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What are the recommended crew skills for a Sith Warrior?


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Posted

Hi guys

 

I want to try my hand at crew skills to test them now that 4.0 is upon us. Could you recommend crew skills for a SW? Come to think of it for all classes so I don't create new threads every time I try a new class :)

 

Thanks

Posted
Hi guys

 

I want to try my hand at crew skills to test them now that 4.0 is upon us. Could you recommend crew skills for a SW? Come to think of it for all classes so I don't create new threads every time I try a new class :)

 

Thanks

 

I would say synthweaving or artice for force users, and armstech, armortech and cybertech for gun users, and biochem for anyone left over :)

Posted

I get Scavenging / Slicing / and Treasure hunting on all my characters

 

I don't know why - I just do. Gather scavenging mats and sell them - gather lockboxes and get credits - get companion gifts to boost companion affection.

 

Now that companion questlines are based on level and not by affection - treasure hunting may be let go

 

Just what I do - I never had a interest in crafting anything myself.

Posted

Hello,

I see you are having trouble deciding your choice of crew skills. The great thing about this game is that most crew skills have some way of benefiting you. Some of them can still make you money even if you cannot use the created items for your class.

Check out this diagram from a redditor to see what each skill makes. I would advise taking a look at the things you might want to make then searching for a deeper guide on that specific skill. Most of the good guides will tell you how expensive it would be to level that specific skill.

If you cannot make what you want then why not just buy it all right? The general consensus seems to be that slicing is a very new player friendly money making skill. Also, as stated above, if crafting skills are too overwhelming then just getting gathering skills are a decent way of making money. I hope this helps you make a better informed decision.

Have a good day.

Posted (edited)

Given the current state of things, anything but armstech.

 

Force users should avoid armstech unless they are hellbent on selling custom barrels on the market.

There is nothing there for them for personal use other than being able to tweak the look of the blaster-wielding companions they may gain along the way, and there are plenty of better ways to do that.

 

 

Go to each skill trainer, train up that skill, talk to them again, change the filter to "show all", and look at what all they offer.

Then delete that skill (the little "x" in the crew skill window next to that skill) and train another, repeating the process until you have seen what every trainer has to offer.

 

That will cost you nothing but some time.

 

There is no "best", only what works better for your character given your situation and what you hope to accomplish.

Some skills are more useful at endgame than they are at lower levels and vice-versa.

 

And you can always change skills. You lose your schematics, but unless you invested heavily in hard/expensive to get special schematics you really don't lose that much.

If you have some materials built up and a few crew members you can power-level a skill in no time.

Edited by Mithros
Posted
Thanks for all the replies. I've been mulling over an idea. Would it be feasible to get all 8 classes to level 65 and THEN focus on levelling the crafting skills??
Posted
Thanks for all the replies. I've been mulling over an idea. Would it be feasible to get all 8 classes to level 65 and THEN focus on levelling the crafting skills??

 

Hi again,

I am glad you have given this more thought. Feasible? Possible, yes. Convenient, no. Getting 8 classes to 65 is still quite a task even though it is a lot easier to level now. You may direct the gathering and crafting yourself, but it is all done by your companions. So you can be off doing whatever you want while your crew skills are constantly leveling, provided you have money. Some gathering skill materials sell well for low income new players. What those materials are will be dependent on your specific server though.

If you are having trouble leveling a skill, then check out this place. The torcommunity guides are alright and give you what you need to know when leveling a crafting skill. Lastly, do not worry so much. Just pick one and go with it. I asked myself the same question when I first started. I chose a consumable craft, when I could not decide on a gear one. Saved me a lot of time and effort from looking for some perfect craft to fit my class. Happy crafting.

Have a nice day.

Posted
Especially if you are getting a crafting profession (or two) - it is much easier to grind it up while you are simply out and about leveling the character. Especially Scavenging that is tied to items out in the world and also certain droids / mechs that you are fighting anyways
Posted

The changes to companions in 4.0 means that there is no longer a best for a given class as they now all have the same stats, so now it is a case of choosing what suits you & 3 gathering skills will make steady income from just gathering in the world as you level.

 

So the choice is yours, rather than what companion skills you had...

Posted

Like many players I have leveled practically every crew skill in game. So here is my two cents on the subject ...

 

If you do just one or two characters, I would not necessarily focus on any crafting skill but focus on Mission skills (like Treasure Hunter) or in resource gathering skill like scavenging. Slicing is also one of those skills that makes you money no matter which way you go. Back in the day, I use to make about 100k just looting slicing terminals on Yavin 4 when I did the weekly, but Yavin 4 has a ridiculous number of resource nodes and I'm on a light population server to boot. These days people may be using Yavin 4 to power level their resource gathering skills since you can know gather a resource regardless of your skill level compared to that of the resource node.

 

But if your goal is to level all 8 classes, then I would target one crafting skill / toon. Both artifice is synthweaving is good on a force character. Just like armsmith, cybertech, and armorsmith are all good on non-force users. Bio-chem is a universal skill for anyone.

 

As to how beneficial they are for you ... I would say the need for mods, crystals, and player crafted equipment is minimal. Especially with the extremely cheap Legacy Cartel Market items that are in game and continue to grow in number. And the fleet mods are more than sufficient to get you through game content as you are leveling. Cybertech does give you access to making ship equipment, but unless you like doing the PVE rail system, there is no other benefit to this. Cybertech also can make grenades which you can use in PVP.

 

What you will find a use for though is augments and augment kits, relics, implants, and earpieces. Different crew skills make different types of augments, so you need to do a little research to figure out which augment type interests you. Relics .. I'm not sure which crew skill makes these now as I haven't taken the time yet to look through all of my crafting lines. Implants are made by Biochem. and Earpieces are made by Cybertechs. But both implants and earpieces you will likely only change out only about a half dozen times as you level up.

 

And that leads to expense. Any crafting line you look into is going to be quite expense to master all the recipes and schematics. The last crafting line I leveled was armsmith and that was prior to 4.0 releasing. That one probably cost me about 1 million credits to learn the majority of the recipes and I still likely need to go back to the trainer now to re-learn the recipe changes. I haven't done that yet on armsmith, but I did do it on my cybertech and I probably dropped about 200 - 300k relearning all those freaken schematics from the fleet vendor - and there was a lot of them.

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