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Posted

Hello TOR!

 

I am a level 21 Consular/Sage/Seer and on my way to being a viable healer, hopefully. I got the basics down but I really want to know which skills to pick on the tree to be a great healer. My history with MMO's has been playing a healer and letting the friends do the DPS. Any advice on a proper skill tree? Maybe a link or something?

 

Secondly, these fun crew skills. I am not into crafting, but I am into credits. So is there a certain set of skills i should take as a "growing" character that would be most beneficial? I just feel like I am putting credits into a skill that just fills my inventory with junk. Are there skills I can pick that just yield straight credits?

 

Currently I have, Bioanalysis, Biochem (i think its called, the crafting bio), and Diplomacy.

The medpacs are nice, but other than that i feel i'm just wasting hard earned credits.

 

Any help would be appreciated!

 

I'm on Harbinger too :)

 

-Jour

Posted
Hello TOR!

 

I am a level 21 Consular/Sage/Seer and on my way to being a viable healer, hopefully. I got the basics down but I really want to know which skills to pick on the tree to be a great healer. My history with MMO's has been playing a healer and letting the friends do the DPS. Any advice on a proper skill tree? Maybe a link or something?

 

Secondly, these fun crew skills. I am not into crafting, but I am into credits. So is there a certain set of skills i should take as a "growing" character that would be most beneficial? I just feel like I am putting credits into a skill that just fills my inventory with junk. Are there skills I can pick that just yield straight credits?

 

Currently I have, Bioanalysis, Biochem (i think its called, the crafting bio), and Diplomacy.

The medpacs are nice, but other than that i feel i'm just wasting hard earned credits.

 

Any help would be appreciated!

 

I'm on Harbinger too :)

 

-Jour

 

And as a healer, you should have little or no use for medpacks. If you do, you aren't much of a healer.

Slicing returns lock boxes which contain credits.

The stuff your companions gather isn't "junk". You can usually sell them on the GTN for a profit.

For new toons I don't recommend crafting at all. See it takes credits to learn new schematics. It takes more credits to run mission gathering mats needed to learn the blue and purple versions. So by the time you've managed to learn a good schematic, you've out leveled it.

If you understand the basics of using the GTN, you can research the going rates on materials to make an educated guess what skills will turn a profit.

That being said, what I suggest are Scavenging, Slicing, and Underworld trading.

Scavenging you can loot droids strong or better a 2nd time. Profit!

Slicing returns lockboxes as well as missions/schematics which can sell for a nice profit on GTN.

And Underworld Trading metals are used by 3 different crafting professions, making them profitable as well.

Posted
I would still take biochem and bioanalysis as in pvp its great to have the extra instant self-heal whilst concentrating your actual healing on your teammates PLUS with the aoe heal if you go full tree at the end of the day itll all just add up to more looking after yourself, which means more looking after others too.
Posted

If you don't want to craft I'd say go with Underworld Trading, Scavenging, and either Archeology or Bioanalysis.

 

People say that get slicing for the "free credits" but after level 1 items those lockboxes pay out less than the materials you scavenge will sell for on the GTN. And except for UT all the above skills have nodes in game to get items or missions to run. With a few exceptions the sliced items don't sell for as much as UT metals or hard to find artifacts and bio material. My slicer toon has cargo holds full of worthless junk so I no longer use the skill anymore.

 

But I'd still recommend trying to get into crafting Cybertech on your first toon.

Being able to make your own mods and armor for orange gear is a huge money saver. Especially when you get more alternate toons you can send items to.

Cybertech + UT and Scavenging makes you mostly self sufficient. And as you learn new schematics you can sell you excess. When crafting Items as a general rule you start making profit on blue items so it's not hard to get to that level. The only trick is finding where on the market your blues make 2000% profit rather than 20% profit.

Posted

I'm going to go against the grain and suggest sticking with the Biochem--if you think you'll have any interest at all in doing endgame content with this character.

 

Cybertech, Scavenging, Underworld Trading--all those are really useful at making credits, keeping yourself kitted out as you level, etc., but Biochem becomes useful once you hit endgame. Biochem's big money maker then becomes crafting and selling the consumables the people who do Operations need--stims, medpacks, adrenals--and/or the Grade 9 mats that feed the machine. If you decide you want to raid yourself, being able to make them for yourself or use Reusable versions (only available to Biochem) is a big plus.

 

It's a delayed gratification kind of thing, but I think it would be easier to stick with Bioanalysis as you level, gathering the mats for free as you go, than trying to go back and do it later once you've hit 50 or 55.

 

Good luck!

Posted

I will second the suggestion of not going with an actual Crafting skill. At first. I find that once you have about 80k credits, you can start using Crafting skills. It takes some time to get that much, but once you are there, you can switch over to a crafting skill with no problem.

 

Someone mentioned that Slicing returns fewer credits than selling materials on the GTN. This may be true, but this requires you to actually be able to price items so that they actually sell on the GTN. If you can do this, that's great, and I would suggest that route. If, however, you're not that good at playing the market on the GTN, then Slicing is a headache-free way to get credits.

 

For Crew Skills in general, I absolutely love Biochem. Reusable Medpacs and Stims are amazing, increasing your offense and giving you a very potent way to restore a large chunk of your health quickly. For a Healer, this is even better, because you don't have to spend Force or Energy healing yourself. Especially since, if the Tank is doing his job right, you won't be getting attacked much, if at all. Adrenals are even better; there's actually one that increases the Healing you do for about 15 seconds, and I don't think Adrenals have a once-per-fight restriction like Medpacs do. Finally, Biochem creates Implants, and with the way the Reverse Engineering system works, you can take the basic implant schematic you're given and RE it to get one that actually gives you the stats you want. For example, my Tank is currently using Redoubt implants (+Defense). If I take the time to do more RE'ing, then I could pick up Veracity vesions of these (+Defense, +Shield), giving a pretty solid boost to my survivability. Of course, my character is only at Level 34, so I'm not really bothering too much with full REing (I'm just sticking with Redoubt for now, since I'll be replacing the Implants sooner or later), but the option is there, and I will be using it once I get towards end-game.

 

Finally, as to skill trees, check the Sage forum. There's generally going to be plenty of info there.

Posted
Me personally, I make a nice amount of $$$ with slicing, underworld trading, & diplomacy. It gets me gifts, cash, schematics, & crafting materials that I sell on GTN or send to other toons for crafting. I highly suggest u pick up slicing tho. It's the easiest way to make money period.
Posted

Bioanalisis - grade 3 compounds are big bottleneck & always sell well. Some other mats also bring good money but depends on market/server

Slicing - boxes till 400 return small profit & some somehow sell-able missions, Thermal Regulators (450 rich & bountifull missions only) are well sold also (but with 1 character you may spend too much waiting for crits), 450 boxes also return missions on crit but mostly Investigation ones that are not worth to sell... UT/diplomacy/TH/Slicing sells good but if you are slicer & get slicing one - just use it.

Underworld trading - Grade 3 blue metal sells well, some of recipes sells well, purple metals sell well.

Scavenging also have a bottleneck but not remember where exactly...

 

So drop crafting as 1st character & take 3 from those above.

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