Rotiv Posted February 15, 2012 Share Posted February 15, 2012 Im not good with mmorpg and these skill things and all. I was just happy in Ord Mantell when there war no skills stuff, but when i reached the republic fleet ive got to confront them. I choose vanguard, now i dont know what of all those skills i must get ( the crew skills). There are one that is better or something like ? My other question is about the Skill Tree, i choosed to be an Assault Specialist, but i dunno what choose and all. If someone here can be extremely pacient and try to help me, id be extremelly greatfull. (my english sucks, use the force to read.) Link to comment Share on other sites More sharing options...
Guurzak Posted February 15, 2012 Share Posted February 15, 2012 Crew Skills are just for crafting. If you want to make your own armor, weapons, or medkits, you can choose an appropriate set of skills, but if you don't want to mess with that you can skip it completely. With regards to your combat training choices- at low levels it doesn't really matter very much. Pick anything that seems good, and if you decide you want to change you can go talk to the Skills Mentor on the republic fleet to reset your skill points. Link to comment Share on other sites More sharing options...
Svarina Posted February 15, 2012 Share Posted February 15, 2012 For Crew Skills:Decide on one crafting-skill you want to take, and pick your gathering/mission skills based on that. Here are your choices:Artifice and Synthweaving are useless for a trooper (they produce nothing you can use).Armormech produces Armor. A trooper gets quite a few bonuses on it, so it's a good choice.Armsstech produces Weapons and weapon upgrades. Also a good choice.Biochem produces medpacks, stims and implants. A very good profession and you still get nice bonuses on it.Cybertech produces armoring, modifications, grenades and earpieces. The former two allow you to upgrade customizable armor, which can be quite nice. And yes you still get useful bonuses on it. If you pick Armormech, take Scavenging and Underworld Trading as your other two skills. Both provide you with the raw materials required for Armormech. Underworld Trading also provides companion gifts. If you pick Armsstech, take Scavenging and Investigation, which provide your raw materials. Investigation also provides companion gifts. If you pick Biochem, take Bioanalysis and Diplomacy, which provide your raw materials. Diplomacy also provides light or dark side points, as well as companion gifts. If you pick Cybertech, take Scavenging and Underworld Trading for your raw materials. Last but not least, you can also just decide to make profit (credits) with your professions. If you choose that, take Slicing and either two of Underworld Trading, Diplomacy, Investigation and Treasure Hunting (those will provide rare raw materials that you can sell on the trading net). For your skillpoints, you have the choice between three trees: Shield Specialist, Tactics and Assault Specialist.Shield Specialist increases your tanking capability - you are more resilient and focus on taking hits for others.Tactics is mainly for Player vs. Player combat, and focuses on mobility and hindering other players.Assault Specialist focuses on damage over time and just damage in general. All three are useful and viable while leveling (though maybe tactics slightly less so). You can also mix&match between several trees. You can also completely reset your points any time you want by visiting a skill mentor on the republican fleet, so don't worry about making the wrong choice. Link to comment Share on other sites More sharing options...
Cheeseblaster Posted February 15, 2012 Share Posted February 15, 2012 (edited) I went Shield Spec and like it alot. Being able to stand there and take a pounding while wearing down the bad guys is fun. In my case I went Biochem, Bioanalysis, Diplomacy. Making my own stims/adrenals/medpacks was a huge help. Firts off thoug, read these. They give a great overview and suggested builds of all 3 trees. And the discussion on the threads are enlightening as well. Guide to Tanking http://www.swtor.com/community/showthread.php?t=158355 Yojack's guide http://www.swtor.com/community/showthread.php?t=2770 Taugrims Guide http://www.swtor.com/community/showthread.php?t=244885 Edited February 15, 2012 by Cheeseblaster Link to comment Share on other sites More sharing options...
skidrows Posted February 15, 2012 Share Posted February 15, 2012 As i went along i simple looked with skills aim i using, like grenat i used alot in the beging so i looked what makes grenat better, then i started to use "Coltslap" (not rigth name i think) and puls something so then i looked what makes them better Link to comment Share on other sites More sharing options...
Rotiv Posted February 15, 2012 Author Share Posted February 15, 2012 (edited) Thank all of you !!! Helped a noob one !! Ahahahahhaaha Edited February 15, 2012 by Rotiv Link to comment Share on other sites More sharing options...
Cordarn Posted February 15, 2012 Share Posted February 15, 2012 Im not good with mmorpg and these skill things and all. I was just happy in Ord Mantell when there war no skills stuff, but when i reached the republic fleet ive got to confront them. I choose vanguard, now i dont know what of all those skills i must get ( the crew skills). There are one that is better or something like ? My other question is about the Skill Tree, i choosed to be an Assault Specialist, but i dunno what choose and all. If someone here can be extremely pacient and try to help me, id be extremelly greatfull. (my english sucks, use the force to read.) Go armormech, scavanging, and slicing. When you get to 50 switch to biochem for end game stuff. Link to comment Share on other sites More sharing options...
VragonBral Posted February 15, 2012 Share Posted February 15, 2012 Go armormech, scavanging, and slicing. When you get to 50 switch to biochem for end game stuff. Or Cybetech, for the re-useable Grenades. Link to comment Share on other sites More sharing options...
ururururu Posted February 15, 2012 Share Posted February 15, 2012 Your english is fine, don't worry. Plus as troopers we can't use the force . If you don't like to farm for "mats" (drops off mobs or resource nodes), I'd strongly recommend biochemistry + bioanalysis + slicing. Why biochem? at levels 8,24,32,40, and 48 you can craft "reusable" (purple) medpacks, aim stims (1 hour buff), and adrenals (15s of improved stat). Read the crafting section for information on how to reverse engineer stuff to get to the purple re-usables. Or, maybe if you are lucky you can buy someone's old version. Or ask in fleet general "can anyone craft me a <X> level reusable medpack? I'm a noob and I need help". I bet someone would help if you persist once every few minutes for a bit. Plus you can make implants. Why bioanalysis? This is the primary 'gather' skill for biochem. You need it. Why slicing? If you don't like to farm materials, just send your companions out on lockbox missions. Only go on "abundant" or better lockbox missions. Collect slicing nodes. When you reach level 50 switch to diplomacy. Link to comment Share on other sites More sharing options...
va_wanderer Posted February 16, 2012 Share Posted February 16, 2012 Or Cybetech, for the re-useable Grenades. Cybertech's also nice on the way up- you can always do the regular grenades for "oh CRAP" moments. I can think of more than one occasion so far where an extra dose of freeze from my Cybertech grenade has saved my bacon, or an AoE snare/extra bit of damage. Sorta feels like Batman. And of course, you can make your own armoring/mods, which is nice when you're keeping 4-5 orange pieces of armor updated. Scavenging means you'll be getting half your materials off dead droids, and Underworld Trading also can get you gifts to up your companion's affection levels in quality and quantity. Alternatively, Slicing/Underworld Trading/Treasure Hunting to 50, and use all the extra credits for Biochem/Cybertech then as you like. Link to comment Share on other sites More sharing options...
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