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What mods are good at low level?


Shadokitty

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I got a Silent Hunter(?) armor piece today in a cartel pack, and the style looks nice, being greyish white, but I was wondering should I buy the mod 2's I can get now being lvl 11, or wait till I lvl up more and get the mod 4s? I don't know much about adaptive armor.
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I'm not sure if this would help you or not, but what I have done in the past, is when I needed mods, was to just create an alt, level him to 10, and then use them to build up whatever crew skill I needed. In your case, I believe it would be cybertech.

 

Shoot, even if you don't play him past ten, you can always throw him on scavenging missions, and do things that way.

 

Otherwise, Yeah, I'd hold off a bit, keep using normal drop gear till around 15 or so, then worry about mods, armor, etc. at least that way you will see more use out of them, as the time to level grows.

 

Of course, this is just my opinion and I could be way off, as It has been a while since I last played.

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I got a Silent Hunter(?) armor piece today in a cartel pack, and the style looks nice, being greyish white, but I was wondering should I buy the mod 2's I can get now being lvl 11, or wait till I lvl up more and get the mod 4s? I don't know much about adaptive armor.

 

You ask a complicated question, so I will have to ask questions of you, and maybe you'll find the answer you seek:

 

1. how many planetary/how many credits do you have? As a new player, my guess is not many.

2. have you compared the stats you will get with mod 2s vs the gear you currently wear? Just because you have a set of adaptive gear does not necessitate its use.

 

Keeping adaptive gear up-to-date can get very expensive very quickly. Sometimes delayed gratification is best.

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I agree with sirgod. You really don't want to start the mod route so early. I'm just about to jump my latest toon into modifiable gear at level 21, and some would say THAT is too early. You really ought to get by with dropped gear and rewards until then. That will give you some time to gather a few commendations, which is a common way to buy mods from vendors. The thing is, once you get into mods, it's a never ending cycle of upgrades from then on.

 

Yes, you CAN make your own mods if you have the patience. cybertech is a good place to start because it provides for armoring, which is expensive to buy (7 commendations each), and "mods" themselves (2 commendations each). That leaves you with enhancements (2 each), which are done by artifice, but be aware that no crafting skill creates all the mods for any level. So it's a balancing act as you level up.

 

This is a complex topic and I have intentionally not gone into a lot of detail, which you did not ask for. But for the future I might suggest having one toon do cybertech one do artifice (for force users), and one do armstech (which makes barrels). They also among them make earpieces, some augments, and shields, which every toon needs. This would give you well-rounded abilities to help out future toons.

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I start with modifiable armor at level 9. Is it necessary? No. Is it fun? To me yes. Even when I was a new player, blue mods held out about 10 levels, nowadays it is 20 and more. Not going into a level appropriate FP or even OP with outdated armor though :D

 

If you can afford the mods, and you like the armor, there is no reason whatsoever to hold off. Comms are so easy to get these days, a piece or two in modifiable armor is quite easy to keep uptodate. You will outlevel all armor fast, that is just how this game works. Certainly faster at lower levels, but it is a matter of priorities more than set rules. If you find a drop while playing that is better, can swap out the modded armor until you have outgrown the drop.

Edited by Nazdika
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I always try to get into moddable gear early. But I also have my main as an Artificer which helps save on enhancements. Otherwise I do the daily group finder missions (you get somewhere between 20-30 basics if you run KDY and the random flashpoint). This usually keeps me in comms enough that I can afford to mod them out. I just rolled my cyber tech toon so gearing will soon become even cheaper.
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I was wondering should I buy the mod 2's I can get now being lvl 11, or wait till I lvl up more and get the mod 4s? I don't know much about adaptive armor.

That strictly depends upon how many credits and/or basic comms you have.

But, basically speaking, you should update the mods on your equipment continually as you level up - particularly if you find that you are struggling to defeat enemies. So whether or not to get the "mod 2s" now or wait till later depends upon whether or not you can afford it, and whether or not you need the stat boost.

I recently leveled a new character and I was updating my (and my companion's) mods about every 4 levels, but then again, I could craft most of them (and they were "blues" - with "greens" you may need to update more often.)

 

You can get mods either from Modifications Vendors on most planet's main cities (green - credits) or from the Planetary Vendors on the Fleet (blue - basic comms). Or buy them on the GTN.

