MurkyDregs Posted January 10, 2017 Share Posted January 10, 2017 Hello, So, I have a full orange set via the Cartel Market, and I have no idea how to figure out what's the best combination of mods for each piece- including weapons, everything I look up seems to be old, meaning 3.0, or 4.0, version of the game and from what I can gather it seems a lot has changed with 5.0. Any good links (I'm assuming somewhere in these forums?) with basic explanations of how all this works, why you put what mod/enhancement/armor/barrel/augmentation where etc.. would be great. I was using this but from what I read it sounds like it's irrelevant now: https://torcommunity.com/guides/miscellaneous/gearing-stats-guide#imperial-agent-smuggler Thx -Murky Dregs Link to comment Share on other sites More sharing options...
Anduhar Posted January 10, 2017 Share Posted January 10, 2017 I don't think it matters too much until you get to level 70 and start doing end game group content or Warzones. You can try looking for a guide on Dulfy for info on the optimal mods for your class. There are class guides there for 5.0 for many of the classes and many of the 4.0 guides are still relevant. http://dulfy.net/2016/12/22/swtor-5-0-class-guides-master-list/ Link to comment Share on other sites More sharing options...
JediQuaker Posted January 11, 2017 Share Posted January 11, 2017 As said above, don't worry about it too much. Basically, for a Gunslinger, take armorings that have more Mastery/less Endurance; use mods with more power, use a combination of Enhancements, Augments, Implants, etc, to get you 110% Accuracy and lots of Critical (30+%). A bit of Alacrity can help as well. This is just an overall spec for PvE. Once you get to level 70 and/or do PvP or OPs you may need to tweak things. Link to comment Share on other sites More sharing options...
MurkyDregs Posted January 11, 2017 Author Share Posted January 11, 2017 Thanks all...I have to admit, the amount of complexity in this game is overwhelming. I'm a bit impatient and usually absorb game mechanics quickly, but this game is just HUGE. Link to comment Share on other sites More sharing options...
Adric_the_Red Posted January 11, 2017 Share Posted January 11, 2017 (edited) Don't bother putting any mods in that "orange" set. Just "stamp" it in an outfit slot, "apply" that outfit, and keep using whatever gear you get from mission rewards and loot drops for your "equipped" gear. Aside from not putting "tank" gear (with absorb, defense, and/or shield stats) on your gunslinger, don't worry about "proper" stats until you get to endgame. Edited January 11, 2017 by Adric_the_Red Link to comment Share on other sites More sharing options...
MurkyDregs Posted January 11, 2017 Author Share Posted January 11, 2017 Don't bother putting any mods in that "orange" set. Just "stamp" it in an outfit slot, "apply" that outfit, and keep using whatever gear you get from mission rewards and loot drops for your "equipped" gear. Aside from not putting "tank" gear (with absorb, defense, and/or shield stats) on your gunslinger, don't worry about "proper" stats until you get to endgame. IS that how that works? What you have in the slots is actual gear, and when you select an "Outfit" tab and apply it only changes appearance? Link to comment Share on other sites More sharing options...
Adric_the_Red Posted January 11, 2017 Share Posted January 11, 2017 IS that how that works? What you have in the slots is actual gear, and when you select an "Outfit" tab and apply it only changes appearance?Correct. Gear in your "equipment" slots (the tab with a "person" on it) is what you are using, and is what gives you your stats. Gear in the "outfit" tabs (numbered 1, 2, 3, etc.) is purely cosmetic. The "Apply" button at the top of the image on your character sheet only applies the "look" of whatever tab you are on. (You need to have the gear in your personal inventory to "stamp" it onto an outfit, but once you do that, you can stow it in your Cargo Hold, or even destroy it entirely). Link to comment Share on other sites More sharing options...
BenduKundalini Posted January 11, 2017 Share Posted January 11, 2017 (edited) You do have a lvl 60 moddings seller on fleet at supplies section. You want, say, 60 adept enhancement and 60 versatile armorings and mods. However yeah. Anything you've gotten from 1-60 heroics crates or loot will do fine, and you can stamp your pretty outfit in the outfit designer and then "apply' to override the appearance of whatever it is that's actually equipped and counting towards bonuses. Your visual outfit can be anything, that green 61 that just dropped, that cartel market orange or even that starter, white quality, level 1 great looking supplicant robe! Welcome to the game, fellow Kotorite Edited January 12, 2017 by BenduKundalini Link to comment Share on other sites More sharing options...
MurkyDregs Posted January 12, 2017 Author Share Posted January 12, 2017 Many thanks... Link to comment Share on other sites More sharing options...
