were easier to make. Such as not using the Biometric Crystal Alloy. Leave the recipes in that use the BCA and make those last forever, and Bind on Pickup. Make the set number of uses, 10-20, non-Bind on Pickup and cheaper to make.

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