Kyzurale Posted January 12, 2014 Share Posted January 12, 2014 (edited) Hey. I have a few crew skills maxed on 3 of my characters, was wondering what the best way to go about making some credits. Here's what I have on my current characters- Sith Assassin- Artifice 450/450 Archeology 450/450 Treasure Hunting 450/450 Sith Marauder- Cybertech- 375/450 Scavenging 450/450 Slicing ~300/450 Trooper vanguard- Biochem 200/450 Bio analysis 200/450 Slicing 200/450 What are items I should craft from either cybertech or artifice to make credits? How do I go about collecting grade 10 materials? Are slicing missions worth purchasing off the GTN since I do not have max slicing yet?Which missions should I run that get me the best materials/credits spent? *I don't have any characters 50+ yet, my assassin is only 41. Edited January 12, 2014 by Kyzurale Link to comment Share on other sites More sharing options...
dancezwithnubz Posted January 12, 2014 Share Posted January 12, 2014 the easiest creds I can see from that lot are either prototype stims/adrenals from Biochem or Augmentation Slot Components from Cybertech. 2/2/2 Mythra/Turadium/tri-copper flux yields 1x QT-10 Droid Part. Reverse engineering same yields 1x Mythra & 1x Aug Slot Component MK-9. 10x Aug Slot components are needed to make one Aug Slot Kit. now, you lack armormech, armstech or synthweaving to make the kits, but the components should sell for a pretty penny anyways. Link to comment Share on other sites More sharing options...
Kyzurale Posted January 12, 2014 Author Share Posted January 12, 2014 the easiest creds I can see from that lot are either prototype stims/adrenals from Biochem or Augmentation Slot Components from Cybertech. 2/2/2 Mythra/Turadium/tri-copper flux yields 1x QT-10 Droid Part. Reverse engineering same yields 1x Mythra & 1x Aug Slot Component MK-9. 10x Aug Slot components are needed to make one Aug Slot Kit. now, you lack armormech, armstech or synthweaving to make the kits, but the components should sell for a pretty penny anyways. Thanks for the help, though I have a long way to go before getting prototype stims/adrenals. Still not yet 400 on cybernetics yet, either. Is it worth REing mods/armoring to get the purples to sell, or is that too time consuming/credit sink not worth it? Link to comment Share on other sites More sharing options...
psandak Posted January 12, 2014 Share Posted January 12, 2014 What are items I should craft from either cybertech or artifice to make credits? From Artifice there are a handful of blue and purple quality grade 28 enhancements that sell reasonably well for me, although it is in bursts. Also some of the trained dye modules sell. From Cybertech, at the level you are at, you might be able to sell some armorings and mods. Focus on the armorings with higher main stat than endurance (Might, Reflex, Resolve, and Skill). And focus on the mods that have power (Agile, Aptitude, Artful, and Deft). But get the skill to 450 ASAP and then sell the grade 28 versions of those armorings and mods. From Biochem, just get to 450 ASAP then sell stims and adrenals. How do I go about collecting grade 10 materials? You need to be at the level cap and participate in end-game content to acquire Grade 10 materials on your own. Exotic Element Equalizers (EEEs) drop from level 55 HMFPs. Stabilized Vial of Isotope 5 (i-5) are available for 35 basic commendations from any basic commendation equipment vendor on the fleet station. Mass Manipulation Generators (MMGs) are only available from HM and NiM Operations (a few are available as drops from bosses, use can also get them by REing equipment from those operations) Are slicing missions worth purchasing off the GTN since I do not have max slicing yet? I never buy slicing missions off the GTM. Look at it this way, for the value of one slicing mission off the GTM (35-50k) you could run Unsliceable 10-15 times and you would probably get more Thermal Regulators. Which missions should I run that get me the best materials/credits spent? For grade 9 materials missions: For gathering crew skills (Scavenging, Bioanalysis, Archeology) best bang for your buck are (in order) Rich, Abundant, Bountiful. For mission crew skills (Slicing, Diplomacy, Treasure Hunting, Underworld Trading, Investigation) only Bountiful and Rich missions give you a chance at the rare/purple materials. Based solely on credits per unit the Rich mission is the best bang for your buck. That being said, in my purely anecdotal experience (that I did document for a time) the Bountiful missions do critically succeed more often (but only slightly) and have a lower chance of outright failure (again though only by a small margin). For all the lower grades (1-6), I just run the cheapest missions available that will generate a skill point (yellow and orange; green has a high probability of one skill point but not guaranteed). Link to comment Share on other sites More sharing options...
CaliJoe Posted January 12, 2014 Share Posted January 12, 2014 i just got back into SWTOR over the holidays. I killed off all my alts -why? I don't know- when I had a server change but kept my commando-arms-. Reading through the threads makes my head dizzy. Do I need to write everything down? Like how many times I RE 'item x' before it pops to blue then count how many times I RE 'item x' it pops to purple? Calculating the exact costs sounds like a chore. Link to comment Share on other sites More sharing options...
