Weros Posted December 16, 2011 Share Posted December 16, 2011 Very good guide! Thank you! Link to comment Share on other sites More sharing options...
Meyoname Posted December 16, 2011 Share Posted December 16, 2011 (edited) I have to disagree with your Consular stuff. Synthweaving and Archaeology are good together for them, But you decline to mention the fact that Diplomacy has just as big a impact on Synthweaving as well. With a dark side Diplomacy rating You can synthweave Dark side armor or light diplomacy you can craft light side armor. Diplomacy itself is great for any armor/weapon crafting class though. Not sure how Biochem and Diplomacy fit together though... Last official crew skills graph I have seen looked like this: http://www.swtorcrewskills.com/images/swtor-craft-chart.jpg Edited December 16, 2011 by Meyoname Link to comment Share on other sites More sharing options...
Goshee Posted December 16, 2011 Author Share Posted December 16, 2011 One question: Those orange-customs objects, are they bind when pick up? or they can be sold/bought by anyone? Custom objects can be both BoP and BoE. Link to comment Share on other sites More sharing options...
Goshee Posted December 16, 2011 Author Share Posted December 16, 2011 Needs an update, Kaliyo wears Heavy Armor. Updated, thanks. I'm going to look into all these again as I think they have been changed since beta. Link to comment Share on other sites More sharing options...
Goshee Posted December 16, 2011 Author Share Posted December 16, 2011 Nice post so far! But I do have a question: I am taking Scavenging, Armstech, and Investigation on my Bounty Hunter. Now with the change in underworld trading is it not better to switch out investigation to underworld trading? I want to give my pistols a nice custom look (+ upgrades?) Or do I overlook something here, bit confused:confused:?? Hope that someone can shine some light on this:) The orange schematics are a bit rarer than what else it gives. Besides you can't be sure you will get an orange recipe that you can craft or use. Best to stick with what you got to be honest. Link to comment Share on other sites More sharing options...
Goshee Posted December 16, 2011 Author Share Posted December 16, 2011 My question is simple. What three crew skills make you the most credits? Hard to tell at this moment in time, I will add this to the guide once I see how professions turn out in the long run. So far It's safe to say that: 1. Crafting skills will take up money eventually 2. There will always be a demand for gathering materials So far I'm running with Slicing, lockboxes give nice bonus cash and missions for other skills are starting to appear which might sell for a fair amount. Also using scavenging as its materials are used by three crafting skill. Higher demand means more income. As for another you can pick what you like. I picked a mission skill though haven't started to level it up yet. Might drop it and pick a crafting skill later on in the game when i have enough credits to supply. Link to comment Share on other sites More sharing options...
Goshee Posted December 16, 2011 Author Share Posted December 16, 2011 ok i got a question hope it makes sence lol If i reverse eng a green boots pattern to get a better version is there only 1 blue pattern from the boots or are there different variants of blue patterns from the original green boot pattern ? i am not talking purple patterns just the green to blue if u could answer this for me there will be many cookies for u As far as I'm aware and from what I have experienced you will mainly get blue PROTOTYPE schematics. Though maybe I haven't been lucky and I think there is even chance for rarer quality, if this is what you mean ^^. Link to comment Share on other sites More sharing options...
Goshee Posted December 16, 2011 Author Share Posted December 16, 2011 Sorry, SWTOR newb here. I'm a bit at a loss. I have picked my crew skills at lvl 11 Sith Assassin: Artificer, slicing and treasure hunting; but how do I advance in them? You can advance them from the crew skills window 'N'. Simply click on one of your crew skills and pick a mission to send your companion on. When your companion returns he will bring the reward. (providing he is successful, if he fails he will return with nothing). You can also increase your gathering skills around the world. For example, scavenging can be used on some dead robots, Bioanalysis can be used on some dead animals etc. To increase a crafting skill you first need to acquire the appropriate gathering materials for construction. Once you have these simply select the item you want to make and your companion will go and craft it. You can stack up to 5 providing you have all materials. You can also keep adding to the queue once an item has completed. Hope this helps. Link to comment Share on other sites More sharing options...
Rhinodino Posted December 16, 2011 Share Posted December 16, 2011 Im confused? if you can have 5 companions... couldn't you technically have 15 different crew skills or do they all 5 share the 3 skills that you pick? [If they all share skills then I'll stick with the skills that I have (Synthweaving, Archaelogy, UWT) However, if each companion gets his own set of 3 skills, then I dont want Khem Val as Archaelogy (i would rather him tank) b/c he has +15 artifice which wont benefit me.... Any suggestions?? Thanks! Link to comment Share on other sites More sharing options...
Goshee Posted December 16, 2011 Author Share Posted December 16, 2011 I have to disagree with your Consular stuff. Synthweaving and Archaeology are good together for them, But you decline to mention the fact that Diplomacy has just as big a impact on Synthweaving as well. With a dark side Diplomacy rating You can synthweave Dark side armor or light diplomacy you can craft light side armor. Diplomacy itself is great for any armor/weapon crafting class though. Not sure how Biochem and Diplomacy fit together though... Last official crew skills graph I have seen looked like this: http://www.swtorcrewskills.com/images/swtor-craft-chart.jpg That can't be correct. Diplomacy is good for biochem because it gives medical supplies and other items used in biochem crafting. All information regarding crew skills I wrote down from the ingame codex itself. Unless they have changed it, I will have to look into it. As it stands now, diplomacy's main crafting skill is biochem. Link to comment Share on other sites More sharing options...
