AgrippAA Posted December 14, 2011 Share Posted December 14, 2011 Great job - very helpful post! Link to comment Share on other sites More sharing options...
Rhonen Posted December 14, 2011 Share Posted December 14, 2011 Excellent guide, ty! Link to comment Share on other sites More sharing options...
Goshee Posted December 14, 2011 Author Share Posted December 14, 2011 Is there a max level for professions at a certain character level Yes I believe so. ^^ Link to comment Share on other sites More sharing options...
Halorin Posted December 14, 2011 Share Posted December 14, 2011 Great Guide! Mod should sticky this post! Link to comment Share on other sites More sharing options...
Diamaht Posted December 14, 2011 Share Posted December 14, 2011 Bump for sticky, nice work! Link to comment Share on other sites More sharing options...
DentMasterson Posted December 14, 2011 Share Posted December 14, 2011 Another nice guide for crew skills. I was looking for something like this. Please, sticky this if it is not so already. Link to comment Share on other sites More sharing options...
MrIrrelevant Posted December 14, 2011 Share Posted December 14, 2011 You should add that unlearning a skill deletes all "XP" gained for that skill, as well as any blue schematics that you have learned for that craft! So choose your craft wisely! Also, reverse engineering stims or health packs will destroy the whole slot you choose, so if you have multiple items they will all be destroyed. Link to comment Share on other sites More sharing options...
Hindricks Posted December 14, 2011 Share Posted December 14, 2011 (edited) I dont think this guide is accurate. If you look at the dev post for the chest color match feature removal he goes into the new gear system with the orange items. It looks like all the orange recipes are from underworld trading now. I do not know what affect, if any, this has on Investigation, but looks like they did a switch for recipes. Here is the link. http://www.swtor.com/blog/some-clarifications-item-modifications Edited December 14, 2011 by Hindricks Link to comment Share on other sites More sharing options...
Fireblack Posted December 14, 2011 Share Posted December 14, 2011 thanks, was just the information i needed . Sticky!!!! Link to comment Share on other sites More sharing options...
WillySWTOR Posted December 14, 2011 Share Posted December 14, 2011 Sticky this, please! Link to comment Share on other sites More sharing options...
Spckain Posted December 14, 2011 Share Posted December 14, 2011 During beta i noticed my companion made a weapon which was green BUT it was a good success( if i remember right) and caused the item to create a mod slot. So yeah little something to think about to. So yeah more bonus to craft from companion better chance of mod slots being added to the item. Link to comment Share on other sites More sharing options...
Heezdedjim Posted December 14, 2011 Share Posted December 14, 2011 (edited) If you want a somewhat more opinionated review of the crew skills, and why you might want to pick certain things, or what to avoid, there is a good section in the Sith Assassin Codex / Jedi Shadow Guide: http://www.swtor.com/community/showthread.php?t=778#Crew%20Skills The tl;dr that I've gotten from all the guides I read pre-wipe are that in the end it comes down to either Biochem or Cybertech, depending on whether you fancy stims or crowd control grenades. I'm going to go with Biochem, since, if beta is any indication, buying stims from the vendors becomes a huge credit sink rather quickly, and the BOP and reuseable stims seem like they will be great kit for endgame PvE. Another way to choose is either Biochem if you want to make implants or Cybertech if you want to make mods (and plan to use gear that can benefit from them). From the reports of long term beta players, it appears that the armor and weapon crafting skills are not awful, but you will blow a lot of credits to level them up, and wind up crafting a lot of stuff that you have outleveled by the time you get the materials and schematics needed to make it. And you will pick up all the gear and mods you need just by doing quests along the way. Although slicing had a reputation for being a credit faucet early on, it got nerfed by the time late stage beta rolled around. By the end, recommendations were that you should choose your crafting skill first, then always choose the designated gathering and mission skills that go with it, if you plan to craft at all. Choosing off-plan skills, like three gathering skills, only makes sense if your plan is to sell to crafters. Edited December 14, 2011 by Heezdedjim Link to comment Share on other sites More sharing options...