Kyzurale Posted January 12, 2014 Author Share Posted January 12, 2014 What are items I should craft from either cybertech or artifice to make credits? From Artifice there are a handful of blue and purple quality grade 28 enhancements that sell reasonably well for me, although it is in bursts. Also some of the trained dye modules sell. From Cybertech, at the level you are at, you might be able to sell some armorings and mods. Focus on the armorings with higher main stat than endurance (Might, Reflex, Resolve, and Skill). And focus on the mods that have power (Agile, Aptitude, Artful, and Deft). But get the skill to 450 ASAP and then sell the grade 28 versions of those armorings and mods. From Biochem, just get to 450 ASAP then sell stims and adrenals. How do I go about collecting grade 10 materials? You need to be at the level cap and participate in end-game content to acquire Grade 10 materials on your own. Exotic Element Equalizers (EEEs) drop from level 55 HMFPs. Stabilized Vial of Isotope 5 (i-5) are available for 35 basic commendations from any basic commendation equipment vendor on the fleet station. Mass Manipulation Generators (MMGs) are only available from HM and NiM Operations (a few are available as drops from bosses, use can also get them by REing equipment from those operations) Are slicing missions worth purchasing off the GTN since I do not have max slicing yet? I never buy slicing missions off the GTM. Look at it this way, for the value of one slicing mission off the GTM (35-50k) you could run Unsliceable 10-15 times and you would probably get more Thermal Regulators. Which missions should I run that get me the best materials/credits spent? For grade 9 materials missions: For gathering crew skills (Scavenging, Bioanalysis, Archeology) best bang for your buck are (in order) Rich, Abundant, Bountiful. For mission crew skills (Slicing, Diplomacy, Treasure Hunting, Underworld Trading, Investigation) only Bountiful and Rich missions give you a chance at the rare/purple materials. Based solely on credits per unit the Rich mission is the best bang for your buck. That being said, in my purely anecdotal experience (that I did document for a time) the Bountiful missions do critically succeed more often (but only slightly) and have a lower chance of outright failure (again though only by a small margin). For all the lower grades (1-6), I just run the cheapest missions available that will generate a skill point (yellow and orange; green has a high probability of one skill point but not guaranteed). I really appreciate the thorough explanations, thank you very much! Link to comment Share on other sites More sharing options...
GenXCub Posted January 14, 2014 Share Posted January 14, 2014 The Mines of Doan. Jungle Medicine. The Junk Armada. Biogenesis. The Hutt's Kitchen. those are my hints. Link to comment Share on other sites More sharing options...
psandak Posted January 14, 2014 Share Posted January 14, 2014 (edited) i just got back into SWTOR over the holidays. I killed off all my alts -why? I don't know- when I had a server change but kept my commando-arms-. Reading through the threads makes my head dizzy. Do I need to write everything down? Like how many times I RE 'item x' before it pops to blue then count how many times I RE 'item x' it pops to purple? Calculating the exact costs sounds like a chore. If you think the system is not working as intended or you are trying to prove that it is, then documenting what you do is prudent. So that whatever claims you make have statistical backing. If you want to know which schematics you have through the process of REing, and you want to make sure that: you have all the potentially desirable schematics you do not continue to produce items for RE when all desirable schematics are achieved then, again documentation is prudent. The former is time consuming and unfun but does back up any claim of system functionality (working as intended or "broken"). The latter is a "necessary evil" used by players who dedicate themselves to crafting (and the only "chore" is to get the matrix established (took me all of ten minutes in excel)). Edited January 14, 2014 by psandak Link to comment Share on other sites More sharing options...
JacksonMo Posted January 15, 2014 Share Posted January 15, 2014 (edited) the easiest creds I can see from that lot are either prototype stims/adrenals from Biochem or Augmentation Slot Components from Cybertech. 2/2/2 Mythra/Turadium/tri-copper flux yields 1x QT-10 Droid Part. Reverse engineering same yields 1x Mythra & 1x Aug Slot Component MK-9. 10x Aug Slot components are needed to make one Aug Slot Kit. now, you lack armormech, armstech or synthweaving to make the kits, but the components should sell for a pretty penny anyways. WRONG!!! Only lvl 54 gear yields MK-9 components. Those droid parts are lvl 52. Edited January 15, 2014 by JacksonMo Link to comment Share on other sites More sharing options...
SmilingBandero Posted January 15, 2014 Share Posted January 15, 2014 WRONG!!! Only lvl 54 gear yields MK-9 components. Those droid parts are lvl 52. Nice of you to be so emphatic, but you are incorrect. Those droid parts do in fact yield MK-9 components. It's been discussed many times on the boards. Link to comment Share on other sites More sharing options...
dancezwithnubz Posted January 15, 2014 Share Posted January 15, 2014 WRONG!!! Only lvl 54 gear yields MK-9 components. Those droid parts are lvl 52. you know what else gives MK-9 components? QT-9 droid parts! Link to comment Share on other sites More sharing options...
Jaggermaister Posted February 7, 2014 Share Posted February 7, 2014 do these crit on crafting them? i want to make sure it says companion returned with great success but i dont see crit with it Link to comment Share on other sites More sharing options...
psandak Posted February 7, 2014 Share Posted February 7, 2014 do these crit on crafting them? i want to make sure it says companion returned with great success but i dont see crit with it What do you mean by "them?" any item modification or consumable (armoring, mod, enhancement, barrel, hilt, dye module, augment, medpac, adrenal, and stim), will generate an extra unit on a crit. i.e. if you craft a grade 22 skill barrel you will get two of them on a crit. any piece of gear (ear, implant, bracers, relic, MH, OH, boots, pants, belt, gloves, chest, and helmet), on a crit will add a level appropriate augment slot to the piece of gear. i.e. if you craft a level 23 helmet and you crit you will see an MK-3 augment slot when you read the tooltip on a mouseover; if you craft a level 54 or 55 piece of gear you will see an MK-9 augment slot when you read the tooltip. Link to comment Share on other sites More sharing options...
MaximilianPower Posted February 7, 2014 Share Posted February 7, 2014 ...and just to add to the above - in case you're referring to the aug kits themselves - yes, those can crit too (in which case you'll end up with a pair of them). This is largely why I try to sell completed kits rather than the unassembled mk-9 components. It's a little more work, but every now and then it pays off. Link to comment Share on other sites More sharing options...
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