Goshee Posted December 16, 2011 Author Share Posted December 16, 2011 (edited) Im confused? if you can have 5 companions... couldn't you technically have 15 different crew skills or do they all 5 share the 3 skills that you pick? [If they all share skills then I'll stick with the skills that I have (Synthweaving, Archaelogy, UWT) However, if each companion gets his own set of 3 skills, then I dont want Khem Val as Archaelogy (i would rather him tank) b/c he has +15 artifice which wont benefit me.... Any suggestions?? Thanks! They aren't your companions skills, they are your own. Therefore you can only have three at any time. In other words, your companion is merely a tool to help you progress your skills. Edited December 16, 2011 by Goshee Link to comment Share on other sites More sharing options...
Goshee Posted December 16, 2011 Author Share Posted December 16, 2011 Also sorry for the late replies guys, currently playing the game at the moment and having a great time. I will try and answer all your questions when I can. Link to comment Share on other sites More sharing options...
Rhinodino Posted December 16, 2011 Share Posted December 16, 2011 (edited) Lol your reply was almost instant! and thanks so much, that helped me a ton! Does this mean that certain companions will get the job done better or f aster (those with stat modifiers , i.e. +10 synth) Also What is the difference in +10 Synth vs +10 crit synth? Some stats have critical before the name Edited December 16, 2011 by Rhinodino Link to comment Share on other sites More sharing options...
Goshee Posted December 16, 2011 Author Share Posted December 16, 2011 Lol your reply was almost instant! and thanks so much, that helped me a ton! Does this mean that certain companions will get the job done better or f aster (those with stat modifiers , i.e. +10 synth) Yes but it's seems to be a pretty trivial amount in fairness. The main thing influencing the time it takes to complete a crew skill task will be your companions affection towards you. Link to comment Share on other sites More sharing options...
Wycross Posted December 16, 2011 Share Posted December 16, 2011 Thanks for the guide. I agree this looks quite helpful. Link to comment Share on other sites More sharing options...
Wren Posted December 16, 2011 Share Posted December 16, 2011 Definitely a great guide. Was looking for something like this. Thanks! Link to comment Share on other sites More sharing options...
Wren_Atticus Posted December 16, 2011 Share Posted December 16, 2011 I asked this a thread on slicing and no answer yet, so I will ask here: Which is better to choose: A rich/bountiful level 2 yield or a moderate level 3 yield? I've been going with the higher level options, but I'm wondering if maybe the other option is better. Link to comment Share on other sites More sharing options...
jediknightoftor Posted December 17, 2011 Share Posted December 17, 2011 Reverse Engineering Question Some call it obsessed, but I prefer completionist. So I love the fact I can get schematics from reverse engineering my already known items. My question is, how do I know when I've got them all? I am currently a synthweaver, and I have figured out there are three blues than can be RE'd from each green, and I have found three Artifact tiers for one of my blues. I'm beginning to see how expensive it will be to get them all, but I'm willing to try. But if there is a rhyme or reason to how many of each tier is possible from each green, then I'd love to see that in table or tree form, or simply stated: x amount of blues from each green, x amount of purples from each blue, and x amount of oranges for each purple. That way I'm not crafting and REing a bunch of pointless items searching for that next schematic that doesn't exist, because I already got them all. I did a search and could not find a thread on this, so if anyone can help, I would be much obliged. Link to comment Share on other sites More sharing options...
Ohaimikey Posted December 17, 2011 Share Posted December 17, 2011 Amazing guide, helped a lot Link to comment Share on other sites More sharing options...
Randelic Posted December 17, 2011 Share Posted December 17, 2011 Good stuff. Thanks! Link to comment Share on other sites More sharing options...
Ganymedea Posted December 17, 2011 Share Posted December 17, 2011 Where is the sixth star? Link to comment Share on other sites More sharing options...
Luckmann Posted December 17, 2011 Share Posted December 17, 2011 (edited) [...] Last official crew skills graph I have seen looked like this: http://www.swtorcrewskills.com/images/swtor-craft-chart.jpg First, there has never been such a thing as a "official crew skills graph". Secondly, that is not a graph. At best it is a diagram. Thirdly, that thing is all kinds of wrong. Edited December 17, 2011 by Luckmann Link to comment Share on other sites More sharing options...
Grecanis Posted December 17, 2011 Share Posted December 17, 2011 (edited) Good post ..thanks. Don't know if someone offered this in a later page, but here are some tips for those just getting started. - Talk to and cancel with all the trainers right from the start. This will place all thier info in your codex and grants 450xp per trainer. - When you get to the last one. accept it and talk to them again. This will complete your 'Crew Skills' mission. - Press 'N' and open the skill. this will show you what bonus's your companion has. - Look thru the codex and determine which skill's you want, then untrain the skill you chose (or keep it) ..and learn the skills you'vr decided upon. Edited December 17, 2011 by Grecanis Link to comment Share on other sites More sharing options...
Topherend Posted December 17, 2011 Share Posted December 17, 2011 This might have been recommended elsewhere but adding what skill level u need for each zone would also be helpful Link to comment Share on other sites More sharing options...
Jebss Posted December 17, 2011 Share Posted December 17, 2011 I already knew what I was going, but good guide I did not, but good to know that you knew everything. Link to comment Share on other sites More sharing options...
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