 

Btw - "adaptive" and "mod-able" are not the same thing, although all adaptive armor is mod-able, as far as I know. (But not all mod-able armor is adaptive.)

Edited by JediQuaker
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I start at level 9 so I can control the look of my character at the get go. I have a ton of collections unlocked so my imagination is the limit on my look.

 

I have a cybertech who has every blue armoring pattern up to cap. I usually make them every other number though.

 

The remaining slots I supplement with commendation bought modifications.

 

At each replacement here is what i need:

 

7-8 armorings - crafted

9 mods - 18 comms

1-2 barrels/hilts - 7-14 comms

7 enhancements - 14 comms

 

The materials to craft are sustainable and I only need 36-46 comms every 2-4 levels (depending on how often) Easily done with a couple of Kuats or flashpoints. Double that for companions, that is still very doable. I may also alternate. For example at 21 I replace my characters mods, at 23 I replace my companions.

 

I didn't mention crystals. I got a +41 power one in collections that I pull down for everything (even have a few different colours now. Works great. I'm leveling an Armstech and ARtificer to help with making stuff.

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Moddable armor is fun and it can get your character into some really cool looks!

 

At your level (9? 10?), just make sure you throw in an armoring. So long as you're only loading your mainstat, gear is not greatly important at those levels. Just make sure that, as you're leveling, you're doing your daily FPs, daily WZs and weekly WZ/FP quests so that you get lots of basic commendations. The more Basic Commendations you have (and those Warzone Commendations can be converted!) the more often you can upgrade your and your companion's gear.

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//snip//

 

At each replacement here is what i need:

 

7-8 armorings - crafted

9 mods - 18 comms

1-2 barrels/hilts - 7-14 comms

7 enhancements - 14 comms

 

The materials to craft are sustainable and I only need 36-46 comms every 2-4 levels (depending on how often) //snip//

 

Why are you even using comms for the 9 mods(18 comms)? If you have a Cybertech you can make those aswell besides the armorings. Even if you don't have the blue schematics for them the greens will suffice also. I leveled my Commando up to 60 on mostly green armorings and mods with cybertech

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When I level a new char I usually use drops mixed with cheap green/blue items bought from GTN up to level 21. You get levels so quicly before lvl 20 that I simply dont bother with adaptive gear/comms especially that you need around 100 commendations to get full set of mods.

 

At lvl 21 I get full set of adaptive gear and buy mods for commendations. Then I upgrade the mods at lvl 29,35 and 41.

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Speaking as someone who doesn't have the alts (though I am working on it). Easiest way to get comms right off the bat would be run BT 2-3 times (At level 10). 1st time for your intro to group finder, 2nd time for your weekly Search for Allies, 3rd time should be able to get more moddable drops.

 

Now, these would be able to get you to level 15 with about 100 comms (at least, it usually does with me). With quest rewards, if it isn't a complete upgrade, always choose the comm reward. At 15, run KDY for the 20+ comms.

 

Now at 16, you should be able to get your weapon on your home planet and you should be afford the mods. But I wouldn't recommend them just yet. Get to level 17/18 and run Hammer Station a few times and you can transfer the mods from the gear to your gear.

 

From there, it's a personal choice IMO. You can upgrade every level, every 2nd level etc. By the end of the first or 2nd Hammer run, you should be swimming in comms that it wouldn't matter if you spend them every level.

Edited by Celwinn
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Why are you even using comms for the 9 mods(18 comms)? If you have a Cybertech you can make those aswell besides the armorings. Even if you don't have the blue schematics for them the greens will suffice also. I leveled my Commando up to 60 on mostly green armorings and mods with cybertech

 

18 comms versus using the materials. It all depends which I have more of. I don't need to save comms for much as I level, since I get all those comms with the revan prelude.

 

I go whichever way is more available for me. Since Mods are so cheap, comm-wise I never even RE'd up the blues.

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Another easy way to get comms, if you're a smuggler or trooper, run the 3 heroics on Ord Mantel and select the comms as your reward. It nets 9 comms each run and, depending on your level, takes about 10 minutes (as opposed to Esseles/BT which can take over an hour for a run plus wait times). If you're a jedi, I believe you can still do one of the 3 missions for 3 comms. It doesn't seem that the Imp side has anything like that.
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