SteveTheCynic Posted January 12, 2017 Share Posted January 12, 2017 Before 5.0, on DPS characters, I always used: Versatile Armorings Versatile Barrels or Hilts Lethal mods without the letter (i.e. Lethal Mod 25, not Lethal Mod 25A) 3 Quick Savant enhancements 2 Adept enhancements 2 Initiative enhancements That was more than enough to get me through all solo content. For below-70 content, it's still feasible, although from 66 on, I often use crafted 228-rated fixed-stat armour (because it's better than any other non-set-piece gear that a level 66 can use) because I have enough crafters to do it. Link to comment Share on other sites More sharing options...
JediQuaker Posted January 12, 2017 Share Posted January 12, 2017 (edited) Don't bother putting any mods in that "orange" set. Just "stamp" it in an outfit slot, "apply" that outfit, .... I would partially disagree with this. Put the orange set in your base. You can "stamp" it into an outfit slot as well, if you like the look. (It can be in both places.) For your base, you can swap in and out any pieces of gear with better stats and/or upgrade the mods in the orange gear. For the outfit you can use ANY piece of gear you like, of any "color" (white, green, blue, orange, etc), and any stats. The stats and "level" don't matter - just the cosmetic looks. Edited January 13, 2017 by JediQuaker Link to comment Share on other sites More sharing options...
MurkyDregs Posted January 12, 2017 Author Share Posted January 12, 2017 Before 5.0, on DPS characters, I always used: Versatile Armorings Versatile Barrels or Hilts Lethal mods without the letter (i.e. Lethal Mod 25, not Lethal Mod 25A) 3 Quick Savant enhancements 2 Adept enhancements 2 Initiative enhancements That was more than enough to get me through all solo content. For below-70 content, it's still feasible, although from 66 on, I often use crafted 228-rated fixed-stat armour (because it's better than any other non-set-piece gear that a level 66 can use) because I have enough crafters to do it. I just started crafting. My first toon is the gunslinger/sharpshooter. For skills I took Underworld, Slicing, & Investigation... Basically for money & companion gift purposes. What happens when you max out a crew skill at 600? Do you lose it if you choose to reset to another? If so I guess I shouldn't mess with this one, and use it just to "harvest" from these skill categories, and I figured out that you can transfer items from one toon via another using the Stronghold Inventory/Storage. Link to comment Share on other sites More sharing options...
Docdim Posted January 12, 2017 Share Posted January 12, 2017 IWhat happens when you max out a crew skill at 600? Do you lose it if you choose to reset to another? If so I guess I shouldn't mess with this one, and use it just to "harvest" from these skill categoriesYes, you would lose it, back to zero. So, as you wrote, you do not want to do that. Link to comment Share on other sites More sharing options...
Adric_the_Red Posted January 12, 2017 Share Posted January 12, 2017 I would partially disagree with this. Put the orange set in your base. You can "stamp" stamp it in an outfit slot as well, if you like the look. (It can be in both places.) For your base, you can swap in and out any pieces of gear with better stats and/or upgrade the mods in the orange gear.Well since he bought a set of "empty shells", any gear he has equipped will already be better than that set, without needing to buy any modifications. I personally never bother with modding gear anymore as I level up characters. I just use any drops that are better than my current gear. Leveling goes so fast it's really pointless to bother tweaking stats. You'll outlevel the gear (and pick up better stuff from drops) in almost less time than it takes to go to fleet and buy a bunch of mods and upgrade your gear. On top of that, long before you leave your starter planet, you'll probably be several levels above whatever conent you're running, so won't need to have fully "up to date" gear anyway. But that's just me. Link to comment Share on other sites More sharing options...
kromandar Posted January 12, 2017 Share Posted January 12, 2017 (edited) This is probably the single-most informative thread I've read in a while! Thank you VERY much for posting these explanations! @Adric_The_Red, @Stevethecynic, and @JediQuaker, thank you for the explanations. I had no idea what that extra outfit slot was. I feel so stupid now for destroying those item pieces/drops that I got from my starting planets in favor of moddable pieces that I keep trying to spend credits to update... Thanks! Following this one for future reference! CM Edited January 12, 2017 by kromandar Link to comment Share on other sites More sharing options...
MurkyDregs Posted January 12, 2017 Author Share Posted January 12, 2017 . Leveling goes so fast it's really pointless to bother tweaking stats. You'll outlevel the gear (and pick up better stuff from drops) in almost less time than it takes to go to fleet and buy a bunch of mods and upgrade your gear. But that's just me. I've come to that conclusion. I had no idea how the "Outfits" tabs worked, and that solved the aesthetic/function problem. Link to comment Share on other sites More sharing options...
Docdim Posted January 12, 2017 Share Posted January 12, 2017 I personally never bother with modding gear anymore as I level up characters. I just use any drops that are better than my current gear. Leveling goes so fast it's really pointless to bother tweaking stats. You'll outlevel the gear (and pick up better stuff from drops) in almost less time than it takes to go to fleet and buy a bunch of mods and upgrade your gear. On top of that, long before you leave your starter planet, you'll probably be several levels above whatever conent you're running, so won't need to have fully "up to date" gear anyway.. Quoted for emphasis. I was going to make a long-winded piece about same. Essentially: IF you are just leveling for story-purposes (1-50, RotHC, SoR, KotFE, etc.) and IF you are a sub (so you will be leveling ultra-fast AND getting blue on-level gear from occasional Heroics) [okay, if in the mood, I'll just pick up the occasional: versatile hilt/barrel/armorings, lethal mod (no letter), adept enhancements] And you don't have to worry about stat optimizing. Not "110% accuracy must", not "x amount of Crit", not "y amount of alacrity". That's all end-game, "I'm doing serious Ops/PvP" stuff. Hell, a Smuggler sharpshooter can pretty much just spam Sweeping Gunfire and play through the game. But that's another subject. ... and I got long-winded anyway Link to comment Share on other sites More sharing options...
SteveTheCynic Posted January 13, 2017 Share Posted January 13, 2017 I just started crafting. My first toon is the gunslinger/sharpshooter. For skills I took Underworld, Slicing, & Investigation... Basically for money & companion gift purposes. Nope. You didn't start crafting. You started gathering. The crafting skills let you (via your companions) *make* items. They are: * Armormech (armour, tank armorings, some augments) * Armstech (blasters and other tech weapons, blaster barrels, some augments) * Synthweaving (armour, dps/heal armorings, some augments - including Alacrity) * Cybertech (mods, enhancements, gadgets including some speeders, railshooter spaceship parts, earpieces) * Artifice (lightsabres, hilts, colour crystals, relics, ...) * Biochemistry (implants, medpacks, stims, adrenals) Synthweaving armour was formerly for Force classes only, and Armormech armour for tech classes only, but there's no difference now. Link to comment Share on other sites More sharing options...
MurkyDregs Posted January 14, 2017 Author Share Posted January 14, 2017 Nope. You didn't start crafting. You started gathering. The crafting skills let you (via your companions) *make* items. They are: * Armormech (armour, tank armorings, some augments) * Armstech (blasters and other tech weapons, blaster barrels, some augments) * Synthweaving (armour, dps/heal armorings, some augments - including Alacrity) * Cybertech (mods, enhancements, gadgets including some speeders, railshooter spaceship parts, earpieces) * Artifice (lightsabres, hilts, colour crystals, relics, ...) * Biochemistry (implants, medpacks, stims, adrenals) Synthweaving armour was formerly for Force classes only, and Armormech armour for tech classes only, but there's no difference now. I rolled up a Jedi/Consular...Artifice-Archeology-Treasure Hunting...Wind Crystals are hard to get! Link to comment Share on other sites More sharing options...
BenduKundalini Posted January 14, 2017 Share Posted January 14, 2017 Go to fleet, Galactic Market section, bottom part, middle. Buy about 80 rank 1 gifts to take your companion to influence 10. In Qyzen Fess's case, it's ammunition belts. Then you'll have a + 5% chance to crit, ie, find purple mats on treasure hunting missions. Link to comment Share on other sites More sharing options...
MurkyDregs Posted January 17, 2017 Author Share Posted January 17, 2017 Go to fleet, Galactic Market section, bottom part, middle. Buy about 80 rank 1 gifts to take your companion to influence 10. In Qyzen Fess's case, it's ammunition belts. Then you'll have a + 5% chance to crit, ie, find purple mats on treasure hunting missions. Thanks...will do. I need to get C2N2 up in influence...Qyzen I have at 14 right now...I'm currently at level 34. Is Jedi Infiltrator/Shadow a DPS or Tank? Link to comment Share on other sites More sharing options...
SteveTheCynic Posted January 17, 2017 Share Posted January 17, 2017 Thanks...will do. I need to get C2N2 up in influence...Qyzen I have at 14 right now...I'm currently at level 34. Is Jedi Infiltrator/Shadow a DPS or Tank? Jedi Shadow / Infiltration is a DPS discipline. (The class is Jedi Shadow, the discipline is Infiltration.) Link to comment Share on other sites More sharing options...
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