andysdead Posted February 28, 2012 Share Posted February 28, 2012 I am level 50, Battlemaster, working on getting some PvE gear, and I have artifice, archeology, and treasure hunting as my crew skills. Why should I keep those? I have enough credits that I'm sure I could level biochem to 400 in one sitting. It seems that everyone who's doing the most damage in both PvP and PvE is using biochem. Why should I stay artifice? What benefits does this profession provide to a level 50 that I can't beat with normal PvP gear (never mind gear from ops)? Link to comment Share on other sites More sharing options...
Baelish Posted February 28, 2012 Share Posted February 28, 2012 I am level 50, Battlemaster, working on getting some PvE gear, and I have artifice, archeology, and treasure hunting as my crew skills. Why should I keep those? I have enough credits that I'm sure I could level biochem to 400 in one sitting. It seems that everyone who's doing the most damage in both PvP and PvE is using biochem. Why should I stay artifice? What benefits does this profession provide to a level 50 that I can't beat with normal PvP gear (never mind gear from ops)? You should stay Artifice until we see what 1.2 brings us. There's supposed to be a revolution in crafting, with 1.2. Unless you've got the cash to level Bio and then re-level Artifice, of course, at which point, you might as well go Biochem if you want. Link to comment Share on other sites More sharing options...
Spero-Mcgee Posted February 28, 2012 Share Posted February 28, 2012 You should stay Artifice until we see what 1.2 brings us. There's supposed to be a revolution in crafting, with 1.2. Unless you've got the cash to level Bio and then re-level Artifice, of course, at which point, you might as well go Biochem if you want. ^ This. I already had biochem on my consular because the last companion nadia grell has diplomacy crit + 2 which is needed together for biochem. However on my jedi guardian I later on noticed that my companion doc has a biochem crit bonus, so I actually dropped artifice and picked biochem. With the jedi sentinel I however picked synthweaving because kira carsen also a jedi knight companion has crit bonus to that. Basicly what I'm saying is pick your crafts on classes that have companions that give crit bonuses to it. Same applies to the gathering and mission skills. Especially for biochem this is very usefull because you can get extra's when making blue stims and adrenals for your other chars. (unless you're silly enough to pick biochem on every char) Link to comment Share on other sites More sharing options...
andysdead Posted February 28, 2012 Author Share Posted February 28, 2012 You should stay Artifice until we see what 1.2 brings us. There's supposed to be a revolution in crafting, with 1.2. Unless you've got the cash to level Bio and then re-level Artifice, of course, at which point, you might as well go Biochem if you want. I certainly hope there is a revolution. I haven't crafted anything but my relics since I hit 50. I want to be able to craft something that is not only useful but BETTER than what I can get from PvP. Link to comment Share on other sites More sharing options...
jamescloutier Posted February 28, 2012 Share Posted February 28, 2012 (edited) If you are looking to do some pve then work on crafting the lightsabers with an augment slot. The plan is once 1.2 hits you'll be able to pull all mods from the epic gear and place them into any orange gear. You'll keep any set bonuses (I know that for armor rather than saber) and have the augment slot for a single stat bonus. Edited February 28, 2012 by jamescloutier Link to comment Share on other sites More sharing options...
Mavnas Posted February 28, 2012 Share Posted February 28, 2012 The reason I keep it is I sank too much into discovering most of the blue recipes available, but I agree it's pretty bad. Link to comment Share on other sites More sharing options...
Gwendle Posted February 28, 2012 Share Posted February 28, 2012 Basicly what I'm saying is pick your crafts on classes that have companions that give crit bonuses to it. Same applies to the gathering and mission skills. Especially for biochem this is very usefull because you can get extra's when making blue stims and adrenals for your other chars. (unless you're silly enough to pick biochem on every char) The whole idea of your class determining which crew skill bonuses you get bothers me and has from day one. Had I known what I know now when I first created all my characters and chose which crafting skills I wanted for each of them, it might not have been a big issue, but I'm not going to drop the skills I have spent oodles of time and credits leveling up just to make my skills match my companions' bonuses. It's bad design. I'm also not a big fan of the bind-on-create crafted items. Link to comment Share on other sites More sharing options...
Kasson Posted February 28, 2012 Share Posted February 28, 2012 I will certainly agree once again that Bind on Create items NEED to go away. If you cannot sell it, it has no value!!! Bound loot from questing is one thing and I think is fine as rewarding you for the mission. But crafting is a whole different matter and if you craft it you should be able to sell it. Link to comment Share on other sites More sharing options...
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