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Bound Biochem Crafting. . .Really?


FourTwent

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I've been wanting to keep my main with the Artifice crew skill, but now I'll have to switch to Biochem and level it up to 400 just to use the good medpacs, adrenals and stims instead of letting an alt craft for him.

 

They dont have this kind of requirement on the shiny new pink saber crystals or the fancy speeders :/

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Crew Skills

 

 

Crafting Skills

 

Below, you’ll notice some changes to high-end Biochem and Cybertech crafted items that reduce their output. We understand that these changes may cause concern for Biochemists and Cybertechs, but we’ve made them in order to prevent a situation where any specific crafting skill becomes the objective “best choice” for players challenging endgame content or PvP. We only make this type of change after very careful consideration, and only to ensure a level and fun playing field for all players.

 

 

Artifice

 

All mod type item modification schematics have been removed from the Artifice trainer. These schematics were invalid, and could not be used if purchased.

 

Biochem

 

All Energized, Exotech, and Rakata adrenals and stims now require 400 Biochem for use.

The Exotech Medpac is now named “Exotech Med Unit.” Its overall healing has been reduced and is now in line with similar level medpacs, and it temporarily increases the maximum health of its targets. Use of this item now requires 400 Biochem.

The amount healed by Rakata Medpacs has been reduced. This item now additionally increases maximum health briefly. Use of this item now requires 400 Biochem.

 

Cybertech

 

Wynz-Tek grenades now require 400 Cybertech for use.

Wynz-Tek Grenades have had their damage reduced to bring them more in line with grenades of similar level.

The Wynz-Tek Firestorm grenade’s damage has been reduced to bring it in line with grenades of similar level. It now deals damage every 3 seconds over 12 seconds.

 

 

Upcoming 1.1 patch is suposed to 'balance' biochem so wait to see what happens tonite and then see if you still want to swicth.

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it still means that everyone that isn't biochem will be doing less dps/heals. at least thats what it seems

 

for time being yes. if the purples are on par with the blues or slightly worse and when the economy stabilises and blue stims and adrenals start selling for a steady afordable rate then everyone will have these advnatages even biochemist might opt to use a blue overa reusable purple for combat advantages but chose to use the purple when grinding to save money.

 

in fact they shuld make a 2nd set of purples that have no biochem requirement and are BoE and not reusable so there can be some high end consumables for raiders which will put the reusables as a mere gimick to the biochems only there to save him some money when its not necessary to put out the BEST consumable HEALS.

 

as for the grenades i have no personal experience to see how crazy the burst was from the grenades. if they made some consumable purples to open that economy up maybe they wont need a nerf.

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in fact they shuld make a 2nd set of purples that have no biochem requirement and are BoE and not reusable so there can be some high end consumables for raiders which will put the reusables as a mere gimick to the biochems only there to save him some money when its not necessary to put out the BEST consumable HEALS.

 

as for the grenades i have no personal experience to see how crazy the burst was from the grenades. if they made some consumable purples to open that economy up maybe they wont need a nerf.

 

agreed 100%

 

I haven't been using the grenades either. I hear they dont share the global cooldown, which is always nice to do extra dmg. I'm just not at that level of competition yet in warzones.

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