Ror-bi-wan Posted December 14, 2011 Share Posted December 14, 2011 Still wondering if its worth it or if you can run to fleet at the start and train skills at level one then continue back through your starter zone. Link to comment Share on other sites More sharing options...
Inzuher Posted December 14, 2011 Share Posted December 14, 2011 So does that mean Diplomacy is the only mission skill able to grant you dark and light side points? Link to comment Share on other sites More sharing options...
Zehf Posted December 14, 2011 Share Posted December 14, 2011 Why doesn't this have a sticky? Definitely sticky worthy Link to comment Share on other sites More sharing options...
Hindricks Posted December 14, 2011 Share Posted December 14, 2011 (edited) Why doesn't this have a sticky? Definitely sticky worthy Probably because it is not accurate. It does not cover the latest changes crafting. i.e. orange items and how to get recipes (underworld trading) Edited December 14, 2011 by Hindricks Link to comment Share on other sites More sharing options...
Goshee Posted December 14, 2011 Author Share Posted December 14, 2011 You should add that unlearning a skill deletes all "XP" gained for that skill, as well as any blue schematics that you have learned for that craft! So choose your craft wisely! Also, reverse engineering stims or health packs will destroy the whole slot you choose, so if you have multiple items they will all be destroyed. Thanks for all the information Mr! I have added it to the guide Link to comment Share on other sites More sharing options...
Goshee Posted December 14, 2011 Author Share Posted December 14, 2011 (edited) Probably because it is not accurate. It does not cover the latest changes crafting. i.e. orange items and how to get recipes (underworld trading) Orange recipes are those of custom quality and allow modifications as far as I'm aware. Updating the thread to further clarify the new changes to modding and custom gear. I will also write a section on custom gear to explain a bit more :3. Edited December 14, 2011 by Goshee Link to comment Share on other sites More sharing options...
LegioXXIII Posted December 14, 2011 Share Posted December 14, 2011 realy.... Jedie knights get a pureblood companion now i have to play a silly JK just to find out how that plays out.... *shake fist at bioware* Link to comment Share on other sites More sharing options...
Luckmann Posted December 14, 2011 Share Posted December 14, 2011 Excellent, excellent guide. I'm going to bump and tag this. Also, I have a general question since I'm not in the game yet, and I didn't take note when I had a chance in the beta:What does it cost to train a crew skill? How does changing your chosen crew skills work? Thanks. Link to comment Share on other sites More sharing options...
Killerdecoy Posted December 14, 2011 Share Posted December 14, 2011 +1 sticky good guide Link to comment Share on other sites More sharing options...
rocdogg Posted December 14, 2011 Share Posted December 14, 2011 Does that chart still exist that linked the different skills?? It was linked above, but as has already been stated, it is out of date. Diplomacy is now a Biochem-related mission skill. Link to comment Share on other sites More sharing options...
Goshee Posted December 14, 2011 Author Share Posted December 14, 2011 Probably because it is not accurate. It does not cover the latest changes crafting. i.e. orange items and how to get recipes (underworld trading) I have added a section under the general tips area regarding the changes implemented with custom gear. Thanks for pointing this out Hindricks I appreciate it! Link to comment Share on other sites More sharing options...
Goshee Posted December 14, 2011 Author Share Posted December 14, 2011 Excellent, excellent guide. I'm going to bump and tag this. Also, I have a general question since I'm not in the game yet, and I didn't take note when I had a chance in the beta:What does it cost to train a crew skill? How does changing your chosen crew skills work? Thanks. The cost was minimal from what I can remember. I can't give you an accurate answer myself as I'm not in early game access at this moment in time. You can open up the crew skills tab 'N' to see a list of all your current companions and crew skills. If you have 3 skills already and want to train another, you will first have to unlearn a crew skill. Unlearning is as implied, unlearning. You will completely remove all progress from your crew skill and any schematics trained will be lost (including rare ones). If in the future you decide to pick up the same skill again you will have to start at rank 1 of the skill and work your way back up. Link to comment Share on other sites More sharing options...
Kriegen Posted December 14, 2011 Share Posted December 14, 2011 great guide, keep up the good work Link to comment Share on other sites More sharing